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

Monday, February 3, 2014

sound as a commodity

note: this is cross-posted from http://ellaguro.tumblr.com/post/75468703852/sound-as-a-commodity



my favorite thing about making music is exploring sound. arguably that is entirely what making music is. sound is wired deep into human consciousness. the right combination of sounds can be so utterly ecstatic and unique that experiencing it makes words seem like empty, impotent signifiers. but because of this ability to almost instantaneously stir up deep emotions, sound is really commodifiable. it didn’t take long before the dubstep “sound” to become a complete cliche in the public consciousness, but at one time it probably came off as really fresh and energizing, even revolutionary to the people who were early fans. distorted electric guitars were once kind of terrifying too, but now i can’t think of any sound that’s more establishment-friendly. listen to the first chords of The Who’s “Baba O’Riley”, a progression that’s been in way more movies and commercials than i could ever have any desire to count. it’s such a ubiquitous sound, i guess because of how simple yet emphatic it is, that it can easily signify hundreds of different emotions. because of the overuse, using it now means absolutely nothing at this point other than reminding the listeners they’re listening to the opening of Baba O’Riley.

this is one of the areas where i think folk music has a vast advantage, because it has a very long-standing tradition of complex, multi-layered lyricism about life and love, generally performed very simply. there’s a sense that the lyrics in the song are getting at some vast truth not immediately apparent until you reach the ending. whereas a lot of electronic music feels like a static object that says what it says or does what it does and then leaves. it’s like candy - and that’s how a lot of people see it. a lot of people i know on rock music messageboards certainly do, anyway - and tend to like rock music (beyond it being something they grew up with) for ostensibly similar reasons as folk music - the immediacy and emphatic directness of a band’s emotions seems much looser and less easy to commodify. if there are walls imposed on the band, its members can brake them nearly instantaneously by descending into a huge cacophonous mess of sound. they are purely humans and exert their own control over the sounds that come out of their instruments.

but once any music is recorded, it becomes a “sound” - even when it’s just solo piano, or a voice and acoustic guitar. and it’s probably impossible in the current culture to not be commodified once your music reaches a certain part of popularity. whether or not M.I.A.’s “Paper Planes” is a song satirizing xenophobic attitudes about immigrants, 15-year old white kids from rich US suburbs can still take it at surface value and try to look cool imitating the gunshot sounds in it when it hits no #1. that cacophonous mess from a rock band can also still be chopped up and used to signify whatever cultural ideas in advertisements and films an editor wants. nothing is safe. not to mention that these days, with audio software being so immediately accessible to anyone with a computer, it’s impossible to not be confronted with constantly thinking about the sound of the thing you’re making.

with that in mind - when making music, i tend to want to look for creating sounds similar to sounds from music i like as reference points. they’re the sounds that most immediately evoke stuff in me. the plinky, arpeggiating synths in the opening of The Knife’s “Silent Shout” or “Forest Families” does a lot to me with very little. or the tentative, almost comically sparse handclaps in James Blake’s “The Wilhelm Scream”. there’s a sense of confidence, of something much deeper filling in the spaces of those very simple sounds. i would say that it also makes them less commodifiable but that’s not really true, as weird new sounds generally have a way of becoming cliches quickly once they become popular.

anyway, i start this process of coming up with a sound, but then i get sucked into the wormhole of worrying about whether the sound i’m doing is interesting enough, and if it really signifies what i might think it does. i end up spending so long worrying about whether i’m saying something or not with the sound that i lose track of the central idea and get so frustrated i give up in the early phases. the sound has to be “perfect” to me or i can’t continue.

the thing is, no sound is ever perfect. no piece of music is ever perfect. and i know this. it’s not about me or my identity as a good or interesting artist, it’s about making a piece of music that evokes emotions in me. i know this too. but it’s still been my biggest struggle - struggling with feeling like i’m doing something interesting enough sound-wise while also worrying about whether what i’m expressing is the deepest, best expression of me, instead of just trying to get something down. i’m able to avoid this making the visual art i’ve been doing lately because i have no preconceived notions of talent or skill, but with music i have all kinds of baggage.

