Tag Archive for 'indie'

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Matthew Ebel: You Want Him In Your Ears

Gratuitous picture of Matthew Ebel's FACE.

Gratuitous picture of Matthew Ebel's FACE.

Last night our furiends at FurAffinity hosted a live stream of a Matthew Ebel concert, where by “hosted” I mean they embedded the Ustream video, and by “concert” I mean Matthew standing in his living room with a camera pointed at his piano. Either way, I went to check it out, though I ended up watching it on the Ustream page instead because it had a chat channel. It turned me on to one of the most awesome singer/songwriters currently in the underground indietubes.

I’d heard of Mr. Ebel before, having encountered a song he did back in 2001 called “In the MUCK” (MP3). It’s about how the real world is annoying, so let’s all turn ourselves into furry animals because that’s more fun (specifically on FurryMUCK, but subtly enough so that people who have never heard of or joined it can relate to the song. I loved the song, but for some ridiculous reason I’d never bothered to do more research into him. Until now.

Despite being active in the furry community as an osprey (you see, even though ospreys have feathers, we still say they’re “furries” with “fursonas,” because “featheries” wouldn’t imply the same group, and “anthropomorphic animal enthusiasts” is too long, and oh whatever), most of Ebel’s music isn’t as overtly animalistic, but that’s probably a good thing because having to throw in an obligatory animal reference in every song would get old. All of it is just as catchy and awesome, with a style that’s like Jonathan Coulton meets Dangerous Kid and hints of Banooba; comparing him to a signed artist would be so corporate and anti-indie of me, as well as less accurate, but let’s say Jack’s Mannequin with some Ben Folds-y wit if you insist. And he’s awesome.

I got his latest album, Goodbye Planet Earth, which mixes in a good deal of electronic stuff and Hitchhiker’s Guide references. The second track, “I Just Want To Fall In Love” (MP3) is ridiculously catchy and will not get out of my head. Gahhhh. =D

He’s also taken a page from Jonathan Coulton and written a song based on one of Valve‘s games (although his effort wasn’t actually commissioned by Valve for use during their end credits), a Team Fortress 2-inspired song called “I Blame The Spy”. As of this writing, unfortunately, the full version of the song is only available to people who subscribe to his premium music. Kind of an odd decision given that he could get several zillion new fans if video game blogs pointed towards it, something they’d be more likely to do if the whole song were free. Matthew, I know you’ll read this eventually because you follow me on Twitter, so fix that.

But all in all, you want Matthew Ebel in your ears. He gives very good aural pleasure.

    In Other Words, Why Can’t Animated Movies Have $1,000 Budgets?

    I suppose I should be glad for the publicity on my post about how Pixar is overdoing it. Unfortunately, the nature of the discussion was mostly skeptical; I think that was my fault for explaining it the wrong way. So, how about this:

    Pixar has $180 million to spare, and doesn’t mind having hundreds of people manipulating 400 yottabytes to create one film. Good for them. But that shouldn’t scare off the rest of us.

    The barrier to creating great looking animation doesn’t seem to be time, money, or resources; it’s the misconception that those, in fact, are an obstacle. Video game developers constantly show us that there is the potential for great looking visuals without an excessive amount of polygons. The reason video game graphics don’t yet rival Hollywood CGI isn’t because there isn’t enough processing power for detail, but that there isn’t enough processing power for implying detail.

    Simple depth of field can dramatically improve a low-detail image. By simulating the focus of a camera lens, not only is a more photographic look achieved, but strategic use of it can remove most of the ugly portions of an image. This is possible in Valve’s Source engine, and can look great, but it’s not practical for video games; about two frames of it per second can be rendered in real time. But movies don’t need to be rendered in real time – a three minute high-definition sequence from Final Cut can take up to half an hour to render on my laptop, but after that it plays back smoothly; Pixar, by contrast, produces films that would take a single supercomputer several million hours to render (that’s why they have a ton of supercomputers), and they too can be contained within a smoothly-playable video file. But by taking graphics which could, theoretically, be rendered in real time, then rendering it with realistic looking blur and smoothing effects at two frames per second, an independent animator wouldn’t need to have access to supercomputers with enormous hard drives to make a film.

    Perhaps I was too quick to call Meet the Scout on par with The Incredibles or WALL-E. Jenni Chasteen‘s comment about the lighting design was spot-on – Pixar has people who know cinematography, and Valve isn’t nearly as experienced. I disagree that it’s not even close, though; while it’s not great for photorealism, “cartoony” CGI is very possible to do with just a video game engine and blur effects.

    Valve’s promotional movies may not be Pixar-quality, now that I think about it, but the technique and technology has the potential to be. In the hands of talented filmmakers, it’s wonderful for compositing onto live action. Is extending it to a full animated film that much of a stretch? I doubt it, myself.

      Why Do Animated Movies Have $180 Million Budgets?

      Perhaps I’m uneducated in the ancient Hollywood art of Unit Production Management, but it’s baffling to me that WALL-E had a budget of $180 million. Yes, it was a gigantic Hollywood production, but consider the fact that all of its visuals were made by pressing buttons and waiting for the images to appear. Well, it was more complicated than that sounds, but that’s basically what they did.

      So what exactly cost so much money? Without access to Pixar’s financial records, I’ll take a few guesses. But the short answer is that they’re spending way more money than they need to.

      UPDATE: I guess this piece got high up in some common Google query, because I’ve had a lot of vicious comments on it over the years. So let me explain: This article is from 2009. I was nineteen when I wrote it. I also wrote this follow-up piece clarifying what I meant to say, which apparently isn’t as popular on the Googletubes. Anyway, this is a terrible post. I was trying to encourage people to innovate with low-cost animation, but the following is a completely ridiculous way of saying that. Please stop getting angry at me.
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        The Eight I’d Really Rather You Didn’ts Of Storytelling in Games

        Aubrey at Wolfire Games recently posted a discussion he had with another game developing friend, Jack Monahan, about mastering gameplay, and what that means to the player and about the game. Eventually they drifted off to talking about how story factors into this, and it took the comments thread a little while to realize that they didn’t mean to say “a good story gets in the way of gameplay.” Actually, what they criticized was a situation where “the story is the best part of a game,” which I agree is a bad thing. If a game is trying to be a narrative, it should have the story and gameplay complement each other without either taking precedence; I will now elaborate on that to the amusement of the audience.

        If a game developer feels they cannot tell a good story, or if they can’t get a writer…actually, scratch that, if they aren’t a writer already and they can’t get one, then they should probably be making a simulation game. By “simulation” I don’t necessarily mean Microsoft Flight Simulator or SimCity, that’s just the term I use to say “non-narrative” because “documentary” doesn’t always work (i.e. Space Invaders isn’t exactly based on real life, but it doesn’t tell a story). But assuming a developer feels up to telling an epic tale of some grizzled space marines fighting against insectoid/reptilian aliens in a palette of gray and brown, there are a few things I’d really rather they didn’t do. I will now follow in the footsteps of Our Great Noodly Lord The Flying Spaghetti Monster and give you eight of them.

        Continue reading ‘The Eight I’d Really Rather You Didn’ts Of Storytelling in Games’