Tumgik
#on the list of ‘could this BE any more stunty?’:
larrylimericks · 1 year
Text
19Feb23
This PR is cringey to witness; Hey, Louis, to stir up film interest Try that method of Wilde’s: Get papped snogging H. Styles, And leave Build-A-Beard over on Pinterest.
141 notes · View notes
gffa · 5 years
Photo
Tumblr media Tumblr media Tumblr media
WHY I WILL ALWAYS DEFEND THE CGI IN THE PREQUELS--They were doing some pretty mind-bogglingly new stuff that had never been done before and creating all these tools and techniques that are still being used today and, honestly, while not everything holds up, a shocking amount of it does.  The work that went into The Phantom Menace really was amazing: ‘ALL FILMS ARE PERSONAL’: AN ORAL HISTORY OF STAR WARS: EPISODE I THE PHANTOM MENACE [x] ‘Well, This is the Future’ Once in production, The Phantom Menace would lean heavily on digital effects and technology, with more visual effects shots than any film in ILM’s history. John Knoll: I think the first time I really got exposed to what was ahead of us — I suppose the first thing was we read the script. There were, I think, three or four of us: myself, [visual effects supervisor] Dennis Muren, I forget who else was there. I think there were three or four of us, went out to the Ranch. There was one copy of the script [Laughs] and so basically what it is, we sat together in a room, and somebody started and would hand off the page that they had just read to the next person in the line. I don’t know, I was third in line or something, and I would get the pages and read them and hand them on. It was pretty overwhelming. I had a million questions because you’re reading it written on a page, you can imagine a lot of different ways that that could be executed. That could be a full set, the alien character that’s being discussed, I haven’t seen a design yet so I don’t know whether that’s just a guy in a suit or what. Initially reading through the script it seemed like it was a pretty big and ambitious thing. Sometime later we had — and there’s video of this, I think it’s on the making-of video — we saw the storyboards. George had the art department draw up storyboards for the whole movie. It was 3,600 storyboards, something like that. George walked us through all the storyboards. It wasn’t just telling us what was going on and this is this and that, he was also kind of mixing in what he was thinking about [for] shooting methodology. He had a number of colored highlighters, he had a magenta, a blue, and yellow highlighters, and as he was going down, things that he was going to shoot in front of a blue screen he’d scribble blue where he’d imagine the blue screen would be, and I think yellow was for live-action, and magenta was for CG characters like Jar Jar or battle droids or whatever. He sort of went through that, he went, “Yeah, it’s going to be this,” sort of telling us what was happening in all the frames. I was used to a situation where almost every show we did there was something that we were doing that was new, that we’d have to develop new tools or new techniques to do, but it’s like almost every storyboard was something that we hadn’t done before or didn’t have tools that could do. I was taking notes the whole time, making note of all the things we were going to have to do in R&D, or new things that would have to be developed to handle doing dense scenes with thousands of characters in them, or robust cloth simulations, or rigid body dynamics. There was a pretty long list of things. I walked out of that meeting with my head spinning, because it was not only massive in terms of sheer shot number, but in terms of all the new tech that has to be developed to get it done.
