Showing posts with label interviews. Show all posts
Showing posts with label interviews. Show all posts

Thursday, September 10, 2020

Kim Belair, Part Four

Alex: If you have a team of say four or five writers, what specialties would you be looking for? What's your handful of writers?

Kim Belair with wallpaper

Kim: I think if I'm assembling a narrative team, I'd be looking for diverse experiences. And I want to make sure that it's representative of the characters that we have, of the attitudes and ideas and cultures that we want to represent.

There's this idea that, like, we can cohese around our skill in writing.

Alex: "We're imaginative, we can write anything!"

Kim: But that's obviously insufficient.

It's important to me to have someone who can really get the systems and the mechanics working alongside the story, someone whose best form of expression of story is in the country of mechanics. I worked in the past with a narrative director who is by no means a writer. But his vision of story was so different from mine and allowed me to see a different perspective and really structure things differently.

Then I always want someone who's an expert in voice, in punch up, in cleverness on almost everything. Someone with a good sense of humor. Even if the game is not funny. The construction of a joke is very hard to do when it's a natural dialog.

Someone with a strong sense of place, of worldbuilding, someone who can really give a sense of lore. I don't like world bibles. I'd rather have people who can get across a sense of the economy of the world.

Then I also want someone who can take on a variety of different kinds of writing and who is really, really adept at it. Someone who can write a couple hundred lines of barks and enjoy that process. And who's going to be able to give quantity while maintaining quality. … But I do want someone [else] who's a little bit slower who can think about things.

Overall, team composition for me is just: generosity, collaboration, and free discussion in between people.

I think that if you could assemble a team that has those components, then, you know, one person might have a super full week while the other was supporting them. And someone else the next week is gonna take the lead. When the workhorse writer is through and just needs someone to punch it up.

Alex: Have you worked with videogame narrative editors?

Kim: I worked with a woman named Paula Rogers. She's also the lead writer on Goodbye Volcano High and was also, I think, head of story on Neo Cab. She has fantastic editing skills. I think that we don't use editors enough. Like we almost wait until QA gets a hold of it. Working with editors is really, really nice, especially when they're external and coming in on a project and saying, What do you need? What do you not?

We worked with a script coordinator on Suicide Squad and that is so helpful. Someone who's going to make sure that we're keeping the tone right, that we're staying consistent with what we've already said. Yeah, I would always advocate for editors.

Alex: Kim McCaskill was saying she's really good at continuity. Like, waitasecond, the character met that person last week and now she's saying she met that person two years ago.

Kim: Yes, exactly.

I know that if I'm on an open world game and I'm writing a cinematic and then a year later I'm writing a bunch of combat barks and one contradicts something I wrote a year ago, there's no one else to check on that until it hits QA. And then finally, when we play it, we go, oh, no. It's already been recorded.

Alex: So talking about toxic work environments, which is always fun. Obviously they suck and nobody should have to deal with them. What do they do to the game?

Kim:  We have this assumption that if it's toxic, it doesn't show up in the game.

But it does it in ways that we can't immediately quantify, even if the game is successful.

Because if I am in a toxic workspace where I don't feel I can express myself as a woman of color, then when I'm in a creative meeting and someone says, OK, well, this character is a woman of color, she does this thing. In an environment where I am being fostered, I might have the courage and the strength to say, hey, I don't think is a good idea. Let me explain to you why. But in an environment that's toxic, where I have been treated like I don't matter, where I've been desolate, where I've been made to feel small, I'm not going to say that. And so even if it's not something offensive, even if it's not something particularly awful, the reality is that if I had been empowered to say something, we could have had a better game. That works across the board. Anyone who is stuck, who is oppressed, is going to be limited in what they can express creatively.

And I think that we don't pay attention to that, because even with studios, if you have a studio where everyone's treated super, super well, but the game has like a deeply racist, sexist, homophobia, transphobia, whatever it is, someone at that studio now feels unsafe. Even if they're treated well, even if they're not, you know, being actively harmed or harassed. There's this now sense of microaggression. I was actually in a meeting earlier today talking about a similar thing. And I was saying that, if you go to a social worker, and they're really, really fantastic. And you walk in there and there's like, Playboy centerfolds. And maybe to that person, they're like, "no, I just like the art. This is not a problem." But I'm not sure if I'm going to be able to speak to this person without being objectified

So it's about creating a space where I feel comfortable enough to contribute to the game.

There's so many games that, they might not be offensive, they might not be obviously bad. But you can tell that no one said, what can we do to represent these people more? It's being additive, and that's what you lose out on.

Alex: On we happy few, we had a thing in the story where some of the women in the office said, "thaaat's a l'il rapey." So we changed it. And it wasn't obvious to me, as a guy, how it was rapey?

Kim: A lot of the time you will say something like, OK, well, in this scene we're going to really show how bad sexual assault is. We want to make sure that it's evil. But who are you showing that to?

Alex: You're putting your women players through that.

Kim: Yeah. Exactly. This is a thing that she has to think about when she walks home every day.

Alex: OK, so last question, how do you stay sane?

Kim: Oh. Who says I do?

I think that for me, it's always working with people who I like, which is what Sweet Baby allows.

If I end up on a project where I am encountering a problem, I can still go back to the same group of people who I trust and love. I'm kept sane by the people around me. If I'm in a meeting where someone treats me with some disrespect, I always have people around me to do a sanity check. Was I crazy? That is the biggest difference from working in a studio: you don't know.

Alex: Do you want people to hit you up like, Hey, I love the idea of Sweet Baby, can I get you a sample?

Kim: Yeah. Folks are welcome to. I'm always looking for, especially, marginalized developers from all disciplines. Obviously we're a narrative agency, but we often encounter projects that go, hey, we're looking for a programmer. Hey, we're looking for an artist. So just having a roster of people who we can offer up is nice. And frankly, we're also here for people who need to vent about something. It might take me longer to answer those emails, but I do want to hear what people are dealing with and help in whatever way I can.

So should people just e-mail you?

We actually have an email setup for that, talk@sweetbaby.com. And beyond that, I'm on Twitter and on everything as @bagelofdeath.

Alex: So why @bagelofdeath?

Kim: When I was 15 or 16 years old, I did a comic and the villain of the comic was threatening the hero with this thing that was going to absolutely kill him. And he holds up a bagel. And the protagonist is like, is that just a bagel?

And he's like, it's a Bagel of DEATH.

And he's like, OK. And so he takes a bite of it and goes like, are these raisins?

And he goes "raisins ... of DEATH!".

And then he's like, no, these are just raisins.

And so the villain goes like, wait, these ARE just raisins.

And then the last panel is like a Frenchman in a bistro about to bite into this bagel that's like glowing green, full of needles, broken glass and scorpions.

Monday, September 07, 2020

Kim Belair, Part Three

Alex: How do you explain the importance of what you're trying to do?
Kim: We're hitting, what, 40 years of video games. And I think people are starting to ask, why are we making very similar products? Why are a lot of our stories not resonating with the younger audiences? Why is our audience not growing? I like to say that representation is innovation. I think when people are asking for diverse stories, we're not asking for the same story with, you know, diverse characters.

