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How The Lord Of The Rings Influenced My Career
My most recent blog posts were about the impact Star Trek and James Bond had on my childhood and how both influenced my career in game development. The third, but certainly not the least, pop culture in influence on me was The Lord of the Rings, both the books by J.R.R. Tolkien and the films by Peter Jackson. From my childhood up through today, the One Ring continues to work its influence on me.
Until I was twelve years old, I was much more of a reader of science fiction — especially Silver Age writers like Isaac Asimov, Ray Bradbury, Arthur C. Clarke, and Robert A. Heinlein — than of fantasy. But that all changed when my closest friend in elementary school, Craig Ames, told me about a book he had just read, a book about a magic ring that everyone wanted to get a hold of. Well, that didn’t sound too exciting to me, but my best friend recommended it, so I had to give it a read.
And read it, I did — all three books in the trilogy, over a three-day weekend. I was so captivated by the story, it was as if the Balrog of Moria had fallen through the chasm and landed right on top of me. The sheer depth of imagination Tolkien displayed in creating an entire fictional world astounded me. The detailing taught me a lot about immersion, which I tried to emulate to a tiny degree in some of the video games I would later create. But most of all, it was the characters who appealed to me — the wise Gandalf, the steadfast Aragorn, the loyal Sam, and most of all, the martyr Frodo, who saved Middle-earth for everyone except himself.
I then read all of Tolkien’s other works — The Hobbit, of course, the children’s book that Tolkien wrote 1937, thirteen years before its sequel, The Lord of the Rings; his medieval fable Farmer Giles of Ham; and his charming short story Leaf by Niggle. I collected all sorts of reference material others authors wrote describing and analyzing Tolkien’s works, including The Guide To Middle-earth by Robert Foster and The Atlas of Middle-earth by Karen Wynn Fonstad. And of course, there were those wonderful Tolkien calendars illustrated by the Brothers Hildebrandt, which inspired me to draw my own illustrations of Tolkien’s Middle-earth and briefly consider an eventual career as an artist.
I was crushed when my mother told me in 1973 that she just read I of Professor Tolkien’s death. It news affected me more than even the tragic assassinations of the 1960’s, and I shut myself up in my room for a couple of days to mourn the loss of someone who opened a whole new (fantasy) world to me. However, I was relieved when Tolkien’s son Christopher proved to be so prolific in completing so many other works of his father, such as Unfinished Tales of Númenor and Middle-earth, The Children of Húrin, and especially, The Silmarillion, a narrative describing the creation and history of Middle-earth.
I lost contact with my friend Craig when we went to separate high schools, so I had no one to share my love of Tolkien’s work with until I went to college. There I met Lee Garig, who headed up the local chapter of The Tolkien Fellowships, a network of Tolkien fans founded by Bernie Zuber in the 1970s. Lee introduced me to her chapter, consisting mostly of fellow students at Cal State Northridge. Everyone adopted the name of a Tolkien character. Lee was our Frodo, and we also had a Sam (Therese Burr), Merry (Sue Corner), Pippin (Ellen Weinstein), Treebeard (Doug Farjardo), Aragorn (Mark Schlosberg), Boromir (Todd Hansen), Gimli (Albert Monroe), Galadriel (Susie Rose), Celebrian (Kathi Sea), and Fëanor (the late Earl St. Clair). I adopted the role of Legolas, despite my dark hair, mainly because I thought archery was cool (long before it became cool in current movies).
Not only did our group meet monthly to discuss Tolkien’s works, we hung out and did everything together: attending science fiction conventions, watching movies (including Ralph Bakshi’s animated version of Lord of the Rings), going to Renaissance Fairs and Society of Creative Anachronism medieval tournaments, and marching in Pasadena’s annual Doo-Dah Parade (a parody of the Tournament of Roses parade). Our Fëanor also ran game sessions of his own version of Dungeons & Dragons, a game that taught me many fundamental principles of game design, including systems, randomness and theme.
Unfortunately, I never had the opportunity to develop a game based on Tolkien’s works. The closest I came was when I was hired as development director of The 3DO Company’s Heroes of Might & Magic franchise, an extremely popular fantasy turn-based-strategy game. The armies that the player accumulates consist of all sorts of fantasy creatures, including Tolkien-inspired ones such as elves, dwarves, and halflings (the word “hobbit” is trademarked by Middle-earth Enterprises, and so we couldn’t use it). I even got to become a character in the game when I returned from a short vacation and found that my development team had adding in a “Sir Mullich” character with this description: “Generally stoic, Sir Mullich is prone to spasmodic fits of uncoordinated excitement believed to intimidate his troops into working faster.” Okay, it wasn’t as cool as Legolas, but I allowed them to keep it in the game.
