All posts tagged article

  • IGN Australia story: ‘Why Did L.A. Noire Take Seven Years To Make?’, June 2011

    A feature story for IGN Australia. Excerpt below.

    Why Did L.A. Noire Take Seven Years to Make?
    Examining the troubled development of Team Bondi’s opus.
    by Andrew McMillen


    Team Bondi’s film noir-inspired detective thriller L.A. Noire was released last month to critical and commercial success. Set in a lavish recreation of 1947 Los Angeles, the game eschewed a familiar open-world design for case-by-case detective gameplay that revolved around examining crime scenes and interrogating suspects. Featuring a vast city, cases that adjusted depending on the player’s actions and choices, and sophisticated motion capture technology that had never been used in a video game before, it was a mammoth project.

    So mammoth, in fact, that it took over seven years to complete, with a publisher switch – from Sony to Rockstar – midway through. That’s not the whole story, however. The development of L.A. Noire was anything but smooth.

    Much has been written about the long development cycles on games such as Duke Nukem Forever, Too Human, or Prey, but the story behind L.A. Noire’s rocky road to release stands out within Australia’s small, tightly-knit development community. Team Bondi’s crime drama is not just the biggest game development project ever undertaken in Australia, it also served as the first-ever project for many of the creative forces behind L.A. Noire. It’s perhaps the combination of all these factors that has resulted in surprisingly open testimonials from former Team Bondi members about their experience working on the game.

    Recently, a group of former Team Bondi employees launched a public website with an amended staff roll for L.A. Noire that includes 100 developers omitted from the official game credits. But the look behind the curtain started much earlier. On January 23 2010, an anonymous source on Twitter began leaking stories heard through the grapevine regarding the Sydney-based studio. The account wasn’t run by an ex-employee; it was anonymously dishing the dirt on Bondi as heard through unnamed sources, Wikileaks-style.

    The tweets alleged that studio founder Brendan McNamara had mismanaged Team Bondi and development of L.A. Noire, and had spent “tens of millions” on proprietary technology in just a year. Despite then-publisher Sony Computer Entertainment America’s faith in McNamara based on his PS2 hit The Getaway, Sony dropped the project in 2005, when the studio “had far exceeded SCEA’s expected price tag for the game.”

    According to the tweets, this situation “threw the studio into disarray. Strangely, McNamara quickly found hospice in his former rivals–the Houser brothers–and L.A. Noire was picked up by Rockstar [Games] in spring 2006… Since then, the game has been revamped, ported, and delayed four times. Rockstar spent more [than] Sony in their efforts to make it not suck.”

    Locally, when the tweets were reported by the Australian gaming industry hub Tsumea, several anonymous commenters stepped in to back up the reports: “I can certainly attest to the appalling working conditions, the angry and abusive boss and the ineffective leads who were completely unwilling to do anything to protect their team members,” wrote one. “It’s abhorrent that these young kids are being thrown into a 24/7 corpse grinder with perpetual crunch and weekend overtime,” wrote another.

    The comments on Tsumea recall events that took place in 2004, when an anonymous LiveJournal post by a user named ‘EA_spouse‘ expressed frustration at the fact that she rarely saw her fiancé, an employee of Electronic Arts, due to the long hours he was forced to work while attempting to meet deadlines for the title The Lord of the Rings: The Battle For Middle-Earth. The blog received wide press attention and eventually led to three class action lawsuits against EA for unpaid overtime.

    After the initial tweets and short-lived online discussions that followed, the situation returned to all-quiet-on-the-Bondi-front. In the meantime, there was finally light at the end of the tunnel: L.A. Noire’s worldwide release date had been set for mid-May 2011. The game would finally see the light of day, but many questions remained. Are the allegations true? Why did it take seven years to bring L.A. Noire to market?

    IGN Australia reached out to dozens of former Team Bondi employees to help get a deeper look and tell the story. Eleven agreed to speak on the record, under the condition of anonymity; many feared reprisal from current and future employers if they were to be tagged as whistleblowers. The combined experience of these former staff is extensive: between them, they represent 24 years of service. Their individual tenures range from a few months, to four years, and they include artists, programmers, animators, and software engineers. We also spoke extensively with Team Bondi studio head Brendan McNamara for his perspective.

    For the full story, visit IGN Australia.

    This story runs to 4,500 words. It’s the biggest story of my career thus far, in terms of length, readership, and impact. As is hopefully apparent, a lot of work went into this story.

    I first pitched it to my editor at IGN on February 14, 2011. My initial email, entitled ‘Story pitch: What was it like to work on L.A. Noire?‘, is below.

    Hi mate,

    Just catching up on some industry news via Tsumea and elsewhere. Am loving the allegations by (seemingly) dozens of anonymous ex-Team Bondi employees about the horrible working conditions behind L.A. Noire.

    Favourite comment? “It’s abhorrent that these young kids are being thrown into a 24/7 corpse grinder with their perpetual crunch and weekend overtime.”

    I’d like to investigate these allegations and find out how much truth there is to it. Like my Krome story, could be the case of ex-employees agreeing to speak anonymously. As long as we can verify that they were employed by the company and they know what they’re talking about, we should be good to go. Right?

    Interested?

