
⁂

JBB: An Artblog!
Mike Driver

@theartofmadeline
No title available

❣ Chile in a Photography ❣

Kiana Khansmith
styofa doing anything
Show & Tell

roma★
Not today Justin
No title available
let's talk about Bridgerton tea, my ask is open
he wasn't even looking at me and he found me
NASA
cherry valley forever
Today's Document

Origami Around
trying on a metaphor
PUT YOUR BEARD IN MY MOUTH

seen from United Kingdom

seen from United States
seen from Italy
seen from United States

seen from Brazil
seen from Libya
seen from Russia

seen from France

seen from United States

seen from Algeria
seen from United States
seen from United States
seen from France
seen from United States
seen from Philippines
seen from United States
seen from United States
seen from Kenya

seen from United States
seen from Colombia
@sfranciotti
Electronic music pioneer Suzanne Ciani talks with Steve Paulson about her electronic music and sound work.
Suzanne Ciani and Xenon
It usually only takes a few notes to recognize the nostalgic 8 bit arpeggios of our favorite childhood games-- the endlessly looping, almost classical compositions that made up the soundtracks to sleep overs and pizza parties. Through the lens of a curious adult, these works inspire more in me than nostalgia. I want to know how it works.
Clunky and fragile, analog methods of sound design only lasted for a few years in the history of gaming music. As the iterative design process pushed the boundaries of the medium, eventually computer chips became the audio standard in gaming. Chiptune (as it became known) is the genre of music that grew from the use of programmable sound generator chips in early gaming consoles and microcomputers. By synthesizing basic waveforms and shaping the attack, delay and release of the resulting waves, early chiptune composers were able to create complex musical works with a limited 3 voice polyphony (for non synth nerd people out there, this means only three sounds could be played at once!)
The ability to manipulate and mimic difficult to capture sounds became a prized and marketable skill within the gaming industry. At the time, there were very few people that possessed the equipment and knowledge to create these soundtracks. One such pioneer was Suzanne Ciani.
Widely known for her new age records and commercial work as a sound designer, Ciani’s expertise with synthesis yielded a broad portfolio of work over the years. Trademarking sounds such as the “coca cola pop and pour” made a name for her as a talented sound designer.
https://youtu.be/ORnlkEWB94w
“Xenon” is one of the first arcade games make use of cutting edge digital sampling and chip tune with sound effects and voice overs performed by Suzanne Ciani herself. Check out the link below to see a brief documentary on her process.
https://youtu.be/sM4YAio2LM4?t=20s
Prototyping a Game in 10 Minutes
As someone who classically has held onto the things I create with white knuckled fists, rapidly churning out an idea and committing to it is an uncomfortable process for me. My first impulse during this exercise was to turn to the strategies I practice within the context of my UX background. I wanted to figure out who our user was (our game's main character), what their goals were, what sort of obstacles they faced in achieving their goals… I grabbed a marker and started writing down ideas on the whiteboard.
We quickly settled on a loose plot line and cyber punk theme for our game: Competing hackers breaking into a server storage facility must overcome various obstacles to get to the central server room. First player to infiltrate the server wins. The overarching aesthetic elements of competition, challenge and sensation began to take shape.
Yet, answering questions of aesthetics left my team little time to consider the mechanics and dynamics of our game. As we continued to discuss our various approaches to the mechanical possibilities, we found that actually mocking it up was the quickest way to find clarity on which ideas worked and which ideas didn’t. By sketching out the game board and moving the game pieces around, we decided on a turn based strategy. Little was solidified outside of that design choice.
Each member of the team brought their intrinsic interests and background to the table, but given the time constraint it seemed as if the loudest voices in the room prevailed— my own included. I wanted to hear more from the larper guy! Next time, I suppose.
Here’s a picture of our intricate and well designed board game:
Here’s a picture of... rules?
Soichi Terada, “Do it Again”
Admas - Astawesalehu
*sizzle*
TPO: HOSHIMARU
Sailor Moon