Hugo Negron's Blog, page 9

December 8, 2017

Interview with Edward Russell!

The interview beat continues while Book Six in the Forging of a Knight series gets a final polish from Erin my editor. Updates to that will be coming soon. In the meantime, I've had some great opportunities to speak with some great creative talents...witness Ron Shirtz' interview prior - and here is another!

Hi Edward – thanks again for taking the time to be interviewed! Let’s begin with telling us a little bit more about who Edward Russell is.

When did you know that you wanted to be a writer?

Oh at an early age, grade school. I would see or hear something and think I could change it to make it better. Which really meant more entertaining to me. When I was growing up there was no internet and only 3 channels on the television so there was less distraction and I would write really bad adventures.

You’ve written in some different genres, from horror (The Dead Infested) to fantasy (Dungeon Crawlers), to compiling anthologies (Stone Tails) – I will also add here your specific story in that anthology, Garden War, focusing on a gargoyle statue and some garden gnome sculptures, was my favorite! How did you develop your ideas for these books?

For me it generally starts with a conflict. In the story you referenced I found a massive gargoyle for free on craigslist and the first thing my wife asked me was where I thought I would put it. Well to get it at the front of our house we had to move some garden gnomes and the story just grew from there.

Which of your works is your favorite? What characters were the most fun to develop? Which were the most challenging?

I do not really have a favorite, I love all of my stories. They each have their own strengths and weaknesses but they are all special to me. As far as characters go I have the most fun with the villains. Heroes typically have a set of rules they live by but villains can do anything they want and how they want. I enjoy trying to come up with a reason for why they do what they do. Now without question the choose your own adventure books are the most difficult to write because the narrative has to be very brief and putting everything together to maintain a coherent journey requires more organization than I naturally possess.

What are your plans long-term for your writing? Do you have additional/different works in mind?

I have taken a few years off from writing (fell in love and go married) but I am starting to get back into horror. Now it is darker than my previous books. I am nine chapters into a story that is by far the most violent thing I have ever written.

As a self-published author, I share the challenge of getting the word out on my works. What have you had to do to win broader exposure and branding for your books?

I started with social media but I really hate just shouting “buy my book” so I have moved away from that. I like going to conventions and just meeting people and letting them know what my books are about if they show some interest. The downside to that is that most people really prefer to get their books electronically, and I understand that I’m the same way, but its nearly impossible to make enough kindle sales to cover the cost of a table and hotel at a convention.

This question will start off sounding like an old joke – a person walks into a bar (or convention or bookstore) and bumps into Edward Russell – what would be your elevator pitch to showcase your work?

I wish I had a decent answer to that. When pitching I try to find out what a person likes and see how that matches up with what I have written.

As an author, it’s sometimes difficult to finally say a product is finished, no matter how many times you review or edit. Is there anything you would go back and change in your stories? Where there ideas you had in mind and then decided NOT to include?

Yes I agree in some ways a project never feels fully finished. Every time you go back through it you find places to improve and places where you wonder just what you were thinking before. As for ideas or thoughts I ended up not making the page, yeah that happens. As you know once you really get into a project it takes on its own rhythm, characters move in directions you never expected. Sometimes there is a part of the plot or a scene that you thought would be critical but turns out to be little more than a distraction. Those are the kinds of things I try to leave out.

I have a 5 year old son, and structuring time around him can be challenging! I’ve lost count of the times he nearly pressed the delete button on something I was working on…how do you find time to write your stories?

At my “real job” I get two 15 minute breaks and a 30 minute lunch, that is when I write the bulk of a story. It is a true escape for me to get away from the day for just those few minutes and go into my own world. I get a lot done in that hour. Now I get up at an obscene hour each morning and spend 30 minutes on the treadmill and another 60 weight training. During that time I think about what I am going to write that day and most of the time when I sit down to type it flows pretty well.

Do you have a certain method you use when you write – i.e., a certain room, music, mood, etc., to help get you in the right writing frame of mind?

