Ethereality News & Weblog

April 27, 2008

Career change–finally?

NEWS:
A long over due Kitty Cat Diary entry:
Kitty Cat Diary


And the Lisa session I mentioned before:
Lisa 2008


I uploaded a few new clips I composed for the Galactic Melee score. The game is currently on hold as the project ran out of funding. I have no idea if Kevin will ever put more money into it to get it out there. I certainly had fun composing the score for it, and in a way, it was the catalyst that made me start thinking seriously about a career change again (more on that later).

Here are the new clips:

Galactic Melee - In-game Combat 3 - For this combat cue, I used evolving pads and percussions to build up a sense of mystery and tension.

These in-game combat cues loop throughout the various levels in the game. Since the game is more about strategy and teamwork than about pure action, I wanted to go for a more hypnotic and introspective atmosphere for all the combat cues as opposed to the typical in-your-face aggressive approach that most shooter games use

Galactic Melee - In-game Combat 2 - For this combat cue, I established a persistent drum groove that drives the mood and propels the strategic action forward.

Galactic Melee - In-game Combat 1 - For this combat cue, I used a square wave tone for its main melody to convey the feeling of piloting a small spaceship in the vast open space.

Galactic Melee - Credits - Since Galactic Melee has no narrative premise and is really just a fun multiplayer experience, I wanted the credit music to be more uplifting and optimistic and not dark like the rest of the score. My intention was to end the game with a feeling of “Now that the fighting has ended and we’ve all had lots of fun shooting at each other, let’s just put our ships on autopilot and enjoy the beautiful view as we cruise the galaxy together.”

WEBLOG:
Our apartment currently looks like a warehouse, with most of our stuff already in boxes. Just thinking about shipping my music gears (roughly $40,000 worth) across the ocean makes me nervous. I would be very upset if any of it was damaged along the way, since there are some pieces that are no longer in production and will be very hard if not impossible to replace.

The fact that art isn’t my favorite among the things I’m passionate about is not a mystery among those that know me well. This isn’t to say I don’t love art, just that I’ve been working as a professional artist for so many years that I’m ready for a change. Throughout the years, I noticed that my love for music, film, writing, and even to some degree photography, has often eclipsed my love for art. The simplest way to describe why I feel the way I do, would simply be this:

Music, film, and literature can move me to tears and evoke feelings of such intensity that art cannot (although when art is paired with words like graphic novels, can, but I left the comic book industry behind many years ago). Photography as a medium communicates in a similar way to art, but what I like more about photography is that it’s just so much more fun than sitting there drawing and painting all day. Photography forces you to get up and interact with other human beings, animals, and nature in an active manner that is much more exciting than sitting at an easel, moving a Wacom tablet pen around, or pulling vertices in a 3D software. Although video games, animation, and film special effects can all be very exciting, they usually are only that exciting to me when I’m experiencing them as the audience–working on them don’t really give me the same enjoyment as I get when I’m composing/arranging/performing a piece of music, immersed in the story and characters I’m writing about, directing a scene and seeing magic happening right in front of my eyes and sharing that sense of excitement with the cast and crew, or being in “the zone” when a photo session is going very well and everyone’s just having a great time.

So, now that I’m leaving my current art directing job, I’m looking to my future with the intention of making a career change. I’ve tried to do this before and I couldn’t make it stick because it was just easier to find a job as an artist (many say it’s because my artwork is the most impressive of all the creative things I do. I don’t know if that’s really it). I’ve worked as a writer/director in animation and that was the only full-time job I’ve ever had that I really enjoyed. I’ve done professional work in music and photography as well, but neither could pay the rent full-time when I did them. Now, I’m going to try and see if I can make music stick this time around. While doing that, I’ll still be writing my screenplays and novels, and continue to shoot photography just for fun. Maybe I’ll continue drawing/painting too, depending on if any compelling projects come my way (that reminds me, I’m still a member of the Black Mesa MOD team. Maybe now I can contribute more concept art to that project).

Mini movie & TV reviews:

There Will Be Blood - I respect this film, but I found it hard to sympathize with a main character that was so absolutely ruthless and lacking empathy for others. The score for the film was very unique, and certainly one of few notable ones I’ve heard in recent memory.

Babel - It took me a long time to finally sit down and watch this film, and it wasn’t as bad as I had feared it would be. It certainly didn’t deserve all the buzz it received though, as I felt the attempt to link the characters and situations together had no meaningful purpose to me, and made no profound statement in the way that I feel it should have to have deserved such critical acclaim.

Entourage - I have been hearing about Entourage for a long time now, but never got around to watching it. Now that I have, I can see what all the fuss is about–it is a very entertaining show, especially if you have an interest in the entertainment business. It has the ability to let you live vicariously through the lives of the characters, and it feels like watching something real unfold as opposed to knowing that you are watching fiction.

April 13, 2008

Do not lose your rights to your own work!

Posted in: My Life, Art & CG, Music, Film/TV/Animation, Computers & Gadgets — Rob @ 2:07 pm

WEBLOG:
If you do anything creative at all, you should care about the Orphaned Works bill that will decide whether or not you own the rights to your own work. The past rights you have to your work will be lost–even if you can prove beyond a shadow of a doubt that you’re the original creator. Read up on it and take action!

Article detailing what’s at stake for you.

Podcast discussing the bill and its ramifications, with links for taking action to preserve your rights.

(EDIT: I just got an email from Mikeal (http://www.tattooeddad.com) telling me that the Orphan Bill is some kind of a misunderstanding and that there is no such thing. He sent me this link to read up on.)

Life’s been hectic as we’ve begun packing for our move back to China. I can’t believe we’re moving back after just two years in the States, but this time it’s all business so we go where our fortunes could be made. Obviously we much prefer to live in the States, but you’re only young once, and if you don’t grab every opportunity that comes your way, you might just miss out on a better life later. I’ll try to keep my bitching about China to a minimum this time, since the last time I was more or less forced to stay there, and this time it’s of my own choice.

