First Steps in Development – Active Questions

After selecting your idea – see blog Selecting an Idea – this blog, First Steps in the art of development, written by Phi Parker, co-founder of BCre8ive, is about the active questions you need to make your idea engage an audience.

You have selected a stand out original idea. You know its tone. You may have an idea of the audience you wish to take it to. You know whether you are focussed on character/s, or the setting, and what the dramatic problem is at the core of the idea.

So developing an outline or treatment, starting some drawings, working up a wire frame, or collecting more material,all seem straight forward, and the obvious next step. For many creatives this is the next step, and provides a solid sense of progressing the idea. However, often this level of activity leads to frustration and dead ends. Now do not get me wrong frustration in the creative process, and exploring dead ends, is normal. The questions are can we avoid some of the frustration and too many dead ends, and if so how do we do it at this early stage of development?

Active Questions

One key aspect of any audience’s engagement in a work is the presence of active questions. These are questions, which the narrative poses that the audience wants to find answers to. In some well-known cases of the visual arts e.g. Mona Lisa’s smile – what, or who, is she smiling at? It is left open for the audience i.e. the viewer of the painting, to answer for themselves. In other literary works e.g. The Hound of the Baskerville’s’ the active question of who, or what, is the hound? is answered in the final passages of the novel.

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By identifying the active question, or questions, which make your idea interesting for an audience you can shape the work and avoid some dead ends. However, crucially, you will know why an audience will engage with your idea, and how the answer/s you plan may satisfy them.

How do you use active questions in developing your idea?

Active questions can be the framing device within which all the action of your narrative takes place. This is most easily seen in relation to developing the genre aspect of your idea.

Genre arise from the audience’s history of engaging with narrative, and then spotting links between types of narrative, which setup expectations of what will happen when they next engage with a narrative. Identifying the genre your idea sits in, or may sit in, is key to developing a successful creative work, but this is for another blog on the steps to development.

Active questions in genre terms have an overarching framing function. For instance, in romances it is whether or not two, or more, people will find love, and commit to spending time together or not? While in personal dramas it is will the character/s achieve their stated goal/s, survive the chaos of life and/or achieve some sense of validation.

In this context the main active question is often posed right at the beginning of the game, TV episode, novel etc.. This often occurs after a short, or sometimes long, introduction to the particular world of the action. It is then answered in the final level of the game, the climax of the episode, the final chapter/s of the novel etc..

The presence of this type of framing active question is critical to developing your idea, and in particular characters.

For example, if the only reason you want to work with a character is because they can deliver a punchline e.g. deliver a joke, then they will not be able to sustain a lengthy narrative just on this version of them alone. This suggests either your idea based on them is best developed as a very short narrative or they are placed as a minor character in much larger narrative dominated by other characters e.g.C-3PO in ‘Star Wars’.

More Active Questions

In the romantic comedy ‘Hitch’ the two main characters at the start of the film have sworn off romantic relationships. However, we know, because this is a romantic comedy, hat they will meet up and fall for each other. The questions are when and how, and then will they actually end up together? Inevitably, despite a major breakup/betrayal and several misunderstandings etc. they do end up together.

At first this looks like a very predictable active question – will this couple end up together? However, this is a given – after all this is a romantic comedy! So this active question though central to framing the film’s narrative is not the key active question/s for the audience. Please do not misunderstand me here. If this fundamental genre active question was not fulfilled then the audience would be disappointed – see umpteen failed comedic romances that tried to be romantic comedies. However, this framing question was not what made it a success with audiences. It was the active questions about will these characters change, will the supporting characters also find love, and will the deceit at the heart of their initial encounters eventually destroy their love for each other?

These active questions which tie the various plot lines together are the active questions which the audience wanted answers to. Without them the audience will have no interest in what is a predictable plot.

The key here is to understand that the questions of betrayal and people changing in relationships is so central to the audience’s lives, and in many cases their relationships, that they want to see how the characters in ‘Hitch’ deal with this in order to reflect on their own experiences.

