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You’ve seen his art here on Haunted MTL and gracing the covers of Bards and Sages Quarterly, Illumen, Scifaikuest, Thriller Magazine, and countless others.  You’ve read his poetry and writing in numerous online publications including 50-Word Stories, Aphelion, Night to Dawn, Potato Soup Journal and more.  Now’s your chance to meet the one and only Denny Marshall in an interview with us here on Haunted MTL.

black and white drawing of pointy toothed creature
Munch, drawing by Denny Marshall

Denny, you work in a wide range of media and styles in both visual arts and writing.  When did you first start creating?  How has your work evolved over time and what do you keep coming back to?

I’ve always drawn and started doing digital art in 1999 when the computer I bought had Paint Shop Pro 5 included. As far as poetry I started in my late teens but it was about fifteen years before I wrote something I liked or could be published.

I think my art has improved over time. Like everything else, the more you practice the better you get. When I first start drawing I did only realistic art. I remember at ten years old drawing on my grandmother’s chalkboard things that were in the room. Then I moved into doing mostly abstract art, then branched out to science fiction/fantasy/horror art. I always come back to abstract art but try to include all types of drawings at times. Unlike most artists I do not have any art education or training of any kind.

What is your favorite media to work in?  Why are you attracted to this media?

My favorite media is paper and black ink. Even if there were a nationwide blackout or a zombie apocalypse, I would still be able to draw. Paper and black ink pen doesn’t take up a lot of space and you can do it and take it anywhere.

textural black and white drawing of figure in landscape
Hidden Grove by Denny Marshall

You are very prolific and explore a lot of different themes and ideas in your work, where do you find your inspiration?

I find inspiration everywhere. I would have to write a novel to list everything. Examples would be outside my window, going for a bike ride, movies and books, other artists and writers known and unknown, the outdoors, the indoors, the pictures I see inside my head before I fall asleep. The mind can take thousands of photographs in a short period of time. The mind is never ending and as large as the universe.

My ultimate goal is to not have all my drawings look the same or have the same style. If I do a few drawings that look the same, I stop and try to do something different. They are many artists whose works all look the same.

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What other artists and writers do you watch?  Whose work has influenced you in past and present?

I like Poe as far as poetry. Writers I like are H.G. Wells, Jules Verne, Agatha Christie. Stephen King, and others As far as artists, I like Picasso, Michelangelo, Hopper and many others. I like the 50’s – 70’s sci-fi art, artists like Chesley Bonestell. There are many good artists and writers in the small press also.

black and white drawing of tree creatures at night
One-Eyed Tree Threats by Denny Marshall

Among my favorites of your art are Gate 29, Cake Cutting (Robot Wedding), Chieftain, and Unidentified Legend and Stalactite Stalagmite as featured on Haunted MTL.  Do you have any personal favorites of your own?  Why do these resonate so strongly, were they based out of memory, or just plain fun to make, or what?

There are a lot of my drawings I like when I finish them but then maybe a year later, I don’t care as much for them. Maybe it’s because they old and we all have a need for something new.

I like Mono Track, Floodlight Deco, Celebration In The Sky, and Keys Of String Theory because readers have commented on them and others. I like The Chamber, Cake Cutting, Spiral Stairs, and 22 Stories because they are different than some of my art. I would say I really like about 20% of my published art and about 20% I don’t care for and the rest is in the middle. I have hundreds of drawings that have not been published.

black and white drawing of one-eyed creature with huge teeth
Deep Pressure Cave Creature by Denny Marshall

Thank you for journeying with us into the mind’s eye of creator Denny Marshall today on Haunted MTL.  You can find more of Denny Marshall’s work on his website here as well as in all of the aforementioned publications, Dreams & Nightmares Magazine, Star*Line, Literary Hatchet, Penumbric, Altered Reality, and Twenty-Two Twenty-Eight.