Kim Belair in a sunny dressWe have to look at story and narrative as one of the things that we can innovate on. Like when you bring someone in from a different culture, from a different background, from a different gender, they’re going to create something that we haven't seen before.

The way that we look at demographics is that we go, OK, the majority of our player base is, let's say, a white male. So we're going to make stuff for white males.

But if you make something from the perspective of an Asian trans woman, and it’s really strong, then it will work for people. People crave new stories. If you want to innovate, even to stay current, it's not about graphics, it's not about hardware. It's about opening up new perspectives for people. So I explain it as, it’s important to game development to diversify. It's not just part of advocacy or activism. It is going to make your games better.

Alex: Also, of course gamers are mostly white guys: you’re making games for white guys! Try making games for somebody else, maybe they'll show up!

There’s an old story about Harry Cohn, the founder of Columbia Pictures, who everybody hated. But everybody went to his funeral. And someone said, “See? Give the people what they want, and they’ll show up.”

Kim: The market has always been frustrating to me because we make assumptions based on what we already have instead of what we could have. A couple of months ago we were talking a lot about player choice in Assassin's Creed. People were saying, well, no matter how good this female character is, a majority of players played as a male character. So therefore people prefer male characters.

And what I had to explain was, no, actually, from a marketing and a psychology perspective, most people are going to choose the gender that they most align with. It doesn’t mean that’s what they want. If you are male identified, it's not that you don't want to play as a woman. You're just going, oh, that one's for me. I’m a guy, I don’t go to the ladies’ room.

We look at the success of something like Horizon Zero Dawn, which is a game led by a female character. If they had made it a choice, most players would have played as a male. But they didn’t, and it was a huge success.

Alex: On the flip side, even if you did believe that players will only play their own gender, which obviously I don’t, well, if 20 percent are playing a woman, you just increased your player base by 25 percent for almost no cost.

Kim: I think that the majority of the men, if you had Assassin's Creed starring a woman, they would play it anyway. Aside from a couple of trolls on Twitter, the odds are they're gonna go, oh, this is the brand that I like, I'm going to just play.

Alex: I would add that, not only can you tell more stories with diverse characters, you can explore more worlds. Our game Contrast was set in a shattered carnival world. What would it have meant to explore that as a typical 30-year-old white dude with a beard? But an eight-year-old girl and her seven-foot-tall circus girl invisible friend, that opens a door.

What is one of the most interesting narrative systems you have not been able to implement for whatever reason?

Kim: We were talking about how your choice of character has a profound effect on your experience. And I think one of the problems is that we only look at diverse characters in terms of what deficits that creates. Like if you decide to play a Black guy in Mafia 3, people are going to call him the N-word. OK, if I'm a White guy and I play as a Black man and someone is racist towards me, maybe that builds empathy. But all it says to me as a Black person, is that this game isn't for me. I already know that people are racists. This is not teaching me anything. This is just making me experience the worst of what I experienced in my life.

Alex: So for example, other Black characters might code switch...

Kim: Yeah, and be a little more forthcoming with you.

Alex: On a project I was on I worked with a Black consultant who asked if we would present Black characters as White people see them, or as they see themselves. So if I play a Black character, maybe I get a little peek behind the curtain.

Kim: That would be really, really cool. Something inviting.

We did a cultural assessment on a game project, and I employed this wonderful Cree woman named Sonia Valentine, and we asked her, what do you see too much of when you see indigenous characters? And she said, a lot of ceremonial garb, that is only meant to show non-indigenous people that this character is indigenous. And she was like, I don't go around in my daily life wearing ceremonial garb to show people how Cree I am.

And I said, What would you like to see? And she said, beads. She was in the process of making a bead work Superman logo. She's a huge DC Comics fan. And for her, beadwork is part of her culture. But the way that she uses it is to express who she is.

And if I saw a beadwork Superman logo, I wouldn't necessarily read it as, oh, yeah, that's an indigenous character. But she would.

Alex: Did you watch Mohawk Girls, the TV series, at all?

Kim: Not yet, no.

Alex: I think this is in the pilot, one of the characters meets a guy and it immediately becomes an issue of who are his parents, because the Mohawk community is so tightly intermarried, but you're not allowed to date cousins who are too close to you. And that's a problem that someone outside the Mohawk community wouldn’t necessarily know about. But Tracey Deer, who’s Mohawk, who created the show, did know it. It’s her reality. And if you're Mohawk, maybe you're like, “Exactly. Maybe I don't want to date a white guy, but how many Mohawk guys are there that I can actually date?” And I thought that was, you know, a look behind the curtain.

Kim: And that to me is so much more inclusive. Are you creating a Maori character for people to see that this game has diversity in it, or are you creating them for Maori people to see themselves?

Alex: Is there academic theory that you find useful?

Kim: My goal on every different project is to lead by lead by emotion and to make people care about what happens in the game. I don't necessarily subscribe to a school. But as a rule, when I draw inspiration, it's largely from action and blockbuster films. I use The Fast and the Furious a lot. I use Mission Impossible rather than dramatic films. Because we’re making action products. My job is to take this action thing and add character and world stories that are emotional, grounded and dramatic. Like, if I look at Mission Impossible, that movie makes you care about the folks in it. It's a lot healthier than if I look at a dramatic film and then try to add gameplay mechanics to that.

Alex: Have you ever seen Night of the Iguana? Elizabeth Taylor? 1964?

Kim: Yes.

Alex: A friend of mine saw that. And he thought it was Night of the Iguanas, with an ‘s,’ and he was waiting for the iguanas to show up. It was a perfect horror movie setup, you know, two people, cabin in the woods. You develop these great characters and you start to care about them, and then here come the iguanas.

Kim: I want to respect the medium. I want to be a writer who serves the greater project rather than someone who comes in and goes, I really want to tell this beautiful story, and I'm going to just cram in gameplay where I have to. Show me the thing that you're trying to build and I'm going to try to bring feeling and love to it.

Sunday, September 06, 2020

Kim Belair, part two

Alex: What phase of game development are you in currently? What what do you actually do in a given day?

Kim Belair

Kim: At any given time, we're working on between eight and twelve projects, mostly for clients, some for ourselves. And the way that I work is every day is a couple projects.

For example, in the morning, I would log in and talk to the team at Rocksteady when we're working on Suicide Squad and that would be like a writers room, sit down, talk through a script. Talk about characters, write scenes or barks or whatever.

And then in the afternoon, now I'm going to work on Goodbye Volcano High. I've got a meeting with KO-OP.

And then I might have a meeting with Square Enix or Panic. And then I will end the day with a check in with everybody else, OK, what's tomorrow look like? What kind of deadlines do we have coming up? What's the most urgent need? Who's going to do what? So every day is a little bit different, but it's very rare for me at this point to have any full day that I work on one thing.

Alex: What are the hardest battles you fight?

Kim: I guess I can talk about this with Rocksteady. At the beginning, I was like, oh, there's some information that I'm missing, because, one, they're five hours ahead, they're in London. But two, they're in an office together. So they're having a lot of conversations I can't be a part of.

But now that most more people are working from home, everything has to be intentional. So I can be more part of the conversation.

