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This time around I am interviewing Caytlin Vilbrandt ,:iconpixel-prism:, over her very exciting work as a cartoonist!


Hello there Caytlin, what propelled you into making comics and storytelling in the first place?

C: Hey there!
When I was a kid, I had a fantastic babysitter who was one of my parents’ art school students. I spent a lot of time with her while my parents were working. I remember she would sit down with me and go through comics with me, breaking apart why the artist did this or that -- I remember a Wuthering Heights comic most clearly. She also introduced me to Scott McCloud’s amazing books and let me have her copies.
Aside from comics specifically, my parents have been animation and storytelling buffs my whole life. My dad’s a writer, and so was his dad; my mom taught animation and sculpting and she’s written a few (non-fiction) books herself. I think being utterly surrounded by the process fascinated me from the get-go! I tried to make a “full length animated feature” with my friends in fifth grade. (We didn’t get very far, but we sure tried!)
Anecdote time: when I was 4, we went to go see The Little Mermaid in theaters. Apparently Ursula scared the little kid next to me, and I wrapped an arm around them and said, “It’s okay, it’s just movie magic.”

What influences inspired you as a child?

C: Oh, boy. EVERYTHING. Disney, of course; Pokemon and Sailor Moon were humongous influences on my life. Pokemon brought me to a roleplay on a newsgroup when I was 11 and I proceeded to spend 3 years posting daily and writing stories with people. I drew 90+ pages of comics in fifth grade off of the stories we told there.
I made Tamberlane in part by cobbling together a bunch of my favorite influences: Beatrix Potter, Redwall, Pogo, Bone. I loved books like the Wheel of Time, and amazing non-caped comics like Blankets, by Craig Thompson. (I ate up everything he drew.) In high school, I was introduced to Ghibli, which is of course a huge influence, as well.
As a kid I read tons of webcomics. Old works such as Yuko Ota’s Fallen, Faith Erin Hicks’ Demonology 101, and Jen Wang’s String of Fate were my favorite. The idea that someone could just create something and share it on the internet was an amazing idea.

Why did you eventually lean towards making anthropomorphic, “furry”, characters and what do you feel about the furry community in regards towards its treatment of passionate artists such as yourself?

C: I’ve loved anthro characters since I was a wee bab, be it through Redwall, Looney Toons, or (once upon a time) Yerf. Around college, I started to get a lot of flak for liking furries or being associated with the fandom so I tried to divorce myself from it, but over recent years I got to reconnect with the things I love and the idea that, fuck it, I can like and create whatever I want and folks who don’t like it can just not read it.
As far as how the furry community treats artists, I’ll admit that I’ve never been very deep into the community. In general I’ve had nothing but good experiences with furries; I think most would consider me a “fringe” supporter rather than someone chest-deep in the fandom. For the most part, I’ve seen furries be very generous with their money and support of artists. As with any group, there’s going to be some bad eggs, some entitled jerks, and some people who don’t understand how things work, but I don’t think that’s uniquely furry.
In short, I think furries are cool and I’m happy to draw for them.

Regarding your own style, you have such a keen grasp of conveying emotions for your characters, where did you get your inspiration for your beautifully crafted expressions for your array of characters?

C: Expressions have always been my strong suit. I’ve always been a pretty empathetic person so I feel like I have a pretty decent handle on the nuance of emotion. In that respect, my inspiration really just comes from lived experiences and a lot of practice.
One of my goals with Tamberlane has been to make a comic where I can go hog-wild with the expressions and really let myself be goofy and have fun. So far I think it’s working!

Right now Tamberlane is very much your focus and what a breakout hit it has been, but before visiting it some more what have you gathered from your career as a professional illustrator and your prior “Walking on Broken Glass” comic? Who have some of your clientele included? I saw that you drew some covers for the MLP:FiM series by IDW!

C: So far, I’ve only done the one cover for IDW -- the retailer incentive cover for MLP #46 -- but I hope to do more in the future! Those are a lot of fun!

As far as what I’ve learned from my experience on Walking on Broken Glass:
* When it comes to a personal project, love what you do. If you don’t love it, don’t do it.
* You’re allowed to call the shots, even if your fans disagree.
* Working with a companion who is as passionate about the project as you are is AWESOME and I highly recommend it.
* Those awful comments you get will later become funny stories. … Sometimes.
* When you’re making a big project like a long-running webcomic, don’t talk the talk: just walk the walk. Don’t jinx it, basically. I know how hard it is to be SO EXCITED about your project that you want to tell everyone exactly how many billion pages it’s going to be, but I find that as soon as I tell people, the incentive flies out the door. Keep it close to your chest instead and you’ll have a creative fire driving you to share.
* Make your comic for you. Not for them. For you. Make what makes you happy.

From being a professional illustrator:
* Always communicate with your clients. ALWAYS. Even if the email you send is ‘I can’t get to this right now but I’ve read your email and will reply tomorrow morning.’ Accountability is vital.
* Networking is just a scary word for making friends. Seriously.
* Your goal is to find the most you can get paid for the least amount of work. Luring people in with hideously cheap prices is going to burn you out horribly and bring you some of the worst clients of your life.

Moving forth to Tamberlane…..

What kind of story are you hoping to tell us with this lush comic? What instigated you into beginning such an endeavor and why does this story resonate with you?

C: What kind of story? Well, that’s a secret! You’ll have to find out! All I can say is I hope the themes resonate with people.
To be honest, I spent a couple of years wrestling with self-doubt on my ability to write comics. I hadn’t written anything for years (outside of RP) and I didn’t think I could do it anymore. I kept trying, mind you: I have two projects in the back drawer that suffered from too much overthinking and not enough actually doing anything.
Eventually, I decided I just needed SOMETHING to work on because I was going crazy without a project. I settled into looking for a story -- any story -- to tell. Then, one D&D session I was doodling on a paper and out came Belfry, and by the time I was home I had a whole story thought out. Within a month, I started drawing the comic.
Of course, I adore this story. I adore everything about this story and I can’t wait to work on it for a long time to come! Even though it spawned more-or-less spur-of-the-moment, it’s very meaningful to me and explores a lot of themes that speak to me.

