Save The Toronto Zombie Walk!

Unfortunately, the annual Toronto Zombie Walk is risking some head shots.

According to a Facebook status written by Thea Munster, the Founding Director of the Zombie Walk, the event was denied its Celebrate Ontario funding. In addition, this year they have been asked to pay for additional barricading on Yonge Street and expenses with regards to using the Nathan Phillips Square’s Pan Am stage and added security. As Thea Munster also explains, the Toronto Zombie Walk Board might decide to discontinue the event itself.

However, something can be done. The truth of the matter is that zombies, however unique they look as individuals, coming from various places of death, disarray and reanimation, have always had strength through their numbers: and knowing what is ultimately their inevitable goal.

That’s right. The Minister of Tourism, Culture and Sport, the Honourable Michael Coteau, is the person you should talk with should you want this grand recreational epidemic to survive this coming Halloween and for the years to come.

You can write Michael Coteau at his email address mcoteau.mpp@liberal.ola.org and ask him to reconsider and tell him how much the Zombie Walk means to you. In fact, Thea Munster has provided the following form letter:

Dear Hon Michael Coteau,

I am writing to ask you to reconsider funding the Toronto Zombie Walk and Halloween Parade through Celebrate Ontario. The TZW makes a unique contribution to Halloween events In Toronto. The participatory nature of the event attracts thousands of people of all ages, cultures and demographics to be creatively involved in the event every year. In 2014, the event had 15,000 participants and an additional 5,000- 10,000 spectators lined Yonge Street to watch and take photographs. The event also drew tourists from around the world. The TRIEM model calculations indicate that the economic impact of the event was $2,182,025 in 2014.

In 2014, The Toronto Zombie Walk won runner up for Best Free Community Event in Now Magazine, showing that it has become a much loved part of Toronto. A team of dedicated volunteers has taken years to grow this event into a world class tradition. Without Celebrate Ontario funding the event will be unable to support the number of participants at the level of quality that the grant helped build last year, and therefore may cease to exist.

Please don’t let this yearly tradition end,

Sincerely,

[Your name here]

So please geeks, horror lovers and fellow fiends, write to Michael Cocteau and let him know that we want to continue to spread the love. After all, reanimation is the most inclusive thing there is, and raising the spirit of celebration, through enthusiastic necromantic ritual, is always worth the effort.

My own reanimation before the Toronto Zombie Walk, circa 2011.
My own reanimation before the Toronto Zombie Walk, circa 2011.

On The Art Of Sweet Action: An Interview With A. Shay Hahn

The Canadian painter and illustrator A. Shay Hahn, is now a comics creator with the imminent release of three new and original self-published comics works. And before his Sweet Action exhibit, commission, and presentation event at The Society of the Seven Crowns Tattoo we at GEEKPR0N have been given the opportunity to talk with him about his art, his process, and his upcoming works.

GEEKPR0N: In a piece by TJ Dawe on the Blog Beams and Struts, you outline your artistic method and philosophy at length with regards to painting. You discuss how you create your illustrations as a diarist, with emphasis on abstraction, storytelling, and an attempt to avoid identity in your figures. Does this creative process — your own unique visual and artistic language — translate in any way into your comics art and, if so, how might it do so

A. SHAY HAHN: My process for painting and my process for comics don’t intersect. In comics you need to define the characters in appearance and attitude with a forward moving story, whereas painting allows a lot more freedom. In painting the viewer is allowed to a degree to define what the painting is about: they add some of their own biography to the piece. In my comics, or in most comics, the viewer is guided by the images through the story. It’s narrative driven as opposed to interpreted. I want to hook the reader for a wild ride in my comics.

"Girl with an Axe" by A Shay Hahn. It is a painting that feels like it could be the beginning of a story in itself.
“Girl with an Axe” by A Shay Hahn. It is a painting that feels like it could be the beginning of a story in itself.

GP: In your interview on the Fragmentalist with regards to your work in the Cameron, you talk about how artists should make themselves — and their works — a part of the venue in which they are presenting their part. How do you see yourself applying this philosophy to your Sweet Action presentation at Seven Crowns Tattoos? How do you think your comics art aesthetic will complement the establishment in comparison and contrast to your work in the Cameron?

ASH: Good question, I think artists should be available while their work is being displayed so I will be at Seven Crowns Tattoo, hopefully once a week to sit in the gallery and I’ll be drawing comics while I’m there. If people have questions about who did the work there will be one day a week where I can answer their questions in person. I love the idea of showing the comic based work at Seven Crowns. Tattoos, like comics can be bold and colourful – like the work of Jack Kirby or darker and more moody. I want the show to really have a feel of fun and energy and see how that affects the space. It should put people in a good mood.

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GP: You are going to be presenting your three self-published new comics works at Sweet Action. However, this is not the first time you have been involved with the comics medium. According to your profile on Monkey Brain Comics, you were the artist for Issue #7 of Amazing Forest written by Erick Freitas and Ulises Farinas. Can you tell us more about your time there and while you were inspired to create art by your childhood with comic books, was this particular collaboration the transition point to you creating your own comics work?

ASH: I was actually asked to do the story “Nonbelievers” for Amazing Forest just as I was finishing the final art on my third comic. They needed an eight page story done and asked me to do it. I’d been recommended by another comic artist on twitter and I read the pages and knew that I’d be able to fit it into my schedule. It was my first professional comics gig and I’m grateful that I was asked to do it. I was sent a script and just went hardcore over five days, drew the whole thing inked it, lettered it and sent it back finished. It was a whirlwind and they were really happy with the results. I’ve wanted to do my own comics for years, I just had to be able to book off the time to do it. I only did a few other commissioned paintings during the time so I wasn’t making any real money while I drew the comics. It was a huge learning curve and I came out the other side with a product that I think people are going to really enjoy.

"Nonbelievers" from Amazing Forest. Written by Erick Freitas and Ulises Farinas and illustrated by A Shay Hahn.
“Nonbelievers” from Amazing Forest. Written by Erick Freitas and Ulises Farinas and illustrated by A Shay Hahn. Published by Monkey Brain Comics.

