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Showing posts with label One Of Swords. Show all posts
Showing posts with label One Of Swords. Show all posts

Thursday, March 15, 2012

Interview with Writer , Podcaster - Hugh Sterbakov

Hugh's the one in the middle by the way 
Today on my blog i have a interview with Hugh Sterbakov, Emmy-nominated and Annie Award-winning writer of Robot Chicken, the award-winning graphic novel Freshmen and TV scripts for Disney, Paramount, AMC, SyFy and Fox.

Ross :- Was writing something that you always thought you would do for a living in your younger days ?
Hugh :- It was obvious from when I was very young, but it took me a long time to realize it. I learned to read from comic books, and when I was very little I'd write and draw comic book sequels to my favorite movies. When we had creative writing assignments in school, the other kids would turn in three paragraphs and I'd write three pages.

When the GI Joe figures came along, my friends and I took them apart and customized them into new characters, so I imagined my own worlds. I got more serious about comics in junior high, and started an ongoing series that I'd xerox, put into sealed bags and sell to my friends and family. Well, I put a price tag on them and then gave them away.

I always knew I wanted to go to film school, but I wasn't until college that I realized I wanted to write. Once I made a film and realized how slow and technical the process was, I realized that my place was writing scripts.



Ross :- What was your first paid writing job and looking back on it now is it something you’re proud to have put your name to ?

Hugh :- I guess I'm lucky, because I don't think I've ever done a writing job I wasn't proud of. I think my first paid gig was a videogame review for a magazine called Flux. That was about six months out of college. Right around the same time, I got a development deal to develop a TV series for AMC, and that was my first paid creative writing job.


Ross :- how did you get into writing for video game magazines ?

Hugh :- I got my undergrad degree and moved to Los Angeles to break into screenwriting, but I needed to pay my bills. I'm a fast writer, so I figured if I could get a writing gig I'd have a lot of extra time for my screenwriting and the classes I'd planned to take.

I asked one of my college writing professors for advice, and she told me to reach out to another of her students, a guy named Dan Amrich. He was breaking into the magazine business and might have some leads.

I got in touch with Dan, and he asked me if I play guitars or videogames. I'd always been a videogame nut, so he tossed me a couple unpaid assignments for a little section he was running on AOL called Critics' Choice. My first attempt was ridiculous--it read like a puff promo piece, not a critical review. I don't know if I'd ever read a game review. This was 1995, so there weren't dozens of gaming websites. But Dan could tell that I had chops, so he rejected the piece and not me. He had me start over, and gave me some examples and a primer.

And that was it, from that moment I became his sad Chewbacca. I eventually took over the AOL site, and Dan got me gigs at just about every job he ever landed. A lot of them weren't paid, but my resume grew to the point where I was getting comp copies of almost every game for PS1, Saturn, Dreamcast and N64. I had a cheap apartment, a dog and a working girlfriend, so I was happy. Eventually he got me on staff at GamePro, and right as that came to an end I started making a living in Hollywood.

The Famous Gamepro Magazine

Ross :- When did you have the idea for Freshmen was it a long standing idea ?

Hugh :- I think it was in the fall of 2003, and Seth and I were playing ping pong in the garage of my old house. I sold a script in 2000 and lived in this great party house with a hot tub. The garage was full of posters of Charlie's Angels and Britney Spears. We'd mounted a toilet seat I'd broken on the wall.

Anyway, we'd put back a few already, and I started craving some bananas sitting on my kitchen counter, but they were still green. And I said I wish I had the mutant power to ripen bananas. We spent the rest of the night coming up with silly mutant powers.

I chose some of the more interesting abilities and crafted themes around them and developed characters. Seth had just worked with producer Donald De Line on Without a Paddle, so we brought it around Hollywood with him, describing it as "X-Men meets Revenge of the Nerds." The pitch was well-received, but we were advised to do it as a comic first. All passes. This was another in a long string of great things I'd worked hard on that everyone seemed to like but nobody bought, and I was really frustrated.

The next fall, Matt Hawkins from Top Cow comics called me out of the blue. A few people had taken meetings with him and dropped my name, and he wanted to see what the fuss was about. I sent him a couple things I'd developed, and he chose to do Freshmen. I don't think he even knew at that point that Seth had co-created it with me.

