FuturePerfect Podcast

FuturePerfect Studio

The FuturePerfect Podcast features interviews with compelling people breaking new ground in art, media, and entertainment. This podcast is produced by FuturePerfect Studio, an extended reality studio creating immersive experiences for global audiences. Episodes are released every two weeks, visit futureperfect.studio for more details. futureperfect.substack.com

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  1. 28.02.2023

    #006 - Andrew Keller: Columbia Records, David Bowie NFTs, and Web3 Experiments

    Welcome to the FuturePerfect Podcast where we talk with compelling people breaking new ground in art, media, and entertainment. This podcast is produced by FuturePerfect Studio, an extended reality studio creating immersive experiences for global audiences. Visit our website futureperfect.studio for more details. The text version of this interview has been edited for length and clarity. Find the full audio version above or in your favorite podcast app. For episode 006, Wayne Ashley interviews Andrew Keller, founder of We Few Group, a post-media company that manages singers and songwriters, and develops brand partnerships and ventures with internationally known visual and musical artists. Making innovative use of blockchain technologies and NFTs, Andrew has been building compelling projects with such noted organizations as the David Bowie Estate and singer-songwriter Stefan Storm. Early career at Columbia Records Let me start right off by saying how excited I am to be speaking to someone who’s been part of the music industry for over 20 years. As much as I love music, I’ve had very little access to the inside workings of the business. You’ve had these long relationships with labels like Columbia and Capitol Records. What are some of the most important insights you’ve gained over the last two decades? Andrew Keller: One of the biggest insights I’ve gained is that change is necessary and hard. When you’re dealing with global major labels it’s really hard to make noticeable changes. There’s a lot of people working at major labels who are innovative and want to do good. It’s just really hard to turn a gigantic ship around. You’re dealing with all sorts of policies and god knows how many different types of contracts that were written over the years. How did you get started at Columbia Records and what were your major focuses were when you were there? AK: I started at Columbia as a 17 year old and was a total music-head. I grew up in New York City so I had access to absolutely everything, and thankfully, I had parents who were simultaneously really supportive and also slightly oblivious. From the time I was 13 or 14 I was going out to places I probably shouldn’t have been and exploring all sorts of different scenes from nightclubs to hardcore and punk shows to mainstream pop shows. I was really giving myself a crazy education in different subcultures and figuring out little scenes and pockets that had their own worlds, archetypes, and systems in place. And they’re probably all relatively similar, it’s just people wearing different clothes and different hair. But the whole concept of having these scenes and worlds always excited me. It kind of all played into ideas of identity—sonic identity and visual identity. I was going to lots of shows around 2002 when there was this giant emergence of bands in the tri-state area who were coming out of the punk scene. And it became kind of this pop-punk, emo, screamo post-hardcore thing. I refer to it lovingly as the Warped Tour-scene, which was this festival that traveled around the US for years. There was a ton of attention on bands that I was friends with and bands that I had built relationships with as a fan. One thing kind of led to another and I ended up getting hired as a junior A&R scout / assistant at Columbia and got to work for some amazing people. One of whom is kind of this incredibly legendary small bald man named Matt Pinfield, who was a DJ and then VJ on MTV. A lot of the time we kind of ended up having a deal where he would get booked to DJ and then I would basically cover his set and he’d split the money with me if he had to leave. So I started DJing and it was just this awesome moment in time where I was really young and exposed to so many people. It became clear to me at that point that I just loved being around creative people. I was never in a band. I don’t sing. I don’t consider myself an artist in any way, shape or form. I do consider myself a creative person and a professional fan. I realized early on that for me it was gonna be about being the conduit and the kind of middle man between the artist and the rest of the world. That period of time was really incredible. I got to work on MGMT’s first two albums as a coordinator then started to sign bands on my own like Cults and St. Lucia and doing stuff in the dance space with Krewella and Dillon Francis. And then one of the last things I got to do at Columbia was Bring Me the Horizon, which as a metal kid was unreal. And that was all under a guy named Ashley Newton, who is still one of my closest friends and mentors. He was responsible for signing Spice Girls, Massive Attack, Daft