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Adam Creighton, Voice & Film Actor (Ramblings) (Subscribe)

People, by nature, have some interesting things to say. Here are some of my things. Some about acting. All about living ...

Monday, March 22, 2010

My daughter's perspective on my new job

My daughter gave me an excellent perspective check this week about my new toy job.

I'm in the process of traveling back and forth between Austin and North Carolina as we finalize our move back to Texas, so I was in NC last week visiting my girls and fixing home inspection stuff (and glad that I'm handy).

While driving for an errand with my oldest, she looked up from her book, and asked:

KIERA
Daddy?

ADAM
Yeah, Sweetie?

KIERA
How's work going?

ADAM
It's going great, Hon. I really, really like it.

KIERA
Are you working long hours?

ADAM
I am.

KIERA
Are you making as much money as you were before?

ADAM
No, but --

KIERA
That's OK. At least you're working for two companies you like Marvel and Disney and they have all those characters you like so much and you're getting to play with them and doing something you love and you're making a GAME and people buy games because they want to do something fun and your job is to work making it more MORE fun for them.

ADAM
Um ...

KIERA
So it's OK if you're working long hours and aren't making as much money and are in Texas away from us for a little while.

ADAM
(beat)
I love you, Sweetie.

KIERA
I know.

(Goes back to reading her book.)

Yeah, that worked.

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Sunday, February 21, 2010

AJC in ATX

I had the best of intentions (and still do) to do a post about the result of this decision, and its follow-on impacts.


But the short version is I'm working for Junction Point, making the Epic Mickey game for Nintendo's Wii console.


All of this means that I'm (a) working with Warren Spector, (b) working for Disney (and therefore Marvel), (c) making video games and other creative expressions. Friends and longtime readers* know what a head-exploding good thing all of this is for me.


And yes, I am now back in Austin, Texas, bouncing around from generous couch to generous couch (and sometimes even getting a bed), and bouncing back and forth between Austin and NC as I try to sell my house there, and take care of my family who's so awesomely sacrificing so I can pursue this crazy gig.


With all of this, I'm slow boating the "getting back into the Austin acting scene" (other than voice work), because new job plus crunch isn't conducive to me being out for a few days at a time for film shoots.


But I'm excited to get back into it here, because the acting landscape has changed surprisingly over the last two years, I'm jonesing to be back on a set, I'm burning the candle at both ends, and all this plus the whole not having a pot to piss in has made me ****ing raw and ready to do some daring stuff.


More soon(ish).


* Not the same thing.

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Sunday, November 15, 2009

On making decisions (video)

Life decisions. We all have 'em.

Here's a pseudo-animated rendition of a semi-dream my psyche tried to work through for a recent pair of my upcoming life decisions.


And it's available in HD. Because I found that funny.

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Thursday, August 20, 2009

Resume, voice, and industrial updates

I've posted a few updated gigs to my resume (HTML and PDF), and the related voice clips.

I did an industrial for AMD for their Computex show in Taipei this summer, and also updated the site with a couple of my recent video game credits -- Mangled Metal (based on the WARMACHINE property), and Forbidden Terror on Station Z! -- an on-rails zombie shooter.

There is another clip from Mangled Metal I'll upload soon, and I'll probably capture some video from the game for both clips, since the voiceover works a lot better in the context of the video.

Linkies:


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Saturday, June 06, 2009

Another new podcast (toy job)

Miss my voice?

Of course you do.

Anyway, there's a new podcast over at http://egtpm.blogspot.com from me and a couple of my toy job co-workers. The three of us have a decent working relationship and good chemistry, and at Vince's spontaneous "let's do a podcast right now", we churned out a quick, breezy, non-shilly round table with our take on the recent Electronic Entertainment Expo (E3) video game event.

Enjoy!

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Monday, December 15, 2008

New podcast (toy job)

Blergh.

I've got too many important things to blather about to not post on this particular blog for so long.

This is not one of those important things. ;-)

I've got a new podcast up for the toy job over at my Emergent Game Technologies Product Management podcast / blog site.

This is a "preview" podcast for Gamebryo 2.6, but 2.6 released last month, and I'm just now getting around to posting the audio for the interview with Dan Amerson, technical director for Gamebryo.

It's not all that sexy, but it's audio, and it's out in the wild.

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Tuesday, March 04, 2008

Voice acting in Condemned 2

Video games and cartoons got me into voice acting.

