Tuesday, August 19, 2008

Gen Con, Day 2

Friday we rolled out of bed at 8:30 -- 5:30 our time -- and somehow managed to get back to the convention before the Exhibit Hall opened. From our table, we watched a herd of hefty gamers stampede towards the Wizards of the Coast booth. Seems the first couple hundred or so got a free convention-exclusive Magic: The Gathering card. We joked about giving away our own promos at the next Gen Con. We'd get a bunch of pine clippings, stick them in miniature bases, add little Lego hats and guns, and voila! Tree action figures! Ha ha! Trust me, it's a lot funnier if you're extremely sleep deprived.
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Jeremy procured several new Sharpies for the signings, since we'd pretty much bled our pens dry on the first day. The DVDs and RPGs kept selling in a steady stream. It was slightly less than Thursday, but we still didn't get much of a break from signing. I still hadn't had a real chance to walk the hall. And frankly, I wasn't too sore about that -- I was enjoying the hell out of myself at the signing table. Tough I pretty much ran my throat ragged yabbering with people at the booth. And despite the sucky chairs that put a vice clamp on your hips, tilted your ass back at a 45-degree angle, and would collapse if you slightly turned your body.
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At 2:30, a delegation of DGs hiked over to the Westin to give a Dead Gentlemen seminar. We had no idea what we were going to talk about. A few months back, when Don had set it up, we were pretty sure we'd have an exciting new project to talk about, to give the insider's scoop on. That project didn't so much fall apart as never came together, though, so we were without a topic as we waited to take over. But Nathan gave each of us a shot of something smooth and burny to limber us up. The seminar turned out easy and fun. We talked about where we'd come from, how we got involved in DG, what our current projects were ... and a bit of what was next, if we had our druthers. And apparently, we didn't reveal anything damning, because John Frank (perched at the back of the room) never piped up. We stuck around to snap pictures and sign some swag at the end of it.

Posing with Sophia's Sister from the DG forums. She has excellent taste.

Back in the hall, things were a-rockin'. Sales of Dorkness Rising DVDs hit 350. Paizo actually sold out of the Director's Cut of the original The Gamers. And over at the Margaret Weis Productions booth -- our friends foolish enough to produce an RPG with us -- the Demon Hunters Role Playing Game was the top seller. They even had to reorder, or so I'm told. Whatever the case, we saw many, many copies of the RPG. And Nathan somehow did not run out of the tree-related puns he kept scribbling on people's Cobbler's Crystals pages..

For dinner, we met with some of our favoritest people in gaming: Cindi Rice of Epic Level, our parner production company; Dave Williams and Ed Stark -- who still can't tell us about the awesome new MMORPG they're developing, on pain of death -- of Red 5 Studios; and Sean Reynolds of Paizo, who played the Inquisitor in Dorkness Rising and made it very clear he was going to steal my wife. We all ate way too much at Buca di Beppo and developed new and creative ways to tell each other to shut up.

We ended the night at Champions because we promised Jamie Chambers, the brain behind the Cortex RPG system, that we'd attend MWP's karaoke night. This was something they did every year at Dragon*Con -- where they'll be when we're up at PAX in a coupl'a weeks -- and it was time to inflict the tradition onto Gen Con. Now, karaoke isn't something I automatically put into the good times column. I've only done it a few times myself, and from what I remember of it, it's not what I would consider a raucous activity. I had to change that opinion rather quickly. It was, to put it mildly, the most fun I'd ever had at a Gen Con party.
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The MWP folks broke the ice, and the combination of being with friends and cheap alcohol loosened us up. Wifey and I performed "Barbie Girl," and switched the male/female parts on the last verse. I barely made it through "A-Ha" -- nailed the high notes, though. The people kept pouring in, packing the place, and as the space shrank and the collective body temperature rose, the spirits spirits kept a-rising. Things exploded when, up on the big screen, Michael Phelps won his seventh gold medal by .01 seconds.
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BELOW: The karaoke crowd busts a move.
It was the most animated I've ever seen a karaoke crowd. We were all laughing, dancing, singing backup, even acting out sketches -- like when Don, with about six Manhattans in him, climbed up and sang "Thunderball" from the fourth Bond film, and we improvved scenes from Bond films in front of him. My personal big diva moment was when I kicked it old school and did Young M.C.'s "Bust A Move." I was twelve again, but a much, much worse dancer. The night ended four hours later with the DGs doing Chumbawumba and me proving yet again the degree to which I cannot dance. Alcohol definitely played a part.

