The Clockwork Penguin

Daniel Binns is a media theorist and filmmaker tinkering with the weird edges of technology, storytelling, and screen culture. He is the author of Material Media-Making in the Digital Age and currently writes about posthuman poetics, glitchy machines, and speculative media worlds.

Tag: Storytelling

  • A Little Slop Music

    The AI experiment that turned my ick to 11 (now you can try it too!)

    When I sit at the piano I’m struck by a simple paradox: twelve repeating keys are both trivial and limitless. The layout is simple; mastery is not. A single key sets off a chain — lever, hammer, string, soundboard. The keyboard is the interface that controls an intricate deeper mechanism.

    The computer keyboard can be just as musical. You can sequence loops, dial patches, sample and resample, fold fragments into new textures, or plug an instrument in and hear it transformed a thousand ways. It’s a different kind of craft, but it’s still craft.

    Generative AI has given me more “magic” moments than any other technology I’ve tried: times when the interface fell away and something like intelligence answered my inputs. Images, text, sounds appearing that felt oddly new: the assemblage transcending its parts. Still, my critical brain knows it’s pattern-play: signal in noise.

    AI-generated music feels different, though.

    ‘Blåtimen’, by Lars Vintersholm & Triple L, from the album Just North of Midnight.

    In exploring AI, music, and ethics after the Velvet Sundown fallout, a colleague tasked students with building fictional bands: LLMs for lyrics and backstory, image and video generators for faces and promo, Suno for the music. Some students leaned into the paratexts; the musically inclined pulled stems apart and remixed them.

    Inspired, I tried it myself. And, wouldn’t you know, the experience produced a pile of Thoughts. And not insignificantly, a handful of Feelings.

    Lars Vintershelm, captured for a feature article in Scena Norge, 22 August 2025.

    Ritual-Technic: Conjuring a Fictional AI Band

    1. Start with the sound

    • Start with loose stylistic prompts: “lofi synth jazz beats,” “Scandi piano trio,” “psychedelic folk with sitar and strings,” or whatever genre-haunting vibe appeals.
    • Generate dozens (or hundreds) of tracks. Don’t worry if most are duds — part of the ritual is surfing the slop.
    • Keep a small handful that spark something: a riff, a texture, an atmosphere.

    2. Conjure the band

    • Imagine who could be behind this sound. A trio? A producer? A rotating collective?
    • Name them, sketch their backstories, even generate portraits if you like.
    • The band is a mask: it makes the output feel inhabited, not just spat out by a machine.

    3. Add the frame

    • Every band needs an album, EP, or concept. Pick a title that sets the mood (Just North of Midnight, Spectral Mixtape Vol. 1, Songs for an Abandoned Mall).
    • Create minimal visuals — a cover, a logo, a fake gig poster. The paratexts do heavy lifting in conjuring coherence.

    4. Curate the release

    • From the pile of generations, select a set that holds together. Think sequencing, flow, contrasts — enough to feel like an album, not a playlist.
    • Don’t be afraid to include misfires or weird divergences if they tell part of the story.

    5. Listen differently

    • Treat the result as both artefact and experiment. Notice where it feels joyous, uncanny, or empty.
    • Ask: what is my band teaching me about AI systems, creativity, and culture?

    Like many others, I’m sure, it took me a while to really appreciate jazz. For the longest time, for an ear tuned to consistent, unchanging monorhythms, clear structures, and simple chords and melodies, it just sounded like so much noise. It wasn’t until I became a little better at piano, but really until I saw jazz played live, and started following jazz musicians, composers, and theorists online, that I became fascinated by the endless inventiveness and ingenuity of these musicians and this music.

    This exploration, rightly, soon expanded into the origins, people, stories, and cultures of this music. This is a music born of pain, trauma, struggle, injustice. It is a music whose pioneers, masters, apprentices, advocates, have been pilloried, targeted, attacked, and abused, because of who they are, and what they were trying to express. Scandinavian jazz, and European jazz in general, is its own special problematic beast. At best, it is a form of cultural appropriation, at worst, it is an offensive cultural colonialism.

    Here I was, then, conjuring music from my imaginary Scandi jazz band in Suno, in the full knowledge that even this experiment, this act of play, brushes up against both a fraught musical history, as well as ongoing debates and court cases on creativity, intellectual property, and generative systems.

    Play is how I probe the edges of these systems, how I test what they reveal about creativity, culture, and myself. But for the first time, the baseline ‘ickiness’ I feel around the ethics of AI systems became almost emotional, even physiological. I wasn’t just testing outputs, but testing myself: the churn of affect, the strangeness in my body, the sick-fascinated thrill of watching the machine spit out something that felt like an already-loaded form of music, again and again. Addictive, uncanny, grotesque.

