*New Short!* Beatboxing Dave – ‘Forbidden Dance’


Friends! Howzit. What a time it has been, what a time since I last wrote, to shoot my digital words into the vast imagined space of ‘The Internet’.

What do I bring you this time? Well, lemme tell you a story. TLDR: a Beatboxing Dave short that was largely made by other people.

Last year I finished the first leg of development on a kids show. I was tired after it and decided it was time to do something purely for fun. ‘Play’ – a task that kids do effortlessly but something that’s sometimes noticeably missing from some types of commercial work.

So, I financed a few ‘play’ shorts – one of them was the ‘Bru & Boegie vs. Trump‘ short I wrote while on holiday, the result I’m proud of. Another was this Beatboxing Dave short, which I decided to hire mostly other people to make. I wanted to be the change in the world, and give someone the kind of brief I’d like. I really wanted everyone who worked on this to feel like they could – and should – just do whatever they wanted to do. I was saying ‘this is the budget, whatever you give back to me, I’m gonna accept and make. I trust you to do your thing, and please, enjoy your process.’

My buddy James Wolfaardt had been mentioning that he’d dig to write a Beatboxing Dave short, or at least encouraging me to do another BBD. He used to be a copywriter in Joburg for an ad agency, and is generally a very creative dude. So, I commissioned him to write an new episode of Beatboxing Dave and design the new characters, with the caveat that he can do whatever he wants and I’ll get it made.

We had a few discussions about story and then I left James to do his thing. Soon we had a cool script.

It was then time to record voices. We went to BASE Studios in Plettenberg Bay – a little recording studio tucked away in a coffee shop on the main street, run by the coffee shop owner. I commissioned fellow friend and musician Ben Badenhorst to do some voices (he does a really funny Cowbell Cow and Drum Circle Craig voice), and James and I did the other voices. We recorded, Ben and I brought along some instruments to record the drum circle session that happens in the story. Once that was done, things sat in inertia for a while until the little voice of ‘you need to finish your projects that your start, Mike’ came knocking.

Next step was to find someone to sort through all the recordings and pick and choose voice selections to make a voice track according to the script – no mean feat, as we did a couple read-through recordings. I listened to them and I think it was the first read-through that I thought was best (the first take’s often the best). I found Garth Jacobs through the Internet. He’d messaged me on Facebook, said he’s a recent graduate from SAE in sound engineering, and he’d ben keen to do some sound-to-animation stuff with me. Thinking this may be a perfect opportunity to work together, Garth readily took on the job, and did great work. A few suggestions here and there and soon we had a fixed voice track. He offered to work for free but I insisted on a nominal amount.

With that done, next was to find someone to board and animate it. I was originally going to take this on myself and get super experimental, but with other work brewing and a fair bit going on with house-stuff, I thought best thing would be to entrust this to someone else. I put the word out there and Nick Welch, 1st year lecturer at ‘The Animation School’ in Cape Town, agreed to do the job. My budget wasn’t big by any stretch of the imagination – and this is a couple minutes of animation – so I’m lucky and pleased that Nick agreed to it 🙂

He did boards and an animatic first, which were great and I didn’t have any changes – again insisted that he could do whatever he wanted. Nick pulled Benito Kok, 3rd year lecturer at ‘The Animation School’, into the fold to help with animating, and then brought Luke Viljoen in to do backgrounds. I got emailed tests every now and then, it was really encouraging to see that things were still ticking over for Beatboxing Dave.

It doesn’t matter how slowly you go as long as you do not stop.

– Confucius

Before we knew it, the piece was animated!

I could then ask my buddy Arnie Rodrigues in California if he’d consider doing music & sfx for the short, again, with the caveat that I’d encourage him to go as experimental as he’d like – I would love to take whatever he can give me 🙂 Again, the budget I was offering him was small, and I’m thankful Arnie agreed to it. He’s a talented musician and has done music for a couple of my shorts before – once he even created an orchestral score and had it played live to my Bobo short – super kiff. Arnie sent through bits and pieces, and as usual, I felt like I needn’t really give much input as the short was in good hands. One or two suggestions once the finished track was sent through, and then, the music was done.

Arnie’s a Youtube vlogger, and his channel is fairly new. He’s such a cool dude I just had to post his latest video here (this is the latest at the time of writing):

I got the separate audio stems from Arnie and forwarded them to Garth, who was handling final mixing and mastering. Garth added a few more foley sounds and locked down the final mix. My plan was to have the short ready to show people at the meetings I had set up at ‘Ottawa Animation Festival’ in Canada but time was so tight and my energy so little that I didn’t get to create the title card and credits before the festival, so I left it until I got back to South Africa. I feel like I made up for not having the actual shot by doing some improv Beatboxing Dave voices at some of the meetings. Luckily, it’s a really easy pitch: ‘There’s a guy who Beatboxes badly, but he always manages to save Princess Lollipop from the lecherous clutches of Passive-Aggressive Steve who thinks Dave has the SIKKEST beatboxing skillz ever, bfff ksssh.

So – I got the final render files from Nick Welch, added everything together in Premiere Pro, drew a title card in Photoshop and made an outro sequence. I did some minor cosmetic fiddling but wasn’t keen to noodle too much, rather to let other people’s work stand as is.

Lo and behold – a new Beatboxing Dave short!

I’m super grateful to everyone who put their time and energy towards it. It celebrates creating for the sake of creating.

For myself, my motives were not purely altruistic – I was always going to put the film online on my Youtube channel, and monetize it. While I’m not earning mad bux off Youtube, the hope is that one day I have enough content generating decent bux, and that one day I create something SOOO kiff (maybe like the one Goldfish we made that’s clocked 7 million views) that a deluge of people look for the other stuff I have online, and that leads to a big influx of interest. In the meantime, I continue to make and put up work I think is cool.

I currently have 2 new Bru & Boegie shorts in various stages of completion, and a list of 4 possible shorts I’m considering working on next. One that I’ve been resisting for a while is a personal story short, which is probably the one I should probably focus on. It’s easier to do random wacky stuff than plumbing the internal depths. My mom taught me that sometimes the thing we avoid the most, the most shadowy part, is the part where we should be shining the light.

For other work, we’re months-deep in one super exciting project – 20 episodes of 90 seconds each. I’m pretty sure we’re under an NDA, and in some ways it’s been nice working under the radar for now to be able to focus on the work without the hoo-ha that can get in the way. It’s like we’re working on a really awesome present for an unsuspecting audience.

Also, the one music video I made for Takeshi hit 2 million views! That’s nice:

8bit / pixel art is the gift that keeps on giving.

Bonus: I got a SNES Classic Mini recently and made an unboxing video of it. Here that it.

And SUPER bonus – Goldfish today released the music video we made! I’ll do a separate post on this, but for now it’s viewable 🙂

Until next time, friendo’s.


Beatboxing Dave – ‘Forbidden Dance’ credits:

Created, Produced & Financed by
Mike Scott

Script by
James Wolfaardt…

Additional Character Designs by
James Wolfaardt

Storyboards & Animatic by
Nick Welch

Animation by
Nick Welch –
Benito Kok –

Backgrounds by
Luke Viljoen


Beatboxing Dave, Passive-Aggressive Steve:
Mike Scott

Drum-Circle Craig, Cowbell Cow, Princess Lollipop:
Ben Badenhorst

Funken, Derek-San, Metrognome:
James Wolfaardt

Audio Wrangler & Mastering by
Garth Jacobs

Voices recorded at BASE Studios in Plettenberg Bay

Music & SFX by
Arnie Rodriguez…

Title Card & Credits by
Mike Scott


Ottawa International Animation Festival

Off to Joburg for a few days boet, a few days, cool story bro.

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Hello. It’s Thursday, I’m at the Cape Town International Airport, and I figure this is a good time to write a new post.

Heading to Joburg for a few days to see my folks, and to attend some of the A MAZE video games fest that happens there, see some buddies and hopefully attend some talks and try out some games! And then, off to Canada to attend the ‘Ottawa International Animation Festival’. I’ve never been to Canada, and thanks to some good luck and Nick Cloete at Animation SA who made contact with a Canadian delegate, my Canadian VISA is valid until 2024. Kiff. The trip is sponsored by South Africa’s DTI (Trade & Industry) and put together by Animation SA, the events company is Catalyze, and has been planned by Iconique Brands. Like Annecy (which was the initial spark for getting Moosebox into Nickelodeon’s hands), the idea is to generate International work, so, with any luck, the trip proves fruitful one way or another. I have a number of meetings set up.

You can watch the full MTV short James and I did here:

Busy with a new Bru & Boegie short, that I think is very funny. Keegan Thornhill‘s been helping me with some animation bits ‘n pieces:

Gave a live animation demo at Comics Fest in Cape Town this last weekend (did some more of a Bru & Boegie short), and launched my Bru & Boegie comic book! Had a chat with Stuart Coutts in front of a small gathering. Nice.

Gave a talk at City Varsity in Cape Town to 2nd and 3rd years. Showed them a couple things, and one brave student had an issue with Bru & Boegie, which has given me food for thought.

I reviewed the ‘Henge Dock for Macbook Pro Retina 13’:

I came across a small cache of some old work on a friend’s blog that had a couple contributors, so here’s some stuff from 10 years ago. The ‘Red Riding Hood’ stuff was for a kids musical puppet show called ‘Jakkals Jol’ which was made, and I saw on TV. I was impressed at how accurately they copied the puppet’s designs. The other show, a community hospital puppets show, wasn’t made I don’t think. The other show ‘Happy Land’ I made and later sold.

My bro launched a new music vid, directed by Daniel and Christy Morcos. It’s excellent 🙂

My fren James Wolfaardt is in full swing of doing his weekly editorial cartoon for Sunday Times magazine. S’a nice gig.

