More stories

  • in

    Epic Games, Who's Behind Fortnite, Buys Bandcamp

    Epic Games is acquiring an online music platform that has been embraced by musicians for its eclectic offerings and a payment system that favors artists.The world of independent music got a jolt on Wednesday when Bandcamp, the platform that has been a haven for musicians during the pandemic, announced that it had been acquired by Epic Games, the company behind blockbuster online video games like Fortnite.Terms of the deal were not disclosed. In a statement, Epic said that Bandcamp “will play an important role in Epic’s vision to build out a creator marketplace ecosystem for content, technology, games, art, music and more.”While a small player compared to giants like Spotify, Apple or YouTube, Bandcamp has become a favorite outlet among musicians for letting them control how their music is shared and sold and giving artists the bulk of the income they receive from those transactions. According to Bandcamp, artists collect an average of 82 percent of every sale, and the company says that since it went online in 2008, its payments to artists and labels are “closing in on $1 billion.” By comparison, last year Spotify said it had paid out $5 billion to music rights holders in 2020 alone.For listeners, Bandcamp has also become a cherished smorgasbord, filled with obscure but wonderful music they may find nowhere else.But as streaming has become the dominant format for music, artists have begun complaining, loudly, that they are not receiving their fair share of the bounty. According to industry estimates, Spotify pays record labels, music publishers and other rights holders about one-third of a cent for every click of a song; what portion of that money makes its way into a musician’s pocket is determined by their deals with those labels and publishers.On Bandcamp, on the other hand, artists can upload their own work and set the pricing rules for downloads of their own work — pay-what-you-wish pricing is common. During the pandemic, Bandcamp has waived its fees once a month on “Bandcamp Fridays,” bringing the company waves of goodwill. Even more surprising, Bandcamp says it has been profitable since 2012. (Last year, Spotify had $10.7 billion in revenue and lost about $276 million, according to company reports.)Epic Games, which is based in Cary, N.C., and is privately owned, said little about its plans for music, and a company spokeswoman declined to answer further questions about the deal. But Epic’s statement on Wednesday indicated that it was interested in Bandcamp as a direct-to-consumer marketplace. “Epic and Bandcamp share a mission of building the most artist-friendly platform that enables creators to keep the majority of their hard-earned money,” the company wrote.Fortnite, Epic’s flagship game, has been one of the most innovative outlets for music in video games, allowing artists to appear virtually, often in elaborately produced segments In April 2020, the rapper Travis Scott made what was widely seen as a breakthrough appearance, drawing 28 million players to his virtual performance. For Halloween that year, the Latin pop star J Balvin gave a campy concert dressed as a green-haired Frankenstein’s monster, backed by dancers in costume as ghosts and zombie Cyclopes.Epic has also taken center stage in one of the most high-profile debates in current tech policy. The company sued Apple in 2020, saying that the terms of its App Store — which takes payment commissions of up to 30 percent — were unfair. Epic also fought the public-relations battle around that lawsuit with slick, meme-ready content like “Nineteen Eighty-Fortnite,” a parody of Apple’s famous “1984” TV ad that introduced its Mac computer as a joyful disrupter of gray tech monopolies.Last year, in a split decision, a federal judge ordered Apple to give app developers a way for their customers to pay for services that could bypass Apple’s system. Both Apple and Epic Games have appealed that decision.In a statement on Bandcamp’s website, Ethan Diamond, Bandcamp’s chief executive and co-founder, seemed to pre-emptively dispel worries about his platform’s future, and about its value to artists.“Bandcamp will keep operating as a stand-alone marketplace and music community, and I will continue to lead our team,” Diamond wrote, telling artists that “you’ll still have the same control over how you offer your music, Bandcamp Fridays will continue as planned, and the Daily will keep highlighting the diverse, amazing music on the site.” The deal with Epic Games, he said, would help Bandcamp expand internationally and “push development forward across Bandcamp.”As news of the deal spread, some independent artists sounded a note of cautious optimism. Tom Gray of the British band Gomez, who has been a leading critic of Spotify and of the streaming economy in general, tweeted a request for Epic Games: “Please think seriously and long,” he wrote, “about whatever you do with the one place independent artists can always rely on for direct income from recorded music.” More