Condemned was one of the best (and under-rated) launch games for the Xbox 360 (playing in the dark with surround sound almost made me soil myself).

Now, Condemned 2: Bloodshot is on its way, and SEGA's released a very cool VO session video.

Check it out to see VO Director Art Currim (Black Powder Media) work his magic with some talented folks.

Enjoy performances from André Sogliuzzo (protagonist Ethan Thomas), Dave Mitchell (Agent Dorland), Phil LaMarr (Lerue/Bum), Henry Dittman (SKX/Pilot), Keith Szarabajka (Inferi), Angel Parker (Agent Rosa), and Michael Bell (Magic Man/President).

Oh, and there are some interesting bits from Associate Producer Marty Caplan, Lead Designer Frank Rooke, Cinematics Director Rocky Newton, and heaven forbid we forget the ADR Group

Don't necessarily take technique tips from all of the performances. While they're all talented actors, voice over is a unique skill set, and some of these folks aren't necessarily experienced in voice acting -- but kudos to them for getting the chance to leverage their acting chops in new ways, and watch Art give concrete microphone technique and acting direction.

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Sunday, March 02, 2008

On voice acting and pole dancing

A week ago, I was at the Game Developers Conference, which turned out to create multiple unexpected opportunities on the acting front.

Now that I'm formally in the video game industry, the weeks up to, during, and after GDC have been a new level of insane as I transition from outside-in hobbyist to lifestyle professional.

And it's been really, really good on the acting front.

A quick summary of acting-related events in and around GDC:

Voice Acting:

My company did a tech demo for this year's GDC that is, in essence, a mini level of an on-rails shooter game. There is a lot of voice over, which I stayed out of even though I'm (A) a professional voice actor, and (B) know the audio house in LA to whom we subcontracted for the voice over work.

This about drove me insane to not be involved. In some ways it should have been a lock for me to exploit the opportunity to get my voices all over the project. But I made a professional decision to stay out of the way, avoid any conflict of interest issues, and support the teams in my official capacities to make the project successful (which it was -- beyond expectations).

Soooo hard.

But, I was inadvertently rewarded when -- the Friday before GDC -- the team wanted a voice over intro for the game. With no time to ramp up the contract house, I grabbed my home recording equipment and put down a track (after spending way too much time trying to find an XLR cable, since mine are in storage, Chapel Hill is no Austin, and it took our phenomenal office admin Brady to save the day and chase down a cable).

The game is an homage to video games and 1950s B-movie horror flicks, titled "Forbidden Terror on Space Station Z!", so my voice over is cheese ball, AM-style schlock (I even compressed it a bit so it had the AM-radio crackle vibe), and a lot of fun. You'll be hearing it soon in various places, and I'll put a version on the site here, too.

I also was able to provide reference audio for a little boy audio clip that -- recorded by a voice actress and missing the creep factor -- was too bright and girlish, and didn't work for its place in the game. So I edited it closer to what we wanted, and our audio contract folks were able to take the original audio and match it more closely to my reference audio.

Theater Presentations:

Part of my job as a product manager for my company is to be a public face at events like GDC, so I did about ten theater presentations over the few days of the show. I totally dig emcee gigs, so I enjoyed the chance to present to the masses and do some carnival-style barking to fill our theater when attendance was low.

I also got the chance to practice my actor listening chops in a new way. I was co-presenting with a Swedish licensee for one of the presentations, and we did the presentation differently every time. I reacted well off of him, because I knew my part cold, but listened to what he had to say, and responded accordingly (and freshly) each time. That was an unexpected opportunity to practice my madd acting skilz.

Pole Dancing:

The GDC Microsoft XNA party started out far too slowly. When this kind of thing happens, I have a tendency to work to make something happen. Sometimes that manifests in different ways.

Turns out the party venue had mini stages with brass poles on the third floor (no, I don't know why).

Regardless, since things were moving slowly on the entertainment front, a co-worker turned to me at one point and said, "I bet you won't pole dance for twenty dollars."

He then proceeded to pull out $40, then $60, at which point I stopped the bidding war, pocketed the money, strode across the dance floor (after a brief hug with the technical director of a huge entertainment company), hopped up on the stage, and shook, shimmied, and spun around the pole like the pretty, pretty man I am.

