Project Spotlight: Book teaser

December 28, 2009

We’ve just finished the first in a series of short promotional videos for Chicago author Jean Latz Griffin’s “In The Same Breath.” The book traces the history of spiritual awakenings and realizations about the immanent nature of God/Spirit over the past 3000 years, and includes weekly readings from an incredible variety of ancient and modern writers. Christine Tobias’ stunning artwork, which we used in the video, ties the ages together.

The book is available at Amazon and CyberINK. The teaser video can be seen at CyberINK’s YouTube channel.

For further discussion about Griffin’s philosophy of the non-dualistic immanence of Spirit, please read her blog, “God Swimming in God.”

(full disclosure: Jean Latz Griffin is Joe’s mother.)


A Wonderful Shot, Shooting

December 4, 2009

The latest installment of the Michael Brownlee Short Film Series has been completed and is up on our YouTube channel. We taped “He’s A Wonderful Shot” back in June and have spent the last few months in post-production (around and in-between other projects, as usual!).

We’ve also released the song from the film, “Jesus’ Birthday,” on iTunes. It’s available now, along with the b-side “Santa’s Boots.” Both songs were written and performed by The Crusty Jugglers. The band was asked by director Steve Baldwin and writer Michael Brownlee to create “the stupidest, most annoying holiday songs ever written,” and we think they came pretty close! And just to make the whole thing even sillier, we’ve made “Jesus’ Birthday” into a ringtone–go to Audiosparx.com and search for “Jesus Birthday Ringtone”–it’ll pop right up.

We hope you enjoy the film and music! Happy Holidays!


As the year winds down…

November 29, 2009

Happy Thanksgiving! Me? I’m thankful that I’m not in tech with this flu.

Thoughts, based on recent events in Toxic Bag Land. Names have been changed or excluded to protect…well, me, really.

• Being sick during tech week sucks.

• A no-budget film shoot can be great fun, wrap early and yield fantastic results if the director is prepared and the actors have rehearsed and come in knowing their lines.

• When a director doesn’t listen to his/her designers, it can lead to a really hellish tech week, or an entire scene backed against a wall at the last minute, or an actor getting injured. You hire the specialists for a reason, folks.

• Dragging in “volunteer” voice talent to save money on hiring a pro, and then spending hours beating that volunteer up doing take after take does not actually save you any money, nor does it often result in a product you can be proud of.

• If you’re going to not pay attention when I show you how to set up the gear, don’t just immediately look at me blankly and ask what my “backup plan” is when you hook it up wrong and fry the computer on opening night. My “backup plan” was for you to not destroy the rig, dumbass.

• Sound designers and costume designers really need to work together where microphones are going to be involved. This applies to theater and to film. The collaboration worked out pretty well on one production this year, not so well on another.

• You can’t ADR live theater. See above point.

• Collaborating over the internet can work really well, but there’s nothing like sitting in a room with another human being and just cranking stuff out. Horace and Jasper of the experimental band Phil Who Just Adores Backgammon got most of an album done over a long weekend last month (I told you I’d changed the names).

• At some point, a project will be less about how good your stuff sounds, and more about how quickly you can crank out something that sounds good. Which is a great reason to learn those computer shortcuts and make sure your studio is set up in an efficient and ergonomic way.


Fall Update

November 9, 2009

1. Do the Necronomicon

I’ve just wrapped up doing sound design for Evil Dead: The Musical at Moraine Valley Community College. Thanks to Tommy, Mark, Amanda, Lee, Glenn and the rest of the team at MVCC; the show was a blast. For those of you keeping track at home, condoms have better sound transmission than latex surgical gloves, so if you’re trying to protect your wireless mics from gallons of fake blood, Trojan Man to the rescue!

2. Projects the First

The past few weeks we also worked on sound design for Sidenote Pictures’ romantic comedy Darren & Abbey, directed by Michael Noens, as well as continuing to do ADR work and sound design consulting for Sigsaly Entertainment’s Green Hornet web series.

3. Projects the Second

We’re almost finished mixing the second Michael Brownlee short, “He’s a Wonderful Shot.” It should be up on our YouTube channel very soon.


