<?xml version="1.0" encoding="utf-8" ?>
<rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom">
	<channel>
		
				<atom:link href="http://woollymammothproductions.com/go/blogrss?id=12702" rel="self" type="application/rss+xml" />
				<title>John&apos;s Blog</title>
				<link>http://woollymammothproductions.com/blog.cfm</link>
				<description></description>
				<pubDate>Wed, 08 Sep 2010 01:16:49 GMT</pubDate>
			
			<generator>http://bandzoogle.com</generator>
		    	

				<item>
					<title>Circa sales and project goals and more</title>
					<link>http://woollymammothproductions.com/blog.cfm?feature=505436&amp;postid=432884</link>
					<description>Circa&apos;s sales have been decent. Some people have been emailing me to ask me what the plan is for Circa. Will there be sequels is the question that gets asked the most. The answer is yes there will be sequels. But first I have to fix a few things with the first one. I have been reading everybody&apos;s comment and the one that comes up the most is the fact that Circa isn&apos;t a dual stick shooter. I will be updating Circa with dual stick shooter action. As well all Circas from now on will be dual stick shooters. I have already started to work on the next one and it is looking great. Each different Circa that I will release will have a different feel to it and music. I can&apos;t say how many I plan to release. All that is going to happen is that I will release the next Circa when it is ready.&amp;nbsp;

I am also working on other games. Again Im not going to say what the are until they are done. When It comes to production my philosophy is that if it isn&apos;t released commercially it isn&apos;t done. Im not going to publicly announce my goals until all the projects are practically done.&amp;nbsp;

If you would like to see something in the next Circa let me know by just commenting on this blog.&amp;nbsp;</description>
					<content:encoded><![CDATA[Circa's sales have been decent. Some people have been emailing me to ask me what the plan is for Circa. Will there be sequels is the question that gets asked the most. The answer is yes there will be sequels. But first I have to fix a few things with the first one. I have been reading everybody's comment and the one that comes up the most is the fact that Circa isn't a dual stick shooter. I will be updating Circa with dual stick shooter action. As well all Circas from now on will be dual stick shooters. I have already started to work on the next one and it is looking great. Each different Circa that I will release will have a different feel to it and music. I can't say how many I plan to release. All that is going to happen is that I will release the next Circa when it is ready.&nbsp;<br />
<br />
I am also working on other games. Again Im not going to say what the are until they are done. When It comes to production my philosophy is that if it isn't released commercially it isn't done. Im not going to publicly announce my goals until all the projects are practically done.&nbsp;<br />
<br />
If you would like to see something in the next Circa let me know by just commenting on this blog.&nbsp;<br type="_moz" />]]></content:encoded>
					<pubDate>Wed, 08 Sep 2010 01:16:49 GMT</pubDate>
					<guid isPermaLink="false">4B0000D70B78DF6A0259220C15450140</guid>
					
				</item>
			  	

				<item>
					<title>Circa Gets reviewed by XboxHornet</title>
					<link>http://woollymammothproductions.com/blog.cfm?feature=505436&amp;postid=420288</link>
					<description>&amp;nbsp;This is the best review yet. Check it out on XboxHornet.com

&lt;a href=&quot;http://www.xboxhornet.com/wordpress/?p=5719&quot;&gt;XboxHornet&apos;s Review of Circa

Enjoy!</description>
					<content:encoded><![CDATA[&nbsp;This is the best review yet. Check it out on XboxHornet.com<br />
<br />
<a href="http://www.xboxhornet.com/wordpress/?p=5719">XboxHornet's Review of Circa</a><br />
<br />
Enjoy!<br type="_moz" />]]></content:encoded>
					<pubDate>Mon, 30 Aug 2010 22:40:18 GMT</pubDate>
					<guid isPermaLink="false">4E5637BAA09F5174F8CB027B89DB0D7F</guid>
					
				</item>
			  	

				<item>
					<title>Circa gets a video review!</title>
					<link>http://woollymammothproductions.com/blog.cfm?feature=505436&amp;postid=411546</link>
					<description></description>
					<content:encoded><![CDATA[<object width="640" height="385"><param name="movie" value="http://www.youtube.com/v/N42_ihYcxvc?fs=1&amp;hl=en_US&amp;rel=0&amp;hd=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/N42_ihYcxvc?fs=1&amp;hl=en_US&amp;rel=0&amp;hd=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object>]]></content:encoded>
					<pubDate>Wed, 25 Aug 2010 08:55:00 GMT</pubDate>
					<guid isPermaLink="false">EAEE87E5B44F9E81B8A3CB72D62E134A</guid>
					