Rob Coleman: I remember going back to California and building the team up, and doing the early animations, and as time went on, I started really suffering in terms of insomnia and stress and freaking out, and I knew the world was waiting for this film. After a couple of months, three months, I actually drove up to Skywalker Ranch to resign the job to George. So I booked the time in to see him, and I went in there and I started fumbling and saying all this stuff through three hours of sleep, or whatever I had. He’s like, “What are you talking about?” I said, “Well, just, the world is waiting for this, and the pressure of this, and I’m not sure if I can perform, and…” He goes, “Hey, hey, hey, wait. You’re working for one person. You gotta make one person happy. That’s me, and I’m happy. I think the animation you guys are doing is great.” I said, “Y-you do?” He said, “Yeah. It’s great. It’s my problem to worry about the world, and I’m not even worried about them. We’re making these films for me. You’re making me happy, so you can relax, and you can go back down to ILM and everything will be fine.” I was the happiest guy driving back down Lucas Valley Road. I was like, “Oh, my God!” From that point on, I was fine. I slept like a baby, I was able to do it, I was able to focus on it. George Lucas: You don’t really start something unless you think you’re right, and think that you’re on the right track and what you’re doing is going to be great. It never occurs to you that it’s not going to work. Otherwise you wouldn’t do it. That’s what keeps people from doing things. So I didn’t worry about that part. I knew that the process of making a film was very difficult, and most of it was grounded in nineteenth century technology — or older than that, actually. And it had just reached its limits and there wasn’t anything anyone could do about it. That was especially true in visual effects. And it was through visual effects that I began to realize we had the power and the knowledge to develop something that really would make a big difference. I started that whole process. I wanted to raise my kids, so I retired, but I spent my time building up the company and at the same time developing this digital technology. Rob Coleman: As reference, I think there were around 200 [effects] shots in Men in Black, and there were 2,000 shots in Phantom Menace. John Knoll: I’ll give you an example of some of the things we had to develop. I think prior to Episode I, the most complicated CG animation we had ever done was on Mars Attacks!, years before. We had one or two shots that had like 16 or 18 Martians in it, and they all had the little spacesuits and the helmets and their props and all of that. But that nearly brought the whole system down to its knees because having that many rigged characters in a scene at once just was more than the systems could handle at the time. I was regularly seeing shots where there were 50 battle droids, or a big battle scene where there are two characters fighting in the foreground, but the background had hundreds or thousands of characters back there. This is a whole order of magnitude of higher complexity than we dealt with, so we’re going to need to have systems for managing that level of complexity. And then a few years before, I think it was maybe ’95, we had done Spawn. There was a number of shots where Spawn’s cape does something magical, and we’d done cloth simulations for that that didn’t look super realistic, and it was fine for the movie because it was kind of stylized. The cape was almost a character in itself. We didn’t have a particularly good or usable cloth simulation system. But looking at the designs of the characters, they’re all wearing clothing. Jar Jar has clothing, and Boss Nass has clothing, and Watto has clothing, and we’re going to have to do digital doubles of the Jedi to do some of stunty things that we can’t shoot for real, and they need to have their cloaks and all of that. We’re going to need to have a good cloth simulation package in there. And we said, all right, we’re going to have to develop that. And then we had — there were lots of shots of Jedi cutting through battle droids, so the pieces of the battle droid clatter down onto the ground and that’s hard to animate completely from scratch, and there were so many shots, that, all right, we can’t fake it through that. We need to have a rigid body dynamic system. These were the things I’d been seeing at SIGGRAPH and technical papers about how to do those believable physical collisions, and we’re going to need a robust rigid body simulation system that’s integrated into our pipeline. It was just a lot of that kind of stuff. All these things that I knew were technically possible; we didn’t have any tools that did that. Rob Coleman: Part of my problem was, for months, there was no crowd system, which meant there was no Gungan battle. No ability for my team to animate hundreds of characters back then. It just didn’t exist. I remember there was one line in the script that said something along the lines of “The Gungan army walks out to battle.” That was six months of work — that one sentence. You were like, “Holy [expletive], how do we do that?” And that was one sentence out of a 100-page script. Ultimately, it was a matter of acquiring the right tools to accomplish what George Lucas was asking, using the latest versions of software already available, or developing new techniques. Rob Coleman: We had a database with all the different Gungan walks, runs, throws, falls, fights. We had little vignettes. We’d have Gungans and battle droids, upwards of five of them together in a little cluster, and we’d animate that. And then we could put that cluster into any shot, and we could rotate it, and it wouldn’t look the same to the camera. So we could create a finite number of those and then we could place them, and we’d actually get a fair amount of movement into the shot. We’d just be able to use it over and over again, and we’d put some hero work in the foreground, and the audience would never know.  