Showing posts with label music. Show all posts
Showing posts with label music. Show all posts

Sunday, October 20, 2013

MGMT - OPTIMIZER


Still image of Andrew Benson visual for the Optimizer

MGMT has released their third album, a self-titled LP and along with two psychedelic visual projects which have been launched together, one is called "Optimizer", an immersive audio and visual experience to accompany the new album for its full 44 minute run time. It has been directed and edited by Alejandro Miguel Justino Crawford by mixing the visuals produced by Andrew Benson, Chris Timms, Geoffrey Lillemon and Emilio Gomariz. The Optimizer comes together by buying the album on iTunes.
The second visual and interactive project it's their own website whoismgmt.com whose background features a classic already distortion and melting aesthetic created by Chris Shier who has built an interactive painting website working in multiuser mode which means that everyone who is on the website will be painting together over the same canvas in real time. For this occasion Chris has put several easter eggs in your keyboard keys to change colours and aesthetic of the different strokes, also there is another one to create "G"ifs of cropped areas of the painting process.. try it! See more;


Multiuser painting website by Chris Shier






"Optimizer" directed and edited by Alejandro Miguel Justino Crawford
(Below are some still images from the individual works from the different artists to create the Optimizer, courtesy MGMT)

Andrew Benson
http://pixlpa.com/


















Thursday, October 25, 2012

Interconnected by Sabrina Ratté



"Interconnected" is the title for a new beautiful work by Sabrina Ratté who has collaborated this time with the electronic musician Steve Hauschildt whose new album "Sequitur" will be launched next November via Kranky.  

As Sabrina told us, the images are originally video feedback refilmed and then transformed digitally to make that diamond effect, she was looking for a digital look reminiscent of the late 80s early 90s for this particular video. 
"Steve's music has this beautiful and honest emotion to it and I tried to translate it the best I could through the choice of colours and slow movements. The title was also very inspiring to me, "Interconnected". It has a mathematical aspect to it, like the geometry of the images, as well as it can be seen in a spiritual way" Sabrina Ratté. See more;




Tuesday, August 14, 2012

EXO



Exo is an impressive downloadable 35 minute immersive gaming environment created by Tabor Robak, inspired by Gatekeeper’s industrial sounds. I added a couple of questions from an interview of Noisey to Gatekeeper one month before launching EXO where they talk about how they decided to  do an interactive visual experience for the new HD LP. And also two more questions from a recent interview at The Creators Project with Tabor Robak, where they talk more focused on the process  creating the game, his influences and style. See more;

Suze Olbrich from Noisey asks to Gatekeeper:

Suze Olbrich: When did you know that you were going to present this record visually as a game? Did you know right away that videos wouldn’t be enough for the HD LP? 
Gatekeeper: We started working with Tabor really early on, just sort of talking about ideas. He had every version of our recording after a couple of months in. So we were taking the idea along as we were writing the music. The finished concept for the game only emerged when we finished recording.
We’re obsessed with creating a visual context for what we do, but we'd maxed ourselves out on music videos. In our previous labor with Thunderhorse, we were very involved in the making of the videos, and so it was cool to think about a visual component that would be even more immersive for a user but didn’t immerse us as much. We really gave Tabor the artistic license to do what he wants, as we have so much respect for him as an artist in his own right, but we were all pulling from a really similar source of inspiration in the project as a whole.
With video you can just sense that it’s energy has just sort of been dissipated. I remember my first year or two of youtube was amazing, and then after a while you realize even this form can be exhausting and boring. Video’s a lot of work and it’s contained in this little window that’s so familiar that it reduces everything to the same droning playlist.

Suze Olbrich: So how much can you talk about the game? Does it have a narrative? Narrative’s really useful but we like to have ambiguity in it. 
Gatekeeper: The music is really visual and conjures up all these cinematic references, but what’s fun about that to us is the fact that those aren’t scripted and so people can kind of imagine their own narrative based on it.
For a lot of people that grew up in a similar generation to us, which is where we scrounged our references from, it could seem to exist within one general collective imagination.
For us, Exo, has always been this environment or planet or territory, so what Tabor is doing, what we could talk about a little, is that the levels consist of organic environments, beautiful CG renderings of them.