				</item>
			  	

				<item>
					<title>Circa Released!</title>
					<link>http://woollymammothproductions.com/blog.cfm?feature=505436&amp;postid=403628</link>
					<description>&amp;nbsp;Finally I have completed the game Circa. The game is now on the Xbox 360 marketplace. It has been a few grueling months to get this up and out the door. There is a lot of work that I have done behind the scenes that isn&amp;rsquo;t in Circa but will be in other games that I am going to create. The concept behind Circa&amp;rsquo;s graphics is simplicity. I had the idea to make a game where all of the graphics are circles. This poses a challenge on how can I make good graphics out of circles. Essentially with the graphics less is more. 
The Mammoth Sound Engine  
Before Circa I had another plan for a game that involved much more code than the current sound engine that I am using. The sound aesthetic for Circa is very abstract and different from what most people currently perceive as sound and music. The first sound engine actually ran on musical time. This means that sound effects happened in time with the background music. This way all of the sound effects would sync up with music and would create a very traditional soundscape. However for Circa I decided a different approach would be much more interesting.
Most people perceive music to be in the popular music realm which contains a heavy beat structure. The sound engine in Circa completely takes this idea and turns it around. Where most people desire patterns Circa delivers chaos. Where most people desire melodiousness Circa delivers cacophony. Cacophony is a relative term based on perception and the time that you live in. So each of the 4 levels are in their own right a soundscape. They each have their own distinct world of sound. The sound is coupled with the graphics and color scheme to create a very abstract world to play in. 
The Zappa Connection 
Frank Zappa is a very misunderstood and underrated character of the 20th century. One of Frank&amp;rsquo;s musical inventions is the concept or Xenochrony. This essentially means alien time. Frank would often write a melody that would not start on an conventional beat. This makes the music sound interesting because the rhythms of the song are much different than what you would expect. Since the most important part of music is rhythm the more abstract the rhythms are in a song the more interesting it can sound. Xenochrony is the art of taking two different musical parts and meshing them together. What he would do is take a chord progression from the studio and just put a live recorded guitar solo over top regardless of meter and tempo. Again this makes the rhythms and time to be very distinct. If you want to hear Xenochrony listen to Joe&amp;rsquo;s Garage. All of the guitar solos are xenochronic except for &amp;ldquo;Watermelon in Easter Hay&amp;rdquo;. My favorite is &amp;ldquo;On the Bus&amp;rdquo;.
So with this context it brings me back to Circa. All of the sounds are Xenochronic. Meaning that the soundscapes are completely different from anything you hear otherwise. I wanted the sound in this game to be 100% different and unique from any other game that has every been produced. What is interesting about Circa is that with the added element of user interactivity, the xenochronic soundscapes are different every time and it adds a whole new level to the experience. Essentially Circa takes the idea of Xenochrony and contemporaries the idea through interactive gameplay (video games). 
Circa was an amazing experience for me and as usual I&amp;rsquo;m itching to release my next product which will be a game. I think for Circa 2 I will deploy a more traditional sound scape. That is with musical beats and recognizable patterns. I also really want to produce a puzzle game. 
If you would like to get Circa you can get it on the Xbox Marketplace. Just click the box art and it will take you there. It is only one dollar.


&lt;a href=&quot;http://marketplace.xbox.com/en-US/games/offers/00000001-0000-4000-8000-0000585505f7?partner=RSS&quot;&gt;
&amp;nbsp;
Enjoy!
&amp;nbsp;</description>
					<content:encoded><![CDATA[&nbsp;<span class="Apple-style-span" style="font-family: Arial; font-size: 15px; white-space: pre-wrap; ">Finally I have completed the game Circa. The game is now on the Xbox 360 marketplace. It has been a few grueling months to get this up and out the door. There is a lot of work that I have done behind the scenes that isn&rsquo;t in Circa but will be in other games that I am going to create. The concept behind Circa&rsquo;s graphics is simplicity. I had the idea to make a game where all of the graphics are circles. This poses a challenge on how can I make good graphics out of circles. Essentially with the graphics less is more. <br />
</span><u><b><span class="Apple-style-span" style="font-family: Arial; font-size: 15px; white-space: pre-wrap; ">The Mammoth Sound Engine </span></b></u><span class="Apple-style-span" style="font-family: Arial; font-size: 15px; white-space: pre-wrap; "> <br />
<span style="font-size: 11pt; font-family: Arial; color: rgb(0, 0, 0); background-color: transparent; font-weight: normal; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap; ">Before Circa I had another plan for a game that involved much more code than the current sound engine that I am using. The sound aesthetic for Circa is very abstract and different from what most people currently perceive as sound and music. The first sound engine actually ran on musical time. This means that sound effects happened in time with the background music. This way all of the sound effects would sync up with music and would create a very traditional soundscape. However for Circa I decided a different approach would be much more interesting.</span><br />
<span style="font-size: 11pt; font-family: Arial; color: rgb(0, 0, 0); background-color: transparent; font-weight: normal; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap; ">Most people perceive music to be in the popular music realm which contains a heavy beat structure. The sound engine in Circa completely takes this idea and turns it around. Where most people desire patterns Circa delivers chaos. Where most people desire melodiousness Circa delivers cacophony. Cacophony is a relative term based on perception and the time that you live in. So each of the 4 levels are in their own right a soundscape. They each have their own distinct world of sound. The sound is coupled with the graphics and color scheme to create a very abstract world to play in. </span><br />
<u><b>The Zappa Connection</b></u> <br />
<span style="font-size: 11pt; font-family: Arial; color: rgb(0, 0, 0); background-color: transparent; font-weight: normal; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap; ">Frank Zappa is a very misunderstood and underrated character of the 20th century. One of Frank&rsquo;s musical inventions is the concept or Xenochrony. This essentially means alien time. Frank would often write a melody that would not start on an conventional beat. This makes the music sound interesting because the rhythms of the song are much different than what you would expect. Since the most important part of music is rhythm the more abstract the rhythms are in a song the more interesting it can sound. Xenochrony is the art of taking two different musical parts and meshing them together. What he would do is take a chord progression from the studio and just put a live recorded guitar solo over top regardless of meter and tempo. Again this makes the rhythms and time to be very distinct. If you want to hear Xenochrony listen to Joe&rsquo;s Garage. All of the guitar solos are xenochronic except for &ldquo;Watermelon in Easter Hay&rdquo;. My favorite is &ldquo;On the Bus&rdquo;.</span><br />
<span style="font-size: 11pt; font-family: Arial; color: rgb(0, 0, 0); background-color: transparent; font-weight: normal; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap; ">So with this context it brings me back to Circa. All of the sounds are Xenochronic. Meaning that the soundscapes are completely different from anything you hear otherwise. I wanted the sound in this game to be 100% different and unique from any other game that has every been produced. What is interesting about Circa is that with the added element of user interactivity, the xenochronic soundscapes are different every time and it adds a whole new level to the experience. Essentially Circa takes the idea of Xenochrony and contemporaries the idea through interactive gameplay (video games). </span><br />
<span style="font-size: 11pt; font-family: Arial; color: rgb(0, 0, 0); background-color: transparent; font-weight: normal; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap; ">Circa was an amazing experience for me and as usual I&rsquo;m itching to release my next product which will be a game. I think for Circa 2 I will deploy a more traditional sound scape. That is with musical beats and recognizable patterns. I also really want to produce a puzzle game. </span><br />
<span style="font-size: 11pt; font-family: Arial; color: rgb(0, 0, 0); background-color: transparent; font-weight: normal; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap; ">If you would like to get Circa you can get it on the Xbox Marketplace. Just click the box art and it will take you there. It is only one dollar.<br />
<br type="_moz" />
</span></span>
<div style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; background-color: transparent; text-align: center; "><a href="http://marketplace.xbox.com/en-US/games/offers/00000001-0000-4000-8000-0000585505f7?partner=RSS"><img width="300" height="360" border="0" alt="" src="http://content.bandzoogle.com/users/causeruckus/images/content/Circa-BoX-Art-300.png" /></a><br />
&nbsp;</div>
<div style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; background-color: transparent; text-align: center; ">Enjoy!</div>
<div style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; background-color: transparent; text-align: left; ">&nbsp;</div>]]></content:encoded>
					<pubDate>Thu, 19 Aug 2010 21:00:00 GMT</pubDate>
					<guid isPermaLink="false">2A0789D59C1C9C6906F6551DEB49D5A0</guid>
					
