Mesh

Role: record label
01

music

06:50

Max Cooper - Swapped

Max Cooper: There is a particular phase of my live audio-visual show where the narrative descends into the scourge of humanity on the planet, and where some techno is called for. For this chapter I was interested in capturing some of the intensity of living amongst urban development and the beauty that goes along with the incessant change and barrage of ideas from all sides. Dimitri originally made an abstracted version of this system as part of one of our creative challenges on the mesh discord, and we chatted about how to develop it to show the human story - rampant destruction, homes, cultures and ideas rapidly repurposed or wiped out to make way for the next thing, on repeat. I tried to be as direct as possible musically, and didn't add too much complexity, with just one techno scripture blaspheme, swapping the kicks and snares position so that it has the effect of dropping early as a little touch of spice on what is otherwise a straightforward club bang with a subtle addition of a binaural trip to the dentist - recordings of drilling and suction inside the mouth to complement the synth style. Dimitri Thouzery: Cities, the vibrant living places of the majority of humanity, are in a constant state of transformation. In the era of liberalization, gentrification, expansionist urbanism, and the dream of smart cities, urban landscapes are evolving rapidly. The video aims to capture the dynamic nature of these changes using a generative and audio-reactive system. Created in TouchDesigner, the system utilizes moving cubes and a differential feedback system to depict the patterns of the city. Different sounds from the tracks trigger variations in the feedback loop, creating diverse patterns. Additionally, a generative grid of buildings expands as the track progress, accompanied by animated individuals moving within the city. Designing such a generative system poses the challenge of unpredictable outcomes at each iteration. While there are ways to control noise parameters for some stability, allowing the system to be somewhat out of control adds a sense of organic evolution to the city. With infinite possibilities, even though a choice has to be made for a music clip, I like to think of it as just one of the many potential outcomes.

02

music

03:45

Max Cooper - Vertebrae / Forgotten Places feat. Kathrin deBoer

Max Cooper: There is part of my live visual show where I've been delving into drum and bass, and I needed something to rip through the fabric of space. This was the result. I tried to complement the screaming synths sections with lots of detailed improvisations and modulations of Kathrin's voice, to give some of my usual structure to what is otherwise a pretty straight up club track. The themes of hidden beauty in the urban landscape and reclamation by nature were tackled by the director and artist Conner Griffith. He created a technique for turning cities into layered Escher-esc scenes, with structures and human activity mapped to the elements of the music, and specifically designed for my 3D AV live shows which the music was also built for. Conner Griffith: The initial visual experiments for this project involved using a drone to take static videos of buildings, then shaping those images in After Effects to give them an isometric perspective. I knew from there I’d effectively be left with these puzzle pieces that could be linked together to build larger, more complex, fictional landscapes. I was also exploring reductive video processing techniques like thresholds and edge detection, and finding that the lack of visual information was allowing for some pretty interesting spatial layering. Through both the photographic process in the field, and post-processing at home, I was forced to contend with the cultural context of the mediums I was working with, namely drones and video. I became interested in this top-down, aerial gaze that is familiar to us not only through drones, but satellites, GPS systems, video-games, security cameras, etc. It was interesting not only to see how dehumanizing it can be to human figures, but also the effect it had on architecture and larger infrastructures. Buildings take on a 3D- model quality, and design features are accentuated and typologized, leaving them feeling hollow and uninhabited, but also somehow editable, as if their source code has been revealed. Max’s track 'Vertebrae' ended up being a perfect template to explore some of these Ideas. There is such great attention to detail throughout the track that, to me, it felt like there was world-building that had already been done sonically; my job was to develop a visual representation of the world that I felt the music painted. Kathrin deBoer's haunting vocal performance and scatting provides a quintessentially human component as well, one that is reflected in the pedestrians that inhabit these spaces. From our elevated perspective, we look down at a world that is tracked and quantified, viewing it through a system that has crushed the fidelity of reality to a digital pulp, while simultaneously building on that reality, compounding it with layers of additional data. Both of these directions of manipulation are drawn out to their extremes until we are left with a new kind of landscape, built out of the limitations and imagination of a computing system and its relationship to us and our planet.

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