GP: What are your favourite drawings or sketches for your Sweet Action show at Seven Crowns Tattoo so far?

ASH: That’s a tough one, each piece has a little something about it that I like, whether it’s a facial expression or a pose, maybe I did some nice colouring with the Copic markers on a certain piece. I like things that are funny, hard core comic guy poses are cool but if I can do something like MODOK wearing a beer can hat or getting to draw a character like Wez from The Road Warrior those one’s stand out for me.

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GP: Can you tell us more about your three comics works: The Homeless G-Men, Crypto Zombic, and Battle Rally?

ASH: As a whole I wanted them to be fun. I wanted people who don’t consider themselves hard core comic fans to enjoy them: that there isn’t an intimidation factor, that they were more like great B-movie VHS films than serious investigations into what it means to be a hero or plots that were too esoteric to follow. Here’s a breakdown of what each comic is about: 

Homeless G-Men

THE HOMELESS G-MEN is about a team of cops hunted by the very city they swore to protect race to clear their name: a “good time noir” for fans of Eric Powell’s The Goon and Will Eisner’s The Spirit.

Crypto-Zombic

CRYPTO-ZOMBIC is about the only surviving scientist of an experiment gone horribly wrong as he returns to the Island of Isla Sopresa: populated with zombies, monsters that were thought to be the stuff of legend and a whole bunch of psychopaths. It’s a tale of mad science and ghastly creatures. If you loved the game Altered Beast or any 80’s action film, CZ is the book for you.

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Finally get ready for BATTLE RALLY! In the near future teams of racers risk life and limb for glory and product endorsements, will the members of “Team Juicy Blast” win the gold or tear themselves apart before they even place? Battle Rally combines vehicle combat and giant robot battles in explosive action for fans of Voltron, The Shogun Warriors and Death Race.

You can find samples of A. Shay Hahn’s artwork on his Blog Smudges and Lines, or check out his work February 7 at The Society of the Seven Crowns Tattoo any time after 8 pm.

From The Book Circus: Amanda Palmer’s Art Of Asking Book Tour

A few days ago, a friend of mine let me know that Amanda Palmer was coming to Toronto on the last leg of her Book Tour. Unfortunately, by the time I got the message she followed up on it: informing me that the Lee’s Palace venue tickets were sold out. I’m not exactly sure why I did it. I had a suspicion and I applied for a ticket on Ticketfly: just to see if I could. It was this same hunch that had me standing in a line outside of Lee’s Palace for over an hour with the rest of Amanda Palmer’s fans: again, just to see if they would accept this ticket and let me in.

We all stood out there for a while: waiting for the doors to open past their 8 pm deadline. A fellow fan was nice enough to pass around free doughnuts: which was pretty good indicator of just what kind of crowd was gathered there. In all honesty, when the line started moving I was a little bit stunned that the establishment let me straight through.

Once we came in, we took the seats that we could while Amanda Palmer’s assistant Whitney Moses, dressed in her Erika Moen’s Anal Safety Snails shirt, came on stage to do some maintenance while leaving a glass of wine for Amanda. The event had a great turn out: made all the more evident by the teasing that began.

At one point Amanda herself appeared in the window above the stage and everyone cheered. During more preparations, as more people kept coming in, the music playing at Lee’s Palace would pause just long enough to get everyone to think that their night had begun: to revving them up further.

But it wasn’t long until Amanda herself finally came on stage, tossing flowers to the audience, strumming her ukulele and as she talked it got more difficult to describe the night in linear detail as I got caught up in the palpable joy of the crowd. She came onto the stage with another Amanda: a sign-language interpreter whose translations of Amanda’s words and songs were just as beautiful and interesting to watch as Amanda herself. In fact, sometimes it was good sort of challenge for me to split my attention in focusing on either one or the other.

After a request from a fan, we got to learn that out of the one hundred and ninety songs Amanda has created, she has apparently only memorized ten of them. She read from parts of her book The Art of Asking, while letting a fan perform an act of bibliomancy and selecting a passage for Amanda to read: even as another came on stage and choose a few sentences that Amanda decided to put into vocal music. In her book, she referred to a bit of history from Richard Zack’s An Underground Education with regards to Henry David Thoreau and how, while he made his hermitage at Walden Pond, he visited his rich friend that owned the property and accepted baked goods from his family.

The moral of the story is the core of The Art Asking: namely, don’t feel bad about taking the doughnuts. This is the second time I’ve mentioned doughnuts at the Book Tour. Very soon, I will talk about it for the last time.

There were a few particular parts of the Toronto Tour that particularly stuck out for me. Amanda began the event by playing her version of “Fuck The Police” — a day after the Ferguson verdict — and informed us that she was Toronto’s peace protest before this part of her tour that day. I have to admit, it did make me pause and it brought up some very uncomfortable issues for me: of the violence, of expression, and of cultural appropriation.

She also played a vocal duet of Dresden Doll’s “Delilah” with Whitney — who is a talented musician in her own right — while on her keyboard. This led to another difficult subject. It was after this song about an abusive relationship that she invited Sasha Manes of the Toronto YWCA branch on stage to talk about the importance of women’s and children’s shelters as well as her own organization’s charity initiative. Amanda’s Book Tour shared the same day as the International Day for the Elimination of Violence Against Women.

And both on her own initiative and when asked by her guest Eric Alper the Director of Media Relations for eOne Music Canada, Amanda also didn’t shy away from talking about Jian Ghomeshi. She talked about how many of her fans didn’t want him to be there and how, in the end, she didn’t want her Book Tour in Toronto to be overshadowed by, or all about  him. At least, that was my understanding of the matter.

Eric Alper himself covered a fair bit of ground in more ways than one. Remember how I mentioned doughnuts twice? Well, Alper decided to distribute seven hundred Timbits to the entire audience while he and Amanda kept talking. They talked about a range of topics: from the dangers of all music being placed under digital rights management again and no longer available to share freely online, to Amanda’s hopes on what crowdfunding might do to free more artists and their audiences from the influence of an unchanging music industry.