Finding Your Active Questions

So do you have a big active question, which sets up the framework of your narrative? Is it like the mission/s of Desmond/Altaïr ibn-La’Ahad in ‘Assassin’s Creed’ or how did a child live through the Iranian revolution of the 1970’s in “Persepolis’? The nature of your framing question will as I stated above suggest the type end length of narrative. Asking how do the average, or not so average, family cope with their children?, is more likely to work initially as an episodic narrative than a single one off.

However, it is the additional active questions, which hold people to your narrative development that are crucial to its success. So once you have your framing question look to develop the other smaller active questions, before you go too far down one plot line, or develop a sequence or level. What is it that you are asking with regard to people’s own experiences?

“Creativity is the process of having original ideas that have value.  It is a process: It’s not random.” Ken Robinson

Having discovered your key active questions you are still going to end up frustrated, and even in the odd dead end, but there will be less of it, and them, if you have worked out what your active questions are.

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Selecting a Creative Idea

We all have great ideas, or too many, or just one, the problem is how do you go about selecting an idea to work on. In this blog, Phil Parker, co-founder of BCre8ive, looks at the initial stages of developing an idea and how to make good choices. How do you know if your idea is a good one or not?

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  1. Identify the idea

Is it a dramatic situation, a character’s problem, a setting, a subject , or a theme?

A dramatic situation is where something major will occur if some action or lack of action occurs e.g. the decision to end a relationship, start a war, or sometimes choose a fig. You are, therefore, looking for the consequences of an action to know if you have a dramatic situation or not.

A Character’s problem stems from having someone face a problem which is unique to them. It may be a common problem in life e.g. leaving home, being in debt, but it is unique in the way it potentially affects this character. This may arise because of their personality, the situation they find themselves in, or who they are related to.

A setting ranges from classic locations e.g. periods or events in history, to fantasy worlds and dystopian or utopian futures. However, setting can be more everyday – the family kitchen, the shambolic office, or a particular street or part of a city.

A subject is a broader collection of material, which may contain within it a series of events, a group of people, a particular event or place. The key is that all the material is connected by one central concern, a focus, which pulls all the material into a subject for development.

A theme is concerned with a central emotional core. A feeling, or concern, which underpins potential characters, actions, subjects etc. This is often seen as the big idea e.g. a fight for justice, the pursuit of love or a search for validation. All ideas, once developed, ultimately lead to a theme, but sometimes an idea starts here.

Having identified your starting point the question then is where do you want to end up?

A pile of rocks ceases to be a rock when somebody contemplates it with the idea of a cathedral in mind.” ~Antoine de Saint-Exupery

  1. What type of idea is it?

Not all ideas can be used on all creative platforms. Some work best as photographs, some as drawings, some as videos, some as one offs, some as a series, some have obvious multi-platform potential others appear more likely to work initially only in one format.

In order to clarify the type of idea you are working on it is best to start looking at the various elements identified above, and combine them together, to see how the idea develops. This combination of elements will focus you more on the central thing/s which concern you. You may have to do some initial research, or discuss particular aspects of the idea with someone. It is this process which will start to tell you what type of idea this is, what type of creative work it might become, and critically whether or not you like it enough to keep pursuing it.

  1. What is the tone of the material?

All the material you have collected around you as you have developed all, or some, of the above elements will point to an overall tone. This is the emotional impact of the work in terms of its impression left on you, and potentially on your audience/s. Tone is a complex area of expression and sadly this blog does not have space to explore it fully. The key thing to understand with respect to tone when developing an idea is that as you review the material you have e.g. some notes, examples of texts, or visuals etc. where are they pointing in terms of tone?

Does this collection of material give you the inspiration for comedic, dramatic or tragic work? What are your own feelings about the material, and how you see the idea being reacted to by the people you think may be engaged by the idea? You may, of course, on realising that it is ‘too dark’ or ’too light’ for particular audiences change the tone of a work as you develop it, but rceognising the initaia tone is important in selecting an idea as it develops.

