My book publishes today! It's got everything I know about making audio drama! I'm so proud to have it out in the world!
Get it at: https://talminear.com/#howtomakeaudiodrama

ellievsbear
official daine visual archive
cherry valley forever

Kiana Khansmith

blake kathryn
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YOU ARE THE REASON
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wallacepolsom
EXPECTATIONS
One Nice Bug Per Day
Lint Roller? I Barely Know Her

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Today's Document
$LAYYYTER

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shark vs the universe

titsay
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@starplanes
My book publishes today! It's got everything I know about making audio drama! I'm so proud to have it out in the world!
Get it at: https://talminear.com/#howtomakeaudiodrama
Inching close to selling 100 copies of my book! You can help Number Go Up at ko-fi.com/s/a661c14fe2
Guess who's got a new episode!
This episode is a crossover with Sidekicks & Sidequests, a character-building show that also interviews folks about creativity. Now you may be wondering, Hannah, how did you do a crossover with a nonfiction show?
Well we borrowed some characters, of course.
Enjoy: The Other Inn!
SDITE is an official NJWF selection!
SDITE is an official selection of Apulia Web Fest!
Inching close to selling 100 copies of my book! You can help Number Go Up at ko-fi.com/s/a661c14fe2
SDITE took home 2 wins for Outstanding Comedy and Best Ensemble at the Colorado Webfest this year!
Sidequesting is an official selection of Apulia Web Fest!
Working on my press kit, I can feel how much better I've gotten at this stuff. Season 1 tagline was "One man’s quest to find his missing sister in a suburb outside of reality, where dreams - and nightmares - really do come true." Pretty good! Gets the job done!
Season 2's is: "A terror-soaked escape tale from the dark dreamscape of mid-century America." NOW WE'RE COOKIN WITH GAS
What the sneef? I'm snorfin' here!
June Storygraph wrap up! Honestly not a lot of great books this month besides the top 3.
as an american the scariest part of horror podcasts from other countries is how often they call ambulances like i know there's a scary monster that injured you or something but you don't CALL AN AMBULANCE you'll be in debt FOREVER
Thinkin' Bout Audio Drama, Day #4
Today's theme is, "Tired".
Sometimes we're too tired to think about audio drama. This is always okay, and especially so if you're tuckered out from making audio drama.
More days look like this than not. Making something beautiful rarely feels beautiful. It doesn't require pain. But work is work. And art is work. And sometimes work is a slog. That's cool too.
Any tips on starting your own audio drama? Getting an aide, cast calling, production, etc?
My main tip is to be mindful of the scope in relation to your skills and resources. I developed the premise of ANA knowing that I didn't have any experience so I picked something that would be simple to sound design and wouldn't need a huge cast of characters. If I made it complicated to sound design, I'd have to pay my sound designer more. If I was good at doing it myself, then I might have picked a more complicated idea. Likewise, if I had artist friends who were eager to volunteer art and voice acting and music and stuff, I'd probably have more of that. But I knew that basically all I'd be doing was the writing and directing so I had to keep everything else as managable as possible.
Besides that, don't be afraid to reach out to creators to ask questions. I asked Hannah, the showrunner from Inn Between questions when I was just starting out and she was really gracious and helpful. Don't resort to AI for anything (art, voices, writing). It'll turn a lot of people off from the jump. If I catch a whiff of AI on anything, I'm not touching it on principle.
When you're ready to cast, look up casting calls and model your call after them. That's what I did. I post my casting calls on reddit, tumblr, and discord (there are groups for audio drama creators and for voice acting). I used to also post them on Twitter but I don't really use Twitter anymore so I post them on Bluesky instead. If your premise seems interesting and you come across professional, you'll likely get interested actors even if you're looking for volunteers, but you'll fill roles a lot faster and get people with more experience if you're paying them, even a token amount. If you're taking people on on a volunteer basis, you have to make sure you're not coming at them all demanding. They're doing a favor to you. You can't be hounding for them lines when you're not payng them and they're probably busy with their actual paying jobs. To be clear, be respectful to your actors no matter what, but be especially mindful if they're volunteers.