One day while taking a break from my Heroes work, I was looking at a list of upcoming film productions the movie website Ain’t It Cool News and was shocked to see that Lord of the Rings was going to be made into a live action film. Now, I had seen Ralph Bakshi’s animated version of half the story (his film only covered events up to the Battle of Helm’s Deep, but he wasn’t able to secure funding to do a second film chronicling the rest of the story). I couldn’t see how Tolkien’s characters and world could be done in live-action, and I started reading everything I could online about the film’s production.
A lot of other Tolkien fans were interested in the films as well, many of who were skeptical of the project being undertaken by a director known previously only for low-budget horror films and fearful of what liberties he might take with the story. The director, Peter Jackson, became an instant celebrity in his home country of New Zealand, where he was filming the picture, and so the local press produced a news story about the production at least once a day. Much of what they reported did sound alarming to Tolkien purists — Saruman dying by falling on a spiked wheel and Legolas riding a surf shield in battle — but there were also a lot of false rumors being reported by fans, such as Arwen becoming a member of the Fellowship.
To separate fact from rumor, I began compiling a list of all the documented changes Jackson was making to the storyline for his adaptation, as well as the rumors that I could prove to be false. I eventually published this list, which I called Ancalagon’s Complete List of Film Changes, on every Tolkien message board I could find. Soon I became more famous for being the author of this list than I was for my work in game development, and I was being interviewed as a “Tolkien expert” in everything from the local newspaper to an article Wired magazine published on Tolkien fandom.
The most popular Tolkien message board on the internet, Tolkien Online (aka theonering.com), run by Jonathan Watson and Ted Tschopp, offered a permanent home for Ancalagon’s list, as well as an opportunity to be a news reporter and message board moderator. As moderator, my main task was to stop flame wars between Tolkien purists and “revisionists” (those who accepted story changes as necessary in a film adaptation). However, the real fun for me was being a news reporter, which provided me with an outlet for my obsessions with the films: one day I published a total of 27 Tolkien-related news articles.
My biggest scoop came when a fan contacted me with a link to a file stored on New Line Cinema’s server that proclaimed that Donald Sutherland would be playing Denethor. What made this exciting news was that actor John Noble was supposed to be portraying the role. So, like any investigative reporter, I managed to track Noble down and ask him via email whether he was still in the movie. Unfortunately, he declined to answer my questions and instead directed me to New Line’s Online Marketing representative, Wendy Rutherford, who always had been very nice to us Tolkien news sites, sending us all sorts of promotional materials, but quite properly admonished me to trying to speak to the actors directly. I never did find out what the Donald Sutherland connection was all about.
One Lord of the Rings actor I was able to meet in person was Sean Astin, who played Frodo’s loyal servant, Samwise Gamgee. About a month before The Fellowship of the Ring premiered, Sean appeared at a Beverly Hills bookstore-signing event for a movie art book. I covered the event for Tolkien Online and brought my oldest son, Ben, who was 8-years-old at the time, and we got to have a picture taken with our favorite Hobbit, who many readers (including myself) consider to be the real hero of the story.
Ben was an accomplished reader for his age, and when our local Barnes & Noble bookstore in Santa Clarita started hosting a weekly Lord of the Rings reading group, it was an easy sell to convince him to go with me every Tuesday night. One evening, a new member showed up at our group — Chris Pirotta, who I knew by the nickname Calisuri, the webmaster of the most popular Tolkien news site on the internet, TheOnerRing.Net. What made this an even more amazing coincidence was that Chris had just moved to Santa Clarita from Pennsylvania because his fiancé was attending college there.
Now, there had been a history of animosity between our two sites because Tolkien Online had managed to snag the domain name theonering.com just minutes before TheOneRing.Net did, and so they wound up with the less popular .net prefix. However, Calisuri and I became friends, and we worked to end the feud between our two sites. In fact, Calisuri invited Jonathan, Ted and myself to the lavish Oscar parties they hosted from 2002 through 2004, when The Lord of the Rings films were nominated for awards. After the Oscar ceremonies, the film cast and crew would show up at the TheOneRing.Net’s party first, to thank the fans for their support of the films. The 2004 Party was particularly memorable because The Return of the King had swept the Oscars that night, and afterwards Peter Jackson himself, along with Elijah Wood, Dominic Monaghan, John Rhys-Davies, screenwriter Philippa Boyens, and composer Howard Shore, among others, came to our party.