  1. Define the dramatic universe.

At this point in the process you will be in a position to devise/recognise the dramatic universe of your idea. The dramatic universe is the collection of key elements be they characters, events, setting, images – perhaps songs, poems, that belong together. If for any reason an element does not work with the other elements then either replace it, or adjust the element/s, until you feel they all belong with each other.

It is at this point you will be able to see not only the interrelationships between the elements but also their interdependence. If you alter one of them then you affect the overall impact of the idea you have developed. Of course, you may want to do this to make the idea more attractive to a particular audience or to fit a particular format.

Having undertaken all this work you can really assess your idea. Assessing a idea too early is a major mistake many creatives make, rejecting something before it has had time to grow, develop, into something substantial enough to be assessed.

“You are not your idea, and if you identify too closely with your ideas, you will take offense when they are challenged.” Ed Catmull Creativity Inc.

  1. Selecting Your idea?

It is worth reviewing what you have in the light of what is already been produced. There may be ‘nothing new under the sun’ in terms of themes etc., but in terms of the particular dramatic universe you have created, and the particular work you are contemplating creating from it you are looking for the originality in the idea.

The first step is to review what you have created before – is the new idea sufficiently different to a. keep you interested; b. show other people a new side to your work.

The second is to review the most successful works which are like the ones you are contemplating from your idea.  If you can see how the idea is original enough to stand out from the crowd on this basis then it is worth pursuing, if not either abandon it in favour of another, better idea, or change an element/s to make it stand out.

Once you have reached this stage you will have developed the idea to the point where you will be able to successfully assess whether or not you really want to pursue it and in what form, for which audience/s.

All the best with every idea you select, and remember your collaborators are as important as the idea.

Upload your latest idea to the bcre8ive website and see how it flies.

 

 

 

 

 

 

 

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10 Most Asked Quetions About Short Films

This blog is written by Phil Parker. Co-fouder of BCre8ive and in the context of examples, and discussions, of short films being held at Visegard Animation Forum in Czech Republic. Short film covers, of course, live action and animation, as well as web videos.

Q1. What is the major reason for a short film not working?

The screenplay is under developed. This is still the major problem with most short films. Not enough time and effort has been spent on solving the narrative problems in the screenplay prior to making the film.

Q2. Do shorts follow the classic three act structure?

In that all narratives have a beginning, middle, and an end, yes. So even abstract avante garde, and music videos, have a three act structure. This is the means by which the narrative is shaped in relation to the audience to ensure their engagement.

Q2.What makes a good short idea?

This depends on the length of short being made, but essentially it must have some means of engaging an audience – be it an interesting subject, character/s, visual approach or dramatic question.

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Q4. What makes a great short?

An idea which is expressed in the appropriate dramatic form, at the right length for the central idea, with a strong visual style, sharp characterisation, a strong central tone, and, where necessary, great dialogue i.e. the same as any length of film or video.

Q5. Is it easier to make a good short than a longer film?

In practical terms – yes. In dramatic terms – no. The reason being that people struggle to judge the right length for their short film. The differences between an idea which will work at 90secs, or 5/15 minutes or half an hour (all short lengths) are fundamental, and stretching out an idea, or cramming it in to too short a length often ruins the film.

Q6.What is the major criticism of most shorts?

They are either too long, or too short.

Q7.How long is a short?

Most festivals work on the basis of anything up to, and including, thirty minutes. One or two festival allow up to an hour or slightly beyond.

Q8. Why do most shorts have a ‘Twist in the tale’?

Because its better than having ‘A Jack in a Box’. The difference being that the twist in the tale is adding a final element to the narrative which adds a twist or comic moment to a narrative in which all the stories are already completed. In other words the twist in the tale is a bonus. However.the ‘Jack in the Box’ ending is about the creator/s presenting a big surprise to end a film, which seldom works as it cannot match up to the long build up prior to this last moment. A good example of the twist is the ‘You guys are all the same’ line from the end of  ‘The Big Story’.