But by far the best (or worst) karaoke performance of the evening belonged to Cam Banks of MWP. Cam is a native New Zealander, an Aussie-hating Kiwi through and through. So when "Land Down Under" started up, we all looked on curiously -- and then couldn't look away as Cam murdered the song with cold blooded glee. It was hilariously terrible, wonderfully bad, ironically cringe-worthy ... a musical act of war. Good on you, Cam.

And so day two ended, and with it half the con, at about 1:00 am. Plenty of time to rest up for the big events of tomorrow: namely Killer Breakfast, and the big screening of Dorkness Rising.

Wifey poses with Jeremy and Nathan,
who's about to get his damn hand off my wife

Gen Con, Day 1

Gen Con! The grandaddy of the gaming conventions, the center of the tabletop adventure universe. We first attended in 2003, when the Dead Gentlemen and The Gamers were complete unknowns. By the end of thate con, we'd sold 400 DVDs and met a gaggle of gaming celebrities we now call friends. And we'd also been asked the question we'd be getting for the next five years: "When's the next one coming out?"
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The answer was five years. Five years from conception to copies for sale. Photography began in January of 2005, and we premiered the making-of documentary (which is on the DVD) at that year's Gen Con. Finally, we had an answer to "When's the next one coming out?" And, of course, our answer was wrong. Repeatedly. In 2005, we knew it would be out in 2006. In 2006, we thought it would be out in 2007. In 2007, we hoped our fans would not drag us out of the con and burn us at the stake. But thankfully, mercifully, Anthem Pictures -- our distributor -- gave us a definitive answer on "When's the next one coming out?": August 14, 2008, at Gen Con.
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So it was with profound relief and unmitigated excitement that our party of six departed for Indianapolis last Wednesday night. We'd be catching an 11:15 pm red eye out of LAX. Things got off to a great start when my car didn't. Start, that is. Engine wouldn't even turn over. And it's not like it had been running fine not six hours earlier. But before the panic could set in, wonderful neighbors Matt and Jessica gave us a lift to the rendezvous point. We arrived at the airport with two hours to spare. What a relief. We should have no trouble from here on out.
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We promptly waited to check in for an hour and a half. Apparently, Air Tran's computers were down. So they decided to lift our spirits by playing the check-in line version of musical chairs, where they wait for you to get to the front of a line and then tell you that, ha ha!, you've been in the wrong line the entire time! Yaaay! An hour into waiting, we got to start over at the back of the line. An hour and a half into waiting, we'd moved a total of negative ten yards. The one good thing about the bottlenecking at the check in line was that there was no line at security. We got to the terminal right as the boarding was ending, and moments later were in the air. Now, we'd been going since seven that morning, so were looking forward to getting some sleep on the plane. That wasn't exactly in the cards. See, Air Tran loves the air conditioning. They also, in their peculiar form of customer service, provide no blankets. So we got to shiver our way across three time zones in the middle of the night. I think I passed out for a stretch or two from sheer exhaustion. Never flying Air Tran again, that's for sure.
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We arrived in Indianapolis at 3:00 am, right as the sun was rising at 6:00 am Eastern Time. The light triggered the "It's morning! Time to get up!" zones in our brains, and gave us a bit of a much-needed boost. Which immediately deflated when Enterprise could not find our rental car reservations. So Don shuffled us onto a shuttle to Budget, and reserved a pair of vans via his blackberry en route. Not long after that, with our spirits high, we rolled up to our hotel, which did have our reservations. But we would not be allowed to check in until 3:00. Oh, and you can't leave your bags here, either. So no showers, no change of clothes, and as a bonus, we got to lug our luggage around all day. Let the hatred flow through you. Soon, your journey to the Dark Side will be complete.
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After a massive breakfast at a waffle house -- a waffle house, not the Waffle House, as we learned to our disappointment -- we met up with the DGs already in town and trekked to the convention center. Once we got into the Exhibitor's Hall, everything would be okay. Once Gen Con began, all the suck of the last eight hours would be erased. So it was no surprise to me when, after picking up DG's con badges, we discovered that Gen Con had forgotten one for me. Which is understandable. I mean, I only wrote and directed the damn movie [/mini-rant]. We did have a badge for Matt DeMille, though -- DG's production designer, the same Matt who gave us a lift when our car wouldn't start -- but he was unable to attend the con. A little Sharpie action made the badge mine.
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BELOW: Monday's signing line at the Paizo booth
So -- exhausted, irritable, hungry, and marinated in my own travel sweat -- I finally got to the booth. Dead Gentlemen Productions didn't have a booth this year; we were occupying a corner of the Paizo booth, set aside for cast and crew signings (Paizo is DG's game industry distributor). I meandered over to a rack of Dorkness Rising DVDs by the register, dozens of them standing at attention in matching shrink-wrap -- and all the bad feelings, the annoyances and the petty inconveniences, just melted away. Here it was, after five years of wondering if it would ever come out. Here was our movie for sale. And it wasn't just for sale on the rack. It was already up on Netflix and Amazon (though Amazon seems to think it's some soft-core porn starring David Duchovny -- what's that about?). And from what Cindi told me, pre-orders for those two and others have already exceeded any other film Anthem's ever done. Hearsay, yes, but the good kind. The kind I'm going to repeat here.
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So the hall opened, and the fans descended on the booth. Eight hours later, the hall closed. Sales were good.
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And by good, I mean they were flying off the shelves. We (and by we, I mean Paizo) sold just under 500 DVDs. To put that in perspective, the most DVDs Dead Gentlemen had ever sold at a convention were 400. We smashed that record by a hundred in the single day. And the rate of sale was more than one DVD per minute -- 497 sales in 480 minutes of hall openness. Paizo only brought a thousand DVDs, and it was evident by midday that at least half of that would be gone at the end of the day. So Don sent an email to Chuck, president of Anthem, saying we needed another 1,500 DVDs. A minute after sending that email, Don's phone rang.
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I was sitting two seats left of Don when he got the call. The following dialogue transpired, near verbatim:
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DON: Hello?
CHUCK: Are you shitting me?
DON: What?
CHUCK: Are you shitting me?!
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Don assured Chuck that no, he was not indeed shitting him -- we needed more DVDs. Immediately. So Anthem overnighted reinforcements to Paizo for Saturday. With luck, we wouldn't sell out on Friday. Or with luck we would, depending on your point of view. It's really hard to convey the enthusiasm and excitement of the first day of the con. We saw hundreds of fans, many we recognized and many new. One group even showed up in costume as their own chapter of Demon Hunters: a nephilim, a were-rat, the Dark Gray Ninja, and Bernard, the knife-wielding, eyepatch-sporting potted plant. We bled most of our Sharpies dry.
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After the hall closed, we grabbed a quick bite at Champions before heading over to an IMAX screening of Midnight Chronicles by our friends at Fantasy Flight Games. I wish I could review it, but I can't. I'd been awake for 36 hours when the screening began, and exhaustion + darkness + comfy chair = Matt falls asleep. Thank God the soundtrack was louder than my snoring. What I remember of the movie was very cool and looked great, but I couldn't tell where plot ended and bizarre fatigue dreams began.
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We got back to the hotel -- and finally checked in -- just before midnight, and hit the bed at roughly 800 miles per hour. Despite Brian's truly Olympic performance at snoring, we managed to get enough sleep to function the next day. Because the con had just started, and there was still a long way to go.
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Don meets his doppelganger