Once the three films were released, my obsession with them started to ebb. I did interview for two jobs as on Lord of the Rings online. The first was as a development director at developer Turbine Studios, but although everyone agreed I was a perfect fit, I couldn’t agree to relocate to the East Coast. A couple of years later, I interviewed for a producer position at publisher Warner Brothers Interactive in Burbank, but although I thought I was a perfect fit, I wasn’t offered the position. As for my son Ben, his interest in The Lord of the Rings waned, but he took up a new interest: Harry Potter. He was such an articulate fan of the books and the films, that for nine years, he became the official Harry Potter expert of Los Angeles’ most popular morning radio program, The Bill Handel Show, where he gave a review of each new Potter book and film as it came out.
Tolkien became an active presence in my life again when Peter Jackson produced his trilogy of films based on The Hobbit. Although the films themselves were not of the quality of Jackson’s Rings films, the did provide an opportunity for TheOneRing.Net to hold a new trilogy of Oscar Parties, the final one being at The American Legion Hall in Hollywood. Once again, Calisuri was kind enough to invite my wife, Charlotte, and me to this fun event, where we had an opportunity to cavort with other Tolkien fans.
The excitement surrounding The Hobbit films also turned my youngest son Timothy into a Tolkien fan — maybe an even bigger one than I am. He watches the Lord of the Rings films incessantly and his room is decorated with all sorts of Tolkien memorabilia that he has collected at film events and been given as Christmas presents. Even the Legolas costume he wore one Halloween was far better than the one I used to wear in my college days (and his hair is appropriately blonde too!).
Timothy also had an opportunity to meet Sean Astin, just as his brother Ben did 14-years-ago. Sean is hosting a new documentary show about the game industry, and a couple of months ago, he and a film crew visited The Los Angeles Film School to do a segment about our Game Production program. As the coordinator for the event, I made arrangements to have Sean meet Timothy, who later told me, “That was the coolest thing ever!”
I couldn’t have put it better myself1 Forty-five years after I first read The Lord of the Rings, it continues to be the coolest thing ever! J.R.R. Tolkien created a world so immense and immersive, that it continues to overlap into my own.
How Star Trek Influenced My Career
With all the excitement surrounding by the release of the Star Wars Episode VII: The Force Awakens move trailer the other week as well as the announcement today that CBS would be launching a new Star Trek television series in 2017, someone asked me, “Which has had a bigger impact on you: Star Wars or Star Trek?” Although I am as excited as everyone else is to see the new George Lucas-less Star Wars films, this is not a difficult question for me to answer: of the two, Star Trek has been a far bigger influence on my life, not just as a source of entertainment but also in my career as a videogame producer.
It began on September 8, 1966 — at 8:20pm, to be precise. I was eight years old, watching television, when I suddenly remembered that a really neat show I read about in TV Guide was on. I switched the channel over to NBC, and I was immediately became hooked for life. The show was, of course, Star Trek. Originally pitched by creator Gene Roddenberry to the network as a “Wagon Train to the stars,” Star Trek chronicled the adventures of the starship USS Enterprise and its crew on its five-year mission “to explore strange new worlds, to seek out new life and new civilizations, to boldly go where no man has gone before.”
I had always been a science fiction fan, but this show was different. Initially, I think it was the futuristic technology that attracted me: phaser weapons that could stun or dematerialized, depending on the setting; voice-actuated computers that could hold the entirety of humanity’s knowledge in its memory banks; transporters that could teleport people from space to a planet’s surface; and warp drive that transcended the speed of light and could propel starships to the farthest reaches of the galaxy. I drew my version of the starship controls and pasted them on a TV table so that I could co-pilot the Starship Enterprise along with the bridge crew each week.
I continued to watch Star Trek throughout my childhood, thanks to the show’s success in syndication after its initial three-year run, as well as to a short-lived animated version that ran on Saturday mornings. The characters on the show became like virtual friends to me because, like all good television shows, it was based upon a “family”: Captain James T. Kirk, the brash but supremely capable commander the Starship Enterprise, advised by his logical, alien First Officer, Mr. Spock, and the impassioned Dr. Leonard “Bones” McCoy. The show impressed upon me with the value of diversity and how even two people from different planets could be “brothers.”