Thoughts on a slow Friday

October 16, 2009

• I’m reading William Whittington’s excellent book “Sound Design and Science Fiction” and plan to re-watch as many of the films he covers as I can while I’m reading the book. So, I re-watched George Lucas’ THX-1138 the other night. Walter Murch’s “sound montage” work is absolutely stunning, but I had a distressing thought. The DVD I have is a “Director’s Cut” version, where Lucas went back and inserted modern CGI effects sequences to replace the original 1970s effects shots. Did Murch go back in and re-mix the audio, or replace sound effects with new, re-designed ones? I really hope not. I don’t see Murch being as obsessed with “fixing” his early work as Lucas is. Perhaps the groundbreaking sound design survives intact.

Next up, the first three Star Wars films. I still have the pre-Special Edition versions on VHS…I may watch those instead of the “Greedo Shoots First” cuts.

• When do the guys on Supernatural take the time to give every local sheriff and hot-townie-of-the-week their celphone numbers? Every episode, they have one conversation with a local, and after the first commercial break that person has them on speed-dial.

• Yes, I did just admit to watching Supernatural.

• Sometimes, radio stations make some pretty silly decisions when it comes to music.


What I meant was…

September 8, 2009

how to communicate with the director during the design process?

“…judge by results, not intentions.” – Cicero

Directors, designers, help me out here. I have questions. First I’ll tell some stories.

1) I was cutting footsteps for a film where the main character is kept in the dark, off balance, isn’t sure what’s happening. I “walked” the character tentatively, avoiding heavy, deliberate, determined footfalls, thinking I was serving the character by doing so. The director looked at the scene.

“He sounds like he has really tiny feet.”

Somewhat defensively, I explained why I had cut the feet the way I did, talked about the character, the feel I was going for.

“Yeah. He sounds like he has really tiny feet.”

In retrospect he was right; I’d gotten a little carried away with the thematic approach and went too far. It was an experiment that didn’t work out. We went with heavier footsteps. More realism, less film-student thematics.

If I’d told the director in advance, “I cut the feet this way because blah blah,” would he—having my intention in mind as he watched—have been more likely to let the original, wrong footsteps stay in?

B) I was reading about the sound design for Watchmen, and how the film’s sound guys decided that they’d already mixed two big fight scenes in a row with huge up-front effects, and that for contrast and to give the film some dynamics, they’d favor the music for the third fight sequence, and turn the effects down. Director Zack Snyder saw the cut and his response was: where are the effects? The sound crew explained their intention, and Snyder’s response was, “well, we’ll just have to undo that.”

When I read that I first thought, well, there’s an example of a director not trusting or listening to his sound team, going for the obvious cliché choice to have big thwack-y punch sounds like every other fight sequence in every other action movie.

Then I started to wonder: what would have happened if the Watchmen sound team had set Snyder up for it in advance?

“Here, Zack, we thought we’d do something different in this sequence. We’ve gone ‘big-effects’ on the last 2 fights, why don’t we make this one a little more oh-I-dunno-balletic-or-abstract-or-whatever and favor the music in the mix instead?”

“Huh, interesting idea,” Snyder might say. “Lemme see it.” …roll the scene. Snyder watches.

Now, he can either say, “yeah, you know what? That works; let’s do it that way.” Or he can say, “No, I really wanted the big punch and kick sounds, bring the effects back in.”

Which way would things have gone?

iii) I’m about to start working on a short film where the two main characters fall in love over the course of the movie. I want to draw the audience’s focus tighter on the couple as the story progresses, partly by stripping away the ambient sound over the course of the film: as they get more into each other, the rest of the world falls away. Not in a Bergman-abrupt-dropoff way, not playing scenes with no ambience or diegetic effects, just subtly turning stuff down over time. But I envision playing that mix for the director and hearing “why is the fireplace not louder here?” Should I explain in advance what I intend to do? Will that bias his reaction to my choices in favor of them, when those choices may not be the right ones? Will playing the mix without any explanation cause him to over-react to those choices?

Part of this, of course, is: maybe if the sound designer is making big thematic design decisions, he should discuss them with the director before putting a bunch of time into developing them. In theatre design we talk much of this stuff out in pre-production meetings, and the tech process is such that you really can’t position the director as “first-time audience member” and surprise him/her the way you can with a film mix. But without making the director approve every one of hundreds if not thousands of individual effects…I mean, at a certain point in the process the director has to be able to trust you to go off and do your job for awhile, right?

Is it reasonable to assume that if a particular design choice takes the director out of the film, the audience will react the same way? Or is the director’s perception different because of the nature of the job?