I'm very proud of that comic. It was my first opportunity to get my creative work out of the Hollywood development community and into the hands of regular readers. And the reaction was really heartwarming. Reviews for those books have been so positive that I sometimes feel like people are lying to me. And our fan base was small but incredibly devoted. We had about a dozen fans post on our message boards every day for two years. Some of them made custom costumes of The Seductress and The Beaver for Halloween. And they were relentless about getting the book into the hands of new readers. And I've heard stories about Freshmen being discussed in college classes in Seattle, San Diego and Ohio.

The reaction to Freshmen made me very eager to get my work out of the studio development cycle and into the hands of readers, which led me to write my novel.

Freshmen 
Ross :- You’re soon to release your debut novel how long has this project been going for ?

Hugh :- I came up with the basic concept, a massive outbreak of werewolves in Manhattan, in 2002. I have a white board in my office with a list of my favorite ideas, and that one sat at the top for two years while I let it sit in my head. It took me two years to break the story--to figure out the answer to the question "why." I was sitting in a movie theater with a friend and telling him all about the big action scenes I'd devised, and then it just came to me. You'll see what I discovered in the last 30 pages or so of the book.

So I wrote it as a screenplay, which went "out" in May of 2004. My agent and manager took a gamble on the success of Van Helsing, and released the script to producers and the studios right when it came out. Obviously, we lost that gamble. Not that Van Helsing was entirely to blame--this was a budget-busting hard-R movie that would be too frightening for kids even if their parents brought them. And although I have a great female lead, it'd be a tough sell to women.

Like everything I wrote, the script had a lot of fans. Tom De Santo, one of the producers of the X-Men films, sat down with me to try to pare down the budget. I was told that Bruckheimer's company liked it, but the budget was a problem. And it opened doors for more development with other great producers as well. Most importantly, it was one of my favorite things that I'd written.

After a couple more near-misses in Hollywood, I decided to take a swing at writing it as a novel. But mechanically, narrative writing has nothing in common with screenwriting, which is all about fragmented sentences and white space. The characters and the story unfolded beautifully with all of the extra room, and I learned a lot about myself in the process--but it was long and hard. I finally wound up hiring a book editor, which may have been the best decision I've ever made in my life. Once I did that, I could finally let go and prepare everything else--the cover, the website, promotion, etc.--and get back to creative writing.

I can't tell you how excited I am to get this thing out. It's slightly incredibly terrifying, of course, but I guess that means it's right.
The title of Hugh's upcoming novel
Ross :- with the release of city under the moon imminent how important is it that all the listeners to the One of swords podcast go out and pick up a copy. ?

Hugh :- Well, I'm willing to take strong odds that they'll survive without it, but I can't guarantee that it'll be a happy life.

Seriously, I appreciate the support, but I'm not looking for charity. If you're not into reading or this isn't your genre, don't throw me your hard-earned money. But if that's the case and you enjoy my work on the show and wanna support the kid, pass the word along to someone who *would* like to read it. Word of mouth is better than gold, because it can make gold.

I don't want to bust out any violins, but at the heart of this is a guy who is, to be honest, taking a major life gamble on himself. It's a tremendous personal investment and risk to self-publish, and I'd be lying if I said I know what to expect. If the book is a major hit, you might look back on this statement and laugh, but right now I'm understandably nervous. I've got two kids to feed, and they've made it perfectly clear that if I can't provide food they'll be happy to eat me instead.

Don't get me wrong, I'm absolutely confident that I've got the goods here. And I'm giving away the first quarter of the novel as a sample, so you should feel that way too before you plunk down your dough. But the process of getting the word out is scary. Trying to market yourself in today's media is like standing up in a galaxy-sized stadium and attempting to start the wave.

Also, in this case, my self-deprecating humor works against me. It's just not in my nature to throw my shoulders back, lift my head and say, "Hey folks, I did something here, and I promise you it's awesome." That's on the opposite side of the universe from my comfort zone. So I guess the fans of the podcast will have an inside look as I try to shift my image in an unnatural manner.

The one of swords podcast from Activision
Ross :- do you plan on having any serious advertising campaign for your novel or will word of mouth and amazon etc reviews be good enough for you ?

Hugh :- I'm going to pull as many strings as I can, but I can't compromise folks' integrity. And I don't even know that I should.