ultimately my goal is creating a piece of music that explores unique sounds but uses them as an extension of the emotions the music is intended to express, like folk music. i want to feel like the sounds are all there for a reason, not just meaningless pretty dressing slathered over everything - and that they’re getting at something deeper, something massive by using whatever means. and that’s very hard, and it’s been extremely easy to psych myself out. not talking about this with people has also been tremendously hard for me, as it has for me to find anyone to talk to this about who’ll get what i’m saying. i don’t think there’s a lot of conscious critical thought about sound, even among people who are working musicians. i don’t think a lot of people want to think too much about it, even. people want to think music is something intangible and magical, not a bunch of math. but it’s always both!

exploring interesting new sound is so completely important to me that i feel like i easily lose sight of the real important thing, which is just making something that is an expression of my emotions. and that’s, in the end, the thing that i respond to most in the artists i like - and what makes me keep coming back to their music. they endure even when their sound becomes a commodity. so i think that’s the most important thing for me to remember - to just try stuff out without preconceptions and hope for the best. sometimes just hoping for the best has created some of the most beautiful, enriching art made by humans. it’s hard to remember that when it’s just you sitting on your laptop and staring at a bunch of grids, though.

Sunday, December 29, 2013

2013: my year

in 2013 i did 3 things i'm particularly proud of:

1. Problem Attic. i'd never done a real, honest-to-god project i felt proud of. finishing this lifted that weight off me. it also confirmed a lot of things i already knew. there were a lot of things that hurt me in the past year, and a lot of drama that caused ripples and split a lot of people i've been around apart. the time when i finished the initial version of PA felt like the epicenter of all of it. it's been really hard for me to deal with that feeling, like you have something you're trying so desperately to say but you're being ignored and swept under the rug by everyone around you because you're not as loud as them.

all this led me to feeling suicidal for maybe the first real time in my life. i guess the price you pay for doing things your way is feeling increasingly alienated from people around you. i spent several months being upset that many people i knew didn't even seem to want to go near my game, let alone entertain the idea that there might be something more there. the IndieCade rejection form was another blow, especially when a couple judges assumed i made the artistic choices i did in the game because i was inept. i'm also preparing for the inevitable disinterest from the IGF. i'll probably submit it to the Experimental Gameplay Workshop at GDC next year, if only because it's free, but i'm not hoping for much. and then i'll probably call the whole "attempting to get exposure for it" quits.

i've felt increasingly like everyone i know thinks i'm crazy and self-absorbed for harping on this game so much and just wants me to give it a rest. but i'm a stubborn person, and that deep stubbornness is what made that game, and is what motivates in general me to keep going and doing what i do. so that's what's i'm going to do.

i'm very proud to have made this game, and i think it's probably one of those things that will gain in reputation over time. i felt really overjoyed to see that there are some people (people i don't know at all, too!) who feel the same way. it makes me feel like i'm not so crazy for believing this after all. my dream is still to make it as an electronic musician, but maybe i'll keep trying to give this games thing more chances.

2. the three extended tracks i did on the MirrorMoon EP OST. i've struggled a lot with music for many years, and these have felt like by far the most cohesive things i've done in recent years. though if you want to give me money, you should do so on my bandcamp.

3. the two talks i gave: Re: Fuck Videogames and The Abstract And The Feminine. the former is a response to a bunch of different things going on in games around 2013, and i think more people need to read it if they can deal with eye-fucking and a few typos i'm too lazy to fix. the latter talks about a lot of issues surrounding gender (gender and art in particular) that a lot of people seem to ignore, so i think it's important to check out.

i'm not really a natural-born speaker and i still have a lot of dysphoria about my voice, so speaking at both conferences was a real challenge. at No Show in Boston, where i gave Re: Fuck Videogames, Courtney Stanton (the organizer) was nice enough to cover my flight and her and her husband Darius Kazemi were gracious hosts for someone like me who otherwise never would've been able to afford flying out to the east coast. unfortunately for the talk itself, i wrote everything in my talk out in article format, which makes for better reading than it did saying out loud. aside from that, i think No Show was an excellent and well run conference and i may attempt to submit a talk there next year .