Alex: Lisa remarked to me she is more aware of what's going on in the company since we started working remotely because absolutely everything's on Slack. She doesn't have to worry that somebody was in the break room with somebody else and had a conversation and decided something she doesn’t even know about. She just has to read Slack.

Kim: What really makes me happy about it is that we can now more freely hire people who don't live in the big cities, who might not be able to afford it, who might have life situations that don't allow them to work outside the home. It used to be more like, well, you can either take care of your kids or work. And obviously there are still immense challenges for any parent or any caregiver, but if there’s one thing to be grateful for about this terrible pandemic, it's that it's allowed people to work in a way that works for them.

Alex: So do you think that’s going to help the sort of bro culture that we are sometimes dealing with?

Kim: I think it is. I think that a lot of our culture needs to change because it has been, you know, granted to the most privileged people, to people who are creating these boys clubs that are inaccessible to other people. And, slowly but surely, we're untangling that. Both because of the ways that we work and because of the information that we're now sharing.

Alex: Now we don't have, “We're all gonna go to the bar and get drunk! Yeah!” I mean, I hope no one's going to the bar.

Kim: No bar. And the other thing, the pandemic created a situation where now if you're a victim of abuse, you no longer have to go into the office and have to avoid certain people. And I think that and the current push for like Black Lives Matter and equality and social justice, have turned this industry into something that realizes, no, we can be different.

Alex: Any guesses on where this is going to lead when, at some point in the 2030s, we can actually go back to the office?

Kim: I don't want that to happen. I don't want to just to be like, OK, pandemic's done, we have a vaccine, everybody get back to the office.

What I'd like to see is, OK, let's look at what worked here. What part of working from home was helpful? Did it improve the lifestyle for some people? For so long in games, we've been told, ‘No working from home, we can't manage that.’ And then all of a sudden the pandemic made it clear that we can. And I hope that we do become more open to saying, oh, this marginalized person from a small town who can't move here, we're gonna give them a job because it can be done remotely.

Alex: So how did you get into game writing? Your B.A. is in commerce?

Kim: Yes, I have a marketing degree. I ended up getting into games via community development at Ubisoft. I’d been doing branding for different companies and a lot of copywriting, for a company called Territorial.

And I was approached to help with media development on Far Cry 4. The community developer's job was to create content based on the world of the game. So everything from interviews with the developers and podcasts and stuff like that, to in-character interviews and blogs. I wrote this character called Divya Kandala, and she was a journalist going into the fictional world of Far Cry 4. And she eventually interviewed the game's villain.

And the narrative director, Mark Thompson was like, oh, you should put some of this into the game itself. And he connected me with the level designers. And we put in, just tiny details, little notes here and there. Like one house that had her suitcase in it.

And after that, he asked me, do you want to do this? Start doing narrative? And Lucien Soulban and Corey May had already encouraged me to get into that. Honestly, it was something that I hadn't really considered as a path. It wasn't necessarily where I saw myself.

I finally made the switch on to Assassin's Creed syndicate. And that was my first official writing gig.

And after that, I worked on For Honor and then two canceled projects. And then I got Brie Code who had left Ubisoft and started her own company, Tru Luv. [“We work with artists, psychologists, game designers and AI programmers to bring life to AI companions.”] She asked me if I wanted to do a little bit of contract work on the side. And then I started getting people more interested in working with me. Eventually it got to the point where I knew that Ubisoft wasn't going to allow me to just keep working on other stuff. So I said, OK, I'm going to go out and try my luck.

Alex: So they wouldn’t allow you to work on other stuff if you're working for them. But they will hire you if you’re a company!

Kim: Exactly. Yes.

Alex: It’s funny how just framing it differently makes it OK.

Kim: It is funny because I have now done more finalized, out-in-the-world writing for Ubisoft not as an employee than I ever did as an employee. My impact on Assassin's Creed: Valhalla is greater than my impact on Syndicate or Far Cry or For Honor.

Alex: How do you find writers for your company? What do you look for in a writer? How do you judge how good a writer is going to be? Because it sounds like the people you're talking to, they can't say, “Here's a stack of AAA games I’ve shipped.”

Kim: I don't look for experience. I look just for a sample. I don't really believe in writing tests. I want to see, what's your sensibility? I look for basic skills. Are you a competent and good writer? But then I want to sit down in a room and see, are you fun to work with? Are you engaging? Are you kind? Are you funny?

Because on a game project, I'm working with you for anywhere between a month and four years. So I want to really feel like we're going to vibe. I can teach you the skills, but I can't teach a really skilled jerk to be a nicer person. So I'm looking for a combination of talent and personality that is fun and compassionate.

Alex: Does the medium of the sample matter? Because when I was looking for a writer recently, I would get prose samples sometimes. And I have a lot of trouble guessing from a prose sample if you can write games. I can guess from a screenplay sample. But prose is like, well you know, these are a lot of words and they're great words and they're in the right order. In prose you can do all these things that you can’t do in a game or a screenplay. You can say what people are thinking. In most adventure games you’re mostly restricted to what people are saying and doing.

Kim: Yeah, I skip to dialog a lot when I read prose samples. One of the games that we're working on right now, Sable, is a little bit prose-ish. So those skills do apply. But more globally, I'm looking for how are you using the words? Is it fun to read? Is it taking me on a journey? And then I will usually look at the dialog to make sure it's natural and it's snappy and interesting.

Alex: But prose dialog is a different beast. It prose dialog has to make up for not having an actor there who can really think through what this line means and then inhabit that character. The text has to do all the heavy lifting.

Kim: Yes, but I think that if you can write a scene in prose that's really compelling, that translates well enough to a game later.

I used to write almost exclusively prose. And when I had to do screen writing for games, that process was just, how can I give the dialog a little bit more weight? It's a muscle. And if I think the person is really talented and willing to learn, engaged and interesting, I'm always willing to help develop that skill. Because writing in games means different things on every project. I’ve been on projects where writing meant only going over someone else’s dialog and making it shine. And I've also had game projects where, OK, we need you to give us a story on top of these five mechanics that we already have. So it’s not just dialog, there's a huge range of skills needed.

Alex: And there are games that are all prose. Mostly indie ones. Fallen London. 80 Days.

What I look for is voice. Do you have a voice? I can’t teach you to find your voice. I mean I could, but not on the schedule of a video game production.

You have to come to the party with an ability to put yourself in a fictional world. If you’re just writing the fictional world, that’s okay, but I’m looking for someone who can imagine themself into that world, and come out and show me what it means to them to live in it. If you have that, I can teach you tips and tricks to develop your voice.

Kim: We don't spend enough time on developing that kind of talent. There’s a lot of people that we don't see at first blush. When I look to women and other marginalized groups, screenplays are not where they begin. Especially for young writers, short stories and fan fiction is their place to shine. So I'm going to try to going to try to bend that by giving them training.

Alex: You’re a for-profit Pixelles!

Kim: Yes, exactly. And speaking of Pixelles, we have hired a couple of their people. Back in the day when events existed, we went to at least one showcase a month. And I read someone's stuff and I was like, oh, she's fantastic. I want her. And I kept it around for about a year. And then recently on Goodbye Volcano High, we hired them to write their first game. And it's going great so far.