Even the supporting cast consisted of diverse and appealing characters: Asian hobby-loving helmsman Lt. Hikaru Sulu; Russian navigator Ensign Pavel Chekov, whose heavy accent sometimes provided comic relief; African communications office Lt. Nyota Uhura, blessed with competency in multiple languages as well as a lovely singing voice; and especially, the ever-reliable Scottish chief engineer, Lt. Commander Montgomery “Scotty” Scott. I put together my own collection of futuristic “engineering tools” and would go play in the laundry room to pretending that I was Scotty making repairs to the ships’ engines.
I became a card-carrying (literally) Star Trek fan, or “Trekkie,” joining the official fan club. I collected Star Trek “technical manuals” and glued together model kits of phasers, tricorders, communicators, and the U.S.S. Enterprise herself. I attended Star Trek conventions, even convincing my mom to take me to one in San Francisco. And I read novelizations of all the live action and animated episodes.
I learned to appreciate that the stories themselves were more sophisticated than most other television fare. Star Trek was notable for hiring leading contemporary science fiction writers such as Robert Bloch, Norman Spinrad, Theodore Sturgeon, and Harlan Ellison to write its scripts. The show often utilized the setting of a starship visiting alien civilizations to comment on social issues of the 1960s United States, including sexism, racism, nationalism, and global war. These ideas inspired me to create my own Star Trek works. I filmed a Super8 live-action Star Trek movie for which I created the phaser and transporter effects by drawing them with colored marking pens frame by frame directly on the film. I also wrote a short story about a conspiracy within Starfleet.
My first opportunity to have my Star Trek inspired work to actually get published came in 1976, when Star Trek creator Gene Roddenberry’s executive assistant, Susan Sackett, launched a monthly fan magazine called the Star Trektennial Newsletter in honor of the show’s tenth anniversary, and of course I was a subscriber. One month she held a cartoon contest, and I submitted so many entries I not only won the contest, she made the fanzine’s cartoonist throughout the rest of its run.
That was also the year that I also enrolled in college, but I couldn’t decide whether I wanted to be an artist, a writer, or a filmmaker, so I listed my major as “Undecided” until I figured out a career path for myself. In my sophomore year I enrolled in an Introduction to Computer Science course mainly to fulfill my general education requirements and partly because I enjoyed some of the Star Trek episodes featuring computers. One day as I was waiting in the Computer Lab to use the shared printer to print out my homework, I started typing out a Star Trek game. It then struck me that a computer was just as valid a medium for telling as story as was a typewriter, an easel, or a camera. I got so excited by the idea of interactive storytelling that I immediately went over to the Administration Office and changed my major to Computer Science.
The following year, my COBOL (a business programming language) instructor noticed that I was using the campus mainframe for printing out pictures of the Starship Enterprise using punch cards. I expected him to reprimanded me, but instead he offered me a job as a clerk in his computer store, Rainbow Computing, that he owned along with a couple of the other professors. While I was working in the store, one of the other customers, Sherwin Steffin, told me that he ran a small software publishing company and asked me to write some games for him. And so that was my start in the game industry.
The very first game I made for Edu-Ware was about space exploration, although it was not a Star Trek game. It an expansion scenario to a text-based science fiction role-playing game called Space, created by Steffin’s business partner, Steve Pederson. The game consisted of two scenarios: Shaman, in which the player’s goal was to convert interplanetary colonists to your religion; and Psychodelia, in which players could take various drugs to enhance their mental skills, but at a risk to their physical ones. After I graduated from college, I joined the company full-time as a game designer and programmer, and one of my long-term projects was to redesign Space as a trilogy of graphics-based role-playing games, the first of which, Empire I: World Builders, won Electronic Games magazine’s aware for “Best Science Fiction/Fantasy Computer Game” of 1983. It was a nice feather in my cap, but it wasn’t Trek.
I did have a brush with Star Trek during my time at Edu-Ware when Bjo Trimble walked into our Canoga Park offices. Bjo, along with her husband John, is considered to be one of the most influential fans of her generation. The Trimbles were behind the successful “Save Star Trek” campaign, generally credited with allowing the series to run for a third season rather than being canceled after two. They also ran the campaign to have the first of NASA’s space shuttles named Enterprise. Bjo had come to our company to ask about educational software for children with disabilities, but I, of course, spent time talking Trek with her.