Have you ever wondered how much ink is really left in your printer’s ink cartridge when it tells you you’ve run out? This is how much is actually left (I used a pair of pliers to squeeze the remaining ink out):
ink1

And if you swirl that around around with your finger:
ink2

That’s still good for a lot of pages. Not the most efficient design I must say. I understand the current design requires that the ink doesn’t run completely dry, otherwise the printer could be damaged, but there must be some other way of doing it? I suppose you have to think of it as you’re not actually paying for the wasted ink–you’re only paying for the usable portion.

Lipking


Jeremy Lipking finally released his DVD and art book. I’ve been waiting for years for them and it’s about time. The book was more sparse than I expected, concentrating on mostly the more recent figure paintings. I wish it was a more comprehensive collection of all his works to date, but I have a feeling he’s saving that for later.

I’ve been on the hunt for good tracking headphones, since the headphones I have are not quite appropriate for that purpose–they’re either open-sealed (will bleed into the mic), ear-pad styled (uncomfortable for prolonged sessions), or IEM (In-Ear-Monitors) that’s a hassle to insert/remove quickly. So what does Rob do when he’s on the prowl? He spends hours at pro audio shops testing out gears. I did a 3-hour listening test of headphones at a local pro audio shop, and here’s a mini review of the ones I tested:

ATH-M50 - By far the best of the bunch. Sounds very similar to my sennheiser HD555. In fact, if it was open-back, it would probably sound just like the HD555. Nice and warm, lush, no harshness at all. No boosted or scooped frequencies, except the highest highs are just tiny bit rolled off for the warm sound (this is essential for me, as most headphones tend to be too harsh).

Equation RP21 - Very good for the price. Slightly harsh at the high end, but everything else was great. The ear-cups don’t fit as comfortably or securely as other headphone with full-sized ear-cups.

Beyerdynamics DT770 / DT880 - Sounded similar to each other, with the DT880 a bit more accurate. Both have that slight harshness in the highs that I don’t like. These are very comfy though–I wish the M50 and the RP21 had velour ear-cups like these.

Sony MDR-7509 / MDR-V600 - I have always disliked the Sony headphones due to the shrillness of the high end, and it’s still the same this time. Absolutely couldn’t stand it. Talk about listening fatigue!

Sennheiser HD280 Pro - It’s OK. Nothing to write home about. The bass is a bit anemic, and the overall sound is a bit limp and lifeless. At the same price, the RP21 sounds significantly better (although the HD280 doesn’t have that slight harshness in the high end).

Sennheiser HD202 - for such a cheap price, it’s quite good. Bass is hyped, and lower-mids are recessed. Tiny ear-cups the just surround your ears are a bit weird–like someone’s hugging your ears.

M-Audio Q40 - Second best of the bunch by far. Almost like a middle ground between the M50 and the RP21–the harshness in the high end is almost gone–just a tiny hint that’s barely there. The rest sounds remarkably similar to the M50. The ear-cups are a more secure fit than others, but some might prefer the looser feel of the M50 and the RP21.

Some Samson headphone (can’t remember which model) - CRAP. Don’t bother.

So, my final decision was:
RP21
RP21 - for the singer to wear during tracking.

M50
M50 - for me to wear during tracking.

I could have swapped out the RP21 for the Q40, but since someone was selling the RP21 and no one was selling the Q40 used, I jumped on the RP21. I like the Q40 better, but I also like the fact that the RP21 will give me a different perspective as an alternate take on my mix, whereas the Q40 is so similar to the M50 and HD555 that I really don’t need 3 very similar sounding headphones. Besides, I love that vermillion color on the RP21–a bit of that retro cool vibe.

Headphone amps are something I’ve been wondering about but never took the plunge, because in the back of my mind I keep thinking that they won’t add much benefit. My critical listening is done on my near-field monitors, and I only use headphones when tracking or if it’s really late at night. I’ve read people’s buyer’s remorse from getting headphone amps stating that the only thing it did was make things louder, instead of the flowery ravings of better clarity, tighter and more defined bass, better stereo imaging…etc. I don’t want to end up like one of those guys and then turn around to sell mine off on ebay.

Preamps are a hot topic in the pro audio community, and I’ve been researching on what preamp I’d like to get to round out my studio. The ones I’m seriously considering are:

Great River ME-1NV
DAV BG-1
Summit Audio 2BA-221
FMR RNP
Grace Design Model 101
True Systems P-Solo

I’m leaning towards the DAV at this point, but I’ll have to research a bit more to reach a decision.

I’ve also been looking into maybe getting a premium AD/DA converter, since I’m monitoring on a pair of monitors that cost close to $7,000, and it doesn’t make sense that the rest of my signal path are not of the same premium quality. Maybe I’ll go for products from Benchmark, or maybe something a bit more modest in price like the products from RME or Apogee. These high quality AD/DA converters are certainly not cheap–no matter what you’ll be spending about a couple thousand of dollars.

Mini movie reviews:

Stranger Than Fiction - I didn’t feel that the novel being written in the film by the author was anywhere near what anyone would call a masterpiece, and for the characters in the film to continually refer to it as a masterpiece that would prompt someone to give up his life, just felt a bit like telling instead of showing.

Cloverfield - Although the style is the main thing anyone would notice about this film, and I’m the type who typically does not like it when style becomes more important than substance, I enjoyed this film due to the realistic depiction of what would really happen in a crisis. During some scenes it became hard to believe anyone would try that hard to hold on to a video camera let alone keep on shooting while trying to stay alive.

Atonement - Enjoyed it, but it wasn’t quite as moving as I had hoped. Knightly is a breathtaking beauty in certain angles, that’s for sure.

Superbad - Good fun, for people who like raunchy humor involving unpopular high school kids.

Harold and Kumar Goes to White Castle - My brother Dennis kept telling me I had to see this, and he was right. Also good raunchy fun, with an Indian and a Korean guy as the two main leads, which is something of a novelty for an American comedy film. Can’t wait for the sequel–Harold and Kumar 2 Escape from Guantanamo Bay, which will be out April 25th.