Q9. Why make a short film?

Because you have a great short screenplay. Any other reason is secondary and if allowed to dominate will probably ruin the film. With 300 hours of videos being up loaded to YouTube every minute the need to be good is demonstrably important.

“ideas come from everything” Alfred Hithcock

Q10. Is a short film a good calling card?

If it is good, yes. Primarily for the producer, director, main actor and some crew but the screenwriter, and others can use it for credits, and to attract attention to their next project. However, for onging series, or long episodic projects it also works well on the web, helping to build a community of supporters, and possible funders.

 

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7 Tips on how to become one in a million new creatives

This week’s blog by BCre8ive Co-Founder Phil Parker looks at the skills and work needed by creatives to survive in the coming years.

NESTA have produced a report calling for 1m more creative jobs to be created by 2030, while at the same time Susan Jones in the Guardian newspaper points out the ups and downs of being a self-employed creative. So with over 17,000 new media graduates about to leave Universities in the UK this summer what do they need to do to survive, and become one of the 1m new creatives who will drive the UK economy over the next fifteen years?

  1. Create Original work

This may seem obvious but when 300 hours of ‘original’ video material is posted on YouTube every minute; there are 50 billion ‘original’ pins on Pinterest; 16,000 ‘original’ games in the App Store alone and over 2m ‘original’ books are published a year – the concept of being original needs some clear definitions. Crucially, work needs to stand out from this mass of productions, which dominate the global Internet space.

Easier said than done, but it highlights the need to review your work in the light of what already exists and develop new work which provides something different. This means working with familiar forms from drawing a cartoon, to making a dress or working in genres from romances to thrillers but then adding your own original touch to these familiar creative outputs. It is this additional element being added to something familiar, which makes something ‘original’.

  1. Put Quality First

Setting yourself high standards is critical to long-term success. This can be practical skills based – your ability to create very highly polished pieces of work, through to thought based – your ability to recognise and solve problems. The key is always strive to create a better version than what has gone before. You will not always succeed, but you will impress others, and often be supported as a result.

“Always take a chance on better, even if it seems threatening.” Ed Catmull Creativity Inc. 2014

  1. Embrace Failure

Very few creatives achieve success with their first works; even fewer go on to be successful throughout their creative lives. Your ability to take risks, fail, and start again is part of your ability to survive. This approach is applauded in entrepreneurs and often rewarded with high levels of financial investment. In the creative sector people are often dismissed if at first they do not succeed. Therefore, you need to believe in yourself, and have a supportive community, who will help you develop your work.

  1. Find Collaborators

There is a romantic notion of the lone artist creating on their own but the reality is most successful artists have had their collaborators. Some forms of creativity make this obvious as in film making e.g. Martin Scorsese and Thelma Schoonmaker, others less so, for example, the painters Cezanne and Pissarro. Graphic novels have been dominated by collaborative teams and some deliberately created as team projects e.g. IDP: 2043 which was overseen by Denise Mina, and contained work by Dan McDaid, Mary Talbot, Irving Welsh and several other writers and graphics artists.

“In the long history of humankind(and animal kind,too) those who laern to collaborate and improvise most effectively have prevailed” Charles Darwin

  1. Develop Communities

Collaborators, whether they actually work with you or merely comment on your work, give advice, make suggestions, are clearly part of your community but with social media there are opportunities now, which have never been available to any previous generation. No matter what you interests or the subject/s you have chosen to work on there are social media groups, forums and networks who will be focused on the very thing which interests you.

The development of the ‘Twilight’ saga and ‘Fifty Shades of Grey’ are well-documented community-based projects, but every form of creativity, and subject can be developed and shared on the web.