If I write at home I turn on instrumental music. I cannot do radio because lyrics get stuck in my head. When I write at work I am generally able to tune out the other noise and focus on my project.

What are you reading right now?

Right now I am reading All gain no pain by Bill Hartman. It is a guide to getting fit for people over the age of 40.

Where can readers go to find out more about Edward Russell?

Probably my amazon author page

https://www.amazon.com/Edward-J-Russe...


Thanks Ed, for sharing some of your time!

Thank you for having me! It was a lot of fun 
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November 27, 2017

Interview with Ron Shirtz (Part Two)!

Continuing the conversation with Ron Shirtz from Part One...

HN: How long does it take?


RS: Depending on the complexity of the tile, whether it’s just a dungeon floor or a decorated room, anywhere from 1-5 hours for an 8”x 10” size tile. High-tech tiles take more time as they required lots of nuts, bolts, buttons, etc. Larger (11” x 17”) tiles are ten times longer to make. It took 40 plus hours to create the Space Freighter tile set, “Brandy’s Lament”. I was pretty burned out after making that one. It was several weeks before I would even consider making another tile!


HN: How do you achieve such realistic effects?


RS: Using a combination of design techniques and clip art photos I can achieve a near photo-realistic effect with many of my tiles. Clip art saves me considerable time from having to design sub-components for many tiles. But using clip art effectively is more than just cut and paste---much of the clip art I use has to be resized, cropped, trimmed, flipped, rotated, distorted, and otherwise modified to fit the scale and colors of a tile. I spend a lot of time researching hundreds of clip art files to find one to suit my purpose. But while I make use of stock photo clip art, the majority of my tiles are created ex nihilo in Photoshop. The real key in making realistic tiles is the use of lighting. Highlights and shadows give depth and drama to artwork. Using Photoshop’s layers, blur filters, dodge and burn tools I can create lighting effects to make the tile more dramatic. Adding texture overlays also enhances the finished product. These texture overlays can be imported and blended in at different levels of transparency to really set off a stone floor and other tile elements. Keeping the tiles to 25mm scale can be tricky--I keep a 25mm miniature next to my computer compare against the tile on the monitor to help keep the tiles in reasonably close to scale. Even so, I often fudge with the scale to make items on the tiles bigger than life for dramatic effect--- I used the excuse of artistic license more than once to justify my errors in keeping scale!


HN: Where do you get your ideas for tiles?


RS: Mostly movies & comics. I take a cinematic approach to my work. Among my favorite artists are N.C. Wyeth, M.C. Escher, the Brothers Hildebrandt, and Jack "King" Kirby. A lot of the old adventure movies from the 1960's give me inspiration for themes to make tiles. The idea for the "Crocodile pit" tile was from an old Tarzan movie I saw as a kid. Nowadays when I watch a movie I spend more time watching the scenery and the sets than the actors! Sometimes I get ideas from studying photos of historical buildings and structures from the past. The tricky part is making the idea translate into a top-down perspective on a tile. I often approach the design of a tile as if I am building a stage for the action to take place. I often add obstacles, pathways, different elevations, and other features to make a tile unique, and to give challenges for a party of adventurers to overcome. My goal is always to make a tile evoke mystery or drama. I like to think that my tiles often tell a story by themselves, giving the GM ideas for running an adventure.


A final bit of advice: Don't be too discouraged if your first attempts don't come out very well the first time. (Then again, you may be a natural born artist and whip out masterpieces on the first try--I've seen it happen!) If anyone saw my first tiles I did three years ago, you would have thought they were pretty pathetic. It wasn't till my second year I started to turn out some decent ones, and by the third year I was finally good enough to get Dragon Magazine's attention to publish my work. Even then, it wasn't until my last two tiles in the poster series that I begin to hit my stride. You must decide if you are going for masterpieces, or just some nice, useful tiles for gaming-- It can be a toss up to decide which would you rather do ----gaming or making tiles! Live with your choice and don't compare your work with others unless you are going for masterpieces. I make tiles because I enjoy it, (or getting decent bucks to do it!) The minute making a tile seems like work is when I wrap it up and call it a night. It's gotta be fun to be worth doing.