Back when Freshmen was on the shelves, Mila Kunis did an interview for Stuff Magazine and hawked the book. They even ran the cover that featured her character, without us having to ask them. Seth Green co-created Freshmen, and went on Conan O'Brien to talk about it. Sarah Michelle Gellar gave us a cover quote--and so did Joss Whedon, George Lucas, and Stan Lee. Brad Meltzer--the great freaking Brad Meltzer--got in touch with me on MySpace and told me he liked the book, and offered up a quote. Best compliment of my life. Wizard did articles on us. Seth and I went to conventions. The reviews were better than I could have imagined. And we had a rabid core fan base, I mean they were relentless.

But look--it's no secret that Freshmen isn't coming out anymore.

The problem, I think, was this: In order for something to be a success, it needs to find its own audience. Not just any audience, but the particular audience that will embrace it. I don't think the Freshmen spark was ignited in the right place for it to really catch fire. If we'd put up posters of The Intoxicator in college towns, if we'd gotten the story of The Seductress into some high school counselors' offices, then I think we would've been a smash. But we used conventional means to market a comic that wasn't necessarily right for the conventional comic book consumer. I mean--I THINK this is the case. I could be totally wrong, and by no means am I taking anything off of my own shoulders as the writer. And I'm also not criticizing Top Cow, because they busted their asses and spared no expense to push Freshmen. But there is a lesson to be learned.

Long story long: I need fans of action novels, thriller novels, horror, mystery and just plain fun writing to discover this book, and the best way to do that is to get those communities talking about it. I hope they find it on Amazon, and I'm going to try to reach out to them as best I can, in a target manner.

And quite frankly, I can't afford major advertising. :)

Ross :- Speaking of the One of swords podcast how did you become involved with that project ?

Hugh :- Dan Amrich called me up and said he was starting a new podcast, and asked if I'd like to co-host. I'd never done it before, so I shrugged and did it. And every Wednesday since, I wake up, shrug and do it.

Ross :- How important to you is it to have a platform to just release what ever is going on in your head every week ?

Hugh :- It's great, and the show is a ton of fun. I used to have my blog for a release, but I shot myself in the foot too many times on there. I'm still trying to figure out how to distinguish my personality on the show--miserable, hopeless Hugh--from the real life guy who does have those instincts, but also has a wonderful family. That's why Twitter has worked out for me, because I've warned all of my friends and family not to follow me, and I... well, to a certain extent, I play my character.

Having a presence on the Internet is a mixed bag, because you have to limit your exposure as a writer. There's a shroud that's supposed to fall over an author--I think you're not supposed to know much about him or her. They should be like the puppeteer hidden in the rafters. I hope this isn't the case, but I think a lot of our listeners will be thinking about me when the read City Under the Moon--like, they'll see shades of the Superman II story, or my sarcasm, or whatever. My real fear, which I mentioned before, is that they won't feel like they're in capable hands because I'm so constantly self-deprecating. Or they'll know when I'm talking out of my ass, because they know I've never worked for the FBI, or flown helicopters, or been a werewolf.
And, of course, being public and available leaves me open to some whopping danger from the angry, evil, anonymous (with a lowercase "a") folks on the Internet who might decide to insult me or my writing. I didn't get much of that from Freshmen, but we'll see what happens here.
Hugh's Blog check it out Here

Ross :- here in the uk Robot Chicken isn't massively well known within the general public , could you give any of the readers go aren't familiar with it a brief synopsis of what the show is and what your role on it is ?

Hugh :- It's a sketch comedy show done in stop-motion animation, using actual toys. We might play on the established personalities of the toys, or create new ones, or just do original stuff with this aesthetic. Each episode is only 15 minutes long, but it moves lightning quick.

I buy all of the toys for the show, a job I dubbed "Toy Wrangler." It's a great gig, and it allows me to still write in my downtime. I've only been on the writing staff for a couple episodes, including the first and third Star Wars specials, both of which earned me Emmy nominations--which are the US version of the Oscars for TV. Lost both times, but it was pretty cool to get free dinners.

 

Ross :- how did your friendship / working relationship with Seth Green come about ? 

Hugh :- Seth and I met in kindergarten. We had all of the same interests, and became good friends. He moved out to LA in the middle of high school, and I went off to upstate New York for college. I moved to LA to become a screenwriter, and we kinda fell in love again. We've worked together because it's so much fun, but we've also both gone off and done our own things. We actually have very different tastes, so sometimes I'll see his stuff or he'll see my stuff and we'll just laugh and say, "That's awesome, and that's never how I would have done it."