I was particularly intrigued when Alper asked Amanda just what she cut out from the final draft of her book. She mentioned two anecdotes: one about the fact that her programmer mother’s team worked with and accepted the identity of a transgender member as a given in the 1960s, and another about a woman thanking her for her work as a living statue in representing “white power.” Certainly, these are stories in and of themselves.

At one point, Amanda’s friend Anthony was brought up. Anthony Martignetti is a psychotherapist, but to Amanda he is her life mentor and friend. He has been suffering from cancer and, as of this post, has gotten a bone marrow match. He has written two memoirs about his family life and his own: and as someone who has reviewed both of his books, I can’t help but think to myself that when Amanda at one point began to sing Dresden Dolls’ “It’s All In The Family” that she was referring to Anthony as much as to herself. Indeed, at one point when she was reading an excerpt from her Art of Asking, I realized that it was actually the preface that she wrote to Anthony’s Lunatic Heroes.

After Amanda took some questions from the audience, she proceeded to wrap up the night with two songs. The first was “Bigger On The Inside,” which aside from the coincidental geek reference is also a song she played for the first time at Anthony’s Beloved Demons book launch. It is a raw, poignant and very real song written from a dark place in an attempt to grasp at meaning.

Of course this prepared the way for “The Ukulele Anthem” finale: a triumphant and passionate song about expression and hope.

Finally came the book signing part of the night. The line became something of a spiral and given the fact that I’d rented Uzumaki a few hours before, I almost wondered if everyone was going to become enmeshed into a great pattern and be stuck with each other, in a more positive way, forever.

I hung back for the crowd to die down a little more but I still managed to make some friends at the end of the night. I’m told that this is not an uncommon occurrence during one because there is just something about a fanbase or community of geeks and survivors that Amanda Palmer’s music and sheer presence brings together. Even looking back at the people who hummed and song along to her songs, it made me realize that many of them had memorized them by heart. For a while in time, it almost felt like the Fraggle Rock world promised to me as a child that never panned out into adulthood.

By the time I came to Amanda Palmer with my copy of The Art of Asking, my legs hurt from a combination of the hard raised benches of Lee’s Palace and standing when the discomfort grew too much: a minor version of the story Amanda recited from Anthony about a dog that won’t move off of a nail because it doesn’t hurt enough yet. Amanda herself looked utterly exhausted. From the blurry pictures taken faithfully by her awesome assistant Cat, you can glean that she was barely awake and I was not particularly that coherent.

All I said to her was that my friends said hello and that, if she remembers, to tell Anthony I said hello as well. And that was pretty much it. I wrote this whole account by hand initially: one on the back of my Porter Square Books receipt from Amanda’s local book store Porter Square Books, when I couldn’t get it from Amazon due to its issues with the book’s publisher Hatchette, and the ticket that I wasn’t sure would even let me into the building.

I wrote this from my new friends’ house where I stayed for the night after we all left together, frazzled from meeting a celebrity, for drinks. They are in the process of moving out of the country. It’s funny how things can work out that way. Just as this was Amanda Palmer’s first Book Tour, this was my first ever somewhat musical concert or event I actually enjoyed. It was my first Amanda Palmer event. Actually, Amanda had another term for her Tour. She actually called it a Book Circus.

So this was my first Book Circus. And a good circus delivers excellent food and entertainment, but this one also makes you see the uncomfortable things, the difficult questions, and the fragile strength of tired, blurry figures in the night.

This is the clearest picture I have. And yes, my hair is down too.
This is the clearest picture I have. And yes, my hair is down too.

Either way, it is already an unforgettable experience.

 

Do What You Fear. Do What You Desire. Write For Clive Barker

Sometimes what you’re scared of the most is the very thing that you desire.

This is the first lesson from horror and fantasy writer Clive Barker: a lesson that branches off into mystery and mythos. So many of his stories have inspired countless other writers and creators. Jovanka Vuckovic, for instance, is in the process of creating a film adaption of Barker’s short story Jacqueline Ess. In fact, last year Clive Barker called out writing submissions for an anthology based on the world of Night Breed.

And now Clive Barker wants to read your writing.

Yes. You read that sentence correctly. You see, Clive Barker is not only an excellent story maker, but he is a talented artist as well. Your task prospective writers, should you accept it, is to look at and keep track of Clive Barker’s drawings on Deviantart, activate or make your login and write a story of anywhere up to two thousand words. Barker will go through your posted entries and decide which words capture the spirit of his artwork the most. He will read all of these stories by October 31.

Now if this isn’t a Halloween Event, I don’t know what is.

I’ll be honest with you ladies, gentlemen, and other beings. The idea of this event both terrifies and excites me. I myself am a writer and I have many projects that I need to do. And it is a rather intimidating prospect to have Clive Barker look at something I wrote. There is a part of me that is actually afraid to try this: for fear of whatever I make not being good enough. But then this is Clive Barker we are talking about here and not only would it be awesome for me to see something I made — even if it doesn’t embody his work — but he gives all of us writers something even more valuable than readership and potential critique and suggestions.

He gives us an excellent prompt to keep writing brilliant stories.

Sometimes that old lesson is true. Fear and desire are often the same sides of the coin, and when they are embraced, that’s where some of the best stories come from. I hope to see everyone in the Deviantart Comments. Oh and the above graphic in this article? It’s taken from the site. And that is your first prompt.

Image Credit: Clive Barker

Processing REBEL JAM.exe

A little while ago, there was a game design document called GAME_JAM, an interactive process and living document that was hijacked by marketing directors and, ultimately, abandoned by its own collaborators when the proposed program threatened great and unacceptable corruption of personal space and creator integrity. GAME_JAM was ultimately Ctrl + Alt + Deleted and its game design document, as much as kind of commercial and social contract analogue can be, returned to the drawing board.

At the end of the day, GAME_JAM was considered to be a worthy concept but its execution was flawed: a special glimpse into the process of creation inside a game jam with YouTube Let’s Players marred by an industrial bigotry and lack of understanding as to what a game jam actually is, and changed into a failed attempt at a generic reality show. I myself honestly thought that after everything that happened, the original idea would sit on that drawing board and gather dust.