I then hopped down, handed his money back to him, and ordered a drink.

Because, sober as I was (and as much as I like money), the truth is he had me at "I bet you won't" and "pole dance". I didn't feel good taking his money.

I'd already decided I'd do it without any additional incentive.

Over think it? No. Be scared or embarrassed? Why?

"I bet you won't" to me as an actor is like saying "don't" to a two-year-old -- it goads me into action.

I'm an actor. Bring on the pole.

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Tuesday, October 23, 2007

Voice acting video game interviews

Since I'm a voice actor and a gamer, I look for interviews with actors on their techniques and processes for video game worlds.

A couple have popped up for one of my more anticipated games -- Mass Effect from Electronic Arts BioWare.

First up is an MTV Multiplayer interview with Seth Green, the wunderkind creative and voice actor behind things like Robot Chicken (but to me, he'll always be Oz from Buffy, with his leaving signifying a brief downturn in the watchability of the show).

Then there's this video interview with veteran actors Keith David, Lance Henriksen, and Marina Sirtis.


David has some good stuff to say (including the fact that "acting is acting -- it's either good acting or it's bad acting"), as does Henriksen (with nuggets highlighting some of the differences between voice acting and on-camera acting).


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Thursday, October 18, 2007

Soyanara Texas! Hola, North Carolina!

Wow, things can change quickly.

I've just accepted a new job in North Carolina, and I start the first of November (yes, less than two weeks from now).

Which means I'll shortly be making a break from my more than ten-year home of Austin, on to the next phase this adventure.

This is wicked exciting, and wicked hard for me. I've been blessed on so many fronts in the decade I've been in Central Texas -- with relationships, professional ties, and acting.

Now, I'm choosing to say goodbye to the day-to-day blessings of those things.

Why?

In my current acting training, there's a rule that says I don't make a change in what I'm doing in a scene unless and until I'm compelled by something more profound.

I was compelled by something more profound.

Besides being an actor, I'm a lifetime gamer. And I'm a wicked good business development guy.

I've been taking concerted steps for almost three years to position myself to move into the video game vertical market (it's unfortunately very closed). Almost out of the blue, an opportunity opened that lets me apply my technical background, my mad Biz Dev skillz, my enjoyment of PC and video (and table top, come to think of it) games, my people passion, and my creativity in one place. I'm pretty sure I've never had a such a mutually excited interview process; it just so felt like that "perfect storm" of opportunities for my skills and passions.

So I said, "Yes."

Not tepidly. Not half-heartedly. Full-on, let's-make-something-happen, "Yes!"

(Oh, I negotiated; would you want to hire a person who doesn't know how to negotiate?)

So, what's the new gig?

Can't say yet, but watch this space. Or maybe this space. But probably at least this space.

And while I said it's wicked exciting, I also said it's also wicked hard.

Yes, I'm finally in the video game industry in a big, makes-sense, impactful kind of way. But I'm also leaving Austin.

I have had some of the same friends for the entire ten years I've been here. I'm solidly networked in the business and technology markets here. I've been growing as an actor here for almost six years. Austin rocks in and of itself.

Which is part of why this job -- and this move -- appeals to me.

Huh?

I'm one of those guys who genuinely likes change. I look for opportunities in change (for myself and other people). The problem with me liking change so much is I'm comfortable with it. But, for me, comfortable is bad. It fosters personal laziness and lack of risk-taking.

What better way to get uncomfortable than to move into a new vertical market, and a new part of the world where I don't have a support base?

That'd do it.

And there's more too it, but I don't think it makes sense to get into it too much here. Suffice it to say acting is hugely important to me, but knowing myself, I have to be careful not to make things like acting too important. It doesn't make sense for me to allow acting to become a god that takes away from more important relationships and responsibilities. I guess it's shorter to say that I'm an adult, and sometimes that sucks on the hard-decision front.

Am I ending relationships in Austin? Of course not -- just the day-to-day phase of those relatiobships. I suspect I'll be back to Austin regularly, but I'm going to be investing heavily in my North Carolina life. It's the InterWeb age, though, so there are six ways to Sunday to hit me up.

Am I giving up acting?

Don't be ridiculous!

My incredible agent will continue to represent me aggressively. I'll be adding East Coast representation, and working in a state that has a good interactive and film incentive program. I'm still available to those long-standing Texas clients who have been willing to fly me out for auditions and gigs. I'll be a short hop from New York. I already have to get on a plane for West Coast gigs, so no big whoop there. My voice travels everywhere.