Punk, and Pharrell. Ultimately I went with him and Steve Barnett, who had been the chairman of Columbia, over to Capitol Records when Steve was relaunching Capitol. Streaming music, shifts in the industry, and joining Capitol Records I’m very interested in the sort of crises that upend one’s assumptions about the world and motivate people to do something radically different than what they’ve been doing. You mentioned inertia in the music industry when we talked earlier. What happened that caused you to leave Columbia, join Capitol and eventually start your own company? AK: There were a few things. I was 30 and had started at Columbia when I was 17 and I really wanted a change. I loved my artists and everyone I worked with. It really was a family, but I was too comfortable. If you do A&R at a label your real challenge at the end of the day is to sell records. Your goal is to find artists, help them make the best record possible and have as much success as you can. There’s a million ways to do it, and I’m not even saying I was great at it, but it’s a very linear goal. You go from point A to point B, and that’s fine, but it had just done so much and I needed a change. So Steve Barnett called me and said what would you want to do if you were going to stay at a label? And my answer was that streaming was starting to become really dominant. And the thing that streaming changed was access to global music. Before streaming if you were a British band you would sign to a label in the UK for the world. But unless something really took off, you might not even get a US release. When Spotify started putting out music, for the most part, nothing was geo-locked. Everything was coming out day and date, but labels were still working territorially. So I said to Steve, I think there’s gonna be a really big shift in the way music is consumed from an international standpoint and I wanted to create “international A&R 2.0” for streaming. So off I went to Capitol Records where I started figuring out this whole system. And also taking systems that were already in place and trying to break them because there were things that didn’t make sense to me and that I thought needed to be changed. Part of that was really just being the ambassador and being the person who could go and have some difficult conversations. But also go and represent Capitol around the world. It was a lot of time on airplanes. I had a ton of fun at Capitol. I got to partner with Lewis Capaldi who is on his arena tour right now and is a fantastic artist. I introduced Capitol to SM Entertainment, one of the biggest K-pop labels in the world, and they have an amazing and fruitful partnership. When I reached the end of my deal at Capitol I was in my thirties and my brand had always been owned by a major corporation. There were things I wanted to do that I’d never be able to do in those situations. For example I wouldn’t be able to music supervise a movie, I wouldn’t be able to launch my own projects or do certain things. An open-ended post-media company From here you started your own company We Few Group. I like to call it an “open-ended post-media company”. You take on so many roles—an artist manager, a mixing engineer, an NFT project producer, an entertainment strategy consultant, you’re also working closely with visual artists to produce a graphic novel and even knitwear. This kind of post-media practice that you engage in is so exciting to me and it’s exactly what FuturePerfect is doing. How are these different worlds and practices connected for you? AK: When I went off to start We Few Group everyone was like what is it, what are you going to do? And I just said I’m going to do things that excite me with people I like. And that was it, that’s the entire thing. For example, you mentioned the knitwear. A couple of years ago, there was a painter that I was obsessed with and I wanted to buy his paintings. I ended up getting on a Zoom call with him for over two hours talking about what he was doing. At the end of the call he asked—if I manage artists could I also manage a painter? He’s in the kind of traditional art world, but makes these 30-second horror films around each of his pieces on TikTok. It’s all kind of neo-gothic stuff. He has all of these kids as fans, everyone from artists and influencers and just regular teenagers and 20-somethings, the typical TikTok audience. And they all wanted merch. They weren’t necessarily buying fine art, but they wanted merch. And he and I started having conversations about it. He wasn’t really interested in making merch because he is an artist, but he was like, I’ll start a clothing company. Next thing you know, I’m learning about knitwear. This connects back to your earlier question of why I was leaving. The answer is I wasn’t learning stuff. There was no time in my life at a label that I would ever be learning about making knitwear, or consulting for Arizona Iced Tea and helping them with their entertainment strategy for two years. I now know more about consumer packaged goods and beverage production and can wrapping. Is that the world’s most useful thing to know [laughs]? No but I love learning that kind of stuff and being around it. Crypto and transfor

