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Will: Hello and welcome, everyone, to another episode of Waiting to Be Signed, a special bonus interview with Amy Goodchild. Quick disclaimer: since we'll be talking about NFTs, none of this is financial advice. We're here to talk about art, fx(hash), generative art — we might touch on markets and prices, but please don't act on any of that. This is just for fun and information. So, disclaimer out of the way, we're really excited to have Amy on. We'll talk about her background first, then get into a special topic — something we haven't really done before, having an actual agenda for an interview.
Trinity: Yeah.
Will: We'll see how that goes. Amy, why don't you introduce yourself to everyone who may know your art from fx(hash) but might not know your background in art and coding more broadly?
Amy Goodchild: Hi, thanks for having me on. I've got a pretty varied background as an artist. I actually studied photography at university — that's my undergraduate degree. From there I got into interactive art, largely through going to burns in the UK and Europe — I haven't made it to the actual Burning Man, but those events are full of interactive art, and I got really into that. I already had some coding background from web design, so the idea of using code to make art came naturally, and I moved into interactive installation art.
Then, two years ago, the pandemic happened, and there wasn't much point making interactive installations anymore. So I shifted to screen-based digital art and made a few web-based projects. From there I got into generative art — I remember thinking, "I bet I could use randomness to create art and see what happens." Once I started, I realized it was a whole existing world; people have been doing this since the '60s. Plugging into that community was great. And then, serendipitously, NFTs exploded around the same time, and generative art and NFTs took off together, which has been wonderful.
Trinity: This serendipitous world of things coming together — who knew? Going into this post- or mid-pandemic NFT space, where everyone suddenly had time to sit and create, it's been astonishing to see the amazing work that's come out of it.
Will: I don't think we'd have started the show if it weren't for the pandemic. We'd never have gotten into crypto in the first place — we'd have been too busy off our computers doing real-life stuff.
Trinity: Shame, really.
Will: Amy, was your coding background already there before COVID, or did you pick up Processing or p5 during that time? Did you have a lot of JavaScript experience coming in?
Amy Goodchild: I'd mostly used Processing before, for my installation work — I used these little chips called Fade Candies to drive LEDs. I use a lot of LEDs in my work; I'm really into light in general, probably connected to my photography background. So I was using Processing and Fade Candy to drive my installations. I'd need to go back and look at that old code now, though, because it was total spaghetti code — just getting things to work without really understanding a lot of what I was doing. Probably still true now, honestly. But I've had a lot more time to focus on coding since the pandemic, and I moved into p5.js, which is JavaScript-based.
Trinity: I always find early years fascinating — what people were like before they became adults, what drew them in. Some people got into code making GeoCities websites in the '90s. How did you first get drawn to photography?
Amy Goodchild: I wasn't really into art in high school — I didn't even take art GCSE, so I didn't do art past age 14 or 15. I think that says more about our education system than about me; it's not really taught in a way that gives people room to experiment. So it didn't click for me in high school. Instead, I started using Photoshop to make memes before "meme" was even a word — just jokey stuff.
There was a website called Worth1000, kind of a mid-2000s thing, where people used Photoshop to create these elaborate imagined scenes. There were competitions with themes — like "make food that looks like it's going to eat you instead of you eating it," so you'd Photoshop a stack of pancakes with a mouth coming out of it. I was doing that kind of funny, weird Photoshop stuff. Then Worth1000 opened up a photography section, and that's when I bought my first camera and got into photography. I was actually at university at the time studying computer science — a year later I quit that degree and went to study photography instead.
Trinity: The internet — who knew? So powerful, changing minds everywhere. I love it.
Amy Goodchild: It was such a community-based thing too. Worth1000 had a great community — we did meetups, I went to the States to meet people. It was a strong community, and I think that's similar to what's happening now with generative art. A huge part of it for me is the community and the other artists, supporting each other.
Trinity: That's really struck us too. If it hadn't been for the pandemic, would we be here? If the community hadn't been here, and we hadn't gotten to know people by their screen aliases, talking all day on Discord — would we be here? Maybe, maybe not. It's wild.
Amy Goodchild: The support from the community operates on two levels. We have a generative artist Slack, and there's technical support — if I'm struggling with something in code, someone's always willing to take a look and help. But there's also emotional support: we literally have a mental-health channel where people post about what they're struggling with, and celebrate wins too. It would definitely be a very different experience without that.
Trinity: It's all the little things that add up.
Will: At this point, are you doing art and NFTs more or less full-time, between fx(hash), HEN, and other platforms? Has that been your last two years?
Amy Goodchild: My last year, yeah. I've done a bit of teaching in that time, but otherwise I've left my old day job, which was UX design.
Will: There's some overlap there. Maybe we should turn this into a UX design podcast, Trinity.
Amy Goodchild: Is that what you do too, Trinity?
Trinity: Adjacent — very adjacent to all of that.
Amy Goodchild: Okay.
Trinity: It's a happy place. I enjoyed it too — that itch of problem-solving. You get that with code as well. You've been quoted talking about your UX design work and the desire to create work that's interactive and engaging, and your installation work is a great example of that. What are some of your favorite installations you've made?
Amy Goodchild: Definitely the Space Tunnel — my favorite installation I ever made. It was a tunnel you could walk inside, three meters wide, 7.5 meters long, tall enough to stand in, filled with archways of LEDs. There was plenty of space to lie down or sit and watch them. At one end there was a unit — I converted an old desk — with a touchscreen mounted at an angle. Anyone could walk up and draw on the touchscreen, and it would draw on the lights in real time, so it felt like you were drawing directly on the lights. There was also a "space mode" where it looked like stars were flying past, and you could control the speed, direction, and color.
That was the first big installation I ever made, and it's hard to imagine loving anything as much — I had no idea what I was doing, and the fact that I pulled off something that huge, in a desert, at a festival in Spain, still makes me proud. People really loved it. Sitting inside the tunnel, among people enjoying it, soaking up that atmosphere of "I made a thing and other people are having a nice time enjoying it" — that's my favorite thing in the world.
Will: There are some great pictures of that on your website.
Amy Goodchild: Yeah.
Will: Now that you've transitioned into digital art and NFTs, do you feel like you struggle to bring that interactive, immersive quality into the new work? So much of how people encounter these pieces now is as thumbnails — small versions of what they're meant to be, whether on a marketplace or just because people don't have devices that display them properly. Is that something you've been contemplating — how to bring more interactivity and grandness into the space — or is it something you've just had to accept and adjust how you create around?
Amy Goodchild: It's definitely something I miss from making installation art—actually being able to be with people as they're experiencing the work. That doesn't really happen anymore, though I did make a couple of multi-user browser-based projects, kind of aesthetic toys where you could move your mouse around and it would shoot little bubbly circles out. You'd get randomly paired with another person visiting the site, so as you're chucking out these bubbles, someone else is too, and your bubbles interact with each other.
I posted that to Reddit in the summer of 2020, and it got something like 80,000 visits across three days, which I was happy with. But the comments in the thread gave me that same feeling of being with people. It was early pandemic time—everyone was still in shock from being cut off socially—and I think being paired up with somebody randomly gave people a real sense of connection. Someone posted that they and their partner had spent ages refreshing the page to get paired up with each other, and then had this moment of interacting with the bubbles together. Hearing that feedback about what the thing I'd made meant to them was really meaningful to me.
So that does still happen a bit with digital art. But I do miss it with generative art—you get feedback and comments on social media, but people don't engage with the work as deeply as they do with something interactive. That's definitely something I'd like to bring into the work more.
Trinity: It's so interesting—once something becomes financialized, it suddenly becomes less of a source of joy or play. It would be really fun to find a world where it's both. I was going to ask whether non-NFT digital art is dead, but within the confines of what art can possibly be, it's obviously not. And that kind of interactivity isn't going to be possible within this space right now, as far as I can tell. NFTs can be part of something fun and interactive, but I don't think we're there yet.
Amy Goodchild: I have made some NFTs that are interactive—some of my stuff on HEN is interactive, little browser toys.
Trinity: But not multiplayer in that sense.
Amy Goodchild: No, exactly—the multi-user interaction. I'm not sure that's currently possible within NFT art. I think it could be, but on fx(hash) it's not, because of the requirements around making calls to a remote server, which is locked down. I'm not sure if that's an actual technical limitation or a decision that's been made, but it has the potential to happen in the future.
Will: Have you seen the thing called Passage, or maybe it's Journey? It's a Tezos project where you have to go through a 3D space before you can claim and mint your token at the end. A couple of fx(hash) artists were on it. Every time a new one comes up, it's like 15 tez—first you get an NFT that's like your ticket, then you go in and have to go through this installation before you can mint your takeaway piece. People seem to really like it. I'll dig up the link and put it in Discord later.
Amy Goodchild: So it's a requirement that you engage with it a bit more.
Will: I hate to use that term, but yes—forcing you to go through the experience so you can get the prize at the end, which is the thing you can sell. But it does create a sense that people actually did the experience, and they come into our Discord saying that was really cool, actually the coolest minting experience they've ever had. Even though that part isn't something you take with you—it's not the token, it was the experience that brought you to the takeaway piece.
People are trying, I guess. They're doing weird stuff.
Amy Goodchild: There's so much experimentation going on, and I think more of this is going to come up. That kind of experience-before-the-reward idea is really interesting to me because I did a master's in design for performance and interaction—installation art and interactive art, basically. Something we talked about a lot there is that you come up with an idea for an installation, and there's some key interaction at its center, but outside of that, you have to think about how people feel as they approach it. How does it look from the outside? Where is it placed? What's the context? How do they feel when they leave?
It's about thinking through all the context that sits around the actual artwork, the thing you intended to be the artwork. It sounds like that same kind of thinking is going on with setting up something in advance of the actual artwork.
Will: Like a ritual that really adds to the experience. I'm curious—I think this is actually a great way to segue into the topic of code and art and how these things intertwine, especially given your background creating physical art installations and now generative, code-based art.
There's been a lot of discussion in the fx(hash) community over the past couple of months as collectors have become more educated. It's easier to become educated about art in general—you can develop your own taste, decide what you like, learn about an artist's history and pedigree and influences, and get a holistic context for the final aesthetic output and whether you think it's good. But evaluating the code itself—is it original, is it novel, is it entirely code-based or partially code-based with layered PNGs going in—that's different. Where do these two things intersect? How much weight should a collector give to the code versus the final output? Does it really matter, or are we overthinking it? Now that you've moved into making code-based art, how do you regard your own code versus the final outputs?
Amy Goodchild: I think it definitely matters to think about that relationship between the code and the output. For me it's a very process-led thing—making the artwork isn't a one-step process where I have an idea and then produce exactly that idea. I start with something very small or minimal, create that thing, and it often turns out different from how I thought it would. Seeing that output gives me another idea, and then I create that. It's a very iterative process, and coding lends itself to that really well. You can't iterate a painting in the same way—you're painting over what you've done, or starting new ones; it's a very different thing. In a digital space you can iterate without cost, without wastage from starting again or trying something new.
As for the audience—the collectors and viewers—I'd love there to be more understanding of what kind of code produces a certain result. There's a tension there, because you can't expect everyone to learn to code just to look at the artwork. That's unreasonable. But it's something I try to do: educate the audience about what I'm doing. I often write a blog post about a major project, walking through the different layers in the code and the techniques I've used, and I try to do that in a way that someone with absolutely no coding background could still get something out of it and follow along.
I didn't come from a technical background myself—I quit my computer science degree because I didn't like it—so I remember what it's like to not understand code. That helps me talk about things in a way non-coders will understand, and I think it's genuinely valuable. It helps people appreciate the work on a different level, the same way someone who understands more about painting technique appreciates a painting differently than someone who doesn't. I think that applies to code as well.
Trinity: On your works in progress on Instagram and Twitter—a lot of artists just show "this is the whole thing, this is what I'm working on." I really appreciate that you show individual parts of it: this is the background I've been working on for something that may come out sooner or later, this is how I've been approaching this one component. That feels incredibly approachable, and very different from what I've seen other people do in this space.
Amy Goodchild: I really enjoy sharing works in progress. I get excited about the things I'm making, so halfway through the day, when a cool output comes out—even though it's just a work in progress—I want to share it: look where I'm at, look what's going on today. I do worry about it sometimes, because letting people peek behind the curtain might take some of the shine off the overall impression of the work. But I've come to the conclusion that it's worth it—partly because I enjoy it, and partly because I think the education matters. And people do tell me they enjoy seeing those things, so I think it's worthwhile.
Will: The education is so important. Generative art's been around for longer than fx(hash) or NFTs, but for many of us it feels really new. I've been reading a book of essays on digital art that covers generative art, and one essay makes the point that painting or sculpting, as tactile practices, have been around for so many thousands of years that culturally, even if you're not a fine oil painter yourself, you understand how much skill is involved. We've all held a paintbrush and done some watercolor as a kid, so we know intellectually what we're capable of versus what a painter achieves in a museum piece, and how difficult it would be for us to do that.
But with code as a medium, so few people ever get to the point of writing a simple if statement that it's hard to calibrate how much of the result is the machine versus the person. That gets further obscured in generative art, where you're deliberately introducing randomness — there's a perception that you're handing over autonomy to the code, when really the artist is making that choice. When we interviewed Ciphrd, he was adamant that he regards the code as equal to, or even higher in artistic meaning than, the visual output. Whereas plenty of people in Discord, and even some of the artists we've talked to, feel like what really matters is whether it looks good at the end of the day. It's such a dichotomy in how people approach it.
Amy Goodchild: That understanding people have of what it takes to paint something — pretty much everyone has tried painting at some point, so we have a sense of how difficult it is. People don't have that same relationship with code, and I think that leads to two almost opposite reactions. Sometimes I'm explaining something I've made in a way I think anyone could understand, and I get that feedback a lot — but some people just immediately shut down: "I don't understand maths, I don't understand computers, don't talk to me about that." They're afraid to even try because they've already decided it's not something they get. Then on the other end, you get people who think, "Well, the computer made it, you just click a button," so it's not difficult or worthwhile. Both perceptions are frustrating, because the work is genuinely difficult. But I do think people can understand it if they try — or at least understand it enough that we can have an interesting conversation about it.
So, sorry, you were saying some other things too — I can't remember what I was going to add.
Will: It's okay. You wrote a really great blog post about Maplands that came out in early January, is that right?
Maplands — Amy Goodchild
Amy Goodchild: Yeah, January, I think.
Will: That was right when both of us were starting to learn a bit of JavaScript to make tokens to support the podcast. I'll fully own that when I first saw Maplands, I didn't have enough understanding of code to differentiate it from a simple circle-packing algorithm, where all you're doing is checking whether the sum of the radii is less than the distance between center points. It wasn't until I started playing with p5 and tried to do anything with a triangle that I understood the jump in difficulty — going from a circle to a triangle in code, having to account for corners, and suddenly nothing is equidistant from a center point anymore. Learning that, combined with reading your post — which details all the ways you account for the dependencies between these different shapes so they interact and overlap correctly and stay spaced — plus the aesthetic considerations on top of that: is it coloring by shape, by region, accounting for size? It was really informative for me as someone who was learning. I'll give you a lot of credit — it was a really well-made post. We'll link to it in the show notes.
Amy Goodchild: Thanks. I think it's true of so many things — you can look at something someone's made and think, "Oh yeah, I can see the sculptor's cut here and here." But as soon as you actually try to do it yourself, you realize you have to decide what kind of knife to use, how to hold it — all these things that just don't occur to you until you actually spend time with it. Creating those blog posts is a big part of what I want to do as an artist — building more connection with the audience, as well as that education.
Trinity: The next interactive NFT will be teaching people how to make NFTs.
Amy Goodchild: Meta.
Trinity: That one's free. But I think it's interesting — there's that classic learning curve where you start with high confidence when you know nothing, and then you hit the lowest-confidence point once you know enough to realize you know nothing, before it climbs back up into a higher-confidence area.
Maplands — Amy Goodchild
Amy Goodchild: I think that stage — where you've just learned enough to know you know nothing — is actually the majority of the time. As soon as you understand a little bit, you're like, "Oh God, there's so much more, I'm never going to get all this." So you're constantly learning.
Trinity: When you're looking at other people's work — since you have this background where you know a lot, but there are also things you haven't fully explored — how do you evaluate it? Do you think about the art, the code, or the intersection of the two?
Amy Goodchild: I definitely find myself thinking about how things were made. Part of that is purely appreciating the artwork — what kind of work did they put into this, where does this piece come from, how did they develop it, what did it mean to them. And part of it is looking at other artwork and thinking, is there something inspiring here, does it make me think of something I could create? Then I start wondering how they made it. Sometimes it's very clear — there are techniques a lot of artists use, like flow fields and packing algorithms, that come up time and time again, and you can look at a work and think, okay, they've done this and this and this. And then sometimes I see a work and think, okay, I just have no idea.
Trinity: Any examples of that?
Amy Goodchild: Anything with shaders — Will Staal's work specifically comes to mind, and Piter Pasma. I've dipped my toe into shaders a little and really want to get into it more, but it blows my mind looking at what they create and trying to think about how you get from an idea to an output that way, because it's a completely different way of coding.
Trinity: That's where we don't know enough to know how complicated that is.
Maplands — Amy Goodchild
Amy Goodchild: Super complicated — dark magic, just take my word for it.
Trinity: I think I saw someone mention a blog post about live-streaming on Twitch for 36 hours —
Amy Goodchild: Oh my God.
Trinity: — working on something they made with shaders. But that's about the extent of my knowledge, which isn't really knowledge, it's thirdhand.
Will: I want to read a quote we pulled from one of your blog posts, Amy, because I think it plays into this conversation: "The biggest challenge currently is responding to the changeability in the market and social media. It can be hard to take the ebb and flow personally, and that has an effect on my mental health and motivation." That speaks to the artist Slack conversations you've mentioned — it's hard enough to create great art and come up with something novel that you're happy with, and then you have to cope with a market side that probably wasn't such a constant presence for a lot of artists until they jumped into the NFT space. What's that been like for you, given how many factors go into whether a work is seen as successful — and I mean purely financial and critical reception, since that's how so many collectors define success: did it mint, did the price go up, or did I buy it and is the price still climbing? I imagine it's very different from your work in art prior to NFTs.
Amy Goodchild: It's interesting, because I don't think it's that different from before. Those thoughts have always been there. It feels very similar to posting anything on social media and counting the likes, thinking about how many people have commented, whether those comments feel genuine, how excited people seem about it. In person, too, you're trying to read people's reactions to the work. When it comes to the monetary side of NFTs, it feels similar to me. Obviously there's a different aspect, because this is what I do full-time now, so that adds another layer. But in terms of the existential questions -- am I good enough, why am I doing this, should I quit, is this thing garbage or is it the best thing in the world -- all of that applies whether or not money is involved. It's always applied, from the first time you drew a picture in school and someone said they liked it or they didn't.
Maplands — Amy Goodchild
So much of making art is about that connection with the audience, about making things for other people. Maybe that's not healthy, I don't know, but people's reactions really do matter to me. Social media already leveled that up a thousand percent -- it creates these literal metrics, graphs comparing this post to that post. But you have to step back and remember that doesn't mean one artwork is actually better than another. It just means you posted at 2 a.m. instead of 4 p.m., or the first ten people who saw it didn't like it, so Instagram decided not to show it to anyone else. There are so many variables at play.
There's also an ebb and flow -- like I mentioned in that quote, the algorithm pushes you for a while and then it holds off. It's very difficult not to think "my art sucks this week" or "my art's great this week." I try to separate that from my own judgment -- to look at the work myself and decide which piece I like better, which is more worthwhile, which I should develop further. I take the feedback from social media and the NFT market on board, absolutely, but I try not to treat it as gospel, as the be-all and end-all of what I should be doing as an artist. It's difficult.
Trinity: We've talked about this a couple of times on the podcast -- we don't envy artists at all, because—
Amy Goodchild: Me neither.
Trinity: —there's so much variability in this space, and so much is changing. The rules are always shifting: up market, down market, the price of Tezos high or low, whether flippers are out this week or not. There are so many things that impact the "performance," quote unquote, of a piece, and it's impossible to keep up because it's all shifting day by day, week by week. Does that impact the way you think about releasing work?
Amy Goodchild: It definitely does. It's on my mind. I'm fairly engaged with the NFT market -- there's a gradient of how much artists tend to engage with that side of things, and I'm often in the fx(hash) Discord, keeping my finger on the pulse. So it affects my thinking, but I try to take it as just one piece of information among many, and make my decisions based on all of it rather than being led purely by market thinking.
Maplands — Amy Goodchild
Trinity: How does it feel when you actually let something go -- pressing that mint button and putting it out there, whether on fx(hash) or elsewhere?
Amy Goodchild: Incredibly nerve-wracking, for one, especially with how fx(hash) works with long-form generative art -- you don't know exactly what the pieces will look like. You wonder if it'll produce outputs you didn't expect, whether you did enough testing, all of that. So it's nerve-wracking from that perspective, but incredibly exciting too. I want to see the pieces that get produced just as much as anyone else does, and I really want to see how it's going to go -- are people going to like them, are they going to jump on it?
When I released Maplands, it sold out in exactly 2 minutes -- I went and looked at the transaction history afterward. Two hundred fifty-six pieces. I was hopeful it would sell out; my previous piece had sold out in a few hours, so I was hoping for something similar. When it sold out in 2 minutes flat, I'd put that moment right up there with being in the space tunnel, surrounded by people enjoying the work -- it hit that same level of excitement.
Maplands — Amy Goodchild
I was in the fx(hash) Discord at the time too, and I was maybe five or ten minutes late posting it -- something was uploading slowly -- so I'd been posting updates in the Discord, letting people know, and people were replying. There was this feeling of community and connection with the audience. Then when it sold out immediately, it was a huge rush to think that people liked what I'd made. That's all I want.
Trinity: It's truly, truly awesome. I know Will has picked up more than a few on the secondary in just the last few weeks -- not out of excitement for the interview, but because looking at it, you were really amazed, right?
Will: Yeah. Revisiting the piece was actually part of my preparation for the interview -- I reread the Maplands blog post, and I've had these extra few months studying p5, by which I mean learning from YouTube.
Maplands — Amy Goodchild
Amy Goodchild: That's the only way, as far as I'm aware.
Will: There is a book -- the Dan Shiffman one. It's a little out of date, it still recommends using `var` instead of `let` and stuff like that, but it's written by Casey Reas and someone else, so it's a few years old.
Amy Goodchild: Oh, okay, that one. Yeah.
Will: I was looking at Maplands and thinking, okay, I really understand the complexity of this now -- I'd always loved the colors. So I went into the secondary market -- the trend the last month or so has been that we've seen a lot of great work at a pretty solid discount, this months-long accumulation phase on fx(hash). I found two really good pieces skewed toward a particular size that I loved -- different palettes, different densities. And there's one more I'm looking at, so I'd have three, because I'm really into building galleries right now.
Maplands — Amy Goodchild
Amy Goodchild: Mm-hmm.
Will: I don't know if you're familiar with that platform, DECA.
Amy Goodchild: I think I've seen links to galleries people have posted with it.
Will: It really makes you want to own multiples of something so you can show off the variety within a particular algorithm. Not financial advice, but there are still a lot of great pieces out there, very high rarity, that can be had.
Amy Goodchild: That feature -- the skew from one size to the other -- was one of my favorite parts of the project. I think that's actually what caused the delay, because I started coding that about four hours before I was due to release it. It was an idea I'd had in the back of my mind, so I duplicated all the code -- kept a safe version -- and thought, I'm going to go for it and try to make that idea real. As soon as I saw it working, I knew I had to include it. If it wasn't ready in time, I was going to delay the whole release.
Luckily, I managed to figure it out.
Maplands — Amy Goodchild
Trinity: Last-minute additions -- I love that. What prompted it? You just thought of it and knew it was going to be amazing?
Amy Goodchild: The idea had actually come to me earlier. I have a bunch of Post-it notes on the wall here -- I'm very much a Post-it note person, always got ideas written down. This one had been hanging around for a while, and I kept going back and forth on whether to do it. Then, last minute, I thought, let's just try it and see how it looks. As soon as I saw it, I knew it was going in for sure.
Will: Speaking of the Post-it notes -- is there anything you want to preview? Ideas percolating that we might see in the coming weeks or months as the new platform releases? Any work in progress out there we're not aware of?
Amy Goodchild: There's loads of work in progress. There was something I was hoping to have ready for the launch of the new version of fx(hash) -- definitely not ready by this weekend, but hopefully in the next week or so. Maybe. It's hard for me to predict, because sometimes things go off in one direction and I realize there's a bunch more to explore, and I need more time to do the idea justice. I don't want to just put work out there for the sake of it -- I want each piece to be the best it can be. Or I'll realize there isn't enough variety in what I'm doing, or it's not quite right. So there are a lot of unknowns in my process.
But yeah, I've been posting some of it on social media. There's one piece that's animated -- it starts with irregular polygons, and the idea is a line slices through a polygon and moves half of it over, then another line comes through and slices it again. It's all on my Twitter and Instagram. I'm trying to find ways to create the variety I'd like to see across a full collection without generating outputs that don't work -- there's so much happening in that process that sometimes it creates shapes I'm not happy with. So I'm still working on developing the algorithm to make sure it does what I want it to do.
Will: As an amateur coder, I get those little moments of inspiration where I think, oh, I could try doing this, I think I know how to do it. But sometimes the thing that gets me is the grunt work of actually implementing it. Now I have to go back and refactor everything, change the way I'm populating my array, change my class or add another element to it. Sometimes I'll have an idea and just think, I don't want to do that, it's going to take hours.
Maplands — Amy Goodchild
Trinity: Post-it note. Write it down for later.
Amy Goodchild: Future problem.
Will: It's kind of like if you were a painter and had a great idea for a color, but it would take you a long time to mix it, so it's not instantly available to you. There's that element of it being work. You actually have to sit down and do it. It's not enough to have the idea, you have to execute it and make sure it works the way you thought it would.
Amy Goodchild: Definitely, it's a lot of work. I think as well, there are certain things I use over and over again. The more projects I do, the more I'm able to reuse code. I have a collection of geometry functions that I just reuse now. It's nice to be able to do that.
Trinity: That was really interesting to see with Maplands specifically. I think it was January 2021 when you learned how to do the triangle packing, and then to see you use that a year later, with obviously a ton of other work built on top of it, it really felt like it was coming full circle. Pun not intended.
Maplands — Amy Goodchild
Amy Goodchild: Full triangle.
Trinity: Exactly.
Amy Goodchild: That happens a lot, actually. The thing I was just talking about with the lines slicing through the shapes came up when I was working on an Art Blocks project I've been on for months and months now — it's been a journey. That idea of slicing through shapes came from that project, though I don't think it'll actually fit into it. As soon as I did it, I realized it might not fit there, but it could be a whole project of its own. So there's this branching, ideas arching over from something I did a year ago and resurfacing, different ideas from different projects getting reused. It happens all the time.
Trinity: I was listening to KenConsumer's podcast this week — he interviewed Punevyr, another fx(hash) favorite — and Punevyr talked about having loads of folders on his computer of half-finished work. He'll get to a certain point in a project, have an aha moment, and sprint off in another direction. Over time that adds up to hundreds of things he could pick up and work on, but he wants to work on what's exciting to him now. So there's this ability to go back and re-explore and reinvigorate older ideas — which isn't really possible in traditional art, where you'd have to literally paint over your painting.
Amy Goodchild: That's definitely something I relate to. I have folders and folders of half-finished things — demos, things that didn't do what I expected, or things I got halfway through that gave me a different idea, so I went and did that instead. Very relatable.
Will: Random question — I was looking through your Twitter and saw a work in progress, and I haven't been able to talk to anyone about this yet, so I'm curious. You're into the AI thing.
Maplands — Amy Goodchild
Amy Goodchild: Oh yeah, Midjourney.
Will: How afraid of Midjourney should we all be? This stuff looks so crazy — a bunch of artists from fx(hash) are posting a phenomenal number of images, caveating it by saying it's really curated and you have to work with it. But how crazy is that thing?
Amy Goodchild: It's really cool. My initial reaction was, oh no, there's no point in making art anymore, the computers are on it — you do have that thought, that fear. But I don't think it's really a thing, certainly not yet. What I'm finding Midjourney really good for is as an inspiration machine, and a few other artists have mentioned the same. Dan Catt is going to do a video about using it that way, he said. I've been typing in things like "geometric glowing circles in the style of Hilma af Klint," collecting all those images into a Figma board I can look at — it's really inspirational.
That said, I do think the work is very recognizable as Midjourney. I've seen people posting it on Twitter, and as soon as an image comes up that's from Midjourney, my brain goes, oh, Midjourney. I don't mean that to dismiss it, I just think it's recognizable.
Trinity: It just means that Midjourney as an artist has a style.
Amy Goodchild: Exactly, it's a style — something we can all recognize and appreciate. It reminds me of that same DeepDream thing, where the edges are kind of curvy, there's a waviness to it. And then there's the thing we were talking about before, about how important the code is and how it relates to the output. For me it's all about the process — the process an artist goes through to make a piece is incredibly important to the output. So as soon as you know a piece was created by Midjourney, it creates a completely different context. I'm not saying that's worse or better, it's just a different thing. There's still a place for human-created art, certainly.
Maplands — Amy Goodchild
Will: If you have a moment, you should make a Waiting to Be Signed logo in the style of something through Midjourney for us.
Amy Goodchild: I'll do it. I don't know what it'll come up with, but that's the beauty of it.
Will: They probably don't have a lot to scrape for that.
Amy Goodchild: You can use images as an input, though — I could feed it our logo and tell it to do something in a different style. I'll try it.
Will: The first NFT project we did is just a very basic, cheesy take on the logo, so that could be a starting point. I bring this up because we were talking about code and how, even now, it's difficult to fully credit. At least with gen art, intellectually I know someone sat down and coded it — presumably, unless they copy-minted it, which is a whole other issue. Someone sat down intentionally and wrote loops, and even if you argue it's the code generating the art and that's a different skill, there are lines the computer can make so easily that are impossible with paint or drawing. You might use that to argue the output means less.
But with something like Midjourney, the artist just says, "I typed in this string of words and it gave me this output," which further divorces the amount of work from the output. I worry that becomes ammunition for detractors of digital art in general to say, look how trivialized it is to make something beautiful — all you have to do is give it instructions. Then I think of Sol LeWitt, and the idea of the instruction itself being the art, like his murals where he wrote the instructions and a draftsman executed them. So there's history there. But everyone has their own level of knowledge and their own opinions, right or wrong, and I get overly concerned about how confused people are going to get.
Maplands — Amy Goodchild
Amy Goodchild: I could see that being a concern — people mixing up generative art and things like Midjourney, if they haven't been educated about the difference. But does it matter if some people don't know what they're talking about? That's an education thing — someone would only make that mistake if they aren't educated. It's like people walking into art galleries and saying, "my five-year-old could have done this." There are always going to be people who aren't interested in art and aren't educated about it who will dismiss things. That's a shame, but maybe it's not a problem you can fix.
Will: It certainly hasn't stopped us from having this podcast, I'll tell you that.
Trinity: It's that education piece we've talked about before. People can look at a great work of literature and recognize it as fine, whether or not they like it, because everyone's taken English courses for the first eighteen years of their life. But I know very few people who've studied computer science or coding as part of a broad-based education. It's not something you get access to in elementary, middle, or high school — it's something you have to opt into, something you need a driven interest in. Until that lack of exposure changes and we become more fluent in it as a culture, people aren't going to have that level of appreciation.
Amy Goodchild: I think that's true. When I say flippantly that there are always going to be people who dismiss things, I wish that wasn't the case — bringing people into understanding, speaking to people on an accessible level, is something I'm actively trying to do. I've always felt that way about more traditional art too. I want art to be accessible, not snobby, not like you're unwelcome to it. That was always important to me with the installations — that they not feel highbrow. I want them to feel like they're for anybody, that you can come in and enjoy it, not dissect it. It's a very human thing to try to give people something to enjoy. I feel the same way about education — I want to educate people because I think it's really interesting, and the more people who can learn about it and find it interesting too, the better.
Trinity: I think it's also about being empowered to actually try it. That might be something missing across all the art spaces in general — people don't sit down and write a short story for fun, and honestly that's a shame. Maybe the world would be a better place — broad conjecture here — if people took more time out of their day to create rather than consume. Consumption is obviously an important part of culture; that's how we share things and have shared experiences. But taking time to actually invent things for yourself, to play, to come up with fun interactive or non-interactive works — I think we could all stand to do more of that, and let little pieces of ourselves out there for others to enjoy.
Amy Goodchild: It's interesting you end on putting ourselves out there for others to enjoy, because there's a real balance between multiple reasons to create things. There's creating something because the process itself is enjoyable — you want to spend an afternoon making something, and that's nice. I paint sometimes with watercolors, I have coloring books and things like that, and that kind of creating is just for me — I'm having a nice time, listening to music, not sharing it with anyone. Then there's the art I usually make, which is so much about the audience. It's interesting to think about the different reasons to create — is it so you can have a nice time with yourself, express yourself, enjoy the process? Or is it also about sharing it with somebody else, putting more creativity out into the world? It operates on a lot of levels.
Maplands — Amy Goodchild
Trinity: When I think about sitting down to write a short story, I do not get warm fuzzy feelings — I think it would be a lot of unfun work. But I still appreciate the exercise of doing something that feels uncomfortable or unnatural, just to explore parts of ourselves and see what's actually in there.
Amy Goodchild: There's a lot of worthwhile things in challenging yourself. Take the blog posts — I enjoy parts of it, but it's way more of a slog than writing the code. I love when I'm done with them, I love that they exist, but I don't love the process the same way I love actually making the art, because I don't have that same relationship with writing that I do with making visual things. At the same time, I get so much out of making them — not just from putting them out there, but for my own understanding of what I'm doing. The most recent article I wrote, "What Is Generative Art?" — I didn't know all the things I was going to say when I started it. The process of writing it, doing the research, figuring out what I wanted to talk about, definitely deepened my own understanding of what generative art is.
I'm pretty new to this myself — it's only really been since 2020 that I've engaged with generative art specifically. Some of what I made before that could probably be called generative art, but it wasn't conscious until about two years ago. In that time I've spent a lot of time thinking about it, and writing those articles has been part of that — the process of writing them has deepened my appreciation for it.
Will: That blog post is honestly what inspired us to have you on in the first place.
Trinity: We wanted to have Amy on because she's great.
Will: Don't twist my words.
Maplands — Amy Goodchild
Amy Goodchild: There can be more than one reason why I should be here.
Will: We've had other artists on where we talk more holistically about their art and background. This is the first time we've had someone on to talk specifically about a topic — code, art, the education gap — something we've talked about a lot privately on Discord. Seeing that blog post is what made us think of you as a great candidate for that discussion. That work is so invaluable. So even though you don't like doing it — tough, you gotta keep doing it.
Amy Goodchild: It's not that I don't like it, it's just so much harder — hard in a different way. But I'll definitely keep doing it. I like that they exist more than I hate making them.
Trinity: It's like running a marathon. Nobody actually enjoys the process, but you get a sense of accomplishment.
Amy Goodchild: I want to have run a marathon.
Trinity: Exactly.
Maplands — Amy Goodchild
Will: This has been really great. I know it's early, and the workday's about to start soon — for Trinity, at least.
Trinity: It's already started. Sorry, people, I'm late for my call. Worth it.
Will: Amy, thank you so much. Is there anything else you want to get out before we wrap? Anything we missed — any fortune-cookie bits of knowledge to drop on us for a profound ending?
Amy Goodchild: Let me check my Post-it notes — I have quotes from other people up here. Here's one: "The brain is no place for serious thinking. If you're thinking about something important and complicated, write it down." It's unrelated to everything we've been talking about, but I think it's really important — I can't think in my head, everything gets written down.
Trinity: Ironically, written down on a Post-it note.
Amy Goodchild: Fittingly written down. Oh, and this one's from Tyler Hobbs: "Programs don't have to be complex to be beautiful." That helps me a lot, because my background isn't very technical, and I worry sometimes that I'm not writing the most technical code. I'm developing on that, but you really can make something incredibly beautiful with very simple code. I'd encourage people to give it a try — check out Coding Train on YouTube, you can pick up p5.js really quickly and start making stuff. Just give it a try.
Maplands — Amy Goodchild
Will: Shiffman is the most charming educator I've ever seen — total "favorite teacher in high school" vibes. Amazingly entertaining videos that actually teach you how to code. It's insane.
Amy Goodchild: He's amazing.
Will: We'll link to all that in the show notes.
Trinity: Future best friend, right?
Amy Goodchild: I'm trying.
Will: I actually know some people at NYU — I need to hit them up and see if I can get introduced, because I'd love to have him on the show. I don't actually know if he makes anything privately, though. I know he spends all his time teaching p5 and enabling people to do this, but I'm not familiar with him as an artist, I guess I should say.
Maplands — Amy Goodchild
Amy Goodchild: Yeah, I don't know that he releases work in that way.
Will: Maybe that should be a goal for 2022 — get Dan on the show. That would be amazing. Amy, thank you so much, it's really been a pleasure having you on. Trinity, I know you have to go to work, I'm sorry.
Trinity: It's okay. This was so much better.
Will: I'm gonna go take care of my baby.
Amy Goodchild: I'm gonna go enjoy the sun — it's sunny in London for once.
Trinity: Take advantage of that.
Maplands — Amy Goodchild
Amy Goodchild: Thank you so much for having me on. This has been great.
Will: Thank you. And thanks again everyone for listening — we'll be back soon with another episode. Later, everyone.
Speaker A: Hello and welcome everyone to another episode of Waiting to Be Signed, a special bonus interview with Amy Goodchild. The brief disclaimer is Since we were talking about NFTs, none of this is financial advice. We're here to talk about art, FXHash, generative art. We're going to be talking about the markets and prices and stuff potentially, but please don't act upon any of that. This is just for fun and information, having a fun conversation. So disclaimer out of the way, not financial advice. We're really excited to have Amy on. We kind of have a— well, first we're going to talk about Amy and then we have maybe a special topic that we're going to get into, which we haven't really had an agenda in interviews before. So.
Speaker B: Yeah.
Speaker A: We'll see how that works out. But yeah, Amy, why don't you go ahead and introduce yourself to everyone here who may be familiar with some of your art in fxhash, but might not know your background in art in general and coding?
Speaker C: Hi, and thanks for having me on. My name's Amy Goodchild, and I've got quite a varied background, I would say, as an artist. I actually studied photography at university, so that's my undergraduate degree. And then I started to get into interactive art. Kind of when I started going to sort of— I haven't been to actual Burning Man, but there are burns like in the UK or in Europe, I should say. So I've been to a few of those and those are really hot and like interactive art. So I really started getting into that and I already had a background in like coding from sort of web design and stuff like that. So the idea of like using code to make art kind of came up with that and making that sort of interactive like installation art. And then so 2 years ago, like pandemic happened. There wasn't really much point making interactive like installations art anymore. So I sort of started to focus more on the screen-based digital art, and I made a few web-based projects. And sort of from there, I started to get into the generative art side of things. And I remember thinking like, oh, I bet I could use loads of randomness to create art and see what happens with that. And then I started doing it, and then obviously I realized it's a whole thing and people have been doing it since the '60s. So yeah, that was really great to kind of plug into that community. And then obviously Kind of serendipity-wise, like, NFTs have started to explode at the same time, and there's been a real combination of those things, like the generative art and the NFTs have just kind of taken off together, which has, yeah, been great.
Speaker B: It's like this serendipitous world of all of these things coming together, and like, who knew? Who really knew? I think that just going into this, I mean, as you said, like this post or mid-pandemic NFT space where I think everybody's had the time to sit and create. It's really been astonishing to see all of the amazing work that's been coming out. It's crazy cool.
Speaker A: I mean, I don't think we would've started the show if it weren't for the pandemic. We would never have really gotten into crypto, I think, in the first place, cuz we would've been too off of our computers doing real life stuff.
Speaker B: Shame that, really.
Speaker A: So, so Amy, is, you know, your background in coding kind of over COVID, is that Did you kind of take your background and learn Processing or p5 in that time, or did you have a lot of background in JavaScript coming into it?
Speaker C: Yeah, so I'd used mostly Processing before for my installation work. I use these little chips called Fade Candies, which will drive LEDs. So I use a lot of LEDs in my work. I'm really into light in general, like with the background photography as well. So yeah, I was using Processing and Fade Candy to drive a lot of my installations. So I did have that background, but like, I need to go back and look at some of that code now because it was all very like, I mean, Yeah, spaghetti code is kind of the word, but it was very much like just getting things done so they work. And I didn't understand a lot of the things that I was doing. No, I mean, that's probably still true now, I guess, but I've definitely had more time to like focus on the coding side of things and develop and move into p5.js, which is, um, yeah, JavaScript based. Um, and yeah, really developed that side of things since the pandemic.
Speaker B: What about some of your early years? I always find that's a topic that's just fascinating. Like, what were people like before they became adults and their interests? And whether it's like the art thing, or you see like a ton of people like who originally got into code to make GeoCities websites back in the '90s and early 2000s. How did you get to even the desire to get into photography in the first place?
Speaker C: Yeah, it's interesting because I like, I wasn't into art really in high school. Like, I didn't do art GCSE, which like GCSEs are like the qualification you have here when you're like 16. So I didn't even do art past the age of like 14 or 15 in high school. And I think that for me, like, I think that speaks a lot more to like our education in high schools more than it says anything about me necessarily. I think it's not done in a way that gives a lot of opportunities to people to experiment and so on. So it just didn't really— I didn't click with it in high school. And then like I started to use Photoshop to make like memes and stuff. I mean, it was kind of pre— like meme wasn't a word back then, but like I was making like jokey stuff in Photoshop.
Speaker B: Yeah.
Speaker C: And I used a website called Worth 1000. I dunno if you're familiar with it. It's kind of like mid-2000s. It was a, it was a big thing where we would use Photoshop to create these kind of crazy, like imagined things. And there would, there was competitions and there'd always be a theme, like make some food that looks like it's going to eat you instead of you eating the food. So you'd kind of Photoshop together like a stack of pancakes with a mouth coming out of it and stuff. So I was kind of doing that sort of like funny, weird Photoshop type stuff. And then they opened up, like Worth 1000 opened up a photography section to the site. And that was when I bought my first camera and got into photography. And that was— I was actually at university at the time studying computer science. And then a year later, I quit my computer science degree and went to study photography instead.
Speaker B: The internet, who knew? It's so powerful.
Speaker C: Yeah, absolutely.
Speaker B: Changing minds everywhere. I love it.
Speaker C: I think, again, it was such a community-based thing, that as well. Like, Worth 1000 had such good community about it. Like, we did meetups. I went over to the States to meet people and it was such a strong community around it. And I think that's similar to what's happening now with generative art. Like, a huge part of it for me is the community and the other artists that are involved and kind of supporting each other and so on.
Speaker B: I think that's one of the things that's really struck us as well getting into this is, I don't know, if it hadn't been the pandemic, would we be here? We don't know. I think it's similarly like if the community hadn't been here and we didn't have the chance to get to know people by their various screen aliases and talk literally all day on Discord, would we be here? Maybe, we don't know, but it's insane.
Speaker C: I think the support that you get from the community, like, especially, uh, like we have a Slack, like a generative artist Slack and the, the support on, on 2 different levels. Like one on a technical side, like we'll help each other with problems. Like if I'm struggling with something in code, there's always somebody who's willing to like take a look and help me out. But then also on an emotional side as well, like we literally have like a mental health channel where people can post saying, you know, what's going on or what they're struggling with and celebrate like wins as well. Like a lot of people will post positive stuff in there as well, like when they're having a good day. And so there's that support kind of on both levels, which I think, yeah, I don't know, it would definitely be a very different experience without that. I don't know whether to say like I wouldn't be doing it or whatever, but it would definitely be very different.
Speaker B: It's all the little things that add up. 100%.
Speaker A: So at this point, are you doing art and NFTs more or less full-time, either between fx hash or HEN or any of the other platforms? Like, has that been your last 2 years?
Speaker C: It's been my last year. Yeah, I have done a bit of teaching in that time. But otherwise, I haven't done any of my kind of old sort of day job, which was UX design.
Speaker A: Wow. There's some overlap. Maybe we can turn this into a UX design, uh, we can do that podcast, Trinity.
Speaker C: Is that what you do as well, Trinity?
Speaker B: Adjacent. I'm very adjacent to all of that stuff.
Speaker C: Okay.
Speaker B: So I love it. Nice. It's just, it's a happy place.
Speaker C: Yeah.
Speaker B: I mean, I, I, I did enjoy it as well, but yes, like that itch of problem solving. I love it. And I think you get that with code as well. You know, you've been quoted, you know, in relation to your work in user experience design. About the desire to create work that is interactive and engaging. And obviously your earlier work in the installation space is a great example of all of that. What are some of the favorite installations that you've made?
Speaker C: Definitely would say the Space Tunnel is like my favorite installation I ever made, which was a, it was a tunnel that you could walk inside. It was like 3 meters wide and 7.5 meters long and like tall enough to stand in. And it was filled with like these archways of LEDs. So there was plenty of space to kind of lie down on the floor, sit on the floor and watch them. And then there was also at one end of the tunnel, like a unit that I actually converted from like an old desk and it had a touchscreen sort of mounted into the desk at an angle. So people could come in and anyone could like walk up to the touchscreen and use it and they could draw on the touchscreen and it would draw on the lights. like in real time. So it felt like you were drawing directly on the lights. And then it also had this like space mode where it looked like there were stars flying past on the, on the lights and you could control like the speed and the direction and the color and yeah, a few, few other settings as well. And yeah, I mean, that was the first like big installation that I ever made. And it's hard to imagine making something that I would love as much as I love the space tunnel because it was just, I had no idea what I was doing. And just the fact that I made such a huge thing happen, like in a desert as well, like at a festival in Spain. Like, I'm just really proud of myself that I managed to do that and that people really loved it. And it will always be one of the crowning experiences of my life is like being inside the space tunnel, sitting amongst people who are enjoying it, and just like soaking up that atmosphere of like, I made a thing and other people—
Speaker B: Yeah.
Speaker C: are having a nice time enjoying that thing. Like, it's my favorite thing in the world.
Speaker A: And there are some great pictures of that up on your website as well.
Speaker C: Yeah. Yeah.
Speaker A: I'm curious, you know, as you've transitioned now into making more digital art, NFTs, do you kind of feel like you struggle to bring that aspect of your previous work into it? Because so, so, so much of the way that people interact with these things is just as not even in full screen necessarily, but as just thumbnails. Right? Like as a much smaller version of what they're even intended to be, be it on the marketplace or just because they don't have devices that can really properly display this stuff. Like, is that something that you've kind of been contemplating, how to bring more of that interactivity and grandness of your previous work into the space? Or is it just something you have to kind of accept and kind of change the way that you create?
Speaker C: Yeah, it's definitely something that I miss from like Making the installation art is like actually being able to to sort of be with people as they're experiencing the work. Like that just doesn't really happen anymore. I did and I did make a couple of pieces that were multi-user browser-based projects, and they were just they were like kind of aesthetic toys where you could move your mouse around and it would like shoot little kind of bubbly circles out. But you would get paired up with another person like randomly. So when you visit the site. It joins people up. So as you're chucking out these bubbles, like other people are chucking out bubbles as well, and your bubbles kind of interact with each other. And I posted that to Reddit sort of summer of 2020, I think. And the feedback that I got, like, I think it got like 80,000 visits across like 3 days or something, which is like, you know, it's pretty good. I think I was like happy with that. But the comments that I was getting in the thread gave me some of that like experience of being with people. Like, people— I think because, you know, it was that early kind of pandemic time, like, everyone was— we were still in the kind of early shock of being cut off from everyone socially and not being around our friends and so on. I think it gave people a sense of connection to be, like, paired up with somebody randomly. And, like, people posted comments kind of talking about what that experience had meant to them. And there was somebody who posted saying that they and their partner had Spent ages like refreshing the page to get paired up with each other. And then they'd like had this moment of like interacting with the bubbles together and just like kind of hearing that feedback about the, what the thing that I'd made meant to them. It's like really meaningful to me. So yeah, I think that, you know, there is a bit of that does still happen with the digital art. And yeah, I do miss it a little bit with the generative art because, you know, you get like feedback and comments on social media and so on, but it's not quite to the same degree. Like people don't, like you say, People don't engage with the work necessarily so deeply as they do with something interactive. And yeah, it's definitely something that I would like to bring into the work more.
Speaker B: It's so interesting. Once something becomes financialized, it suddenly becomes less of a source of joy or play. It would be really fun to find a world where it's both. But, you know, I was gonna say, is non-NFT digital art dead? But like within the confines of what art can possibly be, it's obviously not. And like that type of interactivity, it's, as far as I can tell, it's not going to be possible within this space right now. NFTs can be a part of something that is fun and interactive, but I don't think that it's going to be it yet.
Speaker C: Okay. I mean, I have made some NFTs that are interactive, like some of my stuff on HEN is interactive, like kind of little browser toys.
Speaker B: But not necessarily multiplayer in that sense.
Speaker C: No, exactly. Yeah. The multi-user interaction. Absolutely. Yeah, that is currently— I'm not sure if that is possible within NFT art. I think it is, but I know that on fx hash it's not because of the requirements for sort of making calls to a remote server that is locked down within fx hash, I believe. But I'm not sure if that's an actual technical limitation or if it's like a decision that's been made, you know? So it has the potential, I think, to happen in the future.
Speaker A: Have you seen this thing called, I think it's called Passage or Journey. I, it's a Tezos thing, but you have to go through a 3D space before you can claim and mint your token at the end.
Speaker B: Okay.
Speaker A: So they do this, and I know that a couple of fx hash artists were on it, and every time a new one comes up, it's like 15 tez and you get, first you get an NFT that's like your ticket, and then you can go in and you have to go through this basically installation before you can mint your takeaway piece at the end. And people seem to really like it. I'll dig up the link and put it in Discord later.
Speaker C: So it's like a requirement that you engage with it a bit more.
Speaker A: You know, I hate to use that term, but like forcing you to go through the experience so you can get the prize at the end, which is the thing that you can sell, right? But then like, it kind of does create a sense of people like actually do the experience and they come into our Discord and they go like, that was really cool. It was like actually really the coolest minting experience I've ever had. Even though that part of it's not something you take with you, right? That's like not the token that you take away, was the experience. It was like the thing that brought you to the takeaway piece.
Speaker C: Yeah.
Speaker A: People are trying, I guess. They're doing weird stuff, right?
Speaker C: Yeah. There's so much experimentation going on. I think more and more this stuff is going to come up. And I think that kind of thing you're talking about, like that experience of having to go through an experience to get the I think that's really interesting because it's— so I did a master's in design for performance and interaction. It was actually cool, but it was like installation art and interactive art, basically. And something that we talked about a lot in that is that you come up with this idea for an installation and there's some kind of key part to the installation that's like the interaction that happens or, you know, whatever it is. Outside of that, you have to think about like, how are people feeling as they approach your installation? Like, how does it look from the outside? Like, where is it placed? Like, what's the context of what's going on? And like, how do they feel about it?
Speaker A: Yeah.
Speaker C: when they leave and so on. So this, it's like thinking about all that context that sits around the actual artwork or the thing that you intended to be the artwork, you know? And it sounds like some of that think, that same kind of thinking is, is going on with that sort of thing, like setting up something in advance of the, the actual artwork.
Speaker B: Yeah.
Speaker A: Like a ritual or something that really adds to the experience. Well, I'm curious, you know, I think that this is actually a great way to segue, I guess, probably into like the topic of code and art and how these things all intertwined. So maybe we should take that opportunity, especially considering your background creating physical art installations and now creating generative art and code-based art. There's just been a lot of discussion, I think, in the FX Hash community over the past couple months as collectors have become more educated. Well, it's easier to become more educated on, I'd say, art because you can develop your own taste. You can decide what you like. You can learn about artist history and like their pedigree and their influences and kind of get a holistic context for what the final aesthetic outputs of a project are and whether you like them and whether you think they're good. But evaluating the code and understanding like actually how it's made— is the code original? Is it novel? Is it entirely code-based? Is it partially code-based with like layered PNGs going in there and all of that? So where do these 2 things intersect? How much of it, in terms of weighting as a collector, as someone who's trying to evaluate generative art, like how much should we ascribe to the code, to the final output? Does it really matter? Like, you know, at the end of the day, like, are we overthinking it? Like, I'm just curious, as you've kind of moved into making code-based art, like, how do you regard your own code versus the actual final outputs?
Speaker C: Yeah, I think it, I mean, I think it definitely does matter to think about that, like, relationship between the code and the output. And I think, like, for me, it's a very, like, process-led thing. Making the artwork is not kind of a one-step thing. Like, I don't have an idea and then produce the artwork. that is that idea exactly. Like, I have an idea that's something very small or minimal, and then I create that thing and then I see it and maybe it turns out different to how I thought it would. And just from seeing that output, it gives me another idea and then I create that. And it's a very iterative process. And I think coding lends itself to that really well. Like, you can't really iterate a painting in exactly that same way because, you know, you're painting over what you've already done. You're starting new ones. Like, it's a very different thing. And especially within a digital space, like, you can iterate without sort of cost, like there's no wastage to starting again or to trying something new. Yeah, that process really lends itself well. And then I think also like talking about the audience and like how the collectors and the viewers and so on see it, I would love it if there was more kind of understanding of like what kind of code is being used to produce a certain result. And I know like there is a sort of challenge or a tension there in that, I mean, you can't expect everyone to learn to code, like just to look at the artwork.
Speaker A: Yeah.
Speaker C: Like, that's unreasonable. But it's definitely something that I try and do is to educate the audience about what I'm doing. And I always write, not always, but often I write a blog article about like a major project that I've done. So I'll kind of talk through the different like layers in the code and like the different techniques that I've used. And I really try and do that in a way that somebody who has absolutely no coding background could at least get something out of the article and could like read through and like follow along with what I'm saying.
Speaker B: Yeah.
Speaker C: And I think because I didn't really come from a technical background, like I quit my computer science degree because I didn't like it. So I do remember what it's like to not understand code. And I think that helps me speak to people that don't know how to code because I'm trying to talk about things in a way that they'll understand and trying to educate people in that way. And I do think that's a really valuable thing. And I think it helps people appreciate the work on a different level. I mean, that is the same as with traditional art as well. Like somebody who understands A bit more about painting techniques is gonna appreciate an artwork in a different way, um, to somebody that doesn't. And I think that applies to, to code as well.
Speaker B: On your works in progress on like Instagram and Twitter, you, a lot of artists, they kind of show like, this is the whole thing.
Speaker A: This is it.
Speaker B: This is what I'm working on. And I really appreciate that you actually show individual parts of it. This is the background that I've been working on for this thing that may come out sooner or later. And this is how I've been approaching like this one component. And I think that's something that's incredibly approachable and like very different than what I've seen other people do within this space.
Speaker C: It's something that I really enjoy doing is sharing the works in progress. And I like to share, like, I mean, I get excited about the things that I'm making. So like, you know, halfway through the day when like a cool output comes out, even though it's like a work in progress, I want to share like, look where I'm at, or like, look what's going on today or whatever. I do worry about it sometimes because I feel like I'm kind of 'Cause I'm letting people like peek behind the curtain or whatever, like I worry that it like takes some of the like shine off the overall impression of the work or something. But ultimately, I guess like I've come to the conclusion that it's worth it to share, like partly because I enjoy it and partly because I think the education is important. And like you say, like, you know, I get that feedback that people really enjoy seeing those things as well. And I think it is worthwhile for people to look at that. Yeah.
Speaker A: I think the education is so important. Generative art, I know it's been around for longer than fx hash or longer than NFTs, but for many of us, it feels really new. I mean, I've even started reading like a book of essays on digital art that covers generative art. And an analogy in one of the essays is that painting as a practice or sculpting as a practice, like this tactile thing has been around for so many thousands of years that like culturally, even though some of us may not be like fine oil painters, like we all kind of understand How much skill, like we've all maybe at some point as a kid in kindergarten, like held a paintbrush and done some watercolor and you, you kind of know intellectually what I'm capable of now versus like what that painter made, right? That what I see in the museum and like how difficult it would be for me to do that. But with like code as a medium, so few people even get to the point of like writing a simple if statement in code that it's hard to really calibrate how much of that is the machine versus how much of that is the person. And especially I think it becomes further obscured in generative art when you're making something that's like deliberately randomized to a degree and really handing over, or there's like a perception that maybe you're handing over some of the autonomy to the code, but you're the artist making that choice, right? And so when we did this interview with Ciphrd, he was like very adamant. I feel like he regards the code equal or even higher artistic, you know, meaning in his mind, right? Whereas definitely people in Discord and even some of the artists we've talked to are like, really what matters is does it look good at the end of the day? So it's just such this dichotomy of the way that people are approaching it.
Speaker C: Like what you were saying as well about that kind of understanding that people have of like what it is to paint something, like every, like pretty much everyone has tried to paint something at some time, so we have a sense of how difficult it is. And people don't have that same relationship with code. And I think that leads to 2 things that are almost opposites. And one is that sometimes I'm trying to talk to somebody about something that I've done, and I really do feel like I'm explaining it in a way that anyone can understand. And I get that feedback a lot, but some people will just immediately shut down and they're like, I don't understand. Don't talk to me about that. I don't understand maths. I don't understand computers. And so people are afraid to even try because they've kind of decided that it's not something that they get or whatever. And then on the other end of the scale, you get people who think, oh, well, the computer made it. So it's just like you click a button and the computer does it. So it's not difficult or it's not worthwhile in that way. And like, obviously both of those perceptions is frustrating because, you know, it is difficult, the stuff that we're doing. But I do think that people can understand it.
Speaker A: Yeah.
Speaker C: If they try, or at least like understand it enough that we can have an interesting conversation about it, you know? So yeah, sorry, you went on, you said some other things as well. I can't remember what I was going to say.
Speaker A: No, it's okay. So you wrote a really great blog post about Maplands that came out in early January. Is that about right?
Speaker C: Yeah, January, I think.
Speaker A: Yeah. So that was like right when the both of us were starting to learn a little bit of JavaScript for the sake of like making tokens to support the podcast and stuff. I will 100% own that, like, when I first saw Mapland, I didn't have enough intellectual understanding of code to differentiate it from like a simple circle packing where all you have to do is like do the sum of radius, right, is less than the distance between the center points. And like, you can kind of do it. And it wasn't until like I started playing with p5 and trying to do like anything with a triangle, right, at all. And like the order of magnitude of difficulty of just going from circle to triangle in code and like starting to account for corners. And now not everything is equidistant from a center point. And like, so it was like the combination of like learning and then also reading your post, which details all the ways that you account for the dependencies of the way all these different shapes can interact with and potentially overlap to make sure that they're spaced. And like on top of that, of course, like the aesthetic consideration of how to do the coloring. Is it coloring by shape? Is it coloring by region? Is it accounting for size? So it was just really informative for me as someone who was learning. I'll give you a lot of credit for that. It was a really, really well-made post. So we'll link to it in the show notes for sure.
Speaker B: Thanks. Yeah.
Speaker C: I think it's true of so many things that you can kind of look at something that somebody's made and you can think, oh yeah, I can see this sculptor cut here and here or whatever. But that as soon as you actually try and do a thing, you're like, oh, I have to even decide what kind of knife I'm going to use and all these, how do I hold it? And there's so many things that just don't occur to you at first glance, I think, until you, yeah, just like take a bit of time or think about it. And yeah, I think that creating those blog posts is a big part of what I want to do and be as an artist is to— I guess it's about creating more connection with the audience again, as well as like sort of building up that education and that connection.
Speaker B: The next interactive NFT will be teaching people how to make NFTs.
Speaker C: Yeah, Meta.
Speaker B: That, that one's free right there. Okay. No, but I think it's interesting because as you see things, and I think there's like that, that classic learning curve where you start out with high confidence when you know nothing, and then at some point you just like, you're the lowest confidence cuz you know enough that I know nothing, uh, before it starts to climb up into more of a higher confidence area again.
Speaker C: Yeah, I think, I think that bit of the, like, I've just learned enough that I know nothing is actually like the majority of the time as well. Like, as soon as you understand a little bit, you're like, oh God, there's loads. Like, I'm never gonna get all this. And then you're like, yeah, constantly learning. So, sorry, Carrie.
Speaker B: No, but when you're looking at other people's work and you're, because you have this background and you know enough that you actually know a lot, but also there's some things that you may have not fully explored, how do you evaluate or look at something that somebody's come out? Do you think about it in terms of both the art? Do you think about it in the code, the intersection of the two?
Speaker C: Yeah, I definitely find myself thinking about like how things were made. Yeah, absolutely. And like part of that is purely like appreciating their artwork and thinking like, how, like what kind of work did they put into this? And where does this piece come from? And how did they develop it? And what did it mean to them and so on? And part of it is also, I'm like looking at other artwork and thinking, Is there something inspiring in this? Like, could I create something? Like, does it make me think of something that I could create? And then I'm thinking, how did they make this? And sometimes, sometimes it is very clear. Like, I can look at work, you know, there are a lot of techniques that a lot of artists are using, like flow fields and like, yeah, packing algorithms and things like that, that, you know, we see these things come up time and time again. And you can look at a work and think, okay, they've done like this and this and this. And then sometimes I see a work And I think, okay, I just have no—
Speaker B: Any examples of that work?
Speaker C: Uh, yeah, I mean, anything with shaders, uh, Will Staal, his work specifically I'm thinking of, and Piter Pasma, like all those people like working with shaders and stuff. Like I've, I've dipped my toe in shaders a little bit and it's something that I really want to get into more, but it honestly, like, it blows my mind to like look at the kind of stuff that they're creating and try and think about how you get from an idea to an output with that, because it's just a completely different way of coding, working with shaders.
Speaker B: See, and that's where we don't know enough to know how complicated that is.
Speaker C: Super complicated. Just take my word for it. I think I saw dark magic. Yeah.
Speaker B: I think I saw somebody talking about a blog post where it was somebody like live streaming on Twitch, like for 36 hours.
Speaker C: Oh my God.
Speaker B: Like something that they made with shaders, but that's about the extent Of my knowledge, which is not knowledge, it's thirdhand.
Speaker A: I was gonna read this quote that we had pulled from you, Amy, because I think it kind of also plays into the conversation. And I think this is taken from one of your blogs, that the biggest challenge currently is responding to the changeability in the market and social media. It can be hard to take the ebb and flow personally, and that has an effect on my mental health and motivation. So I think that speaks a little bit to like the artist Slack and stuff that you talked about, right? It's hard enough to create like great art and come up with something novel and something that you're happy with. And then you have to cope with this market side of it that maybe it wasn't something that was like this constant presence, I feel like for a lot of artists until they jumped into the NFT space. So what is that kind of like for you in terms of like the amount of factors that go into the success of a work, you know, the day that it's like, and I, and I'm saying purely like the financial and like critical receptive success, right? 'Cause that's how so many collectors really regard success. Unfortunately, is like, did I mint, did the price go up? Or did I buy it and the price is still going up? What has that kind of been like? I have to imagine it's very different from your work in art previous to NFTs.
Speaker C: Yeah, it's interesting actually, because I think in some ways it's not that different. Like, it's all of those thoughts have always been there. Like, it was, to me, it feels very similar to posting anything on social media and then counting like the likes and thinking about Like, how many people have commented on this? And like, do those comments feel like— how sort of genuine do they feel? Or like, how excited do people seem about this? And then, you know, in person as well, like, trying to see what people's reactions are to the work. And I think when it comes to the monetary side of things with NFTs, like, to me, it feels very similar. Like, obviously there's a different aspect to it as well, because like, this is what I'm doing full-time now. So it has kind of that side to it as well. But In terms of thinking about my artwork and thinking all those kind of existential questions of, like, am I good enough? And why am I doing this? And should I just quit? And is this thing I've made garbage? Or is it amazing? Is it the best thing in the world? All of those questions and those feelings and worries and wonderings and so on, they apply without the financial side as well. And they've always applied, like, from the first time you draw a drawing in school and Somebody says they like it or they don't like it. Like, that so much of making art is about that for me. Like, and maybe that's not healthy, I don't know, but it is about the connection with the audience and making things for other people. So people's reaction really does matter to me a lot. And that's, that's always been the case with, you know, when you create or when you add in that aspect of social media, that already had like leveled that up 1,000%. That you create these like literal metrics that you can count and you can see a graph of like this post versus that post. But then you actually, you have to take a step back from that and think it's not, it doesn't mean that this artwork is better than that artwork. It just means like you posted it at 2 AM instead of at 4 PM, you know, and like, or the first 10 people that looked at it didn't like it and therefore Instagram decided not to show it to anybody else. Like there's all these other variables that are coming into play. And I get a sense as well that What happens is there's like an ebb and flow with it. Like I mentioned in that quote, that you get pushed by the algorithm for a bit and then it holds off. Like, it feels like that's what happens. And it is very difficult not to think, well, my art sucks this week, or my art's great this week, or whatever. And to try and separate those things and try and be my own critic instead and look at the work myself and think, well, do I like this better than that other piece? And which do I think is more worthwhile and which should I develop further and so on and take the, take the feedback from social media and from the NFT market as well. Like take it on board. Absolutely. But not see it as like the gospel and the be-all and end-all of what I should be doing as an artist. And it's difficult.
Speaker B: I think that we've talked about it a couple of times on the podcast already in the past where we don't envy artists at all because—
Speaker C: Yeah, me neither.
Speaker B: In this space, there's so much Like variability and so much is changing. The rules, quote unquote, are always shifting, whether it's an up market, it's a down market. The price of Tezos is high, or of Tez is high, it's low. How are flippers out today or have they been out this week? There's so many things to take into account that impact the quote unquote performance of a piece, and it's impossible to keep up because everything is shifting on a day by day, week by week basis. How does that impact the way that you think about releasing, or does it?
Speaker C: Yeah, I mean, it definitely does affect the way that I think about it. Like, it's on my mind and, you know, and I think I'm like quite engaged with the NFT market. Like, I don't know, I think there's like a gradient of like how much artists do sort of engage with that. I'm often like on the fx hash Discord and like kind of checking out what's happening there and keeping my finger on the pulse sort of thing. So it definitely does affect my thinking. I try and just take it as like information and take all the other information as well and put those things together and like make my decisions based on that rather than being like completely led by just sort of the market thinking. Like it's just one piece of the puzzle, I think.
Speaker B: And then how does it feel when you actually let something go and it's like you're pressing that mint button and it's out there? How does it feel to actually release either on fxhash or anywhere else?
Speaker C: It feels like, oh, it's incredibly nerve-wracking for one, especially with the way that fx hash works with the kind of long-form generative art. So you don't know exactly what the pieces are gonna look like and you're wondering like if, you know, maybe it's gonna produce ones that you didn't expect and like, how are they gonna look? And like, did I do enough testing and all that kind of stuff? So yeah, it's really nerve-wracking from that perspective. It's incredibly exciting as well, obviously. Like I wanna see the the pieces that get produced, like just as much as anyone else does. And I really want to see like how it's going to go and like, are people going to like the pieces? Are they going to kind of jump on and go for it? And certainly, like, I mean, when I released Maplands, it sold out in like, I think it was bang on 2 minutes. Like I went to look at like the transactions history or whatever. And yeah, it was pretty much exactly 2 minutes flat. It sold out 256 pieces, which like, you know, I was hopeful that it would sell out. My piece before that had sold out in a few hours. So I was hoping that it would be kind of a similar thing. And when it sold out in 2 minutes flat, like, yeah, that I think I would put that up there with that moment that I was talking about earlier of like being in the space tunnel and like being around people that are enjoying the work. Like, it kind of hit that same level of excitement for me. And especially because I was in the fx hash Discord as well. And I think I was maybe like 5 or 10 minutes late with posting it. So I'd been kind of posting updates in the Discord and saying like, oh, you know, I can't remember what the issue was, but, you know, it was uploading slow or something. So I was letting people know and people were kind of replying to me with that. So there was that feeling of like community and connection with the audience. And then when it sold out, like immediately, it's, I mean, it's a huge rush, obviously, to think that people like what you've made. Like, it's all I want.
Speaker B: It's awesome. It's truly, truly awesome. I know that Will has picked up more than a few, I think. On the secondary, just the last few weeks, not out of excitement for the interview, but just because I think looking at it, you were really amazed, right?
Speaker A: Yeah. Actually revisiting the piece, this was part of preparation for the interview, 'cause I reread the Maplands blog and I've had this time now, this extra few months studying p5 and like by studying, I mean learning from YouTube and stuff like that.
Speaker C: That's the only way as far as I'm aware.
Speaker A: Yeah. Yeah. Well, there's a, there's a book that's The Dan Shefflin one. There's, there's a book that's a little out of date because it still has some of like, it, you know, recommends that use var instead of let and some stuff like that. But it's, it's, it's written by Casey Reas and someone else. So it's like a few years old.
Speaker C: Oh, okay. That one. Yeah.
Speaker A: But yeah, you know, I was looking at Maplance. I was like, okay, I really, I really understand now the complexity of this and like, was always really liked the colors. And so I went into the secondary market just the way it has been the last month, actually, like a trend has been like, we've just seen A lot of great work at a pretty solid discount, you know, and there's been this kind of a month, months-long accumulation phase on FX Hash. And so I found 2 really, really, really good pieces that had the skew toward a direction in terms of the size that I was just like, oh, like, this is great. I'll get 2 different palette, different kind of densities. And there's one more that I'm looking at as well to kind of have like 3, cuz I'm, I'm really into like building galleries and stuff right now.
Speaker C: Mm-hmm.
Speaker A: So I don't know if you're familiar with that. platform, DECA.
Speaker C: I think I've seen some links with people who have posted like galleries of them. Yeah.
Speaker A: Yeah. It really makes you want to own multiples of something so you can kind of show off the variety in a particular algorithm. Yeah. Not financial advice, but there's, there's a lot of great pieces that are, you know, very high rarity and stuff that can still be had.
Speaker C: Yeah. That, um, that feature with the skew from one size, uh, from one side to the other in terms of the size, like that is It was one of my favorite parts of the project. And I think maybe that was the delay actually, because I started coding that about 4 hours before I was due to release it. It was like an idea that I'd had in the back of my mind and I duplicated all the code. So I had my kind of safe version and I was like, I'm gonna go for it and try and make that idea that I'd had. And then as soon as I saw it, I was like, I have to include this. If it's not ready in time, then we're gonna delay the whole thing.
Speaker A: Yeah.
Speaker C: Yeah, luckily I managed to figure it out.
Speaker B: Like last-minute additions. I love that.
Speaker C: Definitely.
Speaker B: What prompted that? You just thought of it and you were like, this is going to be amazing. I want to do it?
Speaker C: No, I think, I think the idea had actually come to me like before, and I always have like, you can't see, but I have like a bunch of Post-it notes on the wall here. So I'm a very like Post-it note kind of person. So I always have like heaps of ideas written down and it was definitely like a Post-it note that had sort of been hanging around and And I think I'd been thinking like, should I do that or should I not? And it was just the kind of last minute, like, oh, let's try it out and kind of see how it looks. And yeah, as soon as I saw it, I was like, yeah, this is going in for sure.
Speaker A: Well, speaking of the Post-it notes, is there anything that you want to kind of preview or talk about, like ideas you have percolating that maybe we'll be seeing in the coming weeks or months as the new platform releases? Or is there any work in progress out there that we're not aware of?
Speaker C: Yeah, I mean, there's, there's loads of work in progress. There's, um, There was something that I was hoping to get ready for the launch of the new version of FX hash, which is like definitely not going to be ready by this weekend, but hopefully in the in the next week or so, I guess maybe. I don't know. It's it's it's I find it so hard to predict because sometimes things just go off in one direction, and either I realize that there's a bunch more stuff that I want to explore, and I think okay, I need like more time to really do this idea justice. Like I don't want to just put stuff out so that the work is out there for the sake of it. Like, I want each piece to be the best thing it can be. Or, you know, I realize that actually, like, there isn't enough variety in the thing that I'm doing, or it's not quite right, or, you know, whatever. So there's a lot of unknowns in the process for me. But yeah, there's definitely stuff that I'm working on. I mean, I've been posting it on social media. So there's one piece that's— it's actually an animated piece, and it's kind of— it's starts with these irregular polygons, and then the idea is that there's a line that kind of slices through the polygon and moves half of it over, and then another line comes through and slices it. If you look at my Twitter or Instagram, it's all there. So yeah, I'm just trying to find ways to create the variety that I'd like to see in a full collection of pieces like that without creating some outputs that don't work because there's so much That's happening in that process that sometimes it creates shapes that I'm not happy with. So I'm just still working on like developing the algorithm to make sure that it does what I want it to do.
Speaker A: You know, I'll say as an amateur coder and like I've been working on a project and I get those little moments of inspiration of like, oh, like I could try doing this. I think I know how to do it. And sometimes the thing that gets me is the grunt work of actually implementing it. Oh, now I have to go back and refactor everything. To do it. I have to change the way I'm populating my array. I have to like change the way my class is now, like, or add another element that's going into the class. And like, sometimes I'll just like have this idea and I'll be like, I don't want to do that. It's going to take me, take me like hours.
Speaker B: Post-it note. Post-it note for later.
Speaker C: Yeah. Just write it down. Future use problem. Yeah.
Speaker A: It is one of those weird things, right? I guess it's kind of like if you were a painter and you had a great idea for a color, it might take you a long time to to mix it. So it's not like that instantly be available to you. And so there is that element of, it is work. You actually have to sit down and do it. It's not enough to have the idea. You actually have to execute it and then make sure it works the way you thought it would.
Speaker C: Yeah, definitely. It's a lot of work. Yeah.
Speaker B: Yeah.
Speaker C: I think as well, cuz there are certain things that I use over and over again. So like the more projects that I do, I'm able to like reuse code. Like I have a geometry, like a collection of geometry functions that I just use over and over again now. So it's nice. To kind of, yeah, just to be able to do that and to, to reuse my own code.
Speaker B: I think that was really interesting to see with Mapland specifically because it was for January 2021, I think, that you learned how to do the triangle packing.
Speaker C: Yes.
Speaker B: Specifically. And then to see you use that like literally a year later with obviously like a ton of other work implemented, it did, it did really feel like it was coming full circle. Pun not intended.
Speaker C: Yeah, full triangle.
Speaker B: Yeah, exactly.
Speaker C: Yeah, definitely. I mean, that happens like loads. Actually, the thing that I was just talking about with the lines kind of slicing through the shapes, that is something that came up when I was working on— so I have an Art Blocks project that I've been working on for actually months and months, and I— yeah, it's been a journey, that one. But it was an idea that I had for that, and I don't think it's going to fit into the Art Blocks project, but that idea of like slicing through shapes in that way came up from that. And then I, as soon as I did it, I realized that maybe it didn't really fit within that project, but it could be a whole project of its own. So there's like this kind of branching and things like arching over from, like you say, like a year ago, like something I did a year ago kind of coming up a full year later and different ideas from different projects and like reusing different bits. Like, yeah, it happens all the time.
Speaker B: I was listening to KenConsumer's podcast earlier this week. He interviewed Punevyr. Who is another fx hash favorite. And he was talking about how he just has loads and loads of folders on his computer of just half-finished work because he'll get to a certain point in a project, have an aha moment, and then just start sprinting in another direction. And when you have enough of that over time, he's like, I have just hundreds of things that I could probably pick up and work on, but I wanna work on what's exciting to me now. And so it's part of the, the ability to go back and re-explore and reinvent and reinvigorate.
Speaker C: Yeah.
Speaker B: some of the older ideas. That's really interesting. And I think, as you said earlier, it's not something that's as possible in the traditional art space because you would have to literally just paint over on your painting.
Speaker C: Yeah, that's definitely something I relate to. I also have folders and folders of like half-finished things that are kind of demos or yeah, things that didn't quite do what I expected them to do, or things that I got halfway through and it gave me a different idea. So I I went and did that thing and yeah, definitely very relatable.
Speaker A: Well, I have a random question, so I was just looking through your Twitter for that work in progress and I have not been able to talk to someone about this yet, so I'm super curious. You are in that AI thing.
Speaker C: Oh yeah. Midjourney.
Speaker A: How afraid of Midjourney should we all be? Like, this stuff looks so crazy. Like a bunch of artists from FX Hash are in it and they're posting a phenomenal number of images and then they're, they're caveating it saying these are like really curated and you have to work with it. But like, how crazy is that thing?
Speaker C: Yeah, it's really cool. Yeah, I feel like my initial thing as well is like, oh no, like, there's no point in making art anymore. The computers are on it. Like, you have that, you do have that kind of thought or that fear or whatever. But I don't really think it's a thing, certainly not yet. I think the thing that I'm finding Midjourney to be really good for is like, as an inspiration machine. And I think a few other artists have mentioned this as well. I think— I don't know if you know Dan Catt, he's gonna do a video about using it as an inspiration thing, he said. And yeah, so I've been kind of typing in like geometric glowing circles in the style of Hilma af Klint and then like collecting all those images up and kind of— and I've created this like Figma board that I can look at and it's so inspirational, I think. Yeah, I generally feel like it Is something to worry about as an artist, because I, I do think that the work is very recognizable as Midjourney. Like, I, I've been seeing people posting it as well on Twitter, and I, as soon as a picture comes up that's from Midjourney, my brain goes, oh, Midjourney. So, and I don't mean that to kind of dismiss it or whatever. I just mean, I think it is recognizable.
Speaker B: It just means that Midjourney as an artist has a style, right?
Speaker C: It's a style. Yeah, exactly.
Speaker B: It's something that we can all recognize and appreciate.
Speaker C: And I think it is kind of that same like DeepDream style where like, I don't know what it is, it's like the edges are kind of curvy or like there's this like waviness to it or something. So there's that. And then also I think it's, it's that thing that we were talking about before of like, how important is the code and how does the code relate to the output? And for me, it's, it's all about the process. And I think that the process that the artist has gone through to make a piece is actually incredibly important. to the output of the work, I think. And so as soon as you know that a Midjourney piece is created by Midjourney, it creates a completely different context from that. And I'm not even saying that it's like worse or better or whatever. I just— it is a different thing, I think. So there's still a place for human-created art, certainly.
Speaker A: Yeah, if you have a moment, you should make a Waiting to Be Signed logo in the style of something through Midjourney for us.
Speaker C: Oh yeah, I'll do it. I'll do it. I don't know what it's going to come up with. But that's the beauty of it.
Speaker A: They probably don't have a lot to scrape for that. Yeah.
Speaker C: No, you can, you can use images as an input though. So I could feed it that and tell it to do it in a different style. I'll, I will, I'll try it.