And weird as it sounds, I'm excited about hopefully getting out - of - my - skin uncomfortable on the acting front. I have some ideas for some fun, gutsy stuff, and I'm hoping I can onboard some to-be-local-to-me NC actors.

Good times are coming.

Like I said, things are happening fast, but I hope to have three quick fairwell get-togethers (social, professional, and acting) in the next couple of weeks. Watch this space.

I'm grateful to the folks who have challenged me, supported me, trained me, and otherwise contributed to my success in my more than decade of there - is - not - enough - time - in - the - day frantic doings. I wish I could sit with every person and say why you rock. I realize that isn't likely to happen.

Let's face it, it's easy to keep in touch with me.

I've got this this Website, which is obviously my main avenue for communicating to the wonderful men, women, and others keeping tabs on my acting and ramblings.

In case you haven't been paying attention, I also use Twitter quite a bit to track folks and keep peeps informed of my day-to-shenanigans and ruminations (think of it as micro-blogging). It's not all deep stuff, but I do consciously use the service strategically to keep you abreast of my professional doings (and I try to avoid the insipid "I'm eating macaroni" type posts).

If you're into Windows Live Messenger (including Yahoo! Messenger, since they inter-operate), send me a request to stay in touch. If I feel close enough to you, I'll add you as a contact. ;-)

If you're a gamer with an Xbox 360, send me a friend request via Xbox Live (Hitachi Wasabe). You can school me online.

And if you're a professional acquaintance of mine, track my career path via LinkedIn.com.

Thank you, and here's to the adventure!

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Thursday, October 11, 2007

Comic book artists take on literary characters

I really dig media intersections.

And I'm a comic book guy. And I'm also fairly well-read on the literary side.

So when I stumbled across this site, which is a collection of comic book artists' takes on literary figures (both from the literature, and the folks creating the literature), I easily blew through a blissful hour.

Adam Hughes's rendition of Raymond Chandler? Bruce Timm's H.P. Lovecraft? Dave Cockrum's War of the Worlds? Neil Gaiman's Sunday (from G.K.Chesterton’s The Man Who Was Thursday)? Tom Grummett's Winnie the Pooh (a favorite of mine for some reason)? Mike Mignola's Dracula?

Why are you still here?

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Sunday, August 05, 2007

Comic-Con: Sunday

Previously:

This was a short day, and we spent it basically just trying to make the most of the Exhibit floor. I talked to some more companies and individuals, looked for last minute schwag, and tried to help my buddy find some gift for his girls (I was useless).

Toys:

I took a few quick picts of the new DC toys from Mattel, sculpted by the Four Horseman , and looked longingly at the Hasbro Legends series 3 and 4 stuff one last time.

Other Cool Stuff:

Saw Frank "Thank you for Spider-Woman" Cho, and talked to Steve Lieber about Whiteout. Good for him. Greg Rucka's been super good for comics, and I'm glad to see a guy like Steve on the upside of it.

What Sucked:

Having to leave. Oh, and our Dallas connection getting canceled; but I spun on a dime and got us to Austin ... by way of San Jose. An hour later, but at least we got home.

Pictures:









Twitterings:

(Reverse chronology.)

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Comic-Con: Saturday

Previously:

(Sorry for the delay; been wicked ill; as you were.)

Comic-Con on Saturday (July 28) was (oddly) less crazy than Friday. Maybe we just got used to the crazy.

And Saturday was fun. My buddy and I split up first thing, and he went to the Avatar panel while I hit the Exhibit floor to introduce myself to companies and individuals, meet up with folks I'd only previously known via Email and phone (like Mark Irwin, co-creator behind multi-format property Jack Secret; pitched as "Harry Potter meets Johnny Quest"), talk to a bunch of folks on Artists Row, pick up that Leinil Francis Yu signed Captain America "The Return" poster I'd eyed the day before, and so on.

Panels were great this day, too. The Marvel Spider-Man and Smallville panels, in particular, were what I expect panels to be. Poppy, unexpected, with panelists jumping in and out of conversations, having fun, and knowing their stuff.

Toys:

I picked up the "Ramathorr" figure from the Four Horseman's Seventh Kingdom, to complement the "Gauntlet of Vaskkh" figure with which I'd been gifted the day before. They guys offered to sign it, and were surprised when I told them I was actually going to take it out of the box for display.

