Posts Tagged ‘release’

Snibbe Studio releases REWORK_ App Album (Philip Glass Remixed)

Wednesday, December 12th, 2012

We are enormously proud to announce REWORK_ (Philip Glass Remixed). This App Album takes the incredible remix album made in collaboration with Beck that was released last month, and gives it a feature-length interactive visual treatment.

REWORK_ features eleven “music visualizers” that take the remixed tracks and create interactive visuals that range from futuristic three-dimensional landscapes to shattered multicolored crystals, and vibrating sound waves. People can lean back and enjoy REWORK_ end to end, or they can touch and interact with the visualizers to create their own visual remixes.

In addition to the visualizers, the app includes the “Glass Machine” which lets people create music inspired by Philip Glass’ early work by simply sliding two discs around side-by-side, almost like turntables. People can select different instruments – from synthesizer to piano, and generate polyrhythmic counterpoints between the two melodies.

The REWORK_ app features interactive audiovisual mixes by critically acclaimed musicians and remix artists including Beck, Tyondai Braxton, Amon Tobin, Cornelius, Dan Deacon, Johann Johannsson, Nosaj Thing, Memory Tapes, Silver Alert, My Great Ghost, and Peter Broderick.

The app was directed by Scott Snibbe, produced by Ahna Girshick, and engineered by Graham McDermott, with music visualizer programming and design by software artist David Wicks. Lukas Girling designed the Glass Machine and Amon Tobin sequence. Many others helped to make this project come alive, including Philip Glass’ assistant Trevor Gureckis (My Great Ghost) who created miles of MIDI tracks and patiently explained Glass’ idioms at an 8th-grade level. See all the app credits below.

REWORK_ is available exclusively in the iTunes App Store, and is a universal app for iPad, iPhone, and iPod Touch.

BUY NOW IN ITUNES APP STORE: http://smarturl.it/rework

VIDEO: http://smarturl.it/reworkvideo

PRESS RELEASE: Philip-Glass-Snibbe-Press-Release-121312

COMPLETE PRESS KIT INCLUDING HIGH RESOLUTION IMAGES

SCREENSHOTS AND ICON:

FULL APP CREDITS

Director Scott Snibbe

Producer Ahna Girshick

Executive Producer Hugo Vereker

Software Engineer Graham McDermott

Software Artist David Wicks

Interface Designer Pirate Vereker

Glass Machine Designer Lukas Girling

Visualizer choreography and design Rebecca Fenton, Lukas Girling, Ahna Girshick, Pete Hawkes, Sean Monroe, Graham Plumb, David Wicks

MIDI Sequencers Trevor Gureckis, Alex Weston, Fritz Myers

App Audio Engineers Lukas Girling and Noah Bennett Cunningham

Special thanks to Trevor Gureckis

© 2012 Scott Snibbe Studio

 

Passion Pit and Scott Snibbe Studio release Gossamer App with Exclusive “Carried Away” Interactive Video

Wednesday, July 18th, 2012

The “Passion Pit: Gossamer” App is is a new interactive music app for iPad and iPhone released in conjunction with their new album Gossamer. We started with a project at the Webby Awards a couple months ago, doing a video backdrop to their new single “Take a Walk.”

Then we expanded the collaboration to an app “EP” featuring two songs, including a new track: “Carried Away.” Each song can be experienced in two modes – one is an interactive music video, where the sequencing of graphics, animation, and photographs by Mark Borthwick are different every time. And if you touch the screen you make your own unique music video.

The second mode for each song is a “remixer” in which people can create their own music with Passion Pit’s raw material. For “Take a Walk” people can create new melodies on top of a backing track, by creating a kind of harp-string spider web. In the remixer for “Carried Away” all the parts of the song can be turned on and off via touch tiles. Some loop, while others are synth notes. If you’re skilled enough you can actually play the song through, and I’m looking forward to seeing if anyone pulls it off and posts to YouTube.

The imagery for the app is all based on a bubble-like diagram that’s technically called a “Voronoi Diagram.” Snibbe learned about this pattern in college and it always fascinated him because it relates to everything from the structure of cells to the gravitational influence of stars. We chose it for this app because the first song, “Take a Walk” is about the financial bubble, and the hangover healing process coming out of it, so we thought this fragmented bubble imagery fit both metaphorically and psychologically.