Zoe Quinn decided otherwise. She decided to create REBEL JAM.

At first, this really surprised me. Zoe Quinn was one of the participants, or collaborators inside of, the failed GAME_JAM. Not only did she sign a contract in which she can’t talk about her experiences, but according to those who hadn’t signed the contract she was one of the female developers who felt the most offended by the bigotry that found its way into the tense and unpleasant situation: so much so that despite the contract she was one of those instrumental in having the participants walk away from the project altogether.

But I should have known better. Even in her article detailing what she learned from her experience, Zoe Quinn states:

My most tangible takeaway is probably this: I want to run a game jam. Not now, but after pax east and after I’ve recharged a bit. I’d like to find charismatic Let’s Play people, a couple of video cameras, a huge + cheap rentable house, and a group of indies. I’d love to have the LPers do what they’re so often so brilliant at and bridge the gap between the games and the audience, and do it super low-tech, low-budget, documentary style. Capture the inspiration, the hard work, the 3am delirium and the dumb jokes that come with it. Show people how we all band together and support each other through the deadline. That’s what I want to show the world about game jams. That’s the ambassador I’d rather be.

And so PAX East has passed. And, evidently, Zoe Quinn has recharged as well. In fact, she seems to have been at work on this concept for some time now. She continues the process of working on the GDD of REBEL JAM: a Return of the Indie counterpoint towards The Industry Strikes Back that inadvertently came from A New Jam.

Another bad, if somewhat geeky analogy aside, the concept behind REBEL JAM’s funding is the idea that this game jam will be “sponsored” by crowdfunding as opposed to corporations or industries.   Zoe Quinn and those like her seem to be in the process of making some excellent additions to this living document that we will be allowed to see: and perhaps participate in.

In my GAME_JAM Ctrl + Alt + Delete article, I mentioned that–if nothing else–GAME_JAM was a game and a design that taught its collaborators how to create, and how not to create game jams.

This GDD is back on the drawing board.

REBEL JAM. exe is now processing.

She Makes Comics

It is a strangely ironic fact that in the early days of the comics medium, the majority of comics readers were women. During the period of the 1930s to the late 50s and before the Comics Code Authority inspired by the American psychiatrist Fredric Wertham came fully into effect there were many different genres of comics, such as romance comics, with some striking female protagonists and eventually works centered around superheroines.

Of course, that is only part of that past. In addition to Elizabeth Holloway Marston and Olive Byrne directly inspiring their mutual husband and partner William Moulton to create Wonder Woman, and Patricia Dingle, who was partially the physical inspiration for her husband Adrian’s Nelvana of the Northern Lights and ended up writing adventure stories in Triumph Comics’ works under a pseudonym, there were female creators of superheroine comics to consider such as Tarpé Mills and her Miss Fury. Even when you consider that the Golden Age of Comics wasn’t completely a “Golden Age” with regards to women and comics it is sometimes really hard to believe, after the decades-long idea of comics being an “all-boys club” permeating North American culture, along with sexism, misogyny, marginalization and violations of personal space at conventions afflicted on female comics creators and fans, that this was once a reality.

Then again, it isn’t that hard to believe. There are female voices in comics. They exist as artists, writers, editors, scholars, and above all, as fans. These are voices that need to be heard and can never be heard enough. And that is precisely what the Sequart Research & Literacy Organization intends to do by creating She Makes Comics.

She Makes Comics is a film Documentary and Kickstarter Campaign created to interview female creators and executives within the comics industry: to collect a series of oral histories and accounts from those women of various eras in comics history in order to accentuate their already considerable voices in the medium and community built around comics. Just as Hope Nicholson and Rachel Richey of Nelvana Comics endeavour to make Nelvana a household name again in Canada, if not the world, so too does She Makes Comics is intend to do the same for the women that have helped make comics as a medium, industry, and community possible.

However, in order to make this possible, this Kickstarter will need your help. To those of you who know that women in and around comics are more than just stereotyped images, subordinated side-kicks, love interests or “fake geek girls,” please take a look at this Kickstarter Campaign and consider that while it cannot speak for this generation of female fans and readers, it can definitely become something to inspire them.

And to all the ladies out there that love comics and the movies and media around them: you have been supporting all of this awesomeness for a very long time and I hope that you will continue to do so as our fellow geeks, and friends, and as the creators and industry movers that we can all admire.

So, with that serious business out of the way for the moment, I would like to ask you all something. She Makes Comics is looking to interview thirty-five more people in addition to those that they already list on their page. I myself want to see some more independent figures such as Alison Bechdel, Marjane Satrapi, Hope Larson, Aline Kominsky-Crumb, Melinda Gebbie, and Wendy Pini. I’d definitely like to see more interviews with more “Golden Agers” as well.

Who do you want to see interviewed for She Makes Comics?

Please follow She Makes Comics on its Kickstarter or its Twitter Profile for more updates.

Experiences from the 2014 Toronto Global Game Jam

The 2014 Toronto Global Game Jam last weekend was definitely an event to be remembered.

The TGGJ, which is the Global Game Jam’s location in Toronto, was held at the George Brown College of Applied Arts and Technology. We took up the fifth and sixth floors of the college where its Digital Media & Gaming Incubator is situated.  The GGJ is an event held all around the world, where teams are challenged to make a complete game in 48 hours. Think about that: we programmers, sound designers, graphic artists and writers had only two days to make fully functional games. Bear in mind that I am a writer and I have little to no programming experience and that I only really got to learn Twine, a text-based hyper-linking free bit of software, only a few months ago (and even now I only know how to use the basics).

We spent the first part of the Jam finding our assigned computer work rooms. I actually deposited my belongings, including my sleeping bag, into the spare classroom on the sixth floor. While it is discouraged for the most part, according to the event organizers Randy Orenstein and Troy Morrissey, I decided to sleep where my work would be (as I did last year, when I decided to try out this event for the first time without even the knowledge of Twine and hoping to find some people in need of a writer).

