I don’t need to introduce our next interviewee – she’s been bewitching audiences here on Haunted MTL for years… Her recent coverage includes American Horror, Dexter, Witcher. And of course, there’s always the classic Stephen King. But how well do we really know Nicoleci, Nicole C. Luttrell? Let’s find out as we take a journey into her world, behind the reviews…
I think horror almost feels like a secret club… It’s a community of people who love things that go bump in the night, which is something not everyone can understand.Nicole C. Luttrell
What is the premise of Quiet Apocalypse? What drew you to the haunted house story arc and how did it evolve? What surprises did you find lurking around the corner even as you were writing it? Have you had any haunted house or supernatural experiences that brought you to write Quiet Apocalypse?
So, imagine you’re trapped in your apartment in a winter storm. Some of your neighbors you like, some you don’t. But you’ve all got to work as a family if you’re going to survive. Then, imagine people start dying.
I’ve always loved haunted house stories. There’s just something about being unsafe in your very home that is inherently terrifying. Very root chakra type stuff.
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I’ve definitely had some experiences I can’t explain, especially in my last house. There were just places I didn’t feel comfortable. Parts of the house that gave off a bad vibe. I almost felt like there was a body hidden behind the drop ceiling. I never found one, but then, I never looked.
If the best writing has some truth in it, how has your life shaped your written world? Has this offered opportunity to look at your experiences through different lenses and consider alternate possibilities that may not have presented themselves at the time? Is it cathartic or eye-opening to look for these truths in yourself and in others?
I wrote Sadie, the main character, as a witch because a few years ago I started practicing and it’s really enriched my life. I wanted to show a more practical witch. And in writing about Sadie, I’ve thought a lot about what I want from my own life, even my own witchcraft practice. And that’s why I love writing characters. It’s like giving me a chance to slip into someone else’s skin for a bit.
You have celebrated Stephen King as one of your horror heroes. Stephen King is one of mine as well, in part because he conveys his characters so well, really getting inside of their heads, and due to his versatility as a writer. For me, it’s all about connectivity and ability to adapt. (Well, that and general snarkiness in the irreverent sense, but that’s just a core part of who I am.) But why is Stephen King one of your horror heroes? What have you learned from him?
King is a natural teacher. I love that about him. I love his work ethic, and his devotion to his family. He treats writing like a job and a holy thing all at the same time. I think if you’re going to be a serious writer, you’ve got to do that.
Unbeknownst to much of the Haunted MTL readership, you are also an avid fan of Futurama. What is your favorite episode and why? What life lessons can we learn from the show? On your blog Paper Beats World, regarding a possible reboot of the show, you mentioned that they could “bite my shiny metal ass” – but what if the show were to return? What’s your take on the good the bad and the ugly?
Easily the best show ever. My favorite episode is The Sting, because it’s such a beautiful and sad story, and ultimately has a happy ending. It talks about friendship and guilt, and substance abuse after losing a friend.
Futurama teaches us about regret. About things left in the past that we can’t go back and fix. It teaches us to live in the present, to experience life right where we are, even if it’s not where we expect (or want) to be.
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I am opposed to a reboot, though. The last episode was a perfect sendoff. It was an end to the story. I don’t think there’s more to tell. Worse, any further episodes would ruin the ending entirely.
Are there any other dark and twisted secrets you’d like to share with our readership? Any mind-blowing tidbits that have shaped you as a horror writer and a fan of the genre?
I think my journey to being a horror freak is pretty much the same as many of our readers. I was a lonely kid, left alone much of the time. A babysitter let me watch Nightmare on Elm Street probably way too early, and I was hooked from there. I spent much of my childhood with my nose in a book, and those books were usually either R.L Stein or Stephen King books.
I think horror almost feels like a secret club. It’s usually not mainstream. Some old horror flicks you have to know someone who knows someone to get your hands on them. It’s a community of people who love things that go bump in the night, which is something not everyone can understand. I love being part of that club.
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/
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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David Davis
May 13, 2022 at 1:35 pm
Great interview. Having read ‘Quite Apocalypse’ already (neener-neener) I can confirm it is a great book. Excited to see it take off.
Jennifer Weigel
May 14, 2022 at 10:28 pm
I am glad to see Quiet Apocalypse take off as well. I admit I haven’t read it yet – you should totally review it.