				</item>
			  	

				<item>
					<title>Onward and upward in gaming</title>
					<link>http://woollymammothproductions.com/blog.cfm?feature=505436&amp;postid=232571</link>
					<description>&amp;nbsp;I haven&apos;t released anything for about 10 months now but I have been busy retooling my skill set. &amp;nbsp;Right now I am working on a lot of XNA and Windows phone apps. I assure everybody that 2010 I will be releasing a lot of material &amp;nbsp;on Microsoft platforms.&amp;nbsp;

Im really excited to be working on so many windows phone apps and games. As a result I will be putting the PC version of Richard&apos;s Dreamscape into syndication for the time being. I feel that I will revamp the entire game for windows phone.&amp;nbsp;

In addition to that I am finally on the project that I will be releasing on XBLA. The game features my Mammoth Sound Engine. &amp;nbsp;Some of my games for windows phone will also be featuring the Mammoth Sound Engine. Those games are still in the alpha stage of development.

Its been real busy the last 10 months and I can&apos;t wait to release more stuff.

Ill keep everybody posted on what&apos;s going on in this blog :)</description>
					<content:encoded><![CDATA[&nbsp;I haven't released anything for about 10 months now but I have been busy retooling my skill set. &nbsp;Right now I am working on a lot of XNA and Windows phone apps. I assure everybody that 2010 I will be releasing a lot of material &nbsp;on Microsoft platforms.&nbsp;<br />
<br />
Im really excited to be working on so many windows phone apps and games. As a result I will be putting the PC version of Richard's Dreamscape into syndication for the time being. I feel that I will revamp the entire game for windows phone.&nbsp;<br />
<br />
In addition to that I am finally on the project that I will be releasing on XBLA. The game features my Mammoth Sound Engine. &nbsp;Some of my games for windows phone will also be featuring the Mammoth Sound Engine. Those games are still in the alpha stage of development.<br />
<br />
Its been real busy the last 10 months and I can't wait to release more stuff.<br />
<br />
Ill keep everybody posted on what's going on in this blog :)<br type="_moz" />]]></content:encoded>
					<pubDate>Wed, 07 Apr 2010 20:45:00 GMT</pubDate>
					<guid isPermaLink="false">44AF727C59EF35C30E29E6DCCA12AC1D</guid>
					
				</item>
			  	

				<item>
					<title>Lucidity in Gaming</title>
					<link>http://woollymammothproductions.com/blog.cfm?feature=505436&amp;postid=128943</link>
					<description>The most intellectual concept that can be put into a video game is lucidity. My game: Richard&apos;s Dreamscape deals with this concept. One day Richard&apos;s Dreamscape will have a AAA sequel and it will be awesome. When that will happen I don&apos;t know. I am currently working on my Xbox Games.&amp;nbsp;

I just found out that Lucas Arts has just released a game on October 7th called Lucidity. &amp;nbsp;Perhaps there could be a completely new sub genre called Lucid Gaming.