So my questions:

Designers: how do you present your ideas? More specifically, when you have a design element prepared, and are ready to show it…do you set the director up for it or just hit play and see how s/he reacts?
Directors: how do you want design ideas presented to you? Do you want to know up-front what the intention and approach are, or do you want to see the moment as the audience will see it, with no preamble and no explanation? Are you perhaps never in the position to ever see anything as the audience will see it, since you are the director?

And of course, the flip side, the unnerving, insecure question: as the designer, am I prone to be more in favor of a design choice because I thought of it, and I know what my intention was? Will I fight for a bad idea simply because it is mine?

Chime in, please.


Wilhelm: A Plea for Respite

August 26, 2009

So there I was, in my local infiniplex, watching the new Quentin Tarantino film Inglourious Basterds. There’s a fair bit of action in the movie, much of which is part of a film-within-a-film called “Nation’s Pride,” wherein a Nazi war hero takes out a couple hundred Allied soldiers from a bell tower. As each soldier was shot, and fell, and screamed, I found myself thinking, “okay, which one of these guys gets the Wilhelm Scream?”

And, lo and behold, within a scant few minutes, there it was, accompanying some poor sap falling out of a tower window.

For those of you who don’t know, The Wilhelm Scream has been an inside joke for film sound designers for years. Originally recorded for 1951’s Distant Drums, it was used as a stock effect for other films in the 1950s including The Charge at Feather River in 1953, where it was the death cry of one Private Wilhelm. When sound-design icon Ben Burtt located the original recording in the 1970s he named it after Private Wilhelm.

Burtt used the Wilhelm Scream recording in the first Star Wars film, and then in the Indiana Jones movies, and the rest of the original Star Wars trilogy, among others. It became kind of a trademark for him. Soon his friend Richard Anderson began using it as well. And soon after that it seemed like every sound guy in Hollywood was sneaking it into fight scenes, chases, battles and so on. And if you were in the know, it was a cool moment while watching a movie to suddenly hear Pvt. Wilhelm show up.

When Burtt started putting the Wilhelm Scream in his films it was his little signature, an in-joke, a bit of fun. Now every sound designer has a file somewhere on his hard drive called “wilhelm.wav,” and he finds a place to drop it in to every action film he works on. I’m guilty of it myself. Hell, I had a guy getting hit by a train onstage and there was a Wilhelm Scream hidden in the cue someplace. Made the director giggle every time he heard it. It became a clichè, sure, but it was a sound guy’s clichè.

But recently, the secret’s gotten out. There’s a thread on the IMDB messageboard for Basterds that asks “Did you hear the Wilhelm Scream?” I’m sure every major action film’s IMDB messageboard has such a thread.

And that’s the problem.

It’s not a sound guy’s in-joke anymore. It’s not a cool little surprise, a bit of ear candy for the hardcore film fans. It’s become part of the vocabulary of action films: where will the Wilhelm Scream show up?

I fear the Wilhelm Scream has jumped the shark, as it were. Let’s try to get away from it for awhile. Just a year, maybe. Maybe in 2010 (the year we make contact), sound designers could abstain from tossing the Wilhelm Scream into every action film that comes their way (Does Ben Burtt get a pass? I am on the fence about this). After that we can all go back to raking the unfortunate private across the audio coals; hell, put him into a romantic comedy for all I care.

But give the poor fellow a break for awhile.


The Bag Witch Project: Part Three

August 14, 2009

Gencon 2000: The Curse of the Bag Witch

The year between Gencon 1999 and 2000 was a busy one for Toxic Bag. We were hard at work on “Strange Places,” the fourth volume of the Game Masters Collection sound effects CDs, as well as doing sound design for a couple of feature-length independent films and starting location recording for our “Battles” sound scenes CD.

The Bag Witch Project had taken on a small life of its own, spreading through word of mouth at game conventions across the midwest. We heard of a guy who would hold “Bag Witch” screening parties at every convention he attended. Someone sent us an entire case of Twinkies snack cakes based on one of the gags in the film (and we do mean gag–Chris had to eat the Twinkie and he finds them pretty gross).

Not that we had a runaway hit by any stretch. Bag Witch’s appeal didn’t seem to extend beyond the gamer world. As more and more Blair Witch parodies cropped up, the parodies became as much part of the Blair Witch conversation as the original film. One film critic even brought up Bag Witch in an interview with Blair Witch’s Daniel Myrick and Eduardo Sánchez as an example of how many awful parodies were out there.