Wednesday, August 13, 2008

Pitching Hopjockey

I've been staring at the screen for a few minutes, trying to figure out the best way to intro this one. And it's a long one. I ran enough sample openings in my head, basically different versions of "Everyone has that project they've wanted to do forever," but grammatically correct. It's because I want a good entry for this one, a strong and memorable one, because this is the project I've wanted to do forever. And though it's admittedly a long shot that it will ever get made, it's never been closer to actually happening.
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Okay, before I go any further: you can find the most up-to-date version of Hopjockey -- with info on the show and a rockin' teaser trailer -- on its website, www.hopjockey.com
. Click on the couch if you dare. Also: I've had to be deliberately vague with names and places we've pitched. That's out of respect for the people we're working with. But I assure you it's all true.
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Okay, on with things.
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Hopjockey's roots go back to when I was an undergraduate. It was born out of mono and insomnia, a quirky science-fantasy comedy adventure with a skewed version of the hero's journey. It started with a college student much like myself waking up drunk and naked on another planet, with no idea how he got there. I wrote a couple of short stories for the Dead Gentlemen website, and tried working it into a screenplay, but couldn't figure out how to make it work. There was no ending, see. Just an ever-expanding, dimension-hopping adventure with increasingly odd characters and settings. The only way it could work, I discovered, would be as a comic book (I can't draw for shit), a series of novels (I suck at prose), or a TV show (which I didn't know how to write. Yet).

