Interview | The VidZone Network Blog

June 23, 2009

The Queen’s decree on pop music

Conveniently, Maxim’s interview with Lady GaGa in their July 2009 issue comments on pop art and the active aim of being shallow.

The Lady GaGa experience is a tough one to wrap one’s head around. Is it high art? Cap? Straight-up cheese?

Warhol said art should be meaningful in the most shallow way. He was able to make commercial art that was taken seriously as fine art, to use something simple and shallow to take you to another planet. That’s what I’m doing, too. When you listen to a song like “LoveGame,” is it communicating my soul to you? No. My music isn’t me jerking my dick off all over a piano trying to feel something. I make soulless electronic pop. But when you’re on Ecstasy in a nightclub grinding up against someone and my music comes on, you’ll feel soul.

Not every piece of work has to be cerebral or challenging. Often times the primary goal is to be fun and evoke simple joy. Doing anything more on top of that will just weigh down the experience, forcing the audience to work when all they ever wanted was a quick fix.

Think about punk music. Though many bands have some sort of political agenda the music itself is a raw expression of passion.  The instrumentation is generally pedestrian and more or less sounds the same between songs.  It’s banging and thrashing, screaming and shouting.  But regardless of the particulars, you get the sense that whatever the band is singing about, they feel very strongly about it and want you to get riled up with them.

Songs boil down to being delivery mechanisms for emotions, feelings, and moods.  What’s so wrong about “shallow” games that act in the same way?

Carl @ 3:03 pm
Filed under: Music,Techniques — Tags: , , , , , , ,

May 24, 2009

Shortlist: Career hindsight

Here’s a couple of things that I really wish I could have done differently and would probably have resulted in me being better off than I am now.

1. Chat with Steve Chiang, EA Sports SVP

When I came into my internship at EA Tiburon as the Matchmaking feature owner, I was told the current state of the system was one of Steve’s pet-peeves. I was quite honored that such an important feature was trusted in my hands. I was hoping that there’d be some natural time when either my supervisor or producer would facilitate some sort of meeting with him, and there was some talk of just that. Unfortunately, it just never happened.

You should always assume that everything is important to the boss, but when you’re told that something you’re working on is something he has a particularly strong opinion about, you should go on a fact-finding mission and see what sort of particulars are involved. The way I went about it, I designed some additional criteria and logic, along with a revised GUI and flow. Feeling that that just “wasn’t enough” and utilizing my observations of other social connections between people, I also proposed some completely different systems that sidestepped matchmaking almost altogether. The guys up at EA Canada sounded excited about it when I pitched it to them, but who knows what Steve thought.

The extra kick in the butt I’m giving myself for this is that one of the people I interviewed with recently saw that I was at EA and asked if I knew Steve, since they’d worked together before. I thought the interview (or at least the conversation) went well, but maybe getting a recommendation from the big boss would have greatly aided in securing that job. (I think ultimately the interview sort of suffered from a mutual deviation from discussion about level design.)

2. Not the right place or time

During another phone interview, I was on a conference call with five or so people including the hiring coordinator. Ignoring my unfocused ramblings, I think the cherry on top of my total muck-up was what I chose to ask when prompted if I had any questions.

I need to clarify that I was interviewing for a job that my classmate just grew out of, so I was more or less quite familiar with the duties and work environment from talking with him. This left me rather devoid of things to ask. Not wanting to not have a question and knowing the kind of shite pay my friend was offered, I asked about the pay range. “Because I hear it’s kind of expensive there.” Ooph. 1. I was already pretty sure I made a poor impression, marking myself off their list, so there probably wasn’t any consideration towards hiring me anymore. 2. Fellow employees technically shouldn’t be aware of each other’s salary. That information should only be shared with HR. 3. It made me sound unexperienced and entitled.

Always save that kind of talk for later when you’re negotiating the actual offer.

Carl @ 2:26 am
Filed under: Personal — Tags: , ,

March 4, 2009

VZshow Episode 001 – DLC (Downloadable Content)

In this inaugural show, Carl and Chuck discuss video game DLC from a developer and publisher's perspective.  Topics include:

  • Extending product life 
  • Earning revenue from second-sales
  • Customer retention/Switching costs
  • Downloadable cheat codes
  • Games as a service, rather than boxed product
  • A case study of Burnout Paradise