Alien VS. Predator: Extinction - I wanted to like this because the two brothers that directed it are members at cgsociety.org, where I’m a Forum Leader, but it just wasn’t a good film in both screenplay or direction. I just watched it a couple of weeks ago and I already can’t remember much about it–that’s how forgettable and disposable it was.

The Golden Compass - I was disappointed. I found the film neither emotionally moving nor viscerally thrilling–not even interesting enough to appeal to my inner child, which is not that hard to please when it comes to fantastic premises. A colleague (Linda Bergkvist) worked on the film as a concept artist, and I’m guessing the witches were her handiwork, but I couldn’t tell if anything else were obviously her designs.

30 Days of Night - One of the better vampire films I’ve seen in a long time. Atmospheric premise and some excellent camera work. Also really liked the way the vampires were depicted–just human enough but not nearly enough to be bad poetry reading tortured types.

Stardust - I had read the book years ago and the film’s visuals were similar to what I saw in my head when I read the book. I tend to think of Clare Danes as an actress who’s very limited, and she’s sometimes cast in roles that require her to be more physically beautiful than she actually is. There are actresses who can pull that off (Cate Blanchett comes to mind), but Clare Danes is not elegant or graceful enough to play roles that are more attractive than she really is. I am a big fan of her first role as Angela Chase in My So-Called Life though.

Shrek the Third - I turned it off before I finished. A complete waste of time. These sequels are nothing more than attempts at money-milking a franchise. Pixar they are not.

The Mist - One of the best horror films I’ve seen in a long time. Focusing on the characters was a great choice, but the religious fanaticism aspect of the story was way overboard. I would think a lot more people would’ve resisted the crazy woman, and that as soon as she started demanding blood, some of those who followed her would’ve snapped out of it and realized things have gone too far. If the writer has simply included a scene like that then it would’ve made the film a lot more believable. The ending was also out of character, and felt too forced.

Enchanted - It’s annoying cute on purpose in the first half, which might turn some people off, but if you stick it out, the second half of the film becomes a lot more interesting–when reality starts to sink in and everything becomes more grounded.

Appleseed: Ex Machina - I liked the smoother cell-shading rendering this time more than the last film, but I think they squandered an excellent sub-plot that could’ve been a lot more intense dramatically. The main plot itself is quite derivative and not worth mentioning–even the action choreography was lackluster compared to the previous film. Overall, I enjoyed what little they did explore with the character sub-plot, but wished they could’ve done more.

February 17, 2008

When life’s current just sweeps you along

WEBLOG:
I’ve been feeling kind of blah lately. Of course, Elena being away for so many weeks is one reason (she’s on a business trip again in China, and also scoping out construction companies for the interior modeling of our apartment and my recording studio), but it’s also the lack of free time to do the things I really want and need to do. I’m one of those people that’s got a huge “To Do” list at any given moment, and it never seems to get any shorter year after year. To give you an idea of how extensive that list is–here’s an excerpt:

Short-term
-Get all medical appoints out of the way
-Finish processing latest photo session
-Finish all freelance work
-Finish current concept art tasks for Black Mesa
-Finish business plan (can’t talk about this yet, I will once things pan out)
-Write a new song and record Carol as the vocalist
-Get Tenacious Games to pay me the money they owe me for the coloring job on The Spoils.
-Test out the Shure SM7A
-Chase down the guy that sold me the Variax Acoustic 700 for the missing cable and manual.

Medium-term
-Finish ripping the rest of the CD collection into mp3’s,
-Finish archiving old out-of-print cassette tapes
-Finish digitizing old out-of-print/personal VHS tapes
-Find ways to finance a Musicman Bongo Stealth 5-string, a Zendrum ZAP, and a Parker Fly Deluxe
-Sell off as much stuff as possible before the big move
-Build a new DAW and an isolation box for all computers in the studio
-Build shipping cases for all instruments before the big move.

Long-term
-Finish writing screenplays and novels that’s been on hold due to lack of free time
-Get up to session player level on all instruments I play (drums, guitar, bass, keyboards)
-Finish up all unfinished paintings
-Finish up all unfinished music

That list is just a fraction of the actual one I have in a Word file. I predict some of those tasks and goals on that list will still be there by the time I retire. That’s a pretty depressing thought, because I’m only thirty-five.

My friend Lisa (from when I lived briefly in Kentucky) came up from L.A. to visit. We hung out and did a fairly casual photo session of her with just makeshift household lights and window light. She’s also a photographer and currently still shoots film,. I’ve been trying to convince her to give digital a try for years now, but she’s pretty attached to film. I showed her my entire digital workflow–from shooting with the Canon 1D MarkII, processing the RAW’s, editing in Photoshop, to organizing with ACDSee Pro. If that couldn’t change her mind about digital, then nothing ever would. Once I’ve had time to finish processing the photos from that session I’ll upload them. For now, here’s one image I did process:
Lisa

I have been adding a lot of gear to the studio in the last few months. All the gears were carefully researched, very practical, and none were impulse buys or luxury items. Here’s a list of the gear I’ve added to the studio in the last few months, with brief comments about each:

yamaha BC-3 Breath-Controller (for my Kurzweil PC2X) - I was quite disappointed by the lack of sensitivity and control with it. Fading in volume is fine, but the fade outs are almost impossible to control smoothly–it tends to just drop out once you start to ease up on the breath pressure.

Yamaha FC-7 Expression Pedal (for my Kurzweil PC2X) - Not much to say. It does the job.

Kurzweil Ribbon Controller (for my Kurzweil PC2X) - Pretty good. I taped no-slip discs under it so it won’t slide around when placed on top of the PC2X.

Line 6 Variax 700 Acoustic Guitar - I think this is probably the best product in the Variax range. It feels great, plays great, and has some killer guitar models. The ethnic instruments are a joke, but I got it mainly for the various acoustic guitar models and the mandola.

Line 6 Variax 700 Electric Guitar - Nice build, sounds pretty good, and not much to complain about. The acoustic models on it are not nearly as good as the ones on the acoustic Variax (that’s why I got both).

