The Outline: The Great 78 Project is preserving our sonic past

The Internet Archive will soon be home to hundreds of thousands of audio recordings that would otherwise be lost forever.

Internet Archive four-armed turntable

George Blood’s four-armed turntable

Zoë Beery: So, the original set of records that started this project off came from the Internet Archive itself. Since they’re known for hosting so much old stuff, the guy who founded it, Brewster Kahle, has just slowly accumulated 78s over the years, from museums, libraries, collectors, anybody who has it and is like, “Oh, they like old stuff. Maybe I’ll give it to him!”

How Star Wars was saved in the edit

A video essay exploring how Star Wars’ editors recut and rearranged Star Wars: A New Hope to create the cinematic classic it became.

This RocketJump video essay has been doing the rounds, but it’s well worth watching if you haven’t seen it. It is full of examples that demonstrate the power of editing and includes some quality Star Wars trivia and fascinating deleted scene footage.

Luke Skywalker deleted scene

Why I’ve not been blogging for 3 months →

Goodbye Uncanny Valley

Alan Warburton: It’s 2017 and computer graphics have conquered the Uncanny Valley, that strange place where things are almost real… but not quite. After decades of innovation, we’re at the point where we can conjure just about anything with software. The battle for photoreal CGI has been won, so the question is… what happens now?

DOOM: Behind the Music

GDC: In this 2017 session, Doom composer Mick Gordon provides a detailed look into the compositional process, production techniques and creative philosophies behind the hell-raising soundtrack to the 4th installment of the seminal first-person shooter franchise, Doom.

This is one of the best talks I’ve seen on the GDC YouTube channel! In addition to the new Doom game, Mick Gordon has composed music for the new Wolfenstein games and Prey. In his talk Gordon covers a lot of ground, including how he approached the brief, making satisfying bass come across on unsatisfactory equipment, hiding subliminal messages and courage vs. confidence.

See also

  • A history of DoomIf you had a PC — you had to have Doom.
  • The art of FirewatchA recreation of Jane Ng’s talk from Game Developers Conference 2015.
  • Black MIDIHave you ever been listening to a normal song and thought, “I really wish this normal song had 280 million notes and took up 1.1 terabytes of data and was literally unplayable on any computer?”

Also: Two recent Vox explainers on Shepard tones and gated reverb →

The Death & Rebirth of FINAL FANTASY XIV Part #1 – “One Point O”

Noclip: In the first video in our three-part series, we tell the story of how the 1.0 version of FINAL FANTASY 14 came to be. How FINAL FANTASY 11 inspired its design, the ways in which the game fell short and how Square-Enix and the development team reacted to its failure.

See also: Other posts tagged ‘games’.

Watch parts II & III →

Push Process

The Royal Ocean Film Society: I’ve been asked a lot what the process of making these essays is like, but rather than just droll on about recording voiceover, late night editing sessions, and falling into despair upon seeing the first cut, I want to take these few minutes to talk about how that working process has evolved creatively over the past year, and about where I’m trying to take these essays in the future.

See also