In the past if you wrote TV episode, or had a gallery showing, which few people saw, that was it – start again. Now everyone who saw your work is contactable – you already have an audience for your next piece of work. This is to say nothing of your own social media network, and the online Talent Pools e.g. our own at BCe8ive but also Talent House and CreativePool.

  1. Organise Funding Sources

Apart for directly selling creative work grants have always been a part of the creative funding environment be it from charitable foundations or public funders. These range from the small individual support available through ‘Grants for Arts’  ; Creative England  and other national public bodies to specific arts funders e.g. the Wellcome Trust

However, these traditional sources are now being complimented by new sources of financial support for creatives.

The creative industries are finally being seen as a possible focus for investment. Admittedly this is skewed towards games and other App style propositions, but in 2015 there are various loans and development schemes created for people starting on their creative career. These include AIMStartUps  and The Arts Impact Fund aimed specifically at creatives, to more general business start ups, e.g. StartUp Loans  which are for any new business – this can mean you!

The other lending explosion is peer-to-peer where people invest in you or your work with the aim of being paid back in the future. For an overview of this rapidly changing source of money in the UK look at the U-Switch site

Then of course there is the established Crowdfunding mechanism in film and games dominated by Kickstarter and IndieGoGo but now expanding into graphic novels, e-books, performances and complimented by a growing Crowdfunding community including Crowdshed and Crowdfunder.

  1. Be Agile

Diversification, and changing focus, has always been apart of creative lives.

Dance SculptureYou may define yourself as an animator, artist, writer, filmmaker, director etc. but the vast majority of the people who work as creatives also use their skills in other contexts – often, and traditionally, education.

However, the big opportunity the web and digital production provides is the ability to adapt a creative project for different audiences on different platforms. In order to do this effectively you will need to collaborate with others, work with a number of different publishes, exhibitors, etc. plus of course launch your own work into the communities you have connected with or created yourself.

 Becoming one of the million possible new creatives in the next fifteen years will not be easy, but if you can combine all the above elements into your work then you stand a good chance.

 

 

 

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4 Phrases which limit Creativity?

Developing new original creative projects to the point where they are more likely to succeed than fail is difficult. However, it is made even more difficult by the prevailing development culture as encapsulated in four often-used phrases.

These four statements are heard daily in creative companies and the wider community and profoundly limit our creative outputs, talent development and company successes.

The four phrases are :-

  1. Nobody knows anything
  2. The cream always rises to the top
  3. Talent always wins out
  4. There is only room for the few

1. “Nobody knows anything” was written by the screenwriter William Goldman, when describing the lives of studio executives in the L.A. in the early 1980’s in his famous book ‘Adventures in the Screentrade’ p 39. He later stated he wanted this saying on his tombstone, and explained he meant studio executives do not know if they have a hit on their hands or not.

Unfortunately, this saying soon became a touchstone for the majority of development executives, producers, distributors and some screenwriters to excuse their ignorance of narrative structures, genre, tone, dramatic structure and all the other elements, which contribute to successful narratives. Hiding behind this wall of ignorance has become so normal it has been seen as a characterisation of the creative industries as a whole by some investors.

“When it comes to creative inspiration, job titles and hierarchy are meaningless.”  Ed Catmull

2.  “ The Cream always rises to the top” – an English proverb, often used to describe the expectation that the best people will always rise to the top of professions. The reality of the creative industries is that nepotism dominates the older established industry players. Within film, television, theatre, and publishing, dynasties going back often three generations or more, dominate the top of the professions. Some of these people are obviously good at their job, but the limited opportunities for others to join them means other good, and better, people are often excluded.

In addition, this notion of cream rising to the top is also used to excuse poor teaching and/or lack of training facilities, After all why spend time and money on training and education if the best people will always come to the top anyway?

3. This latter argument is also used in the context of “Talent always wins out”. The reality is radically different as demonstrated by the women protesting about their exclusion from the film industry at the Cannes Film Festival, and the on-going struggle of women in the tech and games industries in the US. Discrimination of all types is present across all societies and the creative industries are not immune, as people from minority communities attest, a point illustrated by the on-going campaign in the UK for representation in the media.