    Andrew

    It wasn’t until I got the nod from my editor and began reaching out to former Team Bondi employees that I realised the Tsumea story was published in 2010, not this year. Those allegations had existed for over a year, and no-one had checked them out. Curious.

    As mentioned in the story, I contacted dozens of former Bondi employees. Some were silent; some told me to leave the story alone, as they didn’t want their former colleagues to suffer in the event of the allegations being found to be true. Over the months, I rounded up eleven ex-Bondi workers who were happy to speak to me, anonymously, about their experiences working for the studio.

    Rockstar Games found out quite early on that I was investigating this story – via an overzealous source contacting an existing Rockstar employee, I think. They weren’t particularly happy. In an attempt to ensure balanced coverage, they eventually offered me access to Team Bondi CEO Brendan McNamara – though speaking with him was necessary if the story was ever going to be published, as it would be rather slanderous to publish the ex-employees’ comments without juxtaposing them against the responses of their former boss. Yet, as picked up by many of those who commented on IGN and the article’s resultant media coverage, McNamara did little to deny what I’d been told by his former staff.

    With a gestation time of over four months, this is by far the longest amount of time I’ve spent pursuing a single story. It was worth it, though, because I feel that it’s a story that needed to be told. I hope you agree.

    A final note: I’m interested in pursuing this story – and stories like it – on an ongoing basis. If you’d like to share your experience of working for Team Bondi and/or Rockstar Games, you can email me here.

  • triple j mag story: ‘How To Throw A Warehouse Party’, June 2011

    A short feature for triple j mag’s 50th issue. Click the below image for a closer look, or read the article text underneath.

    ++

    How to: Throw a warehouse party

    Think it’s just a matter of finding a space and asking some bands? Here’s how two different operators went about it

    Phil Laidlaw is a co-founder of the Brisbane independent venue Lofly Hangar, which opened in 2007 in the residential suburb of Red Hill and held 100 events before closing in late 2010. Built on the warehouse model of booking cool bands and inviting friends to come party (BYO alcohol), the Hangar attracted more than 300 paying guests a month at its peak.

    Did you rent the space legally?

    The venue was rented as a recording and rehearsal space, and we had public liability coverage for those two elements of the business. We did look at getting public liability for events, but it was prohibitively expensive. There were a lot of requirements, like having security present at every event. So from the beginning we were operating as a private party at a residence, and we never had any problems.

    What worked for Hangar?

    Our sound gear. People will come if it’s an awesome warehouse, but they won’t keep coming back if it sounds shit. Having said that, you don’t have to start with the most awesome gear. You can build it up over time. It’s also important to keep some control over who you invite at the start, and try and establish a culture in the space that’s made up of your friends and associates before it gets too big.

    What did you learn?

    The earliest wake-up call was how loud it was for the neighbourhood. After a few shows, we realised we needed to do quite a bit more soundproofing.

    Hangar’s door fee was always $10. Why?

    You’ve got to decide if you want to be in it for the glory or the money. [laughs] It’s not a great way to make a stack of cash, but it’s a great way to have a really good time. It’s a good aim to keep it sustainable.

    Advice for aspiring warehouse party starters?

    Collect a group of friends that you can rely on to help you out, because you won’t be able to do it by yourself. It’s best done by a group of like-minded people. You’ll always need someone to run the door, or help clean up.

    ++

    Another Brisbane-based crew, Sceneless, threw two warehouse parties on consecutive nights in October 2010. Whitelight was warmly lit and headlined by The Jezabels, while Dappled Cities headlined the UV-lit Blacklight. The events were hosted at a converted warehouse-for-hire and attracted a combined total of 800 people. Although attendees couldn’t BYO alcohol like they could at the Hangar, an arrangement with the nearby X&Y Bar allowed Sceneless to obtain a limited licence for the two nights.

    Did you consider anything like public liability, or were the events considered private parties?

    Yes, the venue owner had public liability insurance. It was included in the venue rental.

    What worked?

    The concept – an exclusive boutique, two genre, mini-music festival run over two nights, in an exclusive venue, subtly tailored to each night. We had two respected interstate headliners supported by mainly local acts, from newcomers to breakthrough acts.

    What didn’t work?

    We had more security than was required… We understood that this was the first official warehouse party in Queensland, and so being an unknown quantity it required some kind of official surveillance. We hope that now a precedent has been set and since the crowd were well behaved, we can continue to put on events without as much of a heavy ‘Big Brother’ presence.

    ++

    Boring but essential stuff to think about

    • Security. Just how big could this party get? And what are you going to do if it gets Corey-style out of hand?
    • Talk to the authorities. If you’d rather your first meeting with the police and fire brigade didn’t come when they were shutting you down, think about letting them know what you’re planning. It’s only manners, and they may well have some good advice.
    • Limited liability insurance. Do you have it? Does the venue have it? Who’s gonna be responsible if someone falls down those lethal-looking stairs?
    • ‘Donations’? OK, so this is just a ‘regular’ party, but you’d like your ‘guests’ to kick in a ‘donation’ to cover expenses. Remember, there’s a big difference legally between a donation and a cover charge.
    • Locatio.n So, you’ve found the perfect venue. Except that it’s in a residential area, isn’t adequately soundproofed and is marked for demolition. Hmmm. Think again. Make sure the venue meets all the relevant codes and is well away from angry neighbours. And that you have actually have permission to be there.
    • Local council planning laws. Some of these might apply to your shindig, so do your homework.
    • Drinks. BYO alcohol? A liquor licence? Again, do your research.
  • IGN Australia story: ‘Blockbuster or Bust: The New Face of Development?’, April 2011

    A feature story for IGN Australia. Excerpt below.

