miércoles, 9 de septiembre de 2009

Fox, el gobierno buscará a terroristas que crean en el Nuevo Orden Mundial (subtitulado)

Graben esto a fuego en sus retinas y sus mentes, porque no es lo que pasa en "esa América de locos". Esto es lo que va a pasar en todos los países del mundo. ¿De veras están preparados para una cosa semejante allí donde viven?

Yo les aseguro que en Andalucía, España, no hace falta llegar tan lejos. Basta con que el Gobierno diga: "Oh, a partir de ahora hay que caminar a cuatro patas y vestir con monos naranja". Y verán que TODO EL MUNDO lo hace. A ese nivel de "adiestramiento" han llegado los subhumanos andaluces, que no son todos, pero sí la aplastante mayoría.

En fin, les dejo con el vídeo y los comentarios.

Enlace:

http://www.youtube.com/watch?v=c6HabfNb2x4

Texto adyacente:

En el programa de Glenn Beck de Fox dicen que el gobierno buscará a terroristas que cumplan este perfil: "los que crean que una dictadura global llamada Nuevo Orden Mundial, conspira para destruir a las clases medias"

Que podemos decir entonces de los dirigentes que lo han dicho en el pasado: Bush padre, Bill Clinton, Henry Kissinger, Nicolas Sarkozy, Gordon Brown...

Más información:

Sobre el nuevo Bankierno Mundial
http://escuadronesporlaverdad.com/ind...

Sobre la dichosa órden (inglés)
http://www.resistnet.com/forum/topics...

Programa de Glenn Beck (inglés)
http://www.glennbeck.com/

Sentido común de Thomas Paine (inglés)
http://en.wikipedia.org/wiki/Common_S...(pamphlet)

Traducido por: Ricardo Kurylsk

Subtitulado por: http://escuadronesporlaverdad.com
Etiquetas:

"Weird Al" Yankovic - White & Nerdy

Humor del bueno.

Music video by "Weird Al" Yankovic from the album "Straight Outta Lynwood"

Enlace al vídeo de Youtube:

http://www.youtube.com/watch?v=-xEzGIuY7kw&feature=rec-r2

Neil Gaiman Talks Vampires

Aprovecho para decir que Neil Gaiman me parece un pedante trasnochado, y que todos los fans de este autor que he conocido siempre han tenido en común enormes dosis de arrogancia, ego sobredimensionado, y una falta de respeto por los "inferiores" (es decir, todos los demás).

Dicho esto, para dejar las cosas claras, doy paso a la información.

Enlace:

http://www.ew.com/ew/article/0,,20301186,00.html

Información:
Neil-Gaiman_l
NEIL GAIMAN ''Vampirism is always an excellent way of talking about sex''
Aliya Naumoff/ Retna Ltd.

All About

Neil Gaiman

Recently, EW's cover story looked at the resurgence of vampires in popular culture, including some thoughts from writer Neil Gaiman about why it's time for bloodsuckers to go back underground. He had a lot more to say on the topic, which we share here.

ENTERTAINMENT WEEKLY: In contemporary pop culture, we've seen vampires make that move from horror flick fear agents to more fallen or misunderstood social outcasts, who set moral limits on their nature or who see themselves as beyond morality. How did vampires go from being monsters to anti-heroes?
NEIL GAIMAN: I think mostly it has to do with what vampires get to represent. Because at the point where we begin vampire fiction, you're in Victorian days. And we're looking initially at the sort of antics of...that wonderful Victorian bestseller Dracula. And in each case you have characters who fundamentally represent sexuality. Dracula is a great novel of sexual seduction...and rape and sex. Vampirism is always an excellent way of talking about sex without talking about sex. So it makes complete sense that your solid Victorian vampires were fundamentally evil. And you can have that nice big stake hammered through them as a way of putting them to rest.

Since then, you had a lot vampires out there on the edges of fiction, [like] Ray Bradbury's beautiful [1946] short story ''The Homecoming.'' But I think the next big, huge, cultural, ''somebody's just written a vampire story'' [moment] is probably Stephen King's Salem's Lot, which is 1975. Steve basically wants to do Dracula again, only do it in a small town in Maine and see what would happen if Dracula's plan to take over America had won.... But at that point you've got vampires still sort of representing the ''other.'' I think then what happens is you have a confluence of a couple of things: you've got Anne Rice writing Interview with the Vampire, which as a teenager I thought it was a rather drippy book. I have to say, as a teenager who loved vampire fiction and wanted vampire fiction, I said, ''All sort of sitting around being miserable aren’t they?''

NEXT PAGE: ''But I think then the thing that changed everything and gave vampire fiction, if not a new lease on life a new lease on death, would have been AIDS.''

NEIL GAIMAN ON VAMPIRES (cont.): But I think then the thing that changed everything and gave vampire fiction, if not a new lease on life a new lease on death, would have been AIDS. You hit the early '80s, and suddenly you have something in the blood, an exchange of blood that kills and is altogether fundamentally about sex. And vampirism essentially came out of the closet as metaphor — not particularly as a metaphor for gay sex, but again as a metaphor for the act of love that kills. Stephen King once said, using the Erica Jong quote, that vampirism is the ultimate ''zipless f---.'' And I think you got the resurgence of vampirism in the '80s as ''zipless f---.'' And then in a sort of continuous transmutation, you had Lost Boys, which is essentially vampirism as wish fulfillment — it was really the first time you can absolutely take a pin and point to these great vampire moments on celluloid or on video, or in print, whatever, where people really seemed to have looked around and gone, ''What is the downside of this thing again? Hang on, you get to live forever, you get to be absolutely sexually attractive and you don’t have zits... You have magic powers; what you're giving up is daylight.'' And this [sentiment] from people who aren't seeing a lot of daylight anyway. Seems like a very, very good exchange. So I think now you got vampirism firmly built into pop culture as a kind of beautiful, magical defect.

[As a writer,] I keep looking at vampirism and going, ''Well, the classical vampires, I don't want to go back there, I don't want to do it,'' and then I'll see a way of doing it that nobody's done before, or nobody's done exactly that way. My favorite was when I got to retell Snow White as a vampire story, in a story called ''Snow, Glass, Apples.'' Which is one of those lovely moments, where you suddenly look at something and you go, ''Well, hang on, why was her skin as white as snow and her lips as red as blood and her hair as black as coal — how do you get to be the kind of person who can lie in a coffin for six months and then get up again the moment that some prince rides past and says, 'Hey, she's cute, that dead body is; I've got to take it back to the castle.' '' So that was one of those places I where I was like, ''Okay, I like this.''