High-resolution images can be found below.

For interviews and further information contact press@snibbestudio.com or +1 415 822 1442.

Video: http://www.youtube.com/watch?v=FbDpGssHdyw
App store link: http://snibbestudio.com/pp
App at Snibbe Studio web page: http://www.snibbestudio.com/apps/passionpit
Stills and app store information: http://snibbestudio.com/passionpit/Passion-Pit-1-0-materials.zip
Snibbe’s backdrop Passion Pit video at the Webby Awards: http://watch.webbyawards.com/webbyawards/index.jsp?content_id=21634821

icon:

iPad screenshots:

iPhone screenshots:

MotionPhone released for iPad and iPhone

Thursday, January 26th, 2012

MotionPhone App Enables a new Form of Visual Communication

San Francisco, April 19, 2012

MotionPhone, a new app for the iPhone and iPad, enables a unique form of visual communication, allowing people to create animations together on iPads and iPhones. The app, created by Scott Snibbe Studio, is the company’s first release since producing Björk’s groundbreaking Biophilia App Album last year, and is a similarly innovative combination of interactive visuals with music.

In MotionPhone, fingers’ movements become colorful dancing abstract shapes whose personality comes directly from the way one moves. “Each person moves differently and naturally creates their own original style of animation.” said Scott Snibbe, the app’s creator, “Each of our movements are as original and recognizable as our face or the way we walk, and with MotionPhone, it’s the first time we get to see these traces of movement.”

As its name suggests, MotionPhone is more than an animation program. Using Apple’s Game Kit technology, the app lets two people connect to each other over local networks to have a ‘visual conversation,’ creating animation together on an infinite two-dimensional plane. The resulting collaborative animations, reminiscent of 1980s animated music videos, or experimental films from the 1930s, can be cacophonous or sublime. Snibbe calls the process ‘Visual Music’ and with the networking component, ‘Visual Jamming.”

The app was originally an interactive artwork that Snibbe says evolved from his days in college studying animation and computer science. Working late in research labs while listening to classic jazz albums like Mingus Ah Um, he created a networked animation program that allows people to improvise animation in the same way that jazz artists improvise music.

The program eventually found the attention of art curators in the 1990s, winning a Prix Ars Electronica prize—sometimes referred to as the ‘Academy Awards’ of interactive art. However, Snibbe always wanted MotionPhone to be distributed widely, at a low cost, so that the program could be enjoyed by everyone. As Snibbe notes, “Now apps like Motion Phone can be sold for the cost of a video rental, instead of the price of a car.”

MotionPhone takes the same social gaming technology that lets you play Scrabble with your friends—Apple’s Game Kit—and uses the system for collaborative play and communication, much like parlor games of the 19th century. Snibbe believes MotionPhone, despite being almost twenty years old, is the first commercially available networked animation program.

MotionPhone can be found in the iTunes App Store and is available for $2.99 as an ‘HD’ iPad version and $1.99 for the iPhone version.

Buy MotionPhone for iPhone in iTunes App Store
Buy MotionPhone HD for iPad in iTunes App Store

Video: http://www.youtube.com/watch?v=m2OVn4fUHPs

Screenshots and icon:


Tripolar, commissioned by the Whitney Museum, released today for iPhone, iPad, and iPod Touch

Sunday, January 22nd, 2012

Tripolar, an interactive iPhone and iPad app by artist Scott Snibbe, is now officially released in conjunction with the Whitney Museum. It is one of the first artworks commissioned by a major museum to appear as an app for iPhone, iPad and iPod Touch. Tripolar was commissioned by the Whitney Museum of American Art for the CODeDOC Exhibition curated by Christiane Paul.

About Tripolar

Tripolar animates the tangled, abstract, ever-changing forms a pendulum makes as it swings over a base of three magnets, tracing the path it follows when released from the point you touch. The drawing that results is a chaotic system in which minute changes to the start position produce large changes in the pendulum’s path. By invisibly moving the starting position in microscopic increments towards your finger’s position,Tripolar lets you explore the points between pixels, simulating a resolution thousands of times that of the screen.