Sunday Times

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Mid 2017 Post

Damn damn damn. Where does the time go?

I’ve been doing a lot of slightly annoying but necessary busywork. It’s stuff that needs to be done properly to avoid further problems.

Also, there’s been a lot of uncertainty. I’m learning how to become friends with ‘Uncertainty’ instead of resisting ‘The Monster Called Uncertainty’. The more I try to lock things down, the more the potential is for suffocation. So, I’ve sidled up to uncertainty and embrace him, every day.

Let’s look at work stuff.

Exciting developments with Moosebox, lawyers are busy looking at deals, some have been signed already, and once we’ve got the clear to announce more I shall. Here’s a pic by Dan Snaddon:

Nick Welch and Benito Kok animated this ‘Beatboxing Dave’ episode my buddy James Wolfaardt wrote, Luke Viljoen did backgrounds, Ben Badenhorst, James and I voiced it, Garth Jacobs did voice editing, me olde pal Arnie Rodriguez in California is busy making music and sfx for it, and then I’ll give that all back to Garth for final audio mix and master, and THEN I’ll be able to show you this finished short project we started a while ago! I wanted to fund it as a way for creatives to be given free reign, supporting creativity for creativity’s sakes with the brief ‘I trust you to do whatever you want’, where the focus is more on enjoying the process and seeing what results.

I’d love to finance more of these kinds of projects when funds permit.

Here’s a crop of a SPAR mascot I designed through a great agency here in Plettenberg Bay called ‘one2love‘:

Crop of a character mascot for a client through @one2loveagency

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Designed a second logo for ‘Adaptive Surfing’ through Triggerfish who are a main sponsor of the event. Dig this little bunny surfer:

It's my piccie! #Repost @jeanmichelkoenig with @repostapp ・・・ Something spectacular is coming to Muizenberg Beach on the 05/08 – the 2017 Triggerfish Animation South African Adapted Surfing Championships. PLEASE LET YOUR DISABLED FRIENDS KNOW. One year soon they will cover themselves in PARALYMPIC GOLD GLORY, but first they need to win at this competition for their opportunity to represent South Africa. For those surfers who don't feel contest ready, we are holding the WORLD'S FIRST iXperience Expression Session. YES, EVEN IF YOU SURF LIKE A DEAD BAG OF BONES THERE IS ROOM FOR YOU 🙂 A MASSIVE THANK YOU to all our super cool sponsors, @ixperience , @hawk62aviation , @surfemporium , Surfing South Africa, @wavescapesa , @reefsouthafrica , @uber_rsa , the Department of Sport & Recreation, the National Lotteries Commission, @triggerfishza & @adaptivesurfingsouthafrica #surfing #adaptivesurfing

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Recorded the making of:

Some recent videos I made:

Review for a Logitech Bluetooth Receiver:

Trick for finding the center of objects in Photoshop:

Work still continues on my Bru & Boegie short, though other work’s taken precedence now. Keegan Thornhill‘s stepped in to the mix to help me on animation as I’m now focusing on other work.

wip #bruandboegie

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Making a video of the process:

The Goldfish video I was posting about is going through some changes – so that’s back on the table for further work.

In other news, I’ve been living in my new house for a couple months. Love it. The costs have been substantial with needing to get various things fixed, furnishing it so I can rent it out for December, and floating myself for a few months to work on a project whose payment will prob take 2 months to come through, and with loans to pay back. Oh, uncertainty, how you thrill me.

Was in Cape Town for two weeks to write some rad stuff with Greig Cameron, that was very useful, and thankfully Greig’s also agreed to work on spec while we wait for the legal machine to turn stuff around and for due processes to take their time.

Friend James Wolfaardt and I also did a short through Cartuna for MTV for one of their mobile channels. That was a short and fairly intense but also clean and pleasant project – James designed it, I animated it, I was in Cape Town at the time and working in coffee shops mostly, and then later at a friends’ house late into the night. Pleased with the result. Some GIFs from that:

Also, rediscovered this long Moosebox episode I went straight ahead with, as an episode idea in a comic form. It’s 16 pages, and I didn’t finish it, but, it’s still entertaining and actually still stands up after some time:

Moosebox 'Glitch Feet' Comic by Mike Scott on Scribd

Also found some old work – this children’s book I wrote and illustrated that I’d all but forgotten about:

Lol. Forgot I wrote and illustrated a kids book years ago. What the hey.

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Ya. Apart from that, freaking out on the regular – as in – screaming inside but maintaining a modicum of cool on the outside. Been booze-free for a couple months, since getting back from Philippines / Japan. Need to be productive during this transition period.

We also a played a gig on Saturday. It’s the first time in 7 years we’ve jammed, the band’s ‘2Eleven’, Stuart Brink on guitar and vocals, Rob Gibson on bass, and myself on drums. It was great.

Before the gig

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If you’re keen to listen to the whole set, well, Stu recorded it with a Zoom mic near the bar. The set’s pretty good, proud of us:

Found out my application for funding to form part of a South African delegation to the Ottawa International Animation Festival in Canada in September has been accepted. Thanks AnimationSA, DTI, Catalyze, Nick Cloete, and Michelle from Iconique Brands. All things being equal with getting a VISA, I’ll be in Canada end of Sept.

Also, I’ll be talking in Cape Town at ‘Comics Fest’ early Sept, and launching my Bru & Boegie comic book ‘BIG BOOK OF STUFFS!’ that I never gave a proper launch. I’ll be doing a live animation demonstration and then separately talking with Stuart Coutts about stuff.


My bro’s ‘The Kiffness – Soul Safari‘ new album is also out! It’s so great. I filmed his music video for one of his songs ‘White Privilege’ in Plett, and we both edited it:

It got a lot of traction on Facebook, like 60k views in 3 days or something.

I shut down my online store, running costs were a little high, so if you wanted to order a print or shirt, sorry ’bout dat.

So, ya. That’s what’s been happening.

Until next time – adieu.

You should follow me on Instagram as that’s where I post most of my stuff. And please follow me on YouTube.

Bonus: call 1800-MIKESSLIDINGSHELVES to have a sliding shelf installed under your desk TODAY!

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Bru & Boegie’s Guide to Pitching an Animated Show to a Network

Hey doodz. So, I started writing this from Japan on a Shinkansen train on its way to Osaka, then on a plane from Osaka on its way to Manilla, on a hammock on a tropical island in an eco-lodge in Palawan in the Philippines, a bit more in Manila and finished back in Joburg in South Africa.

For one, it’s been great to take a break from work and just soak up other parts of the world. I haven’t been sketching or scamping or writing or doing anything directly work-related save for a few work emails and the pictures in this post that were drawn on an old iPad Mini 4 with ProCreate app and a dumb stylus. Gotta say, putting my iPad in a cover with a keyboard has given it new life. The iPad used to sit at the bottom of a drawer, I don’t like typing on a screen so I never really took it with me on trips. The little bluetooth keyboard has changed that – I typed 99% of this post with it.

Japan’s been great. I’ve bought a bunch of videogame plushes, visited a bunch of retro videogame shops, saw an old school friend who I didn’t realize how much I miss (he works for the British government in Japan, and somehow seeing him reminded me to be more ‘soft’ and I’ve rediscovered my soft centre) and am amazed at how almost everything is cartoonerized in Japan. A friend who visited earlier this year commented on how proud everyone is of their job, and he’s right – from the chef behind the fryer making Okonomiyaki to the train conductor, everyone takes their job lank seriously and I dig it. The Philippines was also amazing – incredible islands, friendly locals and the best snorkelling I’ve done in my life. But, for the first time in ages, an overseas trip is just for holidays, and not work. I was hoping to get an Annecy trip funded by government but unfortunately they changed the rules after we submitted applications (and paid a R500 joining fee to AnimationSA to apply :/)

Anyways, because I spent the last working part of 4 years focused on getting an IP off the ground and onto TV, I still have some thoughts for anyone Googling ‘how to pitch an animated show to a network’. I used to read as much as I could about making an animated show, so I guess this is some rogue advice targeted at any creators trying to find out more info. I still haven’t cracked it – I don’t have a show on TV. I’m in no ways an expert on the subject. But, I did sell IPs to both Nickelodeon (Moosebox) and Triggerfish/Disney (Dogshow with Cat). Both were different experiences, Moosebox was something I came up with a few days before pitching it, and Dogshow with Cat used to be Bru & Boegie, characters I’m very protective over, and ended up turning into another show. Both have similarities though – they’re both aimed at kids between 6 – 12 years old, they both have short pilots (2 minute episodes) and both have completed show bibles (a document that explains what the show is about – who the characters are, the relationships between the characters, rules of the world, overviews of stories etc, artwork etc.)

Firstly, a preface: I’m grateful to anyone who funds my work. This post isn’t meant as criticism, most of the time I believe everyone’s just doing their best at the time. It’s really meant as advice so that you can avoid falling into pitfalls that may affect both you and the client / network. See it as a stepping stone; where I’ve failed perhaps you can learn. It’s also as a way for me to crystallise my thoughts a bit more about selling an animated show to a network. In addition, any time I find myself self-justifying myself to myself or others, it’s worth looking at my own role in things. The shadow is smart and will try to place blame anywhere but itself. In the end, I can’t blame anyone, and the buck should stop with the creator. I’ll explain some general thoughts and then we’ll look more specifically at the 2 IPs I’ve sold. None of these thoughts represent the companies I’ve worked for, and I’m not an employee anywhere. I guess this is the post I’d have liked to have read before encountering a few things.