Belfry is a very cute girl and seeing as she has had the most development at this stage in the comic a lot of this segment will concern her,

Firstly, what traits do you feel Belfry (and the robust cast of her friends in Treehollow and her newly adopted child) relates back to you and beyond that what merits does Belfry have that gave her the owner of being the main speaking character/caretaker for this sweet young child?

C: Belfry’s earnestness, impulsivity, good heart, and optimistic naivete are definitely all parts of myself that I put in there. Oakewood is my good-natured skeptic, Ainsley is my superstitious pagan side. Piper and Anthony are based off of my actual cats Pepper and Tony; Henry (and his wife Nora) are based off of some RP characters my husband and I have. Of course, all of these traits are exaggerated in the comic for storytelling!
Those exact traits above for Bel make her both the best and worst caretaker for Tamberlane. Without her impulsivity, she wouldn’t be volunteering to care for it; but because of her impulsivity, she’s not prepared in the least. But she’s earnest and she means well and she has a lot of love to give. In the end, I think she’ll be an imperfect parent -- aka, a normal one.

What thoughts went into her very posh design? Why go with a Bat character specifically? What thoughts went into her white and strawberry color scheme accentuated with kind blue eyes and how much do you enjoy working with her “hair” tuft that looks very dainty ideally, but gets a tad more askew as the day goes on?

C: To be honest, I designed Belfry because I wanted to draw a Bat Pony (from My Little Pony) but as just a bat. I love drawing bat ponies (fluffy ears!! cute muzzles!!) but I love bats even more! So I just kinda doodled Bel and she existed.
As far as her color scheme, it was actually originally going to be black and pink! But I ultimately decided it didn’t suit her and hunted through Colour Lovers for a palette I liked. Then I commissioned Vespervescent to draw her and they really helped unify her color palette.

Belfry.pngCastor 1.png

As far as her hair tuft is concerned, I really just enjoy continuing to shake things up! Things get boring if I have to draw them the same way all the time. So I don’t, haha.

What thoughts go into writing your dialogue? Overall it’s very witty and fits each character intuitively with Piper’s over-eagerness being quite a highlight!

C: Admittedly, I think most of my practice writing dialogue has come from my years of RP! I’ve spent a LOT of time inhabiting characters’ heads and communicating mostly through dialogue instead of description. This means I’m iffy at writing novels but I’m GREAT at writing comics, haha.
As I mentioned above, Piper in particular is based on my cat Pepper. Most folks who’ve met her agree that Piper is an exact characterization. I can’t take credit there; I’m only channeling my cat ;)

Any closing thoughts? Messages for your readers?

C: Hey readers: thank you so, so much. The support I’ve received for Tamberlane is overwhelming. I would be making this with or without your support, but let me tell you: your support and enthusiasm makes it so much easier and more exciting to sit down at the drawing table every day! Without you, it wouldn’t be updating as frequently. I wouldn’t even be THINKING about a printed book, much less all the other Tamberlane merch available.
You guys are amazing. Each and every one of you. Thank you so much.

It’s been a pleasure interviewing you Caytlin! Kudos to you on your massively successful Kickstarter campaign and I wish you the very best of luck in your endeavors!

C: Thanks a million! I really enjoyed getting to throw my words at the wall like this! :D


Previous Interviews:
David and Liz Lillie interview!
Chu interview
Evan Stanley interview
Windy interview
Tracy Butler interview
Geo interview (TWA spoilers)
Alex Kain interview
David and Liz Lillie interview 2
Elizabeth Dodrill Interview
STJ College Interview
Caytlin Vilbrandt Interview

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A while back for a fun Senior reflection assignment I interviewed the lovely and spunky :iconsuperflatpsyche: over her own experiences and thoughts on college to better help us freshmen avert academic doom! Obviously I am somewhat busier now, however I do feel as though I'm comfortable enough with my new schedule to start drawing/painting minis again soon since I still have plenty of free time even after studying and socializing now with all the frenetic,but fun multitudes of Welcome Week activities over with; After all I really love it and it helps me deal with stress in a sort of Zen-esque way. Anyways on to the interview!

1. Why go to College in the first place, what made it preferable to other options for yourself?

STJ: I chose to go to university because at the end of the day, it shows future employers that you have discipline - what I mean by that is that you can learn subjects like Calculus online, but a degree certifies that you understood your classes and were able to apply that knowledge to a satisfactory extent. Basically, a degree is a better shot at a better job. I wasn't thinking about this in my first year, but I've also found that some of my courses are unavailable anywhere else: there are virtually no resources about SPARC and RISC-based programming online. Kind of neat.

2. Do you live on/off campus and what are the merits of each?

STJ: I live off of campus, personally (still with parents, hello). It's way cheaper, and the transit deals you get with your student ID are entirely worth it. I know a few people who live in res - and they lead more of a party life, from what I've heard. Everyone's very friendly, and you're very close to your classes too.

3. What other viable options were you considering besides the University of Calgary and why did it win out in the end?

STJ: I was considering a local art college (ACAD) in addition to uni, but at the end, I decided to side with the U of C. I've always been a self-taught artist and it didn't make sense to spend loads on tuition just to learn things that came with practice - or to experiment with mediums I have no personal interest in (I'm not a sculptor). I'll admit that I was somewhat influenced by David Lillie's advice - he's an artist I work for (and who had a bad art college experience himself). A few years have passed between now and that decision, but I definitely don't regret it. I have a friend at ACAD who is utterly miserable and I hope things work out for her.

4. What clubs/organizations are you a part of and why?

STJ: I was a part of the Western Animation Club this year, my friend shanghaied me into being Vice President so that we had enough executives to keep it going. I am interested in animation, don't get me wrong, but I could do without babysitting a room full of 20-something-year-olds.

5. You are pursuing Computer Science, what attracted you to the field in the first place?
6. What do you intend to do in regards to Computer Science?