Hasbro also added a bunch of their Marvel Legends series 4 figures to their show floor display case, so I snapped some picts of those, as well as their upcoming Japanese-derivative, 6-inch figures, which nonetheless look cool.

Panels:

The Marvel Spider-Man panel was a blast. It included writers, editors, and artist Dan Slott, Zeb Wells, Bob Gale, Marc Guggenheim, and Phil Jimenez, with Joe Quesada moderating. The panel was snappy, fun, well-moderated, and the guys are obviously having a blast (and taking seriously) the Spider-Man "One More Day" arc, then 3-times-monthly change-up. Writer Marc Guggenheim and artist Phil Jimenez are now exclusive to Marvel, and I felt bad that Jimenez let slip who makes out alive between Mary Jane and Aunt May.

And Dan Slott? Perhaps one of the funniest panel members I've seen. He was hilarious, punny, and having a lot of fun with the panel, and the absolute thrill ride that writing Amazing Spider-Man affords.

I also attended the GameTap "Re/Visioned" panel, consisting of Jim Lee, Warren Ellis, Peter Chung, Gail Simone, and Brian Pulido, and moderated by GameTap's Ric(k)ardo Sanchez. I'm really liking Simone's down-to-earth take on female empowerment, and it was fun to watch part 1 of Ellis's 3-part arc, at the same time he got to see it.

I also got to chat with Peter Chung and tell him "thank you" for the animated Æon Flux, and give him my voice demo. Very quiet, pleasant person. I was also able to meet the producer behind the Re/Visioned series, and let him know I was impressed with it.

The there was the Warner Bros. Smallville panel. Again, how I think a panel should be -- a lot of back and forth, people jumping in and out, playful, sexy people (Seriously -- Hartley? Vandervoort? Morris? Durance? Gough? Millar? Wow -- wicked sexy, all). The funniest exchange happened during the Q&A when a fan asked Hartley and Durance how they prepare for their steamy scenes -- and both of their spouses (and Hartley's daughter) were in the front row. Good feedback on the professional side of the preparation, though.

This panel was also a great example of how you video summarize an entire series, and tease the next season. Serious kudos to whoever pulled that off.

Other Cool Stuff:

Wow, what wasn't cool?

Talking with Leinil Francis Yu and getting the signed Captain America "The Return" poster?

Meeting writer/creator Mark Irwin in person and being the first to see the new Jack Secret preview art?

Talking with Peter Chung (and saying "thanks" for the animated Æon Flux; and giving him my voice demo)?

Chatting with artists like Chris Batista & Tom Nguyen?

The incredible (and incredibly redeeming) Marvel Spider-Man and Smallville panels?

Getting to meet and say thanks to Scott Porter in person for Friday Night Lights?

What Sucked:

Not having mentally linked clones of myself to run around the exhibit floor and attend all of the panels. Seriously, that's a good use for mentally linked clones.

Oh, and I was stuck in the Smallville line for forty-five minutes with a real-life, unfunny version of The Simpsons Comic Book Guy. Dude seriously hated every comic book arc since 1969, and every comic book TV show or film that didn't have George Reeves. I politely engaged him for 40 of those minutes, and expressed my opinions counter to his, until he started belittling someone in line merely for being born in 1982. I then told him I didn't understand why he was at Comic-Con given that he hated everything, and that we could either talk about something he actually liked about comic books, or something other than comic books. He stopped talking. Very sad, really.

Pictures:







Twitterings:

(Reverse chronology.)

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Friday, August 03, 2007

Comic-Con: Friday

Previously:

Friday (July 27) was the first full-on "crazy day" of Comic-Con. Bodies everywhere. We showed up early again, and rather than wait in line for the exhibit floor, we were trying to find the line to San Diego's Hall H so we could catch the Warner Bros. showcase.

This turned out to be a bad, bad experience.

Why?

Because of the "Elite III" staff. Or, as I came to call them, "Those %&*^$#! Red-Shirts". Hey, they were nice and all; just incompetent, and gave very authoritative, contradicting information -- today and throughout the week/end. We were trying to find the line to Hall H, "if it wasn't too long". We got sent back and fourth to the two opposite ends of the Convention center -- two times each -- before I'd had enough. We decided to divide and conquer, and I had my friend wait in line for the Exhibit Hall while I tried to find the fabled "The Line to Hall H" (tip: It's not in the same location as Hall H itself).

