Programming freedom

While remaking The Endless Forest I am becoming acutely aware of how much I have learned about programming in the 13 years that have passed. The new Unreal engine is much more conventionally structured than the old Quest3D ever was. So part of the different approach to programming is determined by that. But there’s something incredibly refreshing about the way I programmed The Endless Forest as a complete amateur.

Over the years I have learned what I assume is good programming practice: to categorize problems and reduce the amount of different routines by collapsing similar pieces of logic. One could organize these categories of routines hierarchically so that subroutines can be children with functionality that the parent routine doesn’t have.

When Object Oriented programming was introduced in Quest3D back when working on the original Endless Forest, I had no use for it. Because I didn’t know how to program. Or how to program properly.

But The Endless Forest is a computer program. A multiplayer online game that has been running for twelve years and has been enjoyed by hundreds of thousands of people. It’s supposedly badly made. But does that matter?

The original Endless Forest is programmed in a rather organic way. There are very few shared routines. Everything is an exception. This means that every element in the game can have its own properties. So when we want butterflies on the flowers we just add them. When the candles need to switch on at night, we set that up. When birds should come sit on antlers we just program that in. None of these systems needs to fit anywhere else. Everything is unique.

In my current approach to programming, which I presume is more mature and more conventional (although far from expert level), it is hard to add such details spontaneously. Because everything is a category. It’s a sort of laziness: if I can design a routine that is used for multiple things, I can reduce the amount of routines I need to design. But adding functionality to such routines makes them less “elegant”, less clean. So I hesitate every time. I basically make my code look pretty rather than the game. Or I attempt to structure things so that the amount of bugs and the potential for crashes is reduced and performance and stability are improved. Rather than making the virtual environment richer and more beautiful.

Computers and the software we have to program them aren’t built for the sort of programming in the original Endless Forest. The game has never run very smoothly on anything but a hardcore game computer. But by adapting our designs to how the computer operates, we reduce our creativity. I have always said that computers were too slow for what I really want to create. Over the two decades I have been involved with them, despite euphoric enthusiasm about increasing gigaflops, they have remained too slow. Not only for what I want to create but also for how I want to create.

We will probably never have a programming environment that allows us to paint with code. The realtime visual flowchart interface of Quest3D probably came closest to that. But the program’s development stopped many years ago. And if it hadn’t, it would have probably become more conventional. When I stopped using it that had introduced arrays, object oriented programming and a separate edit mode. Useful, but in the end limiting for my sort of creative mind.

 

—Michaël Samyn.

On errors and objects

On the eve of the premiere of Cricoterie in Warsaw.

Computers have a reputation of being sterile machines that only do what you tell them to do. But anyone who has attempted to program knows that in fact they are wild animals that stubbornly resist taming. Software runs on a computer processor in real time. It does things on its own, such as responding to a user’s input. There is a tendency in computer programming to limit the inherent potential for autonomous behavior of software in favor of streamlining the experiences that its human users have with it. But computers are wild beasts and more often than not computer programs will produce errors or bugs. It is when such errors happen that we feel some of the energy that resembles life in our machines.

Inspired by Tadeusz Kantor’s leveling of the distinctions between props and actors on the theater stage, Auriea and I created a program that attempts to demonstrate this strange form of life that takes place on the computer’s processor. After all, every object in realtime 3D is made from the same material: vertices, edges, faces and textures can take the form of a table, a chair, a machine or a person. And yet I do not think of those objects as representations of objects in the real world. Instead I consider them to be objects in the real world themselves. What happens in the computer is part of the real world that we happen in.

Virtual Reality is a technology that allows us to physically enter the realm of software. As opposed to flat screens, VR does not require any imagination. It puts you right in the middle of the virtual world. You don’t need to imagine how big something is or how far away it is. You can simply see it with your own body as reference and walk towards it.

Cricoterie confronts you with objects derived from Kantor’s theater. The behavior of these objects is subjected to the laws of physics. Or at least to a mathematical simulation of these laws, in and of itself a computer program. As a computer program, this simulation is imperfect. It is similar enough to feel familiar to a human user. But things always go wrong. Objects do not fall correctly, they seem too light or too heavy, they intersect with other objects or start shaking violently. I did not program this to happen. But I embrace these errors precisely because they make the objects seem more alive, even if it is a sort of life that may seem alien to us.

 

I am very proud of Cricoterie. In the way that I might be proud of a pet or a child or a friend. As a creation it approaches more than anything I have made before my feelings about art that uses the computer as its medium. Not for the display of images or the reproduction of sound, or the entertainment of users. But as the creation of a form of life. Or, perhaps, the making visible to humans of the life that exists in cyberspace (akin, perhaps, to how Michelangelo may have felt about a sculpture being contained in a raw block of marble).

All of the environments and characters that Auriea and I have created in our videogames are dear to me. I do not think of them as pictures or symbols that serve the presentation of some concept or story. They are living beings that I am eager to observe and get to know. I delight in the errors that they make, the things they decide to do in spite of my sincere programming attempts to prevent them. To see someone play with Cricoterie is always an adventure. I do not now what is going to happen. And I am immensely curious as to how my creatures will treat the user this time.

This is not to say that there is no vital role to play for the human user. Cricoterie presents objects to you, objects often filled with cultural and social meaning, and lets you manipulate them however you see fit. It is in the confrontation with these objects and specifically in observing your own response to them that the art happens.