    Blockbuster or Bust: The New Face of Development?

    Triple A or the highway?

    In February, IGN Australia took a magnifying glass to the state of the Australian game development industry. We found that locally, trends pointed toward bigger development studios – whose bread and butter was console game development, often for overseas publishers – closing down. In their absence, smaller businesses – who focus on developing games for mobile and social platforms – are where the real growth is happening. However, one of our interviewees suggested that it’s a “distraction” to talk in terms of geographically-specific industries. “It isn’t helpful to talk in local terms,” he said. “It’s a global industry.”

    With that in mind, we substituted our magnifying glass for a telescope, and peered across the Pacific Ocean toward the United States of America, where many of the world’s largest video game publishers reside. With the inferences from Activision’s most recent earnings call – that, increasingly, console game development is becoming “blockbuster or bust” – rattling around our brains, we asked a couple of triple-A-scale publishers for their take on this topic, as well as questions like: is basing your business exclusively around triple-A level development a sustainable approach? Is it riskier than ever to be debuting new IPs [intellectual property; ie, new games] in a crowded marketplace, where a handful of household names earn the lion’s share of revenue? And finally, does it take a huge set of balls to launch new shooters that directly compete with Call of Duty’s current market dominance?

    Bethesda Knows Best

    We’ll deal with that last question first, since it’s the most provocative. The company best-positioned to answer it is named Bethesda Softworks, whose headquarters – and its in-house game studios – are located in Rockville, Maryland. Bethesda also has offices in London, Paris, Frankfurt, Benelux and Tokyo. We can’t be sure, since they’re a privately held company – “we don’t ever release sales figures, annual reports, or employee numbers,” says Pete Hines, VP PR & Marketing – but we believe they’re among the biggest privately-held publishers in the world. Hines responds cautiously when asked about the size of Bethesda’s balls in relation to its propensity for launching new IPs.

    “The size of the balls it takes probably varies from [game to game],” he says “You could do a new IP that isn’t a big $30-50 million project. Look at Tiny Wings on the iPhone; that’s new IP. But if you’re going to try and put out a brand new shooter on the [Xbox] 360 and go head to head with Brink, Rage, CoD, Battlefield and the others, then certainly, it’s a bigger risk, and it takes some guts to say, ‘Yeah, we know what we’re up against, but we believe in this project and feel strongly enough about it that we’re going to do it.'”

    As avid IGN readers would know, the first two titles Hines mentioned are Bethesda releases. Brink is being developed by British studio Splash Damage, and will be released in May 2011; while Rage is the new shooter from the legendary id Software, the team behind Doom, Quake and Wolfenstein. It’s due in September. Bethesda is publishing both games, and they also have another IP – a third-person action game for PS3, 360 and PC – called Hunted: The Demon’s Forge due in June. While Hines won’t discuss development budgets – “I wouldn’t want to give you ballpark [figures]; big games and big ideas cost a lot of money to make,” he responds – it’s clear that there’s a lot riding on these three titles.

    To read the full story, visit IGN Australia.

  • The Courier-Mail artist profile: Reggie Watts, March 2011

    An arts profile for The Courier-Mail. Excerpt below.

    Reggie Watts: Unscripted, but well prepared

    BEFORE American performer Reggie Watts even opens his mouth, you can’t help but form preconceptions.

    Watts is keenly aware of this, which is why he does his best to challenge those who try to pigeonhole him based on his appearance, performance style or surroundings.

    Watts’ act is unique; a compelling fusion of comedy, music, vocal prowess and impressionism, all delivered at a whirlwind pace.

    “I like it when people are laughing hard,” Watts says, “but I also like it when audiences are confused.”

    During his well-attended appearance at the Brisbane Powerhouse in May 2009, a bound-and-gagged Spiderman struggled to break free from his bonds throughout his set; he succeeded during the encore break, to wild cheers from the crowd.

    Watts made no reference to the character throughout his act.

    “It’s good to have things happening ambiently in the background,” he laughs when reminded of that night.

    Much of Watts’ act is improvised. While he has a handful of snippets he can bring into the set at any time, for the most part he prefers to make it up as he goes along.

    His inspiration comes from driving around and absorbing the sights and sounds of the city, or listening to his driver, who most likely will be local.

    “He’s driving me around and telling me stuff about the city. A lot of this stuff will show up in the show,” Watts says. “I don’t really write down notes. I experience something, find a funny thing about it, and then log it.”

    If it’s funny – or important – enough, Watts trusts that his memory won’t fail him while he’s on stage.

    For the full article, visit The Courier-Mail. For more Reggie Watts, visit his website. The music video for his skit/song ‘Fuck Shit Stack‘ is embedded below.

