Updates, Interviews and More - J.C. Hutchins

Updates, Interviews and More - J.C. Hutchins

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Updates, Interviews and More - J.C. Hutchins episodes

  • Podcast: Interview with Kate Sullivan, of Candlemark & Gleam

    Today, J.C. chats with Kate Sullivan, the mastermind of indie digital publisher Candlemark & Gleam. The company, which has been publishing books since 2010, pioneers the emerging digital publishing space, and often experiments with promotion and distribution.

    In this conversation, Kate shares the story behind Candlemark & Gleam, and dives deep on the innovative business and distribution model fueling the recent release of C&G's latest title Constellation Games, a sci-fi comedy novel written by Leonard Richardson.

    It's a fun and fascinating look at the publishing marketplace, and how indie publishers are uniquely poised to move fast, bet smart, and win big.

    Links mentioned in this episode:

    • Candlemark & Gleam
    • Constellation Games
    • Author Leonard Richardson
    • J.C. Hutchins
      Podcast: Interview with Kate Sullivan, of Candlemark & Gleam
      Download the Interview
      20 min
    • Podcast: StoryForward, Episode 004 -- Michel Reilhac

      Hosts Steve Peters and J.C. Hutchins have a fascinating chat with Michel Reilhac, who is the Executive Director of Arte France Cinéma and Director of Film Acquisitions for ARTE France. A passionate evangelist of Transmedia Storytelling, Michel shares his experiences pitching and producing projects in Europe, and talks about the changing transmedia landscape there.

      Links from this show:

      • Weyland Industries
      • Quad copters play the James Bond theme
      • Arte.tv
      • DIY Days
      • A Fond Farewell to This is Not A Game 
      • J.C. Hutchins
        Podcast: StoryForward, Episode 004 — Michel Reilhac
        Download StoryForward, Episode 4
        58 min
      • Podcast: StoryForward, Episode 003 -- Joe Lidster

        In this special episode of StoryForward, co-host Steve Peters talks with Joe Lidster, a television writer best known for his work on Torchwood, The Sarah Jane Adventures and most recently, the online story content for the BBC series Sherlock, starring Benedict Cumberbatch and Martin Freeman.

        They talk about the unique process behind the TV show, which, in true transmedia storytelling fashion, simultaneously spans your television screen, multiple websites and more.

        J.C. Hutchins
        Podcast: StoryForward, Episode 003 — Joe Lidster
        Download StoryForward, Episode 3
        30 min
      • Podcast: Interview with Josh Viola, Creator of "The Bane of Yoto"

        J.C. chats with his friend Josh Viola, writer and creator of The Bane of Yoto, a compelling science-fiction / fantasy mashup narrative that's currently unfolding on mobile devices as a free downloadable app.

        In this conversation, Josh describes the creative roots of the Yoto storyworld, and its fascinating journey from novel to multimedia iOS app.

        If you're keen to learn how independent creators are taking advantage of emerging technologies such as the iPad to tell compelling never-before-seen stories, this episode is a must-listen.

        Links mentioned in this episode:

        • The Bane Of Yoto "soft launch" free iOS app
        • The Bane Of Yoto Facebook page
        • The Bane Of Yoto website
        • Leviathan Games
        • FiXT Online
        • Celldweller
        • J.C. Hutchins
          Podcast: Interview with Josh Viola, Creator of “The Bane of Yoto”
          Download the Interview
          33 min
        • Creator Spotlight: Narrative Designer Jonathon Myers & "Sleepwalking Backward"

          I've been keen to contribute my storytelling skills to the video game industry for more than a year now, and during that time, I've met some incredibly talented folks in the business. One of them is narrative designer Jonathon Myers. Jonathon hails from a play- and screenwriting background, and presently works for Zynga Boston, as a Game Writer for its Indiana Jones Adventure World Facebook game.

          I recently learned that Jonathon had participated in this year's Global Game Jam, a worldwide celebration of video game creation. There, participants are given only a weekend to make a working video game based on a specific theme. It's truly inspiring stuff, as is Jonathon's co-creation (called Sleepwalking Backward), which you'll soon learn about in this Creator Spotlight.

          If you're interested in video games or storytelling, consider this conversation with Jonathon Myers a must-read. A special thanks to Jonathon for making the time to chat!

          --J.C.

