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Fans of the TV mini-series Storm of the Century (1999), written by Stephen King, or the Creature from the Black Lagoon (1954-1956) films, may find great interest in Lance W. Reedinger’s debut book, Claws. His heart for Baltimore, his hometown, mixed with Chesapeake possibility, make for his unique “Were-Crab” story.

With all the creative outlets available to you, why write?

With all respect to other formats, writing gives the audience unlimited visual freedom. A film can be critiqued and analyzed, a play can have it’s dialogue improved and changed, but books and the written word give the reader a chance to see the story for themselves. Interpreting written stories fascinated me at a very young age, so this interest naturally turned to passion. The passion then turned into creating my own stories to be interpreted.

In addition, there are so many variables in team productions like film, but with writing, the artist essentially stands alone. The creator produces their own work without the worry of someone in a team not following their passion. The downside to isolated creating is considerable. If that work does not make the grade, a writer stands alone. There is no one to blame, no place to hide.

Why Horror?

Growing up in the golden horror age of the 80’s, I developed a love for the genre. Horror dominated pop culture back then. A lot of my generation gravitated to the horror genre. Other genres tend to become “cookie-cutter”, but with horror, there are endless creative opportunities.

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Lance W. Reedinger

Fear is the most basic of human conditions. Everyone is afraid of something. Critics far too often snub the genre, however, it is hard to name a big star, director, writer, who has not had at least one horror project. For me, horror presents unlimited creative possibilities, plus I’ve been a fan for life, which helps.

Tell us about your writing process.

I’ve had so many ideas through the years, the beginning of my process has become pretty easy. I have the plot and setting already in my head. My writing training is theatre-based, so I start with a ‘three act’ outline and work from there. I find it important to not only write a backstory to each character, but to do a setting synopsis. Before starting a first draft, those tools really help me get intimate with my story.

Another part of my process is watching films and reading material similar to my subject. Claws is a sea monster tale, so I binged the Creature from the Black Lagoon (1954-1956) films. I also re-read some of my favorite small-town monster tales like Rawhead Rex and The Forbidden by Clive Barker. This part of the process can add a lot of inspiration during the process. 

Which piece are you most proud of, and why?

Claws is my first publicly published professional piece. It will probably always be most near and dear to my heart. Not only because it is out to the public, but mostly because it is a hometown tale. How no one in Baltimore beat me to the punch with a killer crab story or film still boggles my mind, as we are a very horror-friendly gothic city. Our most famous export is the Chesapeake crab.

Although Claws has been well-received and is still going strong, looking back I see there is so much I would change with the final product. But I hear that can be normal. I’m most proud that the piece has given me recognition, which opened opportunities to write reviews for some great horror companies like Dead Dollies and Horror Nation

How does a story start? 

For me, a story starts with a general theme. Monster Tale, Vampire, Werewolf, or Paranormal Event. The general theme of the piece is the first step. With Claws, I wanted to take the age-old monster tale and put a new spin on it, as well as be able to describe my hometown. I highly encourage any new writers to put their settings in a place which is familiar. This will help so much in the descriptive narrative. It’s much more easy to describe places you see on a daily basis when first starting out. 

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List some of your favorite writers and how their work influences yours.

Anne Rice, Clive Barker, Stephen King, and more recently, Charlene Harris, are all influential to me. All of these tremendous writers have one basic thing in common, which is the ability to transform setting and evoke emotion. Just a few pages into their work and the reader is taken into their world. The reader develops an emotional connection to their characters.

Claws book cover, black with red lettering.

I would say King’s early work influenced me the most. Novels like Needful Things and Salem’s Lot are set in small town suburbia, in neighborhoods identical to the one I grew up in. Mr. King’s exemplary description of the towns gave me the feeling these stories were happening, or could happen, in the house next door. That had a huge impact on me as a reader, and in turn, if I succeeded, my readers will feel the same. 

Where can we find your work?

Claws is available on Amazon and on Boutique 41’s website. I will be vending at local Baltimore County libraries, Barnes and Noble in Bel Air, Maryland, and at Monster Mania in Hunt Valley, Maryland. More locations and sites are updated on Boutique 41’s website as I sign contracts. You can find me on Facebook too.

My advice to fellow creators:

I’m just wrapping up my second book, and the biggest thing I would like to share with fellow creators is, whatever your creative process is, go for it. There are so many outlets available to produce a book, film, or music. Dive into your work and go through the process, which is the best education one can receive. Lose your fear of failure, great, good, or bad, just go through the process. I can assure you of one thing only, the second go around gets much easier. 

What do you think of our interview? Who should we interview next? Check out some of our other interviews with Horror Artist John Clayton, or Horror Comic Author Jesse James Baer. Drop us a hint in the comments below or find us at the following places:

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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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