Bru & Boegie’s Guide to Pitching an Animated Show to a Network

Your Best Work

Think really hard before you pitch that idea you’ve been working on for years. If you’re very precious about it, it could work against you. Remember, almost everyone you bring on board will want to add their thumbprint to your IP (intellectual property) – this isn’t necessarily a bad thing – you’ll want them to have their skin in the game to be invested in your project too – but unless you’re extremely lucky and find an investor who loves your idea as is (this hasn’t been my experience) your idea is going to go through a number of iterations and the end result may bear little resemblance to how it looked going in.

This is the paradox / game that I haven’t yet figured out – the network wants you to be invested 100% in your idea because a show needs a captain with a clear vision, but the network still wants to be able to make a number of changes, some of which may be central to what you like about the show. So begins a game of push and pull and it can steal a lot of time and energy away from the creative work. If the creator’s too much of a pushover and takes on every note given, the network starts thinking the creator is a rudderless boat awash in the ocean, happy to go wherever the tide may take it. If the creator knows exactly what he/she wants and doesn’t listen to the network’s suggestions, the network can just stop funding the project and say ‘the creator’s too hard-headed’, which we’ll get to later.

In all honesty I think it’s better to follow the latter: do exactly what you want to do, because if the network eventually *does* follow suit, you know you have a real partner on board that believes in your vision. It’s kind of like dating – if you’re upfront with what you’re looking for in a relationship, it saves a lot of time for both parties. If you end up making a show that’s basically a culmination of exec notes, you won’t be happy and the execs won’t be happy. They don’t know what they want otherwise they’d just make shows without creators. If you’re not happy, be sure to communicate what you want – if creative partners have ‘non-negotiables’ that are at odds, it can become apparent to both that it’s time to move on.

So, what to do? Looking at the middle-ground between being Mr. Nice Guy who takes on any note, and being Mr. Not So Nice Guy who has such a strong North Star that the network doesn’t have a say, the process is much easier if it *isn’t* your personal baby. Working together with a creative partner is way easier if you’re not 100% invested in the outcome, because then ‘compromise’ isn’t a dirty word and wherever you end up, you’ve both arrived there together. That way, *anything* that results from the idea is a bonus. You put in 50%, I put in 50%, let’s see what baby we come up with. It’s more like the creator becomes a surrogate mother, as opposed to a baby that’s already been born.

Of course, the flip-side is that you hope you are able to even *sell* your IP if it’s not something you’re completely stoked about. Generally, ideas are a dime-a-dozen. Spongebob may have been a completely different show in the hands of another creator, and I somehow think if you gave Stephen Hillenburg (Spongebob’s creator) ingredients that weren’t a sponge, starfish and crab, he’d have still created an amazing show. What really counts is execution, and the network’s really investing in you as a person. You may have a body of work that instils confidence, or you’ve done something that’s given the network reason to take a chance on you.

Another danger of selling your best work is that the network’s under no obligation to do anything with it, which can be heart-breaking if it’s a project you really care about. You’ve created something amazing, and you have no more claim to it. So, make sure that the contract has a ‘sunset clause’, which means if they don’t use the IP within a certain time (let’s say 2 years) and don’t renew the rights to it with a financial bonus to you, then rights automatically revert to you. This is very important, otherwise you may find that you’ve spent years investing in something and it comes to an abrupt stop (another reason to make sure you’re at least enjoying the process if it all dead-ends).

2 case studies


I kind of came up with Moosebox specifically for Nickelodeon – well, it was a bunch of ideas that I’ve always wanted to do, smooshed together. But unlike Bru & Boegie (which I’ll talk about later), Moosebox didn’t have a history. It was a fresh page for both myself and Nickelodeon. If Nickelodeon wanted to rather turn it into a stage play, I wasn’t too precious about it and though my first prize is a TV show, I’d likely have taken their lead. One of the main characters of the duo (Moose) had no legs to start with and Nickelodeon said it was a non-negotiable that he have legs. It was pretty much a core component to the duo’s dynamic that Catbox – his best friend and accomplice – cart him around and that they were super-dependant on each other, so it required a lot of further development, but because it was fairly fresh to both me and Nickelodeon I relented and gave him legs. The show’s still awesome (in my mind it still would have worked with him without legs) but I wasn’t too married to the characters yet. Lots of people contributed ideas; Nickelodeon, Stuart Coutts, Triggerfish, I hired people to jam ideas with, it was a collaborative effort with still enough of a wide berth provided to me for how I’d like to work, I chose what to use and what not to use, still had quite a bit of autonomy with how I liked to work (production was a pretty lean setup) and was able to settle into my own rhythm of alchemical processes that allows my best creative work. After the pilot, I received further development funding and it was up to me how to use that funding. I like that, partly because the production process goes hand-in-hand with the creative process for me when money’s involved. I know what deals I’ve made with people and know what I can ask of them.

I also learned to create contracts with things clearly spelled out: any ideas that came up during the process, I owned. I worked closely with a production company for a while during development with a loose arrangement and mostly on good faith, but sooner or later water gets murky and clarity is needed. Advice: get proper contracts from the get-go. Seriously. It needs to be clear that you’re paying x person or studio, x amount in exchange for the work they do. If you don’t do this, it’s more-than-likely going to cause an upset later down the line. If you’re working with friends, there’s a whole extra dynamic at play which can go south if you’re not careful. (During Dogshow I wasn’t sure what contract a contributor had signed with the production company and wasn’t sure what I could ask of her. As a result, she wanted to be a co-creator for the input she was having – not good. It’s around this time I wondered why I was giving up so much control.)

Moosebox has had its false-starts, heart-breaks and highlights. Luckily I have someone at Nickelodeon who is a fan of the show, who had quite a lot of input into it and who I feel is fighting in my corner, so there may still be life for it.

At the moment the show has a 2-min pilot, a KIFF beautiful show bible (even if I do say so myself) and an 11-min pilot script with an animatic. After Nickelodeon officially passed on the show, I was promised rights would revert to me. After triple checking this would happen and making sure I hadn’t forgotten about this promise, when the documents were apparently ready and on my contact’s desk, someone at Nickelodeon decided that they actually want to finance 20 x 90 second shorts, so that’s in discussion at the moment. Is this new development real? An illusion? Who knows. Apparently Nickelodeon can drag things on for a while. Time will tell.

Even though a bright future looks likely, I’m holding my breath until the documents are signed and we’re actually working on it.

Dogshow with Cat

Dogshow on the other hand had a bit of a strange journey. Being the most recent pilot project I’ve made, it’s the freshest in my memory.

It started out with me selling Bru & Boegie to Triggerfish & Disney as part of their ‘StoryLab’. I created Bru & Boegie in 2002, have created hundreds of comic strips and self-published a bunch of Bru & Boegie comic books, created animated shorts with them in – I’m very protective over them, nobody knows them better than I do. I pitched it in good faith that should it be selected, both Triggerfish and Disney would have a clear understanding about who they are, so they knew what they’re getting themselves into. When Bru & Boegie *was* selected for Story Lab, I was thrilled – I thought ‘finally a studio is taking a chance, they’re pushing the envelope and trying something different.’ My assumptions turned out to be dead wrong – almost immediately Disney’s compliance department told me I’d need to change the underpants, and then there were questions about their lips. We hit an impasse and I realised if I wanted to gain any ground, I’d be having to fight a lot. Even though I found examples of other kids shows for the same demographic audience that had characters in underpants (there’s even a ‘Captain Underpants’ movie coming out) to support my argument, I didn’t feel like Disney got my show *at all*. Luckily, Triggerfish suggested we take Bru & Boegie off the table and make a new show. I got Bru & Boegie back, but I could have lost them to Disney who I imagine have a big pile of unused purchased IP. For getting Bru & Boegie back from the maws of the shark, I’m grateful. The StoryLab was a success in many ways – we got a trip to LA, got a stack of valuable experience and I got a pilot financed. We re-jigged things and branched off Bru & Boegie’s cat & dog into their own new and different characters and added a new character; ‘Mike’ – a way for me to feel even more invested in the show. I’m kicking myself a little bit because I didn’t make the dog different enough to Bru & Boegie’s dog, so I’ve got to be a little careful about how I use the dog in my passion projects. (I talk more about why you shouldn’t necessarily combine your passion projects and commercial work.)

Even though the DTI (South Africa’s Department of Trade & Industry) pulled out of funding the Story Lab (I believe Triggerfish ended up fiancing the whole thing, I was wrongly under the impression that Disney paid for most of it) the experience taught me a lot. One of them: if I don’t put my foot down, it’s my fault when things go awry. After going back and forth between trying to please Triggerfish and Disney and doing my own thing and after fulfilling my contractual obligations, once the dust had settled and we weren’t in production anymore with a deadline over our heads, I picked apart the process and suggested ways we may do better next time. I’ve erred on the side of being definite in how I’d like to work should the show get further funding, which sounds like it may not fly. It feels like a weight off my shoulders – I laid my cards on the table for how they’d be able to get the best work out of me, and even though Triggerfish isn’t keen I feel like I’ve saved us both a lot of potential grief by getting over my people-pleasing complex and being direct and honest. It was a gamble that I felt was necessary and worth it. It’s a gamble either way when working relationships seem to be at odds with the project, and I don’t know what the right answer is.

One general thing that tripped me up (I’ve thought about this a lot – I really want to learn from this experience) and one that I don’t have any advice for, but can at least share: when I finally relented and agreed to tweak as much as was necessary to make the show into a safe, suitable, appealing IP for 6 – 12 year olds, take on notes in good faith that the investor should call the shots as it’s their money, and let contributors have more of a say – it seemed to create an immediate negative knee-jerk reaction from the studio. They didn’t like that *at all*, they really wanted me to make my own thing.

