Why should Create Digital Music and Create Digital Motion (and, well, their editor) go to a game conference? This year, in particular, the annual gathering of game developers in San Francisco means a real convergence of gaming culture and digital music and motion, of ideas about how interactivity can work (and the challenges of making interaction design creative), of generative and adaptive music and new cultures of digital media. Aside from that, of course, there’s no particular reason.
A quick look at some event highlights with which I’m involved:
Tonight (Wednesday) is the debut gala for Gamma IV, the creative game design challenge by the Kokoromi Collective. You can check out the winning games on the show floor, as well.
http://www.kokoromi.org/gamma4/
The games themselves offer plenty of inspiration for live visualists and people exploring new interfaces for music. But there’s also a music lineup alongside, with Starpause, Phil Fish, Moldover, Baiyon, Class Prez, and Future Boy. A big thanks to my mate Starpause for putting that lineup together; I’ll also be doing a short live set.
Unrelated to GDC (but working out nicely since I’m in town), Thursday night is a meeting of the illustrious Bay Area Computer Music Technology Group (BArCMuT), with a big, all-female lineup of creative artists finding expressive new interfaces for musical performance. I’ll be giving a lightning talk before the full program, so say hi if you’re around.
http://www.meetup.com/barcmut/calendar/12702241/
Friday night is the free evening of One Button Objects, a set of interactive art pieces that explore what can be done with a single button. I’ll be talking more about that later this week; it really wound up being a great exercise, and even if you believe in rich, expressive control for music, forcing yourself to work with a single button is nothing if not enlightening. I co-curated the show with Heather Kelley of Kokoromi.
Event details: One Button Objects: Kokoromi + Gray Area Foundation for the Arts