The Well Needs Time to Refill

Good ideas take time to form. I have to remind myself of this when they’re coming out in a slow trickle, and when they’re pouring out of me faster than I can write. My new habit, to plod ahead at a steady pace, means tightening the reins in both cases. Learning to harness the muse this way has helped me write more and better than I have before.

Sometimes you get burnt out. Even with a whole day to write, I can’t write all day. I’ve spent whole days doing nothing but reading and writing – I reach a point where I can’t read anymore, I can barely think, and I end up going to bed early because my energy is spent. Everyone has different limits, and I’ve been pushing mine a little to see how far I can stretch them day by day, but I have more energy if I spent time on other things. I forget I wrote my first novel around a dreary day job. I’d spend my day on mindless drudgery and run home brimming with ideas. Allowing yourself to be bored can help refuel the tank.

Sometimes you need to write anyway. Especially if you’re stuck. It’s too easy to turn being stuck into a plug in your brain that stops you from writing altogether. I’ve written before about priming the subconscious by engaging with your work even when the ideas don’t flow. The other day I was so stuck on a plot problem that outlining didn’t help. So I wrote a couple character interaction scenes to see if I could find a plot hiding among them. This primed my brain enough that the next day I was exploding with ideas, but I decided not to write it all at once because…

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A Scatterbrain’s Guide to Time Management

Some of us don’t work well with schedules. As time constraints go, setting up a block of hours as “work time” and trying to stick to it every day doesn’t happen, no matter how we try to drag ourselves to the desk every day. I used to punish myself for not doing what I was supposed to by not letting myself do what I’d rather be doing. I ended up doing nothing, which is lame and had to stop. So I came up with a few strategies to keep myself honest and help me get work done.

The first step is self-awareness. I figured out how I spent most of my day with retroactive day planning. I’d record everything I did in a day, color coded in a calendar app so I could see how much of what I was doing at a glance. I have different colors for working, house stuff, health stuff, and dicking around. At first “dicking around” time made up the bulk of my time, which was a little depressing.

Next I figured out what kind of dicking around I was doing, and if some of it was needed downtime for my brain. I separated productive relaxation, like reading novels or watching documentaries, into another color called “Filling the Well.” More wasteful dicking around isn’t forbidden, but removing some of that color from the calendar made me feel better.

I also started noticing patterns, such as when I’m most productive and when my focus sucks. This let me aim my productive hours for when I typically have the most energy. When I made my vow to write an hour a day, I added a repeat “writing” block to my best hour for writing. I frequently shift the time around, but having it sit there in my calendar, reminding me of the promise I made to myself, has helped keep me honest.

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The Over-Competency Trap

There are at least two kinds of mastery in any art you care to name. The most recognized form is virtuosity, because it’s easy to quantify. You can follow a musical score to check if a performer is playing all the right notes and in the right time. The second is having a honed intuition, which is harder to capture. Knowing what notes to play is simpler than knowing how to play them. Its simpler than knowing what notes not to play. It’s safer than flaunting the score.

In ages past, virtuosity was elevated because it represented the heights human effort could obtain. Now that machines can perform with absolute precision, a human doing the same is considered robotic. You can train your muscle memory to play Flight of the Bumblebee in double time, or follow the Save the Cat formula to write a screenplay that hits all the right story beats, and still make people yawn. Virtuosity alone is not enough to be engaging. People now look for the human element, which allows for mistakes. In fact, you don’t even need to be that good to be great, much to the chagrin of anyone who’s mastered their craft and been ignored.

I’ve come to think of virtuosity as another plateau on Mastery Mountain, one near the peak. The over-competency trap is so dangerous because it’s almost indistinguishable from greatness. After all, if you’ve mastered the perfect formula to create art that wows the public and critics alike and gives you a steady paycheck, why change at all? It’s not like figuring out the formula to write an A+ undergrad essay, only to move into the real world and have people tell you your writing is undergrad garbage and you only got those grades because the curve was so low. When the whole world tells you you’re amazing, it’s easier to think you have nowhere left to go.

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Mobile Apps Are Not a Web Solution

This came out of an email I typed to my local public library after they kindly informed me that their website doesn’t support iOS Safari and suggested I download their mobile app instead. This response is unacceptable, and here’s why:

A single-purpose mobile app is about as useful as a unicycle. Sure, you might be able to ride it down the street, but it was never designed to get you much further. Apps for every website has always been a dumb idea because it breaks up the interconnected nature of the web itself. The moment the user needs to click a link to another site, they get bumped out of your app entirely – creating friction that makes the experience awful for the user and detrimental to their impression of you.

Back in 2011, every clueless CEO wanted a mobile app (that does nothing a website can’t already do) because they heard it was the latest, hottest thing and wanted to jump on the bandwagon. It was a terrible fad that had its day because it was a terrible idea. Yet here you are, in 2015, telling people, “Please use our unicycle instead of the bicycle we can’t be bothered to fix. Unicycles are still hip, right? Pleeease try out our unicycle. We lost our bicycle building budget over this!”

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Sometimes You Have to Say Screw It

I’ve decided to have another go at getting a proper blog post done today even though, due to sickbrain, I don’t have the focus to edit the post I’d drafted for this week ages ago. So this will be short. As well, I’ve deleted a more ranty replacement post because it was absolutely useless to anyone. With a cooler head, if not clearer one, I just have this to say: saying screw it is sometimes ok.

