![]() |
||
|
The
first memory i have of an audio visual presentation is the first time
i saw Fantasia. Some was abastact, most of it was fantasy, all of it rocked
my world. The next memory i have of a "visualization" was playing
console fighting games(snes) and playing stuff on the radio or Popping
in Badmotofinger by Soundgarden. Of course i would stop the tape after
"Jesus Christ Pose"(cuz the rest sucked)and rewind it and even
cue it up right as the first round of whatever fighting game i would be
playing(Most of often it would be Dragon Ball Z 3). -------Russ
|
||
|
Whenever
i would be in my room drawing or loafing around I would usually veg-out
watching anime with the sound turned down and music blaring from the stereo.
So needless to say i've always looked for that connection between the
moving image and music. Recently winamp and sonique visualizations have
taken a toll on my productivity. Writting a research paper I didn't want
to be writting at 3 am i would drawn in and mesmerized by endless colors
and myriad of shapes produced by whatever music was playing. -------Russ
|
Sometimes
i would catch myself after sometimes 20 minutes of just staring blankly
at the screen, caught in the moment which at this time it would have been
listening to Goldie or Diesel Boy, or streaming audio from BassDrive.
-----Russ
|
|
|
Electronic
music lends itself very well to this relationship with the moving image
because of its 'synthesized'and inconcrete nature. More "traditional"
music doesn't attempts to create inhabitable visionary soundscapes like
in this genre. These worlds are that are woven and inter-woven in endless
patterns and dimentions at every second all around the world. But this
emphasis is a bit different electronic sub-genres.
|
||
|
Hip
Hop(Underground) has a tendency to take culture and restructure, remake,
and match it to the beat; in the form of samples usually but sometimes
as MCing. Which usually re-tells a story by relating an experience and
providing a theme, in the same way as a work of art/culture. Drum and
Bass uses this as well but it's more of a sonic landscape. Trance being
an even more pure soundscape.
|
||
|
Visuals
enhance the aural, and in turn, aural sounds enhance the visual. Imagine
immersing yourself into a world where all audible sounds and visual images
are constantly in sync, and you have the ability to explore and add to
that "world." That is similar to what our world will resemble.
Many audio/visual works tend to have an abstract quality to them.
|
![]() |
|
| Take the Geiss visualization winamp plugin for example; an abstract array of colors and sound waves are displayed in tune with the music that is playing. Our world however, will be constructed with a more concrete concept: a world structured using sound systems and components, and will still be in tune with sound in the environment. | ||
|
Audio
visual presentation has always captured my interest because it provides
a fusion between two closely related senses, and it is always interesting
to see how the connection |
||
|
To
me, the visual aspect is a direct expression of how one interprets the
sounds that are heard, so this translates differently for every person.
It
is said that under the influence of strong illicit drugs, sounds can sometimes
be seen. I
imagine it would be something like that of Q-Bert's "Wave Twisters"
or a throbbing myriad of colors. Works like Wave Twisters have helped
my interest expand and have motivated to create audio visual works of
my own. ---Hyemin
|
||
| Purpose:
Our focus
isn't on destruction, as most first-person shooter games, but more on
audio/visual elements and production. Players can interact with |
Weapons:
--3-4 weapons/instruments. Different "sound weapons" producing scratched samples that can be used to add to player interactivity. --the ability to toggle rapid-fire, which makes the sound weapon go in loop mode. -- each weapon will be some form of refabrication of audio equipment. Like a "Bass Gun" or even the wave twister itself |
|
| Intended
Level layout:
--6-8 sound samples per floor. Each one localized and turned on/off by either a switch or by entering an area in the level. --Some of the samples may be moving --The general theme is a retro/hip hop environment similar to Wave twisters. Architecture may resemble and function like oversized mixers, turntables, and other sound producing/processing devices. --Oversized speakers (ie. subwoofers) will provide a concave area similar to a room, where sound levels will be significantly higher as opposed to the center of the room. --The center of the room will be a rotating platform, akin to a spinning turntable.
Download Demo v1.0(I always wanted to say that......err type that). ---russjman@hotmail.com |
||