    It’s addictive, in part, because it’s so fast. You put in a few words, generate or enter some lyrics, and within two minutes you have a functional piece of music that sounds 80 or 90% produced and ready to do whatever you want with. Each generation is wildly different if you want it to be. You might also generate a couple of tracks in a particular style, enable the cover version feature, and hear those same songs in a completely different tone, instrumentation, genre. In the midst of generating songs, it felt like I was playing or using some kind of church organ-cum-starship enterprise-cum-dream materialiser…. the true sensation of non-stop slop.

    What perhaps made it more interesting was the vague sense that I was generating something like an album, or something like a body of work within a particular genre and style. That meant that when I got a surprising result, I had to decide whether this divergence from that style was plausible for the spectral composer in my head.

    But behind this spectre-led exhilaration: the shadow of a growing unease.

    ‘Forever’, by Lars Vintersholm & Triple L (ft. Magnus LeClerq), from the album Just North of Midnight.

    AI-generated music used to only survive half-scrutiny: fine as background noise, easy to ignore. They still can be — but with the right prompts and tweaks, the outputs are now more complex, even if not always more musical or artistic.

    If all you want is a quick MP3 for a short film or TikTok, they’re perfect. If you’re a musician pulling stems apart for remixing or glitch experiments, they’re interesting too — but the illusion falls apart when you expect clean, studio-ready stems. Instead of crisp, isolated instruments, you hear the model’s best guesses: blobs of sound approximating piano, bass, trumpet. Like overhearing a whole track, snipping out pieces that sound instrument-like, and asking someone else to reassemble them. The seams show. Sometimes the stems are tidy, but when they wobble and smear, you catch a glimpse of how the machine is stitching its music together.

    The album Just North of Midnight only exists because I decided to make something out of the bizarre and queasy experience of generating a pile of AI songs. It exists because I needed a persona — an artist, a creative driver, a visionary — to make the tension and the weirdness feel bearable or justified. The composer, the trio, the album art, the biographies: all these extra elements, whether as worldbuilding or texture, lend (and only lend) a sense of legitimacy and authenticity to what is really just an illusion of a coherent, composed artefact.

    For me, music is an encounter and an entanglement — of performer and instrument, artist and audience, instrument and space, audience and space, hard notes and soft feel. Film, by contrast (at least for me), is an assemblage — sound and vision cut and layered for an audience. AI images or LLM outputs feel assemblage-like too: data, models, prompts, outputs, contexts stitched together. AI music may be built on the same mechanics, but I experience it differently. That gap — between how it’s made and how it feels — is why AI music strikes me as strange, eerie, magical, uncanny.

    ‘Seasonal Blend’, by Lars Vintersholm & Triple L, from the album Just North of Midnight.

    So what’s at stake here? AI music unsettled me because it plays at entanglement without ever truly achieving it. It mimics encounter while stitching together approximations. And in that gap, I — perhaps properly for the first time — glimpsed the promise and danger of all AI-generated media: a future where culture collapses into an endless assemblage of banal, plausible visuals, sounds, and words. This is a future that becomes more and more likely unless we insist on the messy, embodied entanglements that make art matter: the contexts and struggles it emerges from, the people and stories it carries, the collective acts of making and appreciating that bind histories of pain, joy, resistance, and creativity.


    Listen to the album Just North of Midnight in its complete strangeness on SoundCloud.

  • Generatainment 101

    generated using Leonardo.Ai

    In putting together a few bits and bobs for academic work on generative AI and creativity, I’m poking around in all sorts of strange places, where all manner of undead monsters lurk.

    The notion of AI-generated entertainment is not a new one, but the first recent start-up I found in the space was Hypercinema. The copy on the website is typically vague, but I think the company is attempting to build apps for sites like stores, museums and theme parks that add visitors into virtual experiences or branded narratives.

    After noodling about on Hypercinema’s LinkedIn and X pages, it wasn’t long before I then found Fable Studios and their Showrunner project; from there it was but a hop, skip and a jump to Showrunner’s parent concept, The Simulation.

    Sim Francisco; what I’m assuming is an artist’s rendition. Sourced from The Simulation on X.

    The Simulation is a project being developed by Fable Studios, a group of techies and storytellers who are interested in a seamless blend of their respective knowledges. To quote their recent announcement: “We believe the future is a mix of game & movie. Simulations powering 1000s of Truman Shows populated by interactive AI characters.” I realise this is still all guff. From what I can tell, The Simulation is a sandbox virtual world populated by a huge variety of AI characters. The idea is that you can guide the AI characters, influencing their lives and decisions; you can then also zoom into a particular character or setting, then ask The Simulation to generate an ‘entertainment’ for you of a particular length, e.g. a 20-minute episode.