    1 Std. 16 Min.
  2. 07.07.2022

    #005 - Nick Fortugno: Storytelling, Design Strategies, and Interactive Theater

    Welcome to the FuturePerfect Podcast where we talk with compelling people breaking new ground in art, media, and entertainment. This podcast is produced by FuturePerfect Studio, an extended reality studio creating immersive experiences for global audiences. Episodes are released every two weeks, visit our website futureperfect.studio for more details. The text version of this interview has been edited for length and clarity. Find the full audio version above or in your favorite podcast app. For episode 005, Wayne Ashley interviews Nick Fortugno, co-founder of the New York-based game studio Playmatics and designer of numerous digital and non-digital projects, including board games, collectible card games, large-scale social games, and theater. INTRODUCTION AND ROLEPLAYING Hey Nick, thanks for joining us. I’m really excited to dig into some of your background, ideas, projects, and particularly your alternative vision for a future of theater. I see you as a catalyst, a kind of cultural interlocutor making links across different forms of knowledge and practice, and the work you've done really attests to this. You've designed video and board games as well as outdoor public games. You're the co-founder of Playmatics, a New York game studio and the lead designer on many theater works, including Frankenstein AI and The Raven. And of course, one of the lead creators of the blockbuster mobile game Diner Dash. But first I want to go back a bit. Your cousin introduced you to roleplaying when you were quite young and you ran your first game of Dungeons and Dragons at six years old. Is it too much to assume that roleplaying is one of the most critical activities for you, if not a central organizing practice leaking into everything you do? Give us a sense of how roleplaying has activated much of your thinking and practice. Nick Fortugno: I think a central organizing principle is like a good way of thinking about it. It doesn't inform all of my work in a literal sense, but it's the heart of how I think about aesthetics. In Dungeons and Dragons, essentially what you do is you tell stories with other people and you use a rule system to adjudicate disagreement. You have a lot of “I hit you”—“no you didn’t” stuff in roleplaying so you need rules to deal with that. When you’re storytelling in that system and you're the person responsible for making the story, you don't story-tell the way you do in other forms where you have an idea of the story in your head and you're figuring out how to implement it in a way that will affect the audience. Instead, the players or the protagonists are interacting with you and they're changing it constantly. And so you don't know where the story is going. You have ideas of where you could go, you have ideas of what you might want to happen, but you're really in this collaborative process. And so this idea of improvising and using systems to generate things and being responsive to the interactions of other people is very much at the heart of my work. It's how I teach, how I think about storytelling centrally, and it informs a lot of my aesthetics. So yeah I would not be the person I was today if my cousin Joey didn't teach me D&D (Dungeons and Dragons) in Glen Ellyn, Illinois. DESIGN THINKING You're also a prolific researcher, not only of games, but of literature, theme parks, new technologies, and performance. I'm thinking about a previous discussion we had where in one breath you mentioned cultural forms that most people would never bring together in the same conversation. The list is long, but indulge me here: the British theater company Gob Squad, Galaxy’s Edge at Disneyland, Harry Potter hotel, the theater collective The Wooster Group, the blockbuster event Sleep No More, the novels of Joyce and Pynchon, Evermore Park in Utah, and the epic video game Elden Ring. This cluster excites me because it’s how we think as well, across these kinds of groupings. You also use this concept of affordances to enable you to think systematically across all these activities. Can you say more about that? NF: Affordance is a concept from design thinking, Donald Norman really popularized it. It's the idea that a form has features about it that lead to certain kinds of use. There are things that are intuitive in a way, or natural in a way, that come from a form. If I put a handle in a certain place, you hold the handle and that changes your use of the device. That idea that the forms start speaking to certain kinds of use cases is very central to thinking about interactive design. Because when you're a designer in those spaces you make the affordances. You don't tell users what to do. You give them something and you have them do it. That's why it's interactive. It’s not like a roller coaster where I strap myself in and I just ride the rails that were put out in front of me. It's more like a theme park where there's just a bunch of stuff. But I don’t go wandering off into the most boring part of the theme park. I go towards the lights, I go towards the sound, I go towards the interactive things. The design of those things that attract me, the things that challenge me, the obstacles and the rewards, all of that stuff moves me around in those spaces. This is central to the way I think about my practice. LITERATURE, PLAY AND AMBIGUITY You have a BA in graduate study and literature. In our previous conversation, you noted an overlapping relationship between post-war American literature and the kinds of interactive narratives found in gaming. Do I have that right? In our other podcasts I've been really interested in what brings disparate people to these emerging hybrid media spaces. They come from film, dance, theater, visual art, and gaming. I think you're the first person in our podcast series making connections between Pynchon and James Joyce with interactive gaming structures. I'm curious about how you came to make these connections. NF: When I got interested in literature I was drawn to postwar postmodernist approaches to writing, like I’m thinking fifties, sixties, and seventies. But really you could stretch it from a Borgesian and Joycean and Steinean space up through the modern day. There's still authors like Ali Smith doing stuff like this. But when you look at like things like Pynchon and Nabokov in particular, their works start becoming a little bit obsessed with interpretation. Interpretation becomes the center of the novel. The novels become games about interpretations. There are other authors in that space who are really breaking down the sense of what you're supposed to consume from the story because they are, in a meta way, thinking about the fact that you're interpreting them. Whether it's Crying of Lot 49 asking you to think about what communication systems are and then challenging you on how we interpret conspiracies. And that's also all over Foucault's Pendulum. Or a book like Lolita, which is basically laughing in your face about your attempts to understand it. Or Pale Fire for that matter, which I think is an even deeper experiment. What you see over and over again is this idea that the novel is a game that the reader is playing with the novelist. It's not a puzzle. You're not going to get the answer out of it. That's not the point. And certainly postmodern poetry and people like Asbury would argue that if you got one meaning out of a poem, you didn't really read the poem anyway. The work becomes something that you as the audience have some ownership of because it is open to you and because it’s an ambiguous object that you have to work with. That’s what got me. I was already, just from roleplaying, very used to the idea that I participate in stories and that they come from this relationship with me and the text. So I don't like talking about interactive narrative. I think that's a bad phrase because I I'm always interacting with story. That's not new, what's new is the types of affordances of interaction that I get from stories, and what the possibilities for changing those stories are, and how much the story is a fixed thing that I encounter, and how much the story is flexible to my input. To me, the literature study was partly just giving me an outlet for stories and a place where stories can actually be quite experimental because when you just write it's cheap to make crazy worlds. It's the same amount of ink to write a crazy world as it is to write a realistic one. You can go very far with literature in a way that would be harder to do in film because you have to shoot all that stuff. The drive of novels from the modernist period on has been a drive towards more and more stylistic experimentation and that has been really engaging to me because you start seeing it as almost a formal thing. You can look at it like a structure and then you can see that the structure is doing something. Joyce’s Ulysses is an excellent example of that. Each chapter is written stylistically and formally different. There are chapters that are dialogues, there are chapters where the stream of consciousness changes radically, there are chapters that drift, and that's part of the narrative. If you go back to the Oulipo experimentation that Calvino and other French and Italian authors were doing, they were literally creating that whole idea of branching trees. You start to see that there are patterns of structures of story that we can start to establish. That's the approach I take to this question of rhetoric. Exploration is a set of tropes, and branching is a set of tropes. It's similar, whether you're branching in a YouTube video or branching in a choose your own adventure, or branching in a game like Until Dawn. The branching is similar, it has similar tropes. So we can look at it structurally and say, well, what does the structure do? How do the choices in the design of the structure change things independent of content. And then what is the intersection between the content a