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About 300 Jammers registered and participated in the Jam itself. After settling in, we were eventually called down to learn this year’s game theme.  Every year the Jam gets a different theme to work with: which is, essentially, the prompt which we were going to shape our games around.

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The theme of this year’s Game Jam was, “We don’t see things as they are. We see things as we are.”

That is a pretty open-ended theme, isn’t it? So I wrote it on one of my business cards and went upstairs.

TGGJ 14 Grab Bag

Earlier, at our assigned computer workstations, we were given gift bags. These bags had a variety of candy bars and snacks, mostly to maintain energy, but they also had a schedule for the events of the next two days as well as a schedule of when we were to upload our games onto the Global Game Jam site.

Contents of TGGJ 14 Grab Bag

This was, more or less, a similar format to how last year’s Toronto Global Game Jam worked. There were, however, some differences. For instance, while this year also had its Team Jammers and Solo Jammers (pre-established designer groups and solitary game-makers), there were two additions that didn’t exist last year. The first was “Team Random.”  Team Random essentially was a group of people who didn’t have teams and were looking to collaborate with people at the event. Last year, I was in Team Random, though we were not named as such and there were much fewer of us. I actually like the fact that this year the organizers actually went out of their way during announcements to ask who was looking for teammates and they seemed to have a more organized structure in mind for dealing with that. Last year, as I said, I didn’t even know how to use Twine and there was some anxiety there at the time.

The second addition this year was the Floaters. Floaters were an assortment of independent programmers, sound designers and artists that were either free to join other teams, give them advice, or even contribute some of their expertise to certain parts of other people’s projects. Unfortunately I wasn’t in a position to use any of their skills, though I did talk with a few, as I basically started my project solidly after the Friday introductions.

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On the Friday I had written up a considerable amount of notes, but I still wasn’t sure what I was doing. I almost switched away from the idea I had made so many notes for but I was stuck. The fact of the matter was that I had a story in mind that was pretty complex and a challenge to make. But by the middle of Saturday I had a decision to make and so I began writing out my story.

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I wrote it directly into the Twine boxes that you can see right here.

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And so, from roughly 3 pm to 12 pm on the following Sunday I wrote out and built my Twine story while socializing at times and drinking a whole lot of tea and sugar generously donated by Starbucks. There was a raffle for some cool free stuff (we got a ticket in our grab bags and, no, I didn’t win anything) and the session finished off with the announcement of  a wedding having occurred between the duo that made up Team: “I’m a Pretty Princess” (who actually came back and continued their work) and me having finished my first ever Solo Game Jam (I was the sole member of “Team Eldritch”).

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The Global Game Jam encourages Play Parties to showcase all the games that were created during the event along with their creators. Last year, the Toronto Global Game Jam had an Arcade and there is going to be another one this summer as well. I know I will be there with my “choose your own adventure” text game which you can find right here on the GGJ site:  The Looking Glass. This year the Global Game Jam site extended the time we had to upload our submissions. It is an improvement over the first attempt that I linked on G33kPr0n months ago and I hope to keep exploring this world of creation and community.

And you had better believe I will be doing this again next year.

Matthew K TGGJ 14

Photo Credit: Uber Events and Promotions

You can find more of Uber Events and Promotions‘ TGGJ Group Portraits at this flickr account.

Correction: The GGJ (the Global Game Jam) is an event held all around the world. The TGGJ (the Toronto Global Game Jam) is local in Toronto.

Battle of the Bazaar in Bento Miso’s Winter Market

About three weeks ago, I went to Bento Miso’s Bit Bazaar Winter Market and since then I’ve been trying to focus on what struck me the most. I was made aware of the first Bit Bazaar, the Spring Fair, through the Toronto Comics Arts Festival and its second Comics Vs. Games creative jam and exhibit. It is an opportunity for video game creators, art-makers, and food distributors to sell their wares and have some face-to-face relation with their current and potential fans.

Bento Miso itself is a collaborative work space for independent video game developers, graphic artists, game journalists, start-up businesses, and other individuals and groups. It is also inclusive and it attempts to make itself into a minority, women, and LGBTQ-friendly safe environment. It also functions as a community space and, this year; it was really in full swing. The Bit Bazaar Winter Market covered two floors this time around: with food and drink vendors upstairs with a wide variety of games, and Torontrons and various comics artists, designers, and other exhibitor tables selling various products and awesome samples on the main floor.

What stands out for me is what the organizers and planners of the Winter Market did this year. Henry Faber, the co-founder of Bento Miso, the game designer Damian Sommer and others created a card game called Battle of the Bazaar. Essentially, what they did was they made forty-five cards (with a forty-sixth one being a rule card) that represented a majority of the exhibitor tables, specifically the main games, comics, creations and foods of the exhibitors and gave them numbers of power and special abilities. The particulars of the rules can be found on Bento Miso’s site, just as Daniel Kaszor of the Financial Post‘s “Post Arcade” goes into more detail on its creation in an interview with Henry Faber himself but what I would like to note is that each of these vendors and exhibitors possessed their cards. In order to get all of them for yourself, you had to go to each of their tables and either get one from them, or trade cards.

It was potentially a very useful tactic when you think about it. In addition to creating cards that embody the works of their exhibitors, as well as displaying the website information of all those involved (kind of like creative contact cards), the cards make up an interesting game, and the collecting of them made for a potential ice-breaker. It is true that you could go to a table near the entrance that sold the entire decks but part of the fun is collecting the cards and interacting with the exhibitors that had them. It definitely made for some interesting conversations of my own. When I wandered upstairs I began playing Apotheon, in a player verses player death-match with ancient Greek black-figure graphics (the kind you would find on pottery) in which you have to throw weapons at your opponent. After my opponent killed me brutally with a pleasant and friendly smile on his face as I barely figured out how to use the controls, I got this awesome looking “Thetis” card from the exhibitor table and it was how I became aware of the cards and eventually figured out what they were about.