The logo from the old DG Hopjockey page
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When I found out I'd been accepted to AFI, I set a goal for myself. By the time I graduated, I determined, I will have written a Hopjockey screenplay, whether as a feature or a pilot. In my first year, I wrote a pseudo-pilot, Hungover in Paradise, and submitted it as an AFI thesis film. It was resoundingly rejected. Nobody understood the story, what was going on. But the script did attract the attention of a couple producing fellows from my year, Sean Hoessli and David Freid. They both liked what they saw in the that script and wanted to produce the project. Except there was no project at the time, since it didn't make the cut.
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In my second year, I took another stab at scripting the story. I was taking Writing for Television at the time from the incomparable D.C. Fontana. So I attempted a 2-hour TV pilot, with D.C.'s help. And under her mentorship, the story finally came together. She showed me how to take the fantasy and adventure I loved and make it sing in a weekly format. She showed me how to make Hopjockey work. And with her help, I met my goal -- I finished AFI with a complete Hopjockey pilot.
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BELOW: The cover of the original Hopjockey bible
I optioned the pilot to Sean and Dave, my producer buddies. And literally two weeks after graduation, Sean had somehow gotten us a pitch meeting at Sci-Fi with a VP of Original Programming. We went in and clumsily but enthusiastically pitched Hopjockey to a very polite and bemused Exec. And to our surprise, the Exec asked to see a script and a bible. So we knocked out a bible in a couple weeks, sent both documents over ... and never heard from them again. A pass, which was to be expected. But hey, we'd gotten to pitch, and an Exec thought enough of it to ask for a sample. Though that might have just been a way to get us out of the room.
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Then, about a year ago, we made the connection that led to our current round of pitching -- an Emmy-award winning producer and AFI alumn (and professor) who Sean interned for. This producer, who I'll call the Heavy, is the guy who taught our class how to pitch. So his opinion carries a lot of weight. He thought the project had a lot of potential, if we could extract the true human story out of the heavy, heavy sci-fi surrounding it. We needed to ground the show in reality, he told us, make it accessible to a non-genre audience. Center it in the college experience, make the relationships the focus rather than the sci-fi. We do that, we'll have something that we can sell. So we took his advice and retooled the pilot and bible, and in a few short weeks were ready to hit the pitching scene with an Emmy-winner in our corner.
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And then the WGA strike hit.
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So there was no pitching. Not several more months. But we kept busy. We refined the pilot story again and again, making it ever more grounded. We also shot the teaser for the website. And after the strike finally ended, we were ready to go ... provided we could pitch Hopjockey to the Heavy to his satisfaction. Remember, this is the guy who taught our class how to pitch, a guy with over fifty movies to his name, so he's a bit of an authority on the pitching. It took us two attempts (we faulted on the first one), but after the second we passed. And once we did, the Heavy brought in the final member of our pitching team -- the Agent, one of the Heavy's reps from one of the top Hollywood agencies.
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A month later, our meetings were set. We would be pitching three channels, what the Agent and the Heavy had determined would be our best shots: the Family Channel, the Genre Channel, and the Network. Three shots at one-in-a-million. The Heavy and the Agent would be there with us in the room, but I would be doing the majority of the pitching -- setting out the concept, characters, and story for the show. It's what the writer does. No pressure.
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BELOW: The cover of the brochure prop from the Hopjockey teaser
Up first: the Family Channel. We had a good in there -- the Heavy already had a show in development with them. That's essentially why they were meeting with us. The pitch went well, by all accounts. But ultimately, Hopjockey wasn't right for them -- they wanted shows more grounded in reality, and the sci-fi backdrop was too much. No matter. We had two other places to go. And nobody sells a show on the first try. (Though ALIVE may prove me wrong. More on that as it happens...).
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Next up: the Genre Channel. Should have a better shot there -- if there's any home for Hopjockey, it would be at a channel dedicated to genre shows. Plus, the Agent knew the Exec we were pitching to -- they gave each other a massive hug when we met. Plus, turns out Sean knew her from the Directing Workshop for Women back at AFI. So we had a couple bits of awesome on our side going in. Our confidence was up. This was gonna be good. We met her on the fourteenth floor of the building, went into a conference room with panoramic views of the city, sat down to schmooze ...
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... and then the earthquake hit.