Thursday, September 03, 2020

Kim Belair, part one

Kim Belair

I met Kim Belair, when she was a panelist on an intro game writing panel my wife, Lisa Hunter, set up. But I would surely have met her one way or the other, at MIGS, or GDC, say; she is the sort of person you might run into at a café in Malmö or Ulan Bator and not be the least surprised she is there to work on the project.

Kim is a writer, narrative designer and co-founder of Sweet Baby Inc, a narrative development company based here in Montreal. In the industry since 2013, she's worked with companies including Ubisoft, Rocksteady, Square Enix, KO_OP, Valve, and JuVee Productions to bring games and stories to life. Beyond narrative work, Kim is an advocate for representation and inclusion, and is currently leading an initiative aimed at supporting, training and empowering marginalized devs.

Alex: You started your own narrative services company. Why?

Kim: I’d worked for five years at Ubisoft, and at the time that I left, I had just rolled off a two year project, and I’d put a lot of time and effort into it, and it ended up getting canceled.

And I started to feel, as you might imagine from everything that's been revealed lately about Ubisoft, I had a tremendous amount of discomfort with the environment. I didn't feel there was a place for me move up the ranks. I just kind of didn't see a lot of people like myself in leadership, either in personality and demographic.

And so I left to go freelance. And within a couple of months, I got a callback from a company to help with this Afro-Futurist project. And I said, yeah, I'm happy to help. And I asked about the writing team, and it was an entirely white male writing team.

Alex: I am shocked. Shocked, I tell you!

Kim: And I was like, hold on: this is an Afro-Futurist project. Most of the characters in it are going to be people of color. And you don't have any on your team.

And they said, Well, you know, we tried, but everyone we found was too junior, and didn't have the experience. They basically described systemic racism.

And I was like -- OK, well, maybe what I can do is, if you trust me as a writer, as an experienced designer, maybe I can hire some junior folks, and I’ll train them. I'll get them to the point where you need them to be. And we can, you know, get a team of people that is diverse and also gets a bunch of people that first videogame credit.

The project ended up falling through for unrelated reasons, just like budget and marketing stuff. But what I took from that was, OK, if I have a company, I can create a sort of farm team for the games industry. We can find, you know, young, aspiring, marginalized or junior talent, and I can help them.

And so, Ari MacGillivray and I ended up creating Sweet Baby, just the two of us. And on one of my contract projects, we worked with David Bédard, who is also former Ubisoft. And he and I like really, really vibe. We have a very similar approach to a lot of things.

And it took a couple months for us to kind of figure out what the roles were going to be. And the next step was just taking on stuff.

And within the first year, we went from two people working on other games, industry jobs and doing a little bit of Sweet Baby stuff on the side, to all three of us now being full time, plus a contract project manager and a team of, I think, between twelve and fifteen contract writers, and designers and consultants, a programmer, artists.

And I think what we've been able to do is, one, increase our capacity, but also two, create a space where I feel like every day that I go into the office, I work with good people, no matter who the client is.

And at the same time, our moderate success right now has allowed us to do outreach programs. Like we do free Twine courses for marginalized and aspiring developers. We try to do portfolio reviews. We try to do placement. We try to do scouting. We try to do everything that uplifts people who deserve a chance in the industry. So we have a balance of, you know, practical work that is going to pay our bills, and we also have the ways that we give back, which are to me an equal portion of the company.

Alex: So tell me about teaching people to use Twine.

I wrote a game in Twine called Stories: the Path of Destinies for Spearhead Games. We had 31 endings. And kind of my take away from that was, oh, that's why we don't make branching stories.

We had to figure out how not to end up with a lot of unused content. So we figured out a way where you'd have to play through the game five or six or eight times before you can win.

At my current company, Compulsion Games, we really don't do narrative branching. We didn’t for Contrast or We Happy Few, except for two choices at the beginning and end. For production reasons, because it eats resources like nobody's business; but also because it’s hard to tell a good story when you don’t know the ending.

So, why teach Twine?

Kim: What I learned from Twine was, what's daunting for a lot of aspiring developers is, they look at these finished products and they have no idea how it got to get how it got there. They look at what a video game is and they see, you know, Gears of War. They see a Red Dead, an Assassin's Creed. It’s so very big and it seems so nebulous and challenging. And so a lot of people just kind of get discouraged.

And I think the struggle for a lot of aspiring developers is that, if they're artists, if they're programmers, or writers, whatever it is, a lot of the time they can only make a small part of something. And so Twine allows them to create something that's finished. Something that, when they put it out there, is complete.

And they can put that on Twitter and someone can see them. Like just before I spoke to you, I was speaking to this 21 year old woman and she tried Twine, she made something and she ended up putting it on the forums for Blaseball.

And my colleague David [Bédard] read it, brought it to me and was like, this person's really great. So I had a meeting with her because I'm absolutely going to hire her for one of our projects.

And that came from being able to see, not only is her writing good, but she has a sense of design. She has a sense of how to tell a story, how to engage a player. And now I want her to do that for us.

Because if you put out just a short story, you might say, yeah, you're really good at writing, but do you have the fundamentals of design? And it's just a boost to your portfolio to be able to take me on a little adventure.

We actually hired this wonderful lead writer from Eidos Montreal to teach us the foundations of Twine. Basically to teach us, here’s the quick way to do what you’ve been doing the long way around.

Thursday, October 06, 2011

Spectacular Optical

In which I am interviewed by Ariel Esteban Cayer about YOU ARE SO UNDEAD for Spectacular Optical, the magazine of the Fantasia Film Festival.

Upcoming: YASU screens at Toronto After Dark on Saturday, October 22, at 9:45 PM, just before War of the Dead.

Friday, March 11, 2011

Circle Cast Interview and Giveaway

Today, I'm interviewed on YA Fresh. I talk about the mystery at the heart of the King Arthur legend, my writing routine, my first sale and other fun stuff. And I'm giving away a signed copy of the book. Check it out!

Wednesday, March 09, 2011

Denise Jaden interviews me about The Circle Cast



Denise Jaden, author of the highly acclaimed YA novel LOSING FAITH and the forthcoming APPETITE FOR BEAUTY, interviewed me on her blog! She asks me about my characters, my day job (which is screenwriting), my path to publication, my number one bit of writing advice, and what I wrote when I was a teen. Check it out!

Tuesday, August 31, 2010

Sheri Elwood Interview, Part Two

More of my interview with Sheri Elwood, creator/showrunner of CALL ME FITZ...


CS: Why shoot in Nova Scotia?

SE: They simply had the best tax incentive. I know it's a big taboo to say that. But it was a cost benefit analysis. We looked at Vancouver, Calgary, Hamilton, Halifax. Nova Scotia had the best incentives.

I mean, I own property there, and I pay taxes there. I shot my movie there, and I know the crews, so it made sense.

Of course, they give to you, and then they taketh away. Nova Scotia just yanked some of the incentives we've been relying on. It's unfortunate, you spend all this money trying to set up local infrastructure, to train a pool of technicians, and then you don't maintain that.

CS: The famous Canadian habit of punishing success.