HN: Which of your works is your favorite? What characters were the most fun to develop? Which were the most challenging?


RS: I would say all have been my favorite. Each one engaged my imagination in a new way. One thing I learned is that there is always another story or picture to be made. So whenever I’m asked, which my best work is, I say “The next one”.



As far as the most challenging, I would say the map boards for Forgotten Heroes, Vietnam. Lots of detail, and I had to make sure all the geomorphic maps would align with one another regardless of their orientation. Every hex had to be given a reference number.


HN: What are your plans long-term? Do you have additional/different works in mind?


RS: None really. I pick up the odd job here and there. I’ve shifted gears and now concentrating on writing my first book, a sci-fi adventure titled: The Last voyage of the Brandy’s Lament.


HN: As an author, it’s sometimes difficult to finally say a product is finished, no matter how many times you review or edit. Is there anything you would go back and change from your creations? Where there ideas you had in mind and then decided NOT to include?


RS: Oh yes. I rarely had a project that I did not wish I could revise after it was published. Can’t tell you the number of times that the day after I submit a project that the muse pays me a tardy visit and THEN tells me what I should have done instead! But when up against a deadline, one seldom has the luxury to mess about multiple versions. It’s often “Gotta get ‘er done!” “Publish or Perish!”


Often I wished I had added some more features here or there, or emphasized some of the elements. Composition is the key. I like to design my layouts asymmetrically to create dynamic angles and poses, while ensuing it is balanced and not ready to fall over.


HN: I have a 5 year old son, and structuring time around him can be challenging! I’ve lost count of the times he nearly pressed the delete button on something I was working on…how do you find time to develop your projects?


RS: Heh. Usually forging sleep, and working in the wee hours. Or getting up early. Makes for being a zombie for the rest of the day, but one must suffer for one’s art.


I’m paranoid about backing up my work. One time I invested 40 hours designing some HeroQuest RPG floor tiles, and blew off backing them up. Of course Murphy ’s Law kicked in, as my computer decided to pick up a virus and I lost everything. Oh, the pain! Never again. I vowed.


HN: Do you have a certain method you use – i.e., a certain room, music, mood, etc., to help get you in the right creative frame of mind?


RS: Not really. Sometime I do listen to music. But usually ideas come to me when I waiting somewhere, or attending a boring, purposeless meeting. My co-workers will see me scribbling furiously, thinking I am dutifully taking notes, when instead I’m doing thumbnail sketches of future projects.


HN: What are you working on right now?


RS: Nothing at the moment. I’m currently working on my first novel, a sci-fi adventure titled: The Last Voyage of the Brandy’s Lament. Boy, do I now have a greater appreciation of authors! The book is currently in its 17 month of gestation, and I have at least another 4-6 weeks to go to finish revising the original draft.


The rest of my time is spent on my favorite hobby, painting miniatures and creating tabletop scenery. I find it very therapeutic, if nothing else. I’m a terrible gamer as far as strategy and tactics go. I seldom ever win. But I do love the visual pageantry of miniatures displayed on a scenic game board.


HN: Where can readers go to find out more about Ron Shirtz?


RS: Well, I do have a Facebook page, but I am very shy to share much about myself. But Google Dwayne Agin’s Hero Quest page, or my name, and examples of my early RPG tiles can be found and available free for downloading.
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Interview with Ron Shirtz (Part One)!

As mentioned prior, an awesome interview with this talented illustrator/writer! From his work as shown in the Grenadier Bulletin, the Polyhedron, and Dragon Magazine (see attached some of my favorites from Ron taken from the pages of the old Grenadier Bulletin - Croink, the Rollin' Golem!), sit back and enjoy!

HN: Hi Ron – thanks again for taking the time to be interviewed! Let’s begin with telling us a little bit more about who Ron Shirtz is. How did you get into cartooning/illustration?



