Gliding: First experience

May 13, 2012

Yesterday I had my first experience of Gliding. I wasn’t entirely sure what it was going to be like, but it simply blew my mind.

And because I’ve never been good at “simple”, I’m now going to talk through how our day went.

A few weeks ago I agreed with my friends Pat and Rob that we would try out gliding on this particular Saturday, and given that we’ve recently been experiencing the wettest part of the drought, we got incredibly lucky with the weather, meaning the day started with a lovely drive through rural Wiltshire:

A nice day out in Wiltshire

The sat-nav was taking us through some interesting country roads, but we weren’t quite sure what to expect when we got there. However we knew that this was a military airfield that we were heading to, so when we saw this sign, we knew we were getting close.

Tanks? Here?!

We received another sign in the form of a distant glider high above

We must be close…

Eventually we found the airfield, and drove round the perimeter road to find the Wyvern Gliding Club. It seemed like a very simple affair; around there were just cars, gliders and this bus, which seems to act as offices, clubhouse and control tower for the club:

The club house

We were received in a very light-hearted and cheerful manner, and this seems to be the way the club generally functions. After heading upstairs and talking to a man called John (who was manning the control tower part of the bus) and filling out a temporary membership form, it was barely 20 minutes before they called me out to hop in this glider:

Our ride for the day

I’ll say now, something that seemed very satisfying about the whole thing was how “by hand” everything seemed to be; everything was done by clipboard, the gliders were all moved around by three to four people just pushing it along, and even the glider itself had no form of battery or power source in it at the time. It all seemed a very satisfying way to get on with things, and between flights we were all helping move gliders into position. Nice bit of social labour in the sun. J

Anyway, my flight. I was introduced to a chipper old gent called Jerry, who was to fly all three of us that day. The first step was to fit me with a parachute, and showed me the pull-cord. This was one of only two things in the day that actually made me pretty nervous; the notion that I might have to take charge of my own survival, mid free-fall, after clambering out of a stricken glider. But I managed to forget about this after climbing into the front of the glider, as I came face to face with a rather small amount of controls. The only ones I used that day were the stick (for rolling and pitching the aircraft) and the rudder pedals, which were slightly fiddly, given that you can’t see them while sat in the cockpit.

Ok, we’re now ready for launch. The launch method at this club (and most clubs, I believe) is you have a vehicle like this about two hundred metres away with a massive V8 engine-powered winch:

Image via Google

This, when given the all-clear, will tow the front of the glider smartly forwards, at which point the pilot pulls the stick right back and soars into the air. It’s very similar to running along to try and get a kite aloft. You can see my friend Rob being towed into the air in this video:

If you think that being dragged steeply into the air, going from 0-1500ft in under a minute sounds like a great thrill, you are absolutely correct. It’s bloody awesome. You’re pushed right back in your seat as you climb, just going up and up, and then there’s a little *clunk* as the cable detaches, and then…well, it goes rather quiet.

The view from a glider

It’s so strange being that high in the air, very close to the elements in what very much feels like a plane, but with really very little sound; there is just a steady rushing, not roaring, of wind on the wings. Jerry and I were talking to each other at pretty much the same level of voice we would use in someone’s living room. This is Jerry sat behind me, with the beaming smile that seemed permanently affixed to his face:

Jerry, our pilot and instructor

In fact it gets even quieter if you dip and start flying down; as you are no longer creating much drag it’s barely audible. Although I get very lucky on my first ever glide, in that we didn’t start flying down, we kept going up and up. Jerry had managed to find a strong thermal current straight away. I think the highest point in our flight was when I took this picture, with the altimeter showing 4250ft:

The long hand is 100s, the circle hand in 1000s

This is a very high place to be without an engine. Jerry was pointing out various things like the Southampton inlet, which was about 30 miles away from where we were. Here is a picture of the airfield we had taken off from:

It looks so far away now…

While we were up there I got to try piloting for some of the time, which was interesting. The stick was very light, so if you ever try it don’t yank it, but do commit to the motion. Like with driving I found I was a bit hesitant than I needed to be, with Jerry regularly saying “Come on, a bit more stick!” And the pedals took some getting used to; in hindsight I wish I’d had a good look at  them before getting in, because I didn’t really know what I had my feet on, and wasn’t sure where to apply pressure exactly. However, once you actually have some control, it is a fantastic feeling. The very notion that you are now flying a powerless aircraft upwards is awe-inspiring.