That's what I can think of off the top of my head besides make sure to have fun!
Thinkin' Bout Audio Drama, Day #2
Today's theme is, "Leading A Team"!
It's a very rare privilege to get to the point where one can Lead A Team in audio drama. It often doesn't feel like that's what you're even signing up to do, going into it.
It's usually a bit more like..."wouldn't it be cool if...okay, and you're really in?...okay, I think we may finally have what we need...oh! It's happening!?"
And then all of a sudden, where no such thing existed the day before, you're leading a team. Congratulations! I'm sorry.
It is simultaneously the best and the hardest part about making audio drama. Even in good times you never quite have the resources -- time, money, hands, energy -- you'll need to pull off the thing you need to do. If you're like me, that sort of leadership feels a bit less like a power trip, and more "resting on the knife's edge of either disappointing or causing inadvertent harm to some of the coolest people I know".
I've had the chance to work for a fairly broad range of people doing this stuff, and also to lead on a fairly broad range of projects. Everything from the reasonable-and-good-faith, to "if they're suffering, good, this shouldn't be easy." It was a little distressing to learn that the latter camp don't always make bad art -- and vice versa, which is annoying. If cruelty just plainly couldn't produce compelling art, this would be a much shorter post.
But here's the thing: a successful audio drama project isn't just about making a rad thing. It's about figuring out how to create a sustainable workflow where you and your team get to keep making rad things for a long time (and be compensated fairly for it, but that's another post).
If you want to bleed people for your art, sure, it's a choice -- one that it's easy to point to hollywood and say, well, "Fincher does 50 takes a scene" -- but in an industry and community this small, burning people out is...well, to my mind, morally wrong...but also, a crippling business move, and extra dumb.
You want to make something great, yes -- AND you want how it was made to be replicable, sustainable, and therefore comfortable for everyone involved. There are only so many levers we can pull, money so rarely being one of them, so once you find people whose talent can move mountains -- I think good leadership in audio drama, both on a business and a creative level, is protecting and celebrating people first.
Every midnight ask, every close-to-deadline thought or "wouldn't it be cool", is something that absolutely must be weighed against how far above and beyond we're asking the people on the other end to go. I'm not saying it's always wrong to ask for more, especially if you're asking nicely and with an awareness of the established scope -- but I think the calculus of person vs project can afford to be weighed more heavily towards people.
I mean, the truth of it for me is that I've always found that people who are happy and comfortable within a project make cooler stuff than if those same people were crunched. I don't know why this is ever litigated -- and I don't know why I see it litigated so often. Can highly-pressured people make great stuff -- sure. But I strongly believe people who can look at the process and say, "this is my dream," do better.
Sometimes I hear, "oh, if they're happy, that means they're just directionless and frolicking and taking your money", to which I have literally had to say...no, a director still has to do their job.
Even happy people still need to be set up for success -- there's maybe another post about the excel sheets and structure for notes I tend to use -- and setting clear expectations and staying in close communication is also so important.
I'm also a strong believer in Michael Schur's "no assholes" policy. If someone's being a jerk to other people on the team, I haven't found it worth trying my damndest to keep them happy, and I exercise whatever means are most appropriate to end our working relationship.
My mantra these days, in both our internal calls and the highest-stakes rooms, is that "people -> art -> business -> people". If you treat good people well, they make good art. Making the most of good art is good business. And the goal of any good business is to treat the people who make good art even better.
I'd love thoughts on tomorrow's theme, by the way! So far I'm kind of just pulling from whatever felt most pressing during a work day, which I can probably keep doing, but I'd love to know what people...want to know about making audio drama more-or-less full-time!
Thinkin' Bout Audio Drama, Day #3
Today's theme is, "My Vocal Directing Philosophy!"
While all of these typically have the caveat of being just my own opinion, that holds triple-true for today's topic. There isn't a one-size-fits-all how-to for audio drama directing, and there are MANY very popular and successful shows do exactly the opposite of what I'm talking about here.