This eventually led me outside to a line that wrapped around the entire San Diego Convention Center. I made it two thirds around the building, asking every %&*^$#! Red-Shirt I met if these folks were going to get it in. I finally found a guy who said, "No man. No way. Most of these folks are in line for the second or third show in the Hall. If they're lucky."

So I walked back to the front of the Convention Center, only to find the entry line even for badge holders now snaked off across the convention lawn. So I called my buddy, told him to go do whatever he wanted, and I would sync up with him whenever I got in.

After a half an hour in the sun, I ended up where I'd been an hour before -- just inside the front doors. And as I walked in, soaking wet from sweating (and angry), I was greeted by a smiling %&*^$#! Red-Shirt who said, "Welcome to Comic-Con! Can I help you with anything?"

He was so lucky I was out of hair gel.

That said, I'm a glass - is - half - full - and - how - do - I - fill - the - other - half kind of guy, so I quickly spun through the Exhibit Show Floor and met with people and companies that were on my list. As you can see from my Twitterings below, I was a machine, and really enjoyed touching base with these neat folks and companies with whom I'd really like to work.

Toys:

In my "go this way, go that way" crisscross of the San Diego Convention Center, I did pick up my Comic-Con exclusive "Vanishing Bugs Bunny" from DC Direct. This was the "official" Comic-Con exclusive for the show, and I'd paid for it when registering for the conference. It's a slick, well-done little sculpt, but I'm debating what to do with it, as it doesn't really fit into my collection, per se.

I also picked up some Shockinis from Shocker Toys (a custom and the Wizard World skeleton exclusive), and talked to the guys about using their toys for my stop-motion efforts. They were really nice, and very supportive of me using their toys, carte blanche. Which is better than some other toy companies have been with me.

My buddy sneaked away and got me the Four Horseman figure "Gauntlet of Vaskkh", which is a bad-a$$ looking rhinoceros warrior action figure, and part of the Four Horseman's own "Seventh Kingdom" line of toys. This is a perfect gift for me, and another Comic-Con exclusive. And it makes me want the Four Horseman to do figures from the Hip Flask universe.

Panels:

Mattel / DC Comics:

We attended the Mattel / DC Comics panel, which was fun, and way more upbeat and jovial than Thursday's Hasbro panel. They showed a lot of stuff from the Justice League animated series, and copped to the poor design that makes them top-heavy and tough to display. They also announced new six-inch figures (with build-a-figure components) from none other than Four Horseman Studios. Orion and Etrigan, in particular, look pretty cool.

I can't help but wonder if the fan support for Mattel is due to where they are with the license. They're comparatively in the initial stages, and haven't hit the over-under arc where the trade-off for collector and mass-market hits the fan, which is what I think was the tension under the Marvel / Hasbro panel.

Joel Silver: Return to House on Haunted Hill and Moonlight:

I only caught the last half of the "Joel Silver: Return to House on Haunted Hill and Moonlight" (the Moonlight part), which was a bummer. I'm not a gore fan, but I wanted to see the innovative "Navigational Cinema" stuff they're allegedly putting on the Blu-ray and HD DVD versions of the film. I'd like to see someone do something with the new technology.

Moonlight looks and sounds compelling, but it's going to need to work to stay out of Angel's shadow, and Blade's (the TV series) curse. This was my first time hearing Joel Silver speak, and he's pretty interesting.

Halo Universe:

I was semi looking forward to this panel, and semi expecting it to be a disappointment. Brian Michale Bendis doesn't disappoint, and he was talking about the new comic book series (I took picts, but I'm not going to post stuff before the series goes to retail), so that was good.

WizKids Brand Manager Mark Tuttle did a great emcee job, which was good, given his company had done the big Halo reveal the day before. The Topps trading card discussion was pretty mheh, and Eric Nylund, while a great author, was (like everyone) hamstrung by what he couldn't say. Since there were no Bungie or Microsoft folks on the panel, not much Halo 3 stuff was going to be revealed. (I did see them in the audience, about six rows in; with sniper rifles, I'm sure, should any of the panelists revealed too much.)

