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If you’re into true crime, Yvonne Mason’s work shouldn’t be missed. Her ability to translate a story the world thought was over is both necessary and honorable. Mason pulls from strenuous research and intuition. Read on to learn more about who this talented indie author is, and what makes her tick.

With various creative outlets available to you, why write?

I write because I have to. I’ve been writing since I was in first grade. There have always been stories in my head. I see a story in every one and everything. Writing is a way to connect to the past – the present and the future.

There have been those who did not understand my writing- who were critical of my style of writing. However, that never stopped me. There were teachers in school who wanted me to write their way, that did not go well at all. So I use all of that to draw on as I put pen to paper. Life is an outlet for writing. My background in criminal justice is an outlet, my children are an outlet. And then there are the voices in my head which create their own stories and drive me up a wall until I write their story. 

Why Horror?

Why Horror you ask. That is a great question. One I have never been asked. First, most of us are afraid of those things we do not understand. We are afraid of evil, we are afraid of things that go bump in the night. We are sometimes afraid of life.

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Life is filled with horror. Domestic violence, murders, serial killers, you name it, for example. When we face those horrors and stare them down it makes our life less horrific. When I wrote Silent Scream, which is classified as a true crime, I wrote it with all it’s horror. One of the nasty reviews noted it was too graphic. I laughed. What did the reader want? A dumbed down version because it might offend their delicate senses? But yet, that same person might read one of my fiction horror stories and jump for joy. To the reader it is not real, therefore it does not offend their delicate senses.

Horror is meant to make one stop and think- it reaches to the inner most parts of our psychic- those closed doors that we never want opened. That is why I write horror.

Tell us about your creative process.

My creative process is as eclectic as I am, I may work on a book for a year or more before it is finished. I find a subject that grabs me and I research it to death. I want to make it as real as possible, especially the true crimes.

When the voices start I know better than not to write it like they want it written. If I try to write it like I want to write it, chaos ensues. Over the years I have learned to listen to those characters, they know how they want to be heard. When I do that the story flows faster than I can type. I also do photography and paint, and sometimes my stories come from that avenue.

Sadly, after my husband died in 2018, they went silent. I guess they thought I needed the rest. However, they are slowly returning and wanting to be heard.

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Which piece are you most proud of, and why?

There are two pieces I am most proud of. The first one is the reason I am successful, the first work I published. It was over 40 years in the making. It is not horror in the sense one thinks of horror, however, had my mother not been the mother she was with a faith bigger than life, it could have turned out so wrong.

The book is Dream Catcher, Failure Was Never an Option, and it is about my younger brother who is challenged mentally and physically. Had mother believed the doctors, he would not be the successful man he is today. He is my inspiration and my mentor.

My second book is Silent Scream. That was my first true crime and it kept me up at night. The victims are now a part of me. They live in my soul. I have been on TV four times because of their story. I have always said they drive that train.

Silent Scream book cover.
Silent Scream (2008)

The story is raw, blunt, and human horror. But it had to be told that way in order for the reader to understand what evil is like. To understand some of what the victims suffered at the hands of a serial killer. That book tore at my soul because it opened up the wounds my husband suffered as the lead investigator on the case. He was the reason for the book. He told me the story and the girls told me to write it. That book became real.

I was on the ID Channel twice, I was on a show in France and one in England, New Zealand and Australia. That book has gotten many mixed reviews because most folks when they read a true crime want a watered down version. It is written from a criminal justice perspective in the order of the crimes . I have told many folks, if you can’t stand the facts, this book is not for you. This book was for the victims – it was their story, and they told it like they wanted it told.

Name some pieces or creators who influence you, and tell how.

The first true crime I ever read was in 7th grade for a book report, In Cold Blood by Truman Capote. I had to write a book report on the book and fought with the teacher all the way through the process. She wanted me to answer the questions the way she wanted them answered, and even at that young age I knew she was wrong.

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I had to write it four times. We all know that piece of work. It cemented my desire for writing true crime. At the time I had no idea how to go about it, but I soaked that book in like a life source. Edgar Allen Poe turned me on to classic horror with his House of Usher. That was the first horror film I watched again and again as a teenager. His work The Raven is one of my all time favorite poems. You see I am twisted – 

Where can we find your work?

I have not published anything since my late husband ended his journey here on earth. He was my sounding board. However, I am in the process of working on two new works. I am doing the research on Count Von Cosel, who kept a dead woman in his bed for seven years in Key West.

I am also researching the two brothers who were serial killers in Natchez Under the Hill – they were the Harpe Brothers and everything I have read about them would give a normal person nightmares. It just makes me want to know more. The last two books I published were The Mad Hatter and Do You Dare. The Mad Hatter is a historical horror fiction, and Do You Dare is a collection of my horror short stories.

You can find me or my work in the following places:

What do you think of the interview with Yvonne Mason? Check out our interviews with Horror Author Ian Bush, or our interview with Horror Comic Creator, Jesse James Baer. Who should Haunted MTL interview next? Drop us a hint in the comments below, or reach out in one of the following ways:

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1 Comment

1 Comment

  1. VoodooPriestess

    March 19, 2020 at 2:40 am

    I hate when the brutality of the facts are all prettified for general audience appreciation. She sounds like a wonderful author.

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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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