game | audio | research

quilited thought organ | delire |

- brief -

This project uses a modified QuakeII computer gaming engine as an environment for mapping audio, largely as trigger events, with a reasonably dynamic body avatar. It was the first successful iteration of my attempts at this system and works well both live and as an installation.
Much more involved work is well underway. New gamesynth stuff uses an entirely different engine. It has a physical modelling studio coupled with an audio modelling environment for contiguous GL > DSP dialogue at runtime.
You could argue that as a conceptual territory, this is just another well trodden foray into synaesthesia, and you would be right, though as an instrument it is very flexible and demands a very different way of thinking about a performance. Recent work however commits itself better to various visual meaning systems - where a composition is distributed across an iconographic and syntactical field, a post-narrativistic meaning machine if you like.

 

grab taken running gl_wireframelllllllll
 

 

grab taken in editor >

- download -

qthmote.mov

- notes -

If you want the *.pak | *.wad | *.bsp to run the qthoth yourself then email me and I'll organise an ftp.
Files are about 60mb in total.

- appearances -

Pony bar, Melbourne, Australia 2000
WaveForm Conference, Sydney, 2001
Impermanent Audio, Sydney, 2001

Synaesthesia Label World Tour, EU, US, Japan 2003

re:Con, Zagreb, Croatia, 2001

Plaything, dLux, Sydney, 2003
Loading Siracusa, Galleria Civica d'Arte Contemporanea Montevergini Italy, 2003
Alt Digital Media, American Museum of the Moving Image, New York, 2003