Harry Partch (1901 - 1974) is probably a lesser known legend in the world of "classical" music. I put the term "classical" in quotes because it, unfortunately - like the term "modern", usually tends to refer to a composer or type of music that uses orchestration. In reality the Classical period is the time in art from 1750 - 1820 [1]. But I digress...
Partch was the type of American genius that could only come out of the cultural mix that is America.
"In 1930 Partch broke with Western European tradition and forged a new music based on a more primal, corporeal integration of the elements of speech with music, using principles of natural acoustic resonance (just intonation) and expanded melodic and harmonic possibilities. "[2]
Along with that Harry Partch is also famous for inventing the 43-Tone Scale.
Partch may be best known for U.S. Highball, A Musical Account of Slim's Transcontinental Hobo Trip. A piece he based off his own travels from Caramel, California to Chicago, Illinois in 1941. Here's a clip below with a brief explanation.
Here's a clip from a 1968 documentary on Partch, with footage of Harry playing some of his invented instruments:
And here are clips to a 6 part BBC documentary on Youtube:
part 1:
Part 2:
Part 3:
Part 4:
Part 5:
Part 6:
Showing posts with label Art. Show all posts
Showing posts with label Art. Show all posts
Wednesday, September 03, 2008
Monday, March 31, 2008
I Love Process Part 5 - Al Jaffee, King of the "Fold-In"
For anyone who grew up devouring Mad Magazine, such as myself, you may be thrilled to hear Al Jaffee is approaching his 400th Mad Fold-In - the back cover gags that allowed the reader to line up the points of a picture and expose a punchline.
Al Jaffee is one of those cartoonists whose creativity knows no limits, and I'm am always happy to see that he is still so vital and creative in his old age. That's definitely something to aspire too.
Now the question is, when is Mad going to publish the page a day fold in calendar? I'd definitely buy that!
Link to the article at New York Times.com.
Labels:
Al Jafee,
Art,
Comics,
fold - in,
Illustration,
Mad Magazine
Tuesday, March 11, 2008
I Love Process, Part 4 - Rolito and Patapon

Few games have ever been based solely on the work of an artist or designer. Sony's Japan Studio has based the game Patapon on French artist Rolito (real name Sebastien Giuli) comical 2-D silhouette tribal eyeball like characters called Patapon's. A wild, and addicting romp of a game that shows just how much is still to be explored in the making games that have total immerse experiences in the worlds in which they create, and get the player involved.
Patapon is a key based rhythm game for PSP, like Pappa The Rappa or Guitar Hero/Rock Band. But it diverges from a rather simple setup that other rhythm based games have by adding elements of god games, and strategy play, all controlled by tapping out key patterns to infectious little ditty's that allow your tribe of Patapon's to hunt, attack rival tribes, or defeat large imposing monsters. The goal is to help your Patapons regain their once mythic glory.
This game ranks up there with other such unique game play experiences as Katamari Damacy, in which seemingly simplistic worlds offer a depth of insight into the characters you control. Where KD offered a world of seemingly infinite expansive obsessive collecting (that is until you have finished the game), Patapon offers a fun alternative to the music/dance/karaoke versions of rythm based game play that are popular right now.
Patapon offers a wonderful example of how games can act as a narrative as well as be just plain fun to play. Rolito's geometrically cute art work is reminiscent of online comics artists like Damian5 or the Japanese Neo style of drawing as seen in works like Matthew Cruickshank and Barry Baker (the sadly offline) re imagining of Mickey Mouse
With technology, we can bring the mountain to Mohamed, if you will. We can create a frightening Middle Earth in which all that is absent is the smell of the breath of the Orcs as their cast brought to life from the bowels of hell. Yes, we can do epic and monumental things that will always wow and captivate us. But it is moments like leading my Patapon's in a charge against the enemy that I truly value as an entertainment experience. Like reading a good comic book or doodling a character whose story comes to you as if they were alive, sometimes simplicity in narrative and form is better than "Gee Whiz" and "Bang! Bang!"
interview with Rotoli at Gamasutra
Monday, February 25, 2008
In Praise of the Art of The Video Game - A Further Need for Proper Video Game Criticism (Not Reviews)
I love video games. With all my education over the years and desire to continually "search for the truth", my need constant need for debate and dialogue about the world around me, I still find myself coming back to, and enjoying video games. I love old fashioned board games, card games, and strategic games of chance (such as backgammon, or horse shoes, bocci, etc.) - it all compels me. Games played with others are an incredibly necessary social tool, of which I would always choose over playing a game by myself.