 

While I was creating Cricoterie, I was introduced to Object-Oriented Ontology. OOO is a philosophical school of thought that calls itself realist. By this is meant that, as strangely opposed to a lot of philosophy, it holds that objects exist even when humans are not interacting with them. And everything is an object. Thoughts are objects as much as cans of beer and rocks are. Even feelings, relationships and events are objects. Crucial to OOO is the rejection of the possibility to actually know all there is to know about these objects. Since that would reduce them to an existence that depends on human consideration. This stubborn existence of objects beyond our control demands respect.

Encountering these ideas explained a lot to me about how I feel about the software I create and the virtual objects in it. And also about why I consider this attitude a worthy aspect of art making. Apparently my ideas about software can be expanded to include the world outside of the computer as well. I have always considered the virtual and the real to exist in the same universe. But OOO helped my realize that this is not because the virtual resembles the real but in fact because, on closer inspection, the real resembles the virtual. To understand that this is not a degradation (from life to computer simulation) but rather an opening up to a much broader field of experience (somewhat reminding me of my brief encounter with Buddhism earlier this year) has been eye-opening.

The philosophers in the OOO school will probably scoff at this, but I very much enjoy the mystical qualities that even banal objects acquire in my eyes by existing beyond the grasp of humans. There’s a certain spirituality in this stubborn objecthood of things, a certain peace. If only because it allows God himself to return to our existence in the form of an object, next to all the other objects. Hello, God, how have you been?

 

―Michaël Samyn.

 

The Unreal Forest: step 6

Even if progress is made more slowly than we would like, remaking The Endless Forest only becomes more exciting every day. In no small part thanks to the enthusiastic support from the lovely community of players.

We have added and tweaked forest magic, most visibly the ability to pick up flowers from a patch of hyacinths and give them to another deer. This required creating a new system for growing hyacinths, much like the one for creating mushroom circles.

After some searching through our archives, we collected the assets that make up the floor of Phase One of The Endless Forest: meshes and textures. We adapted them to the new tiling system we had created earlier, the system that makes the forest seem endless, and implemented it in Unreal Engine. Back when we had created this floor, shaders barely existed. So we had to come up with all sorts of tricks to get the look we wanted. Since the floor is very big, we needed to tile textures that are much smaller but we wanted to prevent all too visible repetition. And then there’s, of course, the shadows and lights which are also textures. Amusingly, some things that we had set up in the old game but didn’t quite work, now do! The new Endless Forest will not look the same as the old one. But instead of striving to get as close as possible, we will use the new technology (and the old assets) to create something equally beautiful.

Setting up the ground also required the deer to walk over hills and down valleys. We initially set up a system as in the old game that basically checks where the ground is below the deer and then moves the deer there. But then we realized that, as opposed to the old engine, Unreal has a physics simulation built in. So we are now simply using the built-in gravity simulation to keep the deer on the floor. This may break the old bug that allowed some deer to fly. Sorry about that.

We are making maps of the old game to use as a guide for placement of trees, plants and flowers (like the hyacinth patches). We want the forest to feel familiar. But it is virtually impossible to make an exact copy. The systems we used for doing that are integral to the old engine and very opaque. So we’re making an artistic copy rather than an exact one (something like landscape painting). The atmosphere will be the same and things will be more or less where you expect them.

Major features will, of course, be placed exactly where they are now. We found the meshes and textures that make up the church ruin based on the floor plan of the former abbey church in Ename where The Endless Forest was launched. So we created the appropriate materials and implemented it in the remake. It’s good to see it again (although it’s a bit embarrassing to be confronted with the amateurish way it was modeled!).

Remaking things in a new engine is turning out to be a lot more involved than we had anticipated. We have a pretty good system now for retrieving assets. But every element in the game needs to be first researched in the old engine and then rethought for implementation in the new one. Not only does Quest3D work very differently from Unreal Engine, we have also learned a lot about using videogame technology in the past decade. So we want to apply that knowledge. Towards optimizing the game’s performance, for instance (which is the primary requirement for future expansion). Even though I remember struggling over some systems back in the day, sometimes it seems that it takes even more time to re-make them, despite all our experience.

Another reason why progress is slow is that we are also not the young eager game developers that we were back then. We no longer make ourselves sick by working 14 hours a day. We work more efficiently now but that may not make up for raw energy.

And then there are all the other things that we do. We don’t focus on single short-term projects anymore. But instead, we work simultaneously on multiple projects that span many years. One of those is Auriea’s full-time job in the Kunsthochschule in Kassel. Another is Cricoterie, a VR project that will launch in September… until that happens, work on The Endless Forest will be on hold.

In November, on the other hand, there’s a festival in Scotland where The Endless Forest will be featured! It’s organized by some of the people that made the Halloween features in The Endless Forest possible. And this time too, it was they who complete the Second Decade budget. They are interested now in showing both the current game and the remake, in whatever state it will be. We will want to pour some energy into the project to make a good show.

So, expect much excitement in November!

Have a lovely Summer.

―Michaël & Auriea.

Cricoterie: a virtual theater of death

Virtual Reality is bound to die. We don’t believe that the technology can survive in the current sociopolitical context. That’s why it provides a perfect medium for a project inspired by theater of Polish artist Tadeusz Kantor (1915-1990). He referred to his work as Theater of Death. Is there a better way of describing Virtual Reality?

Cricoterie is named after Kantor’s theater company Cricot 2. It does not aim to reproduce any particular play or represent Kantor’s work in some way. But it is inspired by his spirit. And many elements are directly taken from stage props and characters that recur in his plays.