Jennifer Weigel is a multi-disciplinary mixed media conceptual artist residing in Kansas USA. Weigel utilizes a wide range of media to convey her ideas, including assemblage, drawing, fibers, installation, jewelry, painting, performance, photography, sculpture, video and writing. You can find more of her work at: https://www.jenniferweigelart.com/ https://www.jenniferweigelprojects.com/ https://jenniferweigelwords.wordpress.com/

Interviews

T+E Channel’s My Haunted Hometown: Small Town with Big Secrets

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My Haunted Hometown interview – Barb Dexter

To start off check out our exclusive interview with Barb Dexter from My Haunted Hometown! Prepare for spine-tingling tales as Barb Dexter unveils her shocking personal ghost encounters on T+E Channel’s gripping paranormal series, “My Haunted Hometown”. Don’t miss exclusive behind-the-scenes insights and emotional revelations that will leave you questioning reality. Premieres Friday, September 6th at 10 PM ET/PT.

Click the trailer for My Haunted Hometown and set your clocks for the premiere 6 Sept!

Want to know more about T+E Channel’s My Haunted Hometown?? Check out the trailer below (and make sure you watch the show as it airs Friday 6 September, 10PM PT/ET only on T+E!

If you ever wondered what it was like to be in a town with a dark history–and live in a forever home that might be forever occupied by spirit energy, then you need to check this episode out!

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Why T+E Channel’s My Haunted Hometown hits

My Haunted  Hometown - A picture of Barb Dexter who is a woman with blonde hair, kind eyes, and glasses.
photo credit: Andrew Curr

The production value works. The camera. The crew. The sound. The editing. The PR team. These are all great assets–and the best asset of them all? The people in the show.

We have all seen shows where the ghost story is made up. It’s usually some quick cash grab for a celeb (although there were some great truly well done celeb ghost stories, too!) or just some channel/content filler type thing. This is not that….this is what every ghost show should be.

The crew sits down. The people are taken seriously. They are giving a channel to voice their story and by sharing their story, they get to grow and sometimes heal from the telling. We draw strength in knowing we are not alone.

When the episode starts, your emotions range from being afraid for the people to being all warm and fuzzy with knowing that these people are opening themselves up to you and you are not alone.

If you have any paranormal experience, these stories will help you feel a bit more whole.

If you are a believer, this is your show.

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If you are a doubter, this is your show. You might still doubt, but you won’t doubt that these are real down to earth people giving witness to what they saw.

See why we call the T+E Channel the Blumhouse of TV and catch the free preview on T+E Channel from Sept 2 to Nov 3

My Haunted Hometown - an arial view of a small town covered in snow
photo credit: Andrew Curr

The Setting

I think small towns work well as a setting. If you recall most of Seth Breedlove’s movies are SMALL Town monsters. If you recall our interview with Harker Jones’s interview the scary horror wasn’t the city of LA but the SMALL Town where you are a bit more isolated.

Not only does the setting work because of the more remote feel, but it works because of the people. The people in the show make the show. They are relatable. They are down to earth. They are easily your next best friend after moving into the neighborhood.

My Haunted Hometown - A close up of a cat's fuzzy face.
photo credit: Andrew Curr

Also, if you are a fan of cats and dogs–there are a few of the most adorable furry friends ever in this episode.

The Rating and Where to Watch

After watching the first episode, I can’t wait for the rest! I’m sure to check it out when they drop every Friday in September! Won’t you join me? 🙂

See what all the rave reviews are about (5/5 Cthulhu!) and see why we call the T+E Channel the Blumhouse of TV and catch the free preview on T+E Channel from Sept 2 to Nov 3 – your gateway to the supernatural! Tune in and share the thrills with #MyHauntedHometown and #TEonTV. Are you brave enough to watch? 5 out of 5 stars (5 / 5)

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Gaming

🎮 Eldritch Automata: Exclusive GenCon 2024 Reveal with Nick Francia!

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Step into the mind-bending world of Eldritch Automata as we sit down with Game Designer Nick Francia at GenCon 2024!

Uncover the secrets behind this Lovecraftian mecha-masterpiece and get a glimpse of what’s to come.

Eldritch Automata quicklaunch guide with a sinister looking mech warrior on the cover

In this exclusive interview, Nick Francia shares:

• The intricate game development process • Inspirations behind the eerie Lovecraftian elements

• Unique mecha-infused gameplay mechanics Calling all Lovecraft fans! Dive into a world where eldritch horrors meet steam-powered marvels.