Ross :- how is It living the hollywood lifestyle ? 

Hugh :- Well, you'd have to define that more specifically. And it's likely that if you did, I'd break down all of your illusions and make you depressed. So I'll lie and say this: It's incredibly, unstoppably awesome. Us Hollywood folk never get sick, we never have to pay bills, and when nobody's looking, we can fly.

Hugh & Seth

Ross :- are there any future projects already in the pipeline ? 
Hugh :- I've written the screenplay for a stop-motion movie that's in production right now, called Hell & Back. TJ Swardson and Rob Riggle are the leads, and we have some phenomenal casting news coming up that I can't quite talk about just yet [although it might be released by the time the interview runs, so check back with me, or check IMDB.] I don't know when that will be released, though.

My immediate goal is to write more novels. I'd be very happy doing this for a living, and letting someone else deal with the nightmarish rigamaroll of getting the movies made.


Now just a few quick random questions from people who were excited about this interview

Ross :- who is the most famous person in your contact list ?

Hugh :- That's hard, and I'm not being cagey. Is Macaulay Culkin more famous than Seth Green?

Ross :- who is the hottest actress In Hollywood ? 

Hugh :- For my taste, Kate Beckinsale. Jessica Alba is pretty darn hot too. I really like hair. This Mila Kunis chick isn't bad, either.

Hugh might be on to something here 

Ross :- do you have a man crush in anyone we should know about ? 

Hugh :- My man crushes begin and end with the McCounaghey. He is the ultimate incarnation of man.

Ross :- do you follow any sports and if so which teams within those sports 

Hugh :- Philadelphia Phillies and Philadelphia Eagles. So close... so far. I always enjoy watching tennis and poker, no matter who's playing.

 And finally what is your favourite video game of all time.

 Oh, so hard. I'll say Castlevania: Symphony of the Night.

Hugh's book City under the moon can be purchased in Kindle format Here. I would like to thank Hugh for taking the time out of his hectic schedule to take part in this interview with me and I hope you enjoy reading it as much as I did , Enjoy 

Wednesday, September 1, 2010

Interview With Dan Amrich of One Of Swords


I'd like to start this post by thanking Dan for taking the time out of his busy schedule to take part in this interview with me it was a pleasure , Lets get straight down to business.

Ross - I first became aware of your work on the Oxm podcast where you co hosted the show with Ryan McCaffrey how easy is it to get in front of a mic and just do a show like that ?

Dan - For me, it's not hard -- I am actually more comfortable behind a mic
than I am in person. Part of this comes from having done radio, and
before that, live theater. You learn that you're in the moment, you
have to own it -- just commit to whatever you are going to say and
you'll be fine more often than not.

As for KOXM, Ryan and I have a good chemistry from our friendship.
We're on the same page, but often have different outlooks on the same
things, so that leads to great open discussions. There's also just the
right amount of friendly competition -- we want to make each other
laugh and we both agree with that "commit to the moment" thing.
Podcasting with him is effortless.

Ross - How much games journalism did you do before the Oxm days ?

Dan - I started out writing pro in 1993. I got serious about writing during
my senior year in college, and actually started in music -- I did
record reviews, I interviewed a few up and coming bands. I landed a
job at Country Guitar magazine -- I love guitar, not so much on
country, but I certainly came to appreciate it -- and started looking
for freelance work in gaming around the same time. I got good exposure
writing one-off articles for Wired and TimeOut NY, and was on staff at
Flux magazine and an AOL area called Critics Choice. Those really
helped establish me before I moved to California for a startup
magazine that didn't really start. I joined the staff of GamePro in
1997 and wrote under the name Dan Elektro for seven years. I
ultimately moved over to help launch GamesRadar in the US, then
shifted to OXM in 2006. My first big review was Gears of War, which I
gave a 10 -- only the second one in the history of the magazine. No
pressure, new guy.

Ross - After Oxm you made a short job change to the Official WOW Magazine before becoming the community manager at activision how difficult a decision was it to make those  two pretty big job changes in a relatively short space of time ?

Dan - Very. I wasn't even sure I wanted to leave OXM; we had a nice balanced
staff and we all worked well together. But I also wanted to be able to
run my own show -- I'd never been Editor in Chief of anything, and the
WoW magazine was looking for someone who knew the game. I'd been
playing for four years at that point -- I actually started playing at
launch and didn't like it, then came back and saw all the upgrades and
started over. It just seemed to be the right opportunity at the right
time.