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The whole building shook, swaying lazily from side to side. And we had quite a view of it fourteen stories off the ground. And that's when the pitch unraveled, right before it began. The Exec was gripping the table in wide-eyed panic -- she'd lost her house in the Cal-Northridge quake, and was flashing back in a state of near-PTSD. I was pretty shaken myself (ha). In emergency situations, my dad and I tend to go into slow-motion, to go near catatonic. "You're in danger," said my brain, "have some natural seditives." The world slowed down. I lost my sense of time and space. And now I had to turn around and pitch a show to a traumatized woman.
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Needless to say, it didn't go well. I never recovered from the quake. The pitch was flat and lifeless, devoid of the humor we'd worked into the presentation. And the Exec hit me with questions I was just unprepared for. When those came, I lost my place in the pitch script and couldn't restart. In short, I bombed it. But at least it was memorable. Execs hear hundreds of pitches a year, and few if any of them are accompanied by an act of God.
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Afterward, the Heavy told us that you can never really know with pitches. He's had people pass on perfect pitches where he was sure he'd sold them, and had people buy pitches he'd thought he'd bombed. So you never know. Then he and the Agent, very coach-like, told us to shake it off, to put it behind us and focus on the Network pitch ... which was the very next day.
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Now, I have a tendency to internalize and overblow setbacks. So turning around from the worst pitch imaginable in less than a day was a tall order. Also, the Network guy we would be pitching to was apparently Mr. Poker Face. You'll get nothing from this man, the Heavy told us. He's a wall, the Agent told us. He doesn't react to anything in a pitch. Don't let it phase you. Now, my performance history is mostly in improv, which feeds off of audience reaction. Performing to a black hole ain't easy, especially coming off a bombed pitch. I did not sleep well that night.
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The final pitch: the Network. We met with three Execs, with Poker Face in the middle. My goal for the day -- aside from selling the show -- was to get Poker Face to crack. If I could get him to laugh or smile, that would help spin the pitch. And we'd prepped a lot of humor for this presentation, to make sure it wasn't the comedy dead zone of the earthquake pitch. We went in all ammo'ed up and ready to go.
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It could not have gone better. Poker Face and the other Execs laughed early and often. Instant rapport. The energy was up and strong, everyone was jazzed. The execs were even joking with us throughout. It felt like we were sitting around a campfire swapping stories. It was, and I'm not exaggerating, perfect. It was the best pitch of my life. Afterward, the Heavy said he'd pitched Poker Face three times, and had never seen him animated, let alone laughing. We left high and happy, dreaming of a development deal.
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Last week, Wifey and I were up in Washington visiting the family. We were just leaving for dinner when the Agent called. He'd never called before. And he asked me to hold on while he got Dave and Sean on the phone. "This is it," I thought. "We sold it. This is the call."
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Well, it was the call. But not the one we were hoping for. Despite how good our pitch was, the Network had passed. Seems it was too much of a guys' show, and their focus is entirely on the 18-34 female demographic. "You guys learned a lot, and should be proud," the Agent told us. Which was odd language, because it sounds like the pitching is over. And it may be. The places we pitched were the likeliest to buy what we were selling. We asked him what was next. Are the other places we'll be pitching? The Agent told us we'd need to talk to the Heavy about what's next. Which may be nothing.
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But that pitch we bombed? Apparently, it wasn't as bad as I thought. We're still alive at the Genre Network.
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The Agent spoke to the Exec we pitched on Earthquake Day, and she's still noodling on the project. She believes there's something there, but she wants comedy in the project -- we've been selling it as an adventure comedy -- and I was not funny during the pitch. So the Agent sent her my writing samples -- The Gamers: PWNED and the pilot to Fred, Prince of Darkness -- to convince her we could bring the funny. If we're lucky, we get another shot to pitch the Genre Network, maybe with the network's whole development team in attendance. If not, they'll pass. And if they do ...
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I don't know what's next. I can't know what's next. But I do know Hopjockey has legs. The pitching process has showed me that. The Heavy and the Agent (and the Execs who agreed to hear the pitch) wouldn't have been involved otherwise. And it's grown and changed, been retooled, and survived. I'm sure it will in whatever form it eventually winds up in.
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Whatever the case, this is my forever project. I will keep working on it until it finds its place, and until I find mine. I think it will find a home someday, whether it's on a screen for the whole world to see, or just the screen of my word processor. And you know, as long as I get to finish the story, that would be enough. And hey, D.C.'s got some ideas on where to take it as well ...
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A-walkin' a beach, like the one Sandy wakes up on.