Jean Bolte: Back then they called it Viewpaint, it was the first software that was developed to paint onto computer graphic models. I was the Viewpaint supervisor. Most people know this, but Viewpaint was a huge leap forward in Jurassic Park. Dennis [Muren] has always acknowledged that. As I have stated publicly, I don’t want to make it sound like I think my job was the most important contribution to computer graphics, but it was a very important one. The work that we were able to do, because we could paint onto the models, transformed the look of everything. Up until then we’d had The Abyss water tentacle, we had the mercury man in T2, very simple, very rudimentary, you know, the shading on things didn’t allow for very much believability, really. What we were able to do with the paint software, even in the very early, early stages there on Jurassic — I didn’t work on Jurassic, but I was having a good look at it. They were able to contribute a bump surface and a paint surface to give things the scale pattern, the aging, obviously the color, the different qualities of specularity. And in addition to that, for anything that was hard surface, there’s the aging that comes into making something rusty or dented or scratched. And when you have that, suddenly a thing has a story. It has a history. In addition to it having the believability, you can introduce the backstory as to, why did it get dented here? Why are the scales roughed up in this area? What kind of creature is this thing? Is it dry? Does it hunt? Is it an apex predator? Is it moist? All of that stuff is the story. So even if you’re making a creature that has never been seen before, you can kind of establish what its niche is in nature, and then contribute all of that to the look of it. The dinosaurs in Jurassic, that was a huge breakthrough to be able to see that. So the software being very rudimentary still functioned and continued to update. Every project there were things that were written into the software and in our technique and approach that allowed us to get more and more realism. The Phantom Menace featured several completely digital characters. Jar Jar Binks, played through motion-capture by Ahmed Best, would be the most high-profile, a supporting character that shared screen time with our heroes. Initially, the idea was for Best to perform in a suit and have Jar Jar’s neck and head created digitally, but this proved more costly and labor-intensive than just using a full CG model. Watto, the junk dealer, and Sebulba, Anakin’s rival podracer, were two other completely CG characters that played prominent roles. Ahmed Best: George wanted a character that was part-Goofy, but very physically aware. He really moved me toward what eventually became the walk. He wanted me to move slower, longer. Jar Jar was taller than I am, so he really wanted Jar Jar’s head to move in a specific way, so that forced me to try to come up with a physicality so that Jar Jar could move in a way that would work once animated. But a lot of it was just a collaboration of movement, me giving George options, and him saying, “Yeah, more like that.” The voice was the same thing. It was just me giving George options, and he was like, “Yeah, do that one. Do that voice.” George Lucas: I was tired of putting masks on people. I was much more interested in having them be all-digital so you could do more things with them. More freedom.
Tumblr media
Ahmed Best: Jar Jar’s character, the movement and the motivation, was really based off of Buster Keaton. George really honed into that aesthetic when it came to me. Jean Bolte: Casper had a speaking character, Dragonheart, that was a speaking character, but there was something about Jar Jar being a character in this film that was a huge step further. I mean, he had to work in so much of the film in so many different environments. He had to sit there and interact as if he was somebody George had cast and put into a suit. Ahmed Best: It was great. I loved it. It never really felt like I was this other thing. It felt like we were all actors in the movie working together. This whole idea of me being in the movie or not being in the movie never occurred to all of us while we were shooting. It was never a separate thing and, subsequently, that’s what mo-cap has become now. It’s become actors in the movie, doing the motion, and then animation later building the realized, fantastical look of the character. But the actors are an integral part of the filmmaking and an integral part of the collaboration. And that kind of started with Phantom Menace. Rob Coleman: I believed in my crew, and I believed that I’d understood what George was looking for from a performance point of view. Ahmed Best: After principal [photography], I spent probably another year and a half, maybe two years, going back and forth between ILM and New York working out some of the kinks. That final battle scene with all the Gungans and the droids and the battle tanks, that was me, George, Rob [Coleman], John [Knoll], everybody at ILM, up in San Francisco figuring it out. It was just us in a room, there was nobody else there. I was doing all the motion that Jar Jar did in the final battle scene. George really wanted that to feel like not only just a live-action battle, but he wanted it to have the same physical comedy as a Buster Keaton movie. We worked really hard on that final battle scene. Jean Bolte: One of the things about this film is that this is what George wanted. He wanted them to have a similar kind of quality to the animatronic characters who also were not necessarily always 100 percent believable. But they had a charm to them, they had a life in them. That was more important than anything. I think Jar Jar has this quality. Ahmed Best: For me, it was just such a joy to be as creative as I wanted to be because I knew I had so much room. And George was really generous with the amount of room he gave me to bring Jar Jar to life. Doug Chiang: Watto was completely out of