I spent a lot of time at the Golden Gear Games table where I played Fate Tectonics: a game where a pretty 16-bit goddess sprite hovers over you as you attempt to build a world out of land pieces and you hope that she won’t strike you down with lightning if you get the puzzle sequences wrong. I actually bought the game in the form of hollowed out Gameboy cartridge USB port, along with some pins, a poster and a delicious brownie. I also went back and forth from that table to trade some cards with them (once I got their “Worldbuilding” card of course). Towards the end of my time there, I saw the software and game developer Alex Bethke who not only helped make Fate Tectonics but also collaborated with Dames Making Games in creating three interactive animated short stories in the form of comics. I even had the opportunity, after briefly speaking with Cecily Carver of Dames Making Games, to converse with Katie Foster on her multimedia game The Disappearance of Emily Butler. It is about a girl that returns to Newfoundland and discovers parts about her past that are more than she bargained for. What is really interesting about this game in development is that it is a point and click adventure that has an interactive comics element, with Foster being one of the Dames in Games that Alex Bethke and Golden Gear Games has created an electronic comic for. All of these interactive comics can be downloaded as the Swipe Comics Anthology Vol. I  app for the IOS: which Katie Foster had on display at her table. It is truly remarkable and as someone who is fascinated in the comics medium and its interaction with video games, it is definitely something I’m going to keep an eye on for the near future.

I traded cards between these the DMG table and Golden Gear Games, making my rounds and finally making it to Christine Love and Nadine Lessio’s Interstellar Selfie Station where I got and traded some cards with her. I’ve written on Christine Love’s games at Mythic Bios and even mentioned her Twine Workshop at the WordPlay Festival that helped me in my own creative endeavors and I was definitely going to meet up with her. Her card is “*Old Mute” and after you use its power, it makes all of your subsequent, future cards have a minus one to their score. If you have played her Analogue: A Hate Story and Hate Plus, you will realize just how appropriate this power truly is.

After passing by many other tables towards the end of the evening, I finally caved in and came to the Pianocade Table to find out what was being soldered and put together there. Basically, I got to play with a Wii Remote that created various sound effects depending on what buttons I pushed and how I swung it. Eventually, I came across Lovers in a Dangerous Spacetime and Asteroid Base‘s table. I’d seen this game in passing at my first CanZine Festival and I actually had a twitter conversation with Jeannie Faber, another co-founder of Bento Miso and the Event Director of the Bit Bazaar. I was actually looking forward to meeting Jeannie Faber but we never had the opportunity to run into each other and as that table was very busy, I ended up just taking a card.

As the night drew to a close, I’d managed to accumulate forty-one of the forty-five Battle of the Bazaar cards. I didn’t get to converse with everyone, but I now have leisure to look at their information and get a better sense of what their products and wares were about along with what they as individuals or teams actually do.

On the Battle of the Bazaar card “Bento Miso” card, there is this specific description. It states, “At the end of the game, if you haven’t won a round, you win the game.” Three weeks ago now I didn’t get all the cards, do everything I wanted, or even knew what to do but I think as I walked out that night, watching my fellow geeks, couples, groups of friends, and families interact I felt as though I won the Battle of the Bazaar anyway: just by simply being there.

If you are interested, Bento Miso is selling packs of its Battle of the Bazaar cards, but there are only eight decks left for $26 plus $3 dollar shipping so you’d best hurry now. They are definitely cool to have.

WordPlay in Toronto

So last week  Jim Munroe, the comics writer of Therefore Repent!, novelist, and the co-producer of the controversial Pipe Trouble game, invited me to the first-ever Toronto WordPlay Festival of Writerly Games on November the 16th. The WordPlay Festival is an event that the video game arts Hand Eye Society, of which Jim Munroe is also the executive director, in cooperation with the Toronto Public Library and with support from the Toronto Arts Council, celebrates and examines “the use of words and writing in contemporary games.”

This is not the first time that the Toronto Public Library has cooperated with either Hand Eye or the Torontonian video game scene. Not only did Jim Munroe create an interactive alternate reality game in the Library back in March of this year (in which you are part of the Literary Resistance attempting to prevent the book-burning culture from Ray Bradbury’s Fahrenheit 451 from ever happening) but last year the North York Central Library hosted both a Gaming Journalism Workshop for Gamercamp and a Writing for Videogames Workshop by Kan Gao: the creator of the beautiful independent Adventure RPG game To the Moon.

In fact the introduction to the Festival in the Atrium was made by Ab Velasco, a Communications Officer for the Toronto Public Library who, among things, helps facilitate special events at the Library including the Toronto Comics Arts Festival, and workshops such as Kan Gao’s and Gamercamp’s (where I first saw him). In fact, he mentioned that there is even an initiative in the Toronto Public Library system to make game-making technology free and available to library patrons as well providing eventual access to a 3D printer. This is pretty amazing news and you can tell that Ab Veslasco is having a major hand in these developments.

The Festival took place at the Toronto Reference Library and it was divided into two segments. There was a panel and a discussion that took place in the Atrium, while the WordPlay Showcase opened up its terminals with over-twenty text and story-based games to the public in Learning Centre I.

robothorse

The panel was called “Where Prose Meets Play.” It was moderated by Jim Munroe, and its other panelists were composed of freelancing conceptual artist and illustrator Rachel Kahn, game designer and animator Matt Hammill, Canadian writer, computer programmer and creator of Dinosaur Comics Ryan North, and Canadian science-fiction writer Peter Watts. Essentially, the entire first Panel looked at a wide-range of topics including the differences between storytelling for prose, comics, and writing for video games. It was some really interesting stuff: from Peter Watts stating that he had to write some very obvious descriptive passages for games that wouldn’t have worked in prose, to Rachel Kahn talking about how architecture and environment can tell a story. What I really found interesting was the discussion that examined the line between allowing a player too much freedom or giving the player too much structure and how it would be utterly fascinating to make a game, be it electronic or in book form, that allowed a player to choose the ending to their story.

WordPlay Panel

After a half-an-hour intermission there was a discussion with the Chicago-based group Cardboard Computer who created the magical realist point-and-click game Kentucky Route Zero. It was basically an interview facilitated by Miguel Sternberg, the founder of Spooky Squid Games and the creator of They Bleed Pixels, with Jake Elliott, Tamas Kemenczy, and Ben Babbitt.

