Creating a Character Profile for Mike Coffey: #StoryMOOC Week 3

To finish Week 3 of the MOOC, “The Future of Storytelling”, my creative task is to publish a detailed profile of an original character. I must also provide a bit of “evidence” – some artifacts – of my character’s online presence.

This is an exercise in Transmedia – creating fiction across multiple media simultaneously – so that a character has resonance and persistence in social media and elsewhere, outside of his/her fictional universe. This, I believe, gives the character some extra depth, and can also assist online marketing efforts as well.

I have chosen to profile “Mike Coffey”, a significant character from my first novel, “Owe Nothing”.

Here’s Mike Coffey’s Character Profile:

StoryMOOC_Chap3_Character_Profile (PDF)

Here is Mike Coffey’s blog, where he describes some of the events in his life:

Mike Coffey’s Blog

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On Creativity: Carnivalé and the Hero’s Journey

The HBO series Carnivale has been inspiring me.

We recently picked up Carnivalé on DVD, and are enjoying season one. This series was broadcast on HBO in 2004 and only lasted two seasons before being cancelled, but not before attracting attention and kudos for its haunting stories, great cast, and movie-quality production values.

Carnivalé presents us with two unlikely protagonists: an abandoned farm boy who has recently lost his mother and his home, and a tortured preacher who struggles to save the down-trodden “Oakies”, outcasts from society in the midst of the American dustbowl-era depression.

Ben, the farm boy, is beset with dreams and visions of his late father. Ben possesses a healing ability, which his devoutly religious mother condemned him for moments before she died.

Brother Justin, the Preacher, also possess a power – the power to make others see visions. He uses this power to convince the weak and the evil to follow his path of righteousness, specifically to help the downtrodden and especially, poor abandoned and orphaned children.

Each of these men lives in a different world from the other: Ben with the “Carnivalé” circus, and Brother Justin in a small, conservative town that would never accept him as their pastor if they knew of his special abilities.

Ben undergoes what I see as the classic Hero’s Journey, or trial, where he becomes trapped and lost in an abandoned mine, and sees visions involving his late father and a man from the Canivalé, whom he knows as Ludz.

In the Hero’s Journey (a la Joseph Campbell), the hero becomes trapped in a maze or some kind of labyrinth, but eventually escapes after having a vision or dream.

This maze experience is a test. In The Empire Strikes Back, Luke Skywalker went to Dagobah to learn from Master Yoda, and one of his tasks was to enter an underground cave, where he confronted Darth Vader in a dreamlike battle. We knew it wasn’t the real Darth Vader – it was a test visited upon Luke by his Master, to help him see his own soul and potential future.

 

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On Creativity: Bruce Mau’s “Incomplete Manifesto for Growth”

I first read this piece from designer Bruce Mau about a dozen years ago. It’s still good to read these words from time to time, and take them as a personal challenge…

Incomplete Manifesto for Growth (brucemaudesign.com)

“This design manifesto was first written by Bruce Mau in 1998, articulating his beliefs, strategies, and motivations. The manifesto outlines BMD’s design process…”

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On Process: How Scrivener is changing how I write…

I’m still getting used to working with Scrivener, but its design is encouraging me to organize my manuscript in a better way.

When I wrote Owe Nothing, I saw individual scenes first; specific exchanges between characters, or particular story “beats” that were important to me. However, I didn’t start with much of an overall framework in mind – I went back later and analyzed my half-finished manuscript, documented the various plot-points, and tried to resolve or relate sub-plots. Then, I had to decide where to put my chapter breaks, make sure I had good hooks at the end of chapters, or create good break-points if there weren’t any.

Bottom line: Working that way, I wasn’t really in control of my story, because I didn’t create much of a plot skeleton for it when I began.

Scrivener’s design encourages the creation of an outline by making it easy to create little index cards on which you can bang out basic plot points and major events, and then progressively fill in details as you work from general to specific to develop each scene. Working with modular chunks of story (scenes) is the way it should be done, and Scrivener makes rearranging scenes as easy as dragging a piece from one place to another in the story outline.

This author has some good points on writing your content as scenes first, and then compiling them into Chapter folders after:
From “Clay’s Site” – “Using the Scene writing method with Scrivener”

In my last post about my own writing process, I covered a little about how Scrivener (and other tools) have helped me learn and improve my work-flow.

 

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On Creativity: Inspired by Orson Welles

Orson Welles
Once in a while, when one feels they are in a bit of a creative slump (I suppose “downturn” is the fashionable term for it nowadays), it helps to be reminded of some of the great artists whose work has inspired me in the past. I have recently become inspired (again) by Orson Welles.

I’ve had a few artistic heroes. In terms of a modern creators (particularly multidisciplinary ones who work in film, direction, and radio), Orson Welles looms largest in my mind.

