Adventure Time and Lord of the Rings obviously have a lot in common, but how much? There is a strong temptation to write worlds that entirely consistent ships in a bottle, where all the details are ironed out. That world, as long as it stays bottled, is perfect. When you put characters in it, though, and start writing your story you’ll find that the ship in a bottle is insufficient and the world must be experienced to truly come alive. Worlds can’t be separated from their audience or their media and as we experience those worlds the unknowns that we see, those dark shapes just beneath the surface of the narrative, drive a sense of wonder which is what draws us deeper into the world. Adrian Gramps and James dive into creating worlds that endure and find that, as ever, narrative and characters are what drive a vibrant world.
Andor hit different. As far as Star Wars stories go this show fell on the 'grittier' side of things. Much like Rogue One, where...
Description James interviews game designer and author IE Horton about his process in worldbuilding for his new old book ‘Deity Principle’. IE Horton stresses...
Check out this episode on YouTube! Adaptations are BIG right now! Live action interpretations of childhood shows (like Avatar the Last Airbender, or anime...