Tags
Here’s an interesting document that discusses the merits of Goolge+ vs. Pinterest for marketing your business: Google+ vs. Pinterest.
12 Thursday Apr 2012
Posted Link
inTags
Here’s an interesting document that discusses the merits of Goolge+ vs. Pinterest for marketing your business: Google+ vs. Pinterest.
11 Wednesday Apr 2012
Posted Interview
inTags
I created a video with the aid of David Cooperstone that showcases my writing and editing services as well as providing various testimonials about my work:
18 Sunday Mar 2012
Posted Link
inOne fascinating thing about the Web is how it continues to redefine how people express ideas and how companies connect to people. Many jobs and roles that have existed for a long time in the “real world” become subtly changed when brought into the Internet environment and many of these jobs have developed their own Net-specific variations and permutations. That’s one reason I find it so fascinating to write for the Web. It is such a dynamic medium and constantly redefines how companies discuss themselves and their products and relate to their potential audience.
One job that has become pivotal in the Internet age is that of brand journalism, which is one of the many hats I wear. Here’s an interesting article analyzing it:
“Brands now have the ability to bypass the traditional press and tell their own story in their own voice in a unique and compelling way. As I see it, good content isn’t about storytelling; it’s about telling a true story well.
Unfortunately, many businesses don’t tell their story well. In our recent survey of more than 1,000 B2B marketers (conducted with the Content Marketing Institute), we found that creating compelling content is the biggest pain point for businesses. Which is why I favor the idea of hiring or contracting content creators who function within your company as embedded brand or corporate journalists….”
For more on this article, see “Seven Reasons Your Content Marketing Needs a Brand Journalist.”
26 Sunday Feb 2012
Posted Link
inI’m the featured vendor for the Studio’s February 2012 newsletter.
Here’s what it says about me:
Bevan Thomas is a freelance writer and editor who works with numerous clients to present their documents and other text in a clear and engaging format. He has revitalized websites, written press releases and advertisements, and even developed scripts for graphic novels and television shows.
Among his various projects, Bevan has:
* Created and edited copy for numerous clients of Personae Concepts, a Vancouver communications company.
* Wrote the press release for the Viscera Film Festival.
* Scripted a one-page comic strip ad for STUD underwear.
*Developed Cloudscape Comics‘ web content and optimized it for search engines.
* Wrote stories for Cloudscape‘s graphic novel anthologies.
* Developed a television pilot that is currently being optioned by a producer.
* Blogged for Broken Frontier, a comic news site
A consummate storyteller, Bevan devotes much of his free time to writing comic books and teleplays, and engaging in improv acting. He is never happier than when telling tales or building worlds.
Bevan’s wide experience with both copy and storytelling projects has allowed him to combine a crisp and focused writing style with an engaging sense of narrative that keeps the reader interested and involved. He always strives to present his client’s information creatively and compellingly: he has turned advertisements into comic strips, used anecdotes to introduce web content, referenced urban legends in press releases, and incorporated other innovative material to capture the readers’ attention.
“Making sure your writing says what you want it to say.”
29 Sunday Jan 2012
Posted Interview
in(originally appeared on the Cloudscape website)
For the first half of the interview with Jeff Ellis, see part 1
“Who would you call your biggest artistic influences?” I asked Jeff Ellis.
“It must have been a real coup then, for Steve Rolston to illustrate the cover of Cloudscape’s fifth anthology, 21 Journeys.”
“Yeah, that was awesome.” Jeff grinned.
“Frequently your art reminds me of Phillip Bond, similar energy, visual clarity, and round, expressive figures,” I said. “You know his work? He’s done a lot of stuff with Grant Morrison, such as Kill Your Boyfriend and Invisibles.”
“I know of him, yeah. I think Steve was influenced by Phillip Bond, and I was influenced by Steve. Craig Thompson and Chris Ware are also big influences for my art.” Continue reading »
26 Thursday Jan 2012
(originally appeared on the Cloudscape website)
At one of Cloudscape Comics’ Wednesday meetings, I sat down to chat with Jeff Ellis, the organization’s founder, as around us numerous fellow cartoonists worked on their own projects.
In many ways, Jeff’s appearance captures the archetype of the “geek” in the best possible way; a slim, bespectacled bright-eyed man with a mouth rarely far from a gentle smile. He is approachable and unassuming, even shy, and yet when he speaks, his words are confident, thoughtful, and earnest. Dedicated to his own projects, but always interested in the works of others, welcoming to new associates but always loyal to old ones; perhaps he above anyone else embodies the creativity and openness of Cloudscape.
“You’ve spent most of your life in Vancouver?” I asked.
“Yeah. I grew-up here. Though I did live for two and a half years in Japan, from 2004 to 2007.”
“What made you decide to go to Japan?”
At this question, Jeff dropped his gaze in slight embarrassment. “I wanted a fresh start.”
“A fresh start?”
“I’d graduated from college,” Jeff began, “a three-year program in graphic design, and couldn’t find a job. Any art job, I mean. I was working retail and was sick of it; I wanted a change. A friend of mine had gone to Japan before and had found it easy to get a teaching job; so she suggested I give it a shot.”
