Fr. 18.02.11 : SUBOTRON electric MEETING : Music Games: what´s new what´s next?

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Freitag 18.Februar 11, 19:00

Veranstaltungsreihe zur Theorie von Computerspielen 2011
im Museumsquartier / quartier 21 / Raum D, 1070 Wien

Die Vorträge finden im Raum D, dem Veranstaltungsraum des Quartiers für Digitale Kultur (QDK) am Ende der Electric Avenue statt.

Eintritt frei !
 

MUSIC GAMES: WHAT´S NEW WHAT´S NEXT?
 

Paulina Bozek (CEO @ INENSU, London; Ex-Excecutive Producer of SingStar)

Music games such as Guitar Hero, SingStar and RockBand accounted for nearly 15% of global game sales in 2008 and emerged as one of the key genres attracting new mainstream audiences to games. They also grew into a major source of new revenue for music artists. However 2009 saw a steep decline in sales as the market reached saturation. Everybody who wanted a plastic guitar, now has three… Yet it’s a universal concept that can move young and old and an industry that is desperate for new business models. The market is searching for a new manifestation of music + game.
Covering music games on console (the year of dance), social networks and smartphones, this talk looks at what’s new in music games and what’s next.
 

Mona Mur (vocalist - composer - sound designer, Berlin)

VIDEO GAMES ARE TODAY’S ROCK N ROLL

1. Das Medium

Computerspiele sind das heisseste Medium, das Medium der Zukunft. Hier passieren die Innovationen, nicht im Film, nicht im Theater, nicht einmal in der Popmusik. Spiele sind für Musiker ein geradezu idealer Playground.
- Jedes Game ist anders
- reizvolle, abwechslungsreiche Aufgabenstellung, jedes Spielgenre erfordert eigene Herangehensweisen.
- Timeline versus Kontinuum
- nichtlineare versus lineare Komposition: Kreation einer eigenen, kompletten (Klang)Welt aus Geräuschen, Musik, Atmos und Dialog ohne definierten zeitlichen Ablauf
- Teamarbeit
-interdisziplinäre Zusammenarbeit mit oft hochmotivierten Grafikern, Codern, Leveldesignern mit Interesse
am grossen Ganzen und nicht am eigenen Ego. (Die Marketingabteilung hat ganz eigene Vorstellungen).

1.1 Inhaltlicher Exkurs

1.1.1 Klangforschung in der AAA Produktion („Kane & Lynch2 : Dog Days“, EIDOS)
Man glaubt es kaum - es gibt noch Neuland zu betreten/zu erforschen/ zu creieren, in z. T.experimentellen Settings: “The music in Kane and Lynch is bleak and un-staged. The instruments are the industrial sounds of the city, orchestrated to fit the emotional experience of the player. If we are successful, the audience will perceive this as a game without music, but with a strong sense of the mood in the environment.” (Karsten Lund, IO Interactive)
1.1.2 Hyperrealistisches Sounddesign („Ballance“, ATARI) -die virtuelle Welt bringt uns die haptische Welt näher.
1.1.3 Krieg ist kein Spass
Der 2. Weltkrieg als surrealer Klang-Alptraum („Velvet Assassin“, SoftPeak/UbiSoft Japan)

2. Der Weg

Past/present/future :Mein Quereinstieg und Halb-Leben in der fantastischen Welt der Spiele

3. Das Haifischbecken

- Aquise von passenden Games-Projekten
- Skills
- Sebstdarstellung, Selbstvermarktung („Commander MUR“)
„Künstler“ versus „Dienstleister“
Generalist versus Spezialist
- Verhandlung & Abwicklung von Projekten
- Musikrechte, GEMA, Lizenbeteiligungen.
Warum Publisher die GEMA nicht mögen und Musiker sie eigentlich brauchen

4. Das Statement

“Computerspiele sind Pop-Kunst. Der Künstler muß den Finger in die Wunde legen.”

 
 
Kurzbiographien

PAULINA BOZEK
is the CEO of INENSU, a start-up game company making social and innovative games for the connected generation.
Prior to founding INENSU, she was the Development Director of the Atari London Studio where she was responsible for overseeing the creative direction and team management for the development of social games and applications.
Paulina spent six years at Sony as the Executive Producer of the SingStar franchise for PlayStation. SingStar has been instrumental in establishing games as popular entertainment and has achieved over $500million in revenue.
Paulina started her career in games in 1999 at Ubisoft in Montreal, Canada.
In 2004 Paulina was awarded the BAFTA Interactive New Talent Award. In 2005, SingStar was awarded the BAFTA Award for Originality. Paulina has an MSc in Media and Communications from the LSE (2002) and a BA in Cultural Studies from McGill University. She is a frequent speaker at industry events on new media technology and popular culture.
CEO INENSU May 2010 — Present
Development Director Atari November 2008 — March 2010
Executive Producer Sony Computer Entertainment Europe 2005 — 2008
Producer Sony Computer Entertainment Europe 2003 — 2005
Project Manager Ubisoft 2000 — 2001
PR Ubisoft 1999 — 2000
 

MONA MUR
vocalist in her own category, created together with Alexander Hacke, FM Einheit and Mark Chung (all of EINSTÜRZENDE NEUBAUTEN) a couple of 80s undergroundhits such as “Snake”, “120 Tage” or “Eintagsfliegen”. A violently neo-expressionist sound of darkest shades and concerts in manic intensity and morbid slowbeat-chic were foundation stones for her cult image in the international avantgarde music scene until today. Other collaborators include´ “The Stranglers”, “Yello” and the Warsaw Philharmonic Orchestra. Her songs are to be found in movies such as Fatih Akin’s much acclaimed drama “Head On/Gegen die Wand”. In 2009 she released the CD “120 Tage - The Fine Art of Beauty & Violence” with EN ESCH on PALE MUSIC Int.
In 1999 Mona joined the Computer Games Industry as audio artist for software developer TERRATOLS. She created a unique style of eerie and haunting electronic music and Sound FX. Her work can be found in games such as BALLANCE (ATARI USA/Japan 2006, awarded “Seal of Excellence” in Adrenaline Vault), the Sci-Fi-Adventure “CULPA INNATA 2-Chaos Rising” or the apocalyptic 3rd person shooter “VELVET ASSASSIN” (Replaystudios/SouthPeak 2009/UBISOFT JAPAN 2009).
“Kane & Lynch 2: Dog Days™” is her first international AAA title.

 

Die Veranstaltungsreihe wird durch die Kulturabteilung der Stadt Wien und die Bundesstelle für die Positivprädikarisierung von Computer- und Konsolenspielen (BUPP) gefördert.

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Mit freundlicher Unterstützung von departure
 
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Danke für die Unterstützung an ZIT - Die Technologieagentur der Stadt Wien
 
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