Plurality Spring now available!

In order not to bury the lead, let me start by saying, Plurality Spring, a new game piece by me and Paul Turowski, is available for free download:

In the game, players use acoustic musical performance (via the computer’s microphone) to control robots exploring an orb in deep space.

 

This idea of a “game piece,” where an musical work emerges from performers playing within a set of rules, draws from historical models like John Zorn’s Cobra, or Christian Wolff’s For 1, 2, or 3 People. Since Plurality Spring is a digital video game, though, the performers’ live audio mixes with the in-game sound to create a kind of augmented reality performance piece (whether you perform in front of an audience or just on your own).

It’s been an interesting journey working on this piece and wonderful collaborating with Paul, who’s been working with these ideas for quite some time now. (My previous games feature dynamic or emergent musical ideas as an overall theme but aren’t specifically for musicians.)

One of the things that was particularly enjoyable about the collaboration was both of our willingness to be flexible about the game as it evolved.

The game was originally about this “kid” following a glowing orb. The players directly controlled the orb, but not the kid.

Here is a screenshot of the early prototype:

It’s cute! It’s neat! But without picking apart our whole creative process (maybe another time…), ultimately we ended up with something very different, and ultimately much better.

Our “kid” became three robots, and the orb is no longer something players chase, it’s a traversable planet. Our aesthetic ideas, too, became much more developed, and we ended up with a really pleasing balance of cute and “gritty” in our final visual and audio design.

Photo by Richard Smedley

We premiered the piece on March 24th, 2017 at the Open Circuit Festival in Liverpool, and now it’s available for everyone.

Play it on your own! Perform it for an audience! Share your videos!

We’re excited to hear what kind of AR music you create.

Interesting Decisions @ KISS2016

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This week, I’m settling in from my trip to Leicester, UK, where I attended the Kyma International Sound Symposium to premiere my new work, Interesting Decisions. The piece is a digital game that creates music through player interaction with a procedurally generated world. In the guise of a retro, neon-packed walking-simulator, Interesting Decisions engages with issues of the homogenizing effects of technology, as well raising questions about new trends of video-game voyeurism.

More thoughts on the Kyma symposium later (I’m still processing an fascinating remark from Christian Vogel where he said “I’ve started thinking of my studio like a network rather than a chain”).

For now, I have some catching up to do.

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At the end of my performance in Leicester, the game displayed a message that one could “download the game at simonhutchinson.com” a little prematurely.

Notice that I blame the game for this.

So, with apologies to the delay, here is the game (available in Web, Mac, Windows, and Linux versions):

By necessity, the audio and graphics have been simplified for this standalone version. The piece I performed at the symposium sent OSC messages from the game in Unity to Kyma, and, in order to do a “anyone can play” distribution, I had to bounce out the audio and bring them into Unity, so there’s less nuance in the real-time audio, but I’m sure this is a compromise that game developers must make all the time.

If you’re interested in the original work, you can see a video of a “studio” performance here: