Jeeni Blog

Helping the next generation of talent to build a global fanbase

The Creator of Jeeni.

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The Creator of Jeeni.

Jeeni has returned to Crowdcube to raise more funds for helping new talent. Jeeni founding director Mel Croucher says, “I admit we're ahead of our original schedule, but there's still so much more to do. We need to scale our online platform globally now and build our mass artist showcases. Then we can hit all our targets, and give our new artists the recognition they deserve.” It is day 5 today and we have raised 98% of our target £100K. If you want to see our pitch click HERE.

Mel has been writing the best-loved column in top-selling tech magazines for over 30 years. Now he's agreed to share his work with all our members. He's a video games pioneer and musician, and to to find out more about Mel check out his Wikipedia page. https://en.wikipedia.org/wiki/Mel_Croucher. Here's one of Mel's latest!

There was once a little Quaker boy called Charlton, who got sent off to a nice school in Oxfordshire. Charlton liked videogames very much indeed, and when he turned thirteen he became a fan of one particular game which was called Deus Ex Machina. It was hopelessly life-affirming and it allowed him to influence the plotline and outcome, just like a load of similar games. But it was also the first truly interactive movie, running in real time, with voice actors and a full music soundtrack. It came with a large monochrome poster of the face of a beautiful, innocent, yet alluring lady robot, which the boy hung on his wall. And that thought pleases me, because I was the creator of the game, and my intention was to blow the minds of children just like Charlton. Ten years later, he was no longer a Quaker schoolboy but a stroppy atheist, and he was making a living writing very naughty cartoon strips and highly scurrilous columns for a computer magazine called PC Zone. I hope his career choice was influenced by the naughty cartoon strips and scurrilous columns I was writing for the rival magazines he devoured, but I suspect he already considered me to be an old fart. Back then I believed it was my mission to take the piss out of anyone and everyone in the computer industry, and so did young Charlton. He was calling himself Charlie by then. Charlie Brooker.

Today, Charlie Brooker is probably best known as the creator of the Netflix phenomenon Black Mirror. In a brilliant episode, he didn’t just nick my idea of an interactive movie where players influence the plotline and outcome, he went and did it for real. He set his episode in 1984, which was the year of my game’s release, and he hung my old poster on the wall for a touch of authenticity. And yes, he did ask permission. And yes, I was more than happy to give it to him. And no, he didn’t pay me. Brooker’s use of the branching narrative was absolutely seamless, and when the viewer-player-actor makes a choice via a mouse or remote control there is absolutely no buffering involved. And just like in my old game, if the viewer-player-actor refuses to make a choice, then the movie-game-stage makes it for them. In the future, I am sure this technique will become an active tool of the porn and ultra-violence industries, but consumers of mainstream entertainment have become more and more bone idle over the years. In fact vast numbers can’t even be bothered to select the crap entertainment they watch or play, but allow algorithms to select for them. So no, this is not the future of movies, it’s the past.

Charlie Brooker didn’t predict this, and neither did I. It was predicted by Ray Bradbury in his 1953 novel Fahrenheit 451, where books have been banned because they encourage people to think, and the 1966 film of that story was one of my greatest influences. In the movie, the writer/director François Truffaut introduces us to a world in which the masses consume pap via personal screens, and believe they have choice in determining the outcome of all sorts of vacuous plotlines. They don’t, of course, and the purpose of such so-called entertainments is to pretend the people have a say in the way things are run, what choices they have, and what garbage they believe in. And here we are, more than half a century later, living in just such a society. And we don’t even need movies to condition the masses, we can use videogames. People who live-stream their gameplay are called streamers. People who watch them playing are called lost souls.

Today more people watch streamers play sports simulations than watch live sport. This passive practice is ridiculously popular on streaming sites like Twitch, YouTube and a whole host of others. Even back in 2014, Twitch streams for computer games attracted more traffic than America’s leading cable and satellite network HBO, with professional streamers mashing up high-level play and banal commentary. Now they can extort big money from sponsors, subscriptions, and donations. Last year, passive viewers watched active players for more than 450 billion minutes of streamed content on Twitch alone, as the streamers jiggled and babbled while playing with themselves at FIFA 19Monster Hunter World and all the rest. One such streamer is a charming young man called Richard Tyler Blevins, who sports attractive neon-tinted hair and goes by the name of Ninja. He has minted around ten million dollars from subscribers who pay to watch him play a game called Fortnight. Let me just make that clear – they are not paying to play Fortnite themselves, they are paying to watch Mr Ninja play. Fortnite involves a hundred players at a time who fight and butcher one other to the death until only one is left alive, all in high-definition video. There are currently 200 million players of the game. The youngest players are aged eight, which should worry their parents, but probably doesn’t because mom and pop are too busy passively watching some other streamer. The average age of a Fortnite player is 13, which is the same age as the schoolboy Charlie Brooker was when my hopelessly life-affirming game helped turn him into a potty-mouthed cynic. At least I know I succeeded in something.

Click HERE to visit or return to jeeni.com

15
Dec

Artist Focus: Giack Bazz - A Royalty Revolutionary

In just five short years, Giack Bazz has crafted a spectrum of ideas and concepts with his discography that a lot artists don’t get around to in their lifetime. Although Giack has expanded his sound to stylistic corners that he even had to create himself, his sound has typically always been centred around alternative, experimental rock, inspired by the likes of David Bowie, Thom Yorke and Devendra Banhart.  Giack studied songwriting at BIMM London where he honed his already present skills as a singer-songwriter. Jeeni is always on the lookout for exciting, new talent that deserves a wider outreach and so, BIMM alumni, Ella Venvell, Jeeni’s artist liaison specialist remembered Giack as a unique and layered act and introduced him to Jeeni’s mission. As well as working with BIMM students, Jeeni has recently become partners with ACM to be at the source of new talent and help to uplift them in their careers. Hailing from Modena, Italy, the london-based Giack Bazz began his musical journey in 2016 with the sentimental and heart-aching ‘Childhood Dream'. The stunning debut was a means of processing the wave of emotions that came with the passing of his mother when he was just nine. Giack was also lucky enough to be picked up by his region’s arts council to fund a grand rock opera based off the impressive debut.  By kicking off his musical path with such a challenging and maturely profound project, Giack set up a powerful origin, with which he has used to launch into increasingly fascinating works, the likes of which I have never heard before.  As a fairly straightforward 9-track project, ‘Childhood Dreams’ is so far the only vanilla tracklist in Giack’s discography. Giack went on in 2018 to make a long-redundant 2-disc split with his second album, ‘Giack Bazz Is Not Famous’. This album had a more light-hearted, yet angsty indie rock tone which featured more full band arrangements compared to his first. The disc openers, ‘Beetle’ and ‘Forgotten Media’ are certainly two focal points of the project.  The year after came the Japan inspired ‘Haikufy’ which, despite containing 30 tracks, clocked in at under 20 minutes long. This project is the clearest first sign of Giacks experimental tendencies. Ranging from twinkling, dreamy moments to thrashing noise and yelling, the weird and wonderful ‘Haikufy’ still can’t help but feel cohesive as an experimental project due to clear vision and production. ‘Haikufy’ proved to be a vital stepping stone for Giack’s future as an artist and not just experimentally, as it was here where Giack first initiated his “personal protest against the unfair paying scheme of streaming platforms.”  Giack explained to me that “streams are only paid after the first 31 seconds clock in, the rest of the song is worthless for streaming platforms.” And so, by releasing an album that has densely packed in tracks that meet the bare minimum length to gain royalties from streaming services, Giack exploits a system just as they do. It was this concept that gave birth to Giack’s most recent project which is a kind of sibling to ‘Haikufy’ except, instead of 30 short songs, last year’s ‘Impression A.I.’ contained 366 written, mixed and mastered songs in a 6.5-hour timeframe!  Released under the name ‘The Royalty Instrumentality Project’ as a collaboration with partner and producer, Deborah Verrascina, ‘Impression A.I.’ is an inspiring and righteous protest against the unethical operations of streaming services, “By creating a vast album of short songs, we effectively use their system against them.”   With concepts like this; born of passion, research and justice, Giack makes for such a formidable force in the music industry. With Deobrah’s production to polish Giack’s ambitious projects and equally in-depth, albeit sinister marketing campaigns from manager, Marta Teolato, the team of three are a force to be reckoned with when it comes to music royalty justice. Fortunately, the trio are currently planning a similar protest project, fulled by extensive collaboration. Watch this space.  Giack is performing live at The Beehive, Empson Street on the 21st of January, tickets are available now: https://www.eventbrite.co.uk/e/the-beehive-underground-sound-tickets-211275650157?aff=GiackBazz  How can Jeeni support artists like Giack Bazz?   JEENI is a multi-channel platform for original entertainment on demand. We’re a direct service between creatives and the global audience.   • We give creatives, independent artists and performers a showcase for their talent and services. And they keep 100% of everything they make.  • We empower our audience and reward them every step of the way.  • We promise to treat our members ethically, fairly, honestly and with respect.  • Access to artist liaison and a supportive marketing team.  Check out Giack’s Jeeni showcase here: https://jeeni.com/showcase/giack-bazz 

