Meet Chroma, A FORMAT THAT BLENDS SOUND, IMAGE, AND GESTURES IN REAL-TIME.
➀ A multidimensional canvas to create limitless generative sound variations
➁ Unique shader capabilities to visualize sounds and gestures with realtime data
➂ Navigate sounds using gestures, either through body movements or touch
Chroma, a startup known for creating innovative audiovisual entertainment for mobile devices, has been acquired by Bronze, a London-based AI audio company. Chroma was backed by notable investors, including Pinterest cofounder Evan Sharp and Twitter cofounder Biz Stone. Bronze, founded by record producer Lex Dromgoole and composer Gwilym Gold, focuses on generative AI tools that allow artists to create dynamic, interactive music experiences.
This acquisition aligns with Bronze’s vision of blending technology with artistry, potentially leveraging Chroma’s expertise to expand its offerings in audiovisual and interactive music experiences. Both companies share a commitment to pushing the boundaries of creative expression through technology.
The first book dedicated to the career of a truly hands-on graphic designer, charting his ‘Swiss Grit’ approach from the influential Ray Gun magazine in the 1990s, through to his experimental type projects of the present day.
Emerging from the North of England, and nominated in 1993 by Why Not Associates as the most up and coming British graphic designer in Creative Review magazine’s annual ‘Creative Future’s’ awards, Chris Ashworth achieved design notoriety in the late 1990s at Ray Gunmagazine, the influentialLA-based ‘bible of music and style’. His early schooling in the rigours and principles of Swiss graphic design fused with the gritty vernacular of the street came together to create the sounds of the 90s in visual print form.
He has since worked with pop culture bands and brands from New Order, Michael Stipe (REM), Robbie Robertson and Bush to Nike, Diesel and Adobe as well as spending over 20 years as a Creative Director running in-house creative studios at Microsoft, Nokia and Getty Images.
He recently launched thisisme.art with his partner Nicola which sells high end apparel and one-of-a-kind original art featuring his unique handmade creative approach.
The definitive illustrated history of the cult videogame – a heart-thumping fusion of groundbreaking graphic design, architectural futurism, electronic music and high-speed racing.
Overview
WipEout crashed onto the scene in 1995, shifting games into the cultural fast lane with its unique 3D visual designs. It propelled a wondrous hit of anti-gravity, hyperspeed racing into the heart of the freshly-released PlayStation console and, over time, the series – developed by Psygnosis, later known as Studio Liverpool – grew into a cult phenomenon amongst graphic designers and gamers alike. With its club-land branding – devised by cutting-edge Sheffield agency The Designers Republic, and its on-the-pulse electronic soundtrack featuring artists such as The Chemical Brothers, The Prodigy and Orbital, WipEout was not only a racing game – it was a vehicle for art.
WipEout: Futurism chronicles the iconic game’s vision, struggles and achievements – from first conception to future plans, in a distinctive union of trailblazing artwork and graphic design. The extraordinary, and rarely seen, concept art created for the game is beautifully reproduced throughout the book, while The Designers Republic’s peerless vision for an alternative future – with its roots planted in the rich earth of sci-fi iconography – weaves its way throughout the pages, making this publication a densely packed expansion to the beloved series.
Created by Read-Only Memory and art-directed by The Designers Republic alumni Michael C Place / Studio Build, this book is for those who are well-acquainted with the delights of WipEout and for whom this futuristic, epoch-defining creation is yet to be discovered.
The Book
Working its way through the fascinating creation story and cultural footprint of the WipEout game series, WipEout: Futurism offers unprecedented access to the game’s visual archives and reveals the creative processes behind the teams, tracks, vehicles and iconography that define the series. Within these pages you will find original concept art, promotional materials, in-game photography, the monumental graphic design work of The Designers Republic and much more.
The book also includes exclusive interviews with electronic duo Orbital’s Paul Hartnoll, sound designer Loïc Couthier, writer Damon Fairclough, game director Stuart Tilley and more.
The layout showcases a specially-crafted, WipEout-inspired design – with art direction by Michael C Place, whose graphic-design roots lie in tDR during the years WipEout was created.
Natural sculpture formations set in seemingly impossible earth-like landscapes covered by living elements of surreal colors, each film travels through each almost at a micro level, witnessing its evolution.
The body of work delves into textural, tactile elements morphing, and interacting with each other in surreal environments. The work set off to blur the boundaries between nature and design, simplicity and complexity, in an uncompromised abstract way.
HOLO emerged in 2012 to explore these entanglements—first with a periodical, now across an expanded platform. Set up in the grey zones between art, science, and technology, it frames scientific research and emerging technologies as being more than sites of invention and innovation—as epicentres of critical creative practice, radical imagination, and activism. The artists and designers working with related materials—algorithms and microcontrollers, meteoroids and fungi, data and archives—aren’t just updating notions of craft for the twenty-first century, they are researchers and cultural critics.
Learn more about the making of HOLO 3 via the development diary. It’s an instance of ‘thinking in public,’ where Guest Editor Nora N. Khan and Team HOLO documented their process from start to finish, be it excerpts of Khan’s research conversations with Peli Grietzer, erudite introductions of themes and contributors, or design mockups and schematics.
Guest editor Nora N. Khan and fifteen luminaries question our problematic faith in and deference to AI. Exploring the limits of knowledge, prediction, language, and abstraction in computation, their collected essays and artworks measure the gap between machine learning hypotheticals and the mess of lived experience.
Universal Everything has just published a glimpse into their brand exploration for LIVART furniture.
UE experimented with LIVART on a wide design and motion exploration into dynamic typography, anthropomorphic objects and iconic figures.
The outcome is the basis for a fresh new visual language for the design of retail interiors, signage, packaging and TV commercials.
Credits
Creative Directors: Sam Renwick, Cai Matthews and Matt Pyke Design and Animation: Chris Perry, Matt Frodsham, Joe Street Producer: Amalie Englesson Executive Producer: Claire Cook
On March 23, 24 and 25 OFFF returns, the festival of reference that shows the latest trends in the field of creativity and design.
The OFFF’s “Cube” campaign was brought to life by a team specially assembled for this purpose, consisting of Vasava, Barcelona (concept and creative execution), Found, London (CGI and motion), and Combustion, São Paulo (sound design and music). With its visually stunning and thought-provoking concept, OFFF 2023 promises to be a truly inspiring event that celebrates diversity, constant change, and the power of creativity.
“Cube” embodies the amazement and surprise artists evoke from the audience and begins with a set of rooms symbolising the diversity of the festival’s speakers and artists’ creative practices.
OneTenEleven recently joined Dropspot, a curated NFT Marketplace on the Cardano network, the worlds most sustainable blockchain.
Isolines is an exploration of abstract geometric formations, sliced to carve contour lines. Colours mapped to the elevation points forging unique patterns. Created in Cinema4D, Rendered with Cycles4D.