SE: Right, if you're successful, you get less money. But we had lunch with our local Minister of Culture last season trying to impress on him and his people how much money we’ve brought into the community, so hopefully we'll get some of that back.

CS: It seems to be set in North America. Did you have pressure from broadcasters to make it more American?

SE: It's sort of an anywheresville ugly suburb. In my head when I wrote the pilot, it a suburb of Atlantic City, so if anything there was pressure from the Canadian side to make it nonspecific, for the sake of the funding.

CS: On CALL ME FITZ, your characters are compelling and fresh and sometimes outlandish. But they’re not what you’d call likable. (In fact, Jason Priestley's Dick Fitz is a right asshole, always looking out for number one, and proud of it. And Ernie Grunwald's Larry, who announces that he's Fitz's “conscience” and is out to save him, is self-righteous and incompetent.) What attracts you to writing characters you wouldn’t want to be your friends?

SE: I think at the end of the day it's calling it like I see it. These are people I know, and then I'm amping the volume up to 11. My brother's a used car salesman--

CS: So this is your family?

SE: I'm taking shades of what’s there and looking at it through a funhouse mirror.

CS: I notice that cable seems to be the home of unlikable characters. Do you think that's because there's encouragement to have characters and situations that can only be on cable? Or does every writer secretly long to write characters who are awful people, and only cable writers get to do it? Or are people actually like that?

SE: I think that everyone has a f***ed up family. So characters like these are infinitely relatable.

CALL ME FITZ was my writing sample for years. Everyone was interested in the writing, but we could never put him on network. They'd ask, “Could you get rid of the conscience?” “Could you get rid of the more unsavory elements of this guy’s psyche we don’t want to deal with?”

I think it's too general a statement to say that cable is allowing writers to be a little more truthful. Everyone’s flawed, and we're putting those flaws under a microscope. Cable allowed us to show flawed characters who say and do bad things – the things many of us would like to do and say, but are afraid to. Network is generally about selling ad time, and large corporations don’t want their products associated with degenerates.

CS: I notice that in episode 3, after two episodes which present Fitz in a completely uncompromising way, we meet Fitz's mother and we start to understand why he is the way he is, and sympathize with him a little. Another writer might have shown that sooner, and yet another writer might have never shown that. What went into the decision to hold that back until episode 3?

SE: It’s just how it played out - there wasn’t a science behind that decision. I would say that was the moment where we may have understood Fitz a little more, but it’s certainly not about redemption. Afterwards, he continues his downward spiral. Things just get worse. He does not learn his lesson. He does not become nice. And he doesn’t feel he’s done anything wrong.

CS: Larry’s clearly meant to be mysterious. On the one hand he appears almost miraculously during Fitz's accident. He knows things only Fitz could know. And he calls himself Fitz’s conscience.
On the other hand, he's no guardian angel. He makes mistakes, he gets involved in Fitz’s scams, and he tells lies. (Or I think he does.) Is “What is Larry really” a question you’re going to keep playing with throughout the series, or are you going to reveal an answer at some point?

SE: He’s horrible – he’s just as screwed up or more as Fitz is. I always intended that character to be mysterious. Is he Fitz's conscience, or is he just some psycho. It's about the shades of grey between good and bad -- is there really such a difference? That's who Larry is to Fitz.

That relationship is something I've arced out for the whole series. It goes all the way to the end. Once we know the whole story – the origin of Larry – for me, the show is over.

CS: So in an ideal world, how many seasons are there?

SE: It's a five season arc. At the same time I'm grateful that I've got this far. Season One I designed just to be a sort of a 6 1/2 hour art film box set. I'm thrilled we get to do a second season.

CS:  Thanks so much!

CALL ME FITZ airs September 19 on The Movie Network and Movie Central. Check it out!

Monday, August 30, 2010

Sheri Elwood Interview, Part One



CALL ME FITZ is a new HBO CANADA series about a sleazy used car salesman (played by Jason Priestley) whose life spins wildly out of control after a strange man claiming to be his “conscience” starts interfering in his life. I was fortunate to catch up with creator-showrunner Sheri Elwood for some crafty chat.

CRAFTY SCREENWRITING: Let's start with you. You went to Ryerson – what do you feel you got out of film school?

SHERI ELWOOD: I don’t know if it was worth it. Being an undergraduate in film – unless you're setting out to be a technician, I'm not sure if it's worth it. So much of being a writer is about what is it that you have to say – what are the stories you have to tell? What is your life experience? And we were making a lot of little knockoffs of chase movies and things like that. I was so young, I didn't have a hell of a lot to say. I sometimes think I would have done better to get a degree in philosophy or literature.

People are always coming up to me and asking, “Should I go to film school?” And I tell them, learn with as much breadth as possible, and then get a masters in screenwriting. Or go get practical experience.

CRAFTY SCREENWRITING: So what was your first practical experience?

SHERI ELWOOD: I was given a National Apprenticeship award through the Academy. They sent me to John Brunton to work on READY OR NOT for Showtime [in 1995]. John’s a great supporter of young upstarts and he asked me what I want to do. I said I wanted to write, so he stuck me in Pete Mitchell's story department.

CS: The famous mentor Peter Mitchell... [Peter Mitchell won the mentorship award at this year's Canadian Screenwriting Awards.]

SE: Yeah, John was the deal maker, he put me with Pete the showrunner.

CS: I wanted to ask, what was the job or person you learned the most from. Was that it?

SE: I don't know – I didn't know what it was that I needed to learn at the time. I picked up the carpentry on READY OR NOT. Then for a long time I was mentorless. I guess the show I learned the most on – I recently worked on a series called DEFYING GRAVITY with Jim Parriott. I learned a lot from him about running a show, how to treat your staff, how to deal with politics, and most of all, how to put character before plot, always.
CS: You were a producer on DEFYING GRAVITY...

SE: I was a writer-producer. It was an American-financed show, developed in the States. Fox financed it, and CTV came on board afterwards. So we were working in the American model where writers produce their own episodes, they're on set for their own episodes. And I was running the writing room in LA while Jim shot the show in Vancouver. So I learned management skills and a lot about network and story room politics.

CS: What was different about working on an American show?

SE: The stakes were a lot higher. There was more money. And the jeopardy was greater: if the show didn't do well, we'd be cancelled immediately. There were more people weighing in. This was the studio system, so we had network notes and studio notes.

CS: Are you trying to implement the American model on FITZ?

SE: In terms of having more writers on set, yes, I would if I could. I just don't have a big enough staff. We have a good-sized writing staff when we're developing the, but once we're in prep and shooting, we're down to four people. So we can't afford to have a writer on set at all times, plus we're shooting blocks of two episodes at once, so the pressure to have my peeps at their keyboards is fairly intense.

But I think it’s essential to have writers on set – it's not a luxury. We’re lucky in that we’re building writer’s offices into the studio we’re shooting at, so the set will be just a walkie away.

[More tomorrow!]

Monday, August 02, 2010

Steve Levitan on Deadline Hollywood

Hollywood is 10,000 people running to the spot where lightning just struck. People tried to recreate Friends for many many years. It’s so elusive and there’s so much serendipity that goes into getting a show to work. It’s not like we cracked the code, so the next thing we do is going to be just as brilliant – we got very lucky here, things happened to come together, and we’re just holding on for dear life.
Steve Levitan interviewed by Deadline Hollywood. Check it out.