I associate him most strongly with black and white film and with things like film noir, compelling photography, autobiographical themes, and moments of explosive energy. His life and personal drives were lived very much in the public eye, and his art seems deeply infused with his personality, ego, and psychology.

Today, I read a statement that described Orson Welles as a renaissance man of the 20th century:

Innovative film and theater director, radio producer, actor, writer, painter, narrator, and magician, Orson Welles (1915–1985) was the last true Renaissance man of the twentieth century. From such great radio works as “War of the Worlds” to his cinematic masterpieces Citizen Kane, The Magnificent Ambersons, Othello, Macbeth, Touch of Evil, and Chimes at Midnight, Welles was a master storyteller, as expansive as he was enigmatic.

I agree -he was a true renaissance man.

Here are a few links about Orson Welles that I’ve recently enjoyed:

Great Directors: Orson Welles:
http://www.sensesofcinema.com/2003/great-directors/welles/

Orson Welles – Genius Without Compromise:
http://www.squidoo.com/orson-welles-hollywood-genius-

Orson Welles (Wikipedia):
http://en.wikipedia.org/wiki/Orson_Welles

“Me and Orson Welles”:
http://en.wikipedia.org/wiki/Me_and_Orson_Welles

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From Rockstars to Sleuths: Has 3D Game Storytelling Matured?

Have gaming and interactive storytelling finally matured to a new level? This is the impression I’m left with after reading reviews and watching clips from Rockstar/Team Bondi’s impressive new game, “L.A. Noire”.

Granted, I’m no gamer. Hell, I’m practically a neophyte. In the last year, I’ve probably spent more time playing Bejewelled and Angry Birds on my Palm Pre than I have playing any 3D first-person shooter on any platform in the past ten years. Remember Doom, Jedi Knight? I played those a fair bit, back in the nineties. I also spent hours exploring Second Life. That’s about as immersed as I ever got. Good times, but a bit meager compared to active gamers, but that’s pretty much my gamer cred.

Convergence of Pulp Fiction, Cinema and Gaming

Seeing a game that looks like a cross between an animated Raymond Chandler novel and the movie L.A. Confidential really piqued my curiosity. I think that the nature of the content – the hard-boiled detective genre and the quality of presentation – is what has drawn my attention to L.A. Noire. I love social realist authors like John Steinbeck and I’ve been reading classic hard-boiled detective fiction for years too.

From golden-age masters like Dashiell Hammett and Raymond Chandler, and cold-war veterans like Ian Fleming, John D. McDonald, and John LeCarre, through to modern crime writers like Elmore Leonard and Ian Rankin – the crime fiction genre is still alive and well in the written word. TV has, of course, made it even more prevalent. Is there anyone in the western world who hasn’t watched an episode of “Law and Order” on TV by now? I doubt it.

I’m probably the new audience that the game creators were hoping to attract, along with the folks who already play 3D games. I think that L.A. Noire is definitely a “crossover” game – an attempt to draw readers and cinema-goers into gaming. From a marketing perspective, the ads I’ve seen for L.A. Noire definitely emphasize the action-adventure aspect, showing lots of gun-play and violence, obviously aimed at existing gamers who are still at the core of its potential market.

However, the “How-to” videos I’ve seen of L.A. Noire remind me of the behind-the-scenes extras you’d get on a special edition DVD of your favourite movie. Here, production values, innovation and name-brand performers are all promoted and explained, which adds a new level of credibility. Overall, L.A. Noire and its marketing and promotion seem to have a very strong cinematic feel.

A More Mature Approach?

If 3D gaming were a coin with GTA on one side, Noire could be the other side, opposite in goals and attitude. In Noire, you play a cop fighting corruption and lawlessness, instead of embracing it as in GTA. The major emphasis of Noire seems to be on strategy, deduction, and observation, and not just action, although it still has a good deal of that. The soundtrack is different too, made up of period jazz and swing music that probably wouldn’t appeal to many younger gamers. Overall, it feels like this is a gaming experience that was designed as a cinematic period piece, for a more patient, mature audience.

From the promo clips and walk-throughs that I’ve seen so far, there also seems to be a higher-level of artistic maturity and (IMHO) name-brand performance involved in L.A. Noire than in previous Rockstar games, like GTA. (Set me straight if I’m wrong about that, GTA players. You know better than me.)

The creators of L.A. Noire say that the ability to use your emotional intelligence is a major factor in succeeding in this game. Because of the effectiveness with which characters in L.A. Noire portray realistic facial expressions and body motion, you can actually decide if a character is lying to you or is telling the truth based upon their facial ticks, dodgy eyes, or body language.

Aren’t these all emotional intelligence and empathetic skills? I remember reading about how the military would use 3D gaming platforms to develop combat training scenarios for young soldiers? Are sensitivity, social skills and good judgement now the skills that gamers will require to win? Can games now help a gamer develop those skills? I find that possibility totally fascinating.