Tripolar was commissioned for CODeDOC, an online exhibition curated by Christiane Paul in 2002 for the Whitney Museum’s Artport website that explored the relationship between a software artist’s code and the resulting work of art. The original Java source code demonstrates that changing any of the few parameters determining its operation radically alters the work: in most cases making it non-functional, hanging, exploding, imploding, or oscillating.

Tripolar’s name suggests the connection between mental states and chaotic phenomena: if even a simple physical system is so unpredictable and sensitive to initial conditions, what about our minds? Chaos and complexity reign at all scales.

To further explore the boundary between a software artist’s work and the interactive creations made with “users” of the work, the iPhone and iPad versions of Tripolar allows you to move, add, and remove magnets to create an infinite array of configurations besides the original Tripolar configuration. Once you make a change the the original artist’s configuration, the title of the work changes from Tripolar to Untitled, marking this boundary even more clearly.

To read more, visit: CODeDOCWhitney’s Artportsnibbe.com, and Tripolar on snibbe.com. © 2002-2012 Scott Sona Snibbe.

Screenshots for iPad and iPhone, and app icons:

The Full Björk Biophilia App Album is Now Available

Wednesday, October 12th, 2011

After fifteen months of development, and three months of teasing, Björk’s full Biophilia App Album is now available in the iTunes App Store – the world’s first App Album. Enjoy the six new apps: Thunderbolt, Sacrifice, Mutual Core, Hollow, Solstice, and Dark Matter, as well as the already-released Virus, Moon, and Crystalline.

There is some great press coverage today featuring Björk’s inimitable voice and words:

NPR Morning Edition: “Bjork’s ‘Biophilia’: Interactive Music, Pushing Boundaries
New York Post: “You Can Touch This
New York Times, Science Times Podcast: “A Science Lesson from the Singer Björk
CNN: “Bjork’s ‘Biophilia’ takes music to the app world
Wired Online: “Björk’s Biophilia App Album Launches 10 Beautifully Depicted Songs
The Wall Street Journal: “Bells, Whistles, Chimes and Charm
The Atlantic: “Bjork Talks About How Nature Inspired Her New, High-Tech Album
Huffington Post: “Bjork’s ‘Biophilia’ Apps: Is This The Model For The Future Of Music?

This is a fine time and place to list the large team that it took to put together this project including our truly fearless leader Björk; her brilliant designers M/M Paris; James Merry, Project Coordination and Research; Derek Birkett and Michele Anthony, Artist Management; Luc Barthelet, Drew Berry,  Stephen MalinowskiKodama Studios, Touch Press, John Simon Jr., Max Weisel, and Scott Snibbe Studio, lead app developers. The monumental full eight pages of credits can be found here.


A tour of Björk’s Biophilia


A 20 minute demonstration and talk on Biophilia by Scott Snibbe


Recent Press with the release of Virus: FastCompany, Nature, CreativeApplications.net and more…

Monday, August 15th, 2011

Virus is now available in Björk’s Biophilia! The second app “single” tells the story of a cell attacked by a virus. You can protect the cell by thwarting the virus, but in order to hear the whole song, you must let the viruses win instead. Virus is a game you have to lose in order to win. Watch as viruses latch onto the cell, inject their DNA and reproduce themselves, all while Björk’s beautiful, cheeky love song progresses. The app is a unique combination of gaming, interactive art, music, and science, not quite recognizable as anything you’ve seen before.

Here’s a roundup of some recent press in the first week of its release:

With Biophilia, Björk Creates Album Art For The 21st Century (It’s An App!), John Pavlus, FastCompany Design, August 9, 2011

Björk’s New App Album Pushes Interactive Boundaries, Chris Chang-Yen Phillips, CBC News, August 9, 2011

The Making of Virus, Filip Visnjic, CreativeApplications.net, August 9, 2011

Björk’s infectious new tune comes as an educational biology app, Nature: Spoonful of Medicine, August 15, 2011

PRESS RELEASE: Björk Unveils Biophilia

Tuesday, July 19th, 2011

PRESS RELEASE REPRINTED FROM SACKS & CO:

BJÖRK UNVEILS BIOPHILIA

LEAD SINGLE “CRYSTALLINE” AVAILABLE TODAY EXCLUSIVELY ON iTUNES

BIOPHILIA APPS COMING FROM ONE LITTLE INDIAN/NONESUCH RECORDS

WORLD PREMIERE OF BIOPHILIA BEGINS JUNE 30 WITH MULTIMEDIA LIVE RESIDENCY AT MANCHESTER INTERNATIONAL FESTIVAL

Björk today announces Biophilia, her most ambitious and interdisciplinary project to date, with the release of lead single “Crystalline” exclusively on the iTunes Store worldwide (www.itunes.com). Biophilia is a multi-media project, comprising a studio album, apps, a new website, custom-made musical instruments, live shows and educational workshops.