It is especially the license to be completely sincere that excites us. A sincerity that exposes its fragility in the absurd and the ridiculous (“cricot” is the reverse of “it’s a circus” in Polish). Kantor’s work is haunted by death and explores the ambiguity offered by the stage between living actors, static characters and limp mannequins. This haunting was illustrated acutely by the director’s persistent presence on the stage during each play. He seemed to surround himself with spectacles from his memories and dreams, a sort of self torture in an desire for catharsis, perhaps.

In Cricoterie the VR user performs the role of the director. Objects and characters are moved and manipulated by virtual hands to create dramatic scenes on a simulated theater stage. A wardrobe supplies a never ending stream of props. Every time you open its doors, a new element appears. Some of these are inanimate objects, others life-size ball-jointed dolls whose life-like eyes stare directly at you, all inspired by Kantor’s world.

Cricoterie in its current state

In computer simulations such as those presented in Virtual Reality objects are neither alive nor dead. The wooden cross is as alive as the marching soldier. We emphasize this in Cricoterie by driving all animation with physics simulation. The awkwardness of the motions and the many errors this produces greatly intensify the tragedy.

Art residency in Kantor’s former summer residence in southern Poland

The initial prototype for Cricoterie was created during a residency in Kantor’s former summer home in Hucisko, near Krakòw. This VR prototype consisted of a wardrobe on stage from which the user, equipped with VR motion controllers, could grab objects such as a cross, a chair, the bride and a soldier, and move them around on stage. Over the past few weeks, we have added a cage, gallows and a horse skeleton in a wheeled frame (all directly taken from original stage props). A major addition to the interaction in the piece is scaling. By holding a button on the VR controller the scale of the world is increased or reduced. This allows the user to move around with giant steps. And when holding an object while releasing the button, the object retains its relative scale and becomes either tiny or gigantic. The effect is astoundingly dramatic in virtual reality, and almost imperceptible in screenshots.

Tadeusz Kantor: Impossible Monuments (1970)

Cricoterie is an incredibly satisfying project for us. Not only because of the subject matter and the technology but also because of the way we are approaching production. We work more slowly now than we did when we were making videogames (a necessity for our health). This provides a real boost for both motivation and inspiration. We also work “without a script”. Rather than breaking our heads over a grand master plan and then producing many little puzzle pieces towards a glorious end result, we allow the prototype to inspire us and we work in collaboration with the actors and props on the virtual stage. There’s a certain mood that we do strive for, certain rhythms and flows that we want to implement, and long lists of ideas. But we’re not forcing anything. And ideally, for us, this project would never end, and we would just present different stages in its evolution to the public. This permanent state of unfinishedness seems highly appropriate for interactive art, where it is the spectator who creates the spectacle. In this sense, Cricoterie is merely a toolbox, a playset. It’s a stage with props and actors. And you have to make the play.

The Unreal Forest: step 5

We didn’t get as much done in January as we wanted to in the Eternal City. But we made up for that in February at home in Ghent.

All of the Forest Magic has been implemented! So now the deer can collect antler spells (by rubbing a tree and eating the pine cone that fell out), mask spells (by eating mushrooms growing on the side of a tree), pelt spells (by keeping a sleeping deer company) and shape-shifting body spells (by sleeping in  a mushroom circle) and cast them on another player to change their appearance with any of the antlers, masks, pelts and bodies in the current game. And the other deer can remove them, by sneezing.

All the deer masks neatly arranged in the Unreal editor.

Finding all the models, textures and sounds required a lot of searching in old files and folders. The Endless Forest was our first release and we only learned how to organize things during its production. To make matters worse, the file server we were using back then had crashed beyond repair. Or so we thought. Thanks to a little program called R-Studio we were able to recover most of the data on that disk.

Adding the antlers, masks and pelts to the remake of the game was fairly straightforward, but the animations of the frog, dove, bat, squirrel, rabbit and raven bodies that the deer can shape-shift into took a bit of extra work. Luckily Unreal Engine is well streamlined for these sorts of jobs.

Little old low poly frog can sit, jump and swim.

The visual effects for spell casting are done in a different, more efficient way than in the old engine. But they look similar enough, if not slightly better (although we’re not exactly working on aesthetics yet).

We’re quite pleased with the progress we’ve made. And wish we could just keep going. But in the next few months some other projects will be demanding our attention too. We will still try to make as much time for The Endless Forest as possible. But we need to be patient.

Our gratitude goes out to all the backers for their support!
You should have received a message about 3D printing the deer models a few weeks ago. The file for printing it yourself will soon be available. We’re running a test on our Ultimaker as we speak.

You can still join the project. The budget for a full remake has nearly been collected. Less than 1000 Euros to go.

―Michaël & Auriea.

The Unreal Forest: step 4

It has been too long since we updated you on our progress remaking the Endless Forest. The main reason is that we have been away from our studio for over half a year due to art residencies in Poland and Italy where we concentrated on other projects.

But that doesn’t mean nothing happened on The Endless Forest. Quite the contrary!

We have extended the tiles of the game world to match the size of the forest of Phase One. We have added proximity detection of trees and the matching rubbing activity. This served the implementation of Forest Magic: when a deer rubs a pine tree, a pine cone falls out. And when the deer eats this pine cone, it gets the magical power to change the look of another deer’s antlers. We have implemented this entire routine so that it can be easily expanded to include the other magical spells, which we will add next month. We have also worked on the action bar with the buttons to make it behave as it does in the current game.

