Boy, oh boy, do I love ‘Sam and Mattie Make a Zombie Movie‘. You can see my written review HERE and my podcast review (spoiler-free) HERE.
So, of course, I needed to reach out to the Sam and Mattie team and beg gently request an interview from Directors Jesse Suchmann and Bobby Carnevale, and also from the stars, Sam Suchmann and Mattie Zufelt.
Thank the stars, my requests were heard and what I have for you folks is a two-part interview extravaganza! Strap in and enjoy the ride! #RockOnGoWild
HauntedMTL: Amazing movie, Jesse and Robert! It made me laugh; it made me cry (literally, I ran the gamut of emotions watching it). So, first off, what inspired the documentary and how did that conversation start?
Bobby: Aww. Thank you so much. There’s definitely a few times that still make me choke up a bit even though I’ve seen it hundreds of times. Especially when Sam breaks at the end. Ugh. Then Mattie at “College”. Gets me every time.
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Jesse and I were working away in New York City and one day we decided to have lunch. He brought up the idea of shooting a Kickstarter trailer for Sam and Mattie’s zombie movie. He showed me some pictures of the Sam’s storyboards and they were already pretty BIG ideas. Jetpack Scenes, Boat scenes, hundreds of extras, my filmmaker mind just went to “woah, this is gonna take a lot”.
But when we were back in Providence I brought some equipment and spent a few days with Sam & Mattie. I was pretty sure at this point that this wasn’t going to be just an ordinary project. The energy that Sam & Mattie have is completely infectious and by the end of our trip, I was very sure that this zombie movie would become a reality but even more positive that the story of Sam & Mattie’s friendship needed to be told.
Jesse: It’s impossible to pick an official start date for this adventure, because Sam had been talking about it for longer than I can really remember. What I do know is that the two most pivotal days in this project were the day that Sam showed me the storyboards, and the day Bobby showed up with a camera and dove in headfirst.
HauntedMTL:The movie is set up as both the documentary behind the making of Spring Break Zombie Massacre and the actual movie. Why did you choose this format and were you ever considering other ideas?
Bobby: The thing is that we never really knew what the documentary story would be. We knew that Spring Break Zombie Massacre was based on a Sam & Mattie’s life, so connecting their movie to real life was something we planned for. But we truly thought that we would finish their movie, the curtains would open and that would be it. But just like everything with this project, more and more magic started to happen, so we just kept on rolling, following Sam & Mattie’s lead. Tim Forster, Jesse, and I would meet weekly to work on edits but it wasn’t until much later and soul searching that we came to the realization of what this whole ongoing Sam & Mattie journey was all about.
Jesse: Honestly, the final arc of the documentary didn’t become clear to us until we’d spent a year in limbo, talking with each other about where we had gone wrong. It was the loneliness of being apart for so long that made Sam’s master plan suddenly so clear to us.
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HauntedMTL: What were some of the biggest challenges you faced while creating or filming Sam and Mattie Make a Zombie Movie?
Bobby: I would say post-production/distribution has been the biggest challenge. I’m so used to the production end of things and problem solving things on set. I can wrap my head around those roadblocks and with the right people coming up with fixes. The fixes don’t come so easy when all you want to do is get your finished story in front of people. But luckily we had a great team helping us along the way.
Jesse: It was a struggle for me to accept that I had to become part of the narrative. We tried so hard to keep ourselves off camera, because we were all in this to support Sam & Mattie and their adventure, not ours! But ultimately it became clear that the reason this adventure was so magical was because Sam & Mattie prioritized hanging out together above all, and it felt dishonest to make the documentary about anything else.
HauntedMTL: Did anything surprise or delight you while working on the film?
Bobby: Through every step of making this movie there was some sort of surprise in one way or another. The best would be when someone from our past would come out of the woodwork and be willing to drop everything to help Sam & Mattie get their story made. Watching their energy infect an sold out theater as everyone screams “Get Sam & Mattie” will forever be ingrained in my brain.
Jesse: Sam & Mattie rose to every challenge, and then some. I loved watching them kick ass in the writers room, on set, and even on Conan’s couch. There’s nothing they can’t do, and they proved it every day.
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HauntedMTL: What are some goals or hopes with Sam and Mattie Make a Zombie Movie now that it’s released?
Bobby: We would really love to see the movie get picked up by a larger streaming service that is excited about the movie and wants what is best for Sam & Mattie. We’ve found too many companies don’t really care about the movie as much as profits so we would really love to find international distribution with someone who sees how much this project means to the whole Rock on Go Wild Team.
Jesse: I am so proud of this movie, but Sam & Mattie are already focused on the sequel, so naturally I am too. They are working on an action packed feature script as we speak! They’ve already proven they have what it takes, so the question is: will Hollywood be brave enough to back them?
HauntedMTL: In your opinion, which is scarier – a zombie skateboard or a demon skateboard?
Bobby: Demon hands down. After being up close and personal with both. I think I could handle a zombie. But demons are unpredictable and frankly super scary.
Jesse: I feel like a zombie skateboard might be sticky, and prone to falling apart in motion. So I’d go demon, because I don’t want to fall.
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HauntedMTL: What future projects are you both working on and where can people stay tuned?
Bobby: Well Sam, Mattie, Jesse, Tim and myself have started a non-profit called Rock on Go Wild Inc. Our goal is to support ideas from brilliant neurodiverse minds all over the world!
Jesse: We’re already hard at work on Sam & Mattie’s sequel! Get in touch with us if you want to pitch in: Samandmattie.com!
Thank you so much for your time, Jesse and Robert! I look forward to talking about your film on HauntedMTL.com and on the podcast ‘Streamin’ Demons’.
Thank you so much! Great questions! We can’t wait to check out Streamin’ Demons.
Stay tuned for the thrilling conclusion – interviews with Sam and Mattie!
When not ravaging through the wilds of Detroit with Jellybeans the Cat, J.M. Brannyk (a.k.a. Boxhuman) reviews mostly supernatural and slasher films from the 70's-90's and is dubiously HauntedMTL's Voice of Reason.
Aside from writing, Brannyk dips into the podcasts, and is the composer of many of HauntedMTL's podcast themes.
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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