Wednesday, July 30, 2008

Our day at Comic Con

Last Friday, we got up at 5am, assembled the troops, and began the not-that-long caravan down to San Diego for the largest convention in the history of ever. There were plenty of indicators of Comic Con's massiveness on the way down. Our hotel in Escondido -- a good twenty miles north of San Diego, the closest hotel Don could find -- was a crappy two-star EconoLodge with a bathroom only slightly wider than my car and a mattress with slightly less give than particle board. Those rooms went for $300 a night. Ridiculous? Yes. But anything closer to the convention had sold out months ago. We were lucky to find this place.

Then there was actually getting to the convention. If the lodging situation was bad, the parking was worse. Comic Con put out a list of all the nearby (and not so nearby) park-and-rides, and even with all those options the routes were jammed. We drove to Qualcomm Stadium, some twenty minutes away, to park, and then rode the red line train for a half-hour to the convention center. And when the convention center loomed into sight, and we saw the masses of costumed fans baking in the ninety-degree heat, the size of the convention really dawned on us.

The hall itself was larger than any convention hall I'd ever seen. All the dividing walls had been taken out, leaving an open space from Exhibit Hall A to Exhibit Hall H. Almost sixty aisles of vendors and exhibitors packed the hall. To give you a sense of it, we were told that if you walked from one end of the hall to another, slaloming up and down every aisle, you would walk over three miles. Not that you could walk through the hall without getting stuck in a fan jam. Each aisle had at least four breaks in it to allow for foot traffic. And the foot traffic... Nearly every intersection I passed through was either completely clogged or slowed to a trickle. Nobody could move faster than a languid meander. I felt my long dormant offensive lineman instincts kicking in, had to fight the urge to plow through the crowd shoulder-first . I've never seen foot traffic that dense in my life. I assume it's what the New York subway is like, but with less movement and more Batmans (Batmen?).

A lot of celebrity sightings. We saw Stephen Baldwin giving an interview outside the hall. Moments later, we ran into our favorite con-friend, Dean Haglund, during a lull in the crowd. I bought my copy of The Guild season one, and got most of the cast to sign it -- not Felicia Day, though, who was busy with Dr. Horrible panels all day. (On a side note, the line to the Joss Whedon seminar was wrapped around the exhibit hall, down the hall, out the door, and along the wall outside. No chance of getting into that one. Damn it. One of these days I'll write about how many times I've narrowly missed seeing Joss. Not that he's my hero or anything. Or that I wear a "What Would Joss Do?" bracelet. Or that I keep a shoebox full of his nail clippings.) Also ran into David Gerrold, sci-fi author and writer of the most popular Star Trek of all time, The Trouble with Tribbles -- hadn't seen him since he guest taught a Writing for TV class for D.C. Fontana at AFI. He was his usual curt, sarcastic, and brilliant self.