Sunday, July 04, 2010

David W. Zucker at Banff

David W. Zucker is the showrunner of CBS's drama THE GOOD WIFE. He talked about the genesis of the show at the Banff Worldwide Television Festival this June.

The show was actually created by Michelle and Robert King. “What they came in with was the notion of the disgraced relationship. and you could see the opportunities to go five years with the show. She’s a compelling character, and every decision she makes has a huge impact on those around her, and she gets involved in the moral and ethical gray zones that corrupted her husband.”

What attracted CBS was the idea that Julianna Margulies’s character was also going to be a lawyer. CBS “has got fat and healthy knowing how to develop and promote franchise shows, and this gave them the potential of close ended case stories.

“But they passed on the first pitch. You could tell from their questions what had freaked them out. In the original pitch there was more time with the lead-up before she goes back to being a lawyer” [as she was 13 years before]. “The Kings wanted to explore the whole media frenzy. But the studio didn’t want to live there, because that’s not where a procedural would live. They didn’t want to spend a lot of time on the premise.

“So we went back to the same exec, and they were very open. I said, I think we can address your problems. Because it wasn’t a problem with the characters.”

So they made it more procedural (I’ve been in the same boat. I have a pay cable series that I developed; now we’re taking it to American networks. It has a fairly unique main character that everyone’s interested in. But in the serial pay cable version, she was working at a church charity; that took her into her stories. In the version we’ll pitch CBS, she’s a cop, and she solves crimes. If a network wants olive bread, you’re foolish to give them pumpernickel.)

The network liked the new version quite a bit more. “But [CBS president] Nina [Tassler]’s notes were very broad. And I tried to figure out what was missing in the script for her. Normally CBS are logic police if there is any possible confusion for the audience. But the interesting thing was that Nina was missing a deeper connection to the Alicia character. The studio and the network had been pushing for more of a procedural. Now the head of the network was asking for the thing they’d wanted us to do less of. They weren’t asking for any revisions but it left us feeling off.

“So we came back and said, “We want to go deeper with Alicia.” And out of that we got the scene in the pilot that Alicia has with her mother in law in the kitchen. That was the only time we get an expression from her what Peter put her through. And she loses it. And that single scene provided another texture. It also did a beautiful thing for us – made Nina feel she had ownership of the script.”

One of the weird things about Hollywood is that it’s not like what you think, but everything they tell you is also true. We joke about how you don’t want to be the guy at the gym who’s inflicting his script on all the producers, but passing along his script at the gym is exactly why Ian Brennan has gone from theater actor to creator of a hit show. And there are as many paths to getting your show on the air as there are shows. You can get your show on the air if you’re not an experienced TV writer — the Kings were experienced, but if you look at their credits, they’re almost all lower budget features. But they took it to Ridley and Tony Scott’s company and, though they’re “second chair” to David W. Zucker, they’re integral to the show.

The thing that all these shows we’ve been hearing about have in common is great characters — usually one great character — in a compelling and fresh situation. If you have that, a bit of luck and a lot of persistence will take you the rest of the way.

Saturday, July 03, 2010

Bill Prady at Banff, Part Two

“We write every episode together from page one. There are seven of us on staff, and generally we are all sitting around while our assistant sits at a computer and typies it all up.

“To keep our momentum, we tend to skip over the science and put it in later: “Science to come.” The science itself isn’t crucial to understanding the show. It’s like Ricky shouting at Lucy in Spanish. You don’t have to understand it, but if you do, there’s another level available to you.

“We have a science advisor. A friend of a friend of mine was an astrophysicist at UCLA. What we did with the pilot was find stuff and then he corrected it. So for the show we asked him for recommendations for a science advisor. But he said, “can I do it?”

“Then later he told me he was on a plane reading a script, women came over and started talking to him. Welcome to LA where scripts are magic.

“The science has to be right. There was a show that shall remain nameless, but one of the characters was a paleontologist. And the paleontology was never anything that sounded right.

“We always have ‘the nerd beat.’ This is usually whatever we were talking about ten minutes before. Like Green Lantern is vulnerable to wood. But classic Green Lantern is vulnerable to the color yellow. Which means you can take both green lanterns out with a #2 pencil.

“Here’s our test for humor. If you can say a line to a friend, and your friend gets the joke without any context, then it’s a bad joke. You should have to spend ten minutes explaining who the characters are. If your friend doesn’t get the joke unless he knows the whole setup, then it’s a good joke.”

Friday, July 02, 2010

Bill Prady at Banff, Part One

Bill Prady showruns the incredibly highly rated comedy series BIG BANG THEORY. He had some interesting things to say about the genesis of the show at the Banff Worldwide Television Festival.

The show originated out of misery: Prady was unhappy. “Marta Kaufman [FRIENDS] had been blackmailed by the WB into running a 1 hour drama about four sisters called RELATED. I was her third choice for the number two writer. She wasn’t happy. It was awful. We were working a mile north of the WB lot. I started walking south down Hollywood Way, and I wound up in the office of Chuck Lorre.

“Now Chuck has no need for any more money. He’s created TWO AND A HALF MEN. I’ve told him, ‘Has no one explained to you how wealthy you are?’ But he’s passionate about his work.

“We decided to work on a pilot together. We wouldn’t pitch the show, we would just figure it out ourselves. We went through a bunch of ideas. Chuck had read a science fiction novel, and we tried that for a month adapting it until we realized it wasn’t a good idea.

“There was an actress famous for indie films who wanted to do TV. We developed a show for her about a woman who’s tough on the outside but out on her own for the first time. That didn’t work.

“Then we thought, let’s put these two charcters together. The original version of the show was about Leonard and Sheldon and this very tough version of Penny.

“So we wrote the first two scenes, and brought in a couple of actors and had them perform it for the president of CBS, and they commissioned the pilot.”

(Okay, let’s just stop there a moment. Remember how Ian Brennan was a theater actor before his gym buddy took his spec feature of GLEE to Ryan Murphy? Remember how Vince Gilligan created BREAKING BAD because he had no idea how to feed his family? Stories that give you hope that your long dry spell could just be the prelude to earthshattering success? Okay, this is the opposite. Somehow I suspect that if you were buds with Chuck Lorre, and he developed a show with you, and took it to the president of CBS, you could probably get a pilot commitment, too.)

“The original female character was envisioned as tough as nails but with a sweet inside, and it would take a while to break her down. Now I’m not a big fan of focus group testing, but the company that focus grouped BIG BANG had never seen such a gap between a score for a show and a score for a character. They loved the show. They hated Penny.

“Supposedly you never watch the men in a focus group. They’re dull, they don’t say much. Watch the women’s conversation. And all they were talking about was how they could get rid of this woman on the show and keep the guys.

“Generally the decisions on pilot pickups are made on Mother’s Day. This is to ensure that you have an absolutely miserable Mother’s Day. The first half you can’t focus on anything because you’re waiting to hear. And then you hear you didn’t get picked up.

