Category: Art Stuffs

  • Interview with “The Dudleys!” playwright Leegrid Stevens

    TCTD had a chance to speak with “THE DUDLEYS” playwright about the process of  incorporating the chip music and graphics aesthetics into a scripted work of drama, and other challenges working in the genre.

    THE DUDLEYS! takes the adolescent memories of a man and translates them into a malfunctioning 8-bit video game, the kind he used to play as a young adult.  But instead of Megaman or Punch-Out, he plays The Dudleys, his own family of fifteen years ago,  during the aftermath of his father’s death.  Featuring a live band with original music composed on vintage video game equipment (Atari, Gameboy, Commodore 64) and 8-bit video footage, THE DUDLEYS! pits the two dimensional world of happy endings up against the confusion and aimlessness of real life.

    What is your background in the theater?

    [Leegrid Stevens] I graduated from Southern Methodist University in 2000 and immediately moved to NY. I’ve been writing and directing shows in the city since then and recently graduated from Columbia’s MFA playwriting program. You can find a few of my plays in print: Post-Oedipus, Sun Stand Thou Still, Lovers in the Park, and Leda’s Swan.

    How did you first become aware of chip hardware culture?

    [Leegrid Stevens] A friend sent me an mp3 of Treewave and told me the instruments he used were an Atari, C64, and a dot matrix printer. When I heard the song (Sleep) I was blown away and immediately wanted to be able to create music with the junk that used to dominate my life. At that time I wasn’t aware that there were more bands than just Treewave doing chip music and it wasn’t until I saw them play at Deitch Projects that I became aware of the whole chiptune scene. After attending Blipfest in Chelsea that year I was completely hooked.

    What was the appeal to incorporate this in your own work?

    [Leegrid Stevens] That Deitch Projects show really influenced me a lot. Corey Arcangel was running his Super Mario Movie on a loop in the lobby and I had a bizarrely emotional reaction to it. Mario was trying to navigate through a malfunctioning and nonsensical world, trying to understand the objective of the game itself and make sense of his existence. It was hilarious and incredibly sad at the same time. It seemed to capture how I sometimes felt about the real world. How the bits of cheery, positive things were told as a kid seem to disintegrate and lose integrity as we get older and we’re left with the remnants of a world view that doesn’t seem to be working anymore. The chip scene was empowering to me by taking those pieces and refashioning them into something that I could relate to now.

    Later in the show Nullsleep hooked up a computer keyboard to an NES or Gameboy (I can’t remember now) and played it like a guitar. It was amazing to me that he could make that game boy say what HE wanted it to say. He could make it spit out ugly bass or he could make it squeal like a distempered baby. After that I scoured eBay for old Atari, Gameboy, and C64 consoles and began experimenting with the music. At that point it was inevitable that it was going to come out in my writing.

    What role does chip hardware derived sound and graphics play in The Dudleys?

    [Leegrid Stevens] The idea of the play is basically to take a person’s family and make it a video game. I wanted to translate domestic dysfunction into video game language. For instance, the mother in the play is depressed and contemplating suicide. In one of the scenes, her son accidentally plays the Contra code on her, giving her 30 extra lives. She spends the rest of the game trying to get rid of all her lives, she hangs herself, overdoses on pills, drives off a cliff, but each time only reduces her life total by one. She ends the play with something like 23 lives and eventually tires of her suicides.

    To make these metaphors work we basically tried to create a live video game complete with video, music, sounds etc. Nearly all the sound is generated from 8-bit sources. Only the shotguns (for killin’ zombies) is not completely 8-bit. The music is played from C64, Atari, Gameboy and I play it live.

    The video was the most challenging part of this. We worked with 9 different animators to create various 8-bit locals and sequences. (Just noticed we have more animators than bits!) The video is projected during %100 of the show onto a huge screen. The actors perform in front of it and it dictates much of the action of the play, whether the scene be in a living room, outside a Wal-Mart, or running through a zombie infested basement. We had to build each scene from scratch before we even got into the rehearsal room.

    How did your crew and cast react to the challenges of working with that aesthetic?

    [Leegrid Stevens] By grinding our teeth at night. The most difficult part of this is TIMING! Getting the video to sync up with the music and actors is a bitch, plain and simple. It’s not easy trying to estimate how long actors are going to take during a certain part to know how long we need the video to loop or how fast to make the side-scrolling.

    The actors really enjoy working in this aesthetic, I think. It’s totally new and fun. How many video game plays have they been in before? Zero. Being able to act like a video game sprite smashing up a Wal-Mart on an 18 foot screen is pretty fun, I think. The designers are the ones pulling their hair out.

    Do you plan to continue working with this aesthetic? If not what did you take away from your time working with these older consoles?