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As if these two factors, discrimination on gender and minority lines, were not enough to undermine any simple vision of talent always winning through, regionalism, and the historical metropolitan concentration of creative industries, also plays a major part in undermining the talent base of all societies. Anyone living and working away from the major cities will know how hard it is to achieve recognition. The result is mass migration of talent to the cities, which compounds the belief that the talent is in the cities. A view, which completely ignores the pool of talent, which cannot move for economic or personal reasons.

4. “There is only room for the few” – the hierarchical nature of how the creative industries is portrayed with its ‘stars’, ‘moguls’, impresarios and directors all chasing awards, and sales, can easily lead to the belief that there can only be a few who will make it to the top. This scenario historically reflects a reality, where some creative professions have, for decades, been dominated by a very few individuals or families … back to nepotism. The antidote to this has been the creation of ‘fringe’, alternative’, ‘experimental’ and ‘punk’ creative activities – often dominated by those with private incomes, or access to patronage. The only other alternative being a lifetime of ‘amateur’ creation.

“Every artist was first an amateur.Ralph Waldo Emerson

 Four phrases which are commonly used, and mask the reality of a poor development culture and wide spread discrimination within the creative industries. Four phrases we need to abandon if we are not to continue limiting our creativity.

 The Future

Today things are changing with web distribution and access to global communities providing opportunities to reach audiences without the gatekeepers of old. The emergence of the Apps market with its small team games successes; e-publishing with its episodic sales and community building; and vlogs where new voices emerge for younger audiences, all point to new possibilities for talent and creative opportunities.

However, for talent to flourish in this new environment it needs development support, digitally based training and thinking, and investment in micro companies, not the old creative empires.

Not the world of the old four phrases masking bad practice, but a new development culture with a focus on supporting talent where ever it is, aiming for better quality outcomes no matter the people involved, and better development across all digital platforms.

 

 

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On the Pleasure and the Pain of Collaboration…

This blog is written by one of BCre8ive’s Creative Champions, Leslie Stewart. Leslie Stewart has worked for the BBC, Channel 4 and ITV as a writer and director. His credits include the drama strands Play For Today, Screen Two (writer/director), Scene (writer/director), Casualty, Holby City, As If, Down To Earth and Monarch Of The Glen. His work for children includes Urpo and Turpo, and the animated feature film, Moomins On The Riviera (coming to UK in May 2015)

Leslie is an Ivor Novello Award winning songwriter, and also writes for radio and the stage – The Little Match Girl.

5 Points on Pleasure and Pain

1         Pleasure: I have someone to talk to. Writing can be a lonely job.  Collaboration offers company, and there’s someone to keep running with the thing when you’ve all but given up.

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2         Pain: I have to be prepared to stop watching Match of the Day when the phone rings and it’s him or her wanting a three hour conversation, more often than not with a new idea, an idea I’m really not prepared to deal with intelligently right now. I say ‘yes, great,’ because A/ it’s getting to stupid hour , B/ the phone’s cooking my ear, C/ my arm’s beginning to ache, D/ I’ve long given up making notes, E/ tomorrow’s another day and everything will be different in the morning.

3         Pleasure: I work on last night’s late night idea and it bloody works.

4         Pain: Why didn’t I think of it?

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5         Pleasure: It’s not just me against the world and I have someone to share the pain (or the pleasure) of the script editor’s/producer’s totally idiotic (or enlightened) notes.

“Alone we can do so little; together we can do so much.” – Helen Keller

Distractions

All that may be a little light on the substance and the science of collaborating, but there is more that a splash of truth in it. Most writers I know (and most I’ve worked with) have to practice a form of self-discipline alien to the occassionally creative mind. How often has watching a football match, reading the papers (research) or a good book (more research), watching a film (very important research), sneaking off to the pub, whatever your bent, not been more tempting than the loneliness of sitting in front of a cold screen, tapping away at an unfeeling keyboard?