WordPlay Discussion

Unfortunately, I was not able to fully get into the discussion due to two factors. First of all, I had never heard of, nor played the game though there were some interesting thoughts that the creators were spinning around such as making a game about a character whose choices are limited by debt (a fact of life that many of us are all too familiar with nowadays), and a game level that takes place in a museum or archive filled with old video games. Unfortunately, it is entirely possible that I am combining two different ideas mentioned in this discussion into one.

The other reason I had difficulty getting into the Kentucky Route Zero Discussion is due to the fact that the acoustics in the Atrium, even with microphones, were not that effective and announcements from the Library would drown out the speakers at key points. This also affected my following of the panel before it, and it is my only complaint about the Festival’s arrangement.

But since then I have done a little bit of research on Kentucky Route Zero. It is a game in five acts that, according to the WordPlay Festival bookmark, has literary influences from a writer named Flannery O’Connor. Once I looked up who this writer actually was, I saw that she utilized what is called the Southern Gothic Style: writing that relies a lot on heavy regional influences and grotesque characters. The game itself is apparently about a mysterious highway underneath the caves of Kentucky and the strange people that travel it.

I want to make a point of mentioning that not only did WordPlay occur one day after the release of the PlayStation 4, but it also featured a premier of its own. Off to the side of the audience were two desks with half-empty glasses and brick sandwiches (yes, you read and saw that right, they were actually brick sandwiches) and two Oculus Rift headsets lent to the event by the Toronto independent game designer and community work space Bento Miso.

WordPlay Brick Sandwich

Now, I’d heard of this next stage in virtual reality gaming but I didn’t really think much of it. I mean, I’d heard that these systems can cause dizziness and nausea, and I still have memories of Nintendo’s Virtual Boy and so many other virtual reality promises and hopes throughout the years that eventually rendered me to the point of apathy.  But I knew that since I was covering this event, I felt compelled to try it out. I didn’t actually get to checking out the Oculus Rift until much later. In fact, I only came to them as the Festival ended and the Reference Library was closing for the night. I thought I was too late.

However, a very helpful volunteer or Cardboard Computer staff member got me an Oculus Rift and I got to play, for a while, a Kentucky Route Zero intermission level or chapter entitled “The Entertainment.” It was strange because by the time I got to it the table and items on it, including the brick sandwich, were being packed up and I had nothing to touch, but I was … impressed. Unlike the rest of Kentucky Route Zero with its pixilated 2D graphics and third-person perspective, this was first-person and it was pretty cool. Cardboard Computer made  a three-dimensional room which, like its original game looked like it was made from angles of paper or “cardboard,” but it also attempted to play with light and shadow and the distance of sound when you move your head. But I think what I found the most intriguing is the fact that there are dialogue boxes containing narration that give you physical cues as to when you should look up and listen in on a conversation. It is like being able to explore but there is also a story that subtly acts like a script when “your part” comes up. That line between free choice and structure is a theme that comes up again as it gets explored and played on in this game. I just want to add that playing an Oculus Rift for the first time with a Wii remote was an interesting experience for me as well.

But I am getting ahead of myself. I got to check out the WordPlay Showcase with that whole collection of story-based games featured on each terminal in Learning Centre I. During the Discussion with Cardboard Computer I ran into Ian Daffern again, a fellow writer and creator whom I actually collaborated with in  the 2013 Toronto Global Game Jam–my first–and he told me that he created a Twine game called TRUNKED.

Now, I have really wanted to talk about Twine on G33kPr0n for a very long time and I always take time to mention them elsewhere. Twine is software that allows writers that may not necessarily have much programming knowledge, to make interactive text-based games or stories. So I only managed to play his excellent game twice (where I died once and then actually realized that my gut instinct about a certain item could help me) before the next and final part of the Festival began.

I am referring to Christine Love’s Hands-on Workshop: Make Interactive Fiction Workshop.

For me, this was the highlight of the WordPlay Festival. In addition to the fact that Christine Love is the creator of many intensely story-based games such as Digital: A Love Story, Analogue: A Hate Story, and Hate Plus that I truly respect and adore, I was also getting the excuse to use Twine for myself and make something. After Christine Love took about fifteen minutes to run through the basics with us, she then gave us five minutes to come up with an idea, and gave us the rest of the hour before closing time to implement it. I managed to make a template to follow for what will hopefully be a series of future Twine stories to come.

WordPlay Workshop

You can even see me in this photo if you look closely. I’m asking someone for help.

But just as there is a fine line between freedom of choice and plot for a player to navigate there, this article has also been a fine line between coverage of an important event and my own personal experience.

Anna Anthropy in her book Rise of the Videogame Zinesters talks about the importance of developing game-creation software and technology that is available and easy public use. She has often advocated and created many games using Twine software. It is an idea that can go beyond, or change video game industry culture and allow people who ordinarily don’t have voices in video games to express themselves and let people interact from their perspectives. It is something can change games as a medium and also the very nature of what they are. For me personally, I always felt sad because I always felt limited in what I could with games due to a lack of visual artistic ability and programming knowledge.

But what Twine allows me to do is use my own skill with words to make the games I always wanted. And having an interactive teacher, as opposed to some tutorial videos, gave me some of the basic keys to the kingdom of making interactive worlds and that, for me, is golden.

Finally I just want to also ask you, the readers of G33kPr0n, to  please check out all the hyperlinks provided above, look at the rest of Hand Eye’s Fest Pics and Showcase Links and even consider making some Twine stories of your own. If I can do it, so can you. I learned a lot from this event and I can best summarize that feeling in the title of my own very short Twine game.

Level Up

Photo Credits: Stephen Reese

A Ghost Arcade In A Festival of Zines and Underground Culture

On October 20, I attended the 2013 Canzine Festival of Zines and Underground Culture at the Bathurst Culture, Arts, Media and Education Centre: an event presented and covered by Broken Pencil Magazine. And here is where a little more background information is order. A zine is usually a self-published work of original or “borrowed” text with images that are usually printed and arranged from photocopied material (though sometimes they are hand-drawn as well), while “underground culture” can generally be seen as an umbrella term for art, politics, philosophies, Do-It-Yourself crafts and games that focus on topics generally not given the same attention by “mainstream culture” such as many of the above including fanfiction, sexuality, and ephemera.