Line 6 Variax 700B Electric Bass - I got this mostly for a few of the models like the Thunderchief, the 8 & 12 string models, and the Precision Bass model. The rest are ok, but nothing to write home about.

Line 6 Lowdown Studio 110 Bass Amp - This little guy delivers some serious power for its size–enough so that I can’t really use it in the apartment or the grumpy guy upstairs will freak out and call the manager on me.

Audio-Technica 4033 large diaphragm condensor microphone - Pristine sound. No complaints.

Shure SM7A dynamic microphone - Still waiting for the package to arrive.

Boss NS-2 Noise Suppressor pedal - Works like a charm. Took the hum right out of my Fender Strat.

Warwick Rockstand (7 slots) - Spacing is too tight–you’d knock your axes on each other if you’re not careful. But I can’t complain since it freed up so much space in the studio. It takes up about the amount of space as two to three regular guitar stands, but holds 7. What’s to complain about?

Line 6 Toneport UX2 audio interface - I’ve been fairly happy with this, but I think it’s lame for Line 6 to charge for a separate VST version of Gearbox. The headroom on the preamps, the output, the headphone..etc are on the low side–you’d have to crank everything up to get decent volume. There’s also no auto-wah in the Gearbox that comes with the Toneport. You’d have to pay for extra tone packs to get auto-wah. How lame is that? Stability wise, it’s been pretty good thus far.

I have a number of books and DVD’s on drumming, but for some reason, most dwell on hand techniques and don’t go into depth about foot techniques. I’ve been trying to get my foot to be able to play fast bass pedal rolls of up to as many notes as my foot can handle, and I wish there were really good instructions on that subject out there. I scoured youtube and found some, but none were in depth. Jojo Mayer obviously can do amazing things on a single pedal, but he has not gotten around to teaching it. I took a look at the Dualist bass pedal and it’s pretty clever, but I want to learn it the “right” way before I start using special gear to cheat.

Factor One was an industrial band I was in back in the early 90’s. Dean, the founder, recently tracked me down online. He’s still making music–you can check out his stuff here.

I played a couple of shows while in Factor One–one was opening up for Sheep On Drugs, and the other one was opening up for Voice Farm (they had an amazing show on Halloween). Factor One had also opened up for heavy weights like Frontline Assembly, Red Flag, but that was before I joined the band. We almost got to open up for Nine Inch Nails and Consolidated at some point, but those gigs fell through. I played mostly keyboards in that band, and a little bit of guitar and drums. I was never into playing live, since I’ve never been much of an instrumentalist–more of a composer/songwriter. Now that my playing has gotten much better on all the instruments I play, I wonder if I’ll enjoy playing live more.

I finally sold off most of my action figures/dolls on ebay. They’ve been just sitting in boxes all these years, and even after getting them out of the storage, there’s still no room for them anywhere in the apartment. I was tempted to keep all the special forces ones because they are just amazing in detail and quality, but I think my days of being a military nut is over. I’ve been back in the States for well over a year now, and I still haven’t had a chance to play a single game of airsoft. I mean, if you can’t even find time to play in California, the best weather in the whole world for playing airsoft, then your airsoft days are probably over. I’m keeping all my airsoft gear though–even if just for home defense. At 400 FPS, my upgraded rifles will draw blood and break a few teeth if some idiot decides to break into our apartment.

I’m currently using the Hauppauge WinTV-PVR-150 to digitize my old VHS tapes, and it’s working fairly well. The bundled softwares are a joke–usable, but extremely limited in features and clunky to use. The Hauppauge is actually the second product I tried–the first was the ADS Tech DVExpress DX2, and it was DOA. I exchanged it and got another DOA unit. I made sure to try both units on four different computers, all the USB ports available, and finally gave up and returned for a refund (newegg.com rocks, BTW. I do all my computer-related shopping there).

Elena and I have tried quite a few Thai restaurants in the Bay Area, and so far Thai Pepper in Sunnyvale is still one of our favorites. If you live in the Bay Area and love Thai food, then you owe it to yourself to give it a try. The Curry Duck is our favorite dish there, and their various salads are also quite good–not to mention their menu is priced quite low. The only other Thai restaurant that we think is very good in the Bay Area is Marnee Thai in San Francisco–they even have a charming clairvoyant owner who often walks around giving out free advice. Too bad both restaurants are 30 minutes from us now that we live in San Mateo.

Resident Evil 4 is the game I’ve been playing for a long time now (since I have so little free time, I try to sneak in a short session here and there while I’m eating in front of the computer) and to be honest, I don’t see what all the fuss is about (it’s gotten rave reviews across the board). Sure, it improves upon the crappy camera and control of the previous RE games, but it’s got it’s own list of problems that all the reviewers seemed to have overlooked (or didn’t care about). Now, I’m not saying I’m not having fun with the game–just that I expected it to be better from all the hype.

Here’s a list of issues I have with the game:

-Ridiculous vendor character that waits by the save checkpoint. What the hell is that all about? It feels like lazy game design, and it’s such a dated concept that I wonder why they bothered to use it for this “innovative” twist on the RE franchise.

-”Notes” taken by various characters left all over the place for you to read. When System Shock 2, F.E.A.R., and Bioshock did it, they made sense, but the notes in RE4 were just stupid, in both why anyone would write down some of these things, and how they’re just casually laying around in various places. Many of these notes are like journal entries giving away important secrets about the mission the characters are on. Who the fuck goes around jotting down journal entries about their secrets and then leave the pages everywhere while on clandestine missions?

-Lack of bonding and interaction with important NPC’s that you spend so much time with. The only time Ashley talks to you is during the pre-rendered cinematics, or when she’s calling for help. They should have given her lots of in-game dialog so she can make comments according to each situation, or even just chit chat, instead of being this mute AI you lead around each level.

-Arbitrarily made up puzzles that are just silly, and campy characters like the midget villain. I guess it’s just a Japanese thing–they love throwing campy stuff into gritty stories (Metal Gear Solid for example).

-Horrible camera/controls that are more often frustrating than fun.