We were almost touching the clouds

I don’t think I ever stopped grinning throughout the entire 30mins or so that we were in the air.

Well…except maybe for the loop-the-loop.

It turns out that Jerry is allowed to perform aerobatics with the public on-board, so when he said “You probably don’t get this opportunity often, so would you like to go for a loop-the-loop?” I could only respond “Oh, yeah! Definitely!” So we straightened out, I put the camera back in my pocket and was instructed by Jerry to keep my arms resting on my legs and my head up straight, then he pulled the stick back. At this point I stopped grinning, not because it wasn’t fun, far from it! I stopped because I’d never felt those kinds of g-force before, which feels like the very air is pressing you flat into your seat. After a few seconds I glanced upwards, and sure enough, the ground was now above me, which was odd, as it had never been above me before. Then the G’s hit again when we levelled out again. “How was that?” Jerry asked. I barely knew what to say…

When sadly, time was up and we had to head back, jerry instructed me to take us down at a rate of 70 knots (about 80mph) which is the fastest I have ever piloted anything. I think I’ve hit 70mph in a car before, but that’s it. Of course, Jerry took over for the landing itself, which was a lot more gentle than I expected. That 30 mins was probably the best £40 I have ever spent.

Rob (top) and Pat (bottom) ready for their flights

It turns out I was particularly lucky on that flight, as the longest either of my friends got was 15 mins per flight, although Pat did get two launches, which kept him very happy. We’re already talking about taking up a course, as we just want more! It was such a great day out, with great weather, an amazing new experience in gliding, and of course John’s stories from all the planes he’s flown over the decades (he used to be a Navy test pilot).

In conclusion, gliding is incredible, and I’m very thankful to the people at Wyvern Gliding Club for giving us the opportunity to try it. It certainly won’t be the last time I go up there without an engine!

A Stranger Returns

April 27, 2012

I recently joined a team as “sound guy” for the Sci-Fi-London 48 Hour Film Challenge, and this video is the result. Enjoy!

It was a really fun weekend, eating military rations (better than they sound) and being locked in a house near Heathrow making music, while everyone else went to Southampton to film down a bunker. Like many a good weekend it started in the pub; our brainstorming session was over a hearty meal in a nearby Harvesters. It was here that I mentioned that I like playing with audio-spectrographs, which basically involves creating sounds that produce an image when put into a spectrograph (the header on this site is an example).

Alan, the director, became obsessed with this idea, so we used this to suggest one of the teleportation mechanics. The fun thing with this is, if you play the film’s sound into a spectrograph, you will be able to see a couple of the images that appear in the film.

We didn’t make it into the shortlist, which is a bit of a shame, but it was still really fun to make and get involved. I love these kind of furious creative projects, and I can’t wait for the next!

Credits
Cast

Will Barter – The Stranger
Karol Grymuza – Radio Host
Douglas Pennant – Radio Scientist

Crew
Joseph Sennett – Camera
Douglas Pennant – Sound Engineer
Fred Tschepp – Editor
Will Barter – Driver
George Wilkinson – Location Scout
Alan Sennett – Producer/Director

Total Redub

March 28, 2012

When seeing this trailer for a trailer posted on B3ta, someone said the soundtrack was like all the other bloody soundtracks on hollywood trailers these days…so I had a quick go at an alternative version.

Mandelbrot Cruise

March 15, 2012

Recently another user on B3ta posted a short video of some animated fractals he had made, and it just set off some of my creative juices.

He liked the track I made, and when he extended the video he asked if I could provide for it. This video is our proud result. Enjoy!

Alternative Sound Design – Only Connect (Intro)

January 3, 2012

Happy New Year all!

I’ve decided that this year I want to keep practicing sound design and music, so hopefully this blog will be a lot more active!

Starting the year off I’ve had a go at re-designing the sound on the intricate animated intro for Only Connect. While I really like the show, the pompous string quartet music at the start rather annoys me, which gave me this idea.

I plan to do more, and much longer “Alternative Sound Design” videos…

Train2Game/Epic Game Jam – A post-mortem

November 9, 2011

Wow, what a weekend that was! Arrived in Luton at about 2pm on the Friday, and didn’t leave again till 7:30pm on the Sunday. In between, I managed 5 hours sleep, and that’s more than a couple of people got! Before I go any further, I want to personally thank the organisers for allowing me to be there to help out, and also to the participants, for putting up with my endless interruptions of “Hey guys, how’s it all going?” I just hope that occasionally I was able to help your weekend run a bit smoother.