If there is any concept outside of the gaming world that is closest to games it is lucidity. Both of these concepts deal with controlling imaginary environments.&amp;nbsp;</description>
					<content:encoded><![CDATA[The most intellectual concept that can be put into a video game is lucidity. My game: Richard's Dreamscape deals with this concept. One day Richard's Dreamscape will have a AAA sequel and it will be awesome. When that will happen I don't know. I am currently working on my Xbox Games.&nbsp;<br />
<br />
I just found out that Lucas Arts has just released a game on October 7th called Lucidity. &nbsp;Perhaps there could be a completely new sub genre called Lucid Gaming.<br />
<br />
If there is any concept outside of the gaming world that is closest to games it is lucidity. Both of these concepts deal with controlling imaginary environments.&nbsp;<br type="_moz" />]]></content:encoded>
					<pubDate>Sat, 28 Nov 2009 02:53:33 GMT</pubDate>
					<guid isPermaLink="false">B836E9FF618C09E47AF5D847C00EC39D</guid>
					
				</item>
			  	

				<item>
					<title>Postive and negative points of production</title>
					<link>http://woollymammothproductions.com/blog.cfm?feature=505436&amp;postid=105985</link>
					<description>
&amp;nbsp;
In the world of production you don&apos;t get any negative points for releasing something but you do get negative points for starting something and not releasing it.

It seems like today (oct 2009) people are not as concerned with the quality of production of anything they consume. In media, there is a disconnect between professionals and amateurs. Professionals usually charge for their work because their job and source of income is the media they create while amateurs and hobbyists release their stuff for free and having people even view their content is enough for them to keep going. 

In the last few years people have been consuming more amateur material because its free. As a result people are used to low quality content. So if you want to produce something today how much time should you spend on production quality? Much less in comparison to the past. The loss of time has to be met up with time spent on marketing.

So when you release something do you get negative points for releasing material even if its &amp;quot;bad&amp;quot;? The answer is surprisingly no for 2 reasons: 
1. If you release content which is split up (ie an album or a tv show) any segment of that content will be somebody&apos;s favorite
Even if only 5 people like 1 song on your album and 10 000 people like another, you have made those 5 people happy.
2. You have no idea what is going to work.
Your favorite pick among any project might not be what the public likes. Releasing segmented content is the best way to tell what your audience likes. 

So when do you get negative points? When you try to release something and don&apos;t release it. 

Before I moved to Ontario I tried to write and fund a musical with my day job. Since I had little or no time to actually work on it and I used most of my money for the move I didn&apos;t get it done.&amp;nbsp;

So what mark do I get on that project? An -F. Not and F-, but a -F. Because I wasted all my time and have nothing to show for it

The lesson I learned was to always release your product or don&apos;t bother starting.  Even if it is a grainy youtube video, release your stuff.
By producing and releasing material you have a greater edge over everybody else who only goes 80%. I&apos;m not just talking about the field you are in but life in general.

It comes down to a number of factors that all add up to weather you can release a project or not. If you can&apos;t release it then don&apos;t start it. If you don&apos;t release it nobody can enjoy it. If the technology isn&apos;t there, save your idea until you can release it. 

Basically it works like this:

If you work on a project and don&apos;t release it you get negative points.
If you work on a project and release it you get positive points. The more points you get depends on:
1. Content
2. Quality
3. The ability to make people aware of the project (marketing)

If you don&apos;t release your project, depending on medium, somebody else is going to release something similar and are not going to enjoy your content.

If I didn&apos;t write this blog, thousands of other would have still been written. And you would have read something else. 
&amp;nbsp;
</description>
					<content:encoded><![CDATA[<span class="Apple-style-span" style="font-size: 13px; ">
<div style="margin-top: 0px; margin-bottom: 0px; background-color: rgb(255, 255, 255); margin-right: 0px; margin-left: 0px; font-family: Arial, Verdana, sans-serif; color: rgb(0, 0, 0); ">&nbsp;</div>
In the world of production you don't get any negative points for releasing something but you do get negative points for starting something and not releasing it.<br />
<br />
It seems like today (oct 2009) people are not as concerned with the quality of production of anything they consume. In media, there is a disconnect between professionals and amateurs. Professionals usually charge for their work because their job and source of income is the media they create while amateurs and hobbyists release their stuff for free and having people even view their content is enough for them to keep going. <br />
<br />
In the last few years people have been consuming more amateur material because its free. As a result people are used to low quality content. So if you want to produce something today how much time should you spend on production quality? Much less in comparison to the past. The loss of time has to be met up with time spent on marketing.<br />
<br />
So when you release something do you get negative points for releasing material even if its &quot;bad&quot;? The answer is surprisingly no for 2 reasons: <br />
1. If you release content which is split up (ie an album or a tv show) any segment of that content will be somebody's favorite<br />
Even if only 5 people like 1 song on your album and 10 000 people like another, you have made those 5 people happy.<br />
2. You have no idea what is going to work.<br />
Your favorite pick among any project might not be what the public likes. Releasing segmented content is the best way to tell what your audience likes. <br />
<br />
So when do you get negative points? When you try to release something and don't release it. <br />
<br />
Before I moved to Ontario I tried to write and fund a musical with my day job. Since I had little or no time to actually work on it and I used most of my money for the move I didn't get it done.&nbsp;<br />
<br />
So what mark do I get on that project? An -F. Not and F-, but a -F. Because I wasted all my time and have nothing to show for it<br />
<br />
The lesson I learned was to always release your product or don't bother starting.  Even if it is a grainy youtube video, release your stuff.<br />
By producing and releasing material you have a greater edge over everybody else who only goes 80%. I'm not just talking about the field you are in but life in general.<br />
<br />
It comes down to a number of factors that all add up to weather you can release a project or not. If you can't release it then don't start it. If you don't release it nobody can enjoy it. If the technology isn't there, save your idea until you can release it. <br />
<br />
Basically it works like this:<br />
<br />
If you work on a project and don't release it you get negative points.<br />
If you work on a project and release it you get positive points. The more points you get depends on:<br />
1. Content<br />
2. Quality<br />
3. The ability to make people aware of the project (marketing)<br />
<br />
If you don't release your project, depending on medium, somebody else is going to release something similar and are not going to enjoy your content.<br />
<br />
If I didn't write this blog, thousands of other would have still been written. And you would have read something else. <br />
<div style="margin-top: 0px; margin-bottom: 0px; background-color: rgb(255, 255, 255); margin-right: 0px; margin-left: 0px; font-family: Arial, Verdana, sans-serif; color: rgb(0, 0, 0); ">&nbsp;</div>
</span>]]></content:encoded>
					<pubDate>Mon, 26 Oct 2009 06:20:00 GMT</pubDate>
					<guid isPermaLink="false">CED668AAA158FCE7CC4900BC454F7BA9</guid>
					