RS: Drawing runs in my family. My Dad showed some talent in his doodling. My older brother drew a lot, and I was inspired by his cartoons, though not as talented. I began doing cartoons of my Boy Scout troop, Church activities, and went on to draw a monthly strip, “Original Grin” for my High school newspaper. I enjoyed making people laugh.




HN: You’ve illustrated various cartoon strips, shown in both the old Grenadier Model’s Grenadier Bulletin and TSR’s fan mag the Polyhedron, among others. Some examples include The Knight Error, Croink, and Pennsylvania Smith. In addition, you have been involved in some RPG projects and created your RPG Tiles, which were famously shown in Dragon magazine. How did you develop your ideas for these?



A little background history... I've always admired the graphic components of the many RPG and wargames I’ve bought over the years. In fact, I'm usually sold on the graphic presentation of a game rather than the game system itself. I find the visual display of painted miniatures on colorful map sheets and game boards the coolest part of the gaming experience. When I bought a copy of the Milton Bradley game HeroQuest, and later Space Crusade, in 1998, I would not play either until I had all the miniatures painted!

In September of the same year I came across Dewayne Agin's HeroQuest website. On his site was a page devoted to downloadable game tiles for HeroQuest. Seeing this page sparked the desire to try my hand at making game board tiles. My first tiles were terrible, and thankfully forever digitally deleted. In the next two and a half years, I mastered the art of making tiles and eventually contributed over 100 full color game tiles to Dewayne's site.

Dewayne was very supportive in zipping the files and making new pages for the thumbnails to be posted. Many times I sent him a second or third version of a tile to replace the previous one that I discovered had minor errors. He cheerfully uploaded it to keep my sensitive artist ego happy. In 1999, at the suggestion of a HQ fan, I decided to try to market my tiles by offering a printing service for my tiles. Encouraged by the response, I created Working Stiff Productions.

Feeling confined with the standard 8" x 10" size format, I began making custom-sized 11" x 17" tiles. My next big break came when in October of 2000, the art director of Dragon magazine, Peter Whitley, reviewed a portfolio I had sent. He contracted me to do a series of five full color tile posters for five issues in the Dragon. Four posters tiles have been published in the issues 280-283. The last poster was to my knowledge never published. Perhaps it may yet appear in some future issue of the Dragon. Working for Dragon magazine helped me set higher standards for my tiles. Peter Whitley was very kind and helpful getting my work to fir a published format.

My work drew the attention of Mark H. Walker, of Shrapnel games. He commissioned me to do a set of game maps for his groundbreaking game, Forgotten Heroes: Vietnam. The 2003 August issue of PC Gamer gave Richard Caravan and I high marks (88%) for our artwork for the game. Richard designed the superb counters, and I did five full color maps. It was a great honor to hear the National Vietnam Veteran's Art museum had inducted the game into its art collection.

HN: What program do you use?

RS:Adobe Photoshop is my program of choice. I can’t speak on the merits of other image paint programs like Corel Draw or Canvas, but Photoshop has everything a 2D digital artist could ask for. Layers, special effects filters, dozens of art tools, and color adjusting features. I also used a plug in program called Alien Skin to create extra texture effects such as bevels, glows, wood textures, glass, fire, and many others. Back in the late 1990’s Photoshop was a ravenous pig that tapped all of the computer's resources. It would take all the RAM, hard drive space, and CPU speed you can give it, and still ask for more! Not that it freezes or crashes-- it is a very stable program. But when you are working on an 11” x 17” tile at 250 DPI, it will slow to crawl when applying a filter effect or performing a simple cut and paste.

Graphic images that physically large, at such high resolution, really tax a computer. When I first designed tiles for Dewayne's site, I was obliged to set them in 72 dpi resolution for easy file downloading. I slowly increased the resolution up to 100, to 125, to presently 250 dpi. The higher dpi gives beautifully detailed images, but at the cost of humongously large file sizes. Your printed piece will not be as sharp as compared to a 250 DPI one, but still look pretty good for gaming.
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November 22, 2017

Upcoming interview!