12 Friday Aug 2011
Posted Monsters
inHey, I’m back with another Monster Name Game, where I take a picture and name of a classic Dungeons & Dragons monster and create a totally new monster from it. Because I love a challenge, I’ve decided to go with the flumph, a strange jelly-fish monster who was the only “Lawful Good” creature in the classic Fiend Folio book. The creature has long been derided by D&D fans, both for its strange appearance and for the incongruous alignment. What is so benevolent about these floating jellyfish? Do they rescue maidens? Heal the sick? Always pay their taxes on time? What good deeds do jellyfish perform?
So what direction could I go based on their appearance and their name, which sounds like it’s being spoken by someone with his mouth full of marshmallows? Just to make things extra difficult, how about I keep the “Lawful Good” alignment. Whatever kind of creature my flumph is, it’s benevolent.
Well, what do I think of when I see a bizarre tentacled creature with a peculiar name? Aliens. Now fantasy fiction is not generally big about visitors from another planet, but what about visitors from another universe? Some extraplanar entities who have phased into our reality for some special purpose. What if the flumph is like those benevolent “star-brother” aliens you often get in stories? The ones who show-up to deliver some message of peace to humanity or perhaps to supply use with knowledge that will improve our lot as a species. The flumph look so strange because they are inhabitants of a higher plane of existence, one where our heavy, clumsy bodies would not function. They’re not angels, not servants of a divine power, but simply a more self-aware kind of being than us who has watched us for a long time and sometimes given a helping tentacle. They almost treat us like we were their little siblings to be taught and protected, though they are aware that us mere four-dimensional beings often respond to the strange with fear and hate, so the flumph generally keep their appearance known to only a deserving few.
What’s interesting about them being extra-dimensional beings is that then their strange appearance and goofy name makes sense. Their universe is different from ours, and their views of what’s beautiful are different as well. To each other, the flumph appear handsome and heroic, and their species name is grand and noble. It shows the jarring contrast of the two universes that we have a hard time taking the flumph seriously.
“Do not be afraid, young one. We come in peace. We have much to teach you.”
21 Thursday Jul 2011
Posted Self-Reflection
inTags
Every Wednesday, I hang-out at the local coffee shop with the rest of Cloudscape, a collective of BC comic book creators. These regular meetings are to announce particular Cloudscape events, as well as to work on artwork and chat with other artists. Unlike most of the other members, I’m mainly a writer, and so I don’t spend my time sketching and generally have a hard time focusing on my writing during group meeting. Because of that, I spend most of my time circulating, talking to various members and taking a look at their work.
It’s fascinating to watch art be produced by a variety of artists, to see each one ponder their creations, choose an image, cross that image out, find a new one, move on to part 2 they’re satisfied with part 1. Each artist has his or her own particular style: there’s the Canadian manga artists, the more realistic ones, the graduates of animation school with their simple vibrant designs, the underground artist, the guy who’s style was influenced by Mayan art…. So many styles, so many creations.
I’ve worked with many of them myself, collaborating on various projects. There’s a joy in seeing one’s ideas given form and body thanks to the work of another. Something magical happens, a transmutation, an alchemical marriage, where the combined result is better than the some of its parts.
13 Wednesday Jul 2011
Posted Monsters
inThere’s a game my brother Ian likes to play: he flips through some old role-playing book of monsters, randomly puts his finger on one of the creatures, and then invents a totally new being based only on the existing monster’s appearance and name.
That’s fun. Let’s try it. Flipping through my Advanced Dungeons & Dragons 1st edition Monster Manual II, I come to the Faerie Dragon, a grinning little reptile who unlike other dragons has butterfly instead of bat wings. The normal D&D version is a precocious little pixy who bobs along some sylvan forest, playing magical pranks on any mortals who stumble through and breathing out a fog that knocks people into a euphoric stupor. Certainly that’s one way to interpret a dragon of the fay world, but right now I’d prefer to go a little darker.
Depending upon how you interpret the term, giants can be classified as fairies: they’re nonhuman beings, often with supernatural powers, who inhabit lands away from human civilization. And if so, then the greatest “fairy” dragon was Fafnir from Norse mythology, a giant who murdered his family for their treasure and then turned himself into a huge dragon to be better guard it. In some versions of the story, his transformation was on purpose, but in others it was that the treasure’s curse twisted his own greed and made him into a monster against his will.
So what if that’s a fairy dragon? An ancient fairy lord, some elf king or giant chief or satyr elder whose power, greed, and wickedness become so great that he degenerates into a ravenous monster. He still keeps court in his castle, but now his subjects have to contend with an impatient monster who will swallow them whole if displeased and who desires more and more: more food, more gold, more playthings.
Fafnir breathed fire, but for our fairy dragon, let’s pick something a little more unusual. Fairy powers are frequently illusions, so perhaps the fairy dragon breathes out a gas that causes hallucinations that dance before a person’s eyes so that they believe themselves to be beset by monsters and cannot tell friend from foe. A sadistic trickster, the fairy dragon giggles in glee as its enemies murder each other, each believing themselves to be defeating one of the dragon’s slaves.