Collaboration v. Solitude

Set against the solitude of writing alone (the norm for most of us), collaborating brings with it a different and healthy dynamic. There’s the pleasure of sending off a scene (or more) to the other person, knowing you’re going to get the feedback of an ally. If you’ve chosen well, and choosing well is fundamental to a worthwhile collaboration, the energy generated by a sound collaborative relationship will drive the thing. The pressure from a fellow writer on you to perform is far greater, I find, than any other pressure in the fraught process of getting something from pitch to screen.

A digression of sorts:

Some years ago, I was driving regularly between my home in Essex and Pebble Mill in Birmingham, where I was editing a TV film I’d written and co-directed. Late one night, driving home, I hit thick, heavy fog on the M6. Up ahead of me was another car with comfortingly bright fog lights. I latched on to them, kept my distance, and felt pretty safe. About fifteen minutes later, the car ahead of me, my guide, indicated left and slowed. It was puzzling as there was no junction or turn off. I had no choice but to overtake. Looking in my rear-view mirror I saw that the car I had been following was now following me. It was my turn to take the lead. And so it went: every few miles we’d take turns at leading the other through the fog.

It was a good collaboration.

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5 Not Rules for Collaboration

This blog is written by one of BCre8ive’s Creative Champions, Leslie Stewart. Leslie Stewart has worked for the BBC, Channel 4 and ITV as a writer and director. His credits include the drama strands Play For Today, Screen Two (writer/director), Scene (writer/director), Casualty, Holby City, As If, Down To Earth and Monarch Of The Glen. His work for children includes Urpo and Turpo, and the animated feature film, Moomins On The Riviera</em> (coming to UK in May 2015)

Leslie is an Ivor Novello Award winning songwriter, and also writes for radio and the stage – The Little Match Girl.
MOOMINS UK
And I don’t believe there are any hard and fast rules, but, try this:

  1. Give your ego a holiday and listen to the other person.

“You are not your idea, and if you identify too closely with your ideas, you will take offense when they are challenged.” Ed Catmull – Creativity Inc.

  1. If you don’t agree, try to understand. Once you understand, you’ll find a way through what could have been a calamitous impasse.

You are, after all, on the same side.

  1. Learn from each other. I’ve been writing, alone for many years and with others, and I keep learning. The more I learn the more I understand that I’ll never know it all.
  2. Don’t collaborate with someone you instinctively know will be a pain in the arse to work with

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  1. Finally, insist on the writing credits being arranged alphabetically and change your name to Aaron Aabhas.
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6 (plus 1) Free Creative Apps to start a project

This blog is one of an occasional series which identifies digital options for creatives from Phil Parker, co-founder of BCre8ive.. Creating on the move and in particular with tablets is now a big opportunity for creative but which apps, given the thousands out there might help. Here is a short list of possible solutions, to creating your first cartoon, writing a screenplay and much more, some well known – others not so, All free or freemium, with a free option for start out games developers at the end.

Let’s start with Art, more accurately described in this instance as drawing. Many people will know of AutoCAD 360 with its link to the established CAD system used by architects etc. for many years. However, what about

TAYASUI SKETCHES an IoS app, which allows you to create, simple cartoon – style drawings and have some fun. tayasui sketchse image

Graphic design options can be explored at

FAT PAINT , a freemium site which allows you to create designs and logos without paying unless you are creating work for business purposes.

Photography apps attached to the two big online sites Instagram and Pinterest, are well known but have you tried

VSCO and all round camera app for IoS and android, which provides a range of creative options with your photos?

Writing apps covering everything from poetry to screenwriting so here are a few to get you going.