STJ: (Answer to both 5 &6) It was my aunt's recommendation that I take Computer Science and once I started looking at the possible degrees, I found that I could graduate with a Bachelor of Computer Science with a Concentration in Graphics. Being able to merge art and science is very appealing to me, ultimately I want a job where I get to create things...but also being able to code offers me more job security. My dream job, so to speak, is to work in the entertainment industry as a 3D modeler, either in movies or in games.

7. What has that course been like to you?

STJ: Computer Science has been a mixed bag so far. Surprisingly, I've enjoyed all but two of my math teachers - the ones who were good were incredibly good and I'd put them at the top. The teachers who are actually in my faculty have been all right. They've ranged from being very concerned with the students' progress (and really pushing for feedback) to being...utterly clueless. To date, I've complained to the department head once about a professor's teaching quality and I hope it never happens again. As for the homework itself, Computer Science is a very project-heavy and work-intensive course. We had to make a game last semester with a difficult coding language and the entire class was living in the computer lab for three weeks. So overall, it's been stressful, but rewarding to see finished programs at the end of an assignment.

8. What has the most enjoyable aspect of college life been for you?
STJ: I like the freedom that comes with university life - if you don't feel like attending a class, nobody's going to come after you. Most classes have zero attendance sheets (from my experience, all of the ones that do are in the Arts faculty). Plus, you can do whatever you want in your free time: whether it's homework or clubs.

9. You might not be pursuing it, but I myself might. What do you think are the merits of a history degree?

STJ: To be honest, I haven't given it much thought - as an artist, I'm more concerned with "what isn't" and creating from there. But if you're going to be studying "what was" and "what is", then consider yourself the ultimate fact-checker. Historians, in my opinion, are like educators. You'd be a contributor to documentaries, a resource for historical film-makers and museums alike. Of course, I've given you an "entertainment" slant, but that's my area of expertise.

10. Lastly, words of wisdom to incoming college students?

STJ: WORK HARD. But love yourself.

Thank you so much Shan! I can't wait to do an art/comic related interview with you when you've wrapped up or are poised to finish Control Freak!

Previous interviews:
David and Liz Lillie interview!
Chu interview
Evan Stanley interview
Windy interview
Tracy Butler interview
Geo interview (TWA spoilers)
Alex Kain interview
David and Liz Lillie interview 2
Elizabeth Dodrill Interview

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Salutations! This time I’m interviewing Elizabeth Dodrill :iconhumbleheartshelpmate: ! Any greetings?

Elizabeth: Thanks Garrett, this is the first time I've been asked for an interview so I'm honored! I'd like to thank Dust: An Elysian Tail fans for their many years of support. Even though we aren't able to respond to all the emails from fans, we do read them and appreciate them! Personally, I love all the Dust inspired artwork that fans have done over the years. You artists are so talented! Keep it up!

So can you give us an idea on what you helped Dean Dodrill, the creator of the wonderful Dust: An Elysian Tail, with during the creation of the enjoyable game?

Elizabeth: One thing I did was design the logo for Humble Hearts. I personified us as hearts so it was supposed to be Dean in the front with me in the back, supporting him. But when he finalized it, he put me in the front and put himself in a supporting role. Humility is truly a part of his character. He never likes to put the spotlight on himself, even when he deserves it!
Mainly I colored animation frames for cut scenes and character portraits, which is something Dean taught me to do when we were working on the Elysian Tail movie. I also helped brainstorm for visual ideas and did some concept art but Dean always had the final say. When I designed Shopkeeper Mordecai, I made him into a farmer with about ten children who would have run around the shop. It would have been adorable, but then Dean would have had to animate each one of those characters, which wasn't realistic. Dean did keep a version of the hat, and even made it into a joke with the stupid hat club!

How did you and Dean first meet? You have such an amazing relationship!

Elizabeth: Now that is a true God story. We never would be married now if God hadn't orchestrated it!
As a senior in high school, I got an assignment to interview someone who held our dream occupation. I wanted to be an artist, but didn't know anyone I could interview. My cousin was a member of the Jazz Jackrabbit community and close friends with Dean. He said "Hey, I know an artist who worked on this video game" so he introduced us. Dean gave me the interview and we kept talking and getting to know one another better for a couple months. We weren't planning on a relationship since he was 6 years older than I and we lived over 1,000 miles away from each other! But we really liked each other and were falling in love. We asked advice from our families and prayed hard over this relationship and felt like it was something God wanted us to pursue. Six months after starting our courtship, we were married!

What does Dean mean to you? The two of you both put a large emphasis on your family, values, and God, how have these priorities defined your relationship and can you articulate why these morals are so important?

Elizabeth: Dean is a wonderful husband and father, and a creative artist. The qualities that drew me to Dean; his humor, honesty, confidence and creativity, are qualities that always come out in his work. I think that's why people enjoy Dust: An Elysian Tail, because it's an extension of who Dean is as a person.
You mentioned our priorities as being God, family and values, and that's really true of the life Dean and I lead! As Christians, our faith affects every part of our life and relationships. We highly value our family according to Ephesians 6:2-3 "“Honor your father and mother -which is the first commandment with a promise-so that it may go well with you and that you may enjoy long life on the earth.” We couldn't have made this game without the support of Dean's family, and we want to honor them for that.


What kept you and Dean going through the initial work-crunch of putting the game on Xbox Live Arcade? Game development is notoriously time consuming and arduous, but it’s so incredible that the two of you pulled through and made such a fabulous end result at the end of it!

Elizabeth: Crunch is always tough for any developer. But in Dust's case, Dean had an opportunity to release on Summer of Arcade, an annual slate of Xbox Live titles that receive the highest level of promotion on the platform. In order to do that, he would have to cram six months of development into three if he was to finish the game in time for the promotion. I remember having lots of talks about whether we should do it. Dean would say, "Yikes do we really want to do this? You're about to have a baby. And I know it's going to practically kill me to get the game finished on time." We prayed hard on it, and in the end we said yes to probably the hardest three months of our lives.
All throughout production, Dean never took weekends or vacations, but now he stepped it up by working 18 hour days. And his family supported him as much as they could. His brother set up a desk next to Dean and helped with any little tasks Dean could give him. Dean's dad spent days on end testing the game over and over. And because Dean was too busy to even eat, his mother cooked food and set it in front of him while he worked at his computer. He did take one night off, and that was to support me at the hospital while I delivered our third child. It may have been hard work for me, but it was a relaxing night for him after working so hard during those months! What a hectic time that was! But by God's grace and mercy, we made it through.

