TAYLOR
DEUPREE:
BEATZ FOR GEEKZ
On
Sound Shaping, Videogames, and what it's like to be a building...
Taylor
makes the music that makes you go hmmm
.
Taylor makes the music that makes you think you have an entire
set of time-counting devices measuring the rhythms and patterns
of audio stimulation right there in your head
(oh that's
right, you do have that!)
Well,
Taylor makes the music that actually provokes those faculties.
Beatz
4 geekz had the honor of speaking to sound shaper Taylor Deupree
about his latest sonic installment, and the influence videogames
have had upon his auditory outlook. His latest work Tower of
Winds, is collaboration with Savvas Ysatis, a highly diversified
sound-artist and long-time cohort. Together they create a panoply
of synthetic sounds, inspired by a great big metallic cylindrical
tower (no, not a grain elevator); a landmark building called
Tower of Winds in Yokohama, Tokyo. Now, you know any building
with a name like that has got to be up to something
Designed
by Japanese architect Toyo Ito the structure houses a central
computer which triggers1280 floodlights to project different
colors onto the reflective panels. As if that wasn't dope enuff,
the computer is controlled by wind speed, time of day and ambient
noises. We thought that sounded so sci-fi that we had to find
out
just what does a tall, chameleon-esque metallic tower
sound like?
When
he is not playing games on his Mac, Taylor Deupree has been
sculpting sounds across the electronic music landscape for more
than 10 years. Best known for his ambient work as well as his
interest in "Microscopic Sounds" Taylor has released work on
numerous labels including Instinct, KK Records/Belgium, Shadow
and 12K - his own label based in NYC. At MUTEK Taylor performs
as part of the Caipirinha Architettura series.
B4G:
Who came up with the idea of creating music inspired by a specific
architectural work?
TD:
It started with Iara Lee's growing interest in architecture
shortly after she started the Caipirinha label. Her and I were
talking about architecture and music one day, I'm not sure who
came up with the specific idea of doing a series, but it all
started with Iara and her ceaselessly creative mind.
B4G:
How and why did you choose Tower of Winds?
TD:
At the time I was pretty uneducated about architects and architecture.
I was fascinated by it and loved the aesthetic but didn't know
much. So Savvas and I just went through Iara's books looking
for buildings that inspired us on a musical level. The computerized
and random morphic qualities of the Tower of Winds were very
intriguing. It was an easy choice, once we found it.
B4G:
Is your music meant to be an audio companion to the building
or is it composed following some of the same concepts explored
by its architect Toyo Ito?
TD:
It is an audio companion. It is us giving the building itself
a personality. And exploring what it would be like to be the
tower of winds as you sat there and witnessed life around you
with
the noise, the silence, the rain, the peacefulness, the disturbances
of every day city life.
B4G:
How involved would you like people to be with your music? Is
it something you would like them to be immersed within?
TD:
I design my music to be listened to
carefully
and
with aesthetic appreciation. It's definitely an immersion thing
yes.
B4G:
The experience of music is emotional and intangible, you can
not encounter it physically the way you would a building, yet
would you agree that you are nevertheless creating audio spaces
and environments?
TD:
Well, I don't agree that sound isn't physical. If you ever hear
Ryoji Ikeda play live you will hear physical sound. Sound that
literally moves you. But, with what you are saying, space and
environment do not necessarily have to be physical things. They
can exist in the mind as well... they also very much affect
your physical environment. It's a very rare occurrence (some
say impossible) to witness true silence. With that in mind,
every physical space you are in has sound in it
and that
sound helps create and identify that space. That same concept
can be reverse-engineered where you start with sound and create
a space that way. Sound can open up the imagination to a lot
of things.
B4G:
In some ways, you can refer to the environments created by sound
as virtual spaces. Do you see any parallel between these sonic
virtual environments and various interactive environments like
those of video games?
TD:
Yes, physical architecture and virtual architecture attempt
to achieve many of the same goals
immersion, a sense of
place and space... but until full-sensory immersive virtual
reality becomes possible virtual architecture is going to remain
rather flat in comparison.
B4G:
In terms of creating spaces, do you see any similarity between
an architect, a musician and a game designer?
TD:
Sure, there are similarities. game designers and architects
relate in the way I said above. As far as game design goes,
especially well-designed first-person games, these have some
excellent, very radical and beautiful architectural design in
them. Places that even though you're looking at in 2 dimensions
you wish you could be there... and musicians can build a sonic
architecture
one that may take more imagination to perceive
but that is there nonetheless.
B4G:
Do you play video games?
TD:
Too much, yes.
B4G:
What kind of games do you play?
TD:
Anything on my Mac. Starcraft, Quake, Fallout, Tomb Raider...Marathon.
First person action games
However, Fallout (RPG) is, in
my opinion, the best game ever created.
B4G:
Did video games have anything to do with inspiring your interest
in technology?
TD:
I grew up visiting video game arcades most of my childhood
and teenage years. My parents bought a computer for the house
in the early 80's (a Radioshack TRS-80)
so yes, I directly
attribute my love for ultra-synthetic sounds, sinewaves and
beeps to my early love for video games and computer programming.
B4G:
Do you listen to the in-game music or do you play by your own
soundtrack?
TD:
Never listen to in-game music. If I were a space marine
on some planet wiping out aliens the last thing I'd want to
be doing is be distracted by music in my Walkman or something.
Listening to in game music detracts from the "reality" of the
game, I think...
B4G:
What do you think of the music in video games today?
TD:
I don't pay much attention to it. I turn it off as soon as I
install the game and change my preferences. Most of it sounds
like heavy guitar music anyway, or commercial Techno.
B4G:
You have created music to accompany this great architectural
work, now if we created a video game to complement your kind
of sound, how would it play?
TD:
It probably wouldn't be a game so much as a puzzle
maybe
something that was kind of ongoing
never-ending type of
thing. Something that can't be solved.