So we decided to produce a follow-up video. As no Blair Witch sequel had yet been released we decided to make a parody of “Curse of the Blair Witch,” the SciFi Channel special that accompanied the original film and provided much of the back story of the legend of the Witch. So we wrote up a back story for the “Bag Witch,” wherein a woman is ejected from MarCon (an early incarnation of the GenCon fair) in Milwaukee in the late 1960s and vows revenge. The name “Bag Witch” is explained –in possibly the clumsiest retcon ever devised—as a foreshortening of “Lunch Bag Witch”—part of the witch’s curse, apparently, was that all the bag lunches at MarCon suddenly spoiled. We cast a bunch of relatives and friends (including an appearance by the infamous Chain Mail Girl as Joe’s, uh, “love interest”) and spent the summer shooting “The Curse of the Bag Witch.” “Curse” is the polar opposite of “Bag Witch”–scripted, tightly edited, with cool motion graphics and music, and best of all Steve and Joe didn’t have to act in it (Chris does have a brilliant cameo as his own brother)!

At the same time, we looked into the possibility of releasing “Bag Witch” on DVD. We were selling enough VHS copies that it seemed to make sense to move up to the new technology. However, at the time it was prohibitively expensive. For the quantities we wanted to order (a few hundred) we were getting quotes of around $18 per disc! So, shelving the DVD concept for the time being, we decided instead to create a “Special Edition” VHS version of the original film that included the same special features that a DVD would have. We recorded a cast/crew commentary track under the film and cut together some of the deleted scenes, and put it all on the tape. So one could watch the original movie, and if you let the tape run you’d see the deleted scenes and then the whole movie again with the commentary track. How delightfully primitive.

What we said then:

GENCON 2000: The Return

A new year, a new show. Would the Bag Witch still have the effect she had last year? We didn’t want to show up and find we were George Lucas, trying in vain to recreate past glories. For some reason which remains beyond our comprehension, the old girl was once again one of the big hits at the dance. Not wanting to risk the ire of the MECCA fire marshals by showing the films at our booth, we decided to wrangle another Anime room showing. After several discussions with the Anime room folks (thanks to them, btw) we were able to secure a half-hour on Saturday night. While this was not enough to show both “The Bag Witch Project” and our new effort, “Curse of the Bag Witch,” we decided to go with the new piece. “Curse” had its World Premiere at 11:30 p.m. CST on Saturday, August 12, 2000. Now, if you read last year’s missive on the Bag Witch Weekend (and if you didn’t, scroll down–we’ll wait), you know we were absolutely terrified at the Anime room showing. Well, this year we were not only scared of sucking, we were afraid of being old news. Thankfully, as the end credits rolled we were treated to cheers and enthusiastic applause…you can breathe now, Steve.

The run-up to GenCon 2000 was the period where we started thinking of Bag Witch as more than just a fluke, a marketing gimmick that accidentally became a viable product. We started thinking in terms of creating a body of work that was a larger parody of summer blockbuster films, with all the attendant hype and excess: commentary tracks, interactive website, t-shirts, spin-off releases, card games, action figures…

Clearly, we were going out of our minds.

Despite only having one showing, “Bag Witch Project” and “Special Edition” both sold out, and we sold over half our stock of “Curse.” Special thanks again to all the Bag Witch fans who have helped us take a total lark of an idea and turn it into a grotesquely over-realized parody of not just a film, but of its attendant hype and marketing as well! Who knows what will happen next year…I hear there’s a “Blair Witch” sequel coming out this Halloween…


The Bag Witch Project: Part Two

August 13, 2009

Gencon 1999…

…happened to coincide with the first weekend of general release for a little horror film called The Blair Witch Project. In a ploy to draw attention to our booth at the con, we had shot a short parody called “The Bag Witch Project” and put up a big poster for it next to the stacks of sound effects CDs we were selling. The ploy worked. From a distance, the poster looked genuine enough that people stopped by to inquire whether we were connected with the film. Other people asked if we somehow had VHS copies of the Blair Witch film to sell. The small video monitor we’d brought along looped scenes from the parody and we planned to screen the film in its entirety twice a day.

