It took some financial pressure off me. Hasn't really changed anything else at all. I think about RED in terms of experiences, like introducing my daughter to Helen Mirren, getting to see the way the film industry does certain bits of business, meeting interesting people. I kept my distance from much of it to try and maintain my sanity as much as anything else -- I've seen people kind of go down the rabbit hole on these things. And I'm just not wired like Mark Millar, who has the ability to, as Amanda Palmer puts it, "turn into the skid" and just run with all the publicity and madness. My point being, I probably missed out on a lot of stuff, but I've still got my sanity, my privacy, and the bank account's out of the red. It'll do.
And, pleasingly, the majority of people seemed to accept the film for what it was: a bit of fun based on the rough structure and the themes of a much grimmer little short story. It's not like they committed TOTAL RECALL on it or anything.
As a follow-up to that...does the fact that your name was attached to a reasonably successful film make it more likely that other of your works will get optioned/produced, etc.? I realize that this is a bit like asking you to read some tea leaves or something.
When composing the first issue of a brand new comics serial, what do you make sure to include? Do you have a checklist of elements to establish? Do you feel you need to encapsulate all the important series elements right off the bat, or do you think it's fine to leave some of them for future issues?
Purely selfish on my part but on reading that I thought "Well thank fuck for that." Not that you gave up the dream of journalism but that you ended up writing such fantastic stuff.
You said earlier that you basicallly won't work on another videogame unless you're in a position where you actually can have a say about what's in it. Which is unlikely to happen with most big publishers (unless the ones I haven't worked with are radically different from the ones I know :).
Still, do you play videogames ? There are some excellent games on the iPhone platform for example, so you don't even need to buy a home console or a DS/PSP for that. You would need both time (though many cool games can be played in 5 minutes bursts) and an inclination to do so, though.
Nope. No time, no console, no PC (the laptop doesn't have the oomph). I have a copy of Bejeweled 2 on the iPhone and I'll occasionally poke at a Flash game on ArmorGames if I can find one that'll play well with a trackpoint rather than a mouse.
Covers and books designs and stuff, how does that work between you and the artist? Do you script what you'd like to see like any other page/panel or just let them run with it? Does this differ between creator owned and work for hire projects?
Covers and books designs and stuff, how does that work between you and the artist? Do you script what you'd like to see like any other page/panel or just let them run with it? Does this differ between creator owned and work for hire projects?
Covers: I generally get no input on work-for-hire stuff. I'm usually fairly heavily involved in Avatar stuff, although they do sneak stuff past me from time to time.
When composing the first issue of a brand new comics serial, what do you make sure to include? Do you have a checklist of elements to establish? Do you feel you need to encapsulate all the important series elements right off the bat, or do you think it's fine to leave some of them for future issues?
When composing the first issue of a new comics serial, what I'm most aware of is that it's the first chapter of a finite work. I'm writing a book, just in pieces. BUT due to the requirements of serial, it also needs to somehow encapsulate more of the entire work than the first chapter of a novel might. It's a bit of a tightrope, and I often fall off. There's no checklist. There's getting the story started off in the way that the story requires, and then there's looking for ways to work more content into the interstitials to give more of a flavour of what the serial is really about.