-Antiquated game design elements like blocking paths with obviously breakable items, or things you should easily be able to climb/jump over. I know this is a hard one to address, but it felt like they didn’t even try to make it feel more logical–they just put random stuff up as barrier.

I guess the only real saving grace for this game are the “not zombies.” They way they gang up on you in open space is intense, and that’s where most of fun is–shooting the “not zombies.”

BTW, the Logitech Rumble Pad 2 works very well (I imagine identical to the console experience)–that’s what I’m using to play RE4 on the PC. Beats the hell out of trying to play it on the keyboard/mouse.

I try to get reading time in whenever I could–on the train and on the can, otherwise I’d never have time to read anything. Here are some of the stuff I’ve read recently:

The Road (novel) - My brother Dennis got me this for my birthday. It’s a very good book (won the Pulitzer Prize), with an unconventional prose style that took a while to settle into. It’s by Cormac McCarthy, the author that also wrote “No Country For Old Men,” which is now a critically acclaimed film adapted by the Coen Brothers. The book is essentially about a father and a son’s journey on foot in a post apocalyptic world where almost every living thing was wiped out. It depicts the father’s selfless love for his son, and how he tried to protect him through all the hardship and despair. Definitely recommended.

Sanctuary (graphic novel) - I read the first few volumes many years ago, and never got around to finishing it. I finally did and it’s quite engrossing. Maybe too idealistic, but I enjoyed the passion and the conviction of the characters. It’s not everyday you see a hard-boiled political/crime thriller comic book about idealistic young men trying to change the future of Japan by reforming the government and the organized crime.

Love and Rockets (graphic novel) - I left off the series at the Wig Wam Bam collection, and I just picked it back up (I bought all the collected volumes after Wig Wam Bam, but only the Jaime stories–I’m not really a Gilbert fan). The tone is exactly the same, and if you like the earlier stuff, it’s just more slices of the various characters’ lives. If you’ve never read L&R, it’s essentially a slice of life drama about lesbian punk rockers, Mexican Americans, love and hate, heartache, and lovable losers.

Already Dead - A vampire novel by Charlie Huston that was entertaining, but didn’t have any emotional substance so I didn’t like it too much. If you like mysteries and warring vampire clans, then you might like this, but if you want to care about the characters and their relationships, then this is not that kind of book.

Quickie Movie reviews:

No Country For Old Men - Excellent filmmaking, and certainly has Coen Brothers’ trademark approach for building tension and depiction of characters that are just “a bit off.”

Juno - One of the best indie dramedy I’ve seen in a long time, with witty dialog and great acting. Ellen Page was just adorable in this film, and Jennifer Garner was surprisingly funny as well. I didn’t realize Ellen Page played Kitty Pryde in X-Men 3–I should have, since I remember watching X3 and thinking Kitty Pryde was super cute. For some reason I keep mixing up Jason Bateman and Nathan Fillion, because to me they look very similar. I should be embarrassed since I’m a big Firefly fan.

American Gangster - Good film. Didn’t feel too much like a Ridley Scott film, but then again, I’ve discovered that often as a director matures, he’s able to go beyond his normal voice and do something very different.

Invasion - Quite enjoyable, but fell just a little short of expectation–maybe not as epic as I had hoped it would be. Nicole Kidman is always a pleasure to watch. I used to think she was some stone cold fridget pretty face, but having recently seen her on a few talk shows being quite warm and genuine, I’ve warmed up to her a lot. Now I can enjoy her beauty without feeling a chill down my back.

Cabin Fever - Silly fun, and not as scary or gory as I had expected based on its reputation.

The Kingdom - Overall enjoyable, and the final gun fight was great. I think that realistic and gritty action style is pretty much the norm for movies these days, whereas in the 80’s and 90’s it used be the stylistic approach that was less about reality and more like a caricature of real life.

Ratatoulle - This film had the least amount of character development and character relationship dynamics than any other Pixar film. I would’ve been disappointed, but that final scene with the food critic was just so utterly brilliant that it made up for the rest of the film.

The Reaping - I find Hilary Swank a bit hard to watch at times because she’s like the classic example of a “butterface.” The story was pretty silly, and the reveal at the end felt more like manipulation than a revelation. The little girl in the film (played by AnnaSophia Robb) has these amazingly piercing eyes–creepy but beautiful.

Premonition - Convoluted and frustrating. I don’t think I’ve ever liked a Sandra Bullock film.

I Am Legend - Quite different from the book, and I think they should have kept the dog and the woman part of the book, as they really made up the emotional core of the story.

And of course, I’m going to sneak in a bit of TV stuff too:

Breaking Bad - One of the best shows on TV right now. Absolutely brilliant writing, acting, and perfectly cast as well.

Two and A Half Men - This one has overtaken How I Met Your Mother as my current favorite sitcom. Biting humor, hot chicks, funny kid, and Charlie Sheen playing a parody of himself–what’s not to love? Melanie Lynskey, who plays Rose on the show (a very cute but psycho chick) is just adorable. Those big brown eyes can melt steel.

January 12, 2008

Art directing as a job

Posted in: My Life, Art & CG, Music, Video Games — Rob @ 4:16 pm

WEBLOG:
(EDIT: Gamasutra/Game Career Guide has now published an updated version of this blog entry as an article. Although the original version here is more subjective and candid, the published version is more objective and complete. Both versions contain sections that the other does not have. You can read the published version here.)

I rarely talk about my day job in the blog, and it’s mostly because I feel it’s not such a good idea to discuss your job in a personal blog. It’s in my nature to tell it like it is–I don’t bullshit or beat around the bush–otherwise what’s the point of having a personal blog? Understandably, honesty isn’t exactly the best policy when discussing the ins and outs of your job publicly. But maybe I can shed some light on what I do at my day job–I’m sure some of you are interested, especially those who are in the game industry or are a fan of video games.

As the studio art director, I have to oversee the art quality of all the games we develop or publish, including advertising and publishing material. Most of my time is spent on 1st party games as that’s our main bread and butter, while 2nd and 3rd party games don’t get as much love, since they are usually developed externally and I just review them during milestones–either signing off on them or make a list of comments with references, mock-ups, paintovers…etc for the external art team/contractors.