Speaker A: Yeah. The first NFT project we did is just like a very basic cheesy take on the logo. So that could be a starting point. I think I brought it up because, you know, we were talking about code and how already it's so difficult. Like at least, at least with gen art, right? Intellectually, I know like someone sat down and coded it, presumably, unless they like copy minted it, which is a whole other thing, right? So someone sat down intentionally, wrote these loops, and even if you want to take the position that it's still the code generating the art and it's like a different skill, you don't have to physically paint the straight line. There's certain types of lines that are impossible to make with paint or with drawing that like the computer can make so easily, right? So you might want to make that argument to take away from the output. But then with something like Midjourney, the artist just kind of makes it sound like, oh, I just typed in this string of words and it gave me this output. And it kind of Further divorces, I think, the amount of work that goes in versus the output, right? And it, I guess I get worried that it's gonna become kind of like further ammunition for detractors to say, detractors from digital art in general, not just from generative art or anything, to kind of just say like, well, look, like, look at how trivialized it is to make something so beautiful. Like all you have to do is like give it the instructions. And then I kind of think of like Sol LeWitt and like the idea of like the instruction actually being the art in a sense for like some of the murals that he did, right? Where he didn't actually make them. Like, he wrote the instructions and someone else, like a draftsman, would make it. So there is like some history there, but it's all— again, like everyone has their own different level of knowledge and like what they understand about art or like their own opinions, right or wrong. And I always just get overly concerned about how, how confused people are gonna get.
Speaker C: Yeah, I guess I could see it being a concern, like people mixing up kind of generative art and things like Midjourney. Like, I can see if If somebody doesn't— like, if they haven't been educated about what the difference is and kind of what's going on there, I guess you could kind of lump it all in one thing. I just kind of feel like, does it matter? Like, if some people don't know what they're talking about, you know? Like, it's— that is like an education thing. And like, so only somebody would make that mistake if they, if they aren't educated. And it's kind of like saying, well, I mean, people walk into art galleries and say, oh, you know, my 5-year-old could have done this or whatever. Like, there's always going to be people who aren't interested in art and aren't educated about it that are going to dismiss things. And, you know, that's a shame, I guess, but maybe it's not a problem to fix.
Speaker A: It certainly hasn't stopped us from having this podcast, I'll tell you that.
Speaker B: Yeah, I think it's something, you know, and we've talked about it a couple times already, it's that education piece. People can look at like a great work of literature and be like, oh damn, that a fine work of literature, whether or not I like it or not, I can recognize that because everybody's taken English courses for, you know, the first 18 years of their life or whatever. But I know very few people who've studied computer science or coding at all, especially as a part of like a broad-based education. People don't necessarily have access to that when elementary school or middle school, high school, whatever. It's something that you really have to opt into more than anything else. And it's something that you have to have a driven interest in. And so just the lack of overall exposure, nobody's gonna— until that changes and we need to become a little bit more fluent in it, nobody's gonna have that level of appreciation.
Speaker C: Yeah, I think that's true. And I think, you know, when I'm kind of saying like flippantly, like, oh, you know, there's always gonna be people that dismiss things. And, you know, I wish that wasn't the case. And it is absolutely something that I'm trying to do to bring people into understanding and to speak to people on a an accessible level. And I've kind of— I have always felt that about kind of, I don't know, more traditional art, or, um, like, I want art to be accessible to people in, in that kind of— like, I don't want to have my art feel like snobby or like you're not welcome to it, you know? Like, I— that was always something big for me with the, with the installations, was that they not be so— I don't know what the word is— like highbrow or something. Like, I want them to feel like this is for anybody and that You know, you can come in and enjoy it and it's, it's to be enjoyed. It's not to be like dissected in, in that kind of way. Like, it's, it's a very, yeah, accessible and sort of human thing to try and give people something to enjoy. And I, and I feel the same way about the education stuff as well. Like, I want to educate people about it because I think it's really interesting. And I think that the more people that can learn about it and also find it interesting, you know, the better.
Speaker B: I think it's also being empowered to actually Try it. And I think that's something that might be missing across all of the art spaces in general. People don't sit down and try to write a short story for fun. It's honestly a shame. I think that maybe the world would be a better place if— and this is broad-based conjecture here— if people actually took time out of their day to create rather than consume in a way. Consumption is obviously a really important part of culture, and that's how we learn how to share things and have these shared experiences.
Speaker A: Yeah.
Speaker B: But taking the time to actually invent things for yourself and to play and to come up with all these fun interactive or non-interactive works, I think it's something that we could all stand to do a little bit more of and just let little pieces of ourselves out there for others to enjoy.
Speaker C: Yeah, definitely. Yeah, it's interesting how you ended it with saying like putting ourselves out there for others to enjoy it, because I think there's such a Uh, kind of balance or like there's multiple reasons to create things. Like there's creating something because the process of creating it is enjoyable and you wanna, you know, spend an afternoon making something and, and that's nice. Like I, I paint sometimes with watercolors and I do, like, I have coloring in books and things like that. And that kind of level of creating is very much just like, for me, I'm just having a nice time. Like I'm listening to music, I'm sitting down, I'm not sharing it with anyone. And then there is like, obviously the art that I make usually is so much about the audience and so on. And yeah, I think it's really interesting, like when you think about the different reasons to create stuff and like, why are you creating this? And like you're talking about, yeah, it would be great if more people created things. And then within that, is it that they're creating it so that they can have a nice time with themselves? Like they can express themselves, they can enjoy the process. And then is it also about so that they can share it with somebody else? And that they can put more creativity out into the world and so on. Like, I don't know, it, it just operates on a lot of levels, I think.
Speaker B: When I think about sitting down to write a short story, I, I do not get warm fuzzy feelings. I think it would be a lot of unfun work, but I still also like appreciate the exercise in and of itself of doing something that might feel uncomfortable or feel unnatural and trying it out because that's some of the reason why we should be doing some of these things, just to explore parts of ourselves and see what's actually in there, so to speak. Yeah.
Speaker C: And I think within the challenge as well, there's a lot to be— there's a lot of worthwhile things in challenging yourself to do something. Like certainly the blog posts, like I enjoy parts of it, but it's definitely like way more of a slog than writing the code is, you know? And I love when I'm done with them. Like, I love that they exist, but I don't love the process of making them in the same way that I love actually making the art, just because I don't have that same relationship with writing that I do with making like visual things.
Speaker B: Yeah.
Speaker C: But at the same time, like, there's definitely so much that I'm getting out of making them, not just for putting them out there, but for my own understanding of what I'm doing and like thinking through things. Um, and the article that I— I think it's the most recent one that I wrote, um, which is just titled What Is Generative Art? Like, I absolutely didn't know all of the things that I was going to say when I started that article, you know? And just the process of like writing the article and doing the research for it and figuring out all of the things that I wanted to talk about definitely deepened my own understanding of what generative art is. You know, like, I'm pretty new to this as well. It's only really been since like 2020 that I've kind of engaged with generative art specifically. Like, I definitely think some of the things that I made before that could have been called generative art, but it wasn't a conscious thing until, yeah, sort of 2 years ago. But I definitely in the last 2 years have spent a lot of time thinking about it. And part of that has been, yeah, writing those articles. And just the process of writing them has definitely deepened the appreciation for me as well.
Speaker A: That was definitely the blog post that I think inspired us to have you on in the first place. That was like—
Speaker B: Cool. No, I think that we wanted to have Amy on the show because she's, she's great.
Speaker A: No, no, but I mean, but, but no, no, don't twist my words.
Speaker C: There can be more than one reason why I should be here.
Speaker A: So we've had other artists on and we kind of just talk more holistically about like their art and their background stuff, but like to have you on to talk more specifically, right, about a topic. This is the first time we've had someone on in that context of, this is something that we've been talking about a lot, or a little bit on the show and talking about a lot privately on Discord and stuff, code, art, the education gap and all of that. And I think seeing that blog post was what kind of inspired us to think of you as like a really good candidate to, to have that discussion.
Speaker C: Yeah.
Speaker A: So like that work is like so invaluable, I think. So even though you don't like doing it, tough, you gotta keep doing it. Yeah.
Speaker C: It's not that I don't like it, it's just so much harder. It's so much harder, I think. Or it's hard in a different way that, yeah. But no, I definitely will keep doing it. I like, I like, I like that they exist more than I hate making them.
Speaker B: It's like running a marathon. Nobody actually enjoys the process, but you have a sense of accomplishment.
Speaker C: I want to have run a marathon.
Speaker B: Exactly. Exactly.
Speaker A: Well, this has been really great. I know it's early. I know the workday's about to start soon. For Trinity, at least.
Speaker B: It's already started. Sorry, people, I'm late for my call. Worth it.
Speaker A: Amy, thank you so much. I mean, is there anything else you kind of wanna get out before we wrap the interview? Any, anything that you think we missed? Any little fortune cookie bits of knowledge, something you wanna drop on us that'll like be like a profound ending to the interview?
Speaker C: Well, I'm looking at my Post-it notes to see if I could, there's, there's a bunch of like quotes from other people, so I can say one of those. Oh, I have this one. The brain is no place for serious thinking. If you're thinking about something important and complicated, write it down. I think, like, that's so— it's so unrelated to everything we've been talking about, but I think it's really important. I can't think in my head. Like, everything gets written down.
Speaker B: Ironically written down on a Post-it note.
Speaker C: Yeah, fittingly written down. Oh, this is a Tyler Hobbs one, actually. He said, programs don't have to be complex to be beautiful. And I think that really helps me a lot because I think Sometimes I, because my background isn't so technical, you know, I worry that I'm not like writing the most like technical code. I think, you know, I'm developing on that, but actually I think you can make something incredibly beautiful with very simple code. And I think, yeah, I guess I also would encourage people to give it a try. Have a look at Coding Train on YouTube and you can pick up some p5.js like really quickly and start making stuff. Give it a try. Yeah.
Speaker A: Schiffman is like the most charming educator I've ever— he has like, like your favorite teacher in high school vibes. Just amazingly entertaining videos that actually teach you how to code. It's insane.
Speaker C: Yeah, he's amazing.
Speaker A: We'll link to all that in the show notes too.
Speaker B: Future best friend, right?
Speaker A: Yeah. Yeah.
Speaker C: I'm trying. I'm trying.
Speaker A: I actually would really, I mean, I know some people at NYU and I need to like hit them up and see if I can get introduced, cuz I would love to have him on the show.
Speaker B: Oh, that would be awesome.
Speaker A: But I don't actually know if he makes Like, I don't know if he privately like makes anything. Like, I know he spends all this time teaching p5 and enabling people to do this, but I've never, I'm not familiar with him like as an artist, I guess I should say.
Speaker C: Yeah. I don't know that he releases work in that way.
Speaker B: No.
Speaker A: But yeah, that's, that would be like another, you know, maybe that should be a goal for 2022 is to get Dan on the show. That would be amazing. Amy, thank you so much. It's really been a pleasure having you on and I'm glad we got, we're able to do this. Trinity, I know you have to go to work. I'm sorry.
Speaker B: It's okay. This is so much better.
Speaker A: I'm gonna go take care of my baby.
Speaker C: I'm gonna go enjoy the sun. It's sunny in London for once, so.
Speaker B: Take advantage of that.
Speaker C: Thank you so much for having me on. This has been great.
Speaker A: Thank you. And thanks again everyone for listening, and we'll be back soon with another episode. Later, everyone. Yeah, well, it was, it was in part partially in preparation for this, you know, going back and looking at the Maplens blog posts again. And like I said, like reintegrate, you know, I'm going to wait. Can everyone hear the baby screaming? All right, let's wait a minute. I think she's being changed. She's 3 weeks old tomorrow, so she's still figuring things out.
Speaker C: Brand new.
Speaker A: Yeah.
Speaker B: Oh, I thought it was a month, but damn, 3 weeks.
Speaker A: No, I know, time is moving weirdly.
Speaker B: What time did you wake up today? Um, what time did you go to bed?
Speaker A: It's a spectrum. The sleeping and waking up is a spectrum. I mean, you kind of are
Change log
—Initial transcript — auto-transcribed (AssemblyAI) and readability-edited.