my QGCon talk went a lot more smoothly, and i think i was able to convey all the thoughts i wanted to in the time allotted. i hope it came off for the people watching it. the conference itself i was happy to see exist, especially really close by, and meet some new faces. there were also several really good talks! but it also felt a little more jumbled and unfocused around several different ideas of what different people thought of as "queer", and some of the talks were basically just boring student dissertations (including a talk about Japanese representation of queer people in games that really bothered me and some other people). also, i hope they fix the audio on the stream next time around so people can actually hear most of the talks!

and of course, GDC and IndieCade were in 2013, both of which i have the benefit of being close to. both were, in themselves, a whirlwind of interesting people and experiences (IndieCade moreso than GDC), even if i feel less than enthusiastic about their overall aims as events, to put it lightly.


other notable things:

- i'm still broke as hell. if anyone likes my work and wants to give me money or help me find gigs doing music for games or whatever else, email or paypal me at liz dot ryerson at gmail or buy my stuff on bandcamp.

- you should play A.L.T., which is the best Doom mod i've ever played. also read my article about it on Unwinnable if you need convincing.

- a few articles i wrote on this blog ended up becoming pretty popular or whatever. i still like this one called "why should i love them?" the most.

- SCRAPS is an album of a lot of old kinda-embarrassing stuff of mine hopefully made less embarrassing by the super cryptic format

- i did the music and sound design for Crypt Worlds and Triad, which was fun.

- i got interviewed in RPS, which was pretty neat.

- i do plan on finishing my Doom videos eventually, but they're not a priority.

- speaking of that, apparently people kinda like it when you pretend to talk about whatever big current AAA game, even if what you're saying is not related at all.

- i wrote a couple more Wolfenstein 3d level design articles early this year, for anyone who might have missed them.

- i made Responsibilities w/Andi McClure at the very end of last year but you should still play it!

- i finally updated my website (ellaguro.com), which is still very much a WIP. i'm fond of the icons.

- i'm posting assorted other bits (like the glitch art stuff i've been doing the past couple days) on my tumblr, ellaguro.tumblr.com

Tuesday, June 25, 2013

Problem Attic news

first of all, the game's soundtrack is available here:


it contains 15 tracks (5 hidden to avoid spoilers) and several extras. it's 3 dollars or more.

second, the final, definitive version of the game is available here:

http://ellaguro.com/gams/problematticfinal.swf

6/30 UPDATE: the jump key in the above version is now the up arrow key, at the suggestion of a few people. let me know if that's easier.

right click and "save target as" if you don't want to play it in your browser. the mirror is updated, and it's here:

http://touch.gg/_stuff/problem-attic/

i also put the game up on gamejolt for the hell of it

http://gamejolt.com/games/platformer/problem-attic/15532/

=========================================

what's changed? well, i decided to add another section to the game, which requires the player to go through some previously optional story elements. i felt it was too important for the understanding the overall experience not to have them in the game. the ending is also different - the sequences are more or less the same, but there's different music and the mood is different. it's a little bit more emotionally resonant and less cryptic for me.

save game transferring from a previous version is difficult. if you downloaded it over top of the previous file, then it should save your game. if you play from the mirror it also might save your game. otherwise, it won't. that's unfortunately how it works, and i can't really do anything to change it. i'm sorry there isn't a better option.

i felt like i wanted people to see those things in order to beat the game, though i understand it may be too late for people to want to play it through again anyway. at the very least, i have it updated in time to be judged for indiecade in the form i'm most happy with.

i'm officially closing the book on this game. i hope you've enjoyed it.

Wednesday, May 29, 2013

Problem Attic


Problem Attic is a game about prisons, both real and imaginary. it was originally for ludum dare #26, then i took the idea a lot further. you can play it HERE MIRROR HERE (the mirror is recommended esp if you're getting super slow downloads). if you're only seeing a purple screen for awhile when you open the file it's because stencyl is dumb - but rest assured, the game is loading.

it's a 2d platformer made in flash (with stencyl) and takes 1-2 hours to complete (OR MUCH LONGER DEPENDING ON HOW LONG YOU TAKE I DUNNO). it runs in your web browser. the game will save your progress, but it will start you off at the title screen each time.

note: if you reach a screen that you think is the ending but you're not sure, you're not at the end. you haven't reached the ending until the game literally tells you it's the "end" =)

controls:

arrow keys to move
UPDATED 6/30: z or up to jump
r to ??
x to start

if you played the original ludum dare version, note that this game is kind of a different beast now and a lot of the control issues have been fixed.

the soundtrack will be forthcoming on my bandcamp page in the next few weeks. in the meantime, you can help me out and show your appreciation by getting my album SCRAPS, which is pay what you want.

enjoy!