HAIKU JAM , a free app for IoS and Android is what it sounds like a digital version of the established Japanese poetry form but with the additional advantage that you are able to add photos + text messages to share

Screenwriting apps abound form FinalDraft to Celtx, this latter having a free option which is great for those just starting out. However, an app worth looking at is the following

FADEIN, only on IoS so far, but free with all the standard formatting tools of the big applications.FADEIN logo

On the short fiction front the following app allows for sharing as well as creating

WATTPAD is free and works on IoS and Android– great for getting feedback from friends and collaborators,

AND if you want to create your first game then there is a free download to help you

GAME EDITOR – Mac/Android, An open source tool which has tutorials, and walks you through the creation of your first game.

Being creative in the digital age on the move has never been easier, and it will only improve as download capacities, and app development, improves.

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Collaboration : In the Service of a good idea

This week’s guest blog is written by one of BCre8ive’s Creative Champions, Jocelyn Stevenson. A children’s media professional. Jocelyn  has worked for over 40 years in children’s media as a writer, creator, producer and executive producer. Her credits include Sesame Street, Fraggle Rock, The Magic Schoolbus, Bob the Builder, Barney & Friends, Rubbadubbers, Pingu,  and Moshi Monsters: The Movie.

I love collaborating. It’s an on-going exercise in non-attachment because the minute you find yourself getting attached to a particular idea for no reason other than that you like it or you thought of it, you’re no longer collaborating. It’s not about you – but it is about what you can bring to the discussion, and there’s nothing more creatively satisfying than collaborating with people who know how to do it.

 Screen Shot 2015-03-19 at 16.36.45Unknown artist

The most successful collaborations come out of a shared agreement to serve the best idea, no matter where it comes from or where it takes you. It’s important to keep asking the question, “Is this the best idea?” but oh how easily the answer can be muddled by politics. If it’s the boss’s idea, then that can become the definition of “best.” And if people don’t feel comfortable challenging the boss, then there is no collaboration. It’s the boss’s job, of course, to put the right people in the room together and then to let them do what they do. But how many bosses are there out there with the creative confidence and generosity – and love of collaboration – who can let go of the reins? As Ed Catmull, one of the world’s greatest managers of creative people, wrote in Creativity, Inc.:

Getting the team right is the necessary precursor to getting the ideas right. It is easy to say you want talented people, and you do, but the way those people interact with one another is the real key… A good team is made up of people who complement each other. There is an important principle here that may seem obvious, yet- in my experience – is not obvious at all. Getting the right people and the right chemistry is more important than getting the right idea.”

I had the great privilege of working with Jim Henson, another inspiring and successful creative leader. Jim had a gift for putting the right people together, even when the people he was combining could not themselves see the potential of this particular combination. But they saw it when they started working together. I sat in a number of large, creative meetings with Jim at the head of the table. He’d doodle and listen and occasionally comment or guide the discussion to make sure that everyone in the room had a chance to speak. At the end of the day, he’d sum up. He had this incredible ability to synthesize all the ideas that had been floating around into something that made sense. And each of us in that room felt that the final idea was ours. Genius.

The only way to discover something that you never would have thought of on your own is to collaborate – and it’s also secretly comforting to know that whatever the final product, it would not have been the same without your contribution.

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5 Writing Tips from Jocelyn Stevenson

This week’s tips are from Jocelyn Stevenson a children’s media professional. Jocelyn  has worked for over 40 years in children’s media as a writer, creator, producer and executive producer. Her credits include Sesame Street, Fraggle Rock, The Magic Schoolbus, Bob the Builder, Barney & Friends, Rubbadubbers, Pingu,  and Moshi Monsters: The Movie.

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  1. Whatever you’re writing, know what it’s about. Don’t be afraid of big ideas.
  2. Give yourself permission to write a shit first draft.
  3. Learn to love to re-write.

Rewriting with pen

  1. Be aware of self-censoring.

“Boldness has genius, power and magic in it.”

attributed to Goethe by William Murray, a Scottish Mountaineer.

  1. Trust the process.
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