How To Write A Novel Using The Snowflake Method. 12 Fundamentals Of Writing "The Other" (And The Self) Lackadaisy Flimflam.
“‘We Have Always Fought’: Challenging the ‘Women, Cattle and Slaves’ Narrative” by Kameron Hurley — A Dribble of Ink. I’m going to tell you a story about llamas.
It will be like every other story you’ve ever heard about llamas: how they are covered in fine scales; how they eat their young if not raised properly; and how, at the end of their lives, they hurl themselves – lemming-like- over cliffs to drown in the surging sea. They are, at heart, sea creatures, birthed from the sea, married to it like the fishing people who make their livelihood there. Every story you hear about llamas is the same. You see it in books: the poor doomed baby llama getting chomped up by its intemperate parent. On television: the massive tide of scaly llamas falling in a great, majestic herd into the sea below.
Because you’ve seen this story so many times, because you already know the nature and history of llamas, it sometimes shocks you, of course, to see a llama outside of these media spaces. So you forget the llamas that don’t fit the narrative you saw in films, books, television – the ones you heard about in the stories. Why Strong Female Characters Are Bad for Women. Welcome to Overthinking It, the site that subjects the popular culture to a level of scrutiny it probably doesn't deserve.
There's much more where this came from, so if you like this article: Opening Arguments Last night I finally saw the 2007 Transformers movie. It was OK, in a Michael Bay sort of way, but it clearly was made for a very specific audience: young white nerdy men who wish they could bone models after watching them sexily fight robots so sweat cascades down their luscious tanned bodies. All right, fine. But then I see this quote from Megan Fox, the actress/model playing main hottie of the film: “Both of the female characters in the movie were very strong characters.
Index of maps. Worldbuilding with Maps. Concept artist Lorin Wood has launched a new group blog called "Nuthin' but Worlds," about concept art and worldbuilding, an offshoot of his successful "Nuthin' but Mech" blog and books. I'm a contributor, and here is what I contributed for my first post: For me, making a map is the best stimulant for building worlds and telling stories. But there are many kinds of maps. Here are a few types I've developed for Dinotopia.
Physical geography map, with emphasis on landform relief. Seafloor relief, shown in perspective, with the island lifted up to show the caves. Expedition route map. Another route map showing a close-up section of the eastern coastline. Antique maps are more convincing if they're made with antique tools. Here's a close-up of the map above to show the graded hatching of the mountain reliefs, typical of engraved maps of the 17th, 18th, and early 19th centuries. City map of Chandara, showing organic street grid and canals. Maya_eilam_vonnegut.png (Image PNG, 1100x1700 pixels) - Redimensionnée (49%)
Speed Comicking — Artist Advice. I just finished a 30 page book called The Bear From The Bear and The Beach From The Beach.
It was drawn in 22 hours and colored in about 8 hours. The Tao Of Poop: Ten Rules To Making A Shitty Submission - Channel 101 Wiki.
How I Start Writing (and eventually finish) a Story. How I Write Comix. HULK PRESENTS: THE MYTH OF 3 ACT STRUCTURE. HEY EVERYONE! HULK HERE! PLEASE NOTE THAT THERE IS A FULLY RE-WRITTEN, UPDATED VERSION OF THIS COLUMN RIGHT HERE: HULK EXPLAINS WHY WE SHOULD STOP IT WITH THE HERO JOURNEY SHIT. SERIOUSLY, HERE IS EXACTLY HOW BIOWARE WRITER RESPONDED [VIA MESSAGE BOARD AT THAT]: “So I’m supposed to believe someone is smart enough to do a big Excel spreadsheet with color coding and stuff but not smart enough to know about Campbellian archetypes?
Yeah, guys, every BioWare game has the same plot! See, things are kind of normal, and then things change and you have to go out and do stuff, and you go to crazy weird places! Aaaaaand so yeah, totally the same story. That’s asinine.” Weekes said the “intro, four planets, finale” structure familiar to BioWare games is picked for a number of good reasons. Firstly, it’s “easy” in the sense of QA, as areas can be culled if they’re not ready in time for launch with minimal impact on the final product. Secondly, “players understand it”.
HULK’S ESSENTIAL READING LIST - 136 GREAT BOOKS FOR YOUR EYEBALLS. NOTE #1: THIS LIST IS MADE IN A DISTINCTLY APOLITICAL VEIN.
IT IS NOT MEANT TO IMPRESS ANYONE. SOME STUFF IS UBER OBVIOUS. SOME STUFF IS LEFT FIELD. IT IS NOT MEANT TO ACCURATELY REFLECT WHAT "THE WORLD" MAY DEEM AS A WORTHY LIST.