Moving on to your game and all of its pertinent characters and gameplay, what inspirations did you and Dean have in mind for the simple, yet satisfying platforming combat and exploration?

Elizabeth: To be honest, I never played video games before I met Dean. But Dean had been playing video games from a very early age and even started programming his own games on the TI99/4A at the age of 10. So he taught me all about video games and I came to love the same games he did. Dust is a love letter to Dean's favorite games like Castlevania, Legend of Zelda, Super Metroid, Ninja Gaiden and Ys I & II. We love games with great stories and meaningful characters.
Sometimes Dean is inspired by ideas from family and friends. One day Dean was showing the game to his family and his brother said, "What if Dust could use Ahrah to suck all of Fidget's projectiles into his attack?" Dean agreed, "That'd be awesome!" And that's how the Dust Storm was born :) (Smile)
I may be biased, but I think Dean brought everything together really well in Dust. The story is great, and pulling off combos with Ahrah is flashy and fun!

Where were you aiming to go with Dust and what thoughts went into creating Fidget, a definite fan-favorite, his loyal and quirky flying companion? Do you have any favorite Fidget quotes/moments? X3 I’m rather partial to her all of her 4th wall breaking myself!

Elizabeth: Fidget is Dean's creation and she reminds me a lot of one of his characters from his early work; a purple flying cat/dragon named Bopo. Fidget is essentially a Navi type character, but she carries a lot of the comedy and she's really useful for combat too. She's sassy, but also has a sweet side and is afraid of heights. The quest to build a nimbat doll with the stupid hat club is one of my favorite Fidget moments. The drawing Fidget did of herself holding a cookie is just so cute!

Do you have any personal darling favorites out of your varied cast? How much of a role did Dean’s Korean-American heritage play into the creation of them?

Elizabeth: I have to say that among the villagers, Reed is my favorite. I just love all his crazy dialogue and Michael Johnston (our youngest voice actor) did a great job with him! I also really liked the laundry quest with Gianni, who is a villain we all love to hate.
Dean is half Korean, which is why the game has such a heavy Korean influence. You can see it in the building architecture in Aurora and Denham village, and in the way some of the characters dress. Dean also put many of his own favorite Korean foods into the game's inventory: chadolbagi, kimbap, doenjang jigae, champong, and galbi. When Dean was growing up, his mother cooked many of these meals for the family, and she still cooks for us regularly! I always get so hungry when I look at food inventory in Dust. Yummm!

Any parting words? I know he’s busy, but does Dean have anything brief and fun he’d like to add to this interview?

Dean: Thanks for taking the time to interview Elizabeth. Developing Dust was the most difficult challenge I’ve ever faced, and I know I couldn’t have done it without the support of my family and God. Elizabeth in particular was willing to support me during this crazy endeavor, and I am eternally grateful to her. I feel truly blessed that she allowed me to drop everything to learn this new craft despite all the difficulties we endured. Of course, we are indebted to our fans who have allowed us to continue as game developers, and I hope they like what we have in store!

Previous interviews:
David and Liz Lillie interview!
Chu interview
Evan Stanley interview
Windy interview
Tracy Butler interview
Geo interview (TWA spoilers)
Alex Kain interview
David and Liz Lillie interview 2
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I am interviewing the zany David and Liz Lillie :icondreamkeepers: again!

 

            Any witty/fun quips to start this off?

 

            Dave:  Sure why not.  I'll start off with a quote from John Cleese: 

'If people can't control their own emotions then they need to start controlling other peoples behavior,' -John Cleese

I hate it when he says things like this, and he needs to stop.   Anyways.  On to the questions!

 

            A fair bit of time has passed since I last interviewed you and the two of you have taken to Patreon in order to better facilitate the continuation of your series. How better poised are you now to crank out more amazing and lush cartoon tomes with this additional income and any words for your patrons and fans in general on the matter?

 

            Dave: It's going great!  I'm glad we didn't have it in our early years- that instilled the discipline and the mindset that we needed to focus on delivering.   But at this point, enough people value what we do for the Patreon to work.  For the first time, we can produce without any full or part-time side jobs.   Prelude is back to a weekly schedule, more videos are in the works, the next book is shaping up fast, and we also have a video game in development on the side. 

For those interested, we have a video introducing the Patreon here: www.youtube.com/watch?v=kVWVvc…

 

    In Summer 2014 a fire ravaged your apartment complex, but yet the two of you trailed on. It was undoubtedly a difficult time and you have my heartfelt empathy. That having been said such things do happen the whole world over. Do you have any words for those who currently/will deal with such disheartening adversity and having the tenacity and will to persevere throughout life?

     

    Dave:  It's not so bad the apartment burned down- I mean, it's not like we were in it.   Many people legitimately have it worse- so, to them, I hope my grandstanding helps:

    You've got to appreciate dark humor, be willing to laugh and loosen  up when things are going absurdly, painfully wrong.  Then focus on solutions, and taking action to improve what you can- and don't focus on anything beyond your control.  What's the point? 

    Misery is not debilitating.  Taking it seriously is.  When you stop fretting about being happy, paradoxically, things get easier.  Life isn't about what happens to you, it's about how you deal with it.     

    Or as Liz likes to quote, "When life gives you lemons, paint that shit gold."

           

            Speaking of tenacity, I respect your commitment to making Dreamkeepers the very best series it can be, but comics do take time. You and Liz have no doubt reached this epiphany a very long time ago, but what are your thoughts on the prospect of Dreamkeepers being your magnum opus considering how much longer you have to go? I dont doubt youll finish it for what its worth!