- liz

Thursday, May 16, 2013

SCRAPS: an album of bits and pieces and pits and bieces



a couple days ago, on a whim i decided to put together a bunch of old bits and pieces of old music projects i had floating around on my hard drive for years into some sort of cryptic, grabbag-type format. i named it SCRAPS. for more details and discussion on why i chose to do this, see my tweets here:


i've been extremely frustrated and creatively congested for many many years, musically. i've felt like it was all building up to something, but i've put so much pressure on myself that it's never happened. hopefully doing this will alleviate some of that pressure. feel free to send to signal boost and send it friends and stuff, because it would really help me to get more exposure for this.

the album is 43 tracks and 67 minutes long. there are no guarantees of quality or consistency, but that's just part of the experience. things range from back in 2002 to stuff i literally just added yesterday. some are arrangements of videogame music from my ocremix days. there are also things in here with my pre-transition singing voice that i am very uncomfortable with, but i'm dealing with it.

the track titles are somewhat cryptic bits of ascii art i made to fit my feelings about the music in them in one way or another. possibly the best way to listen is to click on ones at random - then it becomes a sort of an exploration game. i even have been thinking of making a twine game for this album that better encapsulates this concept, but we'll see how that goes.

on the periphery of this is also my Actual Old Songs album Live Active Cultures, which i've hated for many years...but might be coming back around to these days. give it some of your love too, if you can - it desperately needs it.

the album is pay what you want, and i would really appreciate anything anyone can contribute.

i'll give you all a starting point into the cryptic world of SCRAPS. here's a cleaned-up version of an old arrangement of "terra" and "awakening" from Final Fantasy 6:


please share & enjoy!

Wednesday, September 19, 2012

askhole, volume 1

it's been a whole three fucking months since i've posted anything in this blog! i apologize. i have no good excuse for not updating more frequently, other than being stuck in my own head and endlessly second guessing myself

about a week ago i started a tumblr for strange videogame screenshots. just today i decided to add one of those "ask me anything" things to it to see what sort of questions i'd get. i only have three so far, but in an effort to get myself to actually post things, here they are:


One of the qualities of your music that I try to emulate is a feeling that the music is part of something much larger. Not that it feels incomplete, but that the track is just one element in a larger universe. Is this intentional? Or did you read that and think, "what is he talking about?" -Ben Prunty

i guess i have a belief that music, like all art, is there to capture a particular feeling, thought, or idea that already exists somewhere in the universe. whether or not i've done this intentionally, i think i have always approached it this way.

it is impossible, though, to get around the fact that the music i've made at each point of my life has been very reflective of the emotional place i was in at the time.

in high school (the OCR music i did) it was a kind of happiness that i had some sort of musical tools to express myself in and a naive faith that things were going to be great as soon as i got out of ohio and into the world

in college (the unidentified flavors stuff i did) it was much more shattered and incomplete because of how alienated i felt from the people around me.

from then on (basically just the Dys4ia soundtrack so far) it's been very overwhelmed but still trying to find a place of peace and happiness to operate within in the world.

i had a more involved answer but i think this best explains everything.

good job on the FTL soundtrack, btw!

(edit): i might as well include the additional stuff i cut out of the original answer
   |
   V

when i was starting out i think i was mostly motivated by having some sort of textural balance - not too many smooth or sharp sounds, etc. sometimes i'd just make pick random sounds i liked and tried to relentlessly hammer them into the mold somehow.

i was also terrified of the idea of repetition, because i was sequencing everything out by mouse alone. if i just repeated some part that was mathematically exactly the same (no volume variation or anything) as a previous part then i'd just be making a machine, and not something that was human. i won't say this is the best way or even a good way to approach it, because it's really came from a fear of the process that had nothing to do with the end result. mostly what it did was make the process of music-making a much more laborious, and less fun/give-and-take-style exercise.

