Hades II // Generative Art // New Album Soon

Man it’s been awhile since I’ve updated here. Hard to believe my last update was almost two years ago. I’ve got so many thoughts and things to update that it’s hard to know where to start, which I suppose has been compounding the problem of not updating. But it seems the stars have aligned in terms of circumstances and motivations to dust off this old blog, so let’s see if I can form some kind of a coherent post here.

Let’s start with my primary focus of these last two years, Hades II. Somehow I neglected to even update here both at the initial announcement and the Early Access release. But 1.0 has been out for a couple months now on Steam and Switch/Switch 2, and I’ve been grateful to see such a positive reception of it overall. Having contributed meaningfully to a game that now sits within Metacritic’s top 20 PC games of all time feels like some kind of lifetime achievement to me, beyond what I’d ever imagined.

As a kid who was awed by visual effects in games, I remember thinking that some day I wanted to work on games that gave me that same indescribable feeling where the orchestration of all of its disciplines meld into a unified and memorable, bordering on spiritual experience, becoming much more than the sum of its parts; that if I could work on something that was as inspiring to others as I felt, it would be a meaningful career. Seeing so much positive feedback around this release has felt like a resounding confirmation of that dream.

At the same time, the fulfillment of that dream has come at some cost. While I generally stick to a 40-hour work week, in hindsight I also put a lot of pressure on myself and have been hyper-focused during those hours, which isn’t easy to simply switch on and off (especially when working from home.) Since I really have the flexibility to set my own goals I’ve tended to default to prioritizing my own high ambitions, especially considering the degree to which work ethic and drive are generally valued in our (western, silicon valley) culture.

Part of what I’ve learned from this project is that self-discipline is more than just prioritizing work and doing the hard things first, it’s also finding balance and knowing when to let go of ambition. And I don’t think the two are incompatible – “working smarter not harder” for example by trusting the player’s imagination rather than spelling everything out visually has been something on my mind during this project as well, and perhaps something to carry into the next.

I may have more to write specifically about my VFX work on the game at a later point, maybe even some animation breakdowns or other insights, but for now I’ll move on to some more personal work.

I found a little time to do some more generative art experiments in the last six months or so. This one started as a desire to make a laptop wallpaper for myself and is pretty self-explanatory and also not quite done yet – I wanted to make something that lived between retro techy vector art and a PCB or city layout. I think it still needs more variety in design elements, a more robust random color generator and a better way of creating negative space (currently hard-coded) but it’s getting there. I did setup everything resolution-independent so it’s easy to scale.

Another Processing experiment that’s all about multiple levels of distortion and transformation – the basis of it is randomly placed concentric fading rings drawn with additive sub-pixel size rectangles, but with layers upon layers of modulation. In addition I wanted to add some more hard geometric shapes to contrast with the organic softness of the simplex noise, so some areas get modulated with a sort of random brick-style grid, the edges of which get blurred, brightened and spread for emphasis.

The end result feels kind of alien to me. I like the noisiness of drawing with lots of tiny rectangles but at the same time it’s atrociously slow to render. Some day maybe I’ll look into optimization but my lack of interest in that aspect is I think indicative of the fact that I’m much more artist than programmer.

While I haven’t posted any new music lately, I do have a new album nearing completion. In many ways I feel it’s kind of a counterpoint to my previous 2024 album Interlinked. While I feel the latter expressed a clear sense of love, openness, hope, peace and contentment, this one has a bit darker tone overall. There are still a few quiet moments but I generally felt more like expressing a sense of challenge, defiance, and disenchantment through faster tempos, distortion, more harmonic minors and diminished chords.

Much of it is an ongoing reaction to my perception of the zeitgeist; the way that this digital space I once considered a refuge from the banality of the real world has slowly deteriorated into a space to amplify the worst qualities of it, then reify those amplifications into feedback loops that tear at the fabric of our society and democracy.

