Boston Music Hack Day 2014
Some rough notes on Boston Music Hack Day 2014.
J & B are sitting in Spotify's Somerville office, listening to the universe sing from a laptop.
A steady stream of beeps and boops pours out from the laptop. It sounds like speed metal played through a Nintendo soundcard.
J listens, amazed. "What was that?!", he says. "The Ocarinas?". He closes his eyes and listens again. "No...wait, that's gotta be the bagpipes."
B looks over at J and grins. "If you like that, just wait 'til you hear Aldebaran. It totally rocks."
They're listening to the Keplerphone, a music generator they built with data from the Kepler Space Telescope.
Welcome to Boston Music Hack Day.
From the MHD homepage, "Music Hack Day is a time for developers, designers, programers, industry insiders and musicians to come together to create new and unique music applications."
It's also a place to meet new people, learn new skills, and have a great time.
What follows is the tale of my Boston Music Hack Day weekend in 2014. A weekend of learning, lost sleep, and bird songs.
MHD started on Saturday morning at Microsoft's NERD center in Cambridge.
Paul Lamere, a veteran music hacker and MC par-excellence, gave us a warm welcome and overview of the weekend. Then he and other MHD sponsors took us on a tour of the latest and greatest tools for hacking with music.
@musichackday boston is underway! @plamere presenting the @Spotify and @echonest APIs pic.twitter.com/mPuHs3G9E4
— ak (@zthangz) November 8, 2014
Among my favorites were Spotify's (nee The Echo Nest) APIs for analyzing music, and a nifty squishy keyboard called 'The Seaboard'.
The crowd was excited and ready to go. Some of us stood up to pitch ideas about projects. I pitched an idea for making a musical interval trainer, and a few other folks pitched ideas for making musical games. We decided to form a gaming collective for the weekend.
The process of forming teams is always fascinating to me, especially at a hackathon.
How do groups of people, often strangers, come together in such a short time, and figure out what to work on?
The gaming collective did it through brainstorming. This was one my favorite parts of the whole weekend. We went into a sideroom with a whiteboard, and started to write, draw, sketch, and put up sticky notes together. Out of this process emerged a wall of craaazy ideas. And we started to learn about each other.
To me this, is one of the greatest virtues of hackathons. Hackthons help you come up with radically new ideas, they jolt your thinking, and they connect you with amazing people.
The gaming collective eventually decided to focus three ideas: an interval trainer based on nature metaphors, a blob game that would use musical mimicry to control a hungry blob, and a game about falling in space, and using music to avoid obstacles.
We decided that some of us would focus on just one idea, while others would share skills among all the ideas.
I decided to work on the interval trainer with F, a game design student from RIT.
Now came the tricky bit. F and I needed to figure out what we would build.
How do you figure out what's possible in a weekend? On one hand you have limited time. So maybe you shoot for something small & simple. But on the other hand, you want to build something cool. Something that challenges you, something to show off to your friends, something that helps you and others learn new things.
The trick is to find a balance...something that skirts the edge of the possible, but that also delights you and your friends.
This is another reason why hackathons are great. They force you to think about balancing.
F was a fantastic partner for figuring out what to make. He had worked on several games before, and has a deep sense of how to think about game design. He walked me through all the things we would need to think about. Things like the story behind the game, the mechanic, what kind of artwork it would need, what kinds of sounds we would use.
And more! You can see some of our discussions here:
It took us awhile to think through it. On one hand, I didn't have the game design experience that F did. And F didn't have the musical background that I did. But this was why we worked together, to help each other understand, and share our skills.
There were times when we didn't understand each other. But fortunately we took the time to clarify. Sometimes through intense discussions. Because part of a good hackathon project, maybe the most important part, is learning to communicate.
By now it was getting late. Just before supper time we coalesced on our vision. We would make a game in which you are a newspaper reporter who is trying to take pictures of birds. A kind of Avian paparazzi.. You learn to identify birds by their songs. But if you get the wrong bird, your boss at the newspaper gets mad and fires you.