    54 Min.
  3. 02.06.2022

    #004 - Auriea Harvey: Early Web Art, Video Games, and XR

    This is the FuturePerfect Podcast where we talk with compelling people breaking new ground in art, media, and entertainment. This podcast is produced by FuturePerfect Studio, an extended reality studio creating immersive experiences for global audiences. Episodes are released every two weeks, visit our website futureperfect.studio for more details. The text version of this interview has been edited for length and clarity. Find the full audio version above or in your favorite podcast app. For episode 004, Wayne Ashley interviews Auriea Harvey, a prolific artist producing simulations and sculptures that bridge both physical and digital space. Over the past decades she has produced net.art, online performances, video games, and sculptures that blend digital and handmade production. Harvey's work can be found in the collections of the Walker Art Center, San Francisco Museum of Modern Art, Contemporary Art Museum of Luxembourg, and Rhizome's Net Art Anthology. Her video games and VR projects have been exhibited in venues all over the world. You and I have such a long overlapping history going back to the mid nineties with the emergence of net art. I was extremely inspired by your work, which was so personal and tactile, specifically your online journals composed of these sumptuous collages, poetry, photography, drawing, painting, and 3D sculptural elements. Already, one can see how passionate you were about creating dialogues between analog and digital production, which I completely connect to. There was no hierarchy between these two. When I look at the extraordinary depth of work that you've created over the past two and a half decades, I can easily tease out a history of the internet and digital culture with all its promises of emancipation and boundless creativity, as well as its many discontents, which we'll get into shortly. But first I, I want to go back to the beginnings of your practice. You studied sculpture at Parson School of Design before learning web design, and then founded the game studio Tale of Tales. How did you make that leap from sculpture to net art? Auriea Harvey: I would say that I not only studied sculpture, but I also studied design to a certain extent. Although I was a bit of an autodidact for a long time, meaning that my main skill was computers in addition to sculpture. So the fact that I was so passionate about computers really led me directly into this confrontation. Well, okay love of computers and lack of space, being a young person in New York City in the early nineties. And when I found the internet, it immediately struck me that everything I could do online was a sculpture. You know, it was a time of broadening these definitions of what a sculpture could be. There were people who were asking is video sculpture? Is installation sculpture? It seems obvious now, but at the time it was very much a question. And so I looked at the internet and said, is the internet sculpture? I began seeking the ways in which the internet was sculpture. And in some ways that sculpture was social. In some ways that sculpture was this multimedia and interactive landscape that was totally unexplored. And that was really interesting for me. Out of this you started doing online performance. Back in 1999, we brought you to Brooklyn Academy of Music to perform Wirefire. 23 years ago you were already thinking about the internet as a place to do performance. Can you talk about this? AH: Wirefire was very much a realtime performance. Michaël [Samyn] and I met every week, we had started it before we even lived together when I was still in New York City and he was in Belgium, and we created it as a way to communicate with one another. If you rewind and think back, the only way you could really talk to someone back then through the internet was via text. There was no video and there was no audio really. We thought text was completely inadequate and both of us, being very adept at internet languages, decided to create this system where we could communicate with each other through anything. We could upload sounds, animations, and could have real time chat. We could also invite the audience and offer them a way to interact with the performance and everyone could see it at the same time. And this was something that was kind of unheard of in 1999 or very rare. We did this from 1999 until around 2003. The site is still there and it sort of has a documentation of all the places where we also took it live. After he and I started living together, we started doing these things live also because it creates a big spectacle. It’s something that we did that I'm really proud of. So with the emergence of Web 2.0, you stopped making this work. What happened? AH: Well, the beauty of the early web or Web 1.0 as people will say, was that it was this very big time of innocence. I would say it started with blogging, that was the beginning of the end. That was like the end of it all for me. It felt like it was taking away the power of computing from people. It did open up the web to a different subset of people, but I felt that those people should learn how to program HTML, I felt like this was very empowering. I could see that this was slowly eating away at people's ability to see the computer for what it was, which was an open a box of tricks. And you could pull out any of those tricks and use them in any number of ways. Slowly over the years, indeed, you've seen this closing down, you know, to the point where now websites have a hamburger menu on the side and there’s expected to be good navigation (I’m making air quotes). Whereas we were all about crashing the browser and making people think. Of course there were bad actors who took advantage of the freedom that the web had to offer, but it seems to me like there were better solutions than what Web 2.0 turned out to be. It became much more templatized as well. AH: Yeah it became more templatized, people are basically ignorant about what they can do with their computers now. It's not about computers, it's about phones. It's not about computers, it's about using services. It's about subscriptions. It's not about building anything, you know? Only a few people still build, and it’s made more and more complicated through the way corporations have controlled the computing environment and the internet and our interactions on it. Back then I could see that coming, let's say, and I was like, nope we're outta here, let’s do something else. I want to read something from a manifesto you wrote with your partner Michäel Samyn in 2006. I think this will form a kind of way for you discuss your whole new transformation into working with gaming. Realtime 3D is the most remarkable new creative technology since oil on canvas. It is much too important to be wasted on computer games alone. This manifesto is a call-to-arms for creative people (including, but not limited to, video game designers and fine artists) to embrace this new medium and start realizing its enormous potential. As well as a set of guidelines that express our own ideas and ideals about using the technology. It is much too important to remain in the hands of toy makers and propaganda machines. We need to rip the technology out of their greedy claws and put them to shame by producing the most stunning art to grace this planet so far. (And claim the name “game” for what we do even if it is inappropriate.) I love hearing that. What did you want to accomplish with this manifesto? And why did gaming suddenly become a compelling arena for you to explore and experiment? AH: Well, we really saw video games as an interactive art form. But this was 2002 or 2003, and so video games didn't know that yet. But we just looked at it and we’re like, this is interactive. People spend hours 20 hours playing a video game, and you can't get that with a painting [laughs]. We had been playing a lot of video games and we didn't understand them at first. We played them and questioned why they were doing this with the technology? It's as if we were visiting an alien planet and we could not compute why this was the only thing that was happening—RPGs with random battles, fighting games, driving games, adventure games. There were several genres that you had to fit into in order to sell a video game at that time. There were, of course, exceptions. But this was pretty much the world we were walking into. So when we gave that manifesto, which is called the Realtime Art Manifesto, we really thought that the most remarkable thing here was that you were making something that, like the internet, allowed for realtime communication. People could be inside a world when you played a video game, you were completely lost in it. Now you would look at certain video games and you wouldn't understand what was so special about that world, but at the time when you played, and even now when you play video games, of course it's like being inside a book, but more real, it feels real. That was what was important to us. It was something I had experienced with early VR, for example, but more so in a certain way, because it was these works of imagination. Now our problem was the imagination that we saw within video games seemed extremely limited and we wanted to be able to use it for ourselves, but also encourage others to look at video games as something that was wide open. That was, again, that box of tricks that you could just do whatever you wanted with. Literally it's like, come on creators, you can do anything with this, you can make any world! And we were some of the first to really make a point of this. There was an undercurrent in game studies at that time in 2006 trying to point this out, but there were very few examples. So we really devoted ourselves to creating that example and encouraging other people to change their thinking around video games. And we threw in that last part “even if the word game is inappropriate,” because people were eager f