What we said then:

AT THE ‘CON…
We put up our big “Bag Witch Project” poster in the booth, it gets some attention and some laughs, and we tell everyone who asks that we’re showing it at 1 and 4. So 1 PM rolls around on Day One, and we inaugurate the World Premiere of “The Bag Witch Project.” Ten people show up, they laugh, we all have a good time, no one gets hurt. After the show, Gemma Tarlach from the Milwaukee Journal-Sentinel comes up and says “‘Bag Witch?’ What’s this ‘Bag Witch?’” We tell her and she leaves. We figure out of several hundred booths at the ‘con, ours might merit a small mention in her article… The 4 PM show goes well, with about twelve people in attendance.

We asked our neighbors in the other booths if they minded the fact that convention attendees were standing in the aisle blocking passage…no, they said, not at all, it makes people stop and look at our stuff if they can’t get through!

Meanwhile, we spent some of our downtime walking around GenCon in our “Bag Witch” costumes, taping extra scenes. We figured it might be fun to cut this footage in later, to tie the office footage to the convention in a more authentic way, just for the fun of it.

Then all hell breaks loose.

The next day, another screening and this time, security people came over and told us, hey, jamming the aisles like this is a fire hazard, you can’t do that. So we abandoned the booth screening concept. But then we had a chat with some friends from Chaosium, who knew the the guys who ran the anime room, a large auditorium in the hotel that showed anime, trailers, and various other stuff 24 hours a day throughout the convention. A plan was hatched to screen the movie on Saturday.

Friday morning the GenCon article appears on the Journal-Sentinel. We’re mentioned in the lede above The Phantom Menace (not, however, above Pokemon) as “one of the biggest crowd magnets of the convention” with “convention-goers doubled over with laughter.” Four paragraphs out of twenty-four are devoted to “The Bag Witch Project.”

Chris goes off to stare at Lou Ferrigno before the 1 PM show and when he comes back there are TWENTY-FIVE people SITTING IN THE AISLE in front of our booth, watching “The Bag Witch Project.” Imagine! You’re in the dealer room of a ‘con and you come across twenty-five people who have decided they need to SIT IN THE AISLE and watch a movie playing on a crappy little video monitor. For FORTY MINUTES. What the hell is going on here?

So we’re quite the buzz at the ‘con. So much so that the nice folks from Andon come around to tell us to please keep the aisles clear. So much so that the nice folks at Chaosium ask us to show “Bag Witch” at their showcase in the Anime Room that night. Okay, we say. We hear it’s a cozy little room, seats about fifty. So we cancel the second booth show that day and tell people to “catch us at the Anime Room, but you might want to get there early (8:45 for the 9 PM show) because we hear it’s kind of small.”

The place was packed. The audience laughed, and applauded and cheered like crazy as the credits rolled. Somehow we had a minor hit on our hands.

We get to the Anime Room. It actually seats TWO HUNDRED and fifty people. And it’s full. People have been lining up for “Bag Witch” since 8:30. It’s standing room only. We’re terrified.

All of which is instantly forgotten during the riot that is the Anime Room show and the tumult of applause that follows.

Now we are famous. Friends from other booths tell us that EVERYBODY is talking about “Bag Witch.” One guy who will attend all five shows during the ‘con tells us his dad works for Hostess and, based on ONE GAG involving Twinkies, tells us that he’ll send us a case of same. People stop us in the convention hall by yelling “Hey, Bag Witch!”… which short-circuits our pickup shooting on one occasion. Our flyers are repeatedly stolen from posting areas. The questions about video release are starting to fly.

People now asked if we had copies of OUR film to sell. Wha???

What becomes a legend most? We decide to have one more show in the Wisconsin Room at the Holiday Inn. Most of the audience is led over from the booth by Joe and Steve, who lead the procession while holding aloft the 24″ x 36″ “Bag Witch” poster. This altogether calmer screening culminates in an impromptu Q&A session and the giveaway of the Procession Poster. The last day of the ‘con is marked by repeated, and repeated, and repeated, questions about “Bag Witch.” The question sessions get longer and longer, people are coming by to ask us about subtle references in the film, and a high school kid tries to steal one of our props! We have arrived! Thanks to all the GenCon attendees who made “Bag Witch” the freaky sensation it was!

The convention over, we went back and forth about whether to actually try to sell tapes of the movie, and finally decided, what the hell. We cut in the new convention footage, trimmed out some 15 minutes of the really bad ad libs, and designed a VHS cover. We ended up selling quite a few tapes of the original Bag Witch movie.