 

            Dave:  I don't know about a magnum opus.  I just want to make the story the way I have in mind- ought to run from 16-22 Volumes, in that range.   We're already on V5, so we're getting there!  I have other stories and projects in the works, too.

           

            Those who follow you on social media have been aware of your viewpoints on such matters for quite some time, but why do you feel it is so important to speak out against hypocritical and somehow trendy movements that have a worrying hypocrisy and disposition to silence dissenting opinions? Why is freedom of speech so valuable to you that you doggedly fight things such as the TPP or certain organizations?

 

            Dave:  I can't claim to doggedly fight anything.  My activism plateaus with mild, occasional social media whining. 

But I am having a commemorative plaque made up.  

While I don't take any hard political stances, I kinda like freedom of speech.  Nothing reveals bad ideas like airing them out in front of people- an open marketplace of ideas is crucial and nifty.  Admittedly, even this topic wasn't really on my radar until Alison, Karen, and the other honey badgers were fraudulently expelled from the Calgary Comics Expo- for publicly opposing censorship.  Seeing that unfold live on social media- the allegations, the video evidence proving them false, the gaslighting and solidarity of pro-censorship ideologues- that brought the conflict home for me.

I mean, if they can get banned for a decade from conventions - with zero misconduct, just a bad case of the Wrongthink- what's protecting any of the rest of us? 

Memes, I decided. 

           

Regarding that grand story thats been out there a while now I think its time to delve into some queries on that!

 

            Firstly, your series certainly has had its fair share of jarring material as it stands. Is there anything that even now you might have done differently in retrospect had you the same perspective back then as you do now?

 

            Dave:  Nope, not really.  I wouldn't even improve the art- I think it's good to preserve the footprints that brought us to our current level.

           

            As with any story that goes on characters develop a wholly unique personality on their own to the point where they write themselves, which characters seem to have done that particularly well for you?

 

            Dave:  Namah and Mace spring immediately to mind- Whip, Lilith, Bast...  Karo, Vi.  I don't know, they just do what they want and it all works out.

           

            You have stated before that the fourth volume is the end of the first act; How is the story currently structured as it stands?

           

            Dave:  Personally, I favor the five act template.  Every writer has to find what works for them.   You could break stories into the same parts as a pencil- beginning, middle, end.  But that doesn't do much to define what those components are, and what purpose they need to serve in the narrative.  A Shakespearian 5-act structure essentially divides the second act into two pieces with defined purposes, and tacks the denouement on after the climax as the last act. 

           

            Now for some fun with your myriad of lovable characters!

 

            Many main characters are endlessly bland and consist of all the same trite clichés. How do you feel Mace is arguably different and how do you approach his older self-balancing out his guild for Paiges death and his newfound friendships?

 

            Dave:  Conventions and cliche's aren't always bad- they're just tools.  If I need a hammer, I use it- even if other people have used hammers before.  It's not a snowflake contest.

But Mace is a bit different.  Most protagonists are good at something, skilled, formidable, have some interesting station or mission in life.  Mace is decidedly NOT good at most things, somewhat socially awkward, and arguably the least skilled member of the cast.  I think that's why he's interesting to me- because he has all these challenges, and he does not have the innate ability to handle any of them.  What can he do?

The guilt regarding Paige is there, and comes out occasionally- but there's not much room for self reflection once events pick up.

           

            Lilith is clearly very precocious, but in the third book she stood up for herself and defied her character types trappings. How did you feel putting her through such an intense situation and how do you feel this has helped her become a more rounded character? Alongside that how did it feel showing a palpable disagreement between her and Namah for the first time in Volume 4? Certainly, their relationship is very sweet, but it does make sense that with such disparate outlooks they wouldnt always agree.

 

            Dave:  I feel like Lilith has always had the capacity to be formidable, but she's so habitually self effacing that it took a major event to bring it to the fore.   Even so, old habits die hard- and I think the failed negotiations with Namah in V4 reflect a bit of that.  Lilith isn't confident that her persona really *is* formidable, and that lack of confidence naturally led to a challenge regarding her leadership.

           

            Bast has recently endeared himself to many readers with a particular flash-back scene in Volume 4. Did you always intend for this moment to be at this point in the plot and, plot vault be damned just this once, can you confirm if Ravat was the man in a certain picture frame and the implied tormentor?

 

            Dave:  Yep, that was Ravat in the picture frame.  We've known Bast's backstory for years and years- but I didn't know where I would reveal it until we scripted V4.  The scene mirrored his backstory, and conveying that fact helped set up his... reaction- later in the book.

           

            Viriathius has always been such a multi-faceted character; Any remarks on her having now gone full circle from Dock girl to Troika Rebel now that weve had a fair glimpse of her older self? Has her popularity amongst the fan base been surprising and how would she react knowing she is *considerably* more popular than Tinsel amongst them?

 

            Dave:  If she knew she was more popular than Tinsel, she would shrug it off as insignificant.  But internally, there would be a raging torrent of vindication, bitterness, and giddy fireworks.

            Speaking of characters that have grown beyond their original role, are we started to already see that with Vanth? A certain recent Prelude arc was almost entirely dedicated to her childhood struggles you know.

 

            Dave:  Actually, it's the reverse- I had a role in mind for a character way back during V2 scripting, and it took a few years of playing around for the details of their look and personality to emerge.  So though Vanth was introduced later than the other characters, her role has been integral for some time.

           

            About the Troika, doctrine-wise what historical organizations are they based on primarily (Looking at you since youre the history man, Dave)? Beyond the alcohol and strippers, they seem oddly saintly and without giving too much away do you want to give them a little more amorality in the future?

 

            Dave:  While I enjoy history, it would be a whopping lie to bill myself as any kind of expert.  I have a hodge-podge of vague influences- the secret organization that launched the Boxer Rebellion in China, the French resistance in World War II, along with the German military officers who conspired against the Nazis, early American revolutionaries- but the Troika are a bit different, because in our story they were an outgrowth of an explicitly criminal organization, Scinter's Mark.  In that respect their organization almost bears resemblance to something like the cartel of Pablo Escobar.   Regarding morality, there are definite fracture points latent within the Troika- anything more falls into the Plot Vault.  