More recently, [I wrote] The Graveyard Book. I [took] an enormous amount of joy in having a very sympathetic character, probably the most sympathetic character in the book, be a vampire. And they're never saying that he was a vampire. And [then more joy in] finding out how many of the readers figured it out on their own. Interestingly, I think kids get it faster than adults do a lot of the time. But, [you can only] do that with a character when an entire culture understands that vampires cast no reflection, that vampires only go out at night; then you can use a line like ''Silas only ate one kind of food, and it wasn’t bananas.''

NEXT PAGE: ''You know, nobody's ever really done a good vampire president story. And if they had, it wouldn't be about vampirism any longer.''

ENTERTAINMENT WEEKLY: We kind of touched on vampire as metaphor, what about some other themes, like thrill and fear of power, and fear of death.
NEIL GAIMAN: The glorious thing about being a vampire is that you don't die. And whether you're talking sparkly magic vampires or the intelligent, sympathetic Dracula — Fred Saberhagen's Dracula Tape series for example, or the Saint Germain Chronicles by um, oh God, what's her name? Chelsea Quinn Yarbro — all of that stuff essentially gives you, ''You're conquering death.'' You have limitations, and it depends on how crippling you think those limitations are. The very best piece of vampire fiction, I think, is incredibly short, and it was written by Charles Beaumont [in 1961]. It was just a vampire talking to a psychoanalyst. And it's just a glorious, very, very short story. It's called ''Blood Brother.'' It's the guy bitching about not being able to shave properly. And not being able to cross running water, and what that actually means in a city, and turning in and out of a bat. It's a wonderful sort of grumpy vampire shtick. And a kind that nobody's really done. Then of course there's Sesame Street, which I think may well have really created the sympathetic vampire for the world.

Well, can you touch on the theme of thrill and fear of power?
Well, I think the best one, I was completely fascinated by my old friend Kim Newman's Anno Dracula series, in which it all becomes about power — and the entire thing becomes about saying, ''Okay, what happened if Dracula won?'' And following down everything political, everything cultural from the point of view of a world in which it's pretty much all vampire. To be honest, I don't think vampirism, at least from my point of view, is ever about power. It's not about power because it's always about people exiled to the fringes. You know, nobody's ever really done a good vampire president story. And if they had, it wouldn't be about vampirism any longer. Even when you get to things like 30 Days of Night, you're looking at people going and invading a little town that's on the edge of nowhere and that nobody's going to notice. It never seems to be about power. It never seems to be about taking over the world. Because the moment it does, it's not vampire fiction anymore.

Vampires, I think, should be outsiders. They should probably be sexual outsiders, to some extent. They should, they need to be charismatic. They need to be elegant. They need to be attractive in some way. But they certainly aren't buying nice suits and calling the shots. And if they are, it's about something else.

NEXT PAGE: ''Vampires go in waves, and it kind of feels like now we're finishing a vampire wave; at the point where they're everywhere.''

ENTERTAINMENT WEEKLY: What about religion and anti-religion?
NEIL GAIMAN: You can't really do the Jesus vampire story. The great line, of course, is the line from the Bible, ''For the blood is the life.'' And the idea that everything that's going on is fundamentally blood-driven. Ever since I saw Dance of the Vampires, the Roman Polanski film — I think over here it may have been called Fearless Vampire Hunters, which I think may have been kind of stupid, because it made it sound like a comedy, it's funny, but it wasn’t a comedy. But Dance of the Vampires has that wonderful moment where Alfie Bass as the Jewish innkeeper has been bitten and transformed by the vampires. He comes back, he creeps into the bedroom, and she holds up the cross, and he says, ''Lady, have you got the wrong vampire.'' It was one of those occasions where something either crept out of the film and became a joke, or crept out of joke world and crept into the film. The idea it's not that it's a magic cross, it's all about what the vampire believes, it's all about what would have been holy. I'm pretty sure it was Stephen King, and if it wasn't Stephen King, it was Anne Rice who said, basically, ''You have to believe in the cross that you're holding up. Because if it's just a piece wood to you, it doesn't do anything to the vampire.''

Where are we now, in the grand vampire cycle?
Vampires go in waves, and it kind of feels like now we're finishing a vampire wave; at the point where they're everywhere. It's probably time to go back underground for another 20 or 25 years.

They’ve reached the saturation point.
I think so, and it definitely sort of feels like classical vampires have been around enough that if they could go back in their coffins, the next time they come out [they could] mean something really different. That would be cool.


About Christopher Paolini - Alagesia.com

Conozcamos un poco mejor al autor de "Eragon". Si bien dentro de sus influencias falta una MUY importante... que cualquiera que vea la película y tenga un gramo de cultura cinematográfica reconocerá al instante como la principal de todas.

Enlace:

http://www.alagaesia.com/christopherpaolini.htm

Información:

About Christopher Paolini

Christopher Paolini was born on November 17, 1983 in Southern California. He has lived most of his life in Paradise Valley, Montana with his parents and younger sister, Angela. The tall, jagged Beartooth Mountains rise on one side of Paradise Valley. Snowcapped most of the year, they inspired the fantastic scenery in Eragon.

Christopher was homeschooled by his parents. As a child, he often wrote short stories and poems, made frequent trips to the library, and read widely. Some of his favorite books were Bruce Coville's Jeremy Thatcher, Dragon Hatcher, Frank Herbert's Dune, and Raymond E. Feist's Magician, as well as books by Anne McCaffrey, Jane Yolen, Brian Jacques, E.R. Eddison, David Eddings, and Ursula K. Le Guin.

The idea of Eragon began as the daydreams of a teen. Christopher’s love for the magic of stories led him to craft a novel that he would enjoy reading. The project began as a hobby, a personal challenge; he never intended it to be published. All the characters in Eragon are from Christopher's imagination except Angela the herbalist, who is loosely based on his sister.

Christopher was fifteen when he wrote the first draft of Eragon. He took a second year to revise the book and then gave it to his parents to read. The family decided to self-publish the book and spent a third year preparing the manuscript for publication: copyediting, proofreading, designing a cover, typesetting the manuscript, and creating marketing materials. During this time Christopher drew the map for Eragon, as well as the dragon eye for the book cover (that now appears inside the Knopf hardcover edition). The manuscript was sent to press and the first books arrived in November 2001. The Paolini family spent the next year promoting the book at libraries, bookstores, and schools in 2002 and early 2003.

In summer 2002, author Carl Hiaasen, whose stepson read a copy of the self-published book while on vacation in Montana, brought Eragon to the attention of his publisher, Alfred A. Knopf Books For Young Readers, an imprint of Random House Children’s Books. Michelle Frey, executive editor at Knopf, contacted Christopher and his family to ask if they might be interested in having Knopf publish Eragon. The answer was yes, and after another round of editing, Knopf published Eragon in August 2003.

After an extensive United States and United Kingdom tour for Eragon that lasted into 2004, Christopher began writing his second book, Eldest, which continues the adventures of Eragon and the dragon Saphira. Upon publication of Eldest in August 2005, Christopher toured extensively throughout the United States, Canada, United Kingdom, Spain, Germany, France, and Italy.