    [Leegrid Stevens] In terms of theatre of the 8-bit? I’m not sure. Perhaps, yes. It would have to be a different concept, however. And I would have to have another story that meshed with the inherent themes of chip hardware. Originally, I wanted to do an 8-bit play recreating the battle of Marathon. I had all these cool ideas for the Persians and Greek battles and the guy who ran the marathon, Pheidippides, was going to run on a treadmill the whole play with the video scrolling through mythical Greece.

    In terms of music, absolutely. I’m going to continue to make chip music. I love working with the consoles. I even love the Atari! It is super limited in that it can’t play a lot of notes but through that limitation you are forced to create a solution you would have never thought of before. It’s the attempt at circumventing their limitations that often create the breakthroughs.

    And they sound awesome!

    “The Dudleys” runs August 22-30th at the Theater for the New City in NYC. You can read more about it on their website, or purchase tickets online.

    Stay tuned for a special TCTD giveaway leading up the the show’s opening.

  • Artcity: new website by Bitfellas

    This is  weekly demo special edition! Since I am behind two weeks, I decided to post this related news item.

    Once upon a time I used to go all the time to a site called GFX ZONE which was a repository of demoscene pixel artists, both old and new. Those fanatic of digital graphics and the demoscene probably remember it (you can still watch it, in its zombi state, clicking here)
    Long defunct, I now found this site, recently re-launched, with a huge archive of pixel art to dive on. Run by the awesome Bitfellas crew, the site is pretty amazing, and a -necessary- stop for every pixel art aficionado.

    Ah, the good old days when we actually DID antialiasing, and by hand.

    Most recommended visit: Artcity

    Illustrating this post: one of my favourite pieces by one of my favourite artists, “Too much clubbing”  by Cyclone, from Germany. Check out his gallery.

  • Steel Raining – Amstrad CPC comic!

    Steel Raining is a web comic created by Alberto Silva from Spain. His description of it goes something like this: “In the world’s biggest metropolis, a silent buzz vibrates. A buzz that makes men in suits howl. There’s a symbol drawn with chalk on the floor, a girl trapped in an IC and a neon guitar.”

    And why are we covering this here? Alberto, to promote the second season of his web comic, created a teaser edition that runs exclusively in Amstrad CPC machines. We minced a few words with him about what drove him, a non-retro, non 8-bit, non-coder person to do this.

    You can read the interview and get the original Amstrad CPC executable right after the jump:

    (more…)

  • Early computer graphics

    [kml_flashembed movie="http://www.youtube.com/v/hxqqhqizJjU" width="425" height="344" allowfullscreen="true" fvars="fs=1" /]

    Thanks to O_TR_O for sharing this gem related to computer graphics in the 80s.

    The Electronic Visualization Laboratory, from now on EVL (eeeeevil :P), is “an interdisciplinary graduate research laboratory that combines art and computer science, specializing in advanced visualization and networking technologies”. Active since early days of computing in the University of Illinois in Chicago, these people have been researching on advanced fields like “distributed computing/visualization, collaborative software, the development of viable, scalable, deployable stereo displays and management of next-generation advanced networking initiatives”.

    The focus of this article is on a set of works developed in the early 80s by a group of students, on a system called  “Datamax UV-1”, which ultimately spawned the creation of the EVL lab itself. These were created with a variation of an old programming language called GRASS (smoke much, mon? :P) and deployed on the Z-Box platform, which was a “a raster graphics machine”. 

    With a certain “demo” vibe on many of the pieces, it’s great to see art like this done in a context that is not exclusively related to computers or a computer-related activity like the demoscene.

    Check out their YouTube channel for a bunch of cool stuff to look at. Particularly interesting are the works pre 1980. Top notch.

  • Review of the 8-Bit Tarot deck

    dscn3002-smallI just got my copy of the 8-Bit Tarot deck in the mail today, and wrote a review.  Excerpt:

    The 8-Bit Tarot, designed by Indigo Kelleigh and published on lunarbistro.com, fuses the vibrant, digital, and modern-retro aesthetic of 8-bit with the mysticism and tradition of tarot. The deck itself is $30; for comparison, a standard Rider-Waite deck will cost you about $12 on Amazon, and a Robin Wood deck $13-14. The deck is packed in a box made of thin cardboard, suitable for display but not for travel (at least by my own, somewhat destructive standards). The cards themselves are small, especially by tarot standards — 2.5″ by 3.5″, or a little bit smaller than a playing card. “Standard” tarot cards are more like 3″ by 5″. You can get a sense of the art from the deck’s homepage at Lunar Bistro. The cardstock is glossy, a little thin, but turns out to be quite stiff; due to the cards’ size and stiffness, they are very difficult to shuffle.