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Archive for the ‘Biographical’ Category

Recovering my past through edutainment and software preservation

This was originally posted on LinkedIn, but I thought it would be a good fit for my personal blog as well, so it’s making its debut here after about a week of exclusivity.


 

Installer_01

It doesn’t come out as often or as overtly as it might’ve when I was younger, but I’ve always been fascinated by old software. There was a period in the early 2000s where almost every computer game I played was for antiquated MS-DOS systems, and I often spent more time trying to get a game to run properly than I did actually playing the games (this was before DOSBox really became a viable option, although I later embraced it as its functionality improved and I gained access to more powerful computers). Long story short – with a few exceptions, like a huge box of floppies my mother bought me at a garage sale, I relied heavily on the efforts of benevolent archivists to keep myself entertained. Despite all this, and my major/minor combination of history and computer science, I didn’t expect that one day, I would actually contribute to their efforts.
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Notes on Five Years of Blogdom

After five years, it seems that this blog has become one of my life’s longest commitments. If you like reading this blog, you probably think that’s a plus. If not, that’s what we have brainwashing for. Odd veiled threats aside (asides being one of the main themes of Invisible Blog), it’s been an interesting five years, containing most of my undergraduate college experience, most of my musical ‘career’, and a surprising amount of my actual personal writing project time as well! What happened?


 

It seems that the creation processes in my brain only really began to work in any way recognizable to my current self around the age of 16; it was in May of 2008 that I started drafting First Contact Is Bad For You. Years of schooling meant it wasn’t my first attempt at creative writing (and the less said about my earlier attempts around the age of 12, the better), but where I might’ve earlier lost interest in it, I just kept working on it, albeit slowly and fitfully at times due to said times being scarce. I might’ve made some attempts at composing about the same time, but I didn’t really make any significant output until I got my hands on better tools – and with full awareness of what some of the purists might say, Sibelius is better than staff paper.

At the risk of complaining about how my past self didn’t know things my present thing did… my past self didn’t have the (dis?)advantage of future self whispering over his shoulder, complaining about his every pratfall and regret, and therefore had to figure a lot of things out for himself, like how to compose both text and music in a unique voice, and how to make it work. Standards change, and I became incredibly aware of that even during the creation of my earliest efforts. FCB is recognizable as the work it was when I first finished drafting it, but the revisions I made reflected three years of learning, especially aided by the jump in expected standards that accompanied my transition from high school to college. Meanwhile, I experimented a great deal with the limits of stock Sibelius, trying to bend its sounds into heavy metal music, and gradually coming to believe that a composition was more important than how it was performed. Kind of a big paradigm shift after 10 years of piano performance training, don’t you think? Minimalist black metal might’ve had something to do with it.

Then I discovered a little program called Famitracker. It seems that in the average hands, writing chiptunes with Famitracker teaches minimalism and efficiency, and to deny that I acquired some knowledge in that regards would be to deny my musical evolution, but by konsistently ko-opting Konami’s VRC6 expansion chip in to my palette, I found maximum sonar density to be a worthy compliment to my general attempts to avoid repetition. That turned out to be a fruitful approach, although I figured out that I could turn a sparser, cleaner approach into something I wanted to hear – anyone want to record a live version of “Song 31“? I have the sheet music if you’re interested, and it was explicitly designed to be human performable. In general, I feel like 2012, at least in its latter half, was a particularly good year for my creative ambitions – in the case of Famitracker I was writing more coherent and elaborate tracks after a period of deliberately writing ‘video game loop’ stuff, and in the case of this blog, I’d decided I was on a streak of interesting discussions of interesting music. Whether that previous statement is true or not is too subjective a question to answer, but my efforts to improve were still there.

Later years also saw me expanding into new subjects, which is probably why I ended up having a semi-robust ‘humor’ section on Invisible Blog. You’ve probably stumbled upon at least one of the “Bad Ideas” posts, which have steadily grown more elaborate and thematic over the years (although they’re rather less frequent than their heyday in early 2011). One of my buddies read these and insisted I should compile a list of “Pickup Lines That Probably Won’t Work” – when I told him that he ought to write the lines if he were so interested in seeing them exist, it left me with a new feature. Other experiments have lead to a series of little essays on games and game design, a couple of short stories, and the mother of all blog motivations – shameless self promotion! When I publish something, odds are it gets a mention here, since due to its length and consistent output, Invisible Blog has kind of become the unifying force between all my creative endeavors.

As it is, I wouldn’t be surprised if this blog continues for many years – perhaps even decades! It doesn’t get a ton of traffic, but keeping it alive seems to sharpen my skills as a writer, and that has to count for something, right?

I’ve been bouncing around a few ideas for types of posts that ought to be interesting to write about, and you’ll probably see some of those rather soon. The first (and in fact the next upcoming one) is to take the sort of music reviews that are the invisible bread and butter of this blog and apply their methodology to video game music. Unless the universe explodes, you should be able to read the first prototype before the month is out.