Fun stuff comin'!

An awesome interview coming your way soon - some old time miniaturist collectors/fantasy gamers might recognize this talented illustrator/writer from some of his works as shown in the Grenadier Bulletin, the Polyhedron, and Dragon Magazine...here's a tease from a page of the old Grenadier Bulletin - one of my favorites from him - Croink the Rollin' Golem...!


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November 10, 2017

BookHippo UK featuring Forging of a Knight

BookHippo UK - an awesome place for readers and authors alike - deals, drabbles, book awards, and more...check 'em out!


Book Hippo
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November 4, 2017

Grenadier Models Revisited

I've mentioned in the past that I was a big fan of Grenadier Models, Inc., the pioneering miniatures company that produced little lead figures for such games as AD&D, Call of Cthulhu, Ogre, Car Wars, and eventually expanded to such properties as He-Man, the Dark Crystal, Star Wars, Lord of the Rings, and more.

That company went belly-up in the late 90's, rather sad when you think of the impact they made to the gaming industry, and seeing some of their rivals such as Ral Partha still around.

Being a big fan, I eventually found the company's president Andrew Chernak via linkedin and was able to re-connect with someone who helped inspire my imagination back in the day.

Fast forward to Terence Gunn - a fan who self-published in 2004 The Fantastic Worlds of Grenadier, a book that detailed Grenadier's history, with interviews and photos to boot! Not exactly easy to find, Terence recently updated his book as The Extended Edition of The Fantastic Worlds of Grenadier, available as far as I can tell only through Noble Knight below:

https://www.nobleknight.com/Product/2...

I've ordered my copy, and look forward to receiving! I didn't even know Terence had updated his book except by pure accident - I found the info on this book via kickstarter, and reached out to Terence to congratulate him on it, being a mutual Grenadier fan. To my pleasant surprise he responded back, and I found out about a NEW project of his, a supplement to his book, consisting mostly of pictures/images. Well, it turned out I let him know I still have my collection of all 18 issues of Grenadier's original monthly bulletin that they used to send out to customers (I've shared some pics from that bulletin series on my Forging of a Knight facebook page) and Terence let me know he was looking for images from these old publications for his supplement! Happy to be of service, I scanned quite a few pages to him, and hopefully we'll see the end result soon! Kismet, fate, who knows? Check out his kickstarter page if you are an old time gaming fan, miniature fan, or a big time Grenadier fan, like me!
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September 23, 2017

Indie Author Day!

Local libraries have really become great supporters for independent authors!

Come see me Saturday October 14th - 11am-1pm at the Schaumburg Township District Library 130 S. Roselle Road, Schaumburg, IL for their indie author event!

If you haven't jumped on board the Forging of a Knight series yet, here is another chance!  Come by and say hi!!


https://schaumburg.libnet.info/event/...
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July 25, 2017

Interview with SPELLFURY director Travis Gordon!

Spellfury...

Dragons, Half-Elves, Thieves, heroism, villainy, comedy, fell creatures, and a tavern that hosts the most bizarre menagerie this side of a certain sci-fi movie…

Spellfury started in 2008. A live-action fantasy web series with drama, adventure, and definitely tongue-in-cheek humor. Official Selection Hollyweb Festival 2013 and Official Selection by Gen Con Film Festival 2013, Season One comprised 12 episodes, with Season Two currently ongoing. Searchable on YouTube, Spellfury is a comedic treat that cannot be missed. Travis Gordon is the writer/director of the series, and being a fan I had the great opportunity to interview him!

Hi Travis - thanks again for taking the time to be interviewed! Let’s begin with telling us a little bit more about who Travis Gordon is. When did you know that you wanted to be a writer/director?

TG: I’ve been making films since I was 14 but halfway through my 2 year Theater Arts Course in College I realized that I wanted to spend the rest of my life writing and directing.

How did you develop the idea for Spellfury?