Our art residency in Rome lasts one more month. But we are bringing our computers and file server so we can continue development, even if it only happens at a fraction of our normal speed. If all goes well we should be able to post another update by the beginning of February.

Thank you for your support and your patience. We apologize for our slowness. But please trust that we are fully dedicated to this project. The thought that we will be able to spend more time on it soon makes us glad.

Meanwhile, we hope you’re having the best of holidays and wish you a wonderful 2018, in the Forest and beyond.

—Michaël & Auriea.

Tips from the black box

The very gifted Thomas Viloteau has shared some of his at times original approach to learning and improving classical guitar playing in his booklet “In the black box”. It can be downloaded from his website. I found it a refreshing and inspiring read. Here’s some of the tips I found most memorable and helpful, in order of relevance to me, at this point in my studies.

Most technical mistakes will be corrected with better placement of the left hand.
The hand should stay parallel to the neck so that the fingers are perpendicular to the strings.

Like many others, I am inclined to move the left hand into some weird angles when I’m not paying attention. The result is often awkwardness and mistakes when moving fingers or shifting position. And indeed, very often the problem is greatly alleviated by taking care to position the hand perpendicular to the neck. The extra stretching that this sometimes requires is often worth the effort because it greatly improves fluency of playing.

Achieve a certain slowness of movement in the left hand (through preparation). Move the fingers at constant speed.

When I move from one position to another in a sort of panic to keep up with the tempo I now know I’m doing it wrong. The trick is to find a way for your fingers to gently walk across the fretboard. So much so that if playing doesn’t feel calm and leisurely, I know I haven’t mastered a passage yet.

You should be able to produce the same tone playing free stroke or rest stroke. If the rest stroke sounds too different from the free stroke, it means that the attack is not controlled. The free stroke attack should imitate the movement of the rest stroke one.

I have a lot of trouble with this. I love playing rest stroke. But ever since Hubert Käppel pointed out to me that the rest stroke is becoming increasingly rare in modern playing, I have been trying to play free stroke as much as possible. I am still very far removed from being able to produce the same sound as with a rest stroke but it’s a clear goal to strive towards. I think my nails are still too long to imitate the rest stroke with a free stroke.

Never try to play the piece a tempo before having integrated the fingerings securely.

Do not make mistakes. When repeating a passage, it should be played perfectly every time.

I am always eager to hear the music, to play through the entire piece to experience its emotional impact. But it takes me ages to master a piece. Indeed I hesitate to say that I have mastered any single piece that I have ever learned. And I think the reason is that I move on too quickly. I need to stick to passages and slow down the playing speed to a point where I can indeed play it in the correct rhythm without making mistakes. A nice rule of thumb that I read somewhere else is to never proceed before you can play a passage perfectly five times in a row. It’s surprising how hard this is!

Staying alert is more effective than repeating a movement over and over again. If you feel tired or not focused, stop or take a break.

I often play in the evening, or after eating. Moments when I tire easily. That’s a bad idea. Thomas Viloteau’s method focuses greatly on efficiency. It’s better to not play when you feel tired. I also try to switch between pieces and passages more now. Simply continuing to repeat the same thing until I get it right is tempting but in the end it doesn’t work for me. Progress needs to be gradual.

The musician gives life to a piece, like an actor does to a role.

There’s two very distinct ways of practicing for me: keeping strict tempo and allowing expression through rubato. Sadly, for me, as I feel more emotional, my accuracy declines, even to the point of forgetting parts of the score completely. Maybe the idea of acting a piece is a good compromise. It’s not about self-expression, or about my emotions. It’s about playing the role, shaping, breathing life into the music. But with a certain distance. Sometimes it helps to pretend I’m somebody else, another musician, and to imitate, not so much his or her sound, but their approach, their attitude.

The legs can contract to lift  the guitar up to play in the higher positions.

One of the reasons why I prefer playing with a foot rest rather than a more ergonomic support is the fuller body contact with the instrument. A support forces me to some extent to play only with my hands in a rather stiff position (somewhat essential to avoid pain when playing long sessions). But with a simple footrest I can feel more united with the guitar and move organically along with the playing.

The upper side of the guitar should be directly under the chin.

This is a useful reference when checking my posture in the mirror or deciding on the position of the support. When the upper side of the guitar is directly under the chin and I hold the instrument at a 45 degree angle, the sound hole is over my heart, where it belongs.

The left  hand should not need to grip the neck but should instead rest on it.

I tend to squeeze my left hand too strongly on the neck, especially when playing forte. So this is a good thing to watch out for.

To shift position move the elbow first, and look ahead where the hand is going.

This simple idea of looking ahead has helped me a lot already! I don’t know why but I often just move my left hand and sort of hope for the best, I guess. But just looking at the position on the fretboard where the hand needs to end up before doing the shift almost guarantees correctness.

Keep the barré perfectly still while the other fingers play.

This is very difficult for me. But it makes a lot of sense. So I work on this.

In ascending slurs, speed is more important than force.

Using force requires us to move the finger further away from the fretboard. Something to be avoided. But I’m having trouble with achieving sufficient speed to make the note ring loud enough. Not sure how they do it.

To avoid scratches when shifting position, put the finger on its side (lay it down to the right when shifting to a higher position or to the left when shifting to a lower one). To avoid scratches when lifting fingers, lift the finger straight up from the string before it starts moving.