    Elsewhere: an extended interview with Reggie Watts in May 2009

  • Mess+Noise ‘Storytellers’ interview: Ed Kuepper – ‘Eternally Yours’, March 2011

    A ‘Storytellers’ article for Mess+Noise. Excerpt below.

    Storytellers: Ed Kuepper

    ANDREW MCMILLEN revisits the “Storytellers” series, whose premise is simple: one song by one artist, discussed at length. This week it’s Ed Kuepper on Laughing Clowns’ 1983 classic ‘Eternally Yours’. The song will be reprised acoustically with backing from drummer Mark Dawson at a trio of shows in NSW this week. Dates below.

    If you were forced to summarise Laughing Clowns in a single song, it’d be hard to pass up ‘Eternally Yours’. The Sydney-based band – formed in the wake of guitarist Ed Kuepper’s departure from The Saints in 1979 – played a distinctive style of jazz-influenced post-punk that remains peerless to this day.

    ‘Eternally Yours’ was recorded in late 1983, released as a single in March 1984, and appeared on the Clowns’ second LP, Law Of Nature. The band recorded a promotional video for the song, too; a rarity among their short-lived career, which came to a halt by the end of the year. (The band reformed in 2009 for the All Tomorrow’s Parties festivals, and earlier in 2010, they supported Dirty Three’s Ocean Songs tour by performing the compilation album History Of Rock ‘n’ Roll Volume One.)

    Characterised by Kuepper’s waves of open chords and Jeffrey Wegener’s proud drumbeat, the focal point of ‘Eternally Yours’ is a towering, timeless saxophone melody performed by Louise Elliott. The song remains a staple of Kuepper’s live set: during last year’s spate of reformed Clowns shows, it frequently appeared as the set closer.

    Late last year, I visited Kuepper’s southwest Brisbane home to discuss the song. We drank tap water and sat in the shade underneath his house, while his dog Oscar noisily dug at the rocks underfoot in an effort to reach the cool dirt underneath (“I’m finding this very distracting,” he admitted halfway through our conversation). Kuepper smoked three cigarettes over the course of our 33-minute conversation, speaking haltingly at times; long pauses, and many knowing, ironic glances. Ultimately, though, he spoke freely about a song of which he’s clearly proud.

    Were you surprised when I asked to talk about this song?
    No. It’s kind of a standard song for me. It’s survived in a lot of different versions over the years … It’s more interesting than talking about ‘(I’m) Stranded’. Which I’m not knocking, but that has been … covered.

    Extensively.
    To say the least.

    I’ve seen you play several times in the last few years, and ‘Eternally Yours’ still crops up in the set quite frequently. I could be wrong, but you seem to get some kind of pleasure out of it. You seem to go somewhere else when you play that song.
    Most of the time, yeah. When it works, it still has the capacity to [become] something new, which is more than I can say for some songs that I do. Not that I expected that at the time. For a long time I didn’t play it at all. I think when the Clowns split, I didn’t touch it again for about five years or so. It made its first reappearance in a radically different way on Today Wonder, where it was just acoustic. I think because of doing that record – going off ‘Eternally Yours’ specifically here, a little bit – doing that record basically made me reappraise a whole lot of things, and luckily, that [song] was one of them.

    It says a lot about the strength of the song if it can withstand an acoustic version, as well as the full-blown band treatment.
    And also, really different full-blown band treatments. I haven’t really played the Clowns version live; maybe once, on one of the Clowns tours that we did recently. Generally each version has developed. Where it goes from here, I have no idea.

    For the full interview, visit Mess+Noise. The video for ‘Eternally Yours‘ is embedded below. This article was a true pleasure to pitch, interview and write up. Probably because it’s my favourite song ever.

  • A Conversation With Alex Grey, American visionary artist, 2011

    In early January 2011, I was scheduled to interview the American visionary artist Alex Grey [pictured right] for The Australian ahead of his first Australian art tour. The problem was that at the time, my home city of Brisbane was in the midst of some of its worst-ever flooding.

    Due to a sketchy internet connection, I didn’t want to risk the possibility of a Skype video call dropping out mid-interview, so I sent through some questions for Alex and his wife Allyson to answer via email. Their answers formed the basis of my 800 word story for The Australian, which you can read here.

    Our full email interview is below; Alex’s answers are included verbatim, without editing. Examples of Alex’s striking art are embedded throughout this interview.

    ++

    Andrew: Many readers of The Australian would be unfamiliar with your work. How would you describe your painting styles to those who haven’t seen it before?

    Alex: My best known works are paintings that “X-ray” multi-dimensional reality, interweaving biological anatomy with psychic/spiritual energies in visual meditations on the nature of life and consciousness.

    Is there an intellectual rationale behind your work? Has this changed much over the years?

    My work has been called visionary because I’m a painter inspired by glimpses into the subtle visionary realm, which is the source of all sacred art. There is more of a spiritual motivation to the work. The philosophical framework from which one could view the artwork is an integral and consciousness evolutionary perspective. This is a crucial time for humanity when all the world religions are becoming familiar with each other. Art can play a special role in bridging these traditions, thereby helping to make peace in a volatile climate. A planetary civilization is dawning. We need fresh iconography that points to a sustainable relationship of humanity, the web of life and harmony amongst nations.