nowhere, and that scared me, because the genesis of Watto was that I did an early trader baron portrait that George really liked. The story of that character changed eventually, but he liked that. One day he came in and said, “Remember that portrait of the trader baron? Take that portrait, let’s put on a body, and add the feet, and add bat wings.” And that was the brief! It scared me because it didn’t make any sense, and I thought it was going to be a complete cartoony character that people are going to laugh at. I remember we spent weeks and weeks designing it, trying to make it very real, and George kept saying the same thing. And then literally one day I said, “Okay, I’m going to take George exactly at his word, and draw exactly that.” And it worked. One of my big appreciations for George is that he can push us quite a bit. I learned to trust him that he knows what he wants, and he will then stop us if we’ve gone too far. And right now Watto is one of my favorite characters. Rob Coleman: The amazing thing about The Phantom Menace, I think, certainly for the ILM animators, is we were moving from putting creatures in scenes to actually being actors in the movie. This is what I was trying to get across to them. The notion of getting up and acting things out. Talking about what’s happening internally inside a character’s head. Do they believe in what they’re saying? What do they want from the scene? Everything you would talk to an actor about I was trying to teach these animators. Jean Bolte: The main characters, Sebulba, Watto, and Jar Jar, were things that I had painted. Those were great. I mean, Jar Jar, obviously, was an important character. I remember that Doug Chiang [paid] very, very close attention to him. After there was artwork from Doug, and the model, then I would do the texture paint on it, and then Doug Chiang would take a frame render and paint on it. The next morning I’d come in, I’d see what he had done, have a meeting with him, I would incorporate those changes into Jar Jar. That process went on every day for weeks and weeks and weeks. Rob Coleman: I remember showing [a test of Watto] to George, and he was so excited that he showed him to Frank [Oz], who was doing the actual rubber puppet of Yoda on that first one. And then Frank said to George, “Well, this is the future.” And George was just beaming. The centerpiece action sequence of the film is the podrace, a fast, furious race between Anakin Skywalker and a smattering of strange aliens, through a course that includes a stadium, caves, rocky terrain, and the occasional Tusken Raider sniper. John Knoll: I had been playing around with a desktop tool that did two-dimensional physics simulations. It was called Interactive Physics. You could draw 2D shapes and you could have gravity and drag, and you could attach springs or chains to them and let them collide, and kind of do what they do. Seeing the designs for the podracers, they’re supposed to be suspended on repulsors, like Luke’s speeder, where they just sort of hover, and if you disturb them they have a kind of springy action to them. So they’re supposed to be just kind of hovering there, and then the cables go back to the cockpit. I just kept thinking that they should be, as they’re driving along, bouncing and springing and kind of look like they’re being held up by springs.
Tumblr media
I used this Interactive Physics program to build a top down version of a podracer in 2D, where I had two engines and chains that went back to a cockpit. Then I attached thrusts to the engines, and I hooked them together by a spring network. I would jostle them a little bit and they would have this nice secondary springy motion that you would never have the time and patience to animate believably. I just really liked the look of it. I talked to Habib Zargarpour, my friend that was doing all that [computer animation software] Maya beta testing, and I said I want to try setting something up like this in 3D where we make up a frame and we suspend the pods from springs that attach to the frame. Basically, what we’re going to animate is, we’re going to animate the frame, we’re going to jostle it around, and when we animate the pods we’re basically just animating this frame. The pods are just going to hang from that, and when we move the frame, they’ll kind of bounce around and we’ll get all this really nice secondary motion. So that’s how the animation system worked, we weren’t actually animating the pods directly. We’re animating this frame that was holding them up. That was, I think, the first time that we’d done vehicle animation that was all being driven by rigid bodies and dynamic simulation system. Jean Bolte: I remember the first time I saw the podrace come together on the screen, and I was like, “This is it. This is amazing and it’s a beautiful collaboration.” The model makers and the computer graphics department come before me in the [process]. It’s first artwork, then the model makers get busy, the CG model department gets busy modeling, then it’s passed off to paint. Often it goes back to model and back to paint and back to model. John Knoll: Yeah, it’s a mixture. Doug and the group had designed this racecourse that had all these very distinctly different-looking regions. It was all pretty deliberate because George wanted you — if you saw two racers in one particular terrain — to immediately understand where you were in the racetrack. “Oh, that’s the area right past the stadium,” or “There’s the arches,” or “That’s the area where they get into this narrow canyon.” So if you kind of understood what that racetrack is like, then you cut to this character and you kind of know, “Oh, he’s like 10 seconds behind Anakin because he’s still in the crater field,” and that kind of thing. We had all these different terrains we had to create, and some of them were more closed in than others. A couple of them, like Beggar’s Canyon, and there was another sort of cave, this stalactite cave, I figured were closed in enough that we could do in miniature.