We had our vision. Little did we know how it would change later.
We took a break for dinner, generously provided by the hackathon organizers and sponsors. Dinner is great because it can be a great time to take a step back, and find out about where your team mates come from, what they're interested in.
Even within our game collective of ten-ish souls, there were lots of different backgrounds. Some people had been to previous hackathons. For others, it was their first one, they wanted to try it out. Some had musical backgrounds, others had tech backgrounds. Others were just curious to see what was happening.
I think this diversity of interests is one of the thingss that makes music hack day great.
After dinner, fresh with nourishment and ideas, we took a bus over to spotify's office for the all-night hacking session. This is where the fun would really begin.
By now people were cranking away on their projects. About 50 of us were packed into Spotify's office, tapping away on laptops or soldering hardware.
11:30 PM: 47 hackers still hacking the overnight shift at Spotify Boston pic.twitter.com/DTFc0xeJnV
— Music Hack Day (@musichackday) November 9, 2014
This is the time when projects really start to move, and we learn new things.
Like how to use tools. I ended up working on some images for our game. I had never done this before, but F & his friend J from RIT helped me learn to make pixel art with the ASESprite editor. Check out my pixel tree:
I got to observe F code and compose background music. Around us the other members of the gaming collective were learning to use Unity, a game development engine.
This is one of my favorite bits of the hackathon. It's where you learn, where the learning becomes deep. Where you get to know your teammates. What music they like, where they're from. What they're interested in, what their sense of humor is like. It's when you become a tribe.
Meanwhile, our game was changing. F & I realized the newspaper story might be hard to get across. So instead we changed it to a story about a Park Ranger. The Park Ranger's job is identify birds in the park. And he identifies them through their calls. But if he gets any wrong, his boss, Smokey Bear, gets mad at him. Get too many wrong and smokey eats you.
Hackathons teach you that ideas change and morph as you work on them. The best laid plans of mice and men and the such.
But now we were cruising. But so was the clock. Around midnight, a vague sense of despair crept in. Would we be able to get something working by tomorrow? We didn't have anything up on the screen yet. We began to worry.
As the night turned to morning we decided to tap into a new tool, the Phaser game engine. This helped us get the game running, and now we were cooking. Pretty soon we even had a game we could play! A very basic game, but a game nonetheless.
The sun rising on 15 sleepy hackers who worked through the entire night. pic.twitter.com/DxyWxCHxIE
— Music Hack Day (@musichackday) November 9, 2014
That's me in the red shirt on the right.
By now it was time to return to Microsoft's headquarters for the wrap-up.
The rest of the morning went by in a blur for me. I had stayed up all night, and was focused on getting our game to run. I was pretty sure we were going to make it, but it was going to be tight. F and I kept hacking away, gradually making tweaks and adding new features, right up until the afternoon demo time.
Then it was time to share what we had made.
The demo time is one of my favorite bits. In the afternoon everyone stops working, and comes together to share their projects.
I loved the demos. I had been seeing bits and glimpses of the other projects throughout the weekend. But they really become something special when they're on the big screen in front of an audience.
Too many cool projects to list here, but some of my favorites were the Keplerphone, Cylindro, and Auditory.vim. You can check out all the projects here!
And then it was time to go. Bleary-eyed, exhausted, I goodbye to F and the other gaming collective folks. Then I stumbled home, and slept.
Thinking back on last year's MHD (I wrote about it here), for me their were some big differences.
Last year I worked on a solo project. This year I worked in a team. I enjoyed working with the team much more, and learned a *ton* more. I realized it's really great to work with other people on hackathon projects. It's a lot more fun, and you learn a lot more.
This year I knew more people, some from MHD last year, and others from [Boston Music Tech](http://www.meetup.com/Boston-Music-Technology-Group/). This made it much nicer. Community is a great thing.
I'm looking forward to next year. Thanks MHD organizers!