The fairy dragon maintains all its power from before its transfiguration: the elf king’s magic, the giant chief’s strength, and as well is a master shape-shifter. It can change its size, become different creatures, even take on the fey form it had before it became a monster. Subtle and manipulative, the dragon often uses its shape-shifting to infiltrate groups, spreading discord and dividing its enemies. However, taking on such forms requires a lot of focus. The moment the monster’s concentration slips, such as when it loses its temper, it becomes a raging dragon again.
The fairy dragon looks more or less the same as how D&D depicted it, except much bigger. Its smile, while originally gentle, is now mocking and sardonic, while its butterfly wings create a hypnotic whirring as it flies through the sky. People look up and can’t take their gaze off the wings’ patterns as the creature descends upon them.
Beware of fairies who become dragons….
15 Wednesday Dec 2010
Posted Essay
inI’ve played in more than my share of larps. That’s “live-action role-playing” for the layman. Role-playing games where you act things out instead of relaxing around a table, “improv acting with no audience” if you want to explain it to some who doesn’t game. Most larps are based around White Wolf’s popular “World of Darkness” cosmology, a series of interlocking fantasy-horror games set in the modern world, with each game devoted to a particular supernatural creature that has its own special society: be it vampires, werewolves, sorcerers, ghosts, or what-have-you. White Wolf is the only prominent role-playing company who has really marketed larps instead of just table-top rpgs, and so it is not surprising that most larps played in the city involve a “World of Darkness” game.
“World of Darkness” games all have very detailed social structures with numerous political laws and whatnot, for unlike, say, Dungeons & Dragons, the “World of Darkness” are ultimately less games about combat, though that’s certainly there, but are more games about social interaction: about creating a vampire to interact with others vampires or a mage to interact with other mages. This makes sense for larps as though there’s a few non-World of Darkness stuff that involve hitting people with foam weapons, most live-action games involve a bunch of people hanging-out in a room together, maybe with something to snack-on, and spending three or four hours talking with each other as their fictional characters. In some ways, “World of Darkness” seems ideally suited for that, since each game involves characters who are members of a paranormal subspecies united against common enemies and by common interests. What’s more, each character is a member of particular clans and sub-communities, so you can be, say, a beast-vampire of the aristocratic community, and hang-out with other beast-vampires or aristocrats and deride those people who happen to be neither beasts nor aristocrats, or be a necromancer sorcerer who’s part of the community of scholars, and thus uses ghosts for information, far different from the necromancer who’s part of the community of warriors, and uses ghosts to beat people-up. By deciding which groups you belong to, you get ready-made friends and rivals are, easy as that, and so can start playing with a clear idea of where you exist in the social framework.
That said, there are serious problems with “World of Darkness” larps and the biggest one is power. Every character in such games starts with funky powers, and has the ability to buy more. That’s a large amount of the appeal of playing them in the first place. You be a vampire so you can turn into a bat or make the nubile young woman in the low-cut nightie dance to your tune. You be a mage to spew lightning from your nostrils and call spirits from the vasty deep. You be a fairy to conjure hallucinations and spin flax into gold. That’s what’s promised, that’s what it says on the tin. What’s the point of being a vampire if you don’t get any kick-ass vampire powers?
However, a large part of the appeal of larps is that people can keep coming into the games, changing the structure, keeping them fresh. It is much harder for them to do so, or indeed do much of anything, if the people who’ve been playing for a long time have accumulated a buttload of super-powers. It’s all very well to be able to grow talons from your fingers, but if another guy on your team can, with one wiggle of his nose, turn all your enemies’ heads into strawberry jam, then the talon thing no longer seems so cool. Mage is the biggest offender of this, game-wise. Because magical powers are so pivotal to that particular game, you’re playing wizards after all,, someone who’s been in the game a long time and accumulated a lot of Arcana can do all sorts of crazy things, overcoming many obstacles with ease while new players just sit on the sidelines, stare, and occasionally resentfully applaud. Many don’t return to the game, having had their thunder utterly stolen. In order for a larp to be properly welcoming for new players, there should not be the easily accumulation of vast power for the veteran gamers.
If I were designing larp (a full larp game world, not merely a particular larp session), I’d have it so that not every character possesses supernatural powers, and in fact few do. In addition, such powers are subtle and do not completely overshadow non-supernatural actions. A sorcerer all-powered-up can still be afraid of a guy with a gun. New players can then still be potent, and non-magical characters can be as touch as magical ones; they’ve simply channelled their focus into different pursuits. This worked well in the 7th Sea larp I played in, where the magic was actually more compelling due to its subtlety and unexpectedness; as when everyone can do all sorts of crazy things, it is very easy to become blase about the supernatural. And then, of course, new players would feel that they have a much more important role in the game, and wouldn’t be totally overshadowed by the old guard. After all, aren’t larps supposed to be about social activity, taking on roles and interacting with numerous people through them? That’s so much more interesting than high magic power-fantasies.