Putting the finger on its side doesn’t work too well for me yet. It’s often hard to do and I seem to have calluses everywhere so it’s difficult to find a more fleshy spot on my fingers with which to slide over the strings. For now, when shifting, I simply lift any fingers from the bass strings to avoid scratching. I used to have a lot of trouble with noises made by lifting my fingers. But making sure I lift them up straight, and before they start moving to another position, really helps a lot. I just need more practice. I agree with Thomas that it is quite possible to virtually eliminate scratching sounds.

Keep a finger on a string that is not played to keep the right hand stable. In most cases this will be done by the thumb, but the i, m and mostly a can be used as well. Keep the same spacing between the resting thumb and the other fingers: keep it as close as possible to i, m and a.

This is very useful now that I am trying to play more free stroke. The rest stroke has stability built in to some extent.

A too round entry point of the nail causes scratches when playing in the basses.

Longer nails are easier to play with since the attack doesn’t need to be as precise, while shorter nails can give more control for tone production.

When I shape my nails to play the treble strings well, I need to turn my hand in order to avoid scratching on the bass strings. I intend to start playing with shorter nails but I’m shortening them gradually in order to not need to relearn tone production if switching too abruptly.

A brief contact with the flesh is essential when attacking the string because the nail cannot transmit information to the brain regarding the attack and the strings.

This is a very curious point. My teachers always advise in favor of using some flesh for tone production, famously contradicted by Hubert Käppel in his “bible”. But to require flesh because the nerves in it improve the contact with the brain is an interesting thing to keep in mind.

Do not wait until you think you’ve mastered the piece to play for one or two people. Having someone with a fresh ear listen to you is probably the best way to get better.

Ah. My Achilles heel. I only really want to play for myself. But I realize now that playing for others greatly helps progress. To learn how to deal with nerves helps to develop a more efficient approach to studying as well. But I don’t want to bother other people.

Thomas Viloteau also dedicates a considerable amount of space to relaxation techniques before a concert. Very helpful! And his analysis on how guitar competitions are won is greatly illuminating, even if it sounds sadly somewhat cynical.

All in all a super useful read for an amateur player like me. I’m very grateful that Thomas Viloteau shared all of this with us. Highly recommended!

―Michaël Samyn.

 

An amateur in the land of aspiring professionals

From 29 May to 5 June 2017 I attended the Guitar Festival in Koblenz, Germany, a 4 hour train ride away from my home in Ghent, Belgium. I originally intended to simply sit in on masterclasses passively but the organizers assured me that the festival welcomes students of all levels. While I never felt unwelcome, as far as I have seen, I was the only student with such a low level. I have been studying the classical guitar for four years now, through weekly evening classes, but most -if not all but myself- festival attendees were young conservatory students who have been playing since early childhood. I asked one of them how long they had been playing guitar. “Twenty-one years,” they said. “How old are you?” “Twenty-five.”

The teacher in my first masterclass set me at ease by pointing out that I was an amateur, meaning a lover, of the classical guitar. True enough, I have no ambitions of becoming a professional musician. And most of these conservatory kids most definitely do. So any comparison is not even fair. “At least I’m not an adolescent boy,” I reassured myself.

Still, it was quite nerve-racking to participate in masterclasses with Hans-Werner Huppertz, Dale Kavanagh and Hubert Käppel. I seriously considered skipping the class each and every time. I already have considerable issues with performing in public. And I didn’t really see the point of confronting these master players with my amateurism at this stage. But in the end I thought of it almost as a joke, or a challenge or provocation for the maestros: let’s see what you can do with an amateur like this!  In the end, though, each of the masterclasses turned out to be a very nice encounter and left me encouraged and inspired.

Next to actively participating in masterclasses I also sat in on classes with other students. That was almost as interesting, if not more. And most of what you will find below is based on these sessions. Next to the ones of the musicians mentioned above, I also sat in on masterclasses by Pavel Steidl and Marcin Dylla. And I saw some of the competition contestants perform and attended concerts by Marcin Dylla, Pavel Steidl, Pepe Romero, Scott Tennant, Manuel Barrueco and the Beijing Guitar Duo, and David Russell. Marcin Dylla made me cry. Lots.

What follows is a summary of the many things I have learned at the Koblenz Guitar Festival (and that will take me years to integrate in my practice), arranged according to subject and with the sources omitted to improve readability. Several master players addresssed related topics. So their words complement each other.

INTERPRETATION

The score.

The score used to be just a reminder of the music. It was not intended as a prescription.
Initially accept everything written by the composer, except if it is a misprint. And try to find out what happens when played exactly.
Figure out what the character of the music is. Is it sad? Brutal? Dignified? That is the primary question.
Not everything is written in the score. Especially dynamics can feel rather random. Feel free to change them according to your own feeling.

Opening.

The first chord decides how people will listen. The first chord draws people in. Play the first chord with gravity. Open your ears and draw people in from the first moment.
The first note of a piece should always be longer.

Phrasing.

Think of the dynamics in music as waves. A crescendo does not need to be linear. Chords succeed each other as waves of tension and release.
Forte does not mean simply playing loud. Let the volume grow. When building a long crescendo, start silently, go up and then take back a bit. A crescendo in steps feels lighter. Crescendo can mean playing piano for a long time and ending with a loud note. Sometimes the top of a phrase can be piano. Practically, on the guitar, a long note can never be pianissimo because it will not ring long enough.
Sometimes you can make a crescendo in warmth or beauty, rather than volume.
Combine crescendo with accelerando, decrescendo with ritenuto.
Play a wind instrument to learn about breathing between phrases.