My next brush with Star Trek came several years later when I was looking for work, as people in the game industry so often are. I was on the Paramount Studios lot to interview for a position as a liaison to companies making interactive products based on Paramount properties. Star Trek: The Next Generation was filming on the lot at the time. After the interview concluded, I asked for directions to the Star Trek production offices. I had hoped to tell Susan Sackett my story about how Star Trek inspired my career in the industry, since she had written a book titled Letters to Star Trek about similar experiences, but unfortunately, it was late on a Friday afternoon, and Susan was too busy trying to wrap things up to leave for the weekend to deal with an unexpected visitor (she did send me a nice note afterwards, apologizing for not having time to talk). While I was there, I was able to peek down the hallway and see The Great Bird of the Galaxy himself, Star Trek creator Gene Roddenberry, talking on the telephone in his office.
By the way, Star Trek: The Next Generation was just as much as an influence on me as The Original Series was. Even my wife, Charlotte, who is not normally a science fiction fan, watched episodes of the show with me every week. We’d watch it together when our baby son Ben was in the hospital being treated with chemotherapy, and it was one of the things that got us through a terrible ordeal. I’m happy to report that Ben (standing next to Spock in this picture taken of our family at Star Trek: The Experience) is now a grown man and studying biology at my alma mater, Cal State Northridge.
I had yet another brush with Star Trek in 1994. While I was in San Francisco attending the annual Game Developers Conference and sat in on a session where author Harlan Ellison and game designer David Sears were discussing how they were adapting Harlan’s classic short story I Have No Mouth, And I Must Scream into a video game. I have to admit that I was very jealous. No only was that my favorite short story, but Harlan had written my favorite Star Trek episode, “City on the Edge of Forever.” I should be the one working with him!
As fate would have it, I wound up producing the project. A few months after GDC, the company publishing the game, Cyberdreams, contacted me about working for them as a producer. What made this opportunity even more exciting of me was that David Sears had left the project and the company needed someone to work with Harlan in finishing the design of the game. Did someone say “dream job”?
Of course, it wasn’t going to be that easy. Harlan had a reputation for being difficult, and I knew that going in. I had seen him talk on panels on science fiction conventions, and I knew that he enjoyed being an iconoclast — someone who attacks what others hold sacred, but I enjoyed that about him too. He infamously appeared with the rest of The Original Series cast on an episode of Tom Snyder’s Tomorrow show about Star Trek‘s enduring appeal, and Harlan spent the entire time ripping into the show and it’s fandom. (At a Star Trek convention I once asked James Doohan, who played Scotty, what he thought about what Harlan said on that show, and Doohan replied, “I wanted to punch him in the nose.”)
And, man, did Harlan live up to his reputation in person! As soon as I arrived at his house, he began hurling insults at me (the worse was “you think like a television producer.”). I remained calm and composed, and when I showed him our work on the game so far, the rain of barbs subsided. Slowly I gained his trust that I was handling his story well, and we learned to work together very well. He would read some of the dialog that I wrote for the game and tell me that it was “shit”, but that would just get me to try harder to emulate his writing style. I would also read his dialog and tell him when I thought he could do better, and he’d trudge back to his office and come back with scenes that worked better for the game.
When it came time to cast voice-over actors to record the game’s dialog, I immediately thought of John DeLancie, who played the omnipotent and annoying entity named “Q” on many Star Trek: The Next Generation episodes, for playing the role of the story’s antagonist, the insane supercomputer, AM. One of my former co-workers knew John DeLancie’s phone number, and so I spoke to the actor about playing the part, but when I told Harlan, he was firm: he didn’t want any Star Trek actors in the game. So, I told him, “All right. Then I want YOU to play the role. You’d be perfect at playing an insane computer.” And I was right, he was.
The finished game wound up winning just about every game industry award there was. However, what was most meaningful to me was this “Letter To The Editor” Harlan wrote to Computer Gaming World when the game won its Best Adventure Game of the Year award:
“David Sears and I worked very hard on I Have No Mouth, and I Must Scream. And we both get our accolades in your presentation. But someone else who had as much, or more, to do with bringing this project to fruition… is David Mullich. He was the project manager and designer after David Sears moved on. He worked endlessly, and with what Balzac called ‘clean hands and composure’ to produce a property that would not shame either of us. It simply would not have won your award had not David Mullich mounted the barricades.”