				</item>
			  	

				<item>
					<title>New project: Game for Win/Xbox 360</title>
					<link>http://woollymammothproductions.com/blog.cfm?feature=505436&amp;postid=103917</link>
					<description>&amp;nbsp;I&apos;m pleased to announce my newest project that I have been working on for the last few months. My last video game took a lot out of me and I needed a little time to breath. In that time I have learned how to 3d graphic design. Which it is so exciting for me to announce that my next project will be a video game for Win/Xbox 360.&amp;nbsp;

I cannot say how excited I am to begin development for this game. Next week I am finalizing up some pre production elements and then starting November 1st I begin production of the game. It is going to be a lot of work but I can&apos;t wait to do this and get it out the door.&amp;nbsp;

Ill give you more details as they come along but for now Im off to finalize some pre production details.&amp;nbsp;</description>
					<content:encoded><![CDATA[&nbsp;I'm pleased to announce my newest project that I have been working on for the last few months. My last video game took a lot out of me and I needed a little time to breath. In that time I have learned how to 3d graphic design. Which it is so exciting for me to announce that my next project will be a video game for Win/Xbox 360.&nbsp;<br />
<br />
I cannot say how excited I am to begin development for this game. Next week I am finalizing up some pre production elements and then starting November 1st I begin production of the game. It is going to be a lot of work but I can't wait to do this and get it out the door.&nbsp;<br />
<br />
Ill give you more details as they come along but for now Im off to finalize some pre production details.&nbsp;<br type="_moz" />]]></content:encoded>
					<pubDate>Fri, 23 Oct 2009 01:15:00 GMT</pubDate>
					<guid isPermaLink="false">6E608E5FCBCECBA25207C60615AEC745</guid>
					
				</item>
			  	

				<item>
					<title>What to do to get exposure?</title>
					<link>http://woollymammothproductions.com/blog.cfm?feature=505436&amp;postid=94496</link>
					<description>&amp;nbsp;So there is a rumored New Zelda game coming out soon.&amp;nbsp;

The title is in speculation but that doesn&apos;t seem to stop all the people who want to get their name out on the music that isn&apos;t even in the game but will trick people into thinking it is game music.

So has instrumenal music become worthless?&amp;nbsp;

Because people are doing this, is the following true?

1. Instrumental music = good but nothing special
2. Instrumental music that passes itself off as the &apos;leaked&amp;quot; music for the game. = Ill Iisten to it but it is nothing special
3. Instrumental music in the game = The real deal.

Is every bit of exposure good? Or do you have to get a legitimate position to get the proper kind exposure?
</description>
					<content:encoded><![CDATA[&nbsp;So there is a rumored New Zelda game coming out soon.&nbsp;<br />
<br />
The title is in speculation but that doesn't seem to stop all the people who want to get their name out on the music that isn't even in the game but will trick people into thinking it is game music.<br />
<br />
So has instrumenal music become worthless?&nbsp;<br />
<br />
Because people are doing this, is the following true?<br />
<br />
1. Instrumental music = good but nothing special<br />
2. Instrumental music that passes itself off as the 'leaked&quot; music for the game. = Ill Iisten to it but it is nothing special<br />
3. Instrumental music in the game = The real deal.<br />
<br />
Is every bit of exposure good? Or do you have to get a legitimate position to get the proper kind exposure?<br type="_moz" />
<br />]]></content:encoded>
					<pubDate>Fri, 09 Oct 2009 07:20:03 GMT</pubDate>
					<guid isPermaLink="false">5F67EA67940CD93D4A9999B0F441973A</guid>
					
				</item>
			  	

				<item>
					<title>Long Walk + Coffee  = Creative expansion</title>
					<link>http://woollymammothproductions.com/blog.cfm?feature=505436&amp;postid=83069</link>
					<description>&amp;nbsp;I had a long walk last night with a cup of coffee in hand.