           

            How do you balance out having a few more empathetic Dark Dreamkeeper villains whilst also having a plethora of fun remorseless nightmare villains? How did Tendril come about and. despite himself being disturbing, how do you add humor (and morbid poetry) into him while writing while still keeping him consistent (and worryingly interesting)?

 

            Dave:  Frankly, I think even the remorseless monsters are relatable, if you're in the right mindset.  Their values and logic are removed from ours- hopefully- but still there.  But the characters who seem to share our values and anxieties- and do horrible things as a result- have a special fascination.

 

            Liz:  Tendril was a normal angry monster, as you can see in early versions of Tendrils Demise, and his poet side and temper emerged because he wouldn't shut up, at all.  His character really did take over.

 

            Even though there are certainly bits and pieces of each of you amongst all the wonderful characters surely both of you could pin the other as being similar to a character or two? (Dave is totally the awesome and scholarly Nainso in my humble opinion XD)

 

            Dave:  Wisp was inspired by Liz in college, and I'm partial to Whip- though if I was being accurate, Lilith is probably closest to my baseline personality.  Through publishing I've come to enjoy being extroverted and social, but it's built on a foundation of mousy introversion. 

           

            And although it is cruel to ask favorites especially when both of you need to dole out love to all of them, do you have any favorites based purely on aesthetics and colors perchance?

 

            Dave:  I have to stick with Whip.  Liz's favorite:  All the girls- the variety in their colors and attitudes.

 

            Lastly on the favorites and story stuff as a whole, which character(s) or character bonds have come to mean a lot to you both personally?

 

            Dave:  Liz has a soft spot for Scuttles and Ravat... They haven't had a lot of screen time, but that's a fun duo.  As for me, I like the dynamic between Igrath and his nieces.  Also hasn't seen a lot of screen time yet, but after what he's been through, I can relate to how protective he feels.

           

            You have been planning a game for some time and are now putting more active thought into it. Certainly many aspects are works in progress and itll be while out, but what design philosophy are you aiming for as a whole and what things are you trying to avoid at literally all costs?

 

            Dave:  The thing to avoid at all costs:  Dull, repetitive gameplay.  Grinding where the gamer is doing chores they don't really enjoy just to advance to the next stage, so they can grind some more.  Also avoiding:  Microtransactions.  Day 1 DLC.  Skeezy stuff like that.    

 

            Ed:  There are a number of other gaming sins that we have identified and steer to avoid. For example, out-of-place tutorials and characters that will interrupt gameplay to tell you some incredibly obvious advice. You know, the likes of Navi.

Similarly, another philosophy that we've borne in mind from the start has been simple and intuitive controls and gameplay. If your game plays intuitively, you don't need an annoying fairy or radio voice to tell you to jump over that pit. One of the ways that we aim to accomplish this is with a simple, almost retro control scheme, primarily utilising just four directions and two buttons, yet allowing for a huge amount of diverse actions by implementing these controls intelligently.

 

            Dave:  We want the game, first and foremost, to be fun.  It's being designed as a standalone experience- something people can appreciate fully even if they've never seen the graphic novels.  The main design philosophy is to build challenges that the player has to actively engage with to solve- bringing in puzzles, platforming elements, action, stealth, and tying it all together with a compelling, branching storyline and beautiful graphics.  

And not a storyline comprised of interminable cut scenes:  We want the gamer to literally be playing the story, and tie events to the in-game player choices.

           

                        What will the game mechanics be like as a whole and how different will each of the main gangs cast members play out from one another? What merits have your buddy, Ed, and your own engine granted you for the production of this game?

 

            Dave:  The game will function as a sidescroller, with simple controls. 

 

            Ed:  The original basis was a 2D platformer with some fighting mechanics, but it has branched out into a few other genres as we've continued to discuss and develop it. There will be plenty of action oriented platformy bits and some epic fight mechanics, but physics and inventory puzzles have become a key component, and a recent addition has been the idea of stealth elements in select parts.

 

            Dave:  We want the game to play intuitively, yet still give the player lots of variety and options to act upon.  There will be combustible, destructible environments, fluids and water, challenges with multiple organic solutions. 

 

            Ed:  Basically, the player should be able to resourcefully invent their own approach to any scenario based on the objects and environment provided.

 

            Dave:  Different playable characters will have different kinaesthetics- heavy, tough, light, nimble...  Ed built the engine from the ground up- it renders lighting in a unique way, which should keep the frame rate high but offer dynamic glows and shadow capabilities- cast in a 2-D animation-style setting. 

 

            Ed:  What I sought to achieve was to make the graphics look like a page out of Dave's work. One of the most iconic things that strikes me about his style is the varied lighting, so I knew that had to be addressed directly. Unlike the way that most games render lighting, I made this project mix the colours more like the techniques he uses to produce his pages in Photoshop.

 

            Dave: He's coded three dimensional graphics rendering programs from scratch, and knows more than I could ever learn about optimizing the game to run effectively for users.

But I can draw funny faces.  So.

           

            Lastly on the game, your story has a very unique vibe of being both joyful and dangerous at the same time. Through what subtle little ways are you hoping to transfer that cartoon charm to a game? A handful of adorable idle animations perhaps amongst other things? Can you throw out a few ideas that are *probably* going to happen in that department like Lilith/Mace doing a particular something cute that would be characteristic of them? Can you perhaps even control the characters dialogue to see what they would say in AU scenarios?

 

            Dave:  We'll convey the tone through hopefully every element of the game- but the main vehicle will of course be the characters themselves, and the storyline.  The storyline adds the danger, and good characters will be able to add a dash of fun.  I have a list of idle animations I'd like to make, but they're a second tier priority.  Gotta get the basic motions done first.  As for dialogue, we do have a system in place for characters to share word balloons based on what's happening in the scene, but it's not going to be a full-on AI capable of conversations or anything of that nature.