All well and good, but my dream of making a Star Trek game did not come until six years later when Activision hired me to produce a Trek-themed real-time strategy game that Mad Doc Software was developing for them. The game, tentatively called Starfleet Admiral, was to be a real-time strategy space combat game involving ships across all the Star Trek movies and television shows. We developed a first-playable prototype of the game, but although the vice president of our division said that it was the best prototype he had seen in his ten years at Activision, the game got cancelled due to a falling out with the developer over another project they were developing with us.
Well, that wasn’t the only reason. My immediate manager was losing faith in the drawing power of the Star Trek license and thought that Star Trek Admiral relied too much on Trek history as its appeal, and I was given the directive to make a Star Trek game that wasn’t about Star Trek. So, my assistant producer, Dan Hagerty, devised an alien race and spaceships that would be the focus of our new game, which we developed with a Hungarian developer called Digital Reality who had developed a 3D engine that impressed up when we met with them at the Electronic Entertainment Expo. We made several trips to Budapest, where we had a great time working with Digital Reality and its CEO, Gabor Fehrer, proved to be a delightful host.
Everything was going well on the project, and then suddenly, everything having to do with Star Trek imploded. First, Star Trek: Enterprise came out on television, and it bombed in the ratings. Then, Star Trek: Nemesis came out in the movie theater, and it bombed at the box office. We had actually been invited to an advance screening of the film on the Paramount Studios lot, but when our Paramount liaison, Harry Lang, asked us what we thought of the film as we came out of the theater, all we could do was smile and mumble something noncommittal. However, back at Activision headquarters, the executives determined that Paramount was no longer supporting the Star Trek franchise with quality product, cancelled all of the Star Trek games it had in development, and I was sent to work on other projects. I never had a chance to work on a Star Trek game again.
Actually, it was my brother Jon who had the most success with Star Trek. Jon has long been involved in community theater, and although I never considered him to be a Trek fan growing up, he had the brilliant idea of rewriting the Gilbert & Sullivan comic opera H.M.S. Pinafore as a Star Trek musical adventure. Jon’s production of the U.S.S. Pinafore: An Out Space Operetta debuted at the Crown City Theater to rave reviews, and it caught the attention of former Starlog Magazine editor Kerry O’Quinn and his close friend Nichelle Nichols, who played Uhura on the original series. Jon (second from right in the photo) convinced them, along with fan favorite episode The Trouble With Tribbles author David Gerrold, to do a panel after one of his performances. Unfortunately, I had a prior commitment that night, and I missed this chance to meet these three people who I so admired.
Yet Star Trek continued to work its serendipitous influence on me, and a couple of months later, the former editor of Softalk Magazine, Margot Comstock, who had supported my work since my early days in the game industry, contacted me out of the blue and suggested that I should meet a friend of hers — Kerry O’Quinn, the Starlog Magazine founder who was part of the Star Trek panel at Jon’s musical. I was a huge fan of Starlog when growing up, which covered Star Trek, Star Wars, and everything else in the realm of science fiction, and so I jumped at the chance to meet him. We met for dinner at Kitchen24 in Hollywood, and for a couple of hours entertained me with stories about Star Trek creator Gene Roddenberry, author Arthur C. Clarke, and so many of my other idols.
Kerry was kind enough to invite me to his birthday party a short time later, and he spent the evening discussing his career with Starlog and other ventures. What made the evening especially memorable that his close friend Nichelle Nichols was there. Throughout my childhood and teen years, I considered her to be the most beautiful woman in television, and I have to say that, at 77-years-young, she was just as lovely as ever.
Star Trek continues to be a presence in my life. For the past couple of years at my teaching position at The Los Angeles Film School, I’ve dressed as Captain Kirk for Halloween, my goatee notwistanding. Famed Doom co-creator John Romero did the embellishment to this photo of me. Last year, I took a quick picture of me for Facebook, but there were dark circles under my eyes. I did a real quick and dirty job in Photoshop of fixing them before posting it, but John surprised me by stepping in and doing the job right.
Last week, after dressing as Kirk for the school costume contest, I got into the elevator and another instructor asked me if I was a Star Trek fan. When I answered with an enthusiastic “Yes!”, he then introduced me to another passenger in the elevator: actress Gianna Simone, who played a member of the Enterprise bridge crew in the film Star Trek Into Darkness. It seems that no matter what I do, or where I go, the incredible universe that Gene Roddenberry created nearly 50 years ago continues to affect my life in the most amazing and unexpected ways.