In December 2006, Fox 2000 released the movie adaptation of Eragon in theaters around the world.

Early in 2007, as Christopher was writing Book Three, he realized that the plot and characters demanded more space than could fit in one volume and that a fourth book would be necessary to give each story element the attention it deserved. What began as the Inheritance trilogy became the Inheritance cycle. Book Three, Brisingr, will be published on September 20, 2008, and Book Four will complete the story that Christopher envisioned years ago when he first outlined the adventure.

Christopher is grateful to all his readers. He is especially heartened to hear that his books have inspired young people to read and to write stories of their own.

Once the Inheritance cycle is finished, Christopher plans to take a long vacation and ponder which of his many story ideas he will write next.

Visit these web sites to find out more:
Alagaesia.com
Shurtugal.com
Eragons.com (Spanish)

Languages of Middle-Earth

Fuente:

http://www.councilofelrond.com/modules.php?op=modload&name=Content&file=index&action=ViewContent&cid=31

Información:

Languages of Middle-Earth

Welcome to the languages section of CoE. Here you will find multiple resources to aid with your study of Tolkien's Languages. Listed below are links and resources that will be useful in the study of Tolkien's languages.


"Studying Elvish" Tools:

Translations: Articles: Other Areas:
  • Elvish Names Database Click here to find an accurate Elvish translation for your name, or to find an Elvish name with special meaning
  • Elvish 101 (Sindarin Forum) Have a Sindarin question or comment? Post it in the Elvish 101 forum
  • Quenya Forum For Quenya questions, post here in the Quenya forum--a sub-forum of Elvish 101

If you have any questions or comments, please bring them up in the Elvish 101 Forum.

Guest Column: Five Thoughts On The Popularity Of Steampunk

Fuente:

http://www.darkfantasy.org/fantasy/?p=928

Información:

Guest Column: Five Thoughts On The Popularity Of Steampunk
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1. It’s Geekery The Genders Can Share

On the most basic, most appealing social level, steampunk is a way to masculinize romance. That is to say: Steampunk takes something stereotypically feminine that most boys hate — Victorian lace and frills and tea and crumpets — and says, “Hey, how about some robots with that?” It’s like the Dance Dance Revolution of nerd culture: now we all have something we can play together!

2. An Aesthetic Response To The Science Fiction In The Culture

The ’80s and ’90s gave us totally ergonomic sci-fi, as seen in Star Trek: The Next Generation –smooth, glossy black touch panels that call up whatever display you want, then you wave your hand goodbye and there’s no mess. Picard’s Enterprise led straight to the iMac: clean, happy technology with rounded edges. Which is great in that it’s completely user-friendly — but terrible in that “user-friendly” means “predictable” means “totally not exciting at all.” Having 120 gigabytes of information storage in solid-state flash memory is like having the entire knowledge of a hundred ancient libraries of Alexandria in your pocket. But who the hell wants to explore your pocket?

Steampunk says: Let’s store that knowledge in a colossal mechanical brain the size of a skyscraper that runs on punch cards, and whenever we want to know something, we’ll get to feed in our punch card and watch it go zipping and flipping through a behemoth full of gears, all the way summoning little clockwork librarians to spring up from behind panels and inscribe notes on it with miniature styluses, and they will all be well-oiled except that one that’s just screech-screech-screeching up a storm all along its track, and the spectacle will be frakking awesome.

3. Like Being Goth Without Scaring Your Parents

A lot of kids in today’s steampunk music & style scene used to identify with the goth aesthetic — and are pleasantly surprised to discover that normal adults seem intrigued by this new thing rather than alarmed. Well, yeah. People think of goths as weirdoes who take vampires too seriously, and therefore they can’t help being worried on some level that a crazy goth might, you know, want to make them bleed. Whereas steampunks are — what? Weirdoes who take pocket-watches too seriously? What are they gonna do, vehemently tell you what time it is?

The Alchemy of Stone ad

4. Bridging The Subgenre Gap

Sure, steampunk “proper” may simply be retro-alternate-19th-century science fiction — but in practice, writers and artists and filmmakers and musicians are all starting with this basic aesthetic and then mixing in some fantasy, some horror, some superheroics. We’re seeing steampunk pirates, steampunk faeries, steampunk Wonder Woman, steampunk Cthulhu cultists! Steampunk is helping to bring us back to the days when the subgenre categories didn’t matter so much and it was all just a big lurching conceptual mass of “weird fiction” — and we’re realizing that it’s really rather a lot of fun that way.

5. The Future: UR Doin It Wrong

The heyday of science fiction — the mid-20th century — was fueled by near-universal excitement about the promise of science. We had a definite vision of “The Future,” in which the details might be variable but the overall picture was clear: new discoveries and technologies would lead us to a glorious golden age, in which robots would free us from drudgery and we’d use rocket ships to colonize the galaxy, redeeming manifest destiny in the name of all humanity together. That future — that was IT. We were going there. Our parents knew their grandkids would have jetpacks.

…except not. Today, that classic vision of the future — not only hasn’t it happened, but right at this moment, as we stare down the barrel of resource shortages and rising global temperatures, the people of Earth don’t really believe it’s going to. We know now that 20th-century technology helped us solve lots of problems while creating entirely new ones that might be even scarier. In effect, we were expecting Star Trek and we got Blade Runner; all the quirky little bits of science fiction have come true, but we lost the big dream.

Steampunk basically lets us go back, at least in our imagination, and try again — lets us tap into that sense of wonder at the unfolding universe that our grandparents might have felt when modern science was just beginning to open up all its incredible new pictures of the world. And you might just call that escapism into nostalgia — but I actually think it’s more than that.

Whether you’re reading and identifying with Girl Genius or making yourself a pair of functioning telescopic brass goggles, the fact is that when you have to get your hands or brain dirty puzzling out how stuff works, you can’t be blasé about technological miracles — you’re forced to realize what miracles we’ve actually wrought. And once you’ve got that sense of appreciation, once you’re not taking all our modern-day scientific accomplishments for granted because you finally understand deep down that people had to sweat them out, experiment by experiment — it seems to me you can’t help but approach the world around us, here, today, with fresher eyes and a more adventuresome spirit.

I think that’s where a lot of the young people jumping on the steampunk bandwagon right now are coming from. It’s not just cool because it’s trendy — it’s cool because it’s inspirational. You know… like science fiction at its best always has been.

Clockwork Heart

Stephen H. Segal is the editorial & creative director of WEIRD TALES. He was first introduced to the concept of Victorian-looking science fiction in the early 1980s, while peeking around the back of the couch to sneak surreptitious glimpses of Tom Baker-era Doctor Who.