Tumblr media
(The stunning podrace arena miniature.)
Tumblr media
(Thousands of painted Q-tips stood in for audience members in the podrace arena miniature.) The podrace stadium was another one where I really felt like we’d get a lot of benefit out of building a miniature of that. Partly I was kinda looking back at how people had done things in the past, and the Ben-Hur stadium from the chariot race, that always really impressed me. Those were done in miniature and they just looked amazing. We’ll build a miniature of that arena, and we’ll shoot all the elements outdoors, and we’ll get that really nice, realistic daytime look. And then there were other terrains where it was just wide open and we were going at 600 miles an hour, and it seemed like the only way to do it was this CG projection technique. It was a whole mixture of whatever technique would work. Ben Burtt: I followed through with the podrace from day one to however we ended it. [Laughs] Even in the earliest stages of temporary assemblies of the race I showed George, I always was starting to put sound in. I, of course, had a library to start with of aircraft, and some automobile, cars, and things that had high-speed racing-type sounds that I could manipulate. I would sketch those in a temporary way. As we went along and the podrace developed, I would go out and record new vehicles, as would [sound designer] Matt Wood and a few others. We’d send them out to races to get drag strips, cars, we did some — everything from antique biplanes with wires humming on them to running an electric toothbrush up and down a harp string. It wasn’t just restricted to aircraft or anything. We did a lot of cars, a lot of aircraft of different types, and then manipulated other sound effects. George Lucas: The podrace was the direct result of my lifelong fascination with racing. I thought it would be fun to build really intense race vehicles that were as much sort of chariots as they were anything else, like two horses and a chariot. I took that idea, and plot-wise, it was necessary to get them off the planet. Obviously, you could come up with a million different ways, but I have a tendency to always go toward the racetrack. It was very dynamic. And it’s fun. I love it. The digital revolution of which The Phantom Menace was part did not stop with effects; it played a big part in the editing of the film and the entire delivery method. Still, the movie was ultimately made utilizing techniques both new and traditional. George Lucas: I’m not sure where my embrace of technology comes from. All art is technology. Film, or the movies, were the highest point of technology in the art world. You just had to learn a lot, and there’s a lot of technical things to deal with. So that wasn’t the issue as much as it was the fact that I didn’t mind change. And I didn’t mind change because I actually physically worked in it. I worked as an editor, I worked as a cameraman, and I know how difficult it was just working in the medium where you have little splices of film, you can’t find them, when you go to look for something you have to go through reels and reels of film. It takes a long time and it’s very frustrating on lots of levels. Just the whole idea that back in the Kodak days, you’d shoot the film, and then you have to send it in to the drugstore to get it processed, and then bring it back to see what you have, is slow and frustrating. And the whole thing was built on that, whereas if you do it electronically, digitally, you can see what you’re doing as you’re doing it. So you know exactly what you’re doing. Ben Burtt: Phantom Menace was shot on film. It was the last of the ones shot on film, but it gets transferred to a digital form, then we’re cutting on Avid editing machines. Once you’ve got the image in the digital realm, rather than a physical piece of film, of course then it opens up the door to the amenities of working digitally. You can cut and paste images, and you can duplicate them, and you can flip flop and enlarge them and shrink them, doing all kinds of stuff with a lot of fluidity that you would never have if you were working on a physical film. George loved that world of manipulation after the fact. You learned working for George that no shot as the camera saw it was final. [Laughs] It could be thought of as just an element for further development.