What complicated matters further is there was not a standard monogamous relationship – myself and the network involved. There was a polyamorous setup, a love triangle of sorts, with myself, Triggerfish *and* Disney involved. It’s my show but it’s not really, I can be overruled at any time, I’ve been hired by an intermediary company for a parent company but the intermediary company has put up all the money. Please note: this isn’t anyone’s fault. We’re all trying our best. I can only talk for myself here, and again it’s worth noting Triggerfish did a lot of cool stuff for StoryLab. Any time I think about Story Lab there’s a tension within me that is grateful to have been part of it, but also wanting to be critical to not make the same mistakes again. I felt like there were too many cooks involved, and as with nearly everything, this is my own fault for allowing it. Animation’s already hard, but we made it even harder. Triggerfish has a good track record with 3D animation, we were doing our best to create a makeshift 2D pipeline from scratch, with every animator using a different software package, I had a few gatekeepers between myself and the contributors so I wasn’t able to get a proper personal rapport, the pilot had to incorporate soccer AND we had a deadline fast approaching. You know that saying ‘KISS – Keep It Simple, Stupid’? I learned the value of adhering to this approach after production on the 2-min pilot, a thousand times over. If the end results were always better with a more complicated setup I’d be ok to look at such a setup again, but I’ve found a leaner setup allows for a better result, at least until we plug into a proper 2D pipeline. I understand this goes against the popular belief that ‘collaboration makes everything better’. I’d add to this ‘collaboration with the right people who save you time and who need minimal input’ makes everything better. The ‘everyone has a say’ system can work as long as it’s clear who’s making the final decision. I’ve found decisions by democracy are almost never good for creative work. It’s sometimes called ‘death by committee’.

At the moment the show has a kiff show bible, a 2-min pilot that’s not really representative of the updated show, an amazing pilot script that I’d love to see made and holds a lot of potential. I’ve insisted on working the way I know best to make the pilot – I dig the 11-min pilot script we have and would dig to produce and animate it under my own roof. However, my insistence on working a certain way for the future may have been a deal-breaker. After being critical of the production process and offering suggestions for how I’d like to better work next time, one studio partner has said ‘they cannot recommend me for mainstream animation’ and that ‘I have little understanding of how the process works’, another partner has said they wish to discuss further. I’m keen to focus on the pilot but the studio wishes to find $1m funding for the first season, and would need a distributor to come on board to add their thumbprint and funding. Because this was somewhat different to a standard commercial project where I’m not so emotionally invested, I’ve decided the best thing for both me and the two studios involved is for me to “let it go”, accept that I may not be part of the show’s future, that it really isn’t my show or my responsibility, reset, dissolve my ego around the project to neither oppose or align my ego with the studio or network. I’m reading Eckhart Tolle’s ‘New Earth’ which is helping me identify how ego attachments can cause many problems for me and others. Even as I type, thinking about this project evokes a ‘battle mode’ response in my body that’s not healthy – a kind of ‘I really need to fight for this’ thing.

If I’d done this again I’d have either insisted on either handing it over to a studio with a tried-and-tested 2D pipeline to avoid the many headaches that come with production (I suggested this in the beginning stages but we decided against it), or totally relinquish control and let someone else call the shots, or insist on taking over production 100% myself in-house.

As a note, I’ve been told by Triggerfish that many of the other StoryLab ‘winners’ are experiencing good success with their shows’ development, so all the best to the studio and them.

Passion vs. Commerce

It’s worth making a distinction about ‘passion projects’ and ‘commercial work’. In an ideal world, we’d all be doing our passion projects to earn a living, and if you’re doing that, you’ve won at life – congratulations. However, sometimes the beautiful worlds of ‘passion projects’ and the rule-oriented world of ‘commercial projects for kids of a certain age where child psychologists and compliance departments are king’ don’t overlap particularly neatly.

I’ve watched creators talk about pitching shows, read many stories about how shows were greenlit, heard execs speak about what they look for in a show pitch, and been through two pitches-to-show-bible-with-a-short-pilot processes myself. From the network’s side, they may get the best out of you if you pitch that thing you love because there’s a good chance you’ll go the extra mile to make it work. However, it may not be such a reciprocal relationship.

If you have a project you’ve been working on for a long time and are precious about, my advice here would be to create a project that has some of the elements that you like about your own project, but make it different enough so that if the show dead-ends, it’s not too devastating.

The potential downside is that the network / studio may not be getting the best work out of you, which isn’t so great for them. That’s the gamble you need to make, and I don’t know what the right answer is. I used to think that you should always pitch the projects that you love the most, and put your whole heart into all your work. A colleague suggested not doing this, and I’m seeing the sense in it. In the past, making a project ‘my baby for a while’ was simpler to do because I could be sure my work would make it through production to the end, and the public would see it. With an animated show, there are a number of hoops to jump through and the plug can be pulled at any time. There are also NDA’s so people may never see your work.

Now I think differently – rather pitch an emptier vessel that both you and the investor / studio can fill, so you both feel ownership. Protect your heart a little bit, rather take things slowly, start with a mutt that you can work up into a pedigree. Don’t give them your golden goose – it’s going to be harder for you both to put their stamp on it. It should be something that you at least ‘like’ because if an exec decides that ‘yep, let’s take a chance on creator x’ there’s a chance you may spend years working on that project, and you hope that you can both fashion it into something you (and others) end up loving.

With standard commercial work, the understanding is often a lot simpler: I’m working for you, you hired me because you like my work, I work on a project until we’re both happy with it – job done. However, with a kids show, I think networks are trying to figure out what makes a show successful, and one of the things they’ve discovered is that they need a creator with a strong voice, someone with ‘the vision’, a captain who’s able to steer the vessel to shore safely. In truth, I feel like it’s more of a push-pull game. If the vision is so clear that the network / studio doesn’t have a say, that’s no fun for them – the game is up. If the captain’s just doing whatever the network / studio say, that’s no fun either – the game is up. When working with a network / studio funding the project, the network / studio is the one who decides whether the game is up or not. This can be disempowering and disheartening for the captain for sure, but knowing this dynamic from the beginning can help matters. If anything, smile and enjoy the ride.

Advice from the Pros.

I’ve asked for advice from successful people in the field and results differ. I’ve received the suggestion of ‘going as far out as possible and doing exactly what you want because the network will always pull you back’ (‘Shoot for the Moon & Land on a Star’ vibes). Other advice from a really successful show creator is ‘he realised the network can’t make the show without him – they need him and they’re trying their best, so, have some patience with network execs.’ Robert Downer Jr. (not in the animation field but universal advice anyway) says he listens and nods and then does his own thing anyway.

There doesn’t seem to be any sure-fire formula to success with getting a show on air. I love reading and talking about this stuff, so from memory, some successful stories include:

Rugrats: the creator pitched a bunch of well worked-out ideas that the network wasn’t that keen on, and Rugrats was literally an idea scribbled on a scrap of paper in a her pocket that she pitched as a last throw-away idea, which the network loved.

For Spongebob, the creator Stephen Hillenburg had everything worked out from top to bottom – beautifully painted backgrounds, characters worked out, and even a conch that played the shows’ theme tune. He was able to combine his love of marine biology and animation into one project. Hillenburg had experience for how to run a show from working on ‘Rocko’s Modern Life’. When the show launched, audiences didn’t really take to Spongebob and his friends but Stephen insisted that Nickelodeon ride it out a bit – turned out audiences loved the sponge and his friends. I also remember reading that someone who worked on Spongebob said ‘everything you see up on screen is a compromise’, meaning it will always be tweaked by network notes.

Phineas and Ferb, the creators tried unsuccessfully to get their show greenlit for 10 years (!) until they decided to do exactly what they wanted, and it worked out.

The Breadwinners, I believe they made a pilot for Nickelodeon, Nick didn’t pick up on the series and the creators took a chance and made the pilot on their own dime anyway which got them a foot in the door for a greenlit show. I believe the show didn’t do particularly well with ratings, but still – mad props to them.

Adventure Time – started out as a pilot for Nickelodeon. Nick passed on it, I guess it got sold to Cartoon Network and they turned it into a series, becoming one of their most successful IPs to date.

I believe the legend is Matt Groening came up with the idea for ‘The Simpsons’ (the idea of a nuclear family as a prime time sitcom show) in a cab on his way to a network meeting. The exec (David Silverman I think?) initially wanted to license his ‘Life in Hell’ series (which I love) but Groening was smart enough to not sell his baby. Life in Hell would’ve been a rad show though. The Simpsons debuted on Tracy Ullman’s show, audiences loved it and the rest is history. I believe Groening’s ‘Futurama’ wasn’t nearly as easy a ride to success – the network who picked up the series wanted to give him tons of notes, and he and his team really had to put their foot down by saying ‘we know what we want, please don’t do this’ and they played the balancing act of potentially losing the network’s financing to remain true to their idea. Thank goodness they stuck to their guns. I remember reading that Groening’s said that getting Futurama on air was ‘one of the worst experiences of his adult life.’

It does seem like some shows take years from the initial pilot, to getting a series greenlit.

The ‘note under the note’ to Blandsville

Last year at Kidscreen we had a sit-down meet-and-greet with a British producer who seemed to be worth his salt. He said there’s a big gap for music-based kids shows. Even our Disney contact said combining music and a kids show is a good idea. It’s something I’ve always wanted to do as I’ve been in a number of bands and would be combining my love of music with animation, so, I themed Dogshow around music – my Goldfish music videos are successful (each video’s got a couple of millions views on YouTube), I produce them myself and if I don’t produce and animate the whole video myself I sometimes hire people with the budget. (This is also why I was so adamant on making the 11-min Dogshow pilot myself – it’s full of kiff songs, it’d be like 3 Goldfish animated music videos in one). So I thought ‘Aw Yis, this is like combining Goldfish videos and an animated show’ something I’d already dreamed of doing. Now that the bible is done, one big distributor that was interested in the IP doesn’t want to do a music-based show – they’re staying away from music because ‘dubbing into other languages is hard.’

