Just like many horror lovers and creators, Chucky from Child’s Play (1988) scared Author Steven Wain so bad he was turned off from horror as a young kid. But that red-headed doll has stayed so close, Wain eventually found his way back to the world of ghosts, ghouls, and horrific tales.
Allow me to introduce you to a horror/thriller writer of poetry, short stories, and novels. Follow along to learn more about this young, animal-loving, horror loving, and fearing, author.
With all the creative outlets available to you, why write?
Wain: Writing is a craft which I have always loved. As a child, two authors sparked my love for storytelling. I read Enid Blyton’s The Book of Brownies, and Emily Rodda’s Deltora Quest, and immediately knew what I wanted to be as an adult. My love for horror writing came a little bit later.
Why Horror?
Wain: I’ve always been fascinated by the dark and macabre side of storytelling. Serial killers, ghouls, monsters, and ghosts have always had a profound and lasting impact on me which eventually manifests in my own work. I struggle to find the passion for telling a story when there isn’t a horror element.
Tell us about your writing process.
Wain: My process differs, depending on the type of project. When I write poetry or short stories, I usually sit myself down and let my fingers do the talking. I try to avoid criticising and perfecting the work until finished, otherwise the backspace key will be the one getting the most attention on the keyboard.
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Longer projects, mainly novels, see me investing more time into planning. I’ll usually start with a skeleton of what I want my story to be, sometimes beginning with a basic idea, theme, or character. Then, I’ll slowly flesh it out until I have quite an in-depth roadmap. And that’s before I even write a sentence of prose!
Which piece are you most proud of, and why?
Wain: I’m particularly proud of my second book, Refused Existence. It’s a collection of short stories where I explore a lot of different scenarios. I sanded off the rough edges from my first book and gained a lot of confidence in my writing.
Specifically, I’ve received a lot of praise for two stories which are featured in the book, Hunt and Echoes. As was every story in the book, they were extremely fun to write! Whilst writing, I found myself in a moment of magic where I couldn’t stop pressing the keys until the story was finished.
How does a story start? An idea, thought, message, scenario, etc.?
Wain: Ideas come from everywhere. Sometimes, a random thought will pop into my head which has to be written down. Other times, I find myself inspired by another piece of work, or even a news story. Some of my stories have even come to me in dreams. I see that as a kind of fate!
I’ve found the easiest way to come up with ideas is to shut off my inner perfectionist and let myself write. Whatever comes to mind, good or bad, has to be written down.
List some of your favorite writers or pieces and tell how your work has been influenced by them.
Wain: It’s so difficult to choose my favourite authors and books! I love authors like Stephen King, Richard Laymon, Gillian Flynn, and John Grisham, to name a few! I love a good page turner where I just can’t put it down.
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There were three books which really sparked my love for writing: Misery by Stephen King, Funland by Richard Laymon, and Sharp Objects by Gillian Flynn. I love their style and each of those books were read in a day. If you want to see what inflamed my thirst for writing, look no further than those three pieces.
PARZZ1VAL: Misery is on my ‘favorites’ shelf, and I’ve read all of Gillian Flynn’s work, but I’ll be sure to check out Richard Laymon!
Where can we find your work?
Wain: You can find my books mostly anywhere books are sold! Specifically, they’re available in places like Amazon, Apple iBooks, Barnes and Noble, Kobo, plus heaps more.
Anything else you’d like the public to know?
Yes! For those who are interested, I also offer freelance proofreading and editing services. Whether it’s blog posts, books, or anything in between, I can do it! Contact me through my website for details.
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:
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
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
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.
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 / 5)
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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