Video games, on the other hand, offer the challenge of bettering yourself against computational odds, setting a goal and figuring out ever changing problems and patterns within the set confines and rules of an environment, and accomplishing them. On top of that, they are extremely effective in the instant gratification department.

But aside from game play, I am always interested in what goes into a game, how they can expand the players point of view in ways they never imagined.
I often cite Will Wright's Sim City as one of my favorite, and best video games of all time. How could a game that dealt with urban planning be any fun what so ever? Well, as a twelve year old boy, Sim City sparked something within me very few had - inspiration. I was instantly sucked in by it's possibilities and unique environment and game play. It quite simply blew the roof off of the notion of what a video game was. There had never been a game presented in this manner to me - this was one that made me think in ways I never had. I had to think about the result of performing an action within a game and how that might effect future game play, I had to make sure I had enough money in the bank to rebuild if a natural disaster occurred, I had to figure out, through trial and error, how to make the city run at a profit, so it could continue to grow. Sim City presented elements of Science, Economics, basic math and banking skills (which as an admitted life long math phobic, is something of a feat to keep me interested), and Urban Planning in the form of a "sandbox" environment that was as much fun as building a train set.
At it's heart, a game is made up of a set of rules one must follow to win or end said game. Add a set of variables (advantages, disadvantages, delays) that are put in place during game play that can keep you from accomplishing this, while another player advances, and you have the root of what makes a game "fun" or "challenging." For a long time I have adamantly opposed cheating in any form of game play with others, because I believe it offers the one, static, formula that makes up a true test of mental skill. Cheating should be reserved for real life, when we often are allowed to (and encouraged to) act in our own self interest to get ahead. In the world of gaming, this is sacrilegious. We must come to the game with our own experience, ready to test our meddle against others, on a level playing field/board/mmorpg of mental dexterity.
That's not to say cheating doesn't run rampant, everywhere, even in the gaming world, but I see it as the truest test of character of a person, on how they handle themselves in a gaming situation. Perhaps one of the few windows into a persons soul that we get in this life. Admittedly, I have found cheats or walk through to games I just can't finish on my own, or have grown tired of, but in terms of competition, I feel you must bring what you have in your head to the table (or console, or board).
Video games, on the other hand, offer the challenge of bettering yourself against computational odds, setting a goal and figuring out ever changing problems and patterns within the set confines and rules of an environment, and accomplishing them. On top of that, they are extremely effective in the instant gratification department.
But aside from game play, I am always interested in what goes into a game, how they can expand the players point of view in ways they never imagined.
I often cite Will Wright's Sim City as one of my favorite, and best video games of all time. How could a game that dealt with urban planning be any fun what so ever? Well, as a twelve year old boy, Sim City sparked something within me very few had - inspiration. I was instantly sucked in by it's possibilities and unique environment and game play. It quite simply blew the roof off of the notion of what a video game was. There had never been a game presented in this manner to me - this was one that made me think in ways I never had. I had to think about the result of performing an action within a game and how that might effect future game play, I had to make sure I had enough money in the bank to rebuild if a natural disaster occurred, I had to figure out, through trial and error, how to make the city run at a profit, so it could continue to grow. Sim City presented elements of Science, Economics, basic math and banking skills (which as an admitted life long math phobic, is something of a feat to keep me interested), and Urban Planning in the form of a "sandbox" environment that was as much fun as building a train set.