Now, this doesn’t mean all distributors won’t be interested, but it does lead me to the point that ‘animation execs just don’t know everything – the best they can do is let you know what they know, but that may not be enough’.

Pilar Alessandra talks about understanding the ‘note under the note’ – even when a suggestion is given for how to fix something (in an animation script or a piece of animation or whatever), it doesn’t mean the suggestion is right, it just means that the note-giver feels something’s not yet working or needs more attention. Understand the note under the note – understand that when you read in-between the lines you may see what’s being pointed at, but I’d go further and say just because you’re a good cryptographer and know what’s being hinted at, that doesn’t mean you have to heed the advice.

Don’t trust all exec notes as gospel – execs themselves will be the first to tell you this. If anything, you’ll be penalised for following all of the notes given to you. Following all the rules is no guarantee of success.

A lot of the time I discover the process is like ‘The Alchemist’ – we go on a big journey exploring a project, and learn that what we were looking for was right in front of us all along. That’s not to say that the journey isn’t worthwhile, and it’s different than doing nothing. What’s picked up on the way is always useful one way or another.


A bit like music, if you keep following trends, you’ll always be behind the curve. Indeed, if you keep following the rules, you’ll also be behind. Rather, figure out what you love, make that, and tell the myriad of people who will invariably tell you why it’s wrong, to go suck an egg. If you have a knack for knowing what’s going to be popular ahead of time, you’ll really be lucky if you can get a network / studio to commit to bringing your idea to life before someone else does. It seems like a lot has to go right to get a show on air. If you’re lucky, the stars align.

Showing Your Cards

One thing I realised during the development process for both shows, is that you don’t need to show *all* your working processes. If you’re like me, your creative process is sometimes to generate a whole bunch of stuff up-front to give yourself as many ingredients to add to the mix, and then use a bit of alchemy to see what sticks. The issue is, if I show this process to a network / studio it can freak them out a bit. From their side, they may feel the need to provide notes on everything that’s sent to them. What may be better is keeping your cards a little bit hidden (I know it’s tempting to show everything because you’re so excited about the project) but it’s worth letting things bake a little bit, only sending stuff when you’re a bit more definite about matters. Otherwise, you’ll be getting notes on stuff that you may end up throwing out the next day – a bit of a waste of time for the network. They’ll be less likely to provide thoughtful notes next time if it’s all for naught, so rather try gain a whole bunch of ground before you touch base with them, to avoid getting beaten back down to square one.


If finding a suitable partner isn’t working out, the other option of course is just making it yourself. If you have the resources and know-how how to make your own stuff and really want to stay true to your idea (and have a healthy dose of self-motivation) the Internet really has made this possible, though you’ll have to really hit the big-time if you want to make enough advertising revenue on YouTube to compete with the money you may get with a network buying your IP. You could also find a company to sponsor your animated shorts, but again – if your content is ‘too new’ for investors it may scare them off – as much as they may say they like fresh new ideas, my experience has been that anything really fresh and new scares investors. If, however, your content looks like what’s already out there but is slightly different enough to look a little bit new, it (unfortunately) may make life easier to attract an investor.

Most of the companies that fund animation IPs want to own the work outright; it seems to be the rule. I’ve encountered one exception where the network would fund the whole show but owns 80%; that seemed to be the exception rather than the rule.

Collaboration vs. Working Alone

This is something I’ve been wondering about quite a bit. Mostly I’ve worked alone for the 10 years I’ve been doing animation – it allows the inner voice to come through clearer amongst any potential stronger wills that are trying to have their way, I don’t need to be in a studio setting to create an animated short, and if I want to bring other people in, I usually do it remotely over the Internet, or with short visits to have some face-to-face time.

I don’t think there’s a definitive answer here for what’s better, but what I do know is that if you’re working with the wrong people, it’s better working alone. Working with the *right* people, however, is a real joy.

For Dogshow, I insisted on getting Greig Cameron to write the pilot script. Greig liked my Moosebox short, has a wealth of experience writing for the 11-minute format, is also a musician and played the same videogames I did when we were younger, and he just ‘gets’ my humour. He nailed it so well and made a gem of an episode script, and it helped me realise that if I could just find a few more people like him who don’t need that much input, who ‘get’ the idea quickly and then are happy to take the ball and run with it until the end – that’s ideal.

What I’m not sure a huge fan of is when a collaborator stops often to say ‘now what?’ If I figure out that it would have been cheaper and faster for me to do the work myself, that’s no good.

– It’s pretty much as simple as that.

I met a friend in Japan who works for Government. He believes our purpose here is to work together as we always build better things together. I think he’s right, if everyone is doing something that the other can’t do, or at least doing it better. Then you get synergy – the whole is greater than the sum of its parts.

The opposite extreme is working completely alone, being like a sovereign state. As my friend explained, there’s nobody more sovereign than a homeless person – that person isn’t tied to any institution or belief or organization – the homeless person can do whatever he / she wants, but doesn’t have the resources to do that. Another example of an extreme sovereign state is North Korea. They can do whatever they want to do, they don’t subscribe to any rules and don’t take orders from anybody. I believe it’s a great place to live.

I suspect the answer is to initially do the hard work of digging deep to get to the gold nuggets of ‘what is this show about’ and once that’s done, letting contributors put their own stamp on things and stepping back to allow this (and making sure everyone knows where they stands with contracts).


A big one. In general, be prepared for a lot of uncertainty. ‘Promises made and promises broken’ seems par for the course, teaching you the Buddhist principle that ‘attachment is suffering’. A network can be in love with you one day, and drop you the next. I’d also suggest that anyone who tries to put stars in your eyes, remove them promptly and ask for the promise to be put in writing – nothing’s worth anything unless it’s in writing. Don’t accept less in exchange for future promises of great spoils and riches, unless you go into it fully aware this is pie-in-the-sky thinking, possibly used as a ploy to pay you less.

With pitching competitions, they’re selling dreams. Sure, dreams can come true, but statistically it seems like the shows that are greenlit by studios are created by industry veterans – people who have worked within the pipeline for years and know how the machine works. It’s great that big networks like Nickelodeon and Disney are reaching out to places like South Africa to get a feel for whether anything may be a sleeper hit – it’s not a massive investment to them, and with the Internet acting as a means for any creator to potentially score direct revenue, my guess is that networks may as well get a piece of that pie if they can ‘in case’ something blows up. The things that blow up, though, are often not like anything else currently available, so in my opinion that’s even more reason to go further left field in your show creation.


With all these rules and thoughts it’s easy to forget the reason you’re doing animation in the first place. One of the reasons I like makin’ stuff is the ability to embody my sense of humour and possibly evoke a laugh. Humour is always king. If something’s funny, it’s funny. If jokes were able to be made by computers, that’d be weird. I’m bad at telling jokes, but know someone who writes good jokes. If humour’s part of your show, it’s really easy for plot to stand in the way. Sometimes trimming down a script results in most of the funny stuff being cut to make sure the plot ‘makes sense’. Remember, these are 6-12 year old kids. A pie to the face may be funny, but a clever hipster reference to an obscure pop-culture thing may not land.


There’s a tendency to want to do LANK clever stuff – plot twists, high-concept stuff, to prove to the network ‘hey, I’m a clever dood’ – but remember, these are 6 – 12 year olds you’re making stuff for. When I was that age, I didn’t watch cartoons because of the plot twists – I watched because I liked the characters and they were entertaining doing whatever they were doing. If anything, I didn’t like the shows that were too plot heavy – it got in the way of my enjoyment. I did not like Scooby-Doo at all, and didn’t like any blank-canvas characters that were wrapped around clever scripts. Boring. I really liked more physical comedy / character-based shows where ridiculous scripts (that were easy to follow) were wrapped around interesting characters: Cow & Chicken, Dexter’s Lab, Powerpuff Girls, etc… Don’t try to be too clever. It may get in the way of things.


Something that’s not given too much coverage is how the show actually gets made. I like making my own stuff with as few moving parts as possible – there’s less that’s likely to go wrong, and there’s less chance of ‘broken telephone’ / communication being misunderstood. If you’re an animator plugging in with an animation team and want to both animate AND direct, I can advise not making the same mistake I did on Dogshow – it’s not a good idea and very easy to lose perspective. Perhaps better to not animate and only direct rather. If you’re used to working a particular way I’d suggest taking control and insisting on working your way, or if the studio / network insists on doing it their way, then maybe consider that it may be much better for everyone if you relinquish control completely, let them figure out how to make it (it’s not so much your problem now) and understanding you’ll have to be alright with whatever result is produced. I haven’t yet handed production of a short over to someone or a studio completely but I would definitely look at this for any subsequent projects.


I’d suggest being careful with who you bring onto your team, and make sure it’s all in writing what the obligations are. If someone decides to work for less for you, unless they’re completely selfless, they’ll be ‘giving with attachment’ and may want recourse later on down the line. If things aren’t clear, bitterness may enter the equation, so make sure you pay people properly and make sure you get paid properly in case the ‘big thing’ doesn’t happen – at least you’re all squared up.


I’ve read before that Charlie Chaplin is the king of physical comedy. Watching some of his films, I totally see how many animated shows borrow from him. Bugs Bunny is basically an energised talking Charlie Chaplin in a rabbit suit. Spongebob is a bit like Charlie Chaplin. Tom & Jerry: very much like a physical comedy Charlie Chaplin skit. Basically, If you study Charlie Chaplin’s character, how he stages physical humour, how he very often plays the unlucky underdog that gets himself into ridiculous and precarious situations and figure out how you may be able to mould some of that into your character, you’re probably on a good wicket.