When a game is in its infancy, it’s usually just an idea, and it has to evolve into a fully completed game design document (detailing everything about how the game is to be played–from control layout, game rules, user interface navigation, game mechanics, story, content, level design…etc to everything else that can be written down or shown in diagrams). Since I’m a senior manager, I’m invited to all review meetings, and my involvement in a game starts at roughly the point where the initial idea is pitched to the senior managers (usually consists of the CEO, studio director, VP of production, VP of technology, VP of creative, studio art director, and senior producers). We either like the idea and decide to go forward, or kill the idea right then and there. If we go forward, then the game designer will work on the design document, and we review it when it’s completed. The game design meeting usually last very long because everyone will have an opinion about what is fun and what isn’t, and what our target audience will or won’t like. There’s also the very important decision of setting the scope of the game–whether it’s a design we feel deserves AAA treatment (largest budget, longest production time), or maybe just an A, or even B. There may be design elements we chop off right then and there if we decide the idea may not warrant a AAA status, and the scope of the game will have to be pulled back to accommodate an A or B status production. At the end of the meeting, we decide which producer is to own the project.

Once a producer is assigned, I’ll work closely with the designer and the producer on determining the visual style of the game. Often the designer already has an idea when he put the design document together. If his idea is a good one, I’ll use it as a starting point and then refine it, add to it, evolve it…etc. If I don’t feel the designer’s idea for the visual style works, then I’ll come up with something and try to sell it to the producer and the designer–usually with references, mock-ups, sketches…etc. They either like what I come up with, or we pow wow back and forth until we find a common ground. Either way, anything visual is my responsibility, so I’m the driving force behind the visual development, but as part of a team, I also respect the input/opinion of co-workers, no matter what their position is.

After deciding on the visual style, I’ll sit down with the producer and help him budget/schedule the art production by going through the entire art assets list. I have to weigh the pros and cons of using expensive art resources that are very good, or cheap ones that are not as reliable. Our internal art team is quite small, so the bulk of our art production is done externally. I have to pick which arthouse or freelance artists to use, and that usually means I have to give them art tests to make sure they can nail the style we have decided on. Sometimes I would have already done some preproduction work (concepts art, mock-ups) and will use them as the benchmark to judge the art tests. Who we decide to use is always a mix of different factors–how good is the result, how long it took, how much it costs, where they are located, and how well they communicate. Once a decision is made, contracts are drawn up, and we move onto the next phase.

Once we’ve locked down the resources, we officially kick start preproduction, which usually consists of concept art (character design, background design, architecture interior/exterior design…etc), storyboards, logo design, GUI (Graphical User Interface) mock-ups, model/texture/animation tests, render tests…etc. This is also when we sometimes do our on-the-fly R&D work, to makes sure a particular production pipeline is doable for the project. Often some of the preproduction work is already done by us internally, but sometimes we leave it all for the external guys to tackle. I’m the kind of art director that likes the team to take on a sense of ownership, so I try to get them pumped up and feeling challenged. Nothing annoys me more than artists who are just going through the motions with no sense of ownership, no pride, and no creativity–just showing up for a paycheck. Guys like that eventually get fired because game development is all about passion–if you don’t have it, it shows in your work. There was a time back when I was just a grunt artist that didn’t feel passionate about the games I was working on, and believe me, it showed. I could tell the love wasn’t there, and other people could tell too. But somewhere along the way I learned that you have to put in everything you’ve got, no matter what it is you’re working on. That is how you can be the best artist you can be–by trying your hardest always.

At this point the programmers will have a basic prototype engine for us to throw placeholder art into, so we can see how things would work in the game. A game at this stage is quite fun to look at, because it’s a mess of placeholder art, programmer art, designer scribbles..etc.

Now comes production, which is when all the art assets used in the game are generated. This is the long haul, and is the bulk of a game’s development time. I have to track art assets as they are generated, review them, critique them, do mock-ups, show more references, paintover stuff that isn’t working…etc–basically to get the art team to deliver what I deem as high quality work suitable for the style of the game. On the managing side, I have to keep track of the outstanding tasks, make sure stuff gets turned in on time, watch out for kinks in the production pipeline and resolve any problems that come up during art production. I also have to assess the strengths and weaknesses of artists on the team and assign the right task to each person. If someone isn’t working out on a task, I try assigning him a different task. Usually I try to assign tasks that the artists are interested in, and I always give them to benefit of the doubt that they can pull it off, until they prove otherwise.

To be a good art director, you have to have the eye for spotting potential. I’ve more than a few times put artists on tasks they’ve never done before and knew nothing about, because I recognized the potential and I knew with proper direction, they will not only pull it off, but do a beautiful job too. So far I’ve been right every time, and the artists always appreciate me believing in them and challenging them to grow, to learn, to improve, and to mature as artists. Some art directors are just there to make sure things look good, while other art directors act more like mentors–I belong to the latter group. I have a knack for teaching, and I know I’m a damn good teacher as the past students I’ve taught told me so after I stopped teaching. So naturally, my style of art directing is more like mentoring, and this doesn’t work with every artist–the younger artists tend to respond to that style of art directing more than older artists, because the younger artists are typically less experienced and thirsty for knowledge. When need to, I can switch gears and be a more co-worker type of art director and drop the nurturing mentor aspect, as I know the veteran artists prefer that. It also just happens naturally too because the veteran guys know what they’re doing, and all they really need is for you to point them the right direction and they’ll forge ahead. Some of them probably have more technical knowledge than the art director does, as veteran guys are the ones in the trenches everyday, dealing with every little problem in the art production first hand.

During the production, there are usully a few important milestones–first playable (when it actually starts to resemble a game, no matter how ugly or primitive it is), alpha (when all the game mechanics actually work, but still have unfinished art, music…etc), beta (everything should be completed, except there are bugs, and maybe some minor art updates that wouldn’t affect testing), and gold master candidate (the fully completed and tested game that can go into duplication for shipping/releasing). Sometimes during production, you might find out during one particular meeting that the higher ups are not feeling the visual direction of the game–that’s when you need to think fast on your feet and come up with a solution right away. This usually involves doing some mock-ups and getting the higher ups to sign off on them, and then implement the new direction down the chain of production.

