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illustration by Michael Cho
  • All Aboard the Haphead Train!

    July 31, 2014

    hapheadtrain

    About a month ago we got the word that Haphead, our near-future videogame subculture webseries, received funding. It’s a lot of the same folks I’ve been making lo-fi sci-fi no-budget films with since 2007 — except this time we’re getting paid a living wage for it! Pretty wild. Having a budget also means we can consider renting locations (like the train car above!) as well as accelerate the process — we’ll be releasing the first 45-60min (AKA “Season 1”) in January, instead of the 3 year odyssey that Ghosts With Shit Jobs was. I also won’t be wearing as many hats (just three: executive producer/creator/writer) but I know from the awesome proof-of-concept trailer our team produced with minimal interference from me that it’s in very, very good hands.

    If you want to jump on the Haphead train before our mid-August shooting begins, this is what we’re still looking for!

    • a large abandoned warehouse or factory we can rent for a day (something like this pic)
    • people with physical talents: parkour, martial arts, circus skills, skateboarding/scootering, breakdancing
    • adult background actors (AKA extras) of different ages/ethnicities (no experience needed)
    • small camper / magic van / Winnebago
    • a house with a little character
    • onset medic

    If you have a lead on any of the above, please drop our producer Anthony a line at anthony@lofiscifi.com and he can give you more details.


  • GHOSTS in Indie Sci-Fi Bundle

    April 15, 2014

    otherworlds
    I first heard about Vodo a few years back when they were using BitTorrent as a form of alternative distribution for science fiction shorts and web series — something we did as well with our 2007 effort Infest Wisely. Currently they’re trying out a pay-what-you-want model, and they approached us to include Ghosts With Shit Jobs in their indie sci-fi Otherworlds bundle. They’ve brought together a great bunch of sci-fi shorts, experimental videogames (Tale of Tales) and speculative graphic novels (Cory Doctorow), and we get a bit of money whether you pay-what-you-want for the main tier or “unlock” our movie on the second tier. (I guess we’ll have to update our profit-reporting post after this!) Incidentally, this is the first time you can buy a DRM-free digital version of our movie since the Kickstarter.

    The Otherworlds bundle is available for the next two weeks.


  • Ghosts With Shit Jobs: The Final Numbers

    March 15, 2014

    Factory_Interior-Press-Kit.resized

    We started making Ghosts With Shit Jobs in 2009, released it in 2012 and screened it in 25 cities thanks to a Kickstarter campaign through 2012-13. We’ve learned a ton and recently applied what we know now to a proof-of-concept trailer for a new project — it’s called Haphead, and features the infinitely stretching electronics factory pictured above. And bunny-ninja fights.

    But before we move on we thought we’d talk frankly about the numbers behind our lo-fi sci-fi feature.

    We attracted attention to the project by being up front about our original $4000 production costs, and now we want to do a final accounting in the hope that it’s useful and/or interesting to other indie filmmakers. There’s a certain amount of pressure to not talk about this stuff when it’s not super-impressive — that somehow it hurts our credibility — but we think it’s useful to show people what very minor success looks like.

    Ghosts With Shit Jobs cost $20,180.97 to create and promote and earned a gross of $39,317.18 $40,917.18 $51,675.12 $52,252.74 (as of Aug 2022 — mostly from iTunes sales). (more…)


  • Haphead, a neo-noir webseries

    March 7, 2014

    Ten years from now, videogames are so immersive that teenagers learn lethal skills just by playing. They’re called hapheads.

    The folks I made Ghosts With Shit Jobs with made this trailer I adapted from a book-length story I’m working on. Don’t know if we can honestly call what we do lo-fi sci-fi anymore — with fight scenes and full-on special effects, it’s way more in the mold of traditional action sci-fi. I’m thinking what’ll set it apart is the characterization of the father & daughter (my emotional entry into the story, thinking about my relationship with my daughter in 10 years) and the subcultural mileau that’ll emerge. This trailer a proof-of-concept thing meant to rally the interest we need to get it made — so if you’d like to see it, share it.


  • Just Ella

    February 4, 2014

    I’ve been getting together with folks I made Ghosts With Shit Jobs with to make a trailer for our next project, Haphead — starts shooting on Sunday, get in touch if you’d like to help out. We’re going to be working with the same actress who starred in “Just Ella” — a short I wrote/directed for the Lo-fi Sci-fi 48 Hour Film Challenge. It screened at Toronto After Dark (my favourite Toronto film fest) a few months back, and now you can watch it here.

    “Just Ella” posits a future overrun by gibbering monstrosities. Ella takes refuge in a “the Ossington Safehouse, a collectively-run space dedicated to human sovereignty.” But despite doing the assigned tasks on the chore list, the Safehouse isn’t safe — the terrors outside are nothing compared to those within.

