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Archive for Writing

Hugo and Campbell Award Eligibility

Here is my shameless plug.  

VOTE FOR ME. VOTE FOR ME. VOTE FOR ME.

http://midamericon2.org/the-hugo-awards/hugo-nominations/

 

This year I am eligible for two awards as a writer.  The first, and possibly the most important at this time is the Campbell Award for new writers (Link HERE).  I say most important because you only get one shot at this one.  You can be eligible for two consecutive years and that’s it.  Game over.  My short story “Sea Change” was published in September of 2015 over at Galaxy’s Edge, edited by Mike Resnik.  This makes me eligible for the 2016 and 2017 awards. I’ve posted an online copy here (SeaChange) so you can read the story.

The second, and equally important (but the kind of award I will hopefully have many shots at over time) is the Hugo Award (Link HERE) in the short story category.  There is a lot of competition, and pretty much everything on the list is a great read.  Go nominate me.

 

The story has gotten a couple of delightful reviews (so you can see what others are saying about it):

http://highclearing.com/index.php/archives/2015/09/06/18854

http://www.liscareyslibrary.com/2015/09/sea-change-by-kimberly-unger.html

 

This is a weird thing for me.  I have been working in games for decades now, but almost always as a part of some larger team. I handle the art. I handle the design, I handle the biz-dev, but these are never solo-acts.  So when awards pop up for games, those are a very different experience.  Those are teams versus teams and the campaigning, the submitting, the judging, all those things are handled by someone else.  The PR people for the publisher, the community managers, if it’s a small, indie studio then usually the CEO gets involved, but most of the time those of us doing the hands-on work are oblivious to that process, having an award show up on our desk or in our email is a nice surprise.  If it’s one of the BIG ones, then a trip to GDC or one of the larger conventions is often in order.

Writing is rather different.  Right now, at the start of my career, it’s just me.  I don’t have a bestseller on the shelves, I don’t have an enthusiastic Twitter following, I have no PR Team, it’s just me waving my arms in the dark and shouting “HEY I WROTE THIS THING” and hoping people will hear me.

They say that great work rises to the top, but in my decades of experience with videogames, I know this isn’t always the case.  There are thousands of brilliant games out there that nobody ever notices, just like there are thousands of brilliant stories out there that nobody has ever read.

My career as a writer has to start here.  Shouting into the noise and trying to catch the ear of enough people where my work can start to rise.  I’m going to have to shout again and again, whether I am comfortable doing so or not.  So here we go:  VOTE FOR MY WORK!

 

A Space Opera, a Mystery and an Intrigue Walk Into a Bar

Promotional Image from The Expanse on SyFy

Promotional Image from The Expanse on SyFy

 

It was more subtle than I expected, for some reason.  In the Expanse we are following, essentially, three different types of stories with three different visual directions.

The first is Noir Detective tale about a cop, hard-boiled right down to the hat.  Gritty, morally questionable, bloodied knuckles and twitchy informants, you could separate this tale out and have a tidy, stand along show all it’s own.  Yes, it’s set on a space-station, but you could take this story and plug it into the back-alley’s of any major port city in the world, it would be just as tight as well-handled.

The second is is pure Space Opera.  Borderline dysfunctional crew on an away-mission watches in horror as their ship is blown to smithereens.  As they work together, first towards safety and survival, next towards identifying the target of their revenge, they start to form a cohesive, if wary team.

Third is an absolutely gorgeous Palace Intrigue tale.  Lush environments, vaulted ceilings, wardrobes and fabrics to die for.  No fists, no guns, only words, sharp, lethal, beguiling and clever.  Careers and lives are ended without our characters lifting so much as a finger.

Each story follows its own thread, with the environments and directing styles built to match.  The interior of the Ceres is befitting a noir tale, dark, dimly lit with sharp shadows and more than your usual share of detritus in the corners and alleyways.  In contrast, the crew of the Canterbury goes from the interiors of the Cant to the Scopuli to the Rosinante, always well kept and orderly.  Even the old workhorse of the Canterbury was tidy, even in its moments of disrepair.  The intrigues on Earth take place in similarly appropriate surroundings.

All three stories are following the same mystery from different angles, giving us, the viewer, a complete picture.  A roundabout, if you will, where we can see the same event from every angle and every lens.

The interesting stuff is going to happen (for those of us with a yen for the visual design and thought processes) as these stories collide.  We had our first taste of it here at the end of Season One, where we see our Noir Detective meet up with the Plucky Space Crew.  It’s almost a shock to see those different presumptions, those different visual canons come together.  The same room with the Plucky Space Crew getting shot at takes on an ENTIRELY different light once our Detective shows up, our Detective looks out of place, a Noir character dropped into a blaster-fight in a brightly lit space. Once they ascend the stairs, we have a shift again, we move all the characters over into the Noir where our Detective looks entirely in his own element as they find the room where the person they have been searching for is holed up.

The visual language is just going to get more complex, and I am hugely interested to see if they continue this trend of casting the environments into a different light depending on which character is the lead in any given bit of the story.  I’m hoping they don’t end up with a homogenized look at the end of the day, but seeing it here, in the first season, suggests that the visual designers and directors are telling us this story on many levels, not just with the words and actions of the actors.