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Eldritch Automata promises an unforgettable gaming experience that will keep you on the edge of your seat.

👉 Ready to embrace the madness? Check out our playable demo at a con near you! #EldritchAutomata #GenCon2024 #LovecraftianGaming #IndieGameDev

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Gaming

Interview with Creative Director Michael Highland: Let’s! Revolution! @ PAX

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Another game I had the chance to play at PAX East was, Let’s! Revolution!, a Minesweeper-inspired roguelite puzzle game by animation (and now game) studio, BUCK. I talk more about the game itself in another post. Here, I wanted to highlight the conversation I had with Michael Highland, the Creative Director for Let’s! Revolution! and his journey through video game development.


How did you become involved in video game development?

I studied digital media design in college; this was before there were many programs dedicated to game development. After graduating, I self-published a mobile game called Hipster City Cycle with friends. Over the next few years, I slowly got more freelance work as a game designer, and eventually landed a full-time role at thatgamecompany working on the follow-up to their 2012 GOTY Journey. I worked my way up there and was eventually the Lead Designer on Sky: Children of the Light. Working at thatgamecompany opened a lot of doors professionally. I eventually wound up at BUCK, where I saw the opportunity to help establish a new game studio within a very vibrant existing creative culture.

What has been the most challenging aspect of the development process?

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Each studio has its own unique issues based on the people involved. There are commonalities like the need to fight feature creep and building consensus around ideas early in the process when all you have is an abstract grey box prototype to react to. At BUCK the biggest challenge has been channeling the abundance of creative energy and talent into a shippable product. There’s a ton of enthusiasm for games within the company, and without clear product-centric goals (who is the target audience, what platform are we releasing on, what’s the marketing strategy), projects have the tendency to spiral out of scope. Another challenge has been building credibility with publishers. BUCK has an amazing pedigree for animation and design, maybe the best in the world, but when we initially pitched ideas to publishers, they all said the same thing: looks great, but until you’ve shipped a game, you’re too high-risk. That’s what led to us self-publishing Let’s! Revolution! Now that we have a well-reviewed game out in the wild, I feel confident we’ll have more luck with publishers. 

BUCK primarily has its roots in animation, what led the decision to start branching into video game development?

It started with a general excitement about the medium and a desire among the staff to work on a game. Leadership at BUCK is all about providing the staff with exciting creative opportunities, and getting to work on a game, is, for some, a creative dream come true. And putting BUCK content out in the world is a point of pride and a boost to morale. From a business perspective, the fact we can staff out game projects with the top animation and design talent in the world is a huge advantage. We’re already starting to see new opportunities for the service side of the business based on the success of Let’s! Revolution! 

The art, unsurprisingly, is delightful. What were some of the priorities during the character design process and how did those influence the final hero designs?

Our Art Director Emily Suvanvej really led the charge on the look of the game. There are obvious influences like Studio Ghibli, Moebius, and Steven Universe. My shared goal with Emily was to make something together that reflected the diversity of the team’s artistic and lived experiences. The artists put so much love into the character designs and animation, it really shows. 

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Some of the primary game mechanics take inspiration from Minesweeper, what was the process like to create your own interpretation of those classic mechanics?

This article goes into depth on this topic. The TLDR is that we took a very iterative approach, at each stage trying to identify what was working about the prototype and lean into that. The initial game concept came together relatively quickly in part because our goal for this project was just to finish a game. We just focused on what was good and kept building on it. I wouldn’t say the final game is “perfect” – but we wound up with a much bigger and higher quality experience than I expected by not letting perfectionism get in the way of making good better. 

Is there anything else you would like to plug or that you think is important for people to know about Let’s! Revolution! or other upcoming projects?

The music and sound design for the game is stellar. We worked with a creative audio company called Antfood and they knocked it out of the park. The audio got an honorable mention from IGF, which I think is extra impressive because most of the other games were audio-centric titles with some unusual hook to the sound design. For the OST, Antfood reworked all of the music from the game into a continuous flow, like a concept album. It’s so good. I love working with them.

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