The Bestiary - Cornell University

Fuente:

http://fantastic.library.cornell.edu/bestiary.php

Parte de la Información:

The Bestiary

An extraordinary compilation where the paradigmatic struggle between observation and vision so crucial to the Fantastic is constantly played out. By the time of the early Enlightenment, the Bestiary, like its more recnent relative the Encyclopedia, participates in the totalizing intent of a catalogue whose purpose is the scientific understanding of the world. Empirical observation banishes from these increasingly imposing tomes any creatures that have not been observed in their environment. So the unicorn and the dragon, the griffon and the sea serpent, and all their relations take refuge in the annals of folklore, until the fantastic and its adjudant, surrealism, release them once more into literary discourse from the prisons where rational inquiry had consigned them.

View Images: Bestiary


Studies:

  • Roland Schaer, ed. Tous les savoirs du monde. Paris: Flammarion/ Bibliothèque Nationale de France, 1996.
  • Baxter, Ron. Bestiaries and their Users in the Middle Ages. London: Alan Sutton/ The Courtauld, 1998.

Literary works:

  • Borges: The Book of Imaginary Beings, Dream-Tigers.
  • Angela Carter, Burning Your Boats.

Webs de Referencia (97) :: Michael Kormack Illustration

Un dibujante de primera, con importantes trabajos que seguro que has visto en los más famosos juegos de rol, estrategia y cartas.

Sus galerías son impactantes.

Enlace:

http://www.komarckart.com/

How to Avoid Clichés in Fantasy Writing

Fuente:

http://www.ehow.com/how_2193512_avoid-clichs-fantasy-writing.html

Información:

How to Avoid Clichés in Fantasy Writing

tkfinley Contributor
By tkfinley
eHow Contributing Writer
(6 Ratings)

The fantasy genre gives writers lots of freedom to create new worlds. However, many authors keep returning to stock fantasy settings, stock plots and stock characters. You’re probably quite familiar with the young farm boy who discovers his parents aren’t really his parents and he must save the kingdom and take his rightful place as king. Here are a few things to keep in mind if you want to avoid those fantasy clichés.

Difficulty: Moderately Challenging
Instructions

Things You'll Need:

  • Knowledge of the fantasy genre
  1. Step 1

    Think about the fantasy genre and note what comes to mind. You’ll probably see a story set in a place like medieval Europe with certain types of characters. This is because many fantasy authors have been inspired by writers like J. R. R. Tolkein and David Eddings. Instead of writing an original story, they copy these authors. Now that you’ve identified one of fantasy’s biggest clichés, you can look to avoid it.

  2. Step 2

    Come up with a different setting. Your fantasy doesn’t have to take place in a world that looks like medieval Europe. The earth is full of wonderful and diverse cultures.

  3. Step 3

    Do your research. Whatever the setting, make sure you give an accurate portrayal. If you’re creating a civilization based upon one in the real world, you want to get the details right--especially if that culture is not your own. An inaccurate portrayal can be offensive and create stereotypes. Be sensitive to the cultures you’re drawing inspiration from.

  4. Step 4

    Place the story in a contemporary setting. Your fantasy doesn’t have to be set in centuries past.

  5. Step 5

    Avoid clichéd plots. Often fantasies will focus on young men and women who go on a quest and discover that they are the only ones who can save the land. Or a group will go on a journey together and their fearless leader is the key to saving the land. For more clichés, see the “Not So Grand Cliché List” under Resources.

  6. Step 6

    Avoid plots based on role-playing games like Dungeons and Dragons or Magic. A lot of fantasy stories have their roots here.

  7. Step 7

    Re-think your characters. Consider real-world struggles you find yourself and those you know in. Develop these real-world situations for your fantasy. Think about how fantasy elements can be used to fix these problems. This will help you stay away from stock fantasy characters. See the “Not So Grand Cliché List” under Resources for more information on clichéd characters.

  8. Step 8

    Stay away from “magical” people of color who only serve the needs of the white protagonist. These characters can be quite offensive to some readers because their only purpose is to be subservient and guide the protagonist to some truth about himself. See the articles “Noble savage” and “Magical negro” under Resources.

  9. Step 9

    Make your own monsters. Orcs, trolls, elves, dragons, fairies, ghosts, werewolves and vampires are just some of the creatures that populate fantasy stories. Some editors don’t want to see these types of creatures in stories. If you create your own creatures, you can build your own mythology around them. You can also look at monsters from cultures that aren’t often represented in fantasy. See the “Not So Grand Cliché List” under Resources for overused creatures in fantasy.

  10. Step 10

    Give your drafts to readers you trust. Let someone who’s familiar with and well-read in the fantasy genre review your work. She can let you know if you’re rehashing plots and characters so you can get out of that cliché territory.

Tips & Warnings
  • Coming up with alternative settings and plots might seem difficult at first, but have fun with it. You’ll stretch yourself and grow as a writer.
  • The more original your fantasy story or novel, the better chance it has of getting published. Editors don’t want to see clichés.
  • If you’re basing your story in a culture you’re not familiar with, make sure you do extensive research on that culture first. Try to find someone from that culture who can review your work, see if your portrayal is accurate and give you suggestions.
  • Never try to write about a culture or base a setting on a culture if you have not done extensive research on it first.

Why Did my Story Get Rejected?

Fuente:

http://mzbworks.home.att.net/why.htm

Información:

Why Did my Story Get Rejected?

Marion Zimmer Bradley

(c) copyright 1997 by Marion Zimmer Bradley


The first sad truth about marketing fiction of any kind is this, and you are just going to have to deal with it:

EDITORS DO NOT BUY STORIES BECAUSE THEY ARE WELL WRITTEN.

Accept it. Memorize it. Put it up over your typewriter. Yes, it's unfair. And editors have no objection to "well written" stories. Between two salable stories, one well written and one badly written, most editors would rather buy the one that is better written. But if an editor has a well written story that does not meet her requirements, and a BADLY written story that DOES meet her requirements, she will buy the badly written story that does meet her requirements.

Whether or not you sell your story has NOTHING TO DO WITH HOW WELL YOU WRITE, OR HOW BEAUTIFUL YOUR PROSE. People who have no "writing ability" are making a good living at writing, and people who write very well indeed have nothing but a collection of rejection slips and some compliments on their writing style. (Of course, if you write well, you can LEARN the rest.)

One of the hardest things a young writer, one who has made maybe two or three sales, but cannot sell regularly, must cope with is distinguishing between the story which sells first time out and the other story he or she has written, which is just as "good" but for one reason or another does not sell, even though the writer reads it over and over again, bemused, and cannot imagine what is wrong with it, when it is certainly "just as good or better" than his first sale.

EDITORS DO NOT BUY STORIES BECAUSE THEY ARE WELL WRITTEN

so; What does that #$%&*' editor want anyway?