    51 Min.
  4. 26.05.2022

    #003 - Liz Rosenthal: Film Industry, Venice Biennale, and New Social VR Experiences

    Welcome to episode #003 of the FuturePerfect Podcast where we talk with compelling people breaking new ground in art, media, and entertainment. This podcast is produced by FuturePerfect Studio, an extended reality studio creating immersive experiences for global audiences. Episodes are released every two weeks, visit our website futureperfect.studio for more details. The text version of this interview has been edited for length and clarity. Find the full audio version above or in your favorite podcast app. This week Wayne Ashley interviews Liz Rosenthal, curator of Venice Biennale’s International Film Festival's Official Selection and Competition program Venice VR. We first met online back in 2020 when we participated as international jurors for the TAICCA immersive grant. And since then I've been following you and impressed with how fully you participate in this expanding field of VR and immersive content production. You're a curator, executive producer, mentor, incubator, CEO, and an international speaker, but you actually started out in film. How did you arrive at VR from your experimental practice in filmmaking? Liz Rosenthal: I got involved in cinema in my late twenties. I started making short films with an ex-partner. Then I lived in Edinburgh, Scotland where the most important film festival in the UK used to be, the Edinburgh Film Festival. And I got a job running the project finance market for the festival and I had to learn everything about the film business. At that time I was watching screeners of British films to include in the marketplace I was running and I found a film by a director called Christopher Nolan that had been made on no budget, and it was brilliant. No one knew about it. I then met somebody who was working with ultra low budget filmmakers in the US as a part of the independent film channel. He'd just met Chris [Nolan], literally hadn't seen the film and was asking me what great films are you seeing? He was running a finishing fund helping first-time and second-time filmmakers to make their first features. His big thing was talking about using digital video instead of using super 16. And thinking about how we could use available tools like these new prosumer cameras and later editing systems, which people weren’t using at the time, like Final Cut Pro and Premiere. So I got involved in working with them and we hit it off obviously. We bonded over Chris' first film and we were very much at the forefront of using digital production tools. Then in the beginning of the 2000s, we got interested in what the internet and digital tools were going to do in terms of engagement, distribution, and new forms of creativity. And that's where I took off. When the company got shut down by the film channel we had done 13 feature films. I was excited about this area, because I thought, wow this was the place where it's going to get exciting. You and I talked about how important the internet was to both of our practices. The internet for me changed my whole trajectory. What effect did the emergence of the internet as a public media space have specifically on your practice? LR: Well, I think you'll probably get a clue from the name of my company, which I set up in 2006, called Power to the Pixel. I've always been someone who's interested in working with producers and artists and how they can get their work supported and out into the world and use the best tools, and the best ways to do that from a creative and a sustainability perspective. I was seeing the film business, like many businesses and sectors as they develop, get more and more fragmented and you get people siloed into different parts of these sectors doing different jobs. The relationship between the maker, the producer and the audience is completely distanced. And that's a real problem, both in terms of return-on-investment or impact for the producers, and also in terms of how the form develops. You've got to be in touch with the user and the user experience, or art forms kind of slow down or become irrelevant. So that really changed my practice. Suddenly you've got all these available tools, prosumer then, and now consumer tools. And I was thinking, how is this going to change the way that we make things and engage with audiences? Of course, being someone who's very much a producer and artist focused, I'm always looking at how new ecosystems have to be developed around these things. I take my hat off to people who start experimenting in this area and are curious. In the past, you've discussed VR as the result of a complex stream of influences, most specifically film, theater and video games. How do you see these influences come together in VR? LR: VR and immersive content or XR is the area that I'm now working on that completely consumes me and I don't have enough time to follow all the developments. VR has the cinematic qualities of a big screen in certain circumstances, and that can be both live-action shot 360 video, or it could be animation. The immensity of being in a whole space relates in some way to film. Filmmakers in the film community say: you've gotta see a film on a big screen. With VR it’s way beyond that. And then there's a participatory, spatial, and free roam aspect of immersive theater. When you’re in a virtual world and characters can interact with you in realtime. If you're designing realtime characters that are going to be interactive in terms of what you do as a player or a user then you're going to have to understand that realtime interactivity. There’s also the influence of the interactivity and agency of games, and of course there are people from the visual arts, sound, and all types of interactive designers and UX experts. I'm conflating VR and XR. And I know that VR is only one set of technologies and creative practices within a much larger field. Can you briefly lay out what XR is so that our audiences understand that this is actually quite a complex range of technologies and practices? LR: XR, which often gets mistaken for the environmental movement [Extinction Rebellion], stands for extended reality. I would break XR into three different types of realities. The first type is AR or augmented reality, which you experience on a flat screen like phone or a tablet. This is 2D digital information that's layered over the real world. The second type is MR or mixed reality, that’s 3D holographic information that has to be viewed on special mixed reality glasses. So for MR it’s really only B2B solutions or enterprise, there’s the HoloLens by Microsoft and the Magic Leap, both are very difficult and expensive devices. I've seen beautiful MR projects shown at festivals. With MR you have 3D information that you can move around and interact with, with your hands, and pick things up. It's very exciting, but you need a controlled environment to make it work. New smart glasses are starting to come out, the first big company that are a kind forerunner is Nreal who are doing deals with telco companies. I don’t know if it’s in the US or Canada yet, but it’s in the UK and launched in Germany, Spain, Korea, and Japan. Those are consumer versions of the HoloLens, they're about $500 as opposed to about $2,500 or $3,000. And then the final type is VR or virtual reality, which completely dislocates you from the real world. Many people are going to assume that VR is confined only to a headset and involves a mostly private and singular experience, but you have really opened up quite an expansive range of ways that audiences can encounter this new medium. Layout for us the many forms and contexts that audiences might encounter VR at, for example, the Venice Biennale. LR: Amongst the other things I do, one of my main roles is curating Venice Immersive together with with a dear friend and colleague Michel Reilhac. We handle the immersive content competition section and official selection for the Venice International Film Festival, which is one of the four or five A-list film festivals. We are very lucky that the Venice Biennale, who also run the art and architecture events, but also the film festival, are very excited about embracing the medium. We have our own section and our own island where we can build up an exhibition and show all types of immersive experiences. I'll run through what that means, because I think a lot of people get a chance to see one VR project and they go, that's VR. We are talking about a set of many tools and technologies where you can create all kinds experiences and worlds. VR can be put into kind of two different categories, there’s three degrees of freedom (3DOF) and six degrees of freedom (6DOF). In 3DOF, you're basically contained in a sphere. So you put on a headset and you can look around, but the field of distance between your eye and that sphere doesn't change. You kind of have no agency. Sometimes there's a bit of gaze interactivity with eye tracking or head tracking, but let's say you have no agency to change the world. You can't really interact with the what's happening. It plays out in the same way a film would. You have a subsection of 3DOF experiences that are live action. The creator shoots with a 360 camera that's fixed and you stitch together the images in postproduction. We've had some amazing 360 documentaries shown in Venice. For example, one work that’s a big hit on the Meta Quest store is called Space Explorers: The ISS Experience by Felix and Paul. They make a beautiful live action documentary that's shot in the International Space Station. It’s the biggest media project ever in space, it's quite remarkable. There are four episodes and it is extraordinary. It's 360 video, amazing quality and a moving experience. Moving on to 6DOF because a lot of people say 3DOF is not real VR. With 6DOF you are in a space where you have agency, you can move around the world, interact with things in the world, and be with other people in that world. You feel immersed an

