The RAVENS are landing.
When Slate Pro Audio’s RAVEN MTX multitouch production console started appearing at trade shows, the WOW factor was through the roof. People saw something they had never experienced before, or even dared to seriously consider.
On exhibit: A giant touch screen display featuring a powerful multitouch mixer (the RAVEN MIXER) that can control all major DAW’s, along with a flexible and user-customizable, multifunction toolbar. A full-featured analog monitoring section with multiple speaker outs and input sources, smart phone connectivity, USB, multiple headphone send and cue options, and a lot more were part of the package.
The result is a console vastly different from any other control surface out there. And now that they’re becoming available, early-adopting pros are installing RAVENS into their studios and going to work with them.
As captivating as the RAVEN is, its beauty is not just skin-deep. SonicScoop found out just how intensive its story — and philosophy — is when we talked to Slate Pro Audio’s VP of Creative Operations Alex Oana, the Co-Designer and Product Manager for RAVEN.
Working together with Steven Slate and the company’s dedicated team, Oana experienced first-hand the inspiration, intensive problem-solving, and hard work required for this hyper-ambitious fantasy to became an audio reality. Here’s the way it went down:
Starting from the 10,000-ft. view, how does Slate decide what new products – hardware and/or software – to develop?
Most of the time product development at Slate begins with Steven asking himself, “What do I need?”
In the case of the RAVEN he had been working on a monitor controller he wanted for his studio when we met. I suggested to Steven that a studio hardware product like that should be built around the DAW. Steven kept saying, “Let’s make it bigger, like a console” and I kept throwing in features like integrated USB, iPhone dock and laptop reference speakers which led to him hiring me!
We took our non-multitouch RAVEN X1, a huge confusing console that made no sense, to NAMM 2012.
Out of frustration I said to Steven, “We claim to be innovative, but this [Raven X1] isn’t innovative at all. What would be innovative is if we made the Raven a giant touch screen so you can touch your DAW directly.”
Three things separate Steven Slate from other developers:
1) He can’t let a good idea go,
2) He won’t rest until he sees an idea through, and
3) It has to be perfect.
My little multitouch idea that I had been dreaming of since I first started working with Pro Tools in the late 1990s started our journey along the “bleeding edge.” After 18 months of blood sweat and tears we know first-hand what that term truly means.
From there, what made the RAVEN a priority for Slate to develop?
DAWs are amazing. As advanced and miraculous DAWs are, there’s been no intuitive way to interact with them. Before RAVEN, working with a DAW was like trying to play a guitar with a trackball.
We looked around and it just seemed like everybody who should be making multitouch hardware and software was just sleeping. We really wanted the RAVEN for ourselves because using a keyboard and mouse to create music sucks and it’s not healthy. My elbow, wrist and hands were killing me!
When we debuted the prototype RAVEN at AES 2012 we knew one of two things would happen – we’d be the laughingstock or people would flip out. Luckily people flipped out.
Steven said that Slate wanted to “respect the console heritage” in creating the RAVEN. What does that mean from an ergonomic, creative and sonic standpoint?
Think of a wraparound Helios console from the 1970s. It was designed to place every control the engineer would need within easy reach. As studio tools expanded the consoles got bigger, racks of outboard sprung up behind and to the sides, making it impossible for the engineer to work in the sweet spot.