    In 2023, Fable Studios released a research paper on their initial work on ‘showrunner agents in multi-agent simulations’. To date, one of the largest issues with AI-generated narratives is that character and plot logics nearly always fall apart; the machine learning systems cannot keep track over prolonged story arcs. In conventional TV/film production, this sort of thing is the role of the director, often in conjunction with the continuity team and first assistant director. But genAI systems are by and large predictive content machines; they’ll examine the context of a given moment and then build the next moment from there, then repeat, then repeat. This process isn’t driven by ‘continuity’ in a traditional cinematic or even narrative sense, but by the cold logic of computation:

    “[A] computer running a program, if left powered up, can sit in a loop and run forever, never losing energy or enthusiasm. It’s a metamechanical machine that never experiences surface friction and is never subject to the forces of gravity like a real mechanical machine – so it runs in complete perfection.”

    John Maeda, How to Speak Machine, p3

    The ML system will repeat the same process over and over again, but note that it does not reframe its entire context from moment to moment, in the way that humans might. The ML system starts again with the next moment, then starts again. This is why generating video with ML tools is so difficult (at least, it still is at the time of writing).

    What if, though, you make a video game, with a set of characters with their own motivations and relationships, and you just let life continue, let characters grow, as per a set of rules? Many sandbox or simulation games can be described in this way. There are also some open-world role-playing games that play out against what feels like a simulated, continous world that exists with or without the player character. The player character, in this latter example, becomes the focaliser, the lens through which action is framed, or from which the narrative emerges. And in the case of simulators or city-builders, it’s the experience of planning out your little world, the embedding of your gameplay choices into the lives of virtual people (as either biography or extended history), that embodies the experience. What The Simulation proposes is similar to both these experiences, but at scale.

    A selection of apparently-upcoming offerings from Showrunner. I believe these are meant to have been generated in/by The Simulation? Sourced from The Simulation on X.

    Sim Francisco is the first megacity that The Simulation has built, and they’re presently working on Neo-Tokyo. These virtual cities are the storyworlds within which you can, supposedly, find your stories. AI creators can jump into these cities, find characters to influence, and then prompt another AI system to capture the ensuing narrative. Again, this is all wild speculation, and the specific mechanics, beyond a couple of vague in-experience clips, are a mystery.

    As is my wont, I’m ever reminded of precedents, not least of which were the types of games discussed above: SimCity, The Sims, The Movies, even back to the old classic Microsoft 3D Movie Maker, but also Skyrim, Grand Theft Auto, Cyberpunk 2077. All of these offer some kind of open-world sandbox element that allows the player to craft their own experience. Elements of these examples seem like they might almost be directly ported to The Simulation: influencing AI characters as in The Sims, or directing them specifically as in 3D Movie Maker? Maybe it’ll be a little less direct, where you simply arrange certain elements and watch the result, like in The Movies. But rather than just the resulting ‘entertainments’, will The Simulation allow users to embody player characters? That way they might then be able to interact with AI characters in single-player, or both AIs and other users in a kind of MMO experience (Fable considers The Simulation to be a kind of Westworld). If this kind of gameplay is combined with graphics like those we’re seeing out of the latest Unreal Engine, this could be Something Else.

    But then, isn’t this just another CyberTown? Another Second Life? Surely the same problems that plagued (sometimes continue to plague) those projects will recur here. And didn’t we just leave some of this nonsense behind us with web3? Even in the last few months, desperate experiments around extended realities have fallen flat; wholesale virtual worlds might not be the goût du moment, er, maintenant. But then, if the generative entertainment feature works well, and the audience becomes invested in their favourite little sim-characters, maybe it’ll kick off.

    It’s hard to know anything for sure without actually seeing the mechanics of it all. That said, the alpha of Showrunner is presently taking applications, so maybe a glimpse under the hood is more possible than it seems.

    Based on this snippet from a Claude-generated sitcom script, however, even knowing how it works never guarantees quality.

    Claude Burrows? I think not. Screenshot from Claude.Ai.

    Post-script: How the above was made

    With a nod to looking under the hood, and also documenting my genAI adventures as part of the initial research I mentioned, here’s how I reached the above script snippet from the never-to-be-produced Two Girls, A Guy, and a WeWork.

    Initial prompt to Claude:

    I have an idea for a sitcom starring three characters: two girls and a guy. One girl works a high-flying corporate job, the other girl has gone back to school to re-train for a new career after being fired. The guy runs a co-working space where the two girls often meet up: most of the sitcom's scenes take place here. What might some possible conflicts be for these characters? How might I develop these into episode plotlines?

    Of the resulting extended output, I selected this option to develop further:

    Conflict 6: An investor wants to partner with the guy and turn his co-working space into a chain, forcing him to choose between profits and the community vibe his friends love. The girls remind him what really matters.

    I liked the idea of a WeWork-esque storyline, and seeing how that might play out in this format and setting. I asked Claude for a plot outline for an episode, which was fine? I guess? Then asked it to generate a draft script for the scene between the workspace owner (one of our main characters) and the potential investor.

    To be fair to the machine, the quality isn’t awful, particularly by sitcom standards. And once I started thinking about sitcom regulars who might play certain characters, the dialogue seemed to make a little more sense, even if said actors would be near-impossible at best, and necromantic at worst.