When I'm starting a session with a new voice actor, I usually tell them that there are three broad things that I listen out for, and to bear in mind before we even start talking about character.
1. Natural performances
I'm a big believer in the idea of performing to the mic as if it were just by your barstool, as opposed to performing from a pedestal or on-stage.
The thinking is -- the microphone is so unbelievably good at picking up on your innermost thoughts and feelings at a baseline. You can do SO much with so little. They say a camera is able to read your mind -- I think a microphone, to me, amplifies what's in there.
On top of that, we're dealing with listeners who are generally listening with earphones or headphones in -- deep, deep immersion. I tend to find myself sensitive to over-the-top performance, unless it's part of a very clear overall artistic intention.
To pay tribute to another gang of Batman creators, I think The Audio Adventures does such a terrific job at selling camp and fun in the extremes as part of its overall vibe. There's almost a sense that nothing could be too much in that world. Again: there are SO many valid ways to approach directing in this medium.
That said, for me, I like to start our voice calibration from a place that's closer to film than theater or animation, energy-wise. Situations can still be extreme -- and yes, I still give this direction to people playing big gross aliens or stubby little monsters -- but starting from considering the 'natural' gives us room to be intentional about the steps we take from the norm.
As a final note here, I also tend to encourage actors with major roles to start from their speaking voice, unless the character calls for something REALLY specific. Sometimes playing with archetypes -- and even accents -- becomes shorthand for a whole host of choices that skip over what I consider to be the fun part, which is finding the character from scratch.
2. Clarity
In animation and gaming, you've gotta watch the mouth flaps. In film and television, you're often told to do it fast and throw it away. So rarely do we get to tell actors to take their time, and I delight in the fact that we get to do so in audio.
It also benefits the listener -- almost every decision we make in audio, every element we add or play with -- affects their cognitive load while listening to our show. A lot of the especially fun sound stuff actively taxes the listener, or at the least, asks something of them.
Giving our performances breathing room, and allowing ourselves to think about and tinker with clear diction, is one of the few and free things we can do to make the listeners' lives easier while ALSO (in my opinion) often making the show richer for it.
3. Modulation
This is important. With just points 1 and 2, you'd think that I'm rallying for the world's slowest and dullest audio dramas, which -- hopefully, if you've heard an Andas show, you'd know that's not what we're about.
It's about layers of intention, and once we've talked naturalism and clarity -- that, to me, is where playing with specific intention and turns and emotional baselines in scenes becomes especially fun.
Audio drama and music are best buds. The best audio dramas, for me, often feel indistinguishable from a great song in terms of what they do for me mood-wise. I can put on The Tower or 36 Questions exactly the way I'd put on a moody Yoko Shimomura soundtrack -- to take me on a journey, ups and downs with a clear mood and dynamic energy, for catharsis, while I stare out the window and sigh deeply.
With that in mind, I think that vocal performance is something which is enriched by studying the text for character study, and to find their dynamic moods and distinct rhythm.
Very often when I'm directing, the naturalism and clarity points are understood quickly and -- once an actor is locked in, they're there throughout. (Maybe a 'slow down' here and there.)
Modulation, on the other hand, points to the real meat of the back-and-forth we get to have as director and actor. What's different about this scene? What's urgent? Why did you say that, instead of nothing? And really leaning into specificity in every passing moment is what, to me, makes vocal performance come alive.
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I just finished directing a career-record number of voice actors for a big, unannounced thing that I'll yell more about once it's revealed -- so I'm writing this while all of it feels fresh in my brain, and also, probably because I already miss the rush of directing!
Once again -- please feel free to point me towards the thing you'd like me to talk about next! Tumblr, you have been VERY kind already, and I hope these posts and this series ends up being useful to someone.