 

            Ed:  Although good storytelling is one of our objectives (which falls in Dave's department), and although the dialogue and story will be delivered through the action of the game rather than in isolated cutscenes, it isn't going to be a gameplay mechanic, as it is in RPGs or dating sims. That said, because we do want to grant as much player freedom as possible, we have been dabbling in ways to have the NPCs respond to and interact with players' behaviours. In other words, the player will not make explicit dialogue choices, but rather their actions will dictate how they wish to proceed. And actions speak louder than words, right?

           

            As for conveying the dangers the characters go through, how are you going to convey damage to both player characters and enemies, and are *all* the player death animations going to be super serious and sad or are certain ones like falling going to be mildly more comedic and be a little briefer? Kind of like how a dramatic and messy end from a Trooper or Nightmare for Mace might rub it in compared to a fall which admittedly happens a lot in platformers and maybe should be brief and respawn you quicker.

 

            Dave:  It's not set in stone, but we hope to convey damage through animation alone- by showing the characters actually taking more damage, and getting bloodied up.  If at all possible, we're aiming to keep the screen clear of indicators, bars, life meters, that sort of thing.  We want the game to be as cinematic as a sidescroller can get without compromising gameplay.

     

    Ooh, one last fun question for the night! You are helping with a Kickstarter for Wayward Astronomer by Geo in March and why should people consider backing it? What has the story meant for you and Liz and do you have any favorite elements from the book?

 

            Dave:  Should you back it?  Read it for free, and if you like it, definitely!  kafelnikov.deviantart.com/ 

It was an amazing read- I was excited seeing a totally new story unfold in our setting, and it helped me realize how much potential Dreamkeepers has.  My favorite element from the book is how dangerous it is- you can't rely on plot armor, at every turn of the page I couldn't be sure what might happen. 

Excellent relatable protagonist, moral gray hazards, bloodshed, peril- good story.  I am really looking forward to feeling a book in my hands.

           

            Thank you very much for the honor of another interview! I hope to do more when I feel I can substantiate them. Until then keep on rocking Dave and Liz!

 

            Dave: Thanks for the questions, I hope it makes for a fun read!  8 )


Previous interviews:
David and Liz Lillie interview!
Chu interview
Evan Stanley interview
Windy interview
Tracy Butler interview
Geo interview (TWA spoilers)
Alex Kain interview

           

 

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I'm interviewing :icontdcpresents: behind www.westerndeep.net/ this time around!


Hello Alex! How are you doing and what would you like to say to your fans? To start things off what are your primary inspirations for your story and what comics do you really like?


Alex: Hi Garrett! The pleasure’s mine and Rachel's! I’d like to thank you and all our readers for their incredible support over the years as the comic’s grown from small idea to published book -- the comments on each new released page have been a high point of my week, every week, without fail, for the last four years.


Alex: In terms of inspiration, I don’t think anybody will be surprised when I say the Redwall series by Brian Jacques is the biggest wedge in that pie chart. Rachel and I are both huge fans of the series, and a lot of our inspiration for Western Deep came from our desire to tell those kinds of stories for a more contemporary “all-ages” audience. When it comes to comics I like, I’m a Patreon supporter for Tracy Butler’s Lackadaisy, and I’ve been a big fan of David Petersen’s Mouse Guard books since college (and actually contributed a story to his Legends of the Guard series). I’ve also been trying to keep up to speed on IDW’s new Teenage Mutant Ninja Turtles stuff, mostly so Rachel and I can nerd out about it.





How did you establish yourself in the game industry as a writer Alex and how fun is it working in the game industry at Venan?


Alex: I started out as an associate game designer back in 2007 with Venan, and my first big job was to rewrite the story for a mobile phone version of Road Rash that was close to submission. After that, any writing assignments generally went through me. I wrote the script for our 2008 DS game, Ninjatown, and then in 2010 I was the writer on Venan’s first indie iPhone game, Space Miner: Space Ore Bust. That was the game that helped get me on Dean Dodrill’s radar, so when I approached him about helping out on Dust: An Elysian Tail in 2011, he was familiar with my work already. Nowadays, Dust is the game most people know me from.


I actually just had to leave Venan -- but it was on good terms! Now I’m focusing on freelance writing work, so hopefully you’ll see my writing appear in a lot more places going forward.




How did you come across Dean Dodrill to collaborate with him on the story aspect of the game and how did you like the heroic Disney-esque vibe?


Alex: I saw the Dream.Build.Play trailer for Dust: An Elysian Tail back when it was still an Xbox Indie game, before it was promoted up to Xbox Live Arcade status. There was a little snippet of dialog in the trailer, but I remember thinking “Hm, this guy could probably use a writer.” So I pinged him on Twitter and he recognized my work from Space Miner, which he’d played recently. We went back and forth a bit, and I later realized he didn’t want to bring me on board because he’d been working solo on Dust for so many years he just wasn’t feeling ready to have somebody else come in and help. Ultimately, I just ended up rewriting the first half hour of the game on my own, and Dean was impressed enough to let me help him with the rest of the script.



After that how did you come to work with League of Geeks on their game Armello?


Alex: I’d loved the aesthetic of Armello ever since I saw the first trailer. There’s a lot of overlap between it and Western Deep, so I was quick to get in touch with Trent Kusters over at League of Geeks, who indicated that they would need some help on the quests in the game. We met briefly at PAX East, and a few months later I was writing quests for them!




Now onto the main attraction, Beyond the Western Deep! Why start a comic? They're notoriously arduous to make and even despite the commensurate payoff of such a potentially vibrant storytelling medium they're quite time consuming.


Alex: We tried to pitch the story as a full graphic novel series for the first couple years. I even have some of the old pitch books here -- but nobody picked it up. They had every reason to reject it, really; the story wasn’t really in a good spot, the art style hadn’t been nailed down quite yet, all sorts of things like that. It was actually David Petersen, creator of the Mouse Guard series, who recommended we take a closer look at the webcomic route. I’d been a fan of Lackadaisy of course, but long-form webcomics were really starting to hit their stride around that time, and something as epic as Western Deep really felt like it fit that medium well.