Tempo.

Support tension with tempo changes. Rubato is okay in old music too.
If you repeat something more than three times you need to change the tempo to avoid monotony.
In romantic music, Dolce implies a change in tempo.
Activate rests by thinking “and”.
Think of the chord on the first beat of a bar as the result of the previous bar.
When Bach writes a bow, the last note is played short. In general, for Bach, short notes are better. But be careful not to make them sound funny or ironic.
The last note before a group of fast notes needs to be played faster.

Accents.

When there’s a surprising change in the music, show the note. Dissonances should ring a little longer. Pronounce the most tense chord more, through arpeggio. But don’t exaggerate broken chords. Avoid the kitschy harp effect.
On a rhythmical accent, pronounce the note longer. Rubato can be used to create accents.
You don’t always need to bring out the melody. Sometime that sounds too heavy.
Shape the bass note, don’t let it ring as part of the harmony in polyphonic music.

TECHNIQUE

Simplify.

Fingering doesn’t matter if you have a musical idea. Just choose the easiest. Make the left hand fingering easy and compensate for musicality in right hand intonation. Simplify unimportant bass chords and bring out the melody. If you have too much trouble with the fingering, remove one note from the chord.
Sometimes you can simulate legato by letting overtones ring. This is often easier, more relaxed and more musical.
The melody may be played on multiple strings.
Use slurs as a technical solution for fingering. Triplets are more exciting and clear with slurs from the first to the second note.

Energy.

Play efficiently. Use the right amount of energy. When you lift a finger move it to the place you’ll need it next.
Relax the hand immediately after arpeggio.

Volume.

To play Forte push the string deeper. Stress the string first, release in the highest tension. Pretend you’re playing apuyando when playing tirando.
Don’t try to get from the guitar what’s not there. Be careful to not exceed the instrument’s capacity when playing Forte.
On the guitar, playing too loud is a bigger problem than too silent. Loud guitar playing can sound dirty (which is fine in Flamenco but not in classical music).

Right hand technique.

Have the resting thumb follow the playing fingers so they always attack with the same angle. If thumb stays on E, for example, different strings will sound differently because of the different angle.
The three fingers produce different sounds. We need to figure out how to make them sound similar to each other. Different fingers may need different nail shapes. But also different angles. Get to know your hand, and the differences between your fingers.
Tremolo is just an arpeggio with a balanced sound.
Always have your right hand fingers come out immediately after playing. Don’t keep the fist closed. The finger joints have to behave like mechanical springs.
To play chords on the treble strings, hold the fingers close together. To make one string louder, slightly extend the corresponding finger.

Left hand technique.

The left hand is important because it’s controlled by the right hand side of the brain, the creative side. The right hand is controlled by the mathematical part of the brain. We can think of the left hand as the hand of the piano player, the artistic element, and of the right hand as the piano hammer, the mechanical element.
To get the right tension in the left hand, pretend you’re holding an orange or an egg that you can’t break.
You can move to the comfortable position gradually, by finger walking, rather than shifting quickly. Compensate for color differences between positions.

Shifting & glissando.

A position shift creates an accent, so avoid shifting when an accent is undesirable.
When shifting, lift fingers on bass strings, to avoid scratch sounds. But keep the fingers on the treble strings for stability and legato. Slide with more flesh and push harder to avoid scratches. You can cheat on a shift by making legato on only one note.
A glissando does not need to be linear: speed up at the end and add pressure. No need to hit every fret.

POSTURE

Don’t hold the guitar too high because a high hand requires more energy.
To find the right position, open your arms and close them so you hold the guitar like baby in your arms.
Move the whole body forward when playing vibrato.
Change body positions throughout the piece. Act out different roles to embody the emotions. Assume irregular poses where they fit the expression.
Look up when you go to the first beat, like coming up from under the water.
You need to feel the vibration of the guitar in your body. Hear the resonance.

NAILS

A nail shape that follows the round shape of the fingertip allows for attacking the string from all sides of the fingertip.
Try to play apuyando with same hand position as tirando. This doesn’t work when nails are too long.
You create lower overtones with the flesh of the fingers.

TONE

Imagination.

When you play only think about the sound, not the fingers. Our imagination makes the sound. More than your nails and such. Your sound will never be more beautiful than you can imagine. To change the sound, change the imagination.
Do a sound search until you find the feeling.
Pretend you’re a cellist. Especially with melody in the bass. This helps legato flow more.
Think of how wonderful the guitar can sound.
You have to force your imagination to a higher level.

Right Hand.

Modern guitarists rarely play apuyando these days. Most sounds can be achieved through tirando.
Different attacks correspond to sounds the voice makes: staccato tirando produces the sound i (ee), staccato tenuto sounds like a (ah) and staccato apuyando is o (ow).
Use your entire arm to attack the string. As an experiment, try to make the sound starting with the right arm stretched out sideways behind your body, circle up towards the string and attack. Then make smaller circles with the arm. Like moving through water. Then, with the same feeling, play with the arm resting on the guitar, Then only from the shoulder. Then only from elbow. Then just from the wrist.
You need to feel the tension of the string before the sound. A guitar is like bow, You need energy to shoot.

Left Hand.