10
Jun

The Death of Letitia

Jeeni has returned to Crowdcube to raise more funds for helping new talent. Jeeni founding director Mel Croucher says, “We’re ahead of our original schedule, but there’s still so much more to do. We need to scale our online platform globally now and build our mass artist showcases. Jeeni raised £100K in 6 days and we're working hard to get more investors on board. Then we can hit all our targets, and give our new artists the recognition they deserve.” If you want to see our pitch click HERE. Mel has been writing the best-loved column in top-selling tech magazines for over 30 years. Now he’s agreed to share his work with all our members. He’s a video games pioneer and musician, and to to find out more about Mel check out his Wikipedia page. https://en.wikipedia.org/wiki/Mel_Croucher. Here’s one of Mel’s latest! Black lives matter. Unless black lives feature in a videogame, in which case they don't matter a toss. I still remember the feeling of hope and despair when I played Daley Thompson's Decathlon for the first time. That was way back in the Olympic year of 1984, and it was a primitive sports simulation from Ocean software for a little home computer called the 48k Sinclair ZX Spectrum. Daley Thompson was an Olympic gold medal winner from Notting Hill. He had a fine body, and a great moustache, and according to his skin he was the son of his assassinated Nigerian dad. Anyway, I fired up the game and there on my glowing colour monitor was the pixilated figure of Daley, the great black athlete, running along a red cinder track. The thing was, the programmers had made him white. No, I couldn't believe it either. A huge crowd of spectators also appeared in the gameplay, and every one of them was as white as a Ku Klux Klan convention in a chalk pit. It's not as if no black characters ever appeared in videogames. Almost all the assassins, hoodlums, terrorists, monsters and mobsters were black, and their purpose was to be killed off willy nilly. Apart from Michael Jackson. He was the hero in a Sega videogame called Moonwalker and his role was to rescue kidnapped children and take them home. So there was nothing creepy about that, was there. Mind you, wee Michael was mostly as white in the game as he was in real life. For a real black and white issue from the early twenty-first century, I have revisited Ethnic Cleansing, developed by Resistance Records for PC desktop machines. That's the one where the white player gets sent off on a quest to murder blacks. It is equal opportunity racism, because you also score points for killing Latinos and Jews. And speaking of equal opportunities let's hear it for the computer character Letitia who appears in an update of Deus Ex, which is set in a cyberpunk future. Letitia lives on a rubbish dump, she is as horny as she is simple, and she speaks minstrel drivel in the sort of deep-South accent last heard in a Mel Brooks parody. You couldn't make it up. Except that's exactly what they did. And shame on you Mary DeMarle for writing it, Amanda Strawn for acting it, and Square Enix for publishing it. In the USA, over 70% of all African Americans play video games, but they make up less than 3% of game developers, which tells me quite a lot about the state of the play over there. This side of the pond, things are much better, where we have over 10% of people working in game development of a BAME demographic. That's a higher percentage than their number in the national working population, and way higher than in UK publishing, tv and music. This is good news, but it's where the good news ends. Last time I visited a major gaming studio in pre-lockdown, I did see several black faces. One was on security at street level, one was behind the reception desk, two were behind the counter in the canteen, and one was swilling out the bogs. The number of black and minority ethnic decision-makers in the UK computer gaming industry is shockingly low. As a result, race has lagged way behind gender and sexuality when it comes to stereotypes in gaming. Mainstream game designers tend not to question a norm, and they rarely rock the boat by refusing to carry out a questionable storyboard handed down to them by predominantly white hands from above. Most game designers I come across have less creative imagination than Rufus my Irish Setter, not to mention a much poorer sense of loyalty and the inability to lick their own genitalia. Video games have always followed movies in characterisation, and they are painfully stiff with stereotypes. Historically, lazy, myopic creatives have allocated blacks four roles - the violent black, the servile black, the sidekick black and the comedy black. I am removing sports games and music games from my list, since they exhibit no imagination whatsoever, but simply copy real people from the real world, unless you happen to be Daley Thompson or Michael Jackson, of course. The blame for all this lies squarely with the course leaders who purport to teach video game creation in universities and colleges. I have never met a creative course leader who is darker skinned than me, and I'm a sort of mottled puce. They may well instruct their students to bung in a character of the negro persuasion as if to fill some sort of racial minority quota, a bit like when those tv adverts suddenly started to feature blacks doing non-traditional things. Like working in building societies, and driving new cars. The change is coming through the independent video game creators, the so-called home-brew developers, and the change had begun in the UK way before the Black Lives Matter movement gathered such momentum. Creative change always comes from the mavericks and rarely from the corporates. As for the people who play the games, next time you come across a racial stereotype you know what to do. Take a knee. To the groin of the writer, programmer and publisher. The Death of Letitia, from Deus Ex: Human Revolution Click HERE to visit or return to jeeni.com