I was doing some brainstorming over my next project. Im glad to say that thing are moving a long. This project is easily the most ambitious project I have ever had. Having said that I feel up to the challenge of getting it done. Im shooting to have it done around march next year.&amp;nbsp;

There will be some other artists that are going to appear on the project. I haven&apos;t confirmed anything but I have had some interest from other artists.&amp;nbsp;</description>
					<content:encoded><![CDATA[&nbsp;I had a long walk last night with a cup of coffee in hand.<br />
<br />
I was doing some brainstorming over my next project. Im glad to say that thing are moving a long. This project is easily the most ambitious project I have ever had. Having said that I feel up to the challenge of getting it done. Im shooting to have it done around march next year.&nbsp;<br />
<br />
There will be some other artists that are going to appear on the project. I haven't confirmed anything but I have had some interest from other artists.&nbsp;<br type="_moz" />]]></content:encoded>
					<pubDate>Tue, 22 Sep 2009 17:45:00 GMT</pubDate>
					<guid isPermaLink="false">9A95B8A3A7C5F361A4091119661E6D19</guid>
					
				</item>
			  	

				<item>
					<title>Wisp and the flasbulb in Toronto</title>
					<link>http://woollymammothproductions.com/blog.cfm?feature=505436&amp;postid=66397</link>
					<description>One of the best things about Toronto is that a lot of really good musicians come through. I saw wisp and the Flashbulb on Friday and I was blown away. I HIGHLY RECOMEND everybody who reads this blog to check out their music. I talked to them afterwards and they were really nice to talk to.&amp;nbsp;

Lately august has been a somewhat laid back month. This month was not an 80 hour work week month. I was feeling a little un inspired but this concert fueled me up. Im back to my productive self and I have the music to thank.&amp;nbsp;</description>
					<content:encoded><![CDATA[One of the best things about Toronto is that a lot of really good musicians come through. I saw wisp and the Flashbulb on Friday and I was blown away. I HIGHLY RECOMEND everybody who reads this blog to check out their music. I talked to them afterwards and they were really nice to talk to.&nbsp;<br />
<br />
Lately august has been a somewhat laid back month. This month was not an 80 hour work week month. I was feeling a little un inspired but this concert fueled me up. Im back to my productive self and I have the music to thank.&nbsp;<br type="_moz" />]]></content:encoded>
					<pubDate>Mon, 24 Aug 2009 08:45:26 GMT</pubDate>
					<guid isPermaLink="false">05CE869DC2AD31C58C8511858EFD667F</guid>
					
				</item>
			  	

				<item>
					<title>Should I produce an ambient album?</title>
					<link>http://woollymammothproductions.com/blog.cfm?feature=505436&amp;postid=65344</link>
					<description>&amp;nbsp;A couple of years ago I watched a youtube video in which singer Bjork was interveiwing modern composers. One composer had a background in archetecture and music. His idea of music was where you enter a room with sound. Depending on your actions in the room, the sound would change based on the actions you were doing.&amp;nbsp;

For the most part the sound of the music was extreamly ambient. I was blown away. Having music that reacted to your actions in the room was the defnition of ambient music.

I have never really been a fan of ambient music. When I listen to music I always pay close attention to it. Having long moving chords and ambient sounds isn&apos;t exactly my cup of tea.&amp;nbsp;

Im not against ambient music. In fact I have probably an hours worth of extremly ambient music on my computer. I have always thought of releasing it. But it is way too different from my other works. I think eventually I will have to release it in some form. I use these tracks as part of my portfolio whenever I am applying for a sound design gig.

It seems that people like this kind of music. I rarely listen to it, but again that doesn&apos;t mean I shouldn&apos;t produce it. I always like the idea of producing whatever Im into at the moment. Although I like some forms of music more than others. I find that by producing everything I can improve.</description>
					<content:encoded><![CDATA[&nbsp;A couple of years ago I watched a youtube video in which singer Bjork was interveiwing modern composers. One composer had a background in archetecture and music. His idea of music was where you enter a room with sound. Depending on your actions in the room, the sound would change based on the actions you were doing.&nbsp;<br />
<br />
For the most part the sound of the music was extreamly ambient. I was blown away. Having music that reacted to your actions in the room was the defnition of ambient music.<br />
<br />
I have never really been a fan of ambient music. When I listen to music I always pay close attention to it. Having long moving chords and ambient sounds isn't exactly my cup of tea.&nbsp;<br />
<br />
Im not against ambient music. In fact I have probably an hours worth of extremly ambient music on my computer. I have always thought of releasing it. But it is way too different from my other works. I think eventually I will have to release it in some form. I use these tracks as part of my portfolio whenever I am applying for a sound design gig.<br />
<br />
It seems that people like this kind of music. I rarely listen to it, but again that doesn't mean I shouldn't produce it. I always like the idea of producing whatever Im into at the moment. Although I like some forms of music more than others. I find that by producing everything I can improve.<br type="_moz" />]]></content:encoded>
					<pubDate>Fri, 21 Aug 2009 22:15:00 GMT</pubDate>
					<guid isPermaLink="false">B462129A19A221157866D2C42ACF49A7</guid>
					
				</item>
			  	

				<item>
					<title>Im in a TV show!</title>
					<link>http://woollymammothproductions.com/blog.cfm?feature=505436&amp;postid=64588</link>
					<description>For the last little while I have been producing the music for a TV show. As cliche as it is for setbacks to happen during production, there were a lot of setbacks.

First of all I had an infected bug bite. I had to go to the hospital every night to get intervenes anti biotics. It was pretty rough. A few weeks later I got shocked at one of my temp jobs. 

At the end of the day I really enjoyed making the music for this show. The theme song will be available on itunes soon. Im just editing it slightly (for perfection). :D

I don&apos;t have any details about the release date or where you can see it. However, you can see the trailer here.