We can also help articulate the sound with the left hand. While pressing the string, put pressure on the fretboard after playing a note, with the weight of your arm. The weight of the arm can produce much more beautiful sound than energy can. Make circles with the elbow and hear how the sound changes. This helps the guitar sing. You can move your torso forward when you do this. Without actually changing the pitch! It’s not vibrato. You can make the sound swell by adding pressure. And on the highest pressure, you can add vibrato.
Always use vibrato, always make the guitar sing, if only for projection. But only start the vibrato when the sounds stops growing. Then the vibrato reanimates the sound somewhat, extending the note.
A secure left hand improves the sound.
Move the guitar after plucking to manipulate the sound.

PRACTICE

Fast passages.

In general, practicing slowly is good. But if the music ultimately needs to be played fast, like tremolo for instance, it’s a bad idea. You make different motions when you practice slowly. You study walking, not running. But if the passage needs to run, you need to study running motions. When you play slowly you can make motions that are not possible when playing fast. When playing fast your motions become more relaxed because they are smaller.
To practice fast arpeggios, divide the passage in small parts and start playing them as unarpeggiated chords with long pauses in between. Start with only the right hand on open strings. It takes longer to learn both simultaneously. Then slow down the arpeggios and decrease the length of pauses. Then you make the correct movement, without excess.
Always try to put as many fingers as possible on the strings beforehand. That makes the motion smaller.
Play with the right hand only until it feels easy. Then, practice slowly to coordinate with the left hand. Since you’ve practiced with the right hand correctly, it will do the right motions, even when playing slowly.
Practice this on piano level. Dynamics are extra work. You only need to learn the motions at first.

Research.

Just repeating something is a waste of time. Experiment with different fingerings until you find the easiest. You can always change fingerings later. The brain can learn this easily when you’re familiar with the piece.
Change approach during practice. Don’t just repeat. When you played a phrase well figure out how to you did it instead of repeating over and over. By listening to your own experimentation you enter the zone: open your ears to hear the connection.
Find phrases that create tension by exaggerating slowly.
Play the first chord in five different ways to find the one you like. Just play the first two chords. That’s your whole world.
Try to sing the overtones. Breathe abdominal. Sing along with the string, modulate your voice to find the overtones. Put energy in the note.

Memorization.

Memorization includes phrasing.
Speak along with the melody -by saying the note names for instance- to help concentrate on the music when playing for others.
You should figure out the right hand fingering beforehand, including which string the thumb will rest on.
The fingers will do what you want but they need to know what you want.
Observe yourself.
Recording yourself is your best teacher.
Play around with left hand motions in a mirror.

Organization.

Practice each part until it becomes easy. Set goals for a few bars at a time. But also play the piece fully every day to retain an overview. Make sure to end every practice session with satisfaction.
Practice from the end to the beginning. So later when playing the whole piece you find security.
If you practice more than 3 hours per day, you’re doing something wrong. Be concentrated.
And also study and think without the guitar. With score and guitar. With score without guitar. Without score with guitar. Without guitar without score.
Do the hard part 20 times every day for a couple of months.
Take your time in details. Don’t go too fast. Sometimes it’s better to practice a few passages instead of the whole page.
Play the melody separately to shape the phrase. And then try to keep the phrasing when the rest is added.
Don’t hurry towards difficult pieces. Playing a piece of level 3 on level 10 is better than playing a piece of level 10 on level 3.

Rhythm.

Practice the chords first without arpeggios because they affect the rhythm. First make sure you play in time.
Body movement is better than a metronome. Sing or speak the rhythm as you play.

Exercise to avoid squeaks.

Walk on 4th or 5th string while skipping a fret with thumb and index finger, and prepare to mute. Move the elbow when changing positions, while the finger is relaxed.

Technique.

To play guitar you need arpeggios, scales and slurs, in that order. Practice them for hours.
Arpeggio practice is relaxing for the right hand. It takes no effort.

PERFORMANCE

Personal observations.

It’s not attractive when it the player seems to be having difficulty. Apparent ease is more important than playing correctly.
Passion is attractive. Some musicians seem to be able to convert their nervousness into energy, or even aggression if it is appropriate for the piece or a passage.
Playing silently on stage is an act of courage. When done well, the audience will become very quiet in order to hear.
Some players have a little routine before they start playing, to help concentration. Others prepare very little. Maybe they become concentrated while tuning between pieces. Or they find their concentration in the first notes. They find peace in the music, they settle any nerves in the sound.
Ending a piece with a bang provokes applause.
Maestros make music feel important. Students are just going through the motions.

EPILOGUE

I have learned a lot about playing the classical guitar during one intense week. This will keep me going for several months, if not years. But I have also seen a darker side of the classical guitar world.

Many students, and even some masters, seem to approach learning to play as a kind of sport. They want to achieve. Things are categorized in levels, as in a game. They treat scores like puzzles to solve. A lot of the work they do seems to involve mindless practice.

Perhaps this correlates with the bad visual aesthetic taste I have observed in many musicians. Their music isn’t born from an artistic sensibility. (How could it? They are too young, they start too early, like sports people.) There’s a certain rather well defined way the guitar is supposed to be played and they learn it. This includes rules about interpretation as well as technique. Maybe working like this is required to reach the high level of the superstars. But many seem to get stuck in this competitive mindset and never actually become artists.

The few that do, however, the few that manage to create art on the instrument, sounds that move the heart, are immensely inspiring. They make music feel exciting. Their enthusiasm is infectious. It’s hard to believe that their attitude grew out of the rather sports-like training that seems to be the norm.