Towards the end of the production is when things are the most hairy, because that’s when you start to run out of budget, and if there were any situations that forced you to paint yourself into a corner during production, this is when you really start to feel the full blunt force of it. This is also when everyone is on the edge because it’s crunch time (for you non-industry people, it means working longer hours and weekends to get things done), so it can be a real challenge to keep everyone on the team feeling positive while we keep forging ahead. The most difficult part is probably the technical hurdles–when graphics and programming are not working well together and the artists must work closely with the programmers to find solutions, or else the game will crash at certain spots, or graphical bugs will remain open.

Then comes that special day when we go gold (once the quality assurance department declares all bugs–at least the priority ones, are all fixed)–that’s when the beers come out and people celebrate. There are usually some support tasks after we go gold, but they are usually pretty easy stuff.

So, what is the difference between an art director and a regular artist–especially a good art director?

Based on my experience, art directors that can’t walk the walk and only talk the talk are the kind of art directors that artists hate to work under–unless they really know what the hell they’re talking about (maybe they studied art but just isn’t very talented at it, but knows a lot about it). The basic mentality is that if the art director doesn’t have any expertise or experience as an artist, what right does he have to tell a bunch of talented, trained, and experienced artists what to do? I’ve worked under an art director like that it was like a bad joke, but on the other hand, I’ve worked with producers who surprisingly do have very good eyes for art, and can art direct competently to a certain extent (but they do have limits). These guys are usually well-versed in different art styles and are fans of animation, comic books, fine artists, illustrators…etc–basically the kind of guys who are not artists, but probably own quite a bit of art-related books and pay more attention to art than most people do.

The worst kind are the ones who are not artists and don’t even know the correct terminologies used in basic art foundation theories, and they spew a bunch of nonsense that makes no sense to anyone, and use ridiculously vague adjectives and verbs to describe things that actually do have proper art terminologies–thus confusing the hell out of artists they’re trying to direct. They also know nothing about well-known artists, filmmakers, various styles/mediums, notable animations/films/comics/art history, and cannot reference or make analogies that artists can actually relate to. Guys like that do far more damage than good, and should never be allowed to art direct unless there’s no one else qualified, but believe it or not, some do manage to bullshit their way into the industry and actually work as art directors. BUT, things are never that simple in real life, since what an art director is varies from company to company. There are generally the following types of art directors:

1) Someone who is really a manager (tracking art assets, scheduling/budgeting, drafting contracts…etc), but not an artist. (The above described worst kind falls in this category, but for some reason they act as art directors and not managers as they should. If they simply just managed, I would have nothing negative to say about them at all.)
2) Someone who has a great eye for visuals, knows a lot about art, have leadership skills, but may not be a great artist.
3) Someone who is a very good artist and can also lead other artists.
4) Someone who is a combination of all three (with varying degrees of emphasis on each).

The best art directors I’ve seen are almost always the ones who have extensive experience as artists, understand the art production pipeline, are talented and passionate, can multi-task very well, are easy to get along with, know how to task you according to your strength and interests, and know how to weigh the pros and cons of every situation carefully and make the right decision. These guys can take something you’ve done and quickly paintover on top and show you exactly why yours didn’t work, and how you can make it better–guys that can walk the walk and talk the talk.

Recently there was a thread on cgtalk.com about art directors, and I made a post there, stating the qualities a good art director should have. They are qualities I strive to meet, even though I may not be on target all the time. It does take the right personality to art direct, and if you don’t have those characteristics, you will not be able to art direct efficiently (this is why many production artists or lead artists might be excellent artists, but they never get promoted to being the art director because they just don’t have the right personality for it). But here’s another industry complexity–at some studios, the lead artist is more like the third type of art director, and they have someone else they call an art director, but is really an art manager (the first type). Pretty confusing, huh?

Anyway, the list of qualities I listed were:

An AD is not just a production veteran that knows the pipeline very well, and can use the essential softwares at an expert level.

An AD is not someone who just knows how to draw/paint/design at an advanced level.

An AD is not someone who is simply knowledgeable about a wide range of styles, genres, mediums.

An AD is not just someone who can schedule, budget, and enforce milestones.

An AD is not just someone who is on top of what new tools are available for improving the pipeline.

An AD is not just someone who understands the big picture and can work with producers, CEO’s, director of technology, creative director, marketing, publishing…etc at the highest level to establish the visual look of every single product coming in and out of a studio.

An AD is not just someone who can carry himself in a manner so when meeting with clients, publishers, investors…etc he could be pursuasive when discussing the visual aspects all projects at the highest level.

An AD is not just someone who knows how to utilize the right external resources (arthouses, freelance contractors), but also know how to manage them.

An AD is not just someone who can nurture and inspire a team of artists.

An AD is not just someone who can pass on his own knowledge and skills so younger/less experiencd artists can benefit from his expertise.

An AD is not just someone who other artists on the team respects because he walks the walk, not just talk the talk.

An AD is not just someone that knows how to use each artist on the team to their strengths, or how to take care of them so they are happy when working on projects.

An AD is not just someone who has the ability to spot potential, and task artists with something they’ve never done before, simply because he knows they can do it if given the right amount of encouragement and direction.

An AD is not just someone all the senior managers and top level personnels respect and rely on, and would feel lost without.

An AD is not just someone who instinctively knows what works visually and what doesn’t, or what is appropriate/effective and what isn’t for any given project.

An AD is not just someone who knows how every aspect of the visuals should look–from user interface, retail box advertising, in-game graphics, concept art, animation, logo design, to font choices.

An AD (a good one) is all of those things combined. That is why it’s so damn hard to find a good AD. Most candidates applying for AD positions only have a few of those qualities, but not all. Many are not good artists at all, but can manage. Others are great artists but can’t manage or lead. Also, a good AD for one project may not be the right person for a different project, though some are very versatile, but they are rare. If an AD can go from something like a hardcore action/realistic title, to a wacky cartoony title, to a charming/cutesy casual title, to a stylized anime-influenced title, then he’s a damn good AD (assuming he has all the other traits mentioned).