&lt;a href=&quot;http://www.youtube.com/watch?v=o9gD_t5lL3E&quot;&gt;http://www.youtube.com/watch?v=o9gD_t5lL3E</description>
					<content:encoded><![CDATA[For the last little while I have been producing the music for a TV show. As cliche as it is for setbacks to happen during production, there were a lot of setbacks.<br />
<br />
First of all I had an infected bug bite. I had to go to the hospital every night to get intervenes anti biotics. It was pretty rough. A few weeks later I got shocked at one of my temp jobs. <br />
<br />
At the end of the day I really enjoyed making the music for this show. The theme song will be available on itunes soon. Im just editing it slightly (for perfection). :D<br />
<br />
I don't have any details about the release date or where you can see it. However, you can see the trailer here.<br />
<br />
<br />
<a href="http://www.youtube.com/watch?v=o9gD_t5lL3E">http://www.youtube.com/watch?v=o9gD_t5lL3E</a>]]></content:encoded>
					<pubDate>Thu, 20 Aug 2009 10:09:29 GMT</pubDate>
					<guid isPermaLink="false">6A716FC4FE87E6103052759BF890BDA3</guid>
					
				</item>
			  	

				<item>
					<title>Put a motor in yourself</title>
					<link>http://woollymammothproductions.com/blog.cfm?feature=505436&amp;postid=60411</link>
					<description>&amp;nbsp; This probably my favorite Frank Zappa song amoung many.

&lt;a href=&quot;http://www.youtube.com/watch?v=MPOYmf6tpg0&quot;&gt; http://www.youtube.com/watch?v=MPOYmf6tpg0

This song is so ahead of its time. What is very impressive about this song is how Frank managed to blend the FM synthesized sounds wtih real instruments. Usually when you try and real life anything with digitally synthesized anything there is a disconnect. This happens all the time when you see real life actors and digital effects. One manages to stick out over the other depending on which is more dominant. There are so many wonderful moments in this work. My favorite part is near the end (around 4:25 in this video). The flute line is aboslutly amazing.

One of the biggest ideas that Frank had with his music is the idea that barlines should not sound too restrictive. This peice has a lot of odd time signatures ala stravinsky. But even then he will tie the melodies over the barline. He also uses odd rhythm groupings and makes them sound organic. What this peice does is break all the rules in such a way that is so pleasing and easy to listen to. 

Since I am so into video game music. I feel that this song does everything right when it comes to video game music. </description>
					<content:encoded><![CDATA[&nbsp; This probably my favorite Frank Zappa song amoung many.<br />
<br />
<a href="http://www.youtube.com/watch?v=MPOYmf6tpg0"> http://www.youtube.com/watch?v=MPOYmf6tpg0</a><br />
<br />
This song is so ahead of its time. What is very impressive about this song is how Frank managed to blend the FM synthesized sounds wtih real instruments. Usually when you try and real life anything with digitally synthesized anything there is a disconnect. This happens all the time when you see real life actors and digital effects. One manages to stick out over the other depending on which is more dominant. There are so many wonderful moments in this work. My favorite part is near the end (around 4:25 in this video). The flute line is aboslutly amazing.<br />
<br />
One of the biggest ideas that Frank had with his music is the idea that barlines should not sound too restrictive. This peice has a lot of odd time signatures ala stravinsky. But even then he will tie the melodies over the barline. He also uses odd rhythm groupings and makes them sound organic. What this peice does is break all the rules in such a way that is so pleasing and easy to listen to. <br />
<br />
Since I am so into video game music. I feel that this song does everything right when it comes to video game music. <br />]]></content:encoded>
					<pubDate>Wed, 12 Aug 2009 21:15:00 GMT</pubDate>
					<guid isPermaLink="false">4713D6CAA52936A755A16C3BF91A4FB8</guid>
					
				</item>
			  	

				<item>
					<title>Price for new albums and CD Baby&apos;s affiliate program.</title>
					<link>http://woollymammothproductions.com/blog.cfm?feature=505436&amp;postid=56113</link>
					<description>&amp;nbsp;CD Baby is setting up an affilate program right now. I don&apos;t know the exact details but my imagination is running wild with possibilities. Since CD Baby now has a &apos;buy single&apos; option Im forced to relook the pricing of my albums. Right now people&apos;s buying habbits are more singles driven versus album driven. Even though selling my album for a little more than the price of a single seems like a good idea. I think that future albums will have to be more. My current albums will remain at the same price however, future albums will be around the 5 dollar range on CD Baby.</description>
					<content:encoded><![CDATA[&nbsp;CD Baby is setting up an affilate program right now. I don't know the exact details but my imagination is running wild with possibilities. Since CD Baby now has a 'buy single' option Im forced to relook the pricing of my albums. Right now people's buying habbits are more singles driven versus album driven. Even though selling my album for a little more than the price of a single seems like a good idea. I think that future albums will have to be more. My current albums will remain at the same price however, future albums will be around the 5 dollar range on CD Baby.]]></content:encoded>
					<pubDate>Thu, 06 Aug 2009 19:58:59 GMT</pubDate>
					<guid isPermaLink="false">8F30CF9D710581BDBB3FBEC31101E0B3</guid>
					