The master players do insist time and again that it’s about music, it’s about art, it’s about emotions. But they don’t seem to have a method to transfer this concept to the students. Classical guitar technique is so difficult that students are almost forced to ignore the artistic aspects in favor of continuously improving their technical skills, playing by the rules.

This makes me happy that I’m just an amateur. I can take my time to explore the sound that the instrument makes. Of course I want to play Asturias or Recuerdos or Chaconne one day. But not at the expense of creating beauty. And there’s a lot of beauty in much simpler music.

Rant against the popularity of double top guitars.

―Michaël Samyn.

The Unreal Forest: step 3

We have implemented some new features in what will one day be the glorious remake of The Endless Forest in Unreal. Some of these can be seen in the video below, taken in the Unreal editor in a local multiplayer session.

The deer now brakes or even sometimes stumbles and falls after running a certain distance. Similarly it now also stretches after sleeping for a long time. And when it is standing idle it will bite its side or scratch its ear once in a while. All of these make the avatar feel much more alive. We have also implemented point-and-click navigation. And have taken the opportunity to smooth out the deer’s motion. We have added the emblematic black border around the screen. For now the only thing it does is scale up when the deer assumes its new alert stance. And finally we have added the logic for the deer to know if any other deer are near, illustrated by the new sniffing functionality.

We’re concentrating on the avatar for the moment because it’s a major part of the game (and a lot of fun to see the deer come alive). But also because it’s something we can do without requiring much network functionality – we’re still hoping that networking (especially the server part) will be made easier in an Unreal update during development.

We have now officially prioritized the remake of The Endless Forest above all other projects. That doesn’t mean other projects will not happen (they certainly will) but that we will not allow them to interrupt work on The Endless Forest. We are still figuring out how to do game development without falling into all the unhealthy traps we experienced before we quit the industry. We’re not giving ourselves deadlines anymore. And we’re allowing ample time for non-professional activities (art and music, most notably). As a result, we will not be producing output with the same hectic frequency as we did before (8 game releases in 12 years!). But our dedication is more sincere than ever.

We will continue to update you on our progress. But if you have any questions, don’t hesitate to ask (in the comments below, or via email or Twitter).

The Endless Forest fundraiser is gradually collecting the remainder of the budget. We’re only 2331 Euros short of a complete remake.

 

—Michaël & Auriea

Synthetic Image research in April

Apart from a delightful visit to the National Gallery in London which allowed me to study especially the work of Carlo Crivelli, not much happened this month. I have abandoned the Blender tutorial about modeling a human figure because it felt useless. In an attempt to understand the style of the Old Masters better, I did model a face based on the wonderful Portrait of a Young Woman by Petrus Christus. But while the exercise was useful for technical reasons, I didn’t make me much wiser artistically.

This month I experienced a rather intense “crisis of faith” caused primarily by the realization that I am involved in way too many projects to actually get any satisfying results in any of them. These are all rather elaborate projects and given that I am approaching the age of half a century, I decided to prioritize and focus.

A major factor in my choice of priorities is the contrast between the considerable know-how that I have already acquired and my desire to learn new things. It would be wasteful to not apply and deepen the skills I possess in favor of becoming an amateur at something new (like 3D modeling). Of course working with computers implies a certain level of continuous learning. But I want to stop trying to do everything in favor of actually getting something done.

I have realized that, while I enjoy research and study, not actually creating and working towards a release frustrates me immensely. And it causes a vicious circle where research increasingly feels like it is holding me back, rather than informing creation. Having a multitude of things on my mind renders it unclear what I should be doing next. The result is in fact very often procrastination, to escape the insecurity I presume. But given the overload of work, of course losing time only aggravates the problem.

I still intend to create the diorama of the Archangel Michael, but I will attempt to do so applying mostly skills that I already possess. After all, the goal of this project is to create a scene that encourages contemplation, in the way of the art of the Old Masters, and not for me to learn how to model better. I think I possess enough know-how to make something interesting. And the research that I have been doing, especially of Old Master art, will allow me to redirect this know-how towards this new goal.

So far my creative life has been focused on things that bring joy to others. But as the age of fifty approaches, the importance of things that bring me joy is growing. They started as hobbies vital to my mental balance while creating for others, and also inspiring creatively. But I feel that half a century of working for other people earns me the right to indulge myself a little in the time I have left. So yes, I will continue to learn music and practice classical guitar, and I will devote more time to projects that I feel especially passionate about, even if they may not be of any use to anybody else.

Ironically, having a much clearer structure in my life, and a sense of priorities, may end up being the only way to actually make all of the things on my list anyway. In my experience, creative satisfaction in one project can motivate and inspire others. While lack of focus reduces the possibility any creative output at all.

With many projects going on simultaneously, it’s easy to become cynical. I may deeply care for all of them but when they don’t live up to my expectations, as a direct result of spreading my energy thin, I lose courage. Dedication will allow me to pay attention to all aspects of a project. Not just the broad strokes. And I think that can be highly rewarding.

The main focus with Tale of Tales has been on the medium of videogames. Each one of our creations was a stepping stone, an experiment in a different direction, to see what could happen there with that medium. We were dedicated to that exploration more than to any project in particular. And while that is perfectly understandable in such an under-explored context, it doesn’t necessarily make for the best possible art.

While in Brussels for a classical guitar festival, I noticed that the top of city hall is decorated with a golden Archangel Michael. So I leave you with this image search result page that inspires the next step in the project.

— Michaël Samyn.

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