    47 Min.
  5. 06.05.2022

    #002 - Team Rolfes: 3D Art, Digital Communities, and Platform Capitalism

    This is episode #002 of the FuturePerfect Podcast where we talk with compelling people breaking new ground in art, media, and entertainment. This podcast is produced by FuturePerfect Studio, an extended reality studio creating immersive experiences for global audiences. Episodes are released every two weeks, visit our website futureperfect.studio for more details. The text version of this interview has been edited for length and clarity. Find the full audio version above or in your favorite podcast app. This week we interview Team Rolfes, a digital performance and image studio led by Sam and Andy Rolfes. The studio specializes in figurative animation, VR puppetry, and mixed reality collage. They create works across multiple formats, including livestream improvisational comedy, live motion capture animation on large festival stages and in underground rave bunkers, print design for fashion collections, album covers and music videos. They have collaborated with Lady Gaga, Danny Elfman, Danny L Harle, Nike, Netflix, Adult Swim and performed at music festivals across the world. On June 4th, 2022, they will premiere their live 3D musical 3-2-1 RULE at Carriageworks in Sydney, Australia. The work is being developed together with writer and net artist Jacob Bakkila and artist songwriter Lil Mariko. I first encountered your work as an online video in 2020 as a part of the Lunchmeat Festival of electronic music and art based in Prague. I think it was called Sam Rolfes 360° AV experience. I watched it on my Oculus headset and the work was so exhilarating, but also disconcerting and humorous at the same time. It was like a fever dream complete with moving walls, objects melting, spaces constantly changing sizes, and yet was extremely beautiful. For me, the work exemplified this intriguing in-betweenness that you embrace: part puppet show, theme park ride, sculpture, live performance, gaming, and installation. And this makes absolute sense because you've been making experiences across media and genres for a very long time. You were both originally trained in painting and fine art. How did you get from there to the work that you're doing now? Sam Rolfes: Yes, Andy and I both come from a painting background. Our mom was a painter. She ran a little 3D studio when we were kids. She had these big huge books on Blender and 3ds Max laying around. Andy Rolfes: It was a long path back to 3D. We played around with 2D a lot more. We read about musculature systems in the 3D books and wondered how in the world people can even set this stuff up. SR: There was also a lot about wireframes. When we were kids 3D was just kind of boring. It felt like math and I didn’t want to do math I just wanted to make a cool race car. AR: Yeah a lot of math. I remember making a sword in Blender when I was 12. It’s a pretty linear shape, but it was the most taxing process. So I went back to 2D. I could just play with a plane and an abstraction and it was more fun. These 3D tools, along with game engines and other design software, have become some of the most significant toolsets for conceptualizing and building your work. What happened in terms of your training where you suddenly realized you needed to leave painting and watercolor and shift into 3D? SR: I don't remember how I came across it, but I came across ZBrush, a 3D sculpting program where you can mash things around like digital clay. That was the big aha moment for me. A lot times it hides (honestly oftentimes to its detriment) the mathy elements and we found that it was actually in keeping with our painting background where it allows for semi-improvisation, but with an impressionistic sculptural object. Andy started playing more with Maya and Blender as well. And we both slowly got into it just because it was fun. AR: I went through the whole watercolor track and was doing semi-pro photography and developing an interest in photogrammetry. As I was seeing Sam play around with ZBrush, I got into it and jumped back into 3D. I actually went back to 3ds Max. I was putting photogrammetry scans in there and throwing grass around and rendering that out and realized it had gotten way better. And I started bringing in my 2D stuff and playing with ways to collage that in. I played around with that and Cinema 4D before I ended up going back to ZBrush. SR: This was in tandem with the 2012 to 2016 era of internet art and post internet art. There were a lot of people doing 3D art. They would kind of kludge something together in Maya and make it shiny and spin around. And that stuff still exists to some extent these days, but was increasingly present in Chicago where I was living at the time. I had just moved back from Austin after being there for a year after graduating art school. I was starting to do more show flyers and stuff like that and I was trying to find whatever scene existed in Chicago. You wouldn't know it because none of the people would actually hang out in person, but a lot of interesting things in the glitch scene and post internet scene were coming out of Chicago. I was trying to engage with this new community and was finding our perspective within that. I realized we could take a different approach because of our painting background. All these other people were coming more from a digital art or computer science background. They had an art game program at SAIC where I went to school, but I was so turned off by it because everybody was making these white box gallery experiences and they were all the same. That was one reason why it took me a while to get into Unreal Engine. I was still traumatized by having to virtually walk through all these terribly designed spaces. And then I started doing music videos. Our first one was for this group Amnesia Scanner. And I started using ZBrush as a live visual performance tool and did visuals for shows. I would make characters for every musician performing. There’s no real rigging in ZBrush, but I managed to make the characters bounce around like marionettes. From there I got a bit of an understanding of realtime performance. And then Amnesia Scanner kind of blew up on the internet. We don't reach out to musicians like this, but I just like sent them an email. They're very mysterious and I didn't know where they were based. I sent them an email that was in four different languages that was like, please let's work together. And they responded to me. So I spent two months with an initial dev trying out both Unity and Unreal. And Unreal ended up being better. I got in contact through a friend of a friend with this guy Eric Anderson, who was running a three-story punk venue in Chicago called The Keep. We met and he had a prototype Oculus Rift. This was back in 2015 or something like that. And I went to this DIY spot and then stayed there for a week and we just banged out this crazy video. I just palmed the prototype Oculus headset to do the camera. There was no sequencer and there was nothing rendered in Unreal. This was all recorded. I exported it all and took it to my painting mentor's place and uploaded it to his 12 year old daughter's gaming computer. And it took like 24 hours for it to load on that computer and then we performed it there and just recorded it straight from the screen. It felt good enough that we kind of just kept running with it for everything after that. So in terms of music, your past works have a long dialogue with rave culture, hyperpop, and new forms of media that circulate on the internet. Tell us more about that dialogue and how it informs some of your current work. AR: I was kind of plugged into, or at least aware of, both vaporwave and glitch and everything in between that, like the acerbic visuals and everyone realizing 3D is a lot more approachable. The communities I’ve engaged with have definitely been varied and scattered. It’s a lot of pulling things together and trying to figure out what works. Up until recently not many friends or people I’ve know have directly engaged with 3D. But I show them what I’m working on and try to connect different communities together and see how we can work together. SR: And more recently you’ve been more active in the visual artist communities than I have. I've been more interested in those rave cultures. I have a long career of DJing and producing. I've been in the turntable scene, the glitch hop scene, the witch house scene, and now it’s hyperpop. It all ends up being the same. The through line is just experimentalism basically. It's just like a certain amount of interest in a new sound. Hyperpop is an interesting illustration of this to talk about because it's this weird thing where underground culture was made mainstream and at the same time, at least initially, was not diluted upon becoming mainstream. I guess this has happened all the time, but it's the most recent occurrence that I participated in. Hyperpop is this weird sound that somehow a ton of people know about and it became a meme and a joke because of course it was gonna be. But watching that dynamic was very interesting. We've had a long history with different music scenes. Both me performing as a DJ, but also us doing stage performances with musicians on big festival stages with mocap (motion capture) VR performances that are kind of accompaniments to their music. We've got an opera and a kind of a 3D musical in the works right now. But where it all started was album covers and then music videos. It was about participating in those communities and finding a way to, as visual artists, be a part if it more than just fans, but actually help shape the ideas and shape where everything is going. What are the ideas you're shaping? What's the content and the substance of what you’re trying to shape right now? SR: Generally we try and get in and maybe expand the visual dynamic range. With a lot of experimental approaches, especially in the music scenes, it ends up being a lot about vibe or the nerdy tech o