  • in

    ‘A Midsummer Night’s Dream,’ Sprinkled With High-Tech Fairy Dust

    AdvertisementContinue reading the main storySupported byContinue reading the main story‘A Midsummer Night’s Dream,’ Sprinkled With High-Tech Fairy DustA new online production from the Royal Shakespeare Company uses motion-capture and video game technology to create a virtual world.E.M. Williams performing in a motion-capture suit as Puck, in rehearsal for “Dream,” which will be performed live and streamed online starting Friday.Credit…Stuart Martin/Royal Shakespeare CompanyMarch 12, 2021, 7:29 a.m. ET“A Midsummer Night’s Dream” may be one of Shakespeare’s most performed plays — but its latest version from the Royal Shakespeare Company will be unlike any seen before. Titled “Dream,” the 50-minute streamed production fuses live performance with motion-capture technology, 3-D graphics, and interactive gaming techniques that let the audience remotely guide Puck through a virtual forest.As live theater sprinkled with some seriously high-tech fairy dust, “Dream” promises to bring “a most rare vision” of the play to our screens, to borrow a line from Shakespeare. It will be available to watch online once a day at various times from Friday through March 20.“It’s part of our ongoing engagement with this brave new world,” said Gregory Doran, the Royal Shakespeare Company’s artistic director. In 2016, the theater’s production of “The Tempest” used live motion-capture technology to create a 3-D digital avatar that was projected above the stage.The difference this time is that everything in the play — the performers and their surroundings — will be rendered virtually.A cast of seven will perform in a specially built studio in Portsmouth, southern England, wearing Lycra motion-capture suits outfitted with sensors. They will be surrounded by a 360-degree camera rig, made up of 47 cameras, with every movement almost instantaneously rendered by digital avatars, which are relayed to viewers via the stream. These magical figures move seamlessly through a computer-generated woodland, and the action is narrated in husky tones by the Australian singer-songwriter Nick Cave as the forest’s voice.For audiences watching at home, the virtual fairies moving through a digital forest will look more like a video game or a CGI blockbuster than your average Royal Shakespeare Company show. But the performances are delivered live and in real time. Every night’s performance will be unique.With its abridged running time and a much-reduced cast of characters, “Dream” is not a full-scale production of “A Midsummer Night’s Dream”; rather, it is a narrative inspired by it, focusing on Puck and the fairies. But don’t expect any cute digital wings: These are elemental, mysterious forces of nature.Naomi Gibbs, left, and Alex Counsell, right, fine-tune E.M. Williams’s motion-capture sensors.Credit…Stuart Martin/Royal Shakespeare CompanyThe arts collective Marshmallow Laser Feast, which works with virtual, mixed and augmented reality, has created digital avatars for the actors so they look sprung from the natural world. Puck is formed of pebbles and stones, while Titania’s fairies are made up of moth wings, cobwebs, earth or roots. The fairies are shape-shifters that coalesce into recognizable human and animal forms onscreen, and grow or shrink so that they are small enough to “creep into acorn-cups,” as Puck puts it.“It’s a form of puppetry,” said the Royal Shakespeare Company’s director of digital development, Sarah Ellis. “Those avatars come alive when they breathe, and how they breathe is through the live actor.”The software that drives the performance, called Unreal Engine, is used across the video games industry and is behind popular titles like “Gears of War” and “Fortnite.” Since 2013, the company that developed it, Epic Games, has been branching out to create interactive 3-D content with the tool for film and TV, and, increasingly, for live events such as music festivals, museum exhibitions and theater productions.Layering the tech with live performance, and relaying it instantly via a web player to thousands of devices, is an experiment for both Epic Games and the Royal Shakespeare Company. And then there’s the interactive component.Up to 2,000 audience members for each performance can become part of the show, and will be invited to guide Puck through the forest. Onscreen, the chosen spectators will appear as a cloud of tiny fireflies: By using their mouse, trackpad or finger on the screen of a smart device, they will be able to move their firefly around the screen, and Puck will follow their lead through the virtual space.“Without the fireflies — the audience — Puck wouldn’t be going anywhere,” said E.M. Williams, who plays the role. “The audience are very much the fuel, the energy, of the show.”Steve Keeley operating the technical platform in rehearsal.Credit…Stuart Martin/Royal Shakespeare CompanyIn a traditional stage production, the “tech” rehearsals come last, after weeks of work by the actors on character and narrative. For “Dream,” the process began with fittings for the motion-capture suits, so the players could calibrate their movements. Their digital avatars were refected on giant LED screens around the studio to orient the performers within the virtual environment.“It looks so 3-D, like it’s coming out the screen sometimes,” Williams said of the computer-generated forest. “There are times when if I touch it, I expect to feel it. It’s thinning the veil between the technological world and the real world.”The Royal Shakespeare Company has long been seen as a bastion of traditional British theater: reverent toward text and verse, powered by great actors. Did the company anticipate any resistance to its high-tech, experimental approach? Several reviewers said its motion-capture “Tempest” was gimmicky.“There’ll be some criticism, of course,” said Doran, the company’s artistic director. But, he added, he hoped “Dream” could speak to a traditional theater audience, as well as viewers drawn in by the technology.Besides, the genius of Shakespeare means his plays can take whatever new inventions are thrown at them. “It’s the same as an experimental production of any of these plays,” Doran said. “Shakespeare is robust: He’ll still be there.”DreamPresented online by the Royal Shakespeare Company, March 12-20; dream.online.AdvertisementContinue reading the main story More