          ~ ~ ~

          J.C. HUTCHINS: Before we dig into Sleepwalking Backward, let's talk about your love of video games and game writing. What games, or game narratives, have made an impact on you over the years?

          JONATHON MYERS: When I was young I loved the Zelda games and other titles that enabled me to feel like I was the hero of my own adventure story. And yet, something about those early NES games and RPGs like Final Fantasy were different in their story delivery when compared to novels or comics or movies. The interactivity and immersion better enabled me to pretend I was a participating character in a fictional world. As the story unfolded, I became an agent of action that had an effect on the world and a control over the outcomes.

          Much later, I began to encounter games that focused directly on the power and possibilities of an interactive narrative experience. I played Passage by Jason Rohrer. In less than five minutes, I had a profound emotional experience from a very simple game. It enabled me to exist inside a simple sequence of events while my imagination pieced together a story during structured play.

          While playing BioShock, I experienced a recognition and reversal as the protagonist of a classical story arc. I discovered that basic storytelling techniques could be applied to video game storytelling in refreshing, innovative ways.

          HUTCHINS: What lessons from those experiences have you brought to your writing at Zynga and the Global Game Jam?

          MYERS: Good interactive narrative is about the player’s experience of the story during gameplay. Good game stories seldom come from a writer or a designer first developing and then narrating a story to the player. It’s about the player having agency within the constraints and conventions of a gameplay system. Events are not told, or even shown. Events are available for player experience and events are accomplished by the player. Story is what happens inside the player when those events are encountered during gameplay.

          That is the challenge of being an interactive narrative designer and writing for games. Not only are you working with at team to implement stories, but the system will often determine a large portion of the experience before you write one word. You must come to understand the gameplay system and ensure that any narrative elements are not at odds with the experience of that system.

          For example, my writing at Zynga Boston on Indiana Jones Adventure World is episodic, and even inside those episodes it usually displays in strings of 123 characters or less. Story nuggets and events are encountered by the player in bits and pieces for a few minutes here, a few minutes there, some today, some tomorrow, some next week. For a piecemeal experience like that, if you attempt a big story in which one moment is dependent on the previous moment for a long string of events -- well, it just won’t work. The attention span isn’t there, because if someone plays a little bit every day or every other day for a couple weeks, there’s not much potential for that player to remember what started the story or what happened that long ago.

          We (the design team and I) now try to think of very simple and non-subtle information delivery opportunities that fit this system. We try to use repetitive elements in short term episodes that release weekly or bi-weekly, like serialized content. We embrace our adventure genre roots and the system of our platform. I study the old Flash Gordon Sunday comic strips and the characterization in daily comic strips because their efficiency in keeping simple and to the point is an ideal parallel.

          When I’m fortunate enough to be part of something in which the narrative matters or in which people care about quality writing, then I must always recognize that I am only one part in a larger whole that is developing a player experience. I look back to the games and interactive story experiences I loved. I recall that the most exciting aspect of player story experience is portrayal of an agent of action in a fictional universe of gameplay. Many of the writing basics still apply, re: character, conflict, goals, obstacles, etc. However, you’re in trouble as a game writer the moment you forget that the end goal is an experience over which you have only indirect control.

          There is a fine line, though. Does this mean we need to always tell hero stories that feed an inner fantasy? Do we always need a narrative experience to be uplifting, enjoyable, and triumphant? I don’t think so, and that’s where we enter the lesser explored territory. I often like to explore that territory whenever I get an opportunity to work on something as a non-commercial side project.

          HUTCHINS: On to Sleepwalking Backward. Tell us what it's about, and what experience you and your Global Game Jam team were trying to create with the game.

          MYERS: We wanted to make a game for the Commodore 64 in one weekend and that was our start. We all liked the idea of using constraints in order to push ourselves creatively. As we began, it was clear that we wanted to provide an emotional experience in the simplest way possible.

          The simplicity of the narrative came out of the simplicity of our mechanics. It would take too long to have gameplay that was more than controlling a player character to push squares and move from room to room. We envisioned that each room would include an image that the player would piece together. We were slightly bound by the Global Game Jam theme and interpreted it as a backwards yet ever-present cycle, like walking up the down escalator.

          As designer/writer, I drew initial inspiration from a haunting song I had heard several times, Somebody That I Used to Know by Goyte. It was apparent by that point that our game would have a narrative focus and we were all interested in exploring something dark and moody. We explored our own processes while constantly checking in as a team to retain a unified vision. This guaranteed that the text, display, music, art, and mechanics would work in harmony.