04
Jun

Top Ten Tips on How To Promote your Music Independently

Let's set the scene. We believed there would be a load of "How to Videos..." giving expert advice to help musicians, artists and performers along their merry way. We thought just Google it and the rest would be simple. But the quality of what we have found raises the question, "how helpful are these videos really, and do musicians and performers use them"? Do these videos add real value? To find out more, we're asking the new 400 Unsigned Artist Community members what they think. Maybe they have found a video or a blog which changed their fortunes, and they are willing share and let us know why it had such an impact. Let's see how far this forum opens new discussions and debate. Having listened to Jasmine from Ditto in the video below, we started to think that our first job might be to start a discussion around "how to promote and market your work". So you don't have to watch the whole 7 minute video, we have just listed the headlines to get a discussion going. (approx. 60 seconds read time) 1. Making great music, music always comes first. 2. Play as often as you can, make them remember you. Put on a killer live show and make an impact. 3. Start locally, go nationally and then head out on tour. Ed Sheeran says he played at least a thoiusand shows, before he became known in the music industry. 4. Create a website and build a mailing list - which links to your music, bio, promo images, tour dates, mailing list and sign-up form. 5. Get your social media sorted! Keep a consistent brand identity! Include competitions, polls, track snippets, press shots, backstage videos. Use targeted social adds, do not use mass advertising. 6. Check out what other successful performers are doing and learn from them, rather than starting from scratch. 7. Get your tracks PLAYLISTED. 8. Manage your own PR and contact journalists directly. Create an Electronic Press Kit, write a press release, upload your music, send to bloggers & journalists. 9. Surround yourself by the right people. Just because you are independent, that does not mean you have to do everything on your own. 10. Know your audience and focus on your niche! So that's it folks, let's create our own list and add value to this vital conversation. If you would like to join the new Unsigned Artists Community check us out and send in a request to join today. https://www.facebook.com/groups/2529935880656436/?source_id=459365401133253 https://vimeo.com/396502327