Tumblr media
(Jean Bolte paints a Sebulba maquette.) Jean Bolte: When Jurassic came out, the company offered to train those of us who were interested in making the switch — they referred to it as “making a switch to computer graphics.” I had no intention whatsoever of making a switch [from the model shop]. What I always wanted to do was to train on this, in the new technology, learn as much as I could about it, but also keep the door open in the model shop. I had to fight kind of hard to make that work. But I think I was fairly successful because during Episode I, I was still able to go back to the model shop and paint maquettes, sort of keep both doors open. I loved that. John Knoll: To be perfectly frank, I was getting a lot of pressure from George and Rick to do less with miniatures and more with digital techniques. And what George told me, this was, I think, during Episode II or III, he was pushing back on me wanting to do so much with miniatures. He said, “Listen, the future is in computer graphics with these digital techniques, and you’re using miniatures as a crutch. You’re going to have to get better at doing this computer graphics work and expand the palette of things you’re going to be able to do that way. And the way you’re going to get good at it is doing it, so I’m going to kick the crutch out from under you and it’s for your own good. Don’t build so many miniatures. Do this stuff more with digital techniques because you need to be doing that.” Even though my preference would have been to keep doing what I was doing on Episode I. I look back on a lot of the miniature work we did on Episode I and I think it still looks amazing. Like Theed city, I think a lot of those shots are completely convincing. You’d never know. And I think the podrace stadium looks pretty good, and the podrace hangar looks really good. And there’s a lot of extensions that I don’t think people even know are extensions that are in the Nemoidian ship, of the corridors and the bridge and all of that. You’d never know. 
385 notes · View notes
dumbass-bee · 4 years
Note
What are the names of the comics with hosehead,siren, and nightbeat?
ALRIGHT -rubs my lil gremlin hands together- TIME TO JUST DUMP SOME STUFF NOW.. NOT EXACTLY A LONG POST SINCE THERE ISNT MUCH TO TALK ABOUT SADLY BUT ALSO IT COULD JUST BE SHORTER AND I REFUSE TO DO THAT
one of my more recent posts abt siren + hosehead was from transformers: collectors’ club issue 71! it had extra information about what could have been in season 4 (like extra info on bots/cons and the episode list), including the sari and blurr “”fusion”” from the return of blurr, and the headmaster jrs (nightbeat hosehead and siren) who got their own page! that was probably something to be expected since theyre sort of their own concept in way too (and of course there was quite a bit of info on them that probably couldnt be simplified) but its still nice (nightbeats the only one that got her own mini bio, done by sideswipe, in the allspark almanac tho :( all siren got was his headshot on maccadams menu iirc and i dont think hosehead even showed up)
Tumblr media
it also had the tfa shattered glass minicomic “the re-burn of blurr” which was just a silly sg version of the return of blurr (cw: shockwave crushing blurr but shattered glass edition in a cutesy chibi style)
Tumblr media
(i find it kind of  funny that some of tfas actual sg content, not counting the mini bios and saris letter since that was just info/lore, was of characters that are underrated as hell)
their first actual appearance was in the script reading of the return of blurr, and i swear i found a tumblr post before with all of the actual pictures used during the reading but i cant for the life of me find it.. conveniently this youtube video of the reading has them (and the quality goes up to 1080p, perfect if you want to save the pics for stuff like i do bc i am desperate for any and all content)
youtube
(note how siren sounds like hes about to have an emotional breakdown for pretty much the whole video.. kin)
NOT EXACTLY RELATED but sideswipe and cheetor have a cameo in it and its “confirmed” that the return of blurr and the stunti-con job take place around the same time!! what a coincidence since they both feature my obscure tfa ccs as main characters
anyways, thats all the official stuff for em and digging it up made me a little sad again because i really do think they were fun characters!! i rlly wish they explored em more when they had the chance but that could be said for like. a Majority of tfa
91 notes · View notes
becomeawendybird · 6 years
Text
Annual Writing Self Evaluation
I was tagged by a bunch of people to do this (and I think they’re all already tagged below?)
1. List of works published this year: 
Read Between the Blurry Lines
Take Me for a Spin
Customer Service (Tech Support Pt. 1)
Customer Relations (Tech Support Pt. 2)
Far Afield (Witch Harry Pt. 1)
Come and Kiss Me Like the First Time
Sun-Dappled
Make Him Want to Sin
Suited for You (Witch Harry Pt. 2)
Small Doses (Loving You It’s Explosive) (Small Doses Pt. 1)
If the Surface Begs You Home 
You Look So Wonderful in that Dress 
The Sunshine Stays 
We’ll Never Be Lonely in the Dark 
Quite Unconventional 
Waiting for Wonderful 
Lose Myself in Time 
All Alone on Christmas (Small Doses Pt. 2)
2. Work you are most proud of (and why):
I would probably say Small Doses because it’s my longest fic and I wasn’t sure I could carry a plot for that many words but it worked out well and people seem to like it!