    What do you aim to communicate in your art?

    Life is multi-dimensional and all beings and things are interconnected. The cosmos is a continuum in which every creature plays an important part. Our bodies are marvelous gifts of biological evolution that we have the good fortune to experience in our brief life span. Life is a miracle. Love is the highest principle and experience and is the way of all religious teachings.

    I’m interested in each of your painting methods. What materials do you use? After visualising a piece, where do you start, in terms of the actual painting? Do you prefer to spend long periods of time painting, or is it split up into many shorter sessions?

    We both paint with acrylic but prefers oils. We paint on linen and on wood panels. In Alex’s art, everything starts with a vision that results in a drawing and a redrawing over and over again until it is refined enough to transfer the image to canvas or wood. We both love painting for long periods. Sometimes when we have painted together for as long as 20 hours straight.

    We are also founders of a church on 40 acres of land with over a dozen employees and many volunteers. We have many responsibilities that fill our days. This is not a distraction from the artwork. This is a realization of the “great work” which is to build a temple of art that we call the Chapel of Sacred Mirrors.

    Do you listen to music while you work?

    Almost always. Sometimes we listen to wisdom teachings on audio.

    Which artists do you listen to?

    Bach, Beethoven, Shubert, Shpongle, Ott, Fats Waller, Led Zepplin, Tool, loads of trance music, Toires, Heyoka, Crystal Method, Animal Collective, Bob Dylan, Canned Heat, Joe Satriani, John Fruscianti, Moby, Peter Gabriel, The Beastie Boys, Clash, Stones, The Beatles. George Harrison and Sting are mystics. Recently, at Daniel Pinchbeck’s documentary film premiere of 2012, Sting came up and hugged Alex. We were starstruck.

    Our daughter Zena queues us into a lot of new music.

    Your larger pieces are often reduced in size to appear in various media – books, calendars, postcards, and on the web. Do you find this dismaying at all? Is anything lost in the art, when it’s reduced from the original size?

    It’s a representation of the work for the purpose of reaching a wider audience. Reproductions are not just smaller, they are NOT the original. To the see the original is a more direct hit. There is still power in a reproduced image, though. It’s just through a glass darkly. An artwork has power when it is iconically viable from the size of a postage stamp to the size of a billboard.

    We produce or license images and sell them to benefit the building of a sacred temple.

    Many people – myself included – first found your work through Tool album covers. I believe your work has been used by some other musical acts, too. Was there any hesitation in being involved with these projects?

    Or am I just THAT sort of Rock Whore? Am I just a trollup in a beret? Just kidding.

    No. People had told me that I would love TooI. I was having an exhibition in Santa Monica when Adam Jones became interested in my work. This motivated me to listen to their music. I was kind of a late comer. Allyson and I were immediately bowled over. We’re huge fans and look forward to seeing them on our last night in Australia.

    I’ve met Adam Yauch of The Beastie Boys. We are both rather avid scholars of Tibetan Buddhism and we hung out once at a Dalai Lama event. That was so cool.

    We love the guys in S.C.I. and are particularly friendly with Michael Kang who we often see at festivals like Burning Man. What fine musicians they all are. It’s an honor to know such artists.

    My work appeared on the last Nirvana album cover, In Utero. I heard that Kurt Cobain liked my work but I never met him or went to a Nirvana concert.

    Are there any Tool collaboration projects forthcoming?

    No. There is nothing planned at this time.

    I believe you both teach (or taught – past tense?) Visionary Art at The Open Centre. What are some of the values that you try to instill in the students who take your courses?

    We have taught visionary art at many centers all over the world. We recently taught a workshop in Moscow with a Russian translator and then in Mexico City with a Spanish translator. We look forward to teaching a three-day Visionary Art workshop in Byron Bay, January 25-27 [2011].

    At CoSM, the art and spirit educational nexus is called MAGI — Mystic Artists Guild International. We teach art as a spiritual path. We just had a workshop before the Full Moon ceremony called, “Visioning Your Highest Intention.” The purpose of MAGI is to form a higher social organism of inspired minds capable of building sacred space together. Sacred space has always been created by the intertwined wills of people dedicated to a divine purpose. Creating and sharing sacred art can be a form of worship and service, introducing a transformed world view to community and activating cultural renewal. The MAGI bear gifts of beauty for the newly born vision of planetary civilization and universal spirituality. Mystic artists are called to an authentic and disciplined manifestation of their visions.

    I’ve read in High Times that you work in your loft, where you prefer to have your family and library nearby. How do you deal with distractions while working? Do you have an ‘artist at work’ sign posted somewhere?

    Allyson and I have worked within eye shot of each other for thirty-six years. We are each others best friend and most honest critic and advisor. I like to work near all my source material of imagery and philosophy.

    Zena grew up here. When Zena came, Allyson and I had already been together for thirteen years and had already developed our rhythm as artists. Zena has been the greatest gift of our lives.

    What is a distraction? The path to building a temple is a big project. The project IS our art so we are always making our art.

    We are trusted filters for each other. We always have the others best interests at heart.

    Arguably your most famous works, The Sacred Mirrors, took a decade to complete. What do you recall from that time? Did you realize that you were creating works that would come to define you as an artist?