Ok, now I should explain what this event was all about. This was a game jam, hosted and run by Train2Game and Epic Games. At this event, around 80 or so participants would have 48 hours to create a presentable, functioning game prototype using the Unreal Development Kit (henceforth referred to as UDK). Most of these participants were students on the Train2Game distance courses for video game production, studying Art/Animation, Design, Development and QA. There were also a few students from outside of Train2Game.

It began with a number of keynote speeches, including Mike Gamble, the EU Territorial Manager for Epic Games; Dr Richard Wilson, the Chairman of TIGA; and Markus Arvidsson, lead programmer at Teotl Studios (of The Ball fame). They then unveiled the theme for the games: Guy Fawkes. They’d been grouped into ten teams, comprising of around 6-10 people, with a fairly even spread of skills across the groups. My role, as a mentor, involved checking up on the groups periodically, and whenever they had any issues, either with tools, facilities, development or anything else, we were there to help them as quickly as we could.

Now somehow, I ended up with “UDK University” on my name-badge, which I did not attend, nor do I have any experience in coding with UDK (except one afternoon where I made a two boxes and a corridor). Unfortunately, this meant that there were a lot of times in which I was unable to help the students, as their problems often involved quite complex UDK functionality. Although I did manage to help with a few logical design issues, and a couple of people managed to solve their own problems while I was sat there (I didn’t exactly do anything, but it was good to see things work!). I was also doing my best to keep the groups along the right lines regarding their 48-hour schedule, and I’ll be bringing up some of those tips a little further down the page. On the other hand, the other mentors were far more competent than I, and deserve a huge amount of credit for helping the groups realise their ambitions. In particular David Smith, Cedric Hauteville (of Supermassive Games), and the aforementioned Markus Arvidsson.

All things considered I must say that I am beyond impressed with the participants at the game jam; most of them had never worked on a game project on their own, let alone with other people! And there were only a handful that had ever attended a game jam before. Yet pretty much all of them were able to produce some very impressive game prototypes, in an intense, high-pressured environment, using software of which they mostly had very basic experience. And yes, for better or worse, many of them slept barely a wink for the whole weekend.

There are a few points I did my best to impress upon the jammers, many of which apply to game jams in general, and here are the ones I can recall now:

  1. “What does the player do?”: This should be tattooed onto the back of every game designer’s hand (metaphorically…probably); At least three of the groups told me they were going to have puzzles in their game, but they mostly hadn’t thought about what the puzzles were going to be at that point. I cannot stress enough that the gameplay needs to be thought of first, and that the exact setting, character development and backstory can come later if you have time. If you don’t have gameplay, you don’t have a game.
  2. Work with the tools and skills you have, not against them: One group told me they were thinking of having Limbo-style physics puzzles in their game, so I asked if anyone in their group had ever designed/built physics puzzles before. When they all said “no”, I said “Don’t do physics puzzles”. 48 hours is short enough that you’re going to struggle to make a good game with the skills that you DO have, without having to battle new, unfamiliar techniques in that time as well. This advice comes directly from my first game jam, where I suggested a similar idea; having particle jets balancing a ball, which could be navigated around mazes. It took the poor guy all night to code, and then we found in the morning that once it did work, it wasn’t actually fun as a game. So we had 24 hours to do something different. You want to know as soon as possible if your game concept isn’t quite working, so you want to code a working prototype as soon as you can. Designers should make an effort to find out early on what their team is capable of producing well, and fast.
  3. Check compatibility as quickly as possible: This problem hasn’t come up quite as often in the other game jams I’ve been to, mainly because the tools were simpler. A huge problem people had at this jam was exporting models from 3DS MAX into UDK without losing all their textures. It took ages to remedy the issue, and it took people a long time to realise the problem was there at all. My advice therefore would be to check that every kind of asset you are going to use will work in your build environment; you should check a basic, textured mesh is going to appear and act how you want it to, before you spend two days building the model. This goes for audio assets, animations, video files, anything that might have a compatibility issue.
  4. Set deadlines: I was pleased to see that one of the groups had been talking to each other and discussing schedules and milestones; this allowed them to easily be aware if they were taking longer than planned, and they could respond to this, either removing features, simplifying the design or just re-focusing their efforts on a certain aspect of the game. Everyone should do this, it can help you to manage your time and efforts, you can have a better, if smaller finished product, rather than one which is larger, yet clearly unfinished.
  5. Keep talking to your teammates: You should continuously be checking in with them. Are they having technical problems? Do they think the game idea is still working? Do they need sleep? Sometimes they will answer “no” to that last one, and they may be wrong. If they’re making unusual mistakes and getting more irritable than usual, tell them to get some rest.
  6. Air fresheners: Deodorant, scented candles, anything. Sorry to say it guys but those rooms were quite…pungent after 48 hours without a shower nearby. Most jams I’ve been to had much larger rooms for fewer people, so weren’t quite as densely populated.