If editors do not buy stories because they are well written, why DO they buy stories, then? Why did MY story get rejected?

Editors reject stories for all kinds of reasons. Some of them (and I'll deal with them later) have nothing to do with how good or bad a story is. The main reason an editor rejects a story is this:
EDITORS REJECT STORIES, GOOD AND BAD, BECAUSE THEY FEEL THAT THE PARTICULAR STORY WILL NOT GIVE THEIR READERS THE KIND OF SPECIFIC READING EXPERIENCE THEY WANT OR EXPECT IN THAT PARTICULAR MAGAZINE.

In order to sell a story it is not necessary to learn to write well. Once one learns to write a literate English sentence, the ability to sell a story is based on only one talent: the ability to give an editor what her readers want.

A story may be bad in all kinds of ways, and still be salable, it if has some things the editor finds important (because he knows from experience that this is what his readers want.) But a story may be good in all kinds of ways, excellently written, with warm, lovable characters and wonderful style, plus a philosophical outlook which would make you the new Mark Twain or Jane Austen, and it is still going to get rejected if it doesn't give the editor those few things the editor wants and needs.

EDITOR'S REASONS for buying a story:

1. The editor knows it will give the reader a Satisfying Reading Experience of the kind his magazine was intended to provide.
2. The story has a clear-cut, likable character with whom the reader can identify.
3. The story tells, and solves, a clear-cut narrative problem which the main character solves by his or her own efforts.
4. The story makes the reader glad he read it, therefore giving the reader a (see #1 above) Satisfying Reading Experience.

An editor is just a person who is hired by the owners of a magazine because he or she has the experience and know-how to tell a story that will give a Satisfying Reading Experience from one that won't. If the editor does this, the magazine will sell. If the editor doesn't, and buys only "well written stories," the sales go down and the editor gets fired in favor of someone who knows how to deliver the product the publisher is selling -- magazines people will read. Obviously, the reader of a confession magazine is going to want a different kind of Satisfying Reading Experience than the readers of say, Fearful Fantastic Fables, or Terrific Technology Tales... and the readers of FFF would sneer at the stories bought by the editors of TTT, or worse, yawn at them, which is why John W. Campbell would not have made a good editor for WEIRD TALES, and vice versa.

So the writer who wants to make a living as a writer of commercial fiction, by SELLING what he writes (and I cannot emphasize enough that this has NOTHING WHATEVER to do with "talent", "literary ability" or "quality creativity", and even less with "self expression" or "creative writing") must learn to give the editor what he wants, or at least what he THINKS he wants. If you want to "be a good writer" resign yourself to writing for little literary journals, and maybe when you have been dead for fifty years there will be a posthumous collection of your works and somebody will write a doctoral thesis about them. If you want to SELL, learn to give the editor what he wants. That done, you can be a good writer if you want to. But if you can't do that FIRST, the public will never have the chance to judge your work unless you publish it yourself. Of course editors are often wrong. They are wrong all the time, which is why every issue of Locus carries an announcement that such-an-editor has been fired from, or left, some magazine or publishing house, to be replaced by so-and-so. But right or wrong, they are the only people who can buy your stories.

And very often editors themselves do not know (or do not have the time to tell you) why they rejected your story; because, very often, editors have no talent except the ability to tell, by a gut feeling or their own instincts, why they feel one story will "work" and another one won't. They fall back on such statements as "your story is too weak...too slight... doesn't work somehow..." but it all adds up to "I won't buy it," and another rejection slip to add to the writer's bafflement and "What the hell does he mean? What does the editor want anyhow?"

When I started editing anthologies, I tried very hard to analyze the "gut feelings" I had about why one story worked and another one didn't, and I made up a form letter so I wouldn't have to write the same letter to about two hundred would-be contributors. In general, I rejected stories for one or more of the reasons outlined on the following page, and this had nothing to do with how well-written the stories were.

EDITOR'S REASONS for rejecting a story:

1. THE PACE OF THE STORY WAS WRONG. You were trying to write a novel in fourteen pages, with enough characters, action and crisis packed in to destroy a planet or bring down a society. Or, conversely, you were trying to string out a little gimmick or "idea" which might have made a good "short short" into eighteen or twenty pages or more. (I should add that this is the most common reason for rejection.)

2. THE STORY WAS NOT COMPLETE IN ITSELF. A lot of otherwise good stories read like the first chapter in a novel, with a major problem left unsolved and the reader wanting to know "What happened after that?" Granted, that many stories, especially stories in a series, can leave a window open for the writer to tell more about those same people. But if this is so blatant that the reader is left unsatisfied and fretting about unfinished business the editor has no choice but to reject.

3. YOUR MAIN CHARACTER WAS NOT IDENTIFIABLE -- the editor didn't know whose story you were telling. OR THE MAIN CHARACTER WAS NOT LIKABLE ENOUGH FOR THE READER TO WANT TO IDENTIFY WITH HIM OR HER -- a bastard should be a lovable bastard. OR THERE WERE TOO MANY CHARACTERS -- the editor couldn't keep them all straight. In general, a story with fewer than ten pages should have only one main character, a minor character and maybe a couple of "walk-ons." A story of twenty pages or more can have four or five characters but should have only one viewpoint character. Also, it should be easy to keep all the characters straight... you should not, for instance, as I did once, have a Helen, and Ellie and a Nell in the same story! Or name three of your male characters James, Jacob and John, unless they are triplets.

4. THE EDITOR COULD NOT GET INTERESTED ENOUGH IN THE CHARACTERS to care whether they solved their problems or not. I tend to test a mystery story by walking away from it about 50 pages from the end and asking myself "Do I really care who killed Uncle?" If the answer is no, I don't finish it.

5. NOTHING MUCH HAPPENED IN THE STORY. You gave some interesting episodes and some nice things happened to some moderately nice people, but when everything was finished, nothing much had changed and the characters were right back where they were before. In short, it didn't add up to that Satisfying Reading Experience. It must have satisfied YOU, or you wouldn't have written it, but an editor is paid to know whether it will satisfy, say, 100,000 people, and if he buys too many that won't, he gets fired. If you believe in your story, if the most honest introspection produces no lingering doubts, try a different magazine, or try that one after that particular editor gets fired; maybe if he had bought your story he would still be there.

6. THE CHARACTER DID NOT HAVE A SERIOUS ENOUGH PROBLEM (paper tiger) or DID NOT SOLVE IT BY HER OWN EFFORTS (Cinderella's Fairy Godmother came along and sent her to the ball). In the old Greek Drama, a God came down out of the sky and explained why all the trouble had happened and how to put it right. Also, check to see if your story is an idiot plot -- a plot which works only because everybody in it keeps acting like an idiot when a little common sense would unwind it all. (This is the detective story where everybody carefully doesn't tell the police everything they know because then the story would be over.)