It’s possible that this bleak decay of what I once valued so highly has also contributed to my lack of updates here. My purposeful self-exile from social media may be yet another factor – I don’t feel much of a sense of community to contribute to. Even something as specific as SoundCloud feels very commercialized, like everyone is trying to hustle and clamber up to some sort of monetary, or at least numeric, success.

Which tangentially leads me to the inevitable topic of generative AI. Early on I felt an uneasy neutrality toward it, having always been excited by the application of technology to creative art but dissuaded by the almost frictionless potentials for abuse.

But over the past couple of years it’s become quite clear to me just how negative of an effect it has in the hands of megacorporations. While it’s still far from a state where I feel my livelihood as a creative professional is threatened, it already has a subtle but clear effect of further devaluing the skilled work of artists of all types.

I’m still holding out hope that the public sentiment toward AI generated content remains negative. From what I’ve seen people really do value human effort, real stories, genuine emotion, feelings and thoughts – the things that make art and culture worthwhile and not something to be automated. Even my kids have had visceral negative reactions to AI-generated content without even knowing – “Ugh, why does it look so weird?”

I think there’s still potential for creative use of it somewhere – not just in the broad application of Machine Learning, which is full of creative potential (at the very least for tooling), but in a postmodern, self-aware way – someone will do something legitimately creative with it. But I think that will be a niche exception rather than the disrupting/revolutionizing technology that is trying to be sold to us.

On an annoying tangential note – some AI slop songs, probably Suno generated, started showing up on my even-less-frequently-updated YouTube page, under my artist name. YouTube doesn’t make it easy to take them down – they’re still all “Under Review”. And then some time within the last couple weeks another batch showed up, with even more banal titles like “Unicorns and U-Turns” and “6-7”. If I didn’t know any better I would think someone was trying to fuck with me directly, but I think the more likely answer is that it’s just dead internet creep expanding into my little corner. I contacted DistroKid directly as they’re responsible for distributing the slop but they were no help whatsoever. On one hand it feels a little discouraging, but on the other it’s fuel for me to keep fighting with real creative output.

I guess that’s it for now, I feel like I’m running out of writing steam and my eyes are getting blurry. Whenever I have free time and a choice between doing something creative or updating this blog I’ve chosen the former because I think my content speaks better than my words, but perhaps I’ve balanced that too far to one side. Feels good to get an update here now, and there should be another soon when I get this album wrapped up.

Metamorph – Full Album Preview

Album Cover

Process

After finishing “Observer,” I found myself in a bit of a creative rut; following my typical process resulted in work that I felt was boring, unsatisfying, and too similar to previous efforts. I think the ease of the creation process, thoroughly lubricated and streamlined by the Maschine/Komplete Kontrol workflow, ended up ironically being a creative hindrance in some respects. By removing friction (and thereby necessary mental energy) from the creative thought process, I ended up falling into a routine, subconsciously utilizing the same techniques and sounds as always. At some point I realized that I wasn’t getting anywhere, and dissatisfaction and frustration led me to seek new methods for creative expression.

I finally found inspiration in experimenting with Reaktor: diving into the factory library, utilizing less conventional sequencers like NOD-E and TRK01, as well as creating my own “modular” patches with Blocks, and focusing a lot more on modulation in general. There are some really cool synths and sequencers in there, much of which is reminiscent of the early days of “IDM,” which itself was also a major influence on this album. The K10K-era micro-GUI of many of the ensembles haven’t aged well, but I think the sounds themselves are still quite fresh and would probably be widely regarded if they were hardware.

Along that line, I ended up purchasing some Elektron gear as I felt their sequencing paradigm and modulation capabilities were very much in line with what I was trying to accomplish. Many of the tracks here heavily feature the Analog 4 and Analog Rytm.

History, Influences and Quality

Process aside, one of the goals of this album was to look back and incorporate historical influences – 90s Jungle and pre-commercialized Drum & Bass, as well as early IDM and the amalgamation of all of these in the tracking scene. For myself it was a formative era and I wanted to evoke the same spirit but executed with the power and tools of contemporary production.

