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Siggy
Interview
`n. .rP' `qb ,dP' TLb. ,dMP' all rite, now you get the chance to read TML.dMMP some facts about some of the major amiga ,nmm`XXMPX musicians. read about their history in ,#MP'~~XNXYNXTb. the scene and their plans in future.yes, ,d~' dNNP `YNTb. that's meant to be read while listening to ,~ ,NN' `YNb their modules. read 'em over and over and over.. dNP `Yb. ,NN' `b. · i n t e r v i e w · ___________ ______dP _____________ \ / \ ,N'\____ _____________. _____ \ \_____. ____\ / \___P___/ .\--\__ __/__ |--\____)---\ _____/__ |--\_ \ _/ | | | \ | | \__| | _ \ / | \__| | /\ | | _| | | _l_ | | \ / _l_ | ___| l___/=l___|====l____/===\______|==l______|\ /l___/===\______l____/ \/ Handle: Siggy. ex-STYX. Group: ex-COMPACT. Companies: Computer Artworks, Funcom, Shiny, Psygnosis and Scavenger. Date of birth: 15.05.76 I always enjoyed coin-ups as a kid. A friend of mine owed an Amiga. His big brother was a member of the early Amiga group, IT, and he was a really good graphic artist at the time. After being inspired by games and demos I eventually just HAD to get an Amiga. I got my own Amiga 500 in 1990. I started off with the Amiga 500. At first I mainly just played games and tried out Deluxe Paint. Since I wanted to make game graphics at some point, I started to get more into 2D animation and full-screen images. I also started to look into Noise Tracker, which seemed like a lot of fun. I got involved with several hobby game projects, where I both did sprites, backgrounds and music. But either the coders were too lazy or school took up all my time, so nothing got finished. I also spent a lot of time watching demos, listening to Amiga music and creating graphics for demos and discmags. I created a lot of graphics and music that never have been released. Well, in my case I ended up doing BOTH graphics and music. After finishing my basic education, I got a job offer in Scavenger DK, which was a new game company with big potential. Some of the best scene members were working for them. I got a lot of inspiration both in terms of 3D graphics and music. Eventhough 3D graphics was my profession, I contiunued composing music with trackers programs in my sparetime. Now I'm also playing the synth in a progressive metal band "www.drawthecurtains.com". I've just used tracker programs so far (FastTracker2). At the moment I'm looking into Cakewalk for MIDI composing. I also use Sound Forge to add atmosphere and effects to samples and tunes. My composing developed further after my scene days, and there are a few tunes that I think destinguish from my earlier music. One of them is called Marine City and has a dark underwater theme. Kind of industrial techno with ambient atmosphere. I try to develop my composing skills further and further, and I don't think I've really reached any goal before I've released a CD I will upload my music onto my new site (www.siggyart.com). I've made several modules that never got finnished. I once tried to make a sad and cute tune, and it ended up being just weird and patethic. I'll rather forget about that one A lot of the demos in the Amiga days, I watched just for the case of the music. Some demos just had some really hardcore or nice tunes that I could listen to over and over and be inspired. It's hard to enjoy a demo if the music is bad, even if the art and code are impressive. The music has to fit the graphics and content of a demo or a game. For games, it seems like they're all going into the direction of film music. It can be a little boring, but on the other hand better than some of the annoying melodies that keeps playing! Tekken Tag on the Playstation2 has got some really badtaste 70's disco tunes that totally don't fit in. When the Japaneese music teams try to immitate European techno, disco or metal, they usually fail, in my opinion. Really cheesy stuff. Besides that we're gonna face a few years with Matrix-music in every action game and every action movie (simple, repetative guitar riff with noise filtered rythms). I've had a break with the tracking composing for a while, but I'm planning to get back into it now, if time allows it. As mentioned, I'm also playing the synth in a band. Well, mp3 and wave are not brands of music, just formats. However, the fact that all music can be converted to mp3 and spread for free, is probalby gonna be a damaging for the industry. Atleast for those making a living out of music. The fact that everyone can buy programs like E-Jay and other easy to make simple music programs, seems to turn the entire music industry towards simple digital music. At some point electronic sounds and beats are going to be worn out, I think. By then, all the real musicians are broke. For those who remembers: Kefrens / Desert Dream - music by Laxity. Nice film-like intro, cool rythms and nice themes. Anarchy / 3D demo2 - music by Mad Freak. Fast paced hardcore rythms, with a cool theme. Jesper Kyd has also released a lot of cool music, especially during his game music career. I've had a plan like that for a long time. Not only remastered pieces from the past, but also new music within a certain style. But it requires time, equipment and some money. At the moment, time is the main factor in that formula The Kovenant, Dream Theater, Ayreon, Delerium, Jesper Kyd, Front Line Assembly and a few others. The Amiga scene was in many ways the start of my way as a game graphic artist and digital music composer. The demos and other creations worked as inspiration for my art and music. But mostly it gave insight of the technology (at the time) and the possibilities of the computers. Some of the most hardcore game companies are spawned from the talented scene members during the 90s. The company with probably most well-known ex-scenemembers is Shiny Entertainment. I worked with some of these talented guys when working for Scavenger and eventually for Shiny (Messiah). No, I'm too occupied with my profession and other hobbies. For me it seems like the real scene days ended around 1995. I've got the impression people are just sitting around playing games and there is almost no demonstration of inovative creativity anymore. Though, I've seen a couple of nice demos with some nice effects the last years. I've heard the Wild Competitions are pretty cool. However, making something impressive these days seems to be too time consuming. But people shouldn't give up trying to create something for themselves (images, animations, music, code). It can be considered a way to get some extra skills which you won't be learning at school (which eventually will give you a job). But first of all it should be fun, of course I want to greet some of the scene guys I know or am familiar with, that I think have made it far with their early potential during the scene days (Amiga/PC): Christer Sveen (Funcom), Torgeir Hagland (Shiny), Svein Mathisen, Anders -Laxity- Hanssen, Søren Hannibal (Shiny), Michael Jacobsen (BAM Prod), Jesper Kyd, Michael -Saxs- Persson (Shiny), Tony Bennet (Shiny), David -The Spy- Guldbrandsen (IOI), Jacob -J.A.D.E.- (IOI), Mikael Balle (Nordisk Film), Gustaf -Lizardking- Grekberg (Starbreeze). ---------------------------------------------------------------------------- please note: this interview is ©opyrighted in 2001 by crown of cryptoburners ---------------------------------------------------------------------------- |
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