Warner Bros. Animation: The Batman / Legion of Super-Heroes:

This was a great panel, if for no other reason than Phil Morris, voice and on-camera actor, and comic fan; and Andrea Romano, single handedly responsible for casting some of my favorite voices in Batman: The Animated Series; Animaniacs; Pinky and the Brain; Superman; and Justice League. The next seasons of both The Batman and Legion of Super-Heroes looks to up the ante, get a little darker, and build on the intensity and team dynamics. I'm looking forward to it.

I even got to run alongside Ms. Romano as she headed to the Warner Bros. booth for a signing, so I could say "thank you" for her work on things like Animaniacs and Pinky and the Brain, and for the extras stuff she shares on her craft on many of the DVD extra features.

Ray Harryhausen and 20 Million Miles to Earth: 50th Anniversary Edition:

Ray Harryhausen is a hero of mine. I've seen his films. I read his coffee-table crushing book. I was inspired to do my own stop-motion as a device for getting my voice out there. And 20 Million Miles to Earth was a film he'd wanted to do in color, but didn't have the budget to do so. 50 years later, we were able to watch the newly colorized version of the film -- for the same first time as Mr. Harryhausen -- and have him give live commentary on the film, his processes, and his views on fiction and criticism. He will probably not do this again.

From a Biz perspective, I arguably "should" have been at the Doctor Strange premiere, trying to connect with Craig Kyle, Marvel's senior VP of creative development animation.

But this film, with Ray Harryhausen, was historical. It was being there for a guy that informed a part of my creativity.

Other Cool Stuff:

I spoke with Leinil Francis Yu, mainly to say thanks for his work on New Avengers in general, and issue #22 in particular. Really pleasant, talented guy. I also noticed he had forward-thinking, hopeful "Captain America: The Return" print that I thought I wanted, but needed to think about.

The Four Horseman "Gauntlet of Vaskkh" gift from my buddy absolutely rocks, and hit me in a soft spot.

And the 20 Million Miles to Earth screening was a piece of history, and getting to attend it with a friend who gets it as much or more than me? Awesome.

What Sucked:

Those %&*^$#! Red-Shirts. And not having hair gel.

Pictures:

www.flickr.com




Twitterings:

(Reverse chronology.)

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Wednesday, August 01, 2007

Comic-Con: Wednesday

Previously:
Wednesday (July 25) was my first day in San Diego, and thanks to "Early Preview Night" for three- and four-day badge holders, my first time on the Comic-Con exhibit floor.

Insane. Overwhelming. Amazing.

On preview night, there are no panels, so the one place for attendees to be is the exhibit floor, so it was wall-to-wall bodies.

And who should greet us as we walk in? Lou "The Incredible Hulk" Ferrigno. We had arrived.

Not being body-averse, I navigated throughout the mass-o'-flesh, looked for the booths selling convention exclusives (turns out they'd already sold out for the day's allotments), and got the lay of the land for Biz contacts for the next day (many of the booths were minimally staffed on Wednesday), and just generally tried to soak in the geeky awesomeness that was my first taste of Comic-Con.

Cool stuff:

Honestly? The whole thing. It felt great to be in a place that celebrates all of the pop culture stuff that informs and expresses my skills as a creative. Could it get any better?

Pictures:

Mr. Ferrigno:

Lou Ferrigno at Comic-Con 2007

Life-size Golden Compass polar bear mount:

Life-size Golden Compass polar bear mount at Comic-Con 2007

Prototypes for upcoming Hasbro GI Joe 25th Anniversary figures:
Hasbro GI Joe at Comic-Con 2007
Twitterings:

(Including related July 24 posts.)

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Wednesday, July 18, 2007

Countdown to Comic-Con 2007!

A week from today, I will be in San Diego for Comic-Con -- the grand-daddy mecca of all things comic- and toy-related.

I'll be there for all four days (plus the preview night on Wednesday), and am totally stoked, inspired, and ready to maximize the experience.

I'll be hitting the week from a bunch of fronts:

Comic & Cartoon Book Fan:

I'm a reader and collector, so I'll be there to get what I can from artists, creators, the indie scene, and I'll see what I can do to patch some holes in my collection. And there'll be a bunch o' animated (and anime) stuff to soak in.