          A framework emerged that focused on a male player character moving backwards through the memories of a past relationship. The memories became naturally related to the images in the rooms. The gameplay exertion of into putting pieces back together led to the deeper narrative exploration. Given that narrative starting point, the system of action seemed to denote a denial and a need to fix something that had broken at some point in the past.

          I won’t go beyond that because I don’t want to spoil the experience or provide a specific interpretation of events. The story is only in the player experience and ultimately it’s up to them to decide exactly what has occurred and what it means to them.

          HUTCHINS: Tell us about the creative challenges the Global Game Jam presents to participants, and how you and your team overcame them.

          Left to right: Arshan Gailus (Music), Elliott Mitchell (Art), Ethan Fenn (Programming), Gregory Kinneman (Programming), Jonathon Myers (Design and Writing), and (not pictured) Courtney Stanton (Producer).

          MYERS: From meeting up and pitching ideas, to forming a team and completing a game, participants have less than 48 hours to accomplish their goals. So time is the biggest challenge. You can’t really think too much about decisions, you just have to stay focused and trust your instincts.

          Good team communication also became a major factor while working within the time constraint. We used Google Docs and regular check-ins to gauge our progress. We had the good fortune of working with site producer Courtney Stanton, who consistently kept us on track and reflected back to us our scope and the consequences of our decision-making. If we suddenly recognized we didn’t have time for a feature or idea, we immediately readjusted and scaled back.

          It would take another full blog post to explain the obstacles we specifically faced in making a Commodore 64 game! Two of my teammates have already written and posted on that, as you can see below.

          HUTCHINS: If we wanted to learn more about the game and your work, where should we go online?

          MYERS: You can see our Global Game Jam page to get some immediate information, a Commodore 64 disk image and a link to the playable game. The game itself is hosted and playable here on the site of our musician, Arshan Gailus. It only takes about 2-3 minutes to play. If you’re interested in our process and the constraints of making a C64 game, check out these postmortem blog posts by our programmer Ethan Fenn and our artist Elliott Mitchell. While I’m at it, I’d like to give a shout-out to teammate Greg Kinneman. His programming, QA, and feedback on the narrative were crucial to the success of the project.

          If folks want to know more about what I do, they can check out my portfolio site here.

          0 min
        • Podcast: StoryForward, Episode 002 -- Mike Monello

          In this episode, Campfire partner and Chief Creative Officer Mike Monello gives us a rare behind-the-scenes glimpse into the Blair Witch mythology and how to navigate the fine line between creative storytelling, marketing and clients. He also discusses "Dark Score Stories," Campfire's transmedia campaign that supported the release of Stephen King's Bag of Bones.

          Links from this show:

          • BBC Interview with Alison Norrington
          • Campfire New York
          • Legend of the Sacred Urns
          • Art of the Heist
          • True Blood
          • My Home 2.0
          • Game of Thrones
          • Dark Score Stories
          • 2012 Guinness Book of World Records Gamer’s Edition
          • ARGNet
          • Tell us what you think of the show by giving co-host Steve Peters and I a shout at info at storyworldpodcast dot com!

            J.C. Hutchins
            Podcast: StoryForward, Episode 002 — Mike Monello
            Download StoryForward, Episode 2
            1 hr 2 min
          • Podcast: StoryForward, Episode 001 - Jan Libby and Snow Town

            In this special episode of StoryForward, co-host J.C. Hutchins chats with transmedia storyteller Jan Libby about her creative career, and her latest project, Snow Town.

            Links from this show:

            • Jan Libby on Twitter
            • Snow Town’s Kickstarter Page
            • Lonely Girl 15
            • Sameees

            Tell us what you think of the show by giving co-host Steve Peters and I a shout at info at storyworldpodcast dot com!