And literally the week that I moved my desk, I got a call from
Activision saying, hey, we have this new position that we're creating,
and we want to see if it's something that would interest you. It was
loosely described as "our version of Major Nelson." I said, "You know
I just started a new job, right?" But I knew it was worth discussing
with them because it was such a great opportunity. The longer I worked
on that first WoW issue, the more I realized this was not a good fit
for me and wasn't something I would be comfortable doing long
term...and the Activision opportunity was getting more and more real.
It got to the point where the only downside was having to move to Los
Angeles, because I like Northern California and the SF Bay Area.

I have always prided myself on not jumping around in the industry -- I
like committing to things, like GamePro for seven years and OXM for
three. I didn't want to be one of those people that you'd see at an
industry event and say "Who are you with now?" So having three jobs in
the same 12 months was really quite uncomfortable to me, but you don't
get to pick your windows of opportunity. Mine just happened to open
next to each other.

Ross - Is your current role at activision something you saw yourself doing when
you started in the video game world ?

Dan - Not really. Well, for one, the kind of role I now inhabit certainly
didn't exist when I started reviewing games like Total Carnage for
SNES and Eternal Champions for Genesis. I mean, when I started, the
person who gamers connected with at the company that made the games
was a blue hedgehog. The fact that the industry has evolved to the
point where publishers and developers can interact on this kind of
direct level is really encouraging, and I'm glad to be on the front
lines. But it's also scary, because while Major Nelson has clearly set
the standard, I'm also making up my particular version as I go along
-- and it's an awfully big stage for that kind of improv.

Ross - As a avid listener to talk radar i recently downloaded the episode
containing the Dan Amrich Roast , aside from all the jokes the talk radar
guys showed genuine affection towards you ,  how does it feel to have
affected the lives of other games journalists ?

Dan - That was a very special show. I didn't expect it, and quite honestly,
I didn't think I DID have an effect on other people. I really have
always felt that I was only as good as my last article and ultimately
I'm not as important as the game I'm covering anyway -- I am a
conduit, I am easily replaced. So to find out that all those guys
really felt that way -- that they cared enough to articulate it, and
that they had these tangible ways...it was very surprising, and truly
moving. It was very humbling to find out that I had any impact at all,
let alone that much. It certainly made me a lot more conflicted about
leaving.
Ross - For your One Of Swords podcast who long does it normally take to put the
show together record/edit and publish it ?

Dan - I try to produce it more or less in real time. The interview segment
is recorded separately from the co-host segments, but the raw
recordings are generally about two hours total -- that includes
equipment setup and connecting on Skype and general chatter. I try to
edit directly after the co-host segment is recorded, while it's still
fresh -- if there are things I need to bleep, I don't forget them.
That's about a half hour, tops. Then it's another 20 to 30 minutes to
export, tag up the MP3, and write the show description. After 30 shows
I have it down to a rhythm so I actually try not to waste any time, so
it rarely takes more than three hours a week. I'm trying to make it
even less by doing shorter shows, which in turn make it easier for new
listeners to jump in.

Ross - With a normal Palette-Swap Ninja song how long does it take for one of
them to come together from idea to release ?

Dan - It's generally a few months at the minimum; the shortest song we ever
turned around was one month, and that was to support Maximum PC's
100th podcast. Part of the reason it takes so long is that my musical
cohort Jude Kelley and I are both gainfully emplioyed and work on the
songs in our spare time. The other is that we don't want to rush the
comedy. We both really like the songs to be funny but also to tell a
story. Generally one of us will come up with a core joke -- for Viva
Pinata, it was the chorus; for Halo ((All I Play Oh)) it was the
simple rhyme of "Hey Oh" and "Halo." We rarely start with a song and
say "let's do a joke for that" -- it works much better the other way
around. What's the story to tell, what's the joke, and what song would
fit it?

Generally we kick emails back and forth. When the lyrics are there or
mostly there, then the serious work begins with learning parts and
programming drums -- Jude does that all in MIDI because he's the MIDI
master. Meanwhile I'm off learning guitar and bass parts. We build off
the drums and swap a Logic Express file back and forth in FTP until
it's all there. Sometimes that can take several weeks depending on how
complicated the song is and what else is going on in our lives. Jude
is a teacher so his summers are a little less busy, but my January to
March is a little easier in the game industry. So...it's a crapshoot

Ross - Any plans for the next video game parody song ?