Toy Collector:

Do you read my toy blog? Why not? I'm a collector, and I play with (and make fun of) my toys. Comic-Con has "convention exclusives" -- toys that are only available at the convention. I've got my eyes on some Hasbro, Four Horseman (why don't they do Hip Flask toys?), STIKFAS, Shocker Toys LLP, Toynami, and Wizkids stuff (at least). And I'm still looking for Dragon Man ...

Video Games:

Oh, there will be video game announcements next week. Oh, yes ...

Voice & Film Actor:

This is a huge chance for me to meet other voice and moCap actors, studio and sound folks, and catch up with Biz folks and coaches I know around the nation, but don't get to see very often. There are current and potential clients, casting directors, and general creatives who I really like and respect, and with whom I'm excited to collaborate on future projects.

Toy job:

OK, this isn't about toys, per se, this is about my big-gun, non-acting persona, where I lead worldwide teams and initiatives. I'm always looking for the next step in my career, and that melding of my leadership, technical, and creative skills in one place (if such a place exists, I should find it at Comic-Con, no?).

Camaraderie:

I'm not going to Comic-Con solo. I'm heading there with my mentor and fellow comic / cartoon / movie geek buddy, and we're going to rock San Diego like it's 1999. Until we get kicked in the teeth by the time zone change, then we'll likely kick it like it's 2007 (and hit snooze). I'm looking forward to sharing this experience with someone who gets all of this as much as I do.

Call me!

Are you going to be at Comic-Con? Want to meet for Biz or fun? It's going to be wicked crazy, but get a hold of me, and let's see what we can shake out.

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Friday, June 29, 2007

Film contest ...

If you're video game minded and / or have contributed to all of the other film contest opportunities out there, don't miss this Assassin's Creed competition that can net you 10-large, get your film included in the special edition of the game, and aired on the Independent Film Channel.

Will I be competing?

Maybe ...

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Saturday, June 16, 2007

"DOA: Dead or Alive"

I've posted probably way too many thoughts about the film DOA: Dead or Alive on one of my review blogs.

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Wednesday, May 23, 2007

Making of PS3 adverts ...

OK, I seriously don't get Sony's EU "This is living" campaign for the PlayStation 3, but this brief "making of" clip is kind of interesting to me from a creative process perspective:
How To Make Confusing PS3 Ads (via Kotaku.com)
No official word on whether the ads are working; current sales numbers would seem to indicate "not so much" ...

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Friday, April 20, 2007

Video game blog heartburn ...

For those who follow my video game blog, I haven't been able to post, and don't know when I will be able to again.

Blogger.com (Google) forced an upgrade to their new version last night, and though I can't log into my old account, that's where my video game blog is. Not here. Where I'm typing.

I've opened a trouble ticket, but given how alive the Blogger/Google help boards are, it looks I am one of many, many screwed over people.

I'll give it until shortly after this weekend, and if it's not resolved, I'll look at moving to TypePad / Moveable Type / Habari / whatever isn't Blogger.

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Wednesday, April 11, 2007

Status of Texas incentives legislation

I'm trying to find out the status of HB 1634, the current incarnation of the Texas incentives legislation.

The bill was supposed to be rescheduled for yesterday (4/10), but the current bill status reads, "Placed on General State Calendar".

More info as I get it, but you can also check the Website for the Texas Motion Picture Alliance for updates.

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Friday, April 06, 2007

Voice acting, mocap, and video games ...

The April issue of Game Informer Magazine has a feature story on the upcoming game Uncharted: Drake's Fortune, for the Sony PlayStation 3.

There's a sidebar in the article of interest to actors. It's brief, but shows a pretty cool mapping of the motion capture (mocap), voice over, and animation pieces coming together, using snapshots from actors Nolan North and Emily Rose, and screenshots from the game.

Cool stuff. Uncharted could become a console seller for Naughty Dog (those folks have an awesome track record).

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Wednesday, March 28, 2007

Audio vegetable abuse ...

OK, this is tertiarily related to voice acting.

But if you're like me and enjoy all parts of the video game development, marketing, and distribution process (including localization; seriously fascinating stuff), here's a fun diversion.

The development team at Digital Extremes, who are behind a now-gen game with a lot of buzz (Dark Sector), have a blog.

There recent blog posting is entitled "Vegetable Abuse", and is a written and video summary of how the sound crew captured "death and dismemberment" style sounds.

Pretty fun stuff, and an interesting mini insight into getting "sounds from the field" (*groan*).

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Adam Creighton: Headshot

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