When the exhibit hall finally closed, the Dead Gentlemen zipped on over to the Marriott to prep for the screening. We passed under this rather amusing sign directing us to the ballrooms, and had to pose for a picture.

"DG," right there to welcome us. An omen? A portent?
A sign of good fortune to come? (Answer: No.)
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The screening itself went as well as we could have hoped. We started with a good crowd, about 75 people, at least half of whom had no idea who we were or what the movie was about. But the crowd didn't stay that size. Folks kept trickling in. The door to the hall kept opening. By the time the film was over, an additional 100 people had ambled in to join the crowd. And by their response, they loved it -- they laughed long and hard, in all the right places, and gave us a grand sitting ovation when the credits rolled. It was the perfect crowd to screen to, and a great way for us to cristen our Comic Con experience.

After the screening, about fifteen of us -- members and friends of DG, and friends of friends of DG -- gathered for a very late dinner at 9pm. This was the first down time I'd had all day -- I'd been up since five -- and I found myself falling asleep at the table. We left two hours later, and two hours after that finally got back to our hotel rooms. We briefly flirted with the idea of going back to the con on Saturday, but nixed it in the morning. And a good thing, too. Saturday set the new con record -- 140,000 people, the biggest crowd ever, 15,000 more than last year's record. So I'd say we got out good when we did.

All in all, our one day at Comic Con was an exhausting and exhilirating experience, overwhelming and disorienting. Frankly, I can't believe I didn't get a migraine from all the over-stimulation. But I'm glad to have done it, and will be glad to do it next year. Because you can't really be in fandom until you've made the Comic Con journey.

Wifey showing off her guns at the screening.

Jamie Chambers (Margaret Weis Productions) poses with Cindy and Wifey.

Jen Page -- star of The Gamers: Dorkness Rising
and the cover girl for the poster -- outflexes me. Again.

An unexpected party.

Wednesday, July 23, 2008

Dorkness Rising at Comic Con

This coming Friday, July 25, The Gamers: Dorkness Rising will be screening at Comic Con in San Diego.

The amazing thing about this screening -- we've never been to Comic Con before, let alone screened there -- is that they contacted us. It seems the guy who programs their film screenings has been a fan of Dead Gentlemen since The Gamers first came out on VHS. So we're getting to show our movie a couple weeks before its DVD premiere at the largest convention in fandom (Comic Con had over 125,000 attendees in 2007). And we're getting probably the best screening time as well -- 7:00 pm on Friday night.

Here's some highlights from the press release. The full version is on the Dead Gentlemen website:

The Gamers: Dorkness Rising to be Screened at San Diego Comic-Con

July 22, 2008 (TACOMA, Wash.) - Dead Gentlemen Productions announced today that their film The Gamers: Dorkness Rising will be screened at Comic-Con in San Diego, and make its DVD premiere in three weeks at Gen Con in Indianapolis. The DVD will be sold exclusively by Paizo Publishing at Gen Con, and is provided by the film’s domestic distributor, Anthem Pictures.

“Comic-Con is the ultimate convention in the US to reach our larger target audience,” said Dead Gentlemen’s Executive Director, Don Early. “We wanted to participate in Comic-Con, but our release date put us past their window. I thought we’d missed our chance. But then I got a call from the head of the films department at Comic Con. I was shocked and amazed!”

“I have been a fan of Dead Gentlemen for years,” said Joshua Glaser from Comic-Con Films Department International. “When I read that their long-awaited film, The Gamers: Dorkness Rising, was going to be released on DVD at Gen Con this year, I knew I had to try and get a screening at Comic Con.”

“The Gamers: Dorkness Rising is already one of the best selling products of all time on paizo.com and it’s not even released yet,” said Paizo’s Director of Marketing, Joshua J. Frost. “We have a full Dorkness Rising signing schedule planned for our booth at Gen Con, including appearances from many of the actors as well as members of the production team. Stop by our booth, buy yourself a copy, and get it signed!”