Björk has collaborated with app developers, scientists, writers, inventors, musicians and instrument makers to create a unique multi-media exploration of the universe and its physical forces – particularly those where music, nature and technology meet. The project is inspired by and explores these relationships between musical structures and natural phenomena, from the atomic to the cosmic.

The album’s lead single “Crystalline” is available on iTunes now, with Biophilia Apps coming from One Little Indian/Nonesuch Records.

The Biophilia live show will have its world premiere on June 30 as part of the Manchester International Festival. Björk will be in residence at the festival for a three-week run which includes six intimate performances of her new songs at Campfield Market Hall – her first UK dates in over three years. The residency will also introduce companion apps, invented instruments and more. For more information: http://mif.co.uk/event/bjork-biophilia/

Biophilia comprises five elements:

I. ALBUM:
The songs from Biophilia will be released as a traditional 10-track studio album later this year, available digitally and physically across standard formats. The songs will also be featured within their accompanying Biophilia Apps, but with a more stripped-down structure for educational and game purposes, mixed by Damian Taylor and Björk. The album’s first single, “Crystalline,” is available now. The groundbreaking director and longtime Björk collaborator Michel Gondry is creating a music video for the song.

II. APPS:
The Biophilia Apps (http://itunes.com/apps/biophilia) are a collection of ten apps, one for each song, which will be available via the central Cosmogony “mother app,” coming from One Little Indian/Nonesuch Records.  This platform will serve as a three-dimensional galaxy in which the initial apps appear as constellations, and the others are added to the collection at regular intervals thereafter.

Every app has its own theme (in connection with its corresponding song) and combines a natural element with a musicological feature. The layers of content in each app include: an interactive game based on the song’s scientific and musical subject matter, a musical animation of the song, an animated score, lyrics, and an academic essay. The game enables the user to interact with musical elements of the song and to learn about different musical features while creating their own version; the musical animation and animated music score bring together conventional and innovative ways of representing music visually; and the academic essay explores the ideas behind each song and app and how they are realized musically.

The Biophilia Apps have been developed with a team chosen by Björk, comprising ten of the most groundbreaking and commercially successful app developers working today. The team is lead by Scott Snibbe Studio, creator of the bestselling apps Gravilux and Bubble Harp, and includes the creator of Sim City, TouchPress (pioneering designers behind the two top grossing apps Elements and Solar System), and a host of award winning designers, animators and leading experts in coding and encryption.

III. LIVE SHOWS:
The Biophilia live show will have its world premiere on 6/30 as part of the Manchester International Festival and continues as a three-year world tour of six-week residencies in eight different cities. In each city Björk will perform Biophilia twice a week, using the apps to play live a set of custom built musical instruments and evoking an atmosphere similar to being inside the app itself. For the rest of the week the venues will host a series of music-education workshops in collaboration with local schools.

Björk has commissioned a set of unique musical instruments to accompany her on the live tour. The team who created these instruments include an English inventor, an Icelandic organ builder and a graduate of MIT Media Lab. Among these creations are four 10-foot pendulum-harps, in which the swinging motion plucks the strings and illustrates the songs’ gravitational subject matter. There is also a unique 10-foot pin barrel harp called the Sharpsichord, a midi-controlled pipe organ and celeste (re-fitted with bronze gamelan bars), twin musical tesla coils, a hang player and an award-winning 24-piece Icelandic female choir. The Biophilia Live Show takes place in specially chosen spaces and museums, rather than traditional music venues. Björk will perform in the round to audiences of less than 2,000 people to create an intimate experience in which all audience members are within 20-feet of the stage.