7. THE STORY WAS JUST TOO GRIM OR DOWNBEAT ... too depressing, too bloody, too littered with unrelieved tragedy, too scattered with corpses, too sadistic. Obviously stories like this do sell sometimes, usually as horror movies or paperbacks, where the evil triumphs and everybody lives unhappily ever after, but choose your market carefully. Even ROSEMARY'S BABY had a few funny bits in it, so the reader could catch his or her breath. (But there's always Dean Koontz, whose work is VERY grim.)

8. THE STORY WAS OFFENSIVE, OR THE EDITOR THOUGHT IT WAS OFFENSIVE. This may, of course, simply be a matter of taste. I rejected a story whose major punch was scatological because I personally am offended by bathroom humor. You can always find another editor whose standards are different. Or maybe the editor is just too prudish, in which case try after she gets fired. Nine out of ten stories which get rejected fall into one or another of these eight categories; there is some big hole in the plotting of your story, or it is told in a way which is unclear, confusing or offensive to your editor's idea of his preferred reader. (For instance, back when the editors believed that 99% of the readership was white, male and adolescent, any story whose main appeal was, for instance, to women would be turned down automatically. Times, and readerships, have changed, and editors who don't please the new readership, at least 40% female, are now out of work and haunting the bread lines or editing porno mags.)

But there is always the tenth story, which has absolutely nothing wrong with it, but gets rejected anyway for one of the following reasons. You can say it isn't your fault, but in a very serious way it IS your fault, because most of these "no-fault" rejections are PREVENTABLE.

No-Fault Rejections:
or, Why Really Good Stories Get Rejected


1. THE EDITOR COULDN'T READ YOUR STORY because it was typed with a dim ribbon, or on a dim unreadable thermofax copy, or a sloppy unreadable Xerox, or because your spellingor grammar was so bad he didn't want to be bothered figuring out what you meant. Or the editor never got a chance to read your story because you didn't address it right, or because the label fell off and it went to the dead letter office. Or he read it, and loved it, but he never got a chance to tell you so because you hadn't put your real name and address on the story, only on the envelope, and the envelope got thrown away in the mailroom. Or he couldn't write you and tell you about it because you didn't send enough postage and his magazine has a firm policy not to answer any manuscripts not accompanied by return postage. (See Manuscript Preparation Guidelines.)

2. THE STORY WAS A PERFECTLY GOOD, WELL-PLOTTED STORY, but this particular editor doesn't buy sword and sorcery, or high-technology space opera, or post-doomsday stories, or horror stories. Next time, READ THE MARKET REQUIREMENTS.

3. THE STORY WAS A PRETTY GOOD STORY but the editor just didn't happen to like the end, and he wasn't goshwow enough about it to write and ask if you would mind if he changed it.

4. THE STORY WAS A PRETTY GOOD STORY but your opening was a little slow and the editor got bored before he could find out how good it was and ask you to change the first page a little.

5. THE STORY WAS A PERFECTLY GOOD STORY but something in this story pushed one of the editor's personal buttons -- maybe she is a devout Roman Catholic and the story spoke favorably about abortion, or she is a dedicated environmentalist and the story dealt with something which hit one of her personal fears, neuroses or emotional convictions. Granted, editors should be above all this kind of thing; but editors are only human. It's even possible that you had a character in the story who reminded the editor of her hated stepmother, her rotten aunt Minnie, or the college professor who flunked her out of Integral Calculus and wrecked her chances of getting into grad school, which is why she's an editor. Try another editor.

6. THE STORY WAS A PERFECTLY GOOD STORY but the editor was going to press tonight and needed a story exactly 7500 words long to fill a spot vacated by an ad that canceled or a column that missed its deadline, and your story was 8500 words long. Or she needed a story 10,000 words long and yours was only 7500.

7. THE STORY WAS A PERFECTLY GOOD STORY but the editor had just bought another story on the same theme by Harlan Ellison, Ben Bova, or Ursula LeGuin. Tough luck, and that's the breaks.

8. THE STORY WAS DAMN GOOD, but you had stepped on the editor's corns, literally or figuratively, at a drunken party in Chicago four years ago and she wouldn't buy it if you were the greatest writer since the last Pulitzer Prize winner.

Of course it is all too easy, when the editor sends back your story, to flatter yourself that your story is really pretty good, and that it was rejected for one of the these no-fault reasons.

In general, your first dozen or three rejections will be for cause -- your story just isn't well enough plotted, the characters are too tangled, the plot doesn't make sense, there is something wrong with the end or the beginning, or for some reason the editor just can't care enough about your characters.

The difference between the amateur and the professional is that the professional assumes that the editor knows her job, and if his story is rejected, he must have done something wrong. (And once an editor respects you as a professional and assumes you know your job, she will tell you if it's not your fault -- "Dear Joe -- sorry, this is too long for me," or "I'm overbought this month," or "I just bought three stories about sentient garbage dumps and can't use another.") The amateur always assumes his story is good and the editor just doesn't appreciate genius.

The art of the writer is to know the difference between the story that doesn't sell because it's a lousy story, and the one that doesn't sell because the editor is a lousy editor.

Sure, try your story again if it's rejected. But if it's rejected everywhere, assume there was some reason nobody liked it, and try another story ... and listen to that sneaking little voice that tries to tell you where that first one really fell apart.

-- Marion Zimmer Bradley


Back to Marion Zimmer Bradley Literary Works Trust home page

Webs de Referencia (96) :: Michael Whelan Official Website

La web oficial de uno de los artistas más reconocidos y prestigiosos dentro del mundo de la fantasía y el rol.

La web es alucinante. Muy trabajada.

Enlace:

http://www.michaelwhelan.com/

Webs de Referencia (95) :: Michael Whelan Gallery from a Fan

Pues eso. Una web repleta de dibujos del archifamoso Michael Whelan.

Enlace:

http://rivendell.fortunecity.com/rhydin/959/whelan.html

Webs de Referencia (94) :: Slawek's ultimate guide to SF, fantasy, space and surreal art

Se trata de una base de datos para acceder a la web oficial de decenas de artistas.

Enlace:

http://www.slawcio.com/artsf.html

Webs de Referencia (93) :: Chris Moore Illustration

La asombrosa y rica web de un artista que no necesita presentación.

Enlace:

http://www.chrismooreillustration.co.uk/index.php

Webs de Referencia (92) :: Grimstudios.com

La web de Scott Grimando, un artista con mayúsculas.

Enlace:

http://www.grimstudios.com/

Webs de Referencia (91) :: Juangimenez.com

Cualquiera que conozca el legendario comic de los Metabarones conoce el trabajo de Juan Antonio Giménez López. Un maestro de este arte con una visión y un talento en verdad privilegiados.