After the heart-wrenching finale of the second chapter what are you aiming to accomplish with your new side story "Song of the Eastern Sands" and how did you initially come across the new alternating series artist, Jerome Jacinto?


Alex: With Song of the Eastern Sands, I wanted to focus on the lighter side of the world of Western Deep. While the main storyline has these Game of Thrones-style undertones with war and death and backstabbing and loss, I wanted to remind readers that not everyone in the comic’s world is having the worst day of their lives. So I wrote the story as a kind of heist/comedy, with a few connections back to the main story that help lead into chapter 3.


The first stuff I saw of Jerome’s was his Redwall work on DeviantArt. His style just grabs you and doesn’t let go -- and I was immediately inspired to commission him for a Western Deep piece, which ultimately went on to grace the guest pin-ups section of the first Western Deep hardcover collection. We started chatting about our mutual love of video games, and have kept in touch ever since.





Speaking of Jerome, you've known Rachel for quite some time by now, but what made his excellent art style with the smooth lines and painted textures really appeal to you?


Alex: His renditions of Redwall characters was unlike anything I’d seen -- he really captured a lot of how I envisioned them myself, which was one of the reasons I felt compelled to get in touch with him in the first place. He has a style all his own, and I knew that readers would love it just as much as Rachel and I did.




A lot of people including yourself use the "Game of Thrones" comparison to help describe Beyond the Western Deep to prospective readers,but even then you manage to keep it from becoming too oppressive all of the time while still giving plenty of tense moments. How important is it to you to try and maintain a fair degree of levity in a story?


Alex: It’s very important -- that’s one of the things Rachel and I enjoyed from the Redwall series, was Brian Jacques’ incredible ability to inject humor and levity into serious predicaments. The latter two-thirds of chapter 2 is a very dark, very grim sequence that really kicks off the main storyline and drops a number of pieces into play. We tried to inject some moments of levity here and there, but as I mentioned before, Song of the Eastern Sands, was designed almost expressly to serve as a kind of palate-cleanser after the violent and moody chapter 2.




Speaking of not being so dark and grim Quinlan and Dakkan are not at all the brooding antiheroes of seemingly most mainstream stories these days what with Quinlan being timid and Dak not at all taking to blood and gore; Granted Quinlan has killed by now and they are thrust into precarious situations and would not quite want to die,but why'd you write them that way and why have a squirrel and otter duo? (They are a little underrepresented in animal stories sadly,hehe!)


Alex: Quinlan and Dakkan were written to be as normal as possible, really -- we wanted to have a believable pair who had a natural-feeling friendship that wasn’t forced in any way. When they’re thrust into dangerous situations we wanted their reactions to feel believable, and get a kind of innate vulnerability across. I know in the rooftop fight, Rachel spent a long time making sure Quin’s expressions and movements looked and felt right, for example, to help get all that across.


Alex: As for the squirrel/otter duo, I think it’s just a naturally interesting pairing that leads to interesting storytelling opportunities because the two species are so different. Squirrels have this hesitant, nervous air to them and live high in the trees, whereas otters seem generally boisterous and live in the water.


Speaking of main characters Hardin's a very interesting villain to run amok and follow in the story! He has a special brand of sympathetic elements while still retaining the elements of a megalomaniac to be a great villain. What challenges did he pose in the concept and design stage?


Alex: One of our goals with Western Deep was to tell a story of gray moralities. The Redwall books always focused on the good guys, and the ‘vermin’ characters were, with rare exception, either one-note villains or incompetent henchmen. With Hardin, we saw a great opportunity to subvert a lot of tropes by simply telling his side of the story and letting readers decide for themselves if his grand quest is worth all the horror and violence. We’ve had a lot of readers siding with Hardin, and it’s made the finale of chapter 2 very interesting, to say the least!




Also in the hardcover version of Volume 1 there was a myriad of awesome Rachel sketches for the characters and world and inside his own page there were three sketches of Hardin for a potential adventure game;What ideas did you have in mind for that?


Alex: I’d just played Limbo, a great 2D platforming puzzle game, and was inspired to put together some initial designs for a similar kind of game that told Hardin’s origin story. It was a fun little exercise, and Rachel drew up a few concept sketches, but working on a Western Deep video game would be incredibly time-consuming for the both of us, and would have pretty much entirely prevented us from working on the comic. So we shelved it. That’s not to say there won’t be a Western Deep video game someday -- but there’s a lot of work we have left to do before we get there.




Are there any other characters that posed a unique challenge or developed their own wholly unique characteristics beyond what you originally intended? Ashtor,Kenosh, or maybe Janik?


Alex: Janik went through the biggest change from initial draft to final script. She started off as a healer-type character, more of a supporting foil for Quinlan than anything else. But Rachel and I started to deep-dive into her character a bit more and found some great opportunities for her throughout the tale. We ditched the healer trope and realized she was way cooler as this kind of brilliant politician who didn’t put up with Quin’s mopiness and was capable of going toe-to-toe with the most shrewd of Vulpin statesmen. She’ll be a point-of-view character starting in chapter 3, and help flesh out the political situation elsewhere in the world of the Western Deep as we get further into the story.


Lastly just how pleased are you with your comic as it is and where would you like to see it go?


Alex: Rachel and I are very happy with how far the comic has come! Just this past year we were picked up for publication by Action Lab Entertainment, and we’ve been visiting a bunch of conventions to promote the comic and sell the hardcover special edition. As for where we’d like the comic to go… well, we’re just hoping the readership continues to grow and our upcoming release of the chapter 2 paperback through Action Lab brings even more readers into the fold. We’d love to do more Western Deep-themed projects in other media, but right now we’re just focused on the main stories being told in the comic itself.


Thank you so very much for the interview! I wish you the best of luck in rocking on with your comic alongside Rachel and Jerome!


Alex: Thanks, Garrett!



Previous interviews:
David and Liz Lillie interview!
Chu interview
Evan Stanley interview
Windy interview
Tracy Butler interview
Geo interview (TWA spoilers)

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