polinski

1/4 of 65daysofstatic

noise maker/sound wrangler/midi whisperer/computer breaker/pixel confuser/everything glitcher. (in that order.)


The Komoy Noise Research Unit:
knru.polin.ski/
noise noise noise:
paulwolinski.bandcamp.com/

hecker
@hecker asked:

I'm a long-time 65 fan and Patreon subscriber and faithful devblog reader, so I'm reasonably familiar with your working methods. However I did have one question I don't think I've ever seen an answer to: I liked the Wreckage Systems stream (and just started up the V1 app for old times sake). Leaving aside the music, the visual presentation, while an interesting look into the bones beneath the skin, was relatively plain compared to what you did in KMF, Distant Friend, I Love You!, or even the green glitch visuals you showed in your last post. So I'm curious: did you ever experiment (or maybe are planning to experiment in future?) with Wreckage Systems-style algorithmically-generated music streams combined with analogous algorithmic generation of glitch visuals?

Ah, thanks! That is kind of you. And cool to see the V1 Archive still getting some love! There are two main answers to your question:

  • I was working on Recompile around the same kind of time as early Wreckage Systems dev. But the version of PhiOS that I was using for Recompile was not the open source version used in KMF and all those earlier 65 vids. Phi had improved the backend for his game. It didn't change much visually, but I had to update/write a lot of new code to make it work with the newer framework. And I obvs wasn't gonna sneakily use any of that code elsewhere. Trying to work with two different versions at once would have broken my brain.

  • Also, the primary design goal for Wreckage Systems was the audio broadcast and generative music systems. For quite a while, we thought it would be an audio-only radio broadcast using IceCast or something like that. Relatively close to launching it, we realised that with a bit of server-juggling and audio routing, streaming it to YouTube was possible and that would likely reach more people. And since the whole thing was built in Unity anyway, I hastily came up with something that looked more interesting that just a looping video.

It would be great to experiment with more interesting visuals in the future. But there's always too many projects and too little time! So who knows...


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