despite the setbacks to the old approach, i always felt like if i were making something, i'd have to at least be a friend to the sounds i'm using and do justice to them. i wanted to let them have their day, like they're little creatures. i wanted to (and still do want to) have some sort of faith in them. in some ways it was admirable, but in other ways it was very naive.

now my approach is somewhat different. i try to find sounds that are interesting and work with the sorts of timbres and weirdnesses they have, instead of trying to relentlessly shape them into something. with the Dys4ia soundtrack i left all the background chatter very exposed because i wanted it to have that dry, uncomfortable, unsexy feeling that untreated audio recordings do (since it's a game about feeling uncomfortable with oneself). i do still think about the music i do as having some sort of narrative, though not always in a linear way. with BGM, the music invariably has to repeat, so you can't put the same sort of linear narrative arc there. instead it's more like a musical snapshot of a particular sort of feeling, which is what i tried to do with the Dys4ia music.


pizzapuke asked you: 
thanks for including skyroads on your blog, it was one of my favorite games as a kid (i've paraphrased this cause i lost the exact message)

no problem! i'm sort of surprised i never played it, given that i grew up with DOS games


animatedscreenshots asked you:
Not a question but the source link for Metamoqester contains the phrase "In a hilarious reversal of normal events, the baby rapes you!" :\

that's what i get for trying to link to things other than wikipedia =/

Sunday, March 18, 2012

The Unidentified Flavors - Live Active Cultures (Assorted Fuckups 2005-2009)


After a lot of internet drama and creative frustration, freshman year of college I decided I was done with videogame arrangements. I always wanted to do more songwriting (because pop music has always been what I really want to do), and I finally got an excuse to do more when I decided to make an EP of songs for a winter term project (in January 2006). Half of the month was taken up by a pretty miserable swim team trip to Florida, and then I ended up rushing out the songs at the last minute (like I usually did). Most of the songs have terrible playing that I tried to mask with a lot of effects, and the lyrics were taken up with hating people in my freshman dorm. My setup was so frustrating - using an external program to record wavs, and then importing them into Reason and trying to get the timing just right. A couple years later, Reaper would solve those problems. I also hated my voice so much that I felt like giving up halfway through most of the performances, because I knew they'd never be what I wanted them to be. I've never really got over that feeling. Now I feel like I have a very beautiful and feminine voice on the inside, but what ends up coming out sounds like vomit.

A year later, I was spending a very depressed six months at home. I was trying to work through all my self-loathing and guilt and deal with the fact that I felt like a woman while being in an unstable relationship. I didn't really finish anything during that period, but I did record a lot of demos of songs I more or less made up on the spot. Some of them actually have interesting parts, which I"ll probably use in the future. A few of them became songs on here.

Most of the rest of the stuff was done the summer before my senior year of school - June 2008-ish, another period of intense self-loathing and frustration that I still mostly directed at the (what I saw as) spoiled rich kids at my school. The most out of character ones were done September/October 2008, for a weekly songwriting competition on the Electrical Audio forums. Another one was done around Feb 2009, for the same competition, and then I "finished up" an old song around June 2009.

Around Christmas 2009, I was out of school for 7 months and had floated around to 2 different places before my apathy about being a filmmaker landed me back home. I felt like I absolutely had to move on from the darkness of absolute frustration of the time these songs came out of. I thought the best thing would be to make a compilation to send it to friends and just move on. The album isn't sequenced in chronological order - it's more some kind of very loose narrative. I saw 1-12 as the first "side" and then 13-20 as the second. I never really wanted to send it to anyone but close friends, because I didn't want these songs to be seen as representative of me, and I felt very ashamed to be the person with the crackly, nasally voice singing them. I still feel like most people won't understand from this that, although everything here is from me, I'm a woman, I'm feminine, and this is not how I would like to sound. But putting basically everything into one document has at least led me closer to closing the chapter on that part of my life.

After getting a lot of positive comments about the Dys4ia soundtrack, I decided I might as well put this on bandcamp and let people hear it. I'm sure someone, somewhere will get something out of it, even if I want to distance myself from it as much as I can.

Monday, March 12, 2012



I did the soundtrack for Anna Anthropy's new game Dys4ia, which you can play here:


I've also uploaded the soundtrack here, for anyone interested:


More on the game later!