Similar to how comic books shrugged off their childish associations from the 1940s to evolve into complex, challenging graphic novels written for a college crowd, 3D gaming may be evolving closer to cinema. At least in the case of  L.A. Noire, 3D gaming seems to be growing up.

Related Links:

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On Writing: Motivating Characters (and their Author)

What is it that will drive a character to take an action?

By this, I mean to ask “What, in the character’s mind/worldview is the rationale that will cause them to do one thing instead of another? For the Author, this includes considering the underlying goal of driving the story in a believable way, consistent with the character’s behaviour as the reader understands it at that point in the story. An Author pulls a lot of strings and balances a lot of balls in order to get these goals to mesh.

For me, this requires either research into the elements that form a character: lifestyle, health issues, career or technical skills, values and religion, speech/vernacular and attitudes.

It sounds like a lot when I lay it all down at once here, but realistically, I only have to focus on one of those categories/areas at a time. In many cases, I can use my own experience to answer questions and narrow down the scope of research. Subjective elements (a character’s personal opinion, for example) is much easier to write – it requires little qualification via research.

Basically, whether I can immerse the reader in my character’s world by virtue of objective-seeming realism, or by using compelling and rich subjective “opinion” based on my own experience, it all boils down to creating an experience that the reader accepts and in which they want to immerse themself.

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On Design: Fulfilling the Urge to Learn and Create

As usual, I’m in the midst of a few different processes at the same time, all self-imposed. I moved on from my last full-time job in March, and in the past couple of months, I’ve been going through a personal re-evaluation of my skills as well as my professional identity. It’s that whole “changing my job/career/identity” mental anguish process wherein, periodically, I rattle my own cage and see what settles out from the upheaval.

As usual, I’m in the midst of a few different processes at the same time, all self-imposed.

I moved on from my last full-time job in March, and in the past couple of months, I’ve been going through a personal re-evaluation of my skills as well as my professional identity. It’s that whole “changing my job/career/identity” mental anguish process wherein,  periodically, I rattle my own cage and see what settles out from the upheaval.

My inner pragmatist has a very strong voice, compelling me to be practical and look for employment opportunities which allow me to use my familiar skills, or to cast a diverse search, in the hopes that I’ll have the right skills in the areas that a prospective employer wants.

“Update or Risk Being Left Behind” – Technical Skills

I started out in computer graphics over 20 years ago, back when the adjective “computer” actually distinguished you from the airbrush artists and print illustrators who were using photo-mechanical processes to create their graphics. I began creating 2D and 3D animation and titles for video, and then got into graphics, icon design and screen layouts for software projects. From these experiences, I always wondered about and cared about the viewer – who they were and what they needed from my work.

Any print design work (business cards, letterhead, and other stock) seemed to come about incidentally from the needs of my current employer or from some freelance opportunity. I wanted to become a good designer, and I especially wanted to know how print design was executed. I became interested in design as an exercise to see how the principles of visual literacy that I’d studied at Emily Carr College were involved, and how style and society influence design.

Overall though, being a child of the TV era, motion, animation and interactivity have always seemed to stimulate me more than static imagery. Over the years, my curiosity about my audience became more and more informed through experience, and began to transform into an interest in usability, and user-centred design.

Gradually, my interest in the user’s experience (the front end) blended into an interest in web site programming (the back end), and so I took opportunities to learn (or at least hack around in) languages like Rexx, Perl, Cold Fusion, Javascript and PHP.

So, my deal is that I’ve been a kind of a Swiss Army Knife of design – I can do (and have done) a little bit of everything. This is also called a Jack of all Trades. I struggle against the corollary of that old chestnut, the dreaded “Master of None”. However, at the 20 year mark in my professional career as a visual designer, I must admit that my skill-set does now feel rather idiosyncratic and in need of a refresh.

In the early days of my career, there weren’t the same dominant players in terms of software tools or computing platforms. I started out building web pages using text editors on Unix, so if I had nothing more than Pico (or, heaven forbid, vi) and a simple Paint program, I could still build a web site. I still tend to be biased towards getting my hands dirty in HTML source code, but as technology has changed over the years and become more complicated and abstract, working solely at the source code level has become more and more difficult.

Nowadays, Adobe is the undisputed “big dog” in the world of print and interactive design tools. I knew that I needed to upgrade my toolkit and skills, so after some online research and reading, I decided to bite the bullet and buy Adobe CS5 Web Edition. With the exception of a video editing suite from Corel and an animation program from another vendor, my whole digital studio will be powered by Adobe.

The challenge for me now is to get up to speed on the current generation of tools, and relearn how to do things in a new, more integrated design environment. For example, a lot of the different tasks that I used to do with four different tools can now all be done within Dreamweaver.