    1 Std. 4 Min.
  6. 19.04.2022

    #001 - Krzysztof Garbaczewski: Digital Theater, VR, and Philosophy

    We’re excited to launch the FuturePerfect Podcast where we talk with compelling people breaking new ground in art, media, and entertainment. The podcast is produced by FuturePerfect Studio, an extended reality studio creating immersive experiences for global audiences. Episodes are released every two weeks, visit our website futureperfect.studio for more details. The text version of this interview has been lightly edited for clarity. Find the audio version above or in your favorite podcast app. This week Wayne Ashley interviews Krzysztof Garbaczewski, a theater director from Poland and founder of the Dream Adoption Society. He is a graduate of the Faculty of Theatre Directing and Dramaturgy at the Ludwik Solski State Theatre School in Kraków. He uses the medium of theater to touch upon existential issues and search for the limits of human experience. Since 2017, Krzysztof has been developing a new theatrical language using 3D virtual environments, avatars, physical scenography, and live actors. He combines these into carefully crafted mixed reality experiences for both online platforms and theatrical audiences. What was the impetus for your shift from classical physical theater training into a focus on the virtual? Krzysztof Garbaczewski: Theater has this ability of being a very experimental field for human interactions, and from the beginning, that’s been important for me. From this approach I became very interested in playing with the audience’s expectations and I began to use live streaming techniques. For example, when the audience comes to the theater they suddenly see a screen in front of them completely covering the stage and see that there are people behind the screen. Almost like in Plato's cave with the performers moving like shadows. It’s also important for me that all the footage we are using is made live. Even if it is happening in virtual reality, my work is still live. I think there's some amazing energy around being with the audience in the same room in this process. Theater has come to an end for you in some way. Theater has failed or it's no longer a site for experimentation and innovation. Something about that is thrilling to me. KG: There is something about reaching this end especially in the work of Grotowski. He reduced theater to the basic elements of the actor and the spectator. At some point he crossed this division into some kind of form that starts to be ritual. Grotowski was looking for ritual in theater. I'm looking for it in this digital form of theater. Ritual is something that connects us. Grotowski had this term art as vehicle. For me it became really interesting to interpret that as digital art as vehicle. He was trying to show the boundary between the spectator and the actor. The actor is in the process of reaching some higher energies through gathering the energy of the spectator and performing some very codified movements and songs to transcend his condition. Somehow I saw that that is exactly what is happening for us when we are using VR headsets. But through technology we can reach this state in a very special way and practice much more quickly. All of Grotowski’s writings are very inspiring for me. At some point he was unsatisfied with conventional theater and was in search of a form of theater that was alive. I think this aliveness is maybe not found in the conventional stage of the theater. (Laughing) Suddenly I am recognizing myself as someone who is making similar choices, but maybe in the opposite direction. But this direction is so opposite that I still feel very close to Grotowski. If he was alive today maybe he also would have also made VR. There's this spiritual and philosophical dimension that underlies your use and understanding of technology. You speak of transcendence and mysticism. You've talked about Plato and about the world as a simulation. You've brought up all kinds of transcendent ideas about technology. Tell me about those mystical ideas that you see in technology. How does that effect that way you work? KG: Since I studied philosophy years ago, it was always very tempting for me to stage The Symposium by Plato. It’s one of the most significant philosophical pieces in the whole of human history and it’s also a dialogue. It has parts, people are talking to each other, and in a kind of naive way that seemed to be perfect for theater. We did Symposium in Warsaw a few years ago. It was very successful and is still playing today, seven years later, to a full house. I find it kind of funny, you know, that people come and listen to Plato for two hours. All the Plato categories are also very inspiring for VR. With Plato’s cave there’s this feeling that there’s something behind the reality. Something behind our matrix that we live in. I have this intuition that technology is not something that is getting us farther from this essence, but actually can get us closer to it. It is similar with nature, which is a problematic term because all of the nature in the world has become culture or agriculture. There are no white spots on the maps anymore. Technology reveals to us