Recommended to read the whole interview at Noisey.

____________________________________________________________________________________________________


Julia Kaganskiy: How did you go about constructing this virtual world? Obviously the music is very evocative, so I’m sure that helped.
Tabor Robak: From the very beginning, what I had were the songs and my discussions with Gatekeeper about what would be cool to have in here. When we started this, my technical ability was very primitive. I didn’t know how to do any of this. The last thing I had made was BrandNewPaintJob.exe with Jon Rafman, which is also made in Unity and is a 3D environment but everything is very cubed off and rigid and it’s totally experimental because I didn’t know the tools. So as my knowledge grew over the year, the ideas that I could come up with also changed. But for the most part, it was very typical. Just listening to the mp3s on the train during my commute, trying to imagine what it could look like. With some tracks, like “Hydris,” the name gave me a starting point, but many of the other tracks, the titles are abstract or were changing throughout the band’s process of making the music, so I didn’t always have that to rely on. I tried to be mindful of leaving room for the music. That’s why there’s not so much stuff to do.

Julia Kaganskiy: Whoa. Wait. You didn’t really know how to use Unity when you started? How did you create these elaborate worlds?
Tabor Robak: Unity has a great app store that’s just as easy as the iTunes music store to use. So I’ve got a lot of great middleware [apps] that I’m using throughout the entire game. The throbbing to the music, that was somebody else’s code that I purchased and figured out how to plug in. The camera system that I’m using throughout is an improved version of what ships with Unity. All the trees and the rocks and the grass – I bought all these nature model packs and then worked on placing them in the environment, which was a fun challenge. To compose something that looks natural and random unfortunately takes a lot of thought.

Recommended to read the whole interview at The Creators Project.

Download EXO for Mac & PC/64 (961MB)
See more at e-x-o.com

Thursday, May 24, 2012

Fatima Al Qadiri - D-Medley



The last video from the Fatima Al-Qadiri's Genre Specific Xperience was created by Thunder Horse Video for the track "D-Medley" which is inspired by Brazil’s Tropicalia movement and the video shows different psychedelic effects such as melting surfaces, acid organic textures and forms and also others which remind us of some visuals from the iTunes (cmd + T). In fact all these visuals seem to be the perfect background to dance on your desktop! See more;

Al Qadiri’s GSX Remixes EP in iTunes.



Friday, March 16, 2012

Ruins in the distance by Daniel Karlsson



"Ruins in the distance" is a visual performance series made by composer and musician Daniel Karlsson. The following videos have been recorded in real time meanwhile Daniel played the visuals using physical controllers, changing the parameters of the audio and video synthesis. 
Daniel describes the audio is made by means of digital feedback in a computer and the video is the result of analysis of the audio. The visuals show some multiplied basic geometric shapes such as spheres and cylinders which take the analysis data from the audio. See more;

All of the following videos are real time performances.


World Domination took place the last 19th January 2012 at Fylkingen. Performed by Jonatan Liljedahl using SuperCollider, Mattias Petersson using SuperCollider and modular synthesizers, and on the right is  Daniel Karlsson using SuperCollider, Audiomulch and projection.



Friday, February 24, 2012

Pinar & Viola - Go



"Go" is one of the latest great visual projects by Pinar & Viola. A video created for a collaborative single (Go) by Diplo and Dutch DJ/producer Oliver Twizt, available for release here.
The work shows a psychedelic environment featuring various clips of greyhounds racing through different internet browsers and video players. Not everything has been edited in the video, Pinar & Viola designed a bunny webcam application, which makes you incarnate as the bunny, like the starring actor of the video. You can download it here, it was developed by Hilal Koyuncu. See more;

Pinar & Viola_
"Pinar Demirdag and Viola Renate, form an independent design duo which creates hyper detailed surfaces by 'scanning' the contemporary visual culture, and 'printing' ecstatic surfaces in return. Colossal visual gestures, hyper intricate detail and excessive embellishment fill our collaged designs to the brim. By transposing, fusing and altering its elements, we aim to subvert conventional compositions."