Twelve Lessons from the Movies of 2012 – Part 2

Welcome back to the second half of class! Sorry I’m late, I was a bit busy with a little thing called the Global Game Jam (check out my 48-hour project “Sprout”). We’ll examine six more movies today, see what we can learn from ’em, and even give out a few other awards!

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Twelve Lessons from the Movies of 2012 – Part 1

So here we are in 2013! Time to reflect back upon all the films we saw last year. For most bloggers this’ll take the form of a best-of list and maybe a worst-of list too, but we’re real writers, and supposedly video game developers, so we’re gonna try to be a bit more constructive than that. One of Logan’s close friends studies cinema, and he’s always said you can learn something from any film, good or bad. I’m not sure if that applies to George Lucas movies, but luckily he didn’t release any movies this year.

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How to Write a Great Character #3

Experienced geologists who are specifically selected for trillion-dollar space expeditions—presumably with decades of experience studying all manner of geological phenomena—and personally equipped with no less than six wirelessly transmitting autonomous rapid scanning hoverpods streaming hyper-accurate mapping information and who are directly connected to stationed navigators examining streaming 3d renderings of the hoverpods’ maps should get lost when returning to base.

How to Write a Great Character #2

He should have no back story, story arc, or future. A character who has a story is uninteresting. He should lack both a personality and distinguishable character traits because these things alienate us. He should be completely scrapped, redesigned, and barely recognizable as the same character, or possibly be a different person altogether, in each “story” in which he’s involved.