Enlace a su galería, dentro de su web oficial:

http://www.juangimenez.com/galeria/index.html

Webs de Referencia (90) :: Androidblues - The Art Of Steven Stahlberg

La web oficial de un artista sensacional.

Enlace:

http://www.androidblues.com/

Webs de Referencia (89) :: Mattepainting.org

Uno de los lugares más asombrosos y evocadores que he encontrado jamás en Internet, de su estilo. Repleto de imágenes muy bien trabajadas y hermosas hasta lo pavoroso. En fin, de obligada visita. Seguro que no os arrepentiréis.

Enlace:

http://www.mattepainting.org/gallery/main.php

Webs de Referencia (88) :: Astrona

En sus propias palabras: "Astrona is an online collection of artists resources and developers who specialise in space and astronomical art, science fiction art, visions of future worlds, design and visualization of technologies for living in space, space exploration, spaceships, starships, space colonies, etc. Take a journey through amazing images! Content periodically updated as new material becomes available."

Una colección de imágenes alucinante.

Enlace:

http://astrona.blogspot.com/search/label/Wallpapers

Webs de Referencia (87) :: Artwallpapers.com

El título anuncia exactamente lo que encontrarás: Fondos de pantalla para tu ordenador hechos a partir de obras de artistas de ahora y de siempre. Un lujo que alguien los haya compilado, aparte de crearlos.

Enlace:

http://www.artwallpapers.com/

Webs de Referencia (86) :: Art of Dawid Michalczyk

Dawid Michalczyk es, en sus propias palabras " freelance illustrator and an artist. I specialize in game artwork, especially concept design and texture painting, but I also do illustration for book, CD, and box covers. I work within the Fantasy art, Sci-fi, Space, Abstract and Surreal art genres and utilize a variety of 2D and 3D digital art techniques to create images. "

Verdaderamente, un genio.

Enlace:

http://www.art.eonworks.com/index.html

Beyond Imagination – The world of Science Fiction and Fantasy Art

Fuente:

http://www.theaoi.com/Mambo/index.php?option=content&task=view&id=652&Itemid=26

Información:

Beyond Imagination – The world of Science Fiction and Fantasy Art PDF Print E-mail
Written by Derek Brazell

Wednesday, 28 June 2006

Saturday 20 May Gustave Wilkins Lecture Theatre, University College London

A few years ago you’d have been hard pressed to muster up much enthusiasm from the general public on the distant topic of Orcs, elves or even the Tardis. But now that everyone’s going bonkers for the new Doctor Who and the Lord of the Rings films have become some of the most successful ever, it seemed the relevant time for the AOI to stage Beyond Imagination – The world of Science Fiction and Fantasy Art.



The old style wooden seated lecture theatre where the seminar took place felt curiously appropriate as Dick Jude introduced the audience to the historical background of the fantastic in art. Dick, who has managed and bought science fiction for twenty years for London’s Forbidden Planet shop, as well as writing books and reviews on the subject, covered cave paintings, the darkly atmospheric engravings of Gustave Doré and the wonderful imaginations of Arthur Rackham and Edmund Dulac before arriving in the 1930’s.

This period opened up science fiction, and the cheap ‘pulp’ novels gave readers easy access to the medium. Horror was mixed up with sci-fi, and the horrification of established tales such as Frankenstien and the Invisible Man – man tampering with man’s condition – caused a suspicious view of science.
Black and white line interior drawings had to be bold to deal with the paper quality, and scraperboard was used to good effect.



Through the 1940’s things had not changed much, but by the1950’s the magazines had a more relaxed approach to sci-fi. Paranoia induced by the Cold War kept the fear of science alive. Chestry Bonestell painted the Conquest of space pictures which, with their realism and sense of space, run through sci-fi from that point on.



Robots are, of course, an iconic device in Sci-fi, and Dick showed a whole range of them, from this period through to Chris Moore’s sexy robots and French illustrator Stéphane Martiniere’s work, little seen here.



Dick’s time line then took the audience through Dan Dare, 2001 A Space Odessy, the loosening up of imagery in the 60’s, the use of photography in the 70’s and the introduction of Star Trek and Star Wars; Roger Dean’s album art for Yes, the airbrush (which several of our following speakers excelled in), and names such as Sid Mead and John Harris.



Work of the speakers to follow was featured amongst the 80’s imagery. Jim Burns’ alien seascapes and Alan Lee’s watercolours were shown along with Rick Berry’s artwork for the Neuromancer novel, the first pixillated cover, and JK Potter’s dark fantasy photo montages.

The 90’s produced more fusions of digital and painted imagery, with more examples from Daryl Anderson, Steve Stone and more of our speakers. Which led appropriately on to Chris Moore.

Credits: Hannes Bok
Chesley Bonestall Conquest of Space
Frank Frazetta Manape
Stéphane Martiniere Cosmo
Roger dean Yes album cover
JK Potter images: www.geocities.com/skofearna/ potter


Chris Moore

Chris described himself as a ‘veteran of the business’, revealing that he’d been illustrating since the early seventies. He originally hadn’t been considered sci-fi in terms of his imagery, but moved more in that direction after being asked to create some Philip K Dick book covers for Methuen. Chris’s gleaming futuristic style becoming more recognisable from then on. He discussed how he likes to give the sense that something is happening just outside the frame, and how he introduced slanted horizons for his alien landscape to induce a feeling of euthoria. This is displayed to great effect with The Simulacra by Philip K Dick shown here.



Chris described how he enjoys adding elements of humour into his work – though he’s generally asked to remove them at rough stage. An example of this which had the audience laughing was a first visual for the Shrinking Man which had the main character looking down the front of his trousers with a distressed expression.



He first started using a computer in the mid 90’s, but it has been ‘a love/hate relationship’ even though it has given increased flexibility to creating and changing images. That flexibility also means that publishers expect a lot of changes to be done. He employs a 3D modelling programme which he imports into the more familiar Photoshop. He admits that with the ‘space operas’ the imagery is often the fairly similar, and he had introduced acrylic painting back into his work with a cover for Bloom by Wil McCarty, however the commissioner rejected it, wanting the more familiar Moore smoothness.





Credits: The Simulacra by Philip K Dick
The Complete Roderick by John Sladek
Bloom by Wil McCarty
Original acrylic version of Bloom


Alan Lee



Writer and broadcaster Brain Sibley joined Alan on the stage, introducing him as ‘the driving force behind the Lord of the Rings trilogy’.
Alan took us through some of his earlier projects such as his famous book Faeries, made in collaboration with Brian Froud. Still in print after original publication in 1978.
Alan has been involved with creating imagery for film makers for a long time, starting with Ridley Scott’s film Legend, where as the concept artist he was producing soft watercolours and sketches to give the film’s writer a pictorial slant. As with all the work he showed us, Alan’s ‘concept’ drawings and paintings are beautiful, showing an ease and mastery of line which few manage to attain. They stand up as individual works regardless of their original intention.



