Showing posts with label daniel golding. Show all posts
Showing posts with label daniel golding. Show all posts
Tuesday, September 3, 2013
Blips: Musical Landscape
Source: Listening to Proteus
Author: Daniel Golding
Site: Meanjin
I've written about Proteus at length on this blog, Kill Screen, and re/Action, and yet, as Daniel Golding proves in a recent piece for Meanjin, there's still more to say about the game. While there are plenty of interesting insights in Golding's piece, his comparison of Proteus to the work of composer John Luther Adams is the most striking. Adams lives and works in Alaska and has created a piece that is a kind of generative music system titled The Place Where You Go To Listen. I'd encourage you to check out the article for the fascinating full context, but essentially this piece is a musical installation that responds to live meteorological and seismological data by emitting accompanying tones and rumbles. Even the aurora borealis has it's own particular sound range, making every visitors' experience with the work different than those who came before.
While Adams' installation presents the "sounds of the earth," Proteus, as Golding points out, puts some of that compositional responsibility in the hands of the player. While we can assume raindrops in Proteus make the same jingly bell noises whether you're around to hear them or not, other sounds require action on the part of the player to bring them out –action like walking past a line of gravestones or chasing frogs and squirrels. You get to play a conductor of sorts in Proteus, except you walk around an island instead of waving a baton. Both Proteus and Adams' Place emphasize an ephemeral, performative quality to their musical compositions, but employ different methods of listener involvement.
Thursday, June 27, 2013
Blips: Gender Diversity Down Under
Source: Who makes games in Australia?
Author: Daniel Golding
Site: ABC Arts (Australian Broadcasting Corporation)
In the grand scheme of things, I know little about Australia. I've never been there, but would love to visit someday. What I do know is that Australia has a game development industry that's garnered an increased amount of global attention in the past few years. Australian game developers have been behind big-budget titles like the criminal investigation adventure game LA Noire and also smaller indie games like the mind-bending Antichamber. What's surprising though is that in a recent industry analysis, women only make up 8.7% of the development workforce, but almost half of the player base.
In a piece for ABC Arts, Daniel Golding breaks down what these new statistics mean for the industry and how it's leaders are and aren't taking action to increase gender diversity in the workplace. It would be pretty cool if a smaller industry workforce could take on this issue in a successful way that could then serve as a template for larger regions like the US. Golding does a great job of analyzing the issue, looking into factors that affect education down to the fact that labeling game development courses as "game design" instead of lumping them in with "IT" greatly increases the percentage of women who enroll in those courses. It makes sense that an increase of women with game design diplomas would then make for an increased percentage of women in the game development workforce, though there are still other systemic issues within the games industry that won't be fully addressed in the education sector.
Anyway, I don't want to rehash the whole piece here; it's pretty interesting though.
:image credit Jamie Keys:
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