Posts Tagged ‘David Kanaga’

A Psychogeography Of Games #5: Ed Key

This is article 5 of 6, adapted from my Psychogeography of Games series for London’s Videobrains. If you enjoy this, please consider backing me on Patreon, where there’ll be a zine of these texts coming out in the New Year, plus an exciting new project announced soon(ish).

In the months running up to the walk, Ed has sent me the occasional email, each time with new ideas for route near where he lives (and grew up) in Cumbria. The night before, we spread an OS map out on the table and he points out wild swimming spots, walks he went on with his parents, places not explored yet. Jack, a black and white cat, sits on top and bats at Ed’s finger each time he places it down. In the end we decide on Borrow Beck, in Borrowdale. The walk doesn’t look far on the map.

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Weave Songs, Remake Worlds In Proteus Composer’s Musical Adventure/Toy PANORAMICAL

Otherworldly walking sim Proteus [official site] is very much an RPS favourite: a dreamy, good-natured, no-pressure place many of us retreat to when the shooting and the jumping and the icon-collecting gets too much. Half the reason for Proteus’ joyfully calming effect is David Kanaga’s prettily ambient soundtrack, and how perfectly it fits the evocative, wooly-edged art. In PANORAMICAL, which occupies a place between game and music tool, Kanaga’s compositions move front and centre.
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Procedural Lovely Landscapes: Panoramical Next Week

Lovely lovely.

I’ve seen Panoramical [official site] at a fair few events over the years (including some I was involved with) and always been entranced by its morphing landscapes and soundtrack. It’s a… thing where you fiddle with parameters to influence procedural stylised landscapes and music, going from quiet, murky waters to glorious rainbow skies and bouncy good times. Seeing as I have no events on the horizon, I’m delighted that it’s finally coming out – on September 17th. Here, watch this pretty trailer:

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Staying Humble: Proteus’ Origins And Ed Key’s Next Game

Proteus is a warm, soothing bubble bath for the soul. The lo-fi first-person explorer lets players loose on an island that’s one part rainbow dreamscape and another chirpy chiptune music maze. Basically, it’s what I imagine nature lovers believe the outdoors to be, even though every real-life forest, hill, and tree is actually made entirely out of spiders. And yet, for all of Proteus’ high-minded inventiveness, it certainly didn’t start out that way. Creator Ed Key had to learn some very important lessons about, er, not being Skyrim before his first independently developed game traded bullets for butterflies, and – despite Proteus pulling in a fair deal of money – he’s trying very hard to keep them in mind for his next game.

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Proteus Gets A Releaseus Dateus At Lasteus

Just a short post as I have to go and do a thing with vegetables and a knife and a saucepan, but I can’t not mention that Ed Key and David Kanaga’s wonderful ambient exploration/sorta-music game Proteus finally has a release date for its finished version. January 30th is that date, which it means it’s just over a week until we can discard our beta versions and noodle around in a new, expanded version of this quietly psychedelic dream-forest.
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Ambience In Action: Proteus Live

We’ve posted surprisingly little about audio-visual wunderkind Proteus, which I suspect is to do with the fact that, as a primarily sensory experience, it’s far more difficult to describe than it is play. Certainly, Ed Key’s ambient exploration game has at least three staunch fans in Castle Shotgun – myself, Jim and Adam – and it would be remiss of us not to encourage any and everyone who is introspection-inclined to play it.

Of course, to do so involves spending money on the current unfinished version without being entirely sure what you’re in for – no demo as yet, alas – so as an alternative why not watch Ed and the game’s musicman David Kanaga play Proteus live on stage at GameCity last week?
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The Hills Are Alive: Proteus Beta Release

The sun is probably humming merrily as it traverses the sky

Accidental audio creation and island exploration are the tasks at hand in Proteus, although everything in the game is less of a ‘task’ and more of a possibility. Wandering around randomly generated landscapes, which are like storybook dreams from yesteryear, the player discovers visual features that trigger audio effects, from the plinky-plonky strum of rainfall to the jolly synth-speak of peculiar lifeforms. I think they’re lifeforms anyway. They may just be forms because that’s the kind of stroll this is; a perambulation through a world of beautiful, gentle wonder. The beta is now available to preorder customers, who’ll be paying $7.50 and receiving all future updates and an EP.

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IGF Factor 2012: Proteus

Today in our series profiling (almost) all the PC/Mac-based finalists at this year’s Independent Games Festival, we turn to wondrous freeform exploration game Proteus. Here, developer Ed Key and composer David Kanaga talk about the game’s origins, the role of music in games, quitting work to go full time on Proteus, wandering hobos and their answers to the most important question of all.
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