“Anthem has put together a fantastic DVD,” says Matt Vancil,
writer/director of The Gamers: Dorkness Rising. “The fans have been supremely patient — they’ve been waiting for this for five years. Plus, a screening at Comic Con? The over-caffeinated heart of the empire of fandom? Holy wow! All is well with the universe.”

“It’s rare to find a gem of title like Dorkness in today’s marketplace,” says Chuck Adelman, president of Anthem Pictures. “The RPG audience is massive and a major driving force behind independent films. Being a gamer myself, it’s a great feeling to distribute a title that we feel will really capture a new generation of gamers and appeal to the mature RPG-gamers across the board.”

The Gamers: Dorkness Rising will screen at Comic-Con in San Diego on Friday, July 25th, 7pm at the Marriott in Marina Ballroom D. DVD sales premiere exclusively at Paizo Publishing’s booth #2221 at Gen Con on August 14, 2008, and then hit retailers on August 19, 2008.


We don't have a booth or anything, so we'll be walking the exhibit hall floor, reconnecting with friends and annoying celebrities, until the screening hall opens at 6:00 pm. Here's our schedule:

The Marriott, Marina Ballroom D, Friday July 25
6:00 pm -- Q & A with the Dead Gentlemen
7:00 pm -- The Gamers: Dorkness Rising screening
2:50 am -- The Gamers screening (yes, we'll be up that late)

Lots of awesome is starting to stack up. In a week, the Hopjockey team will be pitching to two networks, and there's significant movement on ALIVE. Keep your fingers crossed.

Saturday, July 19, 2008

Poolwalkers in my lane

So I finally found a branch of my gym that has a lap pool. And what a delightful surprise the new location was. The gym where I had been working out was right in the middle of a strip mall -- it shared space with a nail salon, UPS store, a couple of restaurants, and there was never, ever any parking. The inside of the gym was just as cramped and smelled of rust and suffering. The other branch, on the other hand is its own building, with plenty of parking space. There are more rooms for more activities, a much larger (and cleaner) locker room, and many amenities I wasn't expecting -- like multiple saunas, and a 22-person capacity hot tub right by the pool, and a freakin' juice bar. It's a little out of the way, but so much more worth it.

That's not to say it's perfect. I have to share my lap lane every day, which I don't mind. If I'm sharing it with a swimmer. What I do mind is that most of of the people who use the pool are poolwalkers. If you don't know what I'm talking about, the name kind of explains it: People who walk slowly along the bottom of the pool, in shoes or sandals, wading and waddling from one end to another. And -- not to generalize -- they're all old, slow, mountainously fat, and in my way. The aquatic March of the Potato People.

Have you ever been to the hippo display at the zoo? And gone down to the under-the-water section, and watched the hippos bobbing lazily across the water? It's kind of like that, but with less hippo shit.

I didn't know poolwaking was popular. Or that it's a viable form of exercise. What I do know is there are more of them on any given day than there are swimmers. They lay claim to half the pool -- it's actually cordoned off for them -- but even so, they always intrude into the swimming lanes. Always. Lanes that say "lap swim only." So my options are to swim in the fast lane -- keeping an eye out for faster swimmers torpedoing at me from the opposite direction -- or swim in the poolwalker-infested intermediate lanes and risk smashing head-on into Stay Puft.

Like this, but under water.

All in all, though, the benefits outweigh the drawbacks. Though when I'm done with my swim -- 44 laps, what I'm told is a mile -- I do share the giant communal hot tub with them. Usually I'm the only swimmer in there... the rest are poolwalkers, fresh off their "workout." I climb out once the water smeels too much like canola oil and back hair.

On the non bitchy/whiny side, I got to help Matt DeMille move in yesterday... four doors down the hall! A big welcome to my fellow Northwesterner and, in a scant two-and-a-half years, alumn.

Monday, June 30, 2008

New business cards

Figured my cards could use an update for the upcoming con season. Many thanks to Cindi Rice, photoshop sorceress, for the design. The design I chose was, of course, the least favorite of the ones she came up with. Shows how well we work together, I guess.