    Contains perhaps the first cinematic example of autocomplete used for a dramatic reveal.

    Credits here.


  • Aspirational Science Fiction

    October 21, 2013

    I remixed a 60 Minutes puff piece with one of the founders of Twitter so that it tells a story of open source bravery and genuine disruption. It’s part of my Postopias series. How it came to be and why I made it is below the jump.

    (more…)


  • Artist Residency at the Art Gallery of Ontario

    October 8, 2013

    Magi's Rendering screenshot

    Quite flattered and surprised to announce that I’ll be the artist-in-residence at one of North America’s largest museum galleries, the AGO. During February and March they’re providing a studio, a stipend and institutional support to make art — in my case, game art — and engage the public. What the public engagement will look like is still in the planning stages but I’ll be posting more about it as event details firm up.

    In related news, I took part in a hackathon and made this art game in about six hours with the guys at Verold. The Magi’s Rendering is my first 3D game, and you can play it now in most recent browsers. Credits and design notes below. (more…)


  • Our BIFF Experience

    September 5, 2013

    At a time of year when everyone’s talking TIFF, we thought we’d talk BIFF. For us, getting into the Beijing International Film Festival was a bigger deal, what with Ghosts With Shit Jobs being about a future where China’s the first world and North America’s the third world.

    Co-director Tate Young interviewed BIFF-goers earlier this year on what they thought about the premise of our flick, and got lots of great city shots to boot, in this 6.5 minute mini-doc.

    It’s now four years since we began this project and it’s been quite a trip — literally and figuratively. Since its London, England premiere last year we’ve toured with the movie to nearly 20 cities across the world. Figured it merits its own commemorative tour t-shirt, which you can buy at cost for the next week (mens | ladies). It’s got all the cities on the back!

    As an aside, you should enjoy TIFF while it lasts — it ends in 2019 after cultural funding disappears completely. BIFF buys all the red carpets at an auction afterwards.


  • Let’s Play Kentucky Route Zero

    May 13, 2013

    I was lucky enough to be on the narrative jury this year for the Independent Games Festival. One of my favourite games was Kentucky Route Zero, a lovely point-and-click adventure with an anachronistic story that dips into magical realism and Flannery O’Connor. Like the writing, the art and cinematography is evocative and assured, and indeed took the Excellence In Visual Art award (up against strong competition from my Guilded Youth collaborator, Matt Hammill).

    I stayed with KRZ co-creator Jake Elliott on a recent trip to Chicago and, inspired by a Let’s Play-themed screening/performance event I took part in there, we ended up doing a Let’s Play-style interview (video here, mp3 audio-only file here). It’s pretty long and in-depth as we do play through most of Act I, but I imagine some fans will get into the slow-paced conversation amidst the chirping of the crickets. But if you’re just mildly game-curious, scrub through it — you’ll get a sense of the artistic sophistication and some of the creative concerns. If you’re suitably intrigued, you can go buy it here.


  • Wonderland: A Solvitur Ambulando Mystery

    May 6, 2013

    wonderland

    Do you know the Latin phrase “solvitur ambulando”? Used by the wandering scholars of medieval Europe, it means “walking solves it”. It’s always been true for me, as someone for whom walking is both wonderfully meditative and creatively inspiring. I started thinking about using this sentiment in a game context, and came up with an idea that coder Callum Hay and sound designer/composer Adam Axbey were both into, too. We realized a proof-of-concept this past weekend at the Toronto Game Jam.

    Wonderland: A Solvitur Ambulando Mystery is an app for the iPhone. You listen to an audio story set in Toronto’s Junction neighbourhood in 1915 — the projectionist of the Wonderland, one of the city’s first movie theatres, makes a grim discovery in the aisle one morning. You can listen to the beginning of the superbly produced and acted clip after the jump. (more…)


  • April 18, 2013

    Heading to Chicago next week for a cool Let’s Play game event (organized by the designer of the amazing Kentucky Route Zero) and the Q&A for the Chicago Anarchist Film Festival screening of GHOSTS.


  • Take Your Seashells Out of Your Ears!

    April 2, 2013

    451-700
    Today is the launch of KTR 451, a game I developed for the Toronto Public Library. Drawing on the themes and characters in Fahrenheit 451 (the TPL’s One Book this year), it’s a simple alternate reality game — part scavenger hunt, part audio drama — and people in Toronto can play it by calling the phone number above. There’s three missions, one per week, until a live event on April 22nd.

    Naturally, this was a huge thrill for me on a number of levels. (more…)


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Jim Munroe

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