3. Work you are least proud of (and why):
Probably Take Me for A Spin. It’s canon compliant and has Stunty McStunterson (D*nielle) in it, which couldn’t be avoided, but reading it back was more uncomfortable than anything else I’ve written. Parts of it were also some of the first pieces of fic I ever wrote (along with bits of Lose Myself in Time).
4. A favorite excerpt of your writing:
The sea lavender swirled around a few times following the path Harry’s hand cut for it through the bath. The skin of his hand began to break out in blue and green splotches before he lifted it out of the water once more.
Deciding it was better to be in the water than out, no matter how warm it was, Harry lifted himself out of his hunch, sparing a moment to stretch out the twinge in his lower back. Gingerly, he lifted one foot over the side of the tub. It wasn’t so bad after all, he mused.
When he finally sank all the way down into the water - well, up to his collarbone at least - he forced himself to keep his eyes open, if only for a moment. He watched as the light tingle began in his toes; the scales always began to form at his ankles, wrapping his feet together. From there, the diaphanous material of his fin extended out away from him. The rest of his tail formed slowly, climbing up his human legs. He began to lose the feeling of having control over two entities. He was finally whole again. (If the Surface Begs You Home)
5. Share or describe a favorite comment you received:
I don’t think I can share the whole thing, but the incomparable @sweariwouldnt wrote me THE MOST AMAZING comment on the mpreg pinch hit I wrote for her called The Sunshine Stays. Funny story, I wasn’t going to take a pinch hit, but then I found out it was for her and she is THE LOVELIEST PERSON so when I found out they were her prompts I said I would do it. And I love that fic (and it seems other people do too, it very sneakily became one of my top fics).
Her comment was incredible, and she responded to things as she went. Writing that fic was so fun, and seeing the reaction was just as fun definitely!
6. A time when writing was really, really hard:
Definitely in May/June. I started the first 15k of Small Doses and then didn’t write anything for almost two months.
7. A scene or character you wrote that surprised you:
My scenes and characters constantly surprise me. I would say they actually surprised me most in something that I wrote this year, but is waiting to be published.
8. How did you grow as a writer this year:
Immensely. I had only written two fics before this year and both were just in December last year, so I feel like I have grown leaps and bounds beyond my wildest dreams. Also I never expected to publish 18 (really 20) fics.
9. How do you hope to grow next year:
I would love to sink my teeth into a larger project next year. Once I finish the large project I’m already in the middle of trying.
10. Who was your greatest positive influence this year as a writer (could be another writer or beta or cheerleader or muse etc etc):
Wordplay. First and foremost, I would not be anywhere without them: @lululawrence @londonfoginacup @dinosaursmate @a-writerwrites @afirethatcannotdie @allwaswell16 @taggiecb @phd-mama 
@@dimpled-halo @haloeverlasting @briannamarguerite @indiaalphawhiskey @suddenclarityharry @freetheankles @letsjustsee @casuallyhl @thekingisawoman @softgolfdaddy @sweariwouldnt @icanhazzalou @flamboyantommo @tommostummie @i-miss-my-bearents @katnap414 @harrygotthebee @jaerie @all-these-larrythings @horanstemporaryfix @juliusschmidt @thesexyasswoman @theficwritersblock
My friends are so fucking supportive it makes me want to cry. They’re so amazing. Like I said PLEASE tell me if I forgot someone.
I also want to give a shout out to people that always read and like my stuff on tumblr/AO3 - I recognize URLs that have liked/commented/reblogged before even if we don’t really talk and it’s so wonderful!!!!
11. Anything from your real life show up in your writing this year:
Lots of things but by far the most personal fic to me was Lose Myself in Time. All of the surrounding circumstances were inspired by very very real life events.
12. Any new wisdom you can share with other writers:
Find a support system. If you don’t know anyone, start a writing gc and send the post out to bigger blogs to signal boost. Or join one when you see a sign up - the Wordplay challenge is how more than 10 people read my fics this year. You’ll find that when you make one friend they have other friends who are working on something else, and so on and so forth!
13. Any projects you’re looking forward to starting (or finishing) in the new year:
EVENTUALLY, I SWEAR ON ALL THAT IS HOLY I will finish the Johnnyswim AU. It’s been slow going, but it’s probably 85% finished.
14. Tag three writers/artists whose answers you’d like to read.
Everyone! Please do this and tag me, even if I didn’t tag you above!
23 notes · View notes