    Painting the Sacred Mirrors felt life defining. Allyson inspired and later named the Sacred Mirrors series. The idea would never otherwise have been realized. At that time, they were the most affirmative statement I could make as an artists to connect the human and the divine, a dissection of the self through the layers of body and soul. The paintings pointed in the direction of a new kind of figuration for me, something I call, “Transfiguration,” the physical body in relationship to transcendental light. The work has a universally sacred aspiration.

    The other beautiful thing that the Sacred Mirrors memorialize is one of our most profound psychedelic experiences. The Universal Mind Lattice visually recounts a meltdown of the physical body into the white light torroidal fountain and drain of energy. What really completely reformatted our psychic hard drive was that Allyson and I did drawings of the same place. We both saw our infinite interconnectedness with the great web of all existence, a love energy flowing through all beings and things.

    What is your proudest artistic achievement?

    Yet to come.

    I was reading an article about the New Year’s Eve just passed, and the scope of the Chapel of Sacred Mirrors [CoSM] in Wappinger. It seems like a massive undertaking, yet having not visited, it’s hard to picture. Could you help me out by describing the space?

    The mission is formidable and ultimately doable. Collectors have actually donated works back to CoSM to be part of this great project. Many artists resonate with the practice of art as their spiritual life.

    CoSM lives on 40 wooded acres in the Hudson Valley of New York, 65 miles north of New York City, walking distance from a railroad station running from Manhattan’s Grand Central Station. CoSM has six buildings and a barn and one by one we are make them beautiful and enjoyable as we design and prepare to build the sacred temple. A small staff lives on the property and many volunteers come to joyfully serve the project. We started holding Full Moon ceremonies in our home in Brooklyn in 2003, had a spiritual creative art center in Manhattan for five years, and now an artists refuge.

    What does the Chapel mean to each of you?

    The Chapel of Sacred Mirrors is yourself, the temple of your body and the temple of your spirituality. Art is a fusion of those elements. God/love is what brings them together. Love is the secret name of God. When you surrender to love you see through God’s eye. That is what you see when you are staring at a Sacred Mirror.

    Building a Chapel is the work of a community. If we all get along we can make something beautiful together. If we do not get along, our progress is impaired in making something beautiful and of having a sustainable relationship with the planet.

    Unless I’m mistaken, you seem to both now thrive on the notion of patronage – you’re financially supported by your fans and followers, who pay you to express yourselves through art. Was this always the goal?

    We travel because we are invited. To make art and have others love it and want to see it is a terrific honor. Every creative person yearns to live by their creativity. Our art is our ministry. We decide what art we are making and we make it to serve the greater good. Many creative people are considering the ethical energy that they are putting into their manifestations. A moral element deepens the narrative.

    Do you remember if there was a particular moment when you realized you were a self-sufficient artist, who no longer had to take on projects for commercial clients?

    I live and work to serve others.

    At 17 I painted Fun Houses. At 19 I painted billboards. At 21 I worked in the Anatomy department at Harvard Medical School, preparing exhibits on the history of medicine and disease and preparing cadavers for dissection by medical students. At 26 I was a medical illustrator and for ten years I taught anatomy to art students at New York University (NYU). Chapel of Sacred Mirrors became a non-profit organization in 1996 and at age 45 I stopped doing medical or other types of illustration work. Since then, I paint, sculpt, study, teach, lecture, write, work everyday as a co-founder and director of CoSM, now a church.

    What would retirement look like for you two? It seems hard to imagine you giving up your public roles as CoSM owners and operators. Finally, what would you each like to be remembered for?

    For as long as we are breathing we will be working on this project. Why retire from a life you love? We’ve been given a project to dedicate our lives to. What a gift! It will involve many visionaries who are our friends. Everyone is welcome.
    We’d like to be remembered for a universal spiritual message that reunifies the sacred visionary imagination with the art of our time.

    Of course, we’d like to be represented by the completed and sustainable building of the Chapel of Sacred Mirrors.

    ++

    To learn more about Alex Grey, visit his website.

    Elsewhere: my story for The Australian about Alex Grey’s first Australian art tour, published in January 2011.

  • Collapse Board story: ‘An Open Letter To Stonefield’, March 2011

    A story for Collapse Board. Excerpt below.

    An Open Letter To Stonefield

    Dear Stonefield,

    I recently interviewed you for the Australian music website Mess+Noise. I prepared for the interview just as I’ve done for many others: by listening to your music, by studying your past published interviews, and by dipping into online comments made about you. Having seen you play live, at the One Movement For Music festival in Perth last October, I had an inkling of how people would respond to the published interview. As a band of young girls, your image is naïve and innocent. I don’t believe that this is an act, Stonefield: I think this is just who you are.

    In Perth, you got up on stage before a crowd of hundreds, under a tent in the middle of the day, and performed well. You stayed strong throughout your allotted half-hour. There was a fair amount of shoe-gazing going on among your younger members, but I chalked that up to nerves more than anything else. In that moment, you were an ambitious group of young women playing a game controlled by men. The vast majority of guest speakers at the music industry conference that had taken place in nearby hotels were male. The festival line-up was stacked in favour of men, too. In that environment, you were outsiders, in every sense of the word. Yet you played as if you belonged. That sense of self-confidence won you a spot on the line-up of this year’s Glastonbury Festival, in the UK, as a direct result of your strong performance at One Movement.