Final thoughts

Collaboration can be a joy when people are doing what they do best, you’re allowing them to do what they do best, and when what they do gels with what you want to do. It can also be a real struggle when you’re not on the same page – if anything, a useful exercise in ‘how not to do things 101’. Don’t let anyone steal your voice – however difficult that may be. If you figure out the secret formula to getting a show on air, please do let me know, I’d love to hear it.

[EDIT 24/04/2017: Added’Bucks’]:


Someone asked me what kind of bucks are involved. My response below:

“Hi. So, to get to your question. Yes, it pays fairly well. There’s a fee for the outright purchase of the IP, then a development fee that’s used for pre-production, and then a production fee to make a 2-minute short. Thereafter, if they want to invest more, there’s a further development fee to make a proper bible, an 11-min script and animatic. I found I started running low on bucks during this last development process as it took longer than I thought, I paid a few people to help me with ideas, some art and with the long script, but it can be up to the creator how he/she wishes to go about the process. I took a long time to gestate and think about it. The numbers: it was enough for me to survive on for the time it took me to work. Not so much that I could pay my bills AND buy a fancy new car or anything too extravagant, but, reasonable, and it allowed me to put some money away in savings too. There’s also back-end built into the deal, so I think I get about 2% of all potential future merchandise sales. The clever creators (George Lucas and Steven Hillenburg) I think insisted on keeping merchandise rights, as that’s where the real money is I believe.”

[EDIT 24/04/2017: Added ‘Reading Material’ heading]:

Reading Material

Some books I’ve found to be super useful:

The Coffee Break Screenwriter by Pilar Alessandra

We had Pilar come and talk to us in South Africa as part of the StoryLab. She’s awesome, and this book really helps demystify how to write a script. While I don’t think it should ever be a ‘paint-by-numbers’ affair, by following this book you definitely can take that approach and it’ll help you to pin-point what your story’s actually about, it’ll help you to figure out who your main character is, and by answering the questions the ‘wizard’-style approach takes the blanks you fill in and presents you with amazing stuff back. Superb book for a better understanding of an industry-standard approach to script-writing for pilots, TV series and movies.

Animation Writing and Development

So, I’ve only got a third way through this book. I got pretty bored as it’s fairly laborious, but it has a good section called ‘Human Development’ in Chapter 4 that goes through the psychology of various ages, so you can get a better idea of your audience if you’re ie. developing material for kids aged 6 – 12. The printing I have is from 2005 and glancing through it, it still looks pretty relevant.

I hope I can spend the second half of 2017 doing more creating and less explaining and validating – it’s creating that brings me joy.

Thank you for reading, I hope you found some of it useful.


Bru & Boegie – LOVE

So, ladies and gents, I’d like to introduce you to a new ‘Bru & Boegie’ short. It is a nice thing I made, along with some help from some friends.

I wrote a fair bit about the process in the post prior to this, but if you didn’t read that, here’s a brief run-down on the practical process:

Spent some time in Prince Albert (a small town in the desert in South Africa) earlier this year writing the outline, kept whittling down the couple pages until it was a single page outline, and until it just ‘felt right’. Then, with that I wrote a proper script with proper formatting in Final Draft 10 – that part was pretty easy as I’d figured out most of what happened in the outline. I tweaked that a bit. Then, recorded the voices in my home studio using an AKG D5 mic with a pop-screen into my external Focusrite Scarlett 8i6 sound card. I got the script up on FD Reader app on an iPad, which made it easier to highlight voices for the voice artists to find the lines and record. I selected voice takes and edited the voice tracks in Logic Pro X. Once the timings were working how I imagine they would in animation, I exported a single WAV for use in the next stage – Toon Boom Storyboard Pro 5.5, where I created the storyboard and animatic in about a week, then I imported the animatic into Toon Boom Harmony Premium 14 for animating; animation lasted about 9 or 10 days. The time it took to do the animation surprised even me. Because I had a tight outline, I could be pretty loose with the animation, and did. I’m more au fait with Toon Boom Harmony now and that makes it a lot easier to express myself without getting too caught up in the technical side of things. I also have a 27″ Wacom Cintiq HD that lets me draw pretty fast. Toon Boom also has a neat integration thing where each sequence from Toon Boom Storyboard gets converted into a new Toon Boom Harmony file with relevant audio and animatic, ready for animating. So, that’s another time-saver. In any event, I’m pleased to have completed this before leaving for Japan. KIFF.

So, I’m pleased with how this process worked. I had a bunch of new software I bought and it all made life easier, faster and more efficient for me.

The reason for creating such a thing? Well, firstly, Bru & Boegie are my home-dolla-boiz and I’ll most likely puntin’ them until the day I die. Yikes. Secondly, I use them as a vehicle to communicate stuff I may be thinking, they’re my very own project and because I’ve been making Bru & Boegie stuff since 2002, they feel pretty real to me and I love them. It felt time to create something of my own, without showing to anyone for approval, without getting notes, without all the stuff that slows down and waters down the process of making something truly original.

Also, I guess I do wonder about people that complain so much. Either do something about it, or stop complaining. Some people do actually put energy into action. But, there seem to be so many people complaining about Donald Trump. I’m in South Africa and this dude is infiltrating the news like a virus that’s spread quickly. He’s halfway around the world and I see stuff about him on my news feed, friends are talking about him – at least there’s Bru & Boegie to sort this out. Bru & Boegie are everyday dudes who don’t second-guess themselves too much. They get stuff done without any fanfare. They just do it. My heroes.

I know I keep harping on about this, but man, I really prefer this kind of thing to something overly-produced. Same with music – give me a singer who sings with soul, who wrote the song him / herself with a tape recorder, over a team that wrote a song, who kept reworking it and reworking it until it’s lost its meaning – although technically great, that soul can get produced out of it.

A bit about the people who worked on this!

Arnie Rodriguez (California, USA)

I met Arnie at the Annecy Animation Festival in 2013. I was sitting by myself in a park, eating some lunch. Probably bread and cheese and ham, and a banana. Arnie and his friend Holi came along and started chatting to me. They were friendly. Arnie did a backflip from a jungle-gym and Holi balanced so well on the snake thing in the park, I was impressed. They were both so fit. I showed them one of my Goldfish music videos and they thought it was cool. Anyways, Arnie once created a score for my Bobo short that an orchestra played live I think at ‘Animated Eden’, an animation festival in Cumbria, UK, that Holi organized. I saw him briefly again at Annecy 2 years ago, we’ve kept in touch, and would you know it, we got a chance to work in this short together! So stoked. He’s made amazing 8-bitty-crunchy music, he studied at the ‘San Francisco Conservatory of Music’ and is a super musician and seems to go on amazing journeys into jungles and plays music with the native tribes. I didn’t give Arnie any brief at all, just said ‘do what you want’ and he came through so kiffly for this.

Olubunmi John (Lagos, Nigeria)

I’ve never met Olubunmi John in real life, but we met online. He did some ‘fan art’ for Bru & Boegie and Moosebox and I was like ‘this is rad’. I hired him to do some backgrounds for my previous Bru & Boegie – ‘Feelin’ It’ short and he did a killer job without much direction from me. I then got him to do backgrounds of a new Goldfish video (which hasn’t been released yet) and again he did a great job. So, when the time came to do this new short, I decided to once again call upon the talents of John. All I did was give him a rough greyscale sketch of each background with notes on what I wanted separate layers for, and he did the rest. NICE.

Ben Badenhorst (Plettenberg Bay, South Africa)

Ben and I have played music together in various music setups. Ben is an amazing musician; he plays guitar, bass, drums, sings and more – a music aficionado. I play drums and we once went on tour to support a singer-songwriter female, and we were touring with another female singer-songwriter who had her own supporting band. The two singer-songwriters fought a bit, but we had some fun. Ben also does amazing voices and I hired him to do some voices in here, which he nailed. I’m a particular fan of his Zulu accent, and he managed to emulate Nimrod from eTV aka Mr. “CRASH BOOM BANG” amazingly well.

Amanda: my lovely and beautiful girlfriend who I harangued into doing the Mom’s voice, hah. Nice.

Everyone was paid – because it’s a personal project the budgets aren’t big, and I’m pleased to have had friends work on this.

Anyways, I hope you liked the short, I plan to make more Bru & Boegie short (I actually have like 7 new episodes’ voices recorded waiting in the wings), I made an ancient vow to Bru & Boegie back in 2002 I’d see them through thick and thin, and they gel with me more and more.

Thanks guys, please keep well, eat a piece of cheese for me, and keep on being cool.

As a side, this pixel vid I made is about to hit 1 million views (on 998,967 at current view count):


Follow Your Bliss

Hi there. What’s been happening friend-o’s. I’ve got an iPad cover that doubles as a keyboard, so now I can type my random musings from bed; a shout into the void.