You can draft and outline, plan everything in advance, and otherwise prepare yourself for failure, but sometimes you crash anyway. Sometimes you miss a deadline, and even under the pressure to get it in anyway, can’t manage because (for example) you’re legitimately ill and there’s not enough energy to get the job done. Sometimes you have to take a sick day, or sick week, or whatever. Sit back and read a book or watch a movie instead. And save that energy to say tomorrow, or next week, or whatever will be better.

So I’m going to check this couple paragraphs off as another blog post done, because short can be useful as long as the words have a point. Also, I’ve almost reached my 20k word count on the novel this month, so I figure I’ve done enough of my writerly duty to not beat myself up about this little thing.

 

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Bad Writing Days are Worth the Effort

We’ve all had days, at least if you’re a writer, where you stare at a blank screen and try to push an idea out of your brain that just won’t come. It gets blown into a huge confidence crisis. You question whether you’re cut out for it, or if it’s even worth the effort. You might feel like giving up, or at least taking the day off.

I’ve learned its worth the effort even when it sucks.

I’m not saying you have to write every day, or sit in front of that blank screen and beat your brain in. Maybe you do need a break – get a snack, have a bath, take a walk – to get the creative juices flowing. But if you’ve done all that and it’s still not helping, I’ve found sitting down and trying to engage with what you’re working on is often the best solution, even if it’s only taking five minutes to outline.

The writing may suck that day and make you feel horrible, but what you’re doing is priming your subconscious to work on it in the background. Since I started planning what I want to write tomorrow before going to bed, I’ve been having more good writing days than bad ones.

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Why Some Fantasy Franchises Fail

There’s a pattern I’ve noticed in failed movies trying to make the next Harry Potter out of a book series that had reasonable sales. They’re usually big budget, with tons of gorgeous CGI and special effects, and hit the box office like a cold lump of lead. There are a lot factors, I’m sure, in what makes a movie box-office poison, but the biggest one in fantasy movies, particularly those aimed at kids, is this: a missing sense of fun.

Now, I say fun because “sense of wonder” is what all those films are going for. The problem is a “sense of wonder” isn’t enough if the movie’s a dreary slog. Perhaps it was back in the 80s, when The Neverending Story captured a whole generation’s imagination despite being incredibly depressing. What I’m saying is vicariously getting to ride Falcor the Luck Dragon made up for watching a horse drown in the mud.

The Neverending Story eventually got a sequel, but much like part 2 of the book, it was a hundred times more unpleasant and deservedly tanked. All I’ll say about the second half of the book is it lives up to its title because no one’s ever finished it. Most films following the The Neverending Story format never get a sequel these days. After all, who wants to waste their time watching a humorless hero go through a thankless quest just to see a unicorn when there’s more enjoyable fantasy fare out there?

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Why I’ll Never Sell Out

Because nobody’s buying my shit. Har har.

Seriously though, the term “Selling Out” has been abused by hipsters and douchebags for so long, using it now flags you as one, like the words “sky wizard” or “crotch spawn” or “sheeple.” Yet while trying to figure out that point where something you like becomes a souless mockery of itself, I found no other term as useful, so let’s unpack its baggage, shall we?

The term Sell Out has been characterized to mean the following:

  • “When everybody else jumped on the bandwagon and now I can’t get a good seat anymore. Boohoohoo.”
  • “When my favorite band stopped making music I like in favor of literally anything else. Damn them for trying to stretch their creative horizons. I wanted the same old graunchy shit again and again!”
  • “When my favorite thing appeared in an advertisement. How dare they use their IP to shill products of any kind. All money is poison!”

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Texturing: Part 3 – The Big Picture

Last week I talked about photo-manipulating textures and the week before I talked about finding images to work with. This week I’m going to talk about the bigger picture: design. Or how to integrate textures into your work, whether two or three dimensional.

 

Sometimes a simple texture is better than a complex one.

 

I’ve talked before about the dangers of tunnel vision while designing. A texture might look beautiful close-up the entire time you’re working on it, only to wrap it on a 3D object or slide it beneath some text to find it’s too much. If you can’t focus on the content on a page design, or if every rock and brick in a game is screaming, “Look how textury I am!” you’ve overdone it. Every pixel should not be screaming for attention.

For example, I remember when the game Oblivion came out, starting a fad among modders to make everything look mucho crinkly because somehow people thought more texturerered equals bettererer. That game was fuggin ugly, and part of that had to do with everything looking like someone left the plastic wrap on before baking it in an oven – that and the weird potato people.

Also, too-interesting patterns will more likely give away your tiling textures for what they are.

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Texturing: Part 2 – Making Textures

Last week I talked about how to build a texture library with your own photographs. This week’s post is about how to manipulate them into something you can use in either a design project or 3D modeling. Once you develop skills with Photoshop or its clones, it becomes faster and easier to turn a half-decent texture into a great one yourself rather than scouring the internet for the perfect image. Plus the one you make yourself will be unique to your project, saving yourself the embarrassment of finding out you’ve used a stock photo or texture equivalent to the Wilhelm Scream.

Websites like tuts+ have tutorials in the bag, so I won’t go into heavy detail here. Instead I’m going to compile a list of tips I have to remind myself of over and over again:

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