    As I watched you play, Stonefield, I took in the crowd around me. Toward the front – up against the barrier – were groups of males in their 20s and 30s, beers in hand, cheering and leering at you. You probably noticed them. The men in attendance outnumbered females by a considerable margin. You probably noticed this, too. This was disconcerting, Stonefield. Over those five days in Perth, I saw dozens of male bands play, and few of them provoked more than appreciative applause between songs. But when you played, the crowd reception went far beyond respect for your musical talent. All around me, men were undressing you with their eyes.

    Herein lies the rub of your band and bands like you, Stonefield. No amount of musical talent, studious networking and careerist determination can compare to the sudden rush of blood that occurs when humans are placed in the presence of attractive members of the opposite sex (or the same sex, if you’re that way inclined). So while we can pretend until the cows come home that you are hot property among the Australian music industry in 2011 purely because you’re talented, we’re fooling ourselves if we don’t admit that your gender and your looks weigh heavily on the minds of the people who make these decisions. Festival bookers, publicists, A&R reps; they each have one thing on their mind, and it’s not your musical chops. You have those, of course, but you’re also blessed with rarer, more distinctive traits: sisterhood, and beauty. With a story like yours, Stonefield, the press releases practically write themselves.

    For the full article, visit Collapse Board. For more Stonefield, visit their Myspace. The music video for their song ‘Through The Clover‘ is embedded below.

  • IGN Australia story: ‘A Matter Of Size: The State of Triple-A Game Development in Australia’, February 2011

    A feature story for IGN Australia. Excerpt below.

    A Matter Of Size: The State of Triple-A Game Development in Australia

    IGN AU looks at whether the Aussie scene can still support big studios… and whether it should even want to.

    Judging by the tropical imagery splashed across QueenslandGames.com – in which a solitary human sits, gazing out across the placid ocean toward distant sand dunes – a naïve game developer intending to work for a Queensland-based company might expect to write code while breathing in salty air and wriggling their toes between the sand. The reality, of course, bears no resemblance to this image, which makes its ongoing usage questionable. Especially considering the rather dismal state of the wider Australian game development industry in 2011.

    It used to be that mutually profitable relationships with international publishers saw Australian developers working on console titles that would be marketed across the world. In the past, Australian talent had a hand in working on mega-selling licenses like Star Wars, Transformers and Jurassic Park. This trend continues, in a limited capacity: Canberra-based studio 2K Marin played a significant role in the development of both Bioshock and its sequel, and is the lead studio working on the new XCOM game; Team Bondi is currently putting the finishing touches on the May-due PS3 and Xbox 360 title L.A. Noire, on behalf of Rockstar Games. It will be the first time since 2002’s State Of Emergency that the company is outsourcing development of a Rockstar product to a non-Rockstar studio.

    But locally, these contracts are, by and large, drying up. And with the decrease in work comes the decrease in employment, as seen in the recent collapses of Auran, Pandemic, and, late last year, Krome Studios. All three were Brisbane-based. All three are no more.

    “The big oak trees have fallen; it’s time for the little seedlings to get stuck in there,” IGDA Brisbane coordinator Jane ‘Truna’ Turner told IGN last year in the wake of Krome’s demise. Indeed; much noise has been made about the success of smaller, independent Australian game devs, with Halfbrick Studios, based in Kelvin Grove, universally showered with praise for the remarkable sales of Fruit Ninja, as has Firemint, with its Flight Control and Real Racing games. But let’s not forget that smaller companies, by nature, employ fewer people. While those 40-odd staff who’re housed comfortably under Halfbrick’s umbrella are likely thanking their lucky stars nightly, what of the hundreds of skilled staff shaken loose from the big oak trees in the past few years?

    With few real opportunities to work on big, ‘triple-A’ titles – the kind that sound great on your resume – here in Australia, such talent is left to either shift overseas, or consider alternative careers. Either way, the Australian industry loses out. The dominant mindset – that this country is unable to support triple-A-level development – continues, and everyone involved continues to downgrade their expectations of what Australia is capable of in terms of games.

    What, if anything, can be done to stimulate this process? Are we really headed toward a local industry consisting of a mere handful of bigger, publisher-owned studios – like SEGA’s Creative Assembly and THQ’s Studio Oz, both based in Brisbane – and a galaxy of smaller, agile developers concentrating on mobile platforms? Is Australia no longer a viable market for foreign publishers to invest in game development?

    For the full story, visit IGN Australia.

  • Mess+Noise story: ‘Lofly Hangar: 2007-2010’, January 2011

    A feature for Mess+Noise about a much-loved Brisbane venue.

    Lofly Hangar: 2007-2010

    ANDREW MCMILLEN laments the loss of short-lived Brisbane venue Lofly Hangar, which shut its doors in late 2010.

    Nestled under a party goods store on Musgrave Road in Red Hill, the Lofly Hangar always seemed an unlikely meeting place for Brisbane’s independent music community. Located far from the dedicated entertainment precinct in Fortitude Valley – where the majority of the city’s live music venues are based – Red Hill is very much a residential area. Yet since it first opened its doors to the public in 2007, the Hangar built a reputation for delivering quality music to curious listeners in an intimate setting.