I’ve almost finished animation on a new Bru & Boegie short. For this one, I did an experiment where I really didn’t show anyone any bits of process, save for a few seconds video on Instagram. Didn’t discuss the script with anyone, didn’t discuss the process at all, just created it in a vacuum. Gotta say, I enjoyed it. It’s a truer vision, was definitely much easier to create like this, no compromises, what a pleasure. I spent quite a bit of time on the outline. I started it in December on a work retreat in Prince Albert, and had finished the outline by the end of the week there. The outline started out being many pages and I made sure I got it down to a single page to make the project more manageable. Back in Plett, I used my new purchase of Final Draft 10 to write the script, which went quickly as it was all planned out in the outline. Then, I hired my buddy Ben to record some voices at my home studio, I recorded Bru & Boegie’s voice, and got Amanda to record the female voice. I recorded voices at my home studio with Logic Pro x and good audio equipment (an AKG D5 mic with a pop screen, external Scarlett 8i6 Focusrute sound card, had the script up on iPad with FD Reader with character names highlighted to make it easier for the v/o artist to find what lines he needed to read). I cut them all together into a single track, and then – amazingly, I did all the animation in (another recent purchase) Toon Boom Harmony Premium 14, in about 9 or 10 days, start to finish. It’s a 4-minute short, and I learned a lot on a previous job, animating a Goldfish music video (that still is going to be released – I hope. Their label is keeping it back due to a track release plan) so the animation process went fast. I made sure to figure out creative decisions up-front so I could be loose with the animation. (I really want to get Bru & Boegie off the ground, so I’m pretty amped about how this software’s making life easier for me. In the meantime, I’d dig it if you could please subscribe to my YouTube channel or consider buying a Bru & Boegie comic book to support me.) The right tools make the job so much easier. All these tools cost me a fair amount of loot, but the more I understand how to use them effectively, they save me time, and I’m actually pretty amped with how things are working.

With any luck the short will be ready to upload this weekend, as I leave for the start to our Japan trip on Sunday. The animation is done (I’m going to use today and tomorrow to do final bits and pieces), the backgrounds are done (by Olubunmi John in Nigeria), I’m hoping music and sfx by my friend Arnie in California who I met at Annecy in 2013, will be done in time for me to do final render and upload.

During the process of making this personal project, I’m struck by the simple truth that confidence makes the process so much easier. If you’ve ever worked in group projects, and something is not agreed upon, second-guessing can slow things down drastically. Indeed, sometimes what happens is you know the answer, but for the sake of process you allow the other person to try their way and then come to the same conclusion as you. How much longer the process takes, how much time is wasted. I’ve learned, for better or worse, to either be very clear to whoever I’ve hired about what I want – explain in detail what I’m after. Or, find people I like to work with, give them a simple brief, but trust their sensibilities. I far prefer the latter. It makes the process much easier for me, it allows the person I’ve hired to experience greater freedom of creative expression, and I’m looking more and more for this kind of working relationship. There’s a saying ‘do unto others what you would have them do unto you’ and *all* I really want from a client is to say ‘do whatever you want’. It’s what I’ve started doing with people I hire, just saying “do whatever you want, I like what you do, it’s why I hired you, I won’t micro-manage you”, in the vicarious hope clients will do the same for me – it’s how someone gets the best out of me. My buddy James and I have similar sensibilities, and all I do is say ‘do whatever you want, I’ll take it’ and he does great work. Same with Olubunmi – I give him some rough sketches of the backgrounds I want and he delivers great work. Same with my brother – I send him the finished animation, he knows me and my sensibility, and delivers great work. I don’t micro-manage, because I hate being micro-managed.

The more confident I am with the project and the more control I am in the process, the more creative freedom I can give the people I’ve hired. It’s important for me to be able to choose the people I work with. I also realise there’s always a choice – propose my own way, and if it’s not going to fly, be brave enough to say ‘no thanks’.

For 10 years now, I’ve been knocking on the door to get a series green-lit. I started out with Jozi Zoo – a kids show that a local comedian and I pitched to a local TV station. Without my knowledge, it got passed on to another studio for development, and a friend told me he saw it on TV. The show got on the air without my knowledge. I didn’t receive a cent for it – my own fault for having stars in my eyes. Without complaining, I asked the production company if I could animate on it, and that’s how I started animation – I started out helping 2 veteran animators to make the show, and soon I was getting whole 5/6 min episode scripts with a voice-track, and making episodes by myself every 2 weeks. It was a lot of work, but cool to see my work on Saturday morning TV. I insisted on working from home, the production company was totally cool with it – less distractions than at work (there was a lady at work who talked constantly to other coworkers, and if she wasn’t ranting about personal stuff, she was on the phone. I didn’t dig it), my home machine was far superior to the machine I was given at work, and I could manage myself just fine. As long as I was delivering what was required, it didn’t matter whether I was at home or at work, so I had a great time playing videogames at home when I wanted to, working when I wanted to, seeing buddies when I wanted to, and delivering a new episode when required. I realised I could make my own show with my brother doing audio, I pitched it at the production company – no bites. As you may know, my brother’s done audio for both my Nickelodeon and Disney pilots and many other shorts – he does great work. I find self-limiting beliefs upsettings, when someone says “it can’t be done.” I’ve had people telling me that self-limiting belief my whole life. I kept asking for a work contract, they kept brushing me off (luckily a blessing in disguise). So I put in my 3-month notice that I was quitting and an opportunity came up to live in Plettenberg Bay. I didn’t hesitate. When it came time for me to leave, the company pleaded for me to stay. I asked for double my salary, and they accepted without hesitation. Still, I saw the writing on the wall and had a burning desire to create more interesting content (I was so inspired after coming back from ComiCon in the US), so I left. They wanted me to keep animating the show by proxy from wherever I was going to, but I passed. Anytime I’d do a piece of animation for the show I thought was rad, invariably they’d ask to take it out. It seemed like grey-area-bleh was the order for the day, and I didn’t like that. I was leaving a well-paying job for uncertainty, but it was absolutely the right thing to do.

I set about making my own show. I wasn’t earning money as I felt like I needed to quit many recurrent freelance jobs to focus properly on this new IP. It took a long time to make my own show, I got distracted along the way, considered moving back to Johannesburg when my funds started running out, but ultimately decided to forge on. (I eventually sold the IP years later, and if I can make enough money, would like to buy it back.) I employed a shotgun approach for getting work / cold-calling, and finally when I pitched something I really wanted to do, on my own terms, I got a breakthrough: a Goldfish music video. Things snowballed and I got a whole bunch of cool work stuff thereafter. Thing is, I backed myself 100% – someone needed to – and eventually, Dave and Dom from Goldfish took a chance on my cold-pitch. It worked out for them and then some – the 6 videos I’ve done have clocked in 17 million views on their Youtube channels. They’re some of the best clients I’ve worked with, because after initial discussions they free me to do what I want.

I don’t think I’d have landed that job if I was in the quagmires of doing half-baked animation work that had all its edges sanded down so as to easily get the budget and fly under the radar. I kind of feel I needed to have the courage / self-faith to get me that far along the way, for providence to open up.

For work, if something comes truly from an inner place, it cannot be incorrect. I think there’s incorrect rhetoric that a group-think project where each decision is settled by democracy, is of more value than a singular vision, warts and all. It’s not. A singular, true vision is perfect, and I’m desperate to see more content like this where the edges aren’t sanded down into oblivion.

I also read a paper called ‘The Price of Nice’ that a couples therapist gave to me. It goes into the inherent dangers of ‘people-pleasing’. Pleasing other people seems like a really good thing to do. But, it means people don’t know where they stand with you if you’re not honest, you steal from them the chance to grow from honest feedback, and by bending every which way to maintain status quo, a person hurts himself and ends up breeding resentment.

I’ve been looking for an animation agent to be a hard-arse on my behalf. Barked up a few trees but nothing conclusive yet. As a result, I’ve become hard-arse with contracts and budgets – or at least, more straightforward. A band I know are comprised of 2 of the nicest dudes you’ll ever meet – and they can afford to be so, because they have a thick-skinned agent who interfaces with their events clients on their behalf. I like that setup. By default, I’m quite nice. But ‘nice’ doesn’t work all the time for work contracts and forging paths. Being nice is in a production company’s favour, as it can be exploited. However, a lot of the time it doesn’t work for the creator. Someone enquired about making a character similar to mine and wants my blessing. Someone else wants a 6-minute pixel animation for their film but has a tiny budget. Someone’s promised me x but doesn’t deliver – I’d dig to forward all this stuff to an agent. For the meantime, I’ve learned to be a lot more straightforward about what I want, and more protective of myself.

I was discussing a saying with a few people recently; “Sometimes it’s better to be kind than to be right.” A maxim that I thought was sound. At a friend’s graduation ceremony, the keynote speaker left us with the message ‘Always err on the side of kindness.’ I thought it a good message – don’t rock the boat, people please, all will be well.

That method works … for a while. But ultimately, it’s unfulfilling.

What is the true voice saying? The inner voice?

I’m busy reading the book my mother and her co-author and friend Susan E. Schwartz recently wrote; ‘Aging & Becoming‘. My mother is a very smart women; well-read, knowledgeable in depth-psychology, the unconscious, Jung and dreams. I’m finding the book amazing. I’m only about halfway in but already it’s speaking to me on many levels. Some women entering the final chapter of their lives (case studies my mother and Susan write about) report a general feeling that energy has left them. They wonder what happened to the plans they’d made. Habit and business had kept them from honouring their calling, and now, there is just a vast empty sea.

It’s more of a risk to play it safe than it is to do what you want.

I see many artists and animators posting work on Facebook along with the caption “Had fun making this!” or “Was so much fun working on this!” (numerous variations on this) as if appealing to an audience who only wants to see happiness. A hope that ‘niceness’ will somehow lead to success? I guess niceness breeds niceness. Sometimes, niceness doesn’t quite cut it.

I’m guilty of it too. The reality is, animation takes time. It’s painful actually. I love these two images of Hayao Miyazaki:

However, when there’s a bit of play in the air, when the outcome is a bit of a surprise to even the creator – it becomes a fun game to reach the end. Invariably, such projects have been hands-down better received by the audience. An audience can sense when the creator has enjoyed the process, and when that ‘thing’ is present, the process flows, the stars align, it feels like a game and there is a lightness to it.

