Tuesday, November 12, 2019

The Gardens Between


Imagine a game in which you can't actually control the characters you are playing - you can only move forwards and backwards in time to find out what they do and where they go.  Along the way, you may have the characters touch certain objects in order to subtly change the flow of time and enable them to progress along their pre-determined path.

This is the surreal and almost maddeningly passive world of The Gardens Between.

The feature that initially caught my attention as I was browsing the App Store was, as it often is for me, the beautiful and interesting graphics of the world within the game.  Each level is constructed of oversized objects of a child's play space, and encapsulates the imaginary world that the two children - a boy and a girl - spent together.  As they travel together in a treehouse in horizonless ocean, they move from island to island built with scenes such as a huge couch hidden by a blanket fort, giant dinosaur skeletons that break apart and tumble into the sea, and sewers draining into a whirlpool with log size soda cans swirling into it.  Each island progresses from gentle dawn, to rosy mid-day, to a terrifyingly dark storm world at the end as the worlds of child play begin to fall apart.  All this is portrayed without words or instructions, with a story that only opens up more questions until the very end.

Aesthetically, the game is unquestionably both visually stunning and unusual.  Although an incredible amount of detail is included in each of the scenes, with waving grass, paint splashes, etc., everything is somewhat pixelated with foggy edges, contributing to the dream-like atmosphere.  The children pause when the flow of time stops, their figures blurring in the frozen motion, but the island's breezes continue to blow and the streams of water continue to flow.  Flowers give off orbs of light that the little girl can collect in her lantern in order to progress through the level and finally solve it.  The little boy is able to touch chimes that can shift events or move a certain part of time backwards and forwards.  As each puzzle-island is solved, the scene turns into stars which collect in a constellation that forms the actual event that makes up the memory.  It's a unique and engaging method of game play that can be frustrating at times, but also very rewarding at the end.

Integrated seamlessly into this world are very subtle, similarly foggy sound-effects that often clue the player in to what is required in order to proceed in the game.  The characters' footsteps are gentle and crunchy, while the environment SFX are dedicated and understated with no reverb.  The overall effect is intimate and dream-like.

Likewise, the music is mostly atmospheric but contains layers of sound that seem to interact with each other and flow independently, resonating playfully.  Many of these layers seems to be built from the kinds of sounds that one would find at home - pots and pans, wind chimes, and of course a toy piano.  As the game progresses, the music changes from light and playful to dark and foreboding and, in the end, changes to dread as the characters send many levels of a dark, rainy cliff, finally emerging into a thunderstorm on top of the clouds, with reversed sound elements that imply the impending crumbling of their relations when the little boy moves away at the end of the game.  Interestingly, the opening screen of the game actually portends this moment of dread with its rainy scene.


Overall, I felt that the game is, like many of the "experience story" games I enjoy, beautiful and creative, with a somewhat simplistic gameplay.  It does become more intricate along the way, and the final scene, in the clouds among the lightning, has an exquisite amount of impact in the way the world crumbles and tumbles into pieces, with the sound effects of clattering stone kind of shocking and setting you up for the impact of the delivery of the final scene.  The music doesn't play much role in terms of story telling, but contributes to the overall atmospheric effect.

This game is definitely a unique and captivating experience, perfect for the casual player who wants to puzzle solve in different ways, with a simple but moving story that unwraps itself in unexplained ways.





Wednesday, August 21, 2019

2019 Hype Jam - A Game Trailer Jam

Hello!

This year marked the beginning of the annual Hype Jam - a game jam organized by Andrew McPherson and hosted by the Seattle Indies.  At this jam, game developers come together to create a trailer for a hypothetical game - in 48 hours!

This year, the event took place from August 2-4 at the beautiful Midtown 21 building in downtown Seattle.  The jam was sponsored by Amazon Game Tech, Amazon Games, and Twitch, and it included food for hungry game developers and outstanding aerial views of Seattle.

At the beginning of the jam, individuals conceptualized and presented ideas for a hypothetical game that could be created.  Groups formed around some of these ideas, with programmers, artists, sound developers, and storytellers teaming up together to make a trailer.

One young lady came with a fully developed story that seemed really engaging right off the bat.  I decided to join the team:

-Tessa Thurman (story development)
-Anabelle Decoret (editor)
-Erika McKracken (videographer)
-Bill Morse (character design/2-D artist)
-Grace Wallis (music and sound design)

Together, we worked to create a game trailer based around the story of someone who applies for a job...only to get blackmailed into becoming a gig-economy super spy.

I participated by recording voice-overs, designing the sound for the sets and sound effects, and, of course, preparing the entire music soundtrack.


You can view the completed video here on YouTube:



It was a lot of fun to put together with my teammates, and I look forward to repeating the adventure at next year's Hype Jam!

Thursday, August 8, 2019

Fiasco Recording Session

Hello!



For the past ten months, I have been working on my master's degree in Film Scoring at the Pacific Northwest Film Composing program https://www.pnwfilmmusic.com

This accounts for why there have been no blogs in many moons.  Fortunately, I survived the program and emerged with a degree, so here is a sample of what I've been up to.

The "Fiasco" recording session, as it is fondly known in the program, is the final project for the program.  The students are asked to write a two-three minute "end credits" sequence for a hypothetical film, for a 52 piece orchestra, and then conduct and record it live.

My piece was written for the hypothetical film "Orion", about the legendary Sumerian hunter (passed down to us in the form of the Greek constellation).  It begins with the heroic, sparkling theme of Orion, has a romantic section about his relationship with Artemis (goddess of the hunt), and the returns with a bang to the theme.

This video was recorded and compiled by SFI student Malcolm Frankson, and he did an awesome job.  The final version of the piece was mixed and mastered at Studio X.

Thanks for listening!

The Gardens Between

Imagine a game in which you can't actually control the characters you are playing - you can only move forwards and backwards in time...