				</item>
			  	

				<item>
					<title>In the hospital again</title>
					<link>http://woollymammothproductions.com/blog.cfm?feature=505436&amp;postid=54196</link>
					<description>&amp;nbsp;Before June 2009 the last time I was in the emergency room was when I was 15. This time I got a mild electrical shock. Im alright for now. Ill post more details about my projects when they get realized.</description>
					<content:encoded><![CDATA[&nbsp;Before June 2009 the last time I was in the emergency room was when I was 15. This time I got a mild electrical shock. Im alright for now. Ill post more details about my projects when they get realized.]]></content:encoded>
					<pubDate>Tue, 04 Aug 2009 08:39:09 GMT</pubDate>
					<guid isPermaLink="false">D40944F7254A3410C4A955F321C0ACD8</guid>
					
				</item>
			  	

				<item>
					<title>Worked on a TV show in LA</title>
					<link>http://woollymammothproductions.com/blog.cfm?feature=505436&amp;postid=52710</link>
					<description>So for the past few months I have been working on the music for a TV show in LA. I am really happy about the theme song and the rest of the music. Ill post whatever the director says I can post. Im closing up shop for a week. Can&apos;t wait to party. Then I can&apos;t wait to get back into it.</description>
					<content:encoded><![CDATA[So for the past few months I have been working on the music for a TV show in LA. I am really happy about the theme song and the rest of the music. Ill post whatever the director says I can post. Im closing up shop for a week. Can't wait to party. Then I can't wait to get back into it.]]></content:encoded>
					<pubDate>Sun, 02 Aug 2009 09:14:01 GMT</pubDate>
					<guid isPermaLink="false">0A1FAF3BA0787EEB7B2FBE4D4AEE8E1B</guid>
					
				</item>
			  	

				<item>
					<title>New pricing scheme</title>
					<link>http://woollymammothproductions.com/blog.cfm?feature=505436&amp;postid=48894</link>
					<description>CD baby has recently relaunched its website. They have done a very good job with everything. If you haven&apos;t gone there, in a while go, its really awesome (www.cdbaby.com). I feel with the new management, CD baby could be the force that saves the industry. I feel right now there is a little disdain for a CD Baby artist. That will change eventually. However, in light of CD Baby&apos;s new management some of the margins have changed. I have advertised that my albums will be 1 dollar. This has worked really well. But unfortunately, CD baby is taking a bigger cut. That is why I am raising my album price to 1.21. This way I will get the same amount of money. I feel that these extra cents will help CD baby and their cause. I joined CD baby for a reason and I have no problem helping them out.</description>
					<content:encoded><![CDATA[CD baby has recently relaunched its website. They have done a very good job with everything. If you haven't gone there, in a while go, its really awesome (www.cdbaby.com). I feel with the new management, CD baby could be the force that saves the industry. I feel right now there is a little disdain for a CD Baby artist. That will change eventually. However, in light of CD Baby's new management some of the margins have changed. I have advertised that my albums will be 1 dollar. This has worked really well. But unfortunately, CD baby is taking a bigger cut. That is why I am raising my album price to 1.21. This way I will get the same amount of money. I feel that these extra cents will help CD baby and their cause. I joined CD baby for a reason and I have no problem helping them out.<br />]]></content:encoded>
					<pubDate>Mon, 27 Jul 2009 07:59:36 GMT</pubDate>
					<guid isPermaLink="false">504F0C16B36A8ADBEAE56AF1F56257A6</guid>
					
				</item>
			  	

				<item>
					<title>Megaman Remixes</title>
					<link>http://woollymammothproductions.com/blog.cfm?feature=505436&amp;postid=48735</link>
					<description>Looking back this is by far my favorite megaman remix.

&lt;a href=&quot;http://www.blip.tv/file/1324235/&quot;&gt;http://www.blip.tv/file/1324235/</description>
					<content:encoded><![CDATA[Looking back this is by far my favorite megaman remix.<br />
<br />
<a href="http://www.blip.tv/file/1324235/">http://www.blip.tv/file/1324235/</a><br type="_moz" />]]></content:encoded>
					<pubDate>Sat, 25 Jul 2009 08:49:38 GMT</pubDate>
					<guid isPermaLink="false">5FCB86ED6EE6E6764F8427207676BA4E</guid>
					
				</item>
			  	

				<item>
					<title>John&apos;s Next album to be on RockBand</title>
					<link>http://woollymammothproductions.com/blog.cfm?feature=505436&amp;postid=48164</link>
					<description>The last year has been a productive one. In the last 15 months I have produced 4 albums and a video game. All of this hard work has finally paid off and my next album is going to be on Rock Band.&amp;nbsp;

I have a lot of unreleased material that I can&apos;t wait to surface. My studio just got upgraded and I can finally get a lot of these un released recordings out. Ill post some samples of the music when I have them.

In other news I am finishing the music to an LA based TV show called Saving Rent. Ill be working on these for the rest of the day.</description>
					<content:encoded><![CDATA[The last year has been a productive one. In the last 15 months I have produced 4 albums and a video game. All of this hard work has finally paid off and my next album is going to be on Rock Band.&nbsp;<br />
<br />
I have a lot of unreleased material that I can't wait to surface. My studio just got upgraded and I can finally get a lot of these un released recordings out. Ill post some samples of the music when I have them.<br />
<br />
In other news I am finishing the music to an LA based TV show called Saving Rent. Ill be working on these for the rest of the day.<br type="_moz" />]]></content:encoded>
					<pubDate>Sun, 19 Jul 2009 18:49:53 GMT</pubDate>
					<guid isPermaLink="false">5CE9E50FF7BB8C9D77677C089F6601EB</guid>
					
				</item>
			
	</channel>
</rss>