He took us through the variety of things an illustrator can find themselves doing on a feature film, and commented on producing all this work that the viewing public will never see, ‘I consider it quite releasing as you are never going to have to finish it.’
His illustrations of Tolkien’s centenary edition of Lord Of The Rings had caught the attention of director Peter Jackson and he became the conceptual designer for the three films that followed. He designed the buildings, forts and cities and also worked on imagery to help the director and the digital team understand what exploding masonry from buildings would look like, for example. With constant reference to Tolkien’s text everything had to be designed from scratch – from armour to architectural details, and over the six years working on the films he made 2500 pencil drawings and 1000 Photoshop studies for visual effects.





Working with the large team on the trilogy had been a great experience. It was not glamorous, but he misses the social side. ‘There’s a degree of energy and excitement which is difficult to recapture on your own’.







Credits: Brontosaurus stampede - A concept drawing for Peter Jackson's King Kong
Finvarra - Watercolour illustration from Faeries, published in 1978, a collaboration with Brian Froud.
Two images that were done as concept drawings for Ridley Scott's Legend Circa 1983.
Concept drawings for the city of Minas Tirith in The Lord of the Rings films. These, and many other drawings are published in Alan Lee’s The Lord of the Rings Sketchbook published by Harper Collins 2005
Orthanc, from the Centenary edition of the Lord of the Rings
Helms Deep concept painting, in watercolour, for the film trilogy.


Jim Burns



Jim launched into his presentation singing the praises of Dan Dare, and how as a child growing up in the fifties this character became a major influence, ‘Dan Dare’s creator, Frank Hampson, inspired my visual imagination’. He also discovered an ambition to be a pilot from Sydney Jordan’s Jeff Hawke strip in the Daily Express – an ambition that was eventually realised, ‘Planes were the closest you could get to space machines.’



His space age craft retained a ‘cosiness’, still influenced by the imagery of the 50’s, ‘I can’t do ships like Chris Moore!’ And he continues to employ the airbrush, though he loves to paint in oils. He showed how some textures he has made were done by blowing watercolour through straws. Jim used to read every book he was commissioned to cover, as he enjoyed getting as close as possible to what the author was thinking, but now finds he is less enamoured of the literature.



For models Jim uses found material which is manipulated, or asks family or friends to model. Or combine the two, as he did with the Venus Prime series, where found heads would sit upon his wife’s body. He is encouraged by publishers to sex up his female characters, and told us of an ever dropping spacesuit neckline which his commissioner insisted on for one of the Venus Prime covers.





Jim creates great alien creatures, often animal based, which seems to make them more convincing (and scary), and he likes to design sentient, organic machines. His space craft on the Naked God cover are incredible shapes. He finished up showing some of his fantasy work, a style that he has surprisingly not been commissioned in as much as the sci-fi.



Credits: Venus Prime 4 The Medusa Encounter by Paul Preuss and Arthur C. Clark Published by Avon Books
The Naked God by Peter F. Hamilton Published by Pan Macmillan
Paradox by John Meaney
Ancient Light by Mary Gentle Published by New American Library
Lisa In Space (detail) Private commission from U.S. collector
Terran Derelict (detail) Personal work for a stillborn illustrated book project with Games Workshop


Fred Gambino



Fred’s slick digital imagery, like Chris Moore, developed out of painting with acrylics, and over the last five years his publishing work has narrowed down to military hardware sci-fi. He showed us how that development happened as he became known for excelling in huge fighter robots.



His early work included 3D models, using chicken wire frames and modelling with insulating foam, though this later developed into sophisticated modelling using computer programmes within which he would build a model for a spacecraft, for example, which could be used on several cover artworks of a series by just changing the viewpoint angle of the craft and generating a different background. Fred includes painterly elements into his work to prevent it becoming too 3D rendered. The applications he uses are mainly Lightwave and Photoshop, with some ZBrush.



For characters in his pictures he asks family of friends to pose for him, and on occasions uses model figures publishers may send him.



He too has worked as a film concept artist, recently on the forthcoming animated feature The Ant Bully. He created concept pieces to establish mood and visualise ideas, helping to establish the look of the original insect characters – who initially looked like insects, but were gradually made less realistic. He was obviously disappointed to see his designs watered down as the process continued, though some elements of his creations survived. Aside from that he found it a great experience and enjoyed working with a close knit group of illustrators on the film.



Credits: Various book covers
Yellow image includes 3D models


Dave Mckean

Dave introduced himself with his director’s reel – a short compilation from his animated and directed works, including clips from his recent feature film Mirror Mask. Mixing live action with fantastic animated creatures produced slightly disturbing imagery imaginatively lit.



His work has always been about storytelling, and he read us a tale he’d written and illustrated about the passing on that goes on from parent to child.
Dave has collaborated extensively with writer Neil Gaiman, and they worked together on the Sandman comics for DC which were later collected and published as a book. He then produced his own story in comic form, ‘something from my own world’, which started to draw fan mail – irritatingly enough attempting to pre-empt his storytelling. His solution was to add an incomprehensible section in the next episode, which silenced the assumptions of the fans.
Dave’s recent work embraces several styles, and though he has always used collage, now it created digitally as opposed to the abusing of colour photo copiers to produce images in the past. He combines photography, models and line to produce posters, editorial work, CD packaging for his own record label and advertising. His Mini Cooper adverts were familiar, though lacking his identifiable style.



He has spent the last three years doing children’s work – which suppressed ‘all this psycho sexual energy bubbling away’. This he alleviated with a series of strong, and strange images which had obviously got things out of his system!

Credits: Alchemy of Mirrormask
CD cover Monsters and Robots by Buckethead

Panel discussion

The day was rounded up with a question and answer session, with questions ranging from ‘How do you work?’ (Jim – ‘galleons of tea’), to ‘Do you feel your work is compromised?’ (Dave – ‘I’m doing my thing. Some of it is for me, some for other people’). They talked quite extensively about how working digitally had affected them. ‘What I love about computers’, said Alan, ‘is the flow from rough sketch to finish in one continuum,’ and Dave told how he had been put off buying a computer as ‘it was like a pact with the devil...but I loved it. It had everything I wanted to do.’
Drawing skills were discussed, the state of sci-fi publishing and the positive aspects of self publishing. The artists signed books and talked with attendees when the Q & A was over, bringing what had been a really interesting event to a close.
The success of the day was certainly due to the broad range covered by the speakers and their imagery, and the incredible pictures – from Dave’s more personal interior world to Chris’s richly detailed other worlds – left you with a different perspective as you stepped back out into the now more mundane looking city.




Last Updated ( Wednesday, 28 June 2006 )