I also have one or two suggestions for the management, regarding the next game jam they do:

  1. Give the teams some specific game-jam advice, especially considering it was many people’s first jam. At other game jams the organisers have usually run through several suggestions, a bit like I’ve just done, to try and keep their jammers in the right frame of mind.
  2. The Guy Fawkes theme is quite restrictive; it suggests a specific character, historical period, setting, and even a short plot (excuse the pun). This meant that a lot of the groups were heading along very similar lines, completely devoid of any collaboration. A good game jam theme should be sufficiently vague to allow for a wide variety of ideas, allowing people to be really creative. If I were to suggest an alternative to “Guy Fawkes” it would’ve been “treason”; this allows room for different characters, settings and narratives, but provides enough focus and specific ideas that can get the creative juices working productively (I hope).
  3. Give out the written brief on the Friday night, instead of halfway through Saturday. I’m sure this wasn’t intended, but it could’ve saved a lot of confusion. This should also have clearly stated what packages were needed when.
  4. A few tool-specific tips; everyone is using a complex tool that they are mostly quite new to, so a few time-saving tips would have been useful, such as “Have a master level where all the kismet is scripted”, seeing as transferring kismet from one person’s project file to another is a nightmare. Also a quick guide to the packing software would have helped ease a few minds I think.

I should finish again by saying that I had a great time working with the game jam team, and seeing what the groups came up with was a real pleasure. Being a mentor gave me a rather unique opportunity to get a good look at all of the different projects, and based off what I saw I have great hopes and expectations for all participants. I would also recommend many of them look at attending more game jams, dates for many of which can be found at http://www.gamejamcentral.com/. In particular I would recommend attending the Global Game Jam. Anyone who knows me knows how much I go on about those, but they are just so much fun and great experience for fledgling developers.

I’m hoping to meet and work with many people from this game jam again someday, and I hope to attend the next Train2Game/Epic jam. I’ll try and learn some UDK in the meantime!

School of Fish

November 3, 2011

Recently a friend of mine at Brunel University asked me if I could make some music for his coursework project called School of Fish, so naturally I said yes. Similar to Frayed (2011 Global Game Jam) I created two versions of the same basic piece of music, that could fade in and out of each other as the player shifted between the two game-spaces.

I rarely manage to create music which can be considered “upbeat”, so I’m thrilled with how well this project went, and how the music fits the game, which itself is really rather interesting. It’s a point and click adventure control system, following a rather surreal day in  the life of a young girl.

I don’t wish to spoil it any further, so the demo can be played here:

http://www.oliart.co.uk/schooloffish/

Miles from Air

September 10, 2011

While working on another project (which will soon be mentioned here no doubt) I ended up making this deep-sea ambient track. Not very complex, but I just like the texture of it. Enjoy.

 

Showreel on Youtube

September 5, 2011

I recently put together a 5 minute showreel of some of the audio work I’ve done over the last few years. Here it is:

 

Here is a list of the titles in the video:
Frayed – Global Game Jam 2011 (PC)
Kingdom Hurts – Global Game Jam 2010 (PC)
Pulsars – Personal Design Prototype (PC)
Vocalnayno – Global Game Jam 2011 (PC)
Armoured Shift – Orbital Worlds (iPhone)
Can’t Buy My Love – Andrej Porovic and David McClure (PC)
London is Grey But Londoners Are Colourful – Matthew Gaffen (Video)
Downfall – Global Game Jam 2009 (PC)

Things I drew while on hold to EDF

July 25, 2011

Recently I was trying to set up a new account with EDF energy (didn’t in the end), and being on hold for at least 30 minutes with a pen and paper at the ready gave me license to doodle. Here are the results:

I can only really draw dinosaurs...


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