new fields of research that we can apply to human consciousness. Tools like virtual reality or artificial intelligence allow us to recognize ourselves more. For me, this process of working with the virtual is like an alchemic process—where we bind some elements that are surprising and new—like new creations, creatures, avatars and all other digital entities that are starting to populate our world and we can interact with them. There's a whole new set of tools for theatrical composition, dramaturgy, and audience experience. You not only have the theater, but you also have the VR space, live film, and the possibility for another remote audience to connect through VR to the work. Give us a sense of what it's like to enter a theater and experience one of your works. KG: It’s something that works on my consciousness and the consciousness of the audience. We use all those tools to discover some new field for this consciousness to come together. Actors perform on the stage in VR headsets and then their avatar is transmitted to a screen onstage and we can see the actor performing live on stage but also performing in the virtual world to a virtual audience. I somehow feel that all these things are there on the stage, not always physically, but in a mediated form. This opens up philosophical questions like what is this reality? What is time? How do we experience this time when, suddenly, an actor is performing somewhere far away, but also very close? And this effects us and gives us very different sensations, so I'm looking for those sensations and trying to make poetry out of it. Here, Faust is important for me as a poetic language. All these things we are using are like words and poetry. They combine into very paradoxical meanings and sometimes work against our common sense and understanding of reality. For the audience, I think it's sometimes pretty shocking to experience this, but it's like a good shock, you know. It takes us out of this normal state of just participating in this reality without questioning it. We need to question this reality to somehow make this world a bit different. In Goethe, this is very special for me right now. A lot of freaky stuff is happening during the rehearsals. Goethe somehow becomes this spiritual experience of gathering different ghosts. Faust is calling those ghosts in the beginning of the drama and we are in a similar process of calling those ghosts. Sometimes I feel that Goethe is somehow present with us and guiding us through this process that is also a very hallucinogenic experience. There’s this part where Faust is drinking this potion—the witches potion that is making him younger—and there’s a guy who made the potion himself in the 1950s. He was drinking this potion with his friend and they both had a very intense experience. And I feel it’s like a trip somehow, this poetry, but described in a very mystical and philosophical language. You talk about the importance of theater as a space to explore boundaries. What kinds of boundaries do you think technologies enable us to cross? KG: Boundaries of time and space and boundaries of our understanding of being together, these are the main boundaries that we are crossing. For example you mentioned earlier that you watched my piece Exegesis that we did together with La MaMa in New York and CultureHub. It’s inspired by the novel by Philip K. Dick, this amazing diary of transcendent experiences he had. He then describes that he spent the rest of his life trying to understand what happened to him. We were meeting for our rehearsals and recordings in virtual reality. We were spending all our time together in VR together with Jim Fletcher, Danusia Trevino, 3D artists like Anastasia Vorobiova, composers, and actors. And it was amazing to create this utopian digital community that is making theater and suddenly crossing boundaries. We were crossing this fact that at the time we couldn't just meet together and it was opening some new possibilities. I like that you are sharing the very positive and productive aspects of virtual production, because some of my colleagues would say you can't make live performance unless the bodies are in the same space and time. So I'm very excited to hear you talk and actually promote a different way of working with new results when you can't meet in the same space and time. I think here there is no opposition between those two fields. Of course, it’s very funny to go to theater and it’s also very funny to go to digital theater. I think both forms have their reason for existence. But for me it was, just recently, more mind blowing to experience all these virtual pieces because of the possibilities that it creates. With all the possibilities of creating things that are really not possible to experience in reality. This is in a sense hallucinogenic, but

    30 Min.

Info

The FuturePerfect Podcast features interviews with compelling people breaking new ground in art, media, and entertainment. This podcast is produced by FuturePerfect Studio, an extended reality studio creating immersive experiences for global audiences. Episodes are released every two weeks, visit futureperfect.studio for more details. futureperfect.substack.com