Many Things to Learn

From a practical and creative challenge standpoint, I’ve found that combining a number of related goals into a common, over-arching activity makes a lot of sense for me. Translation: I like to kill lots of birds with as few stones as possible, and my learning opportunities work best when they have a practical goal.

Case(es) in point:

  • When rebuilding my online portfolio, I learned Flash Catalyst in order to create a Flash-based portfolio application that presented a richer user-experience than a straight HTML site, and allowed for fade transitions and nicer graphics.
  • …however, because I now had a larger portfolio with more projects to present, the above project became too complex for a first Catalyst project (which is meant more as a Flash prototyping tool), so I abandoned the Catalyst approach in favour of a new HTML design that used the Lightbox Javascript library, with which I was already familiar. I was still able to use most of previous design and almost all of the production graphics that I’d already created. I’m still satisfied with the end result.
  • I needed to learn about prototyping web pages using Adobe Fireworks. When my ex-employer asked me to update their website and change some of their menu structure, I used it as an opportunity to learn how to create a site wire-frame in PDF format, using Fireworks.
  • For years, I’ve wanted to update “True Life” (one of my personal websites), and change its design from a framed layout (yeah, I know – ancient) to a modern, non-framed layout that used Divs and CSS instead of tables and font tags (again,  ancient). I’m using this project as an opportunity to refresh my skills in Dreamweaver, starting with a pre-made Dreamweaver PHP template and its built-in tools to rebuild the entire site.

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On Writing: Visualization and Collage in Storytelling…

For me, writing is a lot like an act of integration. Taking disparate chunks of experience and combining them into an assemblage or collage gives them added meaning. I think that this is what is intended by the word “juxtaposition” in art/design terminology. It boils down the creating a new whole out of a bunch of summed-up parts.

For me, writing is a lot like an act of integration. Taking disparate chunks of experience and combining them into an assemblage or collage gives them added meaning.

I think that this is what is intended by the word “juxtaposition” in art/design terminology. It boils down the creating a new whole out of a bunch of summed-up parts. The relationships that are created by placing elements next to each other create new contexts and meanings that each element did not originally possess individually.

As I write, I’m transcribing visual scenes in my head into words. Sometimes, I’m acting like a court reporter sitting in a movie theatre, watching my characters speak, smelling what they smell, listening to the sounds of their surroundings, and feeling their emotions. In my head, I’ve already shot the scene as a movie, and now the challenge is to get that scene down on paper in a way that will be powerful and will resonate in my reader’s mind.

Many scenes can be drawn out of snippets of personal experience, opinions, current events, and one’s own worldview or inner monologue. Each of these elements is a small scrap of paper with an image on it, waiting to be pasted down on a board along with other scraps, to contribute a piece to an overall theme.

I often think up the elements or “little scraps” first: an intriguing personality, a moment of tension, despair, or heroism, or a mysterious moment or place. A story is made up of many such individual scenes, each of which must have its own internal logic, beginning, middle and end, and each of which must work within the context of the greater story or plot.

If I can’t see how to use them, a lot of these elements get filed away somewhere for later use. It’s tough to know which elements to bring out of the drawer and place on the table, and which ones need to be kept in the file. Every little scrap is a piece of life experience.

We all have experiences, and some of us have had similar experiences. The challenge for me as a storyteller is to find and create the scraps that will seem familiar to someone else (because I want to know that I can reach my audience emotionally and culturally), and to combine the scraps into a collage of pieces that says these things to my reader: you may know this story, my friend. You’ve read it many times before in different guises. Some things are universal to human experience. You may have heard the story before, but you haven’t heard it from this storyteller in this way before.

Universal things happen to all of us, but come to each of us in a different way. That’s why the story is interesting, and why the collection of parts makes a unique picture on the page.

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The Monument for East Vancouver

Ken Lum’s public art piece, “Monument for East Vancouver” transforms an ad-hoc symbol of regional pride (or defiance, membership or territorial claim) into a new landmark on the city’s skyline.

This piece is controversial… Some people love it, and some people hate it.

Ken Lum’s public art piece, “Monument for East Vancouver” transforms an ad-hoc symbol of regional pride (or defiance, membership or territorial claim) into a new landmark on the city’s skyline.

This piece is controversial… Some people love it, and some people hate it.

There are many opinions and interpretations of where the East Van cross came from, and what it means…

http://www.straight.com/article-281162/vancouver/what-heck-east-van-cross

http://vancouverisawesome.com/2010/01/12/east-van-cross/

I have gradually grown to love this piece. It stands at the corner of Clark Drive and Great Northern Way, facing downtown Vancouver like a ginormous middle finger, as if to say “Take that, rest of the city! We’re East Van!”

Like it or not, it’s definitely a symbol.

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