That said, one of the issues I struggled with (as always) is mixing and mastering. To me it’s boring and tedious and it’s possible that I just don’t quite have the ear (nevermind the six-figure equipment and acoustically treated space) for it, much less the cash or patience to send it off to a studio and have it done professionally. On the other hand, part of me says maybe it doesn’t matter – it never really reduced my enjoyment listening to S3M/XM/IT modules that had absolutely no ability to apply EQ, compression or limiting. To a certain extent mixing in electronic music is an essential part of the production process, but beyond what I can do with a pair of decent headphones I don’t have a particular interest in polishing it to perfection. And maybe in some sense there’s a degree of rawness and authenticity to that. After all, I have the luxury of doing this at my own pace and setting my own goals – it’s a side hobby, not the source of my livelihood, and I’m not trying to sell this to masses or aim for DJ play in festivals or giant venues.

Hades / Life Updates

Speaking of my livelihood; it’s been a couple of years, perhaps I should include some life updates here. Work-wise I’ve been plugging away at Hades since my last update. As per usual the vast majority of my work on the game is in visual effects animation, motion graphics and UI design. These days I find that my professional work utilizes just about all of my visual creative energy; I haven’t really done much in the way of personal digital art since I started working at Supergiant six years ago, but I’m totally okay with that, and I think the reason is that it’s very creatively fulfilling. I’m constantly learning and my work reaches a much larger audience than if I were to just do my thing solo. And it’s not only satisfying to work with a passionate and exceptionally talented team that really cares about the end product, but also to see the reactions of fans and new players alike who appreciate it.

In my late teens, faced with imminent choices about choosing a path toward adulthood, I decided to pursue game development as it was one of the few things that felt real and important to me. I remember the magic of watching Final Fantasy cinematics or using summons for the first time and imagining how awesome it would be to be involved in creating something like that; to touch other players in a way that they can viscerally, even spiritually connect with and be further inspired by. And I often think, reading the reactions and feedback from our players, that we have accomplished just that. And making that connection, knowing that I’ve contributed some small part to their experience, has been profoundly fulfilling to me.

Anyway

Thanks for listening, or even just reading my ramblings.

20+ years ago I put together my first website to showcase my primitive 3D artwork and host my 16-channel mods. At the time it was a source of pride and identity for me. These days it seems pretty dusty around here, as I only update every couple of years. Certainly part of that is due to the explosive expansion of the internet from a niche culture with tightly knit communities into a massively commercialized essential utility with nearly universal participation. But also very much to do with life and work, growing up, having a family of my own and more responsibilities to fulfill than an unemployed community college student.

Nevertheless, I’m going to keep doing my thing here, and I hope you can get some enjoyment out of it.

“Metamorph” releases on Bandcamp 06.23.20, and streaming services shortly thereafter.

Pardon the dust

I’m in the process of transferring my site away from a slow older server to wordpress.com.  After it got hit with some automated pharmacy web-malware a couple of months ago I decided I didn’t want to be a “webmaster” anymore and would rather pay for a professional service to manage that stuff for me.

There’s a fair amount of work to do and obviously tons of things to fix.  I’m considering removing my gallery because it’s full of outdated work, though like most busy artists with families the majority of my creative artistic output goes into professional work now.  Anyway, got my old posts transferred but looks like all the images are going to have to be updated manually.

New site, wordpress style!

Having implemented wordpress on a number of sites (including my own blog) since the development of my previous flash site at the beginning of 2010, I’ve slowly been won over by the ease of adding posts, comments, contact forms, gallery items, etc without having to edit XML and resize thumbnails manually.

Also despite its speed and huge function set, flash is now widely considered passé, at least for galleries and informational sites.

So here it is! Merged my old blog in and looking to add new music soon, and hopefully keep updating with more experiments and release-able professional work.