“In this case, though, the network did an almost unheard of thing. They said, ‘we don’t want the show but we’ll do another pilot because we like the guys.’

“They thought it was a casting issue. But we thought it was a writing issue – no actress could play the part we’d written sympathetically.

So we brought in Kaley Cuoco. She’d actually auditioned before, but she was all wrong for the tough version, and it turned out she was perfect for the nice one.”

Thursday, July 01, 2010

Ricky Gervais at Banff

I didn’t make a lot of notes at Ricky Gervais’s talk at Banff. Gervais is a very funny man to listen to, but he wasn’t talking much about craft. I did learn that his name is pronounced "Gervaise. I had a great time at William Shatner’s panel moderated by Bill Prady too, but I can’t say I learned much beyond the importance of doing Shakespeare.

Towards the end of his talk, though, he mentioned having a list of do’s and don’t’s for THE OFFICE. He mentioned some of them:

“No exposition. ‘You know your brother who just came back from the Yucatan.’ ‘Yeah... he’s my brother, of course I know him.’

"No people entering just to do the important thing.

"No Eye of God camera coming between two people dancing. I mean, whose point of view is that?

"No director’s jokes. Nothing the character wouldn’t say just because it’s funny. We cut out half the jokes that were too smartass for the character. For example, Tim and Dawn weren’t supposed to be having a good time if they’re not together. Tim was supposed to be Norm from Cheers. But he was too smart. And the audience would think, if he’s that smart and happy, I don’t care. So what we did was no one laughs at his jokes. Only Dawn laughs at his jokes. That meant more than getting the laugh.

"Also, jokes sometimes ended with an embarrassing silence. That excited us as well.

"The reality of the piece excited us. The realer it was, the more it would resonate.

"It was about a man in free fall, who confused respect with popularity.

"Oh, and we knew we had to keep reminding people it was a fake documentary. Otherwise all we had was a slow sitcom without enough jokes.”

Wednesday, June 30, 2010

Vince Gilligan at Banff, Part Three

Q. How much did you have with the pilot script? How detailed a series arc did you have?

A. Great question. It really depends on the kind of people you’re selling to. With the people I was pitching, I didn’t have to give them anything but the pilot.

A lot of people did say, this is a great pilot, but I don’t get where it goes after the first episode. I told them, it's Mr. Chips turns into Scarface. I've said that 100 times.

But I'd give a few highlight moments. Most of them in fact never happened. Like, Jesse Pinkman dies. I always assumed he'd die in a big season ender at the end of Season One, in a drug deal instigated by Walt. That would be a terrible burden of guilt for Walt to carry, and guilt and rage are great fuel for further drama.

But I so enjoyed working with Aaron Paul from the pilot onwards… it must have been very early, I realized, there's no way in hell I’m going to kill this guy off. By episode 2 or 3 I sat him down and told him, "Hey, by the way, I was going to kill you off." And he really freaked out. I said, "No, this is a compliment to you that I’m not going to kill you off."

For a long time after that, every time Bryan Cranston (playing Walter White) would get the script first, he'd tell Aaron, "Ohhh, buddy, it was nice working with you!"

Anyway, when I was pitching, I’d pitch these crazy moments -- what Stanley Kubrick calls non-submergible moments, moments that don't submerge into memory -- that we have never done in 3 years on the show. But for Sony/AMC I didn’t need those.

Still, it’s good to be as prepared as you can, even if it’s only a sales too that you’ll never use later. Once they’re pregnant, they’re pregnant.

I don’t know how you figure out something 100 hours in advance. It has to be a free flowing story telling process. There are so many realities that you can’t foresee. Like, Jesse Pinkman's house was sold out from under us. The owners of the house sold it. So we needed new plot elements to explain why he’s no longer in the house. So we had his mom and dad find the meth lab in his basement, and his name isn't on the lease.

The important thing is to believe in it. If you're selling something you don't believe in, that if you're successful you're going to have to live with for years … there's easier ways of making money.

Tuesday, June 29, 2010

Vince Gilligan at Banff, Part Two

Q. Is Walter White a good guy who’s made horrible decisions? Or is he a bad guy who’s finally fulfilling himself?
A. I don’t know. The franchise of this show is transformation. We are transforming our main character -- we’re turning Mr Chips into Scarface. I don’t know for sure if this is a dark world corrupting an innocent man, or all this stuff is within him and it’s now coming out. A man who previously lived so bottled up due to fear is now free of fear. Without the cancer diagnosis he would have lived a life of quiet desperation."

Q: What do you find admirable about him?
Gilligan: There’s not a lot. I love Walt. He loves his family. He never gives up. He’s dogged. He has a passion for something in life. Has a passion for chemistry. People who have passion are interesting. But he is not the character I like the best on the show, although he is endlessly interesting to write about. Jesse is kind of the moral center of the show -- at least he is the moral center of his and White's little thing that they've got going. He's the voice of reason. 'How much money do we need?' He's trying to live up to being the bad guy, but he can’t really be the bad guy.

Q. Do you know how the series will end?
A. I’m impressed that Damon Lindelof knew the ending of LOST after the end of Season One. As to where BREAKING BAD ends … I have hopes and dreams for the characters...

Q. Do you see going two more years?
A. I like setting an end date. When the LOST guys went to ABC they had a huge hit show and they said to their bosses: let’s put a clock on this thing. My hat is off to them. Every serialized show should think about doing that.

But the business doesn’t do that. I would love to put a clock on BREAKING BAD. Does that mean the end of Season 4? Season 5? I can’t imagine anything past season 5. I love a countdown – you’re working towards a very concrete definitive end. It allows you to come up to a more satisfying ending. And I always had a continuum: he goes from Mr. Chips to Scarface. Well, he’s got pretty bad. How more bad can he get? There’s no finite limts on his continuum.

But you want to keep working. And thinking as a showrunner, my show employs 150-200 people, and I want to keep them working.

But you want to leave the party a little too early and have people miss you. It’s tough. It’s the thing I ask myself all the thing.

Q. And of course internationally it makes a lot of money.
A. Our show is a tough sell. I’m amazed it’s on the air. It’s like a bumblebee. Scientists it’s supposed to be impossible for it to fly. There’s no reason why this should work. But it does.

Monday, June 28, 2010

Vince Gilligan at Banff, Part One

Vince Gilligan is the creator and showrunner of BREAKING BAD, which AMC has just renewed for a fourth seasons. I attended his master class at the Banff Worldwide Television Festival. Here are my notes from the session.

Gilligan “hadn’t had a paying gig in a while" even though he'd worked on the hit long-running show THE X-FILES. He and a friend in a similar predicament were on the phone discussing what they could possibly do to feed their families, and (if my notes are right), his friend talked about "buying an old RV and building a crystal meth lab. So during this phone conversation this character named Walter White came into my head, which is very unusual for something to hit me like that.

[The question nobody asked in the session was: whatever happened to the friend? Normally if you're in a phone conversation with a fellow writer trying to figure out shows to write, and one of you gets an idea, both of you should work on the idea, since it came out of "the room." On the other hand if they were just shooting the breeze about being out of work, Gilligan was free and clear to write up his idea on his own.]

