The Sound Shapers – Gasssst
The “SoundShapers” is a series of articles and interviews that spotlight a different member of the Sound Shapes community weekly. Check out other posts here.
I’ve asked all the Shapers the question, “How do you plan out your levels? (Music or art first?).” In my other life, I dabble in the art of beat-making and always try to make a good soundtrack for each of my levels. This week I introduce you to a member of the community that I believe to be not only one of the coolest level designers but one of the most musically-talented Shapers we have.
This week’s shaper is Gasssst.
I picked three of his levels to talk about this week that I feel really stood out from his collection and the first one I’ll discuss today is “Alien.”
“Alien” is a short but visually striking level that is an homage to the classic movie. You start out by falling to the ground and dodging shapes that eventually spell out the level’s title. It’s subtle but really works well to bring about the feeling of emptiness and the void of space. The soundtrack adds to this really well and Gasssst used some interesting tricks to add notes in some fun ways. There are also some cool movie callbacks that I won’t spoil, but it must have taken a long time to create those surprises.
“Deja-Vu” is a fun little level that plays on its title by placing you in a continuous travel through the same scene over and over, cutting off sections each time to funnel you toward your goal. It’s a quick play and smartly done level.
Although the above levels are excellent I will say by far my favorite level is “Let’s Go”. If you were to strip away all of the geometry and gameplay, it would easily be one of the best-sounding levels in the community. The really cool thing about it is that although it’s very short, it’s pretty challenging, and trying to manage very intricate jumps through a cavern is made better by its lively soundtrack. Again, I can’t stress the music enough in this level and it’s a must-play.
I want to give a quick note: Gasssst is probably best known for his “Jam” levels. I played them but couldn’t get to the end of them. It’s a testament to his level-building skills and my ineptitude in finding the hidden tunnels, but from what I played I loved the music and visual style.
Gasssst was awesome enough to sit down and answer some of our questions:
TSP: Give a little background on yourself and why you decided to play Sound Shapes.
Gasssst: 34 Years Old, Swiss made, I love music, movies, art and games. I used to play bass guitar and drums in a few local bands when I was younger. Now I am mostly doing Hip-Hop beats and experimental sounds on Reason. When I first saw Sound Shapes in the PSN Store it jumped right at me because of the word Sound. So I watched the trailer and really loved the style of the game. I actually buy a lot of PSN games but this one was one of the best experiences I’ve had. Playing the story mode and Death Mode were very hard. But it’s one of the platinum trophies I’m most proud of. I wasn’t really excited about the editor at first, but then I played a few community levels and when I saw what is possible it kind of got me addicted. So thanks, Queasy, for saving me some money because there’s no need for other PSN games anymore.
TSP: How do you plan out your levels? (Music first or art?)
Gasssst: In most of my levels I started with the music first. Usually with a simple bassline in the beginning. But for some of my levels, like “Deja-Vu” for example, I had to make the design first. My levels are all kind of short and I rarely get over three minutes of playtime. I just like short little levels. Most of my levels are very easy to play. This might be a little selfish, but I just want to have a good time playing my own stuff. When I play community levels I often quit if I have to try more than ten times on one spot.
TSP: Do you make your levels on the PS3 or Vita?
Gasssst: I created all of my levels on PS3. I have a Vita and I created two levels on it, but I didn’t like the design so I didn’t upload them. To me it seems very hard to design a level with the touchpad and screen. I guess I am just too used to the PS3 controller. But one good thing about the Vita is you get a second Platinum.
TSP: What are your favorite levels that you’ve made and why?
Gasssst: My favorite levels I made are the Jam levels because of the Optical Illusions, which took some time to create. I played the levels “Another Problem” from gezouten and “Triptych” from Daftbomb. I love geometric forms and so I said if they can do something like that, I have to give it a try and see if I can do it, too. I already had some beats prepared in the editor so I just had to make them playable. It was great fun to design them and I took my time when making some nice thumbnails for the level. “Kir 1SL” is one of my favorites. I said I love short levels and it was the only level in which I created the thumbnail first. I just found out how to stretch objects and I tried to do something graffiti-like. When I was finished I loved it so much that I just needed to upload it, but you can’t just upload a thumbnail right? So I quickly created a 1SL for it, and it was not bad for a level I created in around 15 to 20 minutes. “Heat 1SL” was the first level that I put some details in and tried to make it look less chaotic than my earlier levels. At the time, it was the only 1SL where you could not die. And since I’m a huge fan of the movie it’s become one of my favorites too.
TSP: What is your favorite level you’ve played and why?
Gasssst: This is a really hard choice, because there are so many cool levels out there, so I will just name the ones that changed my way of creating levels. “Problem?” by Daftbomb – First it was just a trollface and then he added more and more notes to it, which I thought was a really cool way to make fun of those creators that add notes to get their “pole position” back in the leaderboards. It also was the level that showed me the possibility of hiding tubes, which was essential for my Jam Levels. “Another Problem” by gezouten – A really nice level with a lot of details and amazing Optical Illusions with a really hard way to find the exit. Thanks to getouzen for that great inspiration. “Cowboy Bebop” by DUSTINISGOOD – I’m a fan of the Anime. In fact I believe it’s the best Anime series ever, especially because of Yoko Kanno’s Soundtrack. She’s a genius and this level is a great tribute to it. The way Dustin drew those characters is unlike anything else in Sound Shapes. I really hope he finishes it one day and adds Jet Black and Einstein to it. “RED” by Tony Tough, “I had that Bus Dream” by BeejAbides, and “Life is Too Short” by jool2306 are also three of my most favorite levels because these three great creators tell stories in their levels. I haven’t seen anything like it in the SS Community Levels. There are a lot more levels that come to mind right but these are just some of the gems you find in the SS Community.
TSP: Any tips or tricks that you’ve learned?
Gasssst: The best trick is to play a lot of community levels because it shows you what is possible and gives you some input, which makes your own creations better. In my own levels I always try not to mix up too many different objects and to not end up with a totally chaotic looking level. It helps to make a thumbnail if you want your level to be played, or at least a name because no one likes to play the unnamed levels right?
TSP: What would you like see added to the game in future updates that would make your creations even better.
Gasssst: I think the best thing for me would be if you could choose to place notes over two screens, which would give you the possibility of making longer melodies. Ones that run on 32 steps instead of just 16, and maybe a few more Instruments to play with, like for example a Violin or a funky slap bass guitar or more snare and bass drums. In fact just more of everything that sounds cool.
Huge shout out to Gasssst for all of his help with the #SoundShapers project, you should check out his other levels here
Next week: come back to check out our interview with SoundShaper Annoy337