And then it was time to figure out what to do for next year.

End of Part Two.

Steve watching all hell break loose

Steve watching all hell break loose

Next: The Curse of the Bag Witch.


The Bag Witch Project: Part One

August 11, 2009

These days you’d say it went viral

Because, as I mentioned before, we’re not able to attend the 2009 GenCon game fair, and therefore won’t be able to do anything to commemorate the 10th anniversary of our fluke cult “hit” The Bag Witch Project…we’re instead going to post a series of reminiscences about it here, including what we said about it on toxicbag.com at the time.

What we said after GenCon 1999:

The unexpected runaway hit of GenCon 1999, “The Bag Witch Project” doesn’t suck as much as we thought. In fact, the phenomenon caught us completely by surprise and got more than a little out of hand.

In the summer of 1999, Steve and I went with our friend Chris Petkus to the Music Box Theater in Chicago to see a new horror film. We enjoyed it for its refreshingly non-CGI approach, and spent much of the day talking about it. An art-house film at that point, The Blair Witch Project would not open nationally until early August.

Over the next month, buzz about the film began to grow, partly because of a clever internet campaign and a TV special on the SciFi Channel called “Curse of the Blair Witch” (more on that later), both of which presented the Blair Witch legend as a real thing.

In mid-July, as we were preparing for our annual visit to GenCon to sell our Game Masters Collection CDs, we brainstormed about how we might call attention to our booth (without spending enormous amounts of money). We remembered “Blair Witch,” and how simply it was shot, and the idea began to form that perhaps we could shoot a short parody of the film to show on a loop at the booth, and put a mock poster up or something.

(Yeah, cool, guys: a parody of “Blair Witch Project,” that’s original. It’s only the most-parodied film ever made…)

Well, actually, since the film hadn’t opened nationally yet, there were no other parodies. I’m pretty much certain that ours was the first.

What we said at the time:

PHASE ONE.
Sometime in mid-July we were sitting around discussing how to spice up the convention floor booth. We had just seen “The Blair Witch Project” and discussed the idea of making a short parody film depicting our search for a gaming site at last year’s con. “It oughta be easy,” we thought. Three people go off in search of a mystical, mythical thing and never return. As GenCon is a roleplayers’ convention, we cast our characters as roleplayers in search of the infamous “Bag Witch Tournament,” which reportedly occurs every ten years and somehow involves Twinkies (TM) snack cakes. No one knows of anyone who has ever played this tournament…and come back.

So, we outlined the basic sequence of events from the film, came up with a few gags, threw costumes and props together and prepared to shoot. The parody setup was simple: three moronic role-players show up at GenCon, look for a mysterious “Bag Witch” gaming tournament, and get hopelessly lost. We chose “Bag Witch” to play off of “Toxic Bag,” and much later had to retcon an origin for the name.

PHASE TWO.
So, we set off to shoot the thing, expecting to come out with a good twenty-minute short we could knock out in a couple of hours of shooting and editing. Imagine our surprise almost twenty-eight hours later when the final edit clocked in at forty-three minutes. Well, we thought, we’ll just have to only show it a couple times a day at the ‘con… Ha.

Our shooting date was the weekend before the convention. We shot all Saturday. The initial location was supposed to be my apartment, but somehow the intense heat contributed to a power outage in my neighborhood. We quickly revised our plan to shoot at Steve’s apartment instead. From there, out to a house in the suburbs to shoot an “interviewing the locals” sequence, and then off to the office that doubled as the “hotel” where we then edited all Saturday night. Once we shot Chris’ last scene (he played the guy who vanishes) he ran upstairs and started editing while Steve and I continued to shoot.

I should say this before we go much further: I’m not an actor. Steve’s not an actor. Chris, while a genuinely funny guy, is not an actor. We non-actors had no script and ad-libbed each scene. Take from that what you will. We would have thrown in more “gamer” jokes if we’d had time, but we didn’t. Many of the scenes fall somewhat short of what you’d call “great improv” and some are downright painful. The initial edit was at least a third too long…but what the hell, we were just using it to grab attention, it was just gonna be playing at the booth on a noisy convention floor, it didn’t need to be “Waiting for Guffman”…

We photographed Steve for the poster, did some Photoshop work and were off to the convention.

The Bag Witch Project poster

The Bag Witch Project poster

End of Part One. Next Time: GenCon ‘99.