"The first question when you get an idea is of course: is it a movie or a tv show? Is it two hours or 100 hours of story? I don't know if we can get to a hundred, but…"

Gilligan had a "pre-existing relationship with Sony TV. I had a blind TV commitment -- I'd done an ill-fated CBS pilot for them. They read BREAKING BAD and kind of looked at me oddly, 'what the hell is this?' But they bought it"

(I thought it was interesting and rather inspiring that of five master-classes, two were from writers who were wondering where their next paycheck was coming from immediately prior to setting up their hit show.)

"Once the studio bought the idea, they were my partners. We went around town to different networks. I knew what AMC was, but AMC never entered the equation. We thought there were three possibilities: HBO, Showtime, and FX. We approached all three. FX was interested for a while and then passed. So I tried to turn this into a movie."

(Lisa and I have done this a number of times. I have a movie under option that I'm attached to direct that started out as a TV pitch I couldn't set up; and we just got a grant to write another movie that started out as a TV pitch. A TV series and a movie are very different animals, but when you have a great character and a compelling situation, why waste it?"

"My wonderful agent Mark Gordon was at the time assistant to my other agent, and unbeknownst to me, he sent the pilot script to AMC, which he knew at that point was interested in making the jump into scripted programming and was about to open MAD MEN. So I got a call: 'AMC is very interested in your pilot script, would you like to meet with them?'"

"I'm eternally grateful that nobody asked me to make the characters more likable. You go to a lot of these meetings where people have read the material and you get glad handed to death and then the death by 1000 cuts begins. 'Does he have to be a meth dealer? Does he have to be 50 years old? Our research shows that 50 year olds are not interesting to our audience.' You have to be willing to walk the heck out the door. But Sony and AMC were courageous. And AMC had the courage of their ignorance because they’d never done scripted TV before."

"They only called once, when we had Walter White give Jesse's girlfriend extra heroin so she'd OD. They called, “are you sure you want to go that dark? Let's talk about this.”

"Now, executive notes are not always wrong. And when people tell you you're drunk, maybe you'd better sit down. If something scares you and excites you at the same time you really want to examine it from all angles. You want to hear what people have to say. Not polling them. But it was such a scary thing we felt a need to do a gut check with a bunch of people and see if we’re going too far too fast. So we thought about it, and we decided to let Walter just watch Jesse’s girlfriend choke to death on her own vomit."

(Oh, and here is BREAKING BAD NOW ON ABC!!!)

Sunday, June 27, 2010

Ian Brennan at Banff, Part Two

GLEE is a rare bird among writing rooms. It’s just Brennan and Ryan and Brad. “We don’t have a writing staff, which is not typical. I know on OVER THERE it was Bochco and one other guy. But I don’t understand how you do it differently. We co-write everything. We’re credited sort of randomly on the show. But we all do passes. Ryan has a really good sense of what plays in Peoria. If I wrote it, one million people would really f***ing love it.” [Note to Canadian readers: that’s a very small number of viewers.]

“Now that we’re picked up for season three, hiring writing staff would probably actually slow us down. There would be almost a learning curve – how would someone come in to write for us? Anyway, writing the show is getting easier. The show tells you what it wants. And now that people like it, you don’t think ‘I’m writing a turd.’”

One of the audience members asked if the characters were going to write original music, but Brennan didn’t think so. “The secret to how our show works is two things for me. First, people singing for no reason. I don’t, ironically, like musicals. Unless I’m in them. My sister and I when we were very young were watching THE SOUND OF MUSIC, and we were, like, ‘how do they know all the words?’ With our show, it makes more sense that people are singing. And it’s music you know, so there’s an endorphin rush from the moment you know what song it is, you’re already going there. I mean, now we can stretch the boundaries a bit, but don’t just have people just burst into song.”

A reporter asked about a NEWSWEEK article about whether gay actors can play straight people. “I don’t feel I have that much to contribute. I guess we are still obsessed with where people put their genitals
We still all giggle at that. The generation behind us is officially not going to care. They already kind of don’t care. You’re going to have to apologize to your children or grandchildren, ‘Yeah, it used to be bad, gay people couldn’t marry and all this stuff.’ I mean, are we really talking about this?”

“The tour beat all expectations. We just wondered, could we do a live tour? Would it be good? We threw out a trial balloon — and all the venues sold out in 30 seconds or something insane.”

“We get calls all the time from people who want to be on our show, but you don’t want it to be THE LOVE BOAT. I mean, ‘Who would you be?’”

“I keep hearing that there are budget cuts in high schools everywhere, but because of the show, now they don’t dare cut Glee Club. So the show is a snake eating its own tail. But I hope it isn’t reserved for music. I wouldn’t be here if not for the theater department. I’m 100% a product of American public school system; this is the logical endpoint of my arts education. Public education works – it did for me. Don’t cut all that arts stuff. If not for that, I’d be a veterinarian in Chicago.”

“I can only make sense of the world through making fun of things. For me the show is always funny, but the humor has to cut against something. A grounded foundation of story and character and heart. Oddly enough we kind of learned early on that the episodes that read the funniest on the page aren’t that funny. It’s the sad episodes, the ones that key into that sanguine earnest soft feeling that you had when you first fell in love... those are the ones that really make you laugh.”

Saturday, June 26, 2010

Ian Brennan at Banff, Part One

Ian Brennan has had one of the most shocking and hope-inspiring trajectories I have ever heard of. Today, he’s one of the creators of the massive hit show GLEE. But if you’d talked to him two or three years ago, he wouldn’t even have told you he was a writer. “Writing had been my hobby. I was an actor.” A theater actor. He had been trying to write important plays. “But once you stop trying to write something ‘important,’ it frees you up to write what you really love.”

Then he wrote the script to GLEE, based on his fairly miserable experience as member of the Prospect High School show choir in Mount Prospect, Illinois. The draft he wrote wasn’t the peppy, arch, fluffy show that’s provoked a nationwide road show. It was a darker story, “more like JUNO or ELECTION.”

Fortunately, Mike Novick, a guy he knew at his gym, knew Ryan Murphy, one of the guys who’d created NIP/TUCK. (This is why you want to live in LA.) NIP/TUCK was just winding up its last season. Murphy was looking for a new show to do.

Murphy and his partner Brad Falchuck loved the script. Murphy had been in a glee club, too. More accurately, they loved their take on Brennan’s script. So they called him in and pitched him their version of the show. It was a TV series, and it was much lighter.

“So I sat down and wrote the first draft of the pilot.”
The pilot was picked up amazingly fast. The only note from Fox was “I think you need a nemesis inside the school. I can’t believe we missed that. And Ryan just sat back and said, ‘Yeah, I think it’s a cheerleader named Sue Sylvester.’ And now I get to write her.”

“So we were like the dog that actually catches a car: what do I do now?”

“Not that I wasn’t working hard as an actor for 12 years in the theater, but then for this to randomly happen. It’s like you’re panning for gold and — hey, remember that lottery ticket you bought?”

In other words, campers: this is one of those crazy true stories that make people move to Hollyweird and hope they'll luck into a hit show of their own. because if you have something great, and you write from your heart, and people like you, and you hit some incredible luck and sacrifice a virgin to Joss Whedon, it can actually happen.