    From the beginning, $10 got you inside – a cost which was maintained through until the final show in December 2010, except for the occasional special event – and since it was classed as a private residence, there was no liquor licensing regulations involved. You’d bring your own booze, and since the main area was adorned with couches, it didn’t feel dissimilar from your living room. Such was the charm of the Hangar: interesting people and new sounds, experienced in comfort. Upon entering, you’d be almost guaranteed to have a great – and cheap – night out.

    The line-ups were curated by the Lofly brains trust – Phil Laidlaw, Andrew White, Greg Cooper, Chris Perren, and Joel Edmondson – and even if you’d never heard of the bands playing, the sounds emanating from the adjoining band room were almost always diverse and intriguing. The stage, however, was non-existent. The bands played on the floor, set up in front of a wall of old televisions. The venue’s PA wasn’t amazing, but it got the job done. An unspoken, Meredith-like “no dickheads” policy seemed to be in play throughout its existence. To visit the Hangar was to be among open-minded music fans. It was a beautiful thing.

    The final Hangar was held on December 11, 2010; coincidentally, it was the 100th public show held at the venue. A few weeks beforehand, three Hangar co-organisers – Laidlaw, White, and Cooper, each musicians themselves with aheadphonehome, Restream, and Toy Balloon, respectively – reflected on their time at the forefront of the Brisbane independent music scene.

    Genesis

    Andrew White: We got a warehouse and leased it to practise and record in, and have parties with our friends’ bands. Then we started having more people coming. The idea came about to have it as a regular thing, every month. We were interested in putting on music that we liked. Having the parties has been a way of paying the bills. It was never a profit thing; it was just something that we wanted to keep going.

    Phil Laidlaw: At the time [2007], there were around three or four venues [in Brisbane] – The Troubadour, Ric’s, The Zoo. So we’d approach people asking them to play, and they’d respond with, “What are you talking about?” The model of warehouse party shows wasn’t happening. There wasn’t a lot of faith in it. It was very difficult to get bands that we thought were good bands to play. But the culture of the space evolved from the parties we were having. There was no need for security, because we knew everyone here.

    For the full article, visit Mess+Noise. For more on Lofly, visit their website.

    With this story, I tried something I’d never done before: I went for an ‘oral history’ angle. I chatted with Andrew, Phil and Greg for over an hour on the evening of the last Hangar nights, and shaped the best / most relevant bits of that conversation into a narrative structure. I think it turned out OK.

  • triple j mag story: ‘Queensland Festival Road Trip, 2010-2011’, December 2010

    A story for triple j mag about the forthcoming 2010-2011 music festival season in Queensland. Article below – click the image for a closer look, as it’ll probably make more sense to read it that way.

    Festival Road Trip: Queensland

    Local experts have given us the ultimate round-up of festivals and stuff to see in every state and territory these summer. Plan your road trip now!

    Festivals:

    1. Island Vibe Festival

    This unique beachside musical experience at Point Lookout’s Home Beach features over 40 reggae, hip-hop, roots and soul artists. Californian reggae act Groundation and NZ hip-hop artists Ladi6 and King Kapisi headline.

    Oct 29-31, North Stradbroke Island

    2. Mud, Bulls and Music

    This four-day camping event combines bullriding, 4WD action and the likes of country stars Lee Kernaghan and John Williamson.

    Nov 4-7, Jimna

    3. Full Noise Festival

    Full Noise aims to expose Townsville to the kind of high quality, cross-genre events their southern brethren take for granted. Wolfmother and Bliss N Eso are top of the bill.

    Nov 20, Townsville

    4. Harbourlife

    From the promoters of Parklife and Summafieldayze comes Harbourlife, a new Qld festival based on its Sydney Harbour counterpart. The Temper Trap, Metronomy and Yacht Club DJs are all on board.

    Nov 28, Gold Coast

    5. Woodford Folk Festival

    Got stamina? This six-night camping festival attracts around 130,000 patrons annually, and its music program features more than 2000 local, national and international performers.

    Dec 27-Jan 1, Woodfordia

    6. Summafieldayze

    Live performances from The Rapture, Art Vs Science and English rapper Tinie Tempah mix it up with some of the world’s best DJs.

    Jan 2, Gold Coast

    7. Sunset Sounds

    The Falls Festival’s little sister features most of the bands appearing in Vic and Tas. See Interpol, Klaxons and Joan Jett & the Blackhearts close to home. Ace.

    Jan 5-6, Brisbane

    Qld Sights:

    Whitsundays

    The most popular resorts are located on Daydream, Hamilton and Hayman Islands, which all offer easy access to day cruises, diving, parasailing and helicopter rides, among other activities. Most islands permit camping; book early though.

    Whale Watching

    From June until the end of November, the coastal town of Hervey Bay becomes one of the best spots in the country to witness whales in their natural habitat: the freakin’ ocean.

    Theme Parks

    The Gold Coast is home to some of Australia’s biggest theme parks: Dreamworld, Wet ‘N’ Wild, Warner Bros. Movie World and Sea World. Go on all the rides and eat junk till you hurl.