Soon afterwards, a heavy project may come along to bring one back into the doldrums. Kicked around a bit. Learning new things. Like a videogame, the dungeons are the most dangerous yet yield the best rewards. When one comes out of it, takes a deep breath of fresh air – aah. “I learned a thing or two” and sometimes – “I’ll do things differently next time.”

Of course, the lesson we always learn, time and time again – “what I’m looking for is inside of me. It was there the whole time.”

I also saw this LIFE calendar recently that shows a person how many weeks they have remaining (in a 90-year life). It’s all there, on a calendar, each week represented by a block. Not that many when it’s displayed like this:

And so, the question is – what do we spend time on? Something that doesn’t light our souls on fire – why? An older person might say to spend a great deal of time on unfulfilling work is tripe.

Should we suffer in work? I think some suffering is ok as long as it’s going to continue to be worth it. If the bigger aim is in line with a person’s ultimate goal – it doesn’t seem so much as suffering, but more as hard work / passion.

Blink and we’ll all be dead.

My advice to myself is: be brave enough to not do anything that doesn’t honour my soul. Life really is very short. Be brave. Every day. Commit to accessing that part of myself that knows what it wants. It always knows. Protect the fragile flame. It leads to bigger rewards. It seems at times when I work on a personal self-funded project, I meet with the uncertain self. ‘What if I’m wasting my time?’ ‘Is this good enough?’ ‘What if this doesn’t work?’ – innumerable nudges to want to take the ‘safer’ option – but it’s a paper-thin projection, and a wealth of enjoyment is just on the other side, if I just break through it. Breaking through is easy. There’s no personal-money obligations at stake to obscure it – it’s right there. So, my current desire is creating my own content for YouTube, with any luck it becomes successful due to ad revenue and self-sustaining with my time and energy input. At least then, I’m creating content on my own terms and I won’t need to work other projects to sustain my passion.

Last year was busy. Good grief. Amanda and I are about to go to Japan, and then the Philippines. I’ve always wanted to go to Japan. We’re doing Hong Kong, then Tokyo / Harajuku, then Naoshima, then a Buddhist Temple, then Manila, then Palawan, then back.

In the end, enjoyment. Money and enjoyment aren’t mutually exclusive. But man, putting money first can lead a person astray into the badlands, 1-time-shoe-shine. I’ve found with work decisions, when money’s taken out of the equation, it makes the whole thing a lot clearer. False paths are lined with money, and they all have lessons to teach us. All those lessons seem to join at crossroads that ultimately come back to ‘what do you *actually* want to do?’ It’s a serious question, and the answer a person gives can be self-deceiving. Sweating bullets to earn money to finance a project I’ve always wanted to do doesn’t work – just do the flippen’ project. Time is ticking. Time waits for no-one. Though, I heard George Clooney’s motto is ‘one for you, one for me’ when it comes to choosing projects. I’ve done many service jobs before. It’s clear that they’re service jobs. They earn money. Trouble for me arose when I was being told to do a project for myself, but actually for the client.

An imperfect analogy (all analogy’s are): a child doesn’t file a report and create a spreadsheet of how to play with a toy car – the child plays with the toy car. A child doesn’t analyse the ice-lolly, take observational data about the ice-lolly over 1 month, and hypothetically decide the best way to eat the ice lolly. The child eats the ice lolly, and enjoys it. There’s no other outcomes-based objective for it, other than enjoyment.

I’ve found it to be the same with personal animation projects. A person either does it, or asks permission for a long time from someone else before they get the go-ahead to ‘eat the ice lolly’. Some may even want the event printed in a magazine, or to tell hundreds of people “I am about to eat an ice-lolly.” I’ve seen many people spend a lot of time and money trying to get someone else to invest in their idea, when they could have just used that time and money to execute the idea itself. Placing so much value in external validation. Ah man. We are funny animals.

And how easy it is for things to get in the way of that creative connection. Things we willingly allow in, on good trust, thinking something better is around the corner. Cutting off the nose to spite the face. It is nailing our feet to the ground because someone promised us we’d be able to run faster if we did so. It’s dropping everything we have because we want more, and crying when we lose what we had.

Life has so many facets, such potentiality. I hope you’re spending time on something you love, because otherwise, what are you doing? If you’re not doing it now, you’re not doing it.

I’d have imagined that mankind has had an impulse to create, since whenever. It’s a primal desire. If you’re creative, you’ll know the feeling. You wanna make stuff – cool stuff. And there’s immense enjoyment in that, in following that process. Like I explained earlier, watch a kid playing. How has play got so lost in today’s workplace? The more money’s involved, the less play there seems to be, but it’s often exactly the ingredient that’s missing. No amount of money can be a decent substitute for play. You’ll find there’s an infinitesimal amount more honesty and amazingness in a passion project that’s self-funded.

My dad’s advice has been the same as Joseph Campbells’; ‘Follow Your Bliss’. Life’s too short not too.

“Follow your bliss.
If you do follow your bliss,
you put yourself on a kind of track
that has been there all the while waiting for you,
and the life you ought to be living
is the one you are living.
When you can see that,
you begin to meet people
who are in the field of your bliss,
and they open the doors to you.
I say, follow your bliss and don’t be afraid,
and doors will open
where you didn’t know they were going to be.
If you follow your bliss,
doors will open for you that wouldn’t have opened for anyone else.”

– Joseph Campbell

In other news, I got a house. Deposit down, papers signed. I am very excited about this:

I’ve also tentatively found someone to board and animate a new ‘Beatboxing Dave’ episode written by my buddy James, and voiced by us and friend Ben.



My bro and I playing at his flat in Kenilworth recently. My brother’s become much better at me at the game.


Dear friends. Did you know I made a game? Well, together with Ruan Rothmann and some other contributors, we made a flippen’ game:

Download here for free! PC/Mac

[box type=”info”]Best thing is to plug in Playstation 4 / Xbox / gamepad controls to your PC / Mac as the game works way better with a gamepad. It’s also only local multiplayer so you’ll need a friend to play with![/box]

It all started in Mauritius when I joined Free Lives for their ‘Game Jam Island’. I was giving a talk in Joburg at Amaze Fest, and Evan Greenwood (Creative Director at Free Lives) was in the audience. I was talking about my excitement for VR, and Evan asked me during the question & answer stage whether I’d like to come with them to Mauritius to make games and where they’d also have a VR room. I thought the idea was beyond my understanding so I kind of didn’t even give it credence. But, so many people came to me afterwards and asked me if I’d be going. I was like ‘are you serious man? I dunno’ and they were like ‘bro, flippen’ go bra’ so I went.


I didn’t really have a game-plan, except to finish the work I had on my plate before I left so I could be free to ‘jam games’. Incidentally, I worked around the clock to finish a Goldfish video which hasn’t been released yet, so that’s something to look forward to. While in Mauritius I met Ruan Rothmann who said he had an idea for a game – kind of like Smash Bros / Samurai Gunn. I love Smash Bros, played it a lot on Wii and have it on my 2DS, but didn’t know Samurai Gunn. So, we played some of that and I set about doing some visual tests. Together with Ruan’s coding, we soon had a working prototype – frogs with baseball bats where the aim of the game is to hit the other frogs out the screen to score points. If a frog gets juggled, the frog is worth as many points as time it’s been juggled – ie, if a frog is knocked into the air 3 times, the frog is worth 3 points if hit out the screen. The first player to reach 10 points wins the level. Tactics are involved with more people – a frog that’s glowing a lot and worth 5 points is very valuable so everyone’s trying to hit that frog out the screen. Ruan coded the game in Unity on his PC, I drew the stuff in Photoshop on my Macbook Pro laptop. We just exchanged files via Skype. I tried Aseprite while I was there as an alternative to Photoshop, but it’s not quite as good. Aseprite on Mac has a bit of input lag, so that kind of made it a little unusable long-term for me. Our system was simple and worked well.

Early concepts that led to the evolved frog
Another early concept

We worked on it more and more and soon we had levels, and then we added a ‘tongue’ as an optional move to pull other players closer or grab onto levels, and then an intro to the game, more rules, tighter controls, and in no time it was a really fun game to play with people dropping in and out to test-play it. It was great seeing it all come to life, and enjoyed challenging other people while we shouted at the screen (was also fun to watch other people playing. Evan and Ruan are the best at the game, I’d dig to see them play my brother because he got really good very quickly). When I play I swear (and sweat) quite a bit because when I lose I only have myself to blame, such is the tightness of the gameplay. Also in Mauritius was Ben Rausch who drew 2 levels, and Jason Sutherland aka Drift Prism who did the sound (he even sampled some sloppy pasta we had for foley sfx), and recently Stuart Coutts helped me design the logo and worked over a level to make it even more rad. It was flippen’ amazing being in Mauritius and working on this videogame, as well as playing other videogames including a bunch of VR games on the HTC Vive, including Ruan’s other game; ‘Gorn‘.

Spoiler: at the end of the game you’ve managed to destroy anything and everything. How do you feel about it?
You feel sad. ‘What hell of mine own doing hath I wrought upon this land?’

BONUS: Here’s an unused animatic for the intro I ended up not going for, mostly because of time constraints. At this stage the game was titled ‘Croak’, a suggestion in Mauritius from Olivié Keck. We had so many names we created a Google Docs spreadsheet to try get a popular vote. ‘Croak’ was actually the favourite, but I got the honours of the deciding vote and went with ‘Frog Smashers’, partly due to first exposure bias, but it’s been the working title from the start, it’s what we’d always called it and it’s simple and explanatory enough that I like it:

Hope you enjoy playing it, please leave a comment if you’ve tried it.