Following the recent controversy around the bootleg boot reboot incident, Animus executives Kevin Green and Joe Kawano have chosen to step down from their positions on Animus. In a surprise move, Green and Kawano have named their replacements, actual animals, in hopes that hiring from within the four-footed community would provide a greater sense of authenticity to Animus readership and the larger animal community.
The Reesk (rats) are, by the modern era of the Animus universe, are a sunken and depraved set of beings existing only at the fringes of the known world—exiled, lost and barbaric.
The irony is that they were not always that way. At one time, the Reesk ruled a vast Empire spanning much of the main central continent of Bown. At one time their culture and technology surpassed all others on the world, leaving the rabbit-like races at the fringes of society. Without further ado, here is a brief intro to the world of the Reesk.
Though the stories of Animus center ultimately on the trials and tribulations of species like the Doth (dogs) and Kolain (koalas), in their never ending struggle with the forces left behind by the Tyrant King, few players on the world stage of Animus have set such a scene, left such a legacy, as the Sea-Här (rabbit sailors) of the Island of Mahira.
The Sea-Här, or Mahirans, are the people of the famous (or infamous) Princess Jump-So-High, an indirect descendant of the legendary King Hräll of the Phantom Winter. The impact of the Mahirans to the modern world of Animus cannot be underestimated.
Welcome to another Worldbuilding Wednesday! In this edition, we look at some of the heroes of Animus' opposite numbers: villains—those who occupy the dark, antagonistic spaces of the Rites of Passage storyworld.
In your transmedia project, what people or forces work against your main characters? Read on to discover some of mine—some of the people and creatures that comprise the dark forces of Animus!
This week, we'll discuss the four different lands that are sources and settings for the characters of the Rites of Passage transmedia storyworld.
These worlds, also known as The Four Lands--Doth, Bown, Borealis and The Hidden Valley—form the backbone of the storytelling at this stage of the Animus saga.
Since the pages of the first Animus comic rolled off the million dollar presses in Holland, Michigan, the world has had a chance to finally see the Animus world firsthand. But does it all make sense?
Recently, one of content helpers pointed out that it would be helpful to have a breakdown of some of the characters from the comic b ook.
This Transmedia Tuesday let's talk about how to create progress. One of the most important methods to continue going forward is to create motivation based on a sense of achievement.
I've heard multiple people talk about "gamification" and making progress rewards. Here's what I'm trying to demonstrate my progress.
The Animus card game is well under way. My business partner told me a local store was willing to stock our product, but at the time, I had nothing to put on the shelves. Quickly, I realized, I had to get to work on this.
I put together a game based on some of the most fun aspects of other games I had played, such as Settlers of Cattan, Heroes of the Multiverse and Love Letter—all of which had things I admired in them. Here are some audience-centered design choices in the card game.
Although work has been creeping forward towards the goals of Animus, very little has been updated on the blog. It's time to get focused.
Here are some of the things that are happening in the world of the Animus behind-the-scenes "workshop." Read on to discover more! :)
Here is some advice I should probably take for myself.
A newer writer came into my worldbuilding group several weeks ago and shared a question about teleportation. He expressed, while inquiring how his in-world teleportation system could work, and what some of the ramifications could be, that he had been an "academic failure" and did not want to get "laughed out of the building" for scientific inaccuracies he may have produced. This is my response.
This is what I said to him.
You know, behind all this is a deeper answer: You've said a lot of things that indicate you don't feel you know enough to write this—or that you will not be taken seriously. Trust yourself. You know the *good story* you want to tell. Tell it. You made a good start by saying what you wanted to HAVE happen. This technology or process is not known to us, so you define it the way that makes sense to you,which could be best done, perhaps by avoiding even mentioning how it works! I remember one novel, where aliens just moved/teleported/etc and all they said was that they used the principles of "transference" and "placement." In this case, it's more important that you establish (at LEAST for YOU, the author, to know) what the rules of your universe are. In this case, you can take a page from the book of fantasy writers, and realize that you are essentially building a *magic system* in which case, you can use Brandon Sanderson's 3 rules of making magic systems. Check those out: Use those rules and know that the vast majority of people probably know less than you, not more, and that if you follow the rules of good storytelling, character development and all that—along with the rules above—you will be a success. Star Trek is a worldwide phenomenon, even if it's teleportation system seems physically dubious and/or impossible. In fact, the only detractors OF its teleportation system are the die-hard fans who already deeply love it. Have a bad story and a bad cover, then maybe you'll be laughed at. Get some science wrong in the middle of an amazing entertaining saga? Not so much.
I am much indebted to this conversation to remind me that I just need to tell a good story when it comes to Animus… really nothing more than that. Sometimes the advice I give others is the advice I need for myself.
Are you someone who struggles with artistic or academic self-esteem? Leave your thoughts in the comments below.