
I've had the pleasure of knowing Sum the creator of The Nobody Hole for over twenty years. He's been a sensei, brother and family member whose work and life philosophy have not only challenged me over time but made me a better artist. When I learned he was making a video game it didn't surprise me in the least, but made me no less excited at the prospect. I'm personally connected to this one so it makes it even more special.
I'm proud to say I participated many years back as an opener at The Knitting Factory for a performance of The Nobody Hole. I also painted live during the show. I asked Sum a few questions about this incredible project below. (You may also listen to the Sci-fi Hip-Hop Opera on our sound. page.)

AG: Before we discuss the current Kickstarter for your Nobody Hole video game experience, I have to ask you something I'm now realizing in all these years I've never asked, "How did you come up with the idea and story for the Hip-hop Opera to begin with?
Sum: I didn't. We've all heard artists talk about stories coming "through" them, and that's what happened. Many of the ideas just spawned, grew, connected.... you saw the house we lived at in Bensonhurst. It was a vortex of music and really twisted art. A bunch of stuff aligned and a portal opened...the right people were in the right place at the right time to unlock it, and I just sort of ushered it through. Whenever I get a chance, I tell people I'm not truly the creator of The Nobody Hole, I just kind of steward it and let the characters and music tell me what they want.
There's an old folktale about when the sun is out and it's raining, you can put a pin in the soil and hear the devil beating his wife. That always intrigued me, from when I was a kid. One summer day in 2005, living in NYC, I set out to write a song about this little boy, and then next thing I knew it was turning into a bunch of tales strung together. They tell the backstory of why you can hear the devil beating his wife on a sunny rainy day. That story ended up on one of the last songs on the album, "The Tale of The Nobody Hole". That song is the first time I experienced what we call "channeling". The whole process took just under a year.

AG: Nobody Hole has been in existence for many years now and has come to life in the real world in a number of incarnations, at what point did the idea for a video game come into play? Was it always a plan from the beginning? What are you looking to accomplish by now telling this story in a digitally interactive format ?
Sum: The game came to life all by itself, just like the album did. I went to get some training to learn how to produce VR and immersive experiences...expand on my skillset as a creative director. In recent years my expertise was getting pigeonholed into "AI guy" and I needed some new blades in my arsenal. Long story short, my cohort at GRX Immersive Labs split off into teams and talked about what we wanted to do for our team capstone projects. The art director on my team, Paris Holland, was privy to The Nobody Hole, and she's a super duper mixed reality game dev mind. She suggested our team make a Nobody Hole game for our final project, and the rest is history.
To answer your question, yes... at some point back in 2005 I saw everything The Nobody Hole could be... I saw videogames, feature films, graphic novels, you name it. Believing that it would happen one day is what kept me working on the project and showing people. I had no idea how or when it was gonna happen though.
Our only intention is to leave behind something that the griots of future generations may find some inspiration in.

AG: We always see BTS of characters movements being created where an individual dawns the black suit littered with white orbs. What was it like to go through the process? Your thoughts if any after completing the experience.
Sum: The motion capture process brought my connection to the characters and the story to another level. It's one thing to think and talk about how your characters move through time and space, but it's another thing to try and become them in your body. Another level of understanding and empathy.

AG: Lastly, fundraising can be quite an undertaking, especially when using a platform like Kickstarter. Why'd you choose this method to raise capital for the project? What advice can you give others considering using it to raise funds and suggestions in general for people regardless of platform they decide on.
Sum: Kickstarter's one method of a few, and its an experiment. I'm always fundraising in some shape or form, so it's just another mode of fundraising for me to be in. There are two not-yet-public fundraising efforts happening independently of my Kickstarter campaign. Honestly I chose Kickstarter because I felt they would be a good partner and expose me to more folks outside of my core support base, but I'm not sure that's happening lol. As always, it seems to come down to me and my immediate connections that I have spent decades cultivating. I don't think these third party platforms are really the move anymore - I came to that conclusion in 2009 when I launched The Good Look, and again in 2016 when I launched my Patreon. If you have a core support base, and they are the ones coming to the platform to support you, and the platform isn't exposing you to new supporters, why are we paying the platforms? It's why I'm not that loud about Spotify... they've brought me new fans. More than I can say for IG, who doesn't pay any of us anything for sharing our souls on the platforms. My advice is to focus on building your community, as cliche as it sounds. Building it, not just posting at people. Over time, you grow and grow older together. If you show up for them when they need you, they'll show up for you when you need them. It's very simple humanity. Create a relationship where you can transact directly, with as few middlemen as possible.
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@sumkilla