Remember the word ephemera: because it’s integral to the idea behind the Ghost Arcade.

CanZine 2013

I already feel as though I am doing the Canzine Event–which spans the cities of both Toronto and Vancouver–very little justice in my above description. For me, that word ephemera is what comes into play: transitory material and supplements that do not always survive the light of another day. The truth is that I wanted to cover this Event for G33kpr0n. I wanted to talk about how important it is, and focus on some of the glimmering gems that I found among the newspaper-like quality of zines, the Robert Crumb Underground Comix-like drawings, Game of Thrones colouring books (with presumably wide lines for lots and lots of red), abstract Nuit Blanche-worthy art, erotic Choose Your Own Adventure Books, the presence of the Toronto Comics Art Festival, vendors with small tiny cautionary stories about loving someone who does not love you back, chocolate-chip cookies, and so much–oh so much–irony. It’s like a 21st century Portobello Road of sass, cuteness, and the just plain weird: but at the same time it’s also a community where friends can meet, eat $10 vegetarian meals and even make a profit or so as a vendor in a laid-back atmosphere of general good will. But this is a very generalized description and there isn’t very much that I can add beyond it.

Instead, all I can focus on is the Ghost Arcade and how, in my mind, it ties everything–and all of this–together.

I actually heard of it online first and knew that Broken Pencil had specifically gone out of their way to ask Skot Deeming (aka mrghosty) to bring the Ghost Arcade to the Festival: as if it hadn’t already been there … at least outside of its spirit. Skot is an artist, curator, researcher and doctoral student at Concordia University as well as a curator for Team Vector and co-director for its Vector: Game and Art Convergence symposium: which is appropriate given that Skot himself examines how video games influence culture and create various hacker subcultures. This focus determines the Ghost Arcade and, in some ways, draws on the very spirit of the Canzine Festival.

It was the first room I went into as I entered the festival. I didn’t know what to expect and I admit: I was surprised. The room’s blinds were drawn and there were devices with pieces of paper under them. The items ranged from PlayStation Portables, to Gameboys, all the way to miniature laptops. I will also admit that, at first, I was disappointed. Here I was expecting to find game cabinets like the Torontrons painted in white or ethereal colours with strange and unusual pixilated games from a lost time. But I looked at the games themselves and their descriptions within the dim light of the room and the screens that still glowed.

And this is where the power of the Ghost Arcade began to exert itself on my mind. I found a prototype hack of Resident Evil 2–known as Resident Evil 1.5–and a NES or Famicom version of Final Fantasy VII on a hand-held device. There was Somario: which was a game featuring Mario with all of Sonic the Hedgehog’s running and spinning moves. There was also the strange and arcane Polybius game that supposedly drove people insane from a singular black arcade cabinet in the 1980s: in which you as the player must align the environment around you so that your ship–which you can’t move–can shoot the targets properly and not get destroyed in the process. In addition, there was a Marvel Vs. Capcom remix game: a hacked game that plays Michael Jackson’s songs in lieu of the original programmed soundtrack, a Nintendo 64 controller reprogrammed and modified to play games as its own entity–in much the same way H.P. Lovecraft’s Herbert West experimented on dead body parts to make them into singular and independent creatures–and a Pokemon Black game inspired by the creepypasta of the same name: another Internet urban legend made manifest by the will of its hacker-fans.

Ghost Arcade Polybius

Polybius at Ghost Arcade. Do you feel the madness? Photo credit: Skot Deeming.

Did I also mention that at least one Nintendo game was on a PSP and there were just as many hardware modifications as there were software alterations? This is only part of the point that Skot Deeming is trying to illustrate–a perspective that Anna Anthropy in her book Rise of the Videogame Zinesters also shares–in which video games have evolved from being products of an industry to narratives that inspired many childhoods from the late 70s onward the point of being appropriated by hackers acting as programmers, artists, and storytellers. Zines themselves are also historically known as being part of the punk subculture: in which–in addition to punk and grunge music of the late 80s to 90s–zines, remixes, and other counter-culture or DIY artifacts were–and are–crafted. What I’m trying to illustrate is that all of this is tied together: that Skot partially looks at how some of us as players have taken something that was once a consumer product–something considered ephemeral and made for short-term fun–and made it into something beyond the nostalgia factor: made it into something new.

But Skot goes further than that. The Ghost Arcade–in which he curates all these games and customizes their strange bare-bones Frankensteinian hardware–is a one-day event that displays games that not only should have been short-lived and brushed away in the daylight, but also should never have existed at all. And yet they do:  just like ghosts are reported to be. And now, think about what a Ghost Arcade is. An arcade is defined as a succession of arches supported by columns that sometimes enclose a particular space. But what happens when these arches are ideas and the columns are the stuff of daydreams and nightmares made manifest in pixels and old newspaper?

And that, in the end, is what the Ghost Arcade represents to me. It symbolizes the very soul of the Canzine Festival: a one-day market and celebration of media that can easily be modified and thrown away, but whose ideas continue to linger on and find new life in places beyond traditionally established organizations. They exist in unique goings on. They get recycled and modified. They exist in people and every-day individuals.

It’s strange how things come together. A little while ago, I examined the origins of a Slovenian art and music 1980s movement known as FV Disko on my Mythic Bios: and not only did they have punk, DYI, collage, pastiche, and experimental influences but they also used photocopiers and appropriated technology from older authority structures and industrial products to make new art. And after attending the Festival this weekend, I can see where social change and art interlap and it’s just as autumnal, fleeting, modest, and beautiful as an exchange and a celebration of Geeks and ghosts. In fact, and as far as I am concerned, life itself can be defined a Ghost Arcade.

If you are interested in knowing more about Skot Deeming’s Ghost Arcade, please feel free to read his Blog on the subject: in which he describes the importance of saving transitory and ethereal human experiences in pixels far better than I ever could.