            J.C. Hutchins
            Podcast: StoryForward, Episode 001 – Jan Libby and Snow Town
            Download StoryForward, Episode 1
            16 min
          • Creator Spotlight: Novelist Jonathan Maberry & "Dead of Night"
            Few writers have captured my imagination the way Jonathan Maberry has. His Joe Ledger novel series -- which chronicles the adventures of the "Department of Military Sciences," a secret government rapid response team that handles horrific technology-created terrors -- has entertained and inspired me in countless ways. Maberry's horror fiction always bets big, the stakes are always high, and the payoffs always rock your socks. This dude can write. When Maberry recently gave me a shout, eager to tell me (and you!) about his latest novel Dead of Night, I leaned in and listened good. I've never been much of a zombie fiction guy, but Maberry's zombie fiction is smarter, meatier -- and sometimes, just plain meaner -- than most zombie stories out there.  Maberry delivered the goods in his 2009 novel Patient Zero ... and he's done it again with Dead of Night. This is a helluva good read -- so good, in fact, that I asked Maberry if I might share an excerpt of it here via my blog. Maberry did me one better: He not only hooked us up with an excerpt; he agreed to an author Q&A, and tossed in access to seven Dead of Night bonus scenes.  Hot damn, it's Christmas all over again! Maberry has been one of my favorite storytellers for years now, and Dead of Night didn't disappoint. Let's dig into my Q&A with Maberry, and afterward, I'll provide links to that PDF excerpt of Dead of Night and a link to bonus material! ~ ~ ~ J.C. HUTCHINS: We all have a scary memory from our youth. What's one of the scariest things you recall from your childhood? Has it directly influenced your work? JONATHAN MABERRY: I grew up in a fairly violent and abusive household, so just waking up was scary and coming home from school was scary.  Two things happened as a result. First, I began studying martial arts with a friend and his dad –and later in one of Philadelphia’s major dojos -- which made me tough enough to survive and ultimately escape that environment.  And second, I escaped into my imagination -- and in that world the ‘monsters’ could be defeated.  Both of those informed my whole life, my outlook, and certainly what I write. People often ask me why I write about monsters, and I tell them that I don’t.  I write about people who overcome monsters. Big difference. HUTCHINS: I'm head over heels for your Joe Ledger novels and Dead of Night. One reason is because you infuse elements of other genres into your horror fiction. What are some of those genres, and why do you enjoy bringing them into the mix? MABERRY: I’m a total science geek.  I love cool science and freaky science and totally weird science.  So, pretty much anything I write is going to have some kind of science back-story.  That’s actually how I came to write both the Joe Ledger series and my my latest novel, Dead of Night. Back in 2008 I was approached by a publisher to write a nonfiction book on zombies.  This was a couple of years after Max Brooks lit the world on fire with the Zombie Survival Guide.  There weren’t too make nonfic zombie books out there apart from either books on zombie movies or attempts to rip-off Max.  I had no interest in doing either, so I told the publisher that I’d like to write a zombie book with some hard-core science in it.  Since one of my other loves is forensic science, I pitched Zombie CSU: The Forensics of the Living Dead. I interviewed over 250 experts in a variety of fields (police, science, medicine, the clergy, the press, psychologists, etc.) on how the real world would genuinely react if something like Night of the Living Dead actually happened. Not one person turned me down for an interview, and I’m talking Homeland Security, SWAT teams, award-winning journalists, celebrities and even priest, pastors and rabbis.  Every single one of them already had some sort of opinion about zombies.  Crazy, right? So I wrote the boo
            0 min
          • Yesterday, I released 7th Son: The Soundtrack, nearly 30 minutes of classical music inspired by my 7th Son technothriller trilogy. If you haven't already, you oughta take a listen. The terrific music was composed by University of Rhode Island student Brandon Winrich, a talented young man who's set his eyes on someday creating musical scores for films, TV shows and video games. If his 7th Son music is any indication, Brandon won't have a problem finding work after graduation. In addition to providing a recording of that evening's performance, Brandon gave me some incredible liner notes, packed with comments and artistic insights about the creation of 7th Son: The Soundtrack, all written by him. He was keen to share his creative commentary with my audience. I was happy to oblige, and designed a downloadable PDF for you. A link to these liner notes is below. If you've ever wanted a behind-the-scenes peek at a composer's creative process, you should check it out. --J.C.Download "Liner Notes: 7th Son – The Soundtrack" PDF
            0 min
          • Music: 7th Son - The Soundtrack
            In 2008, Brandon contacted me, asking for permission to compose orchestral music inspired by my 7th Son sci-fi thriller novel trilogy. As a lifelong fan of classical music, I was humbled and delighted … and I gave Brandon the green light without reservation.
            26 min

          About Updates, Interviews and More - J.C. Hutchins

          From the publisher's feed

          Transmedia storyteller & novelist J.C. Hutchins chats with creatives, and provides updates about his own creative work, in this podcast.

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