• Inspired by people I admire, here are some of the awesome things I found out about this year.

    Everything is only in the order of when I found it during the year. There is no ranking.

    Movies

    Viewings that were particularly meaningful.

    Some were for the first time, some were rewatches, all were impressive and inspiring.

    Books

    I thought I’d read a lot more this year. Apparently not.

    There’s always next year, I guess.

    Podcasts

    I don’t do a ton of podcasts, so this was really it.

    The Director’s Commentary is one of the greatest things on the planet. Check it out.

    Conan O’Brien Needs a Friend is also not listed, though I mainly watched that via Youtube.

    Youtube

    It’s so easy to find great stuff on Youtube. And it’s so easy to get lost in all the crap. Here’s some good stuff:

    Sesame Street- Don Music, Conan’s Family Wasn’t Cut Out for the Country Club, Young Stephen King Talking to a College, Limping Lotta, Nosy Bear Making Of

    My Stuff

    I’ve had a fairly productive year.

    My pal Zach Trent and I began our own production company to create are own projects and produced a few shorts this year including DiscBros.

    I created a few short animations at the beginning of the year, No Light and Seems, which were a ton of fun to make.

    I’ve been blogging a lot more and have a handful of scripts in various stages which I am very proud of.

    Reflection

    It was a great year. I learned a lot about writing, the biz, and general adult things. I drove across the country, held my first full time job, and moved out of my parents’ house.

    2025 is just around the corner and I can’t wait to see what’s in store. I’m hoping to blog more, finish more projects, and share more with cool people.

    Anyways… happy holidays, happy new year, and happy everything in between.

  • On the left is the inspiration. On the right is what I came up with.

    Inspiration is an odd thing, I don’t know if I’ve ever fully understood what to do with it. Obviously it’s usually the thing that spurs me to begin, but how does it shape and mold what I do?

    I needed to create a one-page for a story that I was planning on pitching, and I wasn’t too sure on how I wanted it to look.

    Scrolling through some of my old twitter likes, I came across this post which contained the above image. I liked it and decided to get to work.

    The original design for my one-page was much more in line with the inspiration, but as I am not that same designer nor is the project the same as the example, my design evolved into something different.

    To look at the two images, there is a clear correlation between them. They share a number of the same building blocks, but at the same time they are different. The flair and decoration is different, although the structure and foundation twin each other.

    I think this is how you use inspiration.

    It’s sort of about recreating what you like. Not creating something identical, that would be plagiarism, but trying to remodel it in your own way.

  • I read this post by the TTRPG creator Luke Gearing the other day and it got me thinking about the phases of a project, which is a dangerous, anti-productive thing to do, but in this case I think it was actually helpful.

    Gearing explains that his newest project was broken up into three phases.

    1. A barebones spreadsheet that detailed each element minimally.
    2. A handwritten ideation/barf draft phase.
    3. The final typed writing phase.

    Each phase was kept separate, and Gearing only allowed himself to move on to the next phase once that last one was completed.

    Reading this made me think of this video I’d seen perhaps a year ago on planning video game development

    The video explains the prototyping phase and the production phase, and how the two are kept separate. It also talks about how you cannot have one without the other and how the two bounce off of each other bringing projects to new heights.

    In other words, you have to switch from one to the other in order for the project to progress. Each phase solves the problems that the other phases confront.

    On my current project I’ve found that I’ve absently been following a similar path.

    I was using the things that I’d learned from the last script I’d worked on, and think I’m starting to develop a good system for myself.

    This is not to say that it is foolproof. Challenges will always arise, issues will need to be confronted, no puzzle is ever identical in how it can be solved.

    But I do believe that processes are a good thing, and that they do help me think.

    I’ve begun the project with a strong ideation phase. I didn’t really know what the story would be. I had an idea for the problem, but not on who the characters were, what they would talk about, how they’d go about solving problems.

    In a fresh notebook I just started writing scenes. They wound up being semi-sequential, but not completely. If I found myself getting stumped somewhere, I’d jump to another point and start from there. Then I’d jump back again.

    The characters started to develop, voices started to emerge, motifs presented themselves.

    But the story still wasn’t quite there.

    What I had was a mixed bag of puzzle pieces that if read through from start to finish would not make any sense, and that’s okay.

    The fun of this first phase, and having fun is the most important part, is not understanding the story. It’s not understanding the themes, characters, or plot.

    The fun is the spontaneity. The discovery. The “flow” state that you find yourself getting into when writing a new scene because you aren’t quite sure how it’ll end.

    If you think the fun part of this phase is the understanding of the story, you’re in trouble. Don’t mix up where the fun is.

    The next phase, the one I am currently on, is the organization phase.

    This is the spreadsheet, notecard, stationary explosion phase.

    This is where you take the macro-view of what you’ve written and do some detective work. I’m spending this time finding the motifs, figuring out the sequence of events, defining the characters, and laying out the story.

    For someone who does need some order and sense of organization in his life, this is much needed.

    The fun here is connecting the dots. Finding meaning. Constructing the story.

    I’m still in the midst of this phase, and it’s a breath of fresh air. It forces you to look at what you’ve written differently and that is always much needed.

    The final phase will be putting together the typed out script.

    I’m going to find the gaps in this phase, and those will need to be filled in. But the real fun of this phase will be getting to share what you’ve worked on with someone else.

    The feedback phase will either be a nightmare or a lot of fun. If it’s a game you’re working on, it’s letting other people play it. If it’s a script, the fun could be getting some people together to read it out loud.