TG: I love the Fantasy genre, I wanted to make a show that I would watch. Spellfury is my crazy experiment to play around with fantasy ideas that excite me.

Which characters were the most fun to develop? Which were the most challenging?

TG: The villains are fun to create, Davinica (Played by Lisa Forrester) was brought in season 2 just to make it tougher for Druinia to achieve her goals. Fan reaction was telling me that they thought Kruskull was a little too goofy, I needed to bring in a villain who was no nonsense. The characters are very easy to write, the structure of the plot for future seasons has been challenging at times.

What are your plans long-term for Spellfury? Do you have additional/different works in mind?

TG: I took a break from Spellfury for a while but now I’m back on the project. I want to see how far I can take the show, I knew I would come back to it one day. I would also like to do a SciFi project in the future.

As an author, I have the challenge of getting the word out on my books. What have you had to do to win broader exposure and branding for your works?

TG: Promoting your own work can be difficult. It’s a job in itself, I find you really have to toot your own horn and never give up. Although it’s entertainment you’re still building a business so you have to treat it like that.

As an author, it’s sometimes difficult to finally say a product is finished, no matter how many times you review or edit. Is there anything you would go back and change in your concepts for Spellfury? Where there ideas you had in mind and then decided NOT to include?

TG: I was in a rush to create season one of Spellfury, I had a contract with Koldcast.tv (They’re not around anymore) to deliver an episode every month, it would have been nice to take more time with the episodes back then. Because it’s a web series I have more freedom story wise to try things out and see if they stick. The fans let me know if something is working or not. Ultimately it’s my decision if something stays or goes though.

I have a 5 year old son, and structuring time around him can be challenging! I’ve lost count of the times he nearly pressed the delete button on something I was working on…how do you find time to balance your many writing/directing projects?

TG: Great question, balance between family and work can be tough, I think everyone struggles with that.

Do you have a certain method you use when you write – i.e., a certain room, music, mood, etc., to help get you in the right writing frame of mind?

TG: Spellfury is the easiest project to write that I’ve ever worked on. Working on all the green screen shots and compositing is the toughest stage for me. I just have to drink a lot of coffee and work my butt off to get through it.

What are you working on right now?

TG: I always have a few projects on the go. I just wrapped a TV Pilot called Detective Bros. that we’re shopping around to networks here in Canada. I also have a documentary and 2 shorts in the pipeline. Although the next episode of Spellfury is what I’m working on right now, it’s already been shot.

Where can readers go to find out more about Travis Gordon and Spellfury?

TG: We have info about the show and all the episodes at www.spellfury.com

Thanks Travis, for sharing some of your time!

TG: Thanks Hugo, I really appreciate it!
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July 24, 2017

SPELLFURY IS BACK!!

It's been awhile since the last episode, but this fun fantasy/comedy/muppet show is as zany and entertaining as ever! A double plus will be an upcoming interview I had with the writer/director of Spellfury, Travis Gordon himself!

"The fantasy webseries Spellfury is back! We find out what happens to Druinia and her magic sword as she has the final showdown with the giant spider. The fantasy show Spellfury is the story of an elf wh's father is murdered, she seeks information on who did it. She happens upon a magic sword and she finds some friends who join up with her. The series is a Fantasy/Comedy/Adventure with some muppets thrown in. The series is written and directed by Travis Gordon and stars Julie O'Halloran."

https://www.youtube.com/watch?v=jChIg...
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July 17, 2017

Barnes & Noble Book sign!

SAVE THE DATE!!

August 26th!! 1-3pm!! Barnes & Noble!!

Awesome event - Barnes & Noble at the Spring Hill Mall has generously offered me a chance to sign books at their store on Sat August 26th from 1-3pm! This is a great opportunity and one I'm definitely excited for!

1468 Spring Hill Mall Boulevard
West Dundee, IL 60118

Please come in to a great store with amazing books...and of course, stop by my table to say hi and get a Forging of a Knight signed book! More details will follow!

http://stores.barnesandnoble.com/stor...
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