Dan - Yes -- we're finishing up a live-action video for "Arcade Gaming
Shrine," but we are working on two more songs right now. One needs
lyrics but we both like the core idea very much, so we're going to try
to tackle that first. The second song just sort of came in a rush --
we have the full lyrics, but really don't have the time and focus to
do more than one song at a time, so it's just waiting in the wings. I
might revise the lyrics too, because now I'm thinking I want to change
the story a little bit. After that, we have discussed doing something
more ambitious; we're kicking around ideas. I have one crazy one but
it would require a herculean amount of effort, and it might just not
be worth that much trouble. We might be able to do something better in
the same amount of time.

Ross - Who are some of your musical influences ?

Dan - Jude and I are both huge fans of Devo, They Might Be Giants, and of
course, Weird Al Yankovic. Everything we do clearly stems from the
trails he has blazed; he proved that parody music could not only be
funny but, if created with enough care, worth hearing for years and
years. Jude and I met in an 80s cover band so we both like the
big-hair, big-synth, big-fun era of music, when MTV showed music
videos.

Ross - Is music something you could realistically do professionally ?

Dan - Short of what Jude and I did in our 80s band, probably not. We played
weddings, casinos, block parties -- they were good, paying gigs. But
for Palette-Swap Ninja, going any more "pro" than we are now is not a
goal -- like, our ultimate goal would be to play PAX or something.
We're not going to quit our day jobs and try to "make it." We do it
because for love more than fame. We want what we make to be worth
hearing, but that's out only real goal.


Ross - If you had to choose one and only one what would be your favorite game of
all time ?

Dan - I hate this question.  :)  It's impossible to choose, but I do keep
gravitating to Robotron 2084, because that's a game that still
challenges me -- hell, still scares me -- every time I play it. And I
have been playing it for literally decades. I have had lots of
fantastic, moving game experiences but Robotron is relentless and
every time I play it even now, I want to be better than I am.

Ross - Of all the current gen consoles which one sees the most playing time in
the Amrich house ?

Dan - I just got a PS3 a few months ago, so that combined with my years at
OXM building up a 360 library means I do play 360 more often. I play
PC a lot too -- Borderlands, L4D2, PvZ, and of course WoW. It's at
least 50/50 between PC and consoles, maybe more PC lately. 

Ross - Do you feel a MMO like WOW could ever work on the 360 or Ps3 ?

Dan - Yes. I haven't seen it yet, but I want to believe it can and will
happen. I am eager to see DC Universe Online on PS3 for this very
reason -- I am a comic nerd and want to live in that world. But the
trick is that the MMO has to be designed for the console in mind, and
I think that's DCUO's first smart move. So I'm hopeful.

Ross - What are your feelings towards Kinnect and Move ?

Dan - I preordered Kinect -- Dance Central is the kind of thing that I want
to play, but my choreographer wife wants to play even more -- but I'm
taking a wait-and-see on Move. Nothing wrong with the tech, just
looking for what game will give me the excuse to invest. It's never
about the tech anyway -- it's always about the games that make you
want the tech.

Ross - Which is your favorite gaming system of all time ? 

Dan - Arcades. Seriously -- I grew up on the Atari 2600, loved my Genesis,
and was thrilled to cover the 32-bit era on the front lines, so I have
strong memories. But to me, nothing beats a 400-pound plywood box that
has been created to play ONE GAME, and play it better than anything
else in the world. This is nostalgia talking, but then again...show me
a home version of Tempest or Atari's 1983 Star Wars or Robotron 2084
that is as good if not better than the coin-ops. 

Ross - And finally is there anything you'd like to plug or link to ?

Dan - Always! :) One of swords -- that's my portal for all the social
media stuff from inside Activision. All the Palette-Swap Ninja info
and the free MP3s are at palette swap ninja. And I don't blog much
on bunnyears lately, but that's my portal to all my personal weird
interests -- making Ghostbusters outfits, digging into puzzles,
telling the stories of how I got my Xbox 360, stuff like that. It's
rated M for Mature.

Once again i'd like to thank Dan so much for taking the time to participate in the interview with me it has been a brilliant interview if i do saw so my self so enjoy and please feel free to leave comments with your feedback