What makes that list confusing is that in some studios, they break all these responsibilities up into two or more different positions (like the lead artist/art manager combo). I guess I have the short end of the stick at my job because I do all of those things, and not for just one game, but multiple games at once (anything that comes through our company). Sometimes I find myself juggling five or six games at once, so it can be pretty insane. They know I’m over-taxed and I need help, but whether they can afford to get me help is a different issue altogether.

Sometimes I do miss the days of simply being an artist.

Want to know how much of a glutton for punishment I am? Because I love music so much and our company does not have an audio director, I volunteer to direct the audio on the games I work on. As a composer, it’s far more effective for me to communicate to the composers we work with, since I speak the language of music and can give them direction on composition, arrangement, and even mixing/mastering. Often I’ll just go ahead and describe the orchestration and they’ll try to match it. Composers really appreciate it because instead of getting comments from a producer telling them to “make it more scary sounding,” they’ll get something from me that’s more like “take out the vibraphones as that’s killing the mood of the cue. Add some contrabassoon low note drones. Have the strings play some high pitched harmonics and tremolos. Change the harmonic progression so there’s no resolution–just one dissonant harmony after another.” It makes a world of difference because vague and non-musical terms can be easily misinterpreted, and with me giving precise musical feedback, there’s no room for misinterpretation.

So, there you go–that’s what I do everyday at work.

December 8, 2007

Venturing into the low end

Posted in: My Life, Music — Rob @ 11:37 pm

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The bass guitar has been on my “list of instruments to learn” for years now, and I’ve finally gone and done it. After some research, I got a used Warwick Corvette $$ Double Buck 5 string with Nirvana Black finish from ebay:
Warwick Corvette $$ 5
Warwick Corvette $$ 5

It did not arrive in very good condition–a broken 3-way switch, some rust on screws, saddle, and with belt scratches on the back. I’ll take care of the rust with rust remover gel, and I’ve gone and replaced the 3-switch this afternoon (I hate soldering!). I dropped by Guitar Center in San Francisco to pick up a new 3-way switch, and they tried to make it sound like you had to be an electrician to replace the electronics in your instrument–basically to scare you into spending $100 or more to let them do it for you. Yeah right. Anyone who can solder and is not a complete moron with horrible eye-hand coordination can do simple electronics repairs. Whether you want to spend the time doing it is another matter I guess. I personally enjoy the occasional repair work and have opened up more than my share of home electronics and fixed them–all jut relying on educated guess and common sense.

while at GC, I tried out the Line 6 Lowdown Studio 110 combo amp, and it performed surprisingly well for such a tiny little thing (10″ driver running on 75 watts). The low B-string on the Warwick Corvette $$ 5 string is particularly punishing when you turn the active preamp up, and 110 handled it just fine–as long as you crank it to volumes beyond its intended use (practice and small gigs).

While there, I couldn’t resist the temptation of trying out the legendary Music Man Stingray 5 and the Bongo, and I really wish I didn’t because now I want one of each. The Stringray 5 played like a dream–extremely smooth action, and with that famous metallic punch–begging to be slapped hard and fast. Even without plugging it into an amp, a single thump on it and I can already hear that unmistakable Stringray sound. Plugged in and with the active electronics turned up–Oh. My. God. It’s like I just gained a another year of skills in slapping automatically. Absolutely mind-blowing. The Bongo was also very nice–probably tonally more versatile than the Stringray, since it’s easier to dial in a more mellow sound with the Bongo. Some people think the Bongo is ugly as sin, but I think it’s actually quite a cute looking piece of wood–kinda like a round bubble.

I hate to say it, but the way the Stringray and the Bongo played really took away the joy I felt for the Warwick. Don’t get me wrong, the Warwick is a solid piece of wood, and has its own uniqueness, but it certainly isn’t as smooth or exciting as the Music Man basses. (Edit: I need to retract this sentence here, since after I posted this blog entry, I put a different set of strings on the Warwick and it made a huge difference. The new strings the previous owner had just put on it prior to selling it were flat wound Ernie Ball Slinkys, and gave the bass a really mellow tone, which is good for certain styles, but terrible for punchy slap tone. I replaced the strings with a set of DR Hi Beams, and it made all the difference in the world. I still wish the Warwick had a mid-tone knob for the active EQ though, since I loved the low-mid and high-mid knobs on the Bongo.)

I just won a Line 6 Variax 700 Acoustic too, but it probably won’t arrive for at least a few more days. I had contemplated other Variaxes like the electric and the bass, but the acoustic seems to be the one that gets better reviews, and based on the sound examples on Line 6’s site, I like the models in the acoustic much better than the acoustic ones in the electric. I almost went for a 705 bass, but it’s already discontinued and I don’t want to deal with non-existent customer support down the line. The bass models actually sound quite good, but most reviews seems to agree that the action is not very good.

I used to feel that tonal versatility is where it’s at, and I can live with not-so-great playability if the tonal versatility is excellent, but now I think that first and foremost you need to really love playing the instrument, because you will play better, have a better time, and your emotional bond with the instrument will be much stronger than something that merely “does its job.” I’ve always wanted a Parker Fly guitar, which is not cheap, and it’s because I played one once almost ten years ago and it blew me away with how smooth the action was. I have not been able to get it out of my mind ever since. One day I will own a Parker Fly. I’ll most likely end up with a Stingray or a Bongo too.

If you’re not a musician, it’ll be hard to understand gear lust. Although photographers share similar weaknesses for gear lust, it’s not quite the same, as musical instruments span a very wide range (guitar, bass, drums, keyboard, microphones, mixers, monitors, softwares…etc) and different models can have very unique personalities of its own and can contribute to your music in very different ways–even changing the way you play or compose. With photography gear, different models and brands do pretty much the same thing, and the differences between them are not nearly as drastic as with music gear.

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