IV.  DOCUMENTARY:
A 90-minute documentary on the Biophilia project is currently being filmed by Pulse Films. The film will be an exploration of Björk’s creative process as she puts together the different elements of the project. Here we will see her at work in the rehearsals for the live show, in the studio working on the album, and through observational footage, interview and demonstration we will discover how the project was conceived and realized. Along the way we will also discover more about the fascinating relationship between music and the natural world. The climax of this element of the film will be the unveiling of her project; the premiere live performance of Biophilia.  The documentary will be broadcast later in the Biophilia campaign.

V. WEBSITE
www.bjork.com has been re-launched for Biophilia, using the very latest HTML5 technology. The site is now uniquely animated and interactive to provide an artist website experience totally unlike any other. It features a unique immersive 3D galaxy with versions that can be enjoyed on almost all devices, and will be the hub for all Biophilia information.

For more information, please contact Krista Williams or Carla Sacks at Sacks & Co., tel: 212.741.1000.

OscilloScoop released for iPad, iPhone, and iPod Touch

Tuesday, May 3rd, 2011

Today OscilloScoop is released in the iTunes App store as a universal app for iOS devices. With OscilloScoop you make musical grooves by simply gliding your fingertips over spinning crowns; then sequence them into a real-time performance with a few taps. As effortless as a toy, OscilloScoop gives you the same tools pro DJs and electronic musicians use to create intricate grooves—but with an intuitive interface inspired by video games and animation.

OscilloScoop is designed by Lukas Girling, a creator of interactive musical interfaces who has worked with world-renowned musicians and music technologists including Laurie Anderson and Max Mathews. The app was created in collaboration with interactive artist and programmer Scott Snibbe, author of the bestselling apps Bubble Harp and Gravilux; and Graham McDermott, noted video game and app developer.

You can read a longer blog posting about Snibbe’s history with interactive music, including influences from John Cage and Brian Eno. Screen shots and press release can be found below.

OscilloScoop Press Kit
Press Release

OscilloScoop for iPad

OscilloScoop for iPhone

Oscilloscoop Icon (512x512)

Gravilux debuts in the new Mac App Store

Thursday, January 6th, 2011

Gravilux, one of Apples Top Ten Art and Music Apps of 2010 for the iPad and iPhone debuts today, January 6, 2011, in a new version for the Mac, and one of the first apps available through Apple’s new Mac App Store. The Mac version features a “heads-up” interface that slides in from the bottom of the screen, providing immediate access to the controls for gravity, antigravity, color, number of stars, star size, and more. The Mac’s high-speed CPUs allow Gravilux to simulate hundreds of thousands of stars at once. If you have a Mac, download it now!

Press release link

Print resolution images in the gallery below:

Bubble Harp 2.0 with sound!

Friday, September 10th, 2010

Bubble Harp 2.0 was released this week with extensive new features, most importantly sound. Bubble Harp now creates a generative, endlessly varying piece of music based on your drawing. You can also choose different scales and tempos from the new music menu, shown below. The complete list of upgrades includes:

  • Music!
  • Smoothly antialiased lines and points
  • App works properly with multitasking in iOS 4.0
  • Massive speedup of up to 100x or more due to graphics optimizations
  • High-resolution drawing on iPhone 4 retina display
  • Save and restore all parameters
  • Tested on full range of iPhone, iPod, and iPad devices

For those interested in the musical details, the music is created by “plucking” the string between successive points. The time that you take to draw a point determines the duration, which is scaled based on the tempo set in the interface. As the drawing gets complex, sometimes there is no longer a string between two successive points, in which case Bubble Harp plucks the longest adjacent string.

The sonic experience, like the visuals, draws inspiration from Brian Eno’s tape loop performances in the 1970s (see The Birth of Loop), in which an infinitely varying composition emerges from a set of rules and recordings of varying duration. The work also owes a debt to John Cage’s game-like musical experiments such as Music of Changes from the 1950s.

The sound samples are high-quality 16-bit samples of a Celtic Harp. The note chosen is based on the length of the line: the longer the line, the lower the note. The scale runs from G2 to G5. Changing the scale adjusts which notes from a western scale are included in the range.

Feel free to email with suggestions on new scales or tunings.