    You’ll notice things that need to be tweaked, but it’s sure to be fun.

    I’m not here with the project yet, so I may make another post later on my thoughts on it but for now that’s what I’ve got.

    1. Ideation phase: Spontaneous play. Writing by hand. Making a mess.
    2. Organization phase: Stationary. Spreadsheets. Order. Detective work. Research.
    3. Construction: Building. Adjusting. Decorating. Sharing.
  • This past Spring I started to put together a sort of visual common place book.

    If you are unfamiliar with what a common place book is, it’s a notebook that traditionally houses quotes/writing that a person feels a particularly strong sense of connection to.

    By keeping track of the ideas, passages, verses… that really punch you in the gut, you are better able to understand what you like, think, and believe.

    It’s also handy for if you tend to use quotes a lot and need to easily find said quotes.

    My visual common place book is just a file on my computer that houses stills that I dig.

    If I’m watching a movie and see an image that I really like, I’ll take a photo with my phone and transport that image to the respective folder at a later date.

    Since I’m taking an image of a monitor or TV with my phone the image is never great, but that’s not the point. I’m more trying to keep track of the blocking, framing, colors, and art direction. The photo is just a reference.

    I don’t take a photo for every film I watch, even if that film has excellent photography.

    The real purpose behind this collection is to be able to reference the stills for my own projects.The stills that I take are usually taken because I want to replicate them in the future, and by having them at the ready in these organized folders I am setting myself up to do just that.

    Also, it’s just plain nifty to see the kinds of things I keep. It really shows the macro view of what I like, which is sometimes hard to figure out.

    I think this might be something I do forever, it just seems useful.

    And fun.

    Like collecting stamps or butterflies.

  • This past week I’ve been experimenting with a new story, one that is more of a game to write than something… I don’t know, serious.

    I’m a huge TTRPG fan and love to read up on theory of play. One of the most common and popular pieces of advice is that when you are prepping scenarios for players you should prepare situations and not stories. Meaning come up with a problem for players to solve, rather than a plot for them to follow through.

    The most exciting way to play is to throw players head first into a problem and to let them squirm and wriggle their way out of it. What you don’t want to do is have solutions already in mind, because if you attempt to steer people in the direction of your solution you tend to kill the thrill.

    It’s the problem solving, stakes, and consequences that arise that make the game fun.

    Thinking on this type of improvisational problem solving made me think of a passage in Stephen King’s On Writing where he touches on the differences in writing a plotted novel and a situational novel.

    He explains that stories like Misery, Cujo, and Gerald’s Game are stories that automatically incite plot based on their basic premises.

    “A strong enough situation renders the whole question of plot moot, which is fine with me. The most interesting situations can usually be expressed as a what-if question.”

    Stephen King On Writing

    “And none of the story’s details and incidents proceeded from plot; they were organic, each arising naturally from the initial situation, each an uncovered part of the fossil.”

    Stephen King on writing Misery

    By making the problem the heart of the story you are creating the playground that makes writing fun.

    When you work to find solutions for the characters to escape, it’s almost like you yourself are doing the escaping.

    It’s kind of like day dreaming what you’d do if you were stuck on an island. How would you survive? How would you escape? What about food? Shelter?

    By putting yourself into the situation, you sort of engage yourself in a different way when writing. It just seems a touch more interactive and a little less passive.

    Maybe writing is supposed to be a game like that, at least in terms of genre fiction.

    How would you enact a heist?

    How would you deal with an alien on your spaceship?

    How would you deal with zombies surrounding your house?

    How would you deal with witnessing a murder?

    Pick a problem and see how your characters get out of it.

    Nothing revolutionary here, I know, but still something potentially big for me. Certainly makes writing stories more about something.

    Like an escape room.

  • You want to make simple things, but complications get in the way. You want a simple story, with simple writing, with simple elements. Simple?

    It seems that the act of making something “seem” simple is actually a very complicated process. That it actually takes years and years of work and understanding to reach the point where you can steer work into “simple” territory.

    You have to learn through the complications in order to cut them off.

    It is hard work to make simple things.

  • back cover of draft with inspirations

    I’m moving along with a project that has been on-again, off-again for the past few years. It’s called Too Much and I really love it.

    The above photo is the back cover of the legal pad that contains a finished rough draft. It has various inspirations written on it that make up the essence of the project.

    The quote in the bottom right is a portion of an Alice Munro quote. The rest is as follows:

    “A story is not like a road to follow … it’s more like a house. You go inside and stay there for a while, wandering back and forth and settling where you like and discovering how the room and corridors relate to each other, how the world outside is altered by being viewed from these windows. And you, the visitor, the reader, are altered as well by being in this enclosed space, whether it is ample and easy or full of crooked turns, or sparsely or opulently furnished. You can go back again and again, and the house, the story, always contains more than you saw the last time. It also has a sturdy sense of itself of being built out of its own necessity, not just to shelter or beguile you.”

    Alice Munro

    I have left and come back to this project since I started it my Sophomore year of college where it began life as a poem.

    The story has changed each time that I’ve returned. But I keep on coming back.

    That must be a good sign, it must.

    “And I grew up in rural coastal Cornwall, miles from anywhere, so I know the feeling of being in a small town that, as soon as you’re conscious of where you are, you want to get away from—even though you’ll always be drawn back to it.”

    Mark Jenkins