At it's heart, a game is made up of a set of rules one must follow to win or end said game. Add a set of variables (advantages, disadvantages, delays) that are put in place during game play that can keep you from accomplishing this, while another player advances, and you have the root of what makes a game "fun" or "challenging." For a long time I have adamantly opposed cheating in any form of game play with others, because I believe it offers the one, static, formula that makes up a true test of mental skill. Cheating should be reserved for real life, when we often are allowed to (and encouraged to) act in our own self interest to get ahead. In the world of gaming, this is sacrilegious. We must come to the game with our own experience, ready to test our meddle against others, on a level playing field/board/mmorpg of mental dexterity.
That's not to say cheating doesn't run rampant, everywhere, even in the gaming world, but I see it as the truest test of character of a person, on how they handle themselves in a gaming situation. Perhaps one of the few windows into a persons soul that we get in this life. Admittedly, I have found cheats or walk through to games I just can't finish on my own, or have grown tired of, but in terms of competition, I feel you must bring what you have in your head to the table (or console, or board).
The truth is that, for the most part, we don't have anything like game criticism, and we need it -- to inform gamers, to hold developers to task, and to inform our broader cultural understanding of games and their importance and impact on our culture. - Game Criticism, Why We Need It, and Why Reviews Aren't It by costikThis statement couldn't be more correct. Video games are still a relatively new teritory, in terms of criticism. While there are sites out there that are looking at games as art, most offer the thumbs up, thumbs down approach to placing a value on a game. We need to look at games as a whole - social impact, cultural implications, metaphors, and style present within. Just as a film is not a single artists work, but an amalgam of talented individuals working together towards a shared vision, so to are video games. It's time we enjoy them with both sides of our brains too.
Tuesday, August 14, 2007
I Love Process Part 1
If there is one thing I can't get enough of on the web, in magazines, on T.V. is an sort of behind the scenes, detailed looks at how artists, musicians, writers, or just plain do their work. I love anything - pix of tools, desks, computer set ups (drool). Today's post will take you over to Craig Thompson's blog Doot Doot Garden. Craig Thompson is author/illustrator of the fantasctic illustrated (or graphic novel, if you will) Blankets.
Labels:
Art,
Illustration,
Process,
Tools of The Trade,
Work Space
Friday, August 03, 2007
Welcome To The Re-Launch of The Youngest Curmedgeon
I can at times be a procrastinating crank.
I started this blog in 2005, and promptly let it gather dust after one whole post. I've since changed careers, and have more plans to expand my internet presence. I mainly would like to have an outlet for my comics, but would also like to have space for the many inspirations I find on the net and room for discussions of the many wonderful (and even more un-wonderful) things out there on the net, in society and in your heads.
I have been building stories, comics and characters for my site Satyricom for a number of years, and it is currently in a sort of slow launch period as I get stuff up online, and retool the look and structure of it, which is way over due. I hope to post at least once a week once I get it up fully running.
The Youngest Curmudgeon will be my main blogging space in which I will post frequently and put updates to the new posts in the other sites
My portfolio site will remain somewhat static in design, since this will be the place I keep examples of my work for hiring purposes. I will update it externally with some Flickr and Multiply links so as to hopefully draw more people to the other sites.
I hope you'll check back or RSS feed me into your bookmarks, it's going to be a fun ride.
I started this blog in 2005, and promptly let it gather dust after one whole post. I've since changed careers, and have more plans to expand my internet presence. I mainly would like to have an outlet for my comics, but would also like to have space for the many inspirations I find on the net and room for discussions of the many wonderful (and even more un-wonderful) things out there on the net, in society and in your heads.
I have been building stories, comics and characters for my site Satyricom for a number of years, and it is currently in a sort of slow launch period as I get stuff up online, and retool the look and structure of it, which is way over due. I hope to post at least once a week once I get it up fully running.
The Youngest Curmudgeon will be my main blogging space in which I will post frequently and put updates to the new posts in the other sites
My portfolio site will remain somewhat static in design, since this will be the place I keep examples of my work for hiring purposes. I will update it externally with some Flickr and Multiply links so as to hopefully draw more people to the other sites.
I hope you'll check back or RSS feed me into your bookmarks, it's going to be a fun ride.
Labels:
Art,
blog,
Global Concern,
Illustration,
portfolio,
Satyricom,
Web Comics,
website
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