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A look into all things Geek in the Greater Toronto Area.
Citation preview
DESIGN MGZ 6 | 1
GEEKOLOGY MAGAZINEVolume 1. Issue #1December 2014
G E E K O L O G YFandom MusicalsUnite! pg. 30
Damsels Not-So-In-Distresspg. 20
Meet the Artists:Jason & Dave pg. 8
Constructing The Indestructible pg. 22
2 | GEEKOLOGY MAGAZINE
GEEKOLOGY MAGAZINE | 3
The Guardians of GeekololgyName: W. AlcopraRole: CommanderWeapon: SwordWeakness: SushiCatchphrase: Muffin
Bio: William is the Com-mander in Chief here at Geekology Magazine. We don’t know how this came to pass or why there was next to no context, but the rest of the team does sus-pect it’s his disturbingly extensive knowledge of the deep recesses
of the Internet. It could also be because he was named after Commander William Riker of Star Trek: The Next Generation, but we highly doubt that. He is a physical embodiment of a search engine. This has led to multiple hairbrained schemes due to his expert level tracking skills. With his TARDIS in tow, no source goes over-looked as he explores every facet of geek culture.
Name: S. Sukraj Role: Second in CommandWeapon: LassoWeakness: Sucker punchesCatchphrase: *Ex-pletive*
Bio: New to the Geek world, Sandra is a headstrong and confident woman who is able to take on any challenge thrown at her. However, she does
dislike participating in normal human activities such as procrastination and despises slow or faulty hardware. Her hobbies are flying to drive-thrus for coffee in the wee hours of the morning. Why? Who knows, but she’s a part of this team and we’re glad to have her as our second in command.
Name: H. MohamudRole: Heavy WeaponsWeapon: Pulse RifleWeakness: MilkCatchphrase: You’re Lack-Toast
Bio: Short in stature, but large in heart, very little can stop the team’s heavy lifter. Whether it’s sweet-talking stubborn sources or vanquishing vengeful bounty hunters, he’ll do whatever it takes to ensure a successful mission. He has only one weakness and, curse it
all, it is milk leading to his infamous catchphrase “You’re Lack-Toast!”
Name: P. MaquirayaRole: Technical Sup-portWeapon: ExplosivesWeakness: Time ConstraintsCatchphrase: One More Minute
Bio: Paolo is like the Gandalf of the group. An old soul hidden behind a youthful exterior, his wisdom and knowledge in geek culture makes him seem infinitely more badass than
he actually is. He’s knowledgable in most fields, but specializes in film and anime, always willing to use his powers for the good of the geek team (and the world).
4 | DESIGN MGZ 6
Initiate,
The Guardians of Geekdom have chosen you.
In your hands you hold a vast repository of art and knowledge. Be
warned, it will leave you forever changed.
Long and hard they toiled to create this work.
As you read, Initiate, you will be exposed to many things. Within these
pages you will discover things you have not known before. It will expand
your knowledge in all things Geek.
Many have suffered to gather this information. In the hope that their
sacrifice would protect the world from devastation and to unite all peo-
ples within our nation.
The people need a hero, to give them hope and without hope, there
can be no future.
In brightest day, in blackest night, no lore shall escape your sight.
Let it be your guide, let it be your helping hand and we guarantee that
you will reach a level of Geek enlightenment that has never been possible
before.
You cannot fail. You will not fail us. Awaken the Geek within.
A Word From The EditorIt has been my pleasure – and an education! – to work with the Geekology team over
the past few months. I’ve learned about everything from sexism in comic books to
the wonderful world of cosplay to the enduring legacy of Stanley Kubrick. I’ve lived
vicariously through the team as they set off on adventure after adventure armed with
video cameras and an unrivalled enthusiasm for all things geek. They’ve struggled to
solve the mysteries posed by real-life room escape games, shot at each other while
playing Battlegrounds, the 2014 version of Laser Tag, and photographed everything from
Unplugged Expo to Toronto’s famous Zombie Walk. And I’ve watched with awe as they
incorporated all sorts of fantastic ideas (augmented reality, original comics – wow!) into
their magazine and website. They’ve had a blast, and so have I. I hope the readers of this
publication enjoy the results of their labours as much as I’ve enjoyed being along for the
ride. Long live geek culture!
FOREWORD
4 | GEEKOLOGY MAGAZINE
Geekology | 5
IMAGES TAKEN BY
GEEKOLOGY MAGAZINE | 5
6 | DESIGN MGZ 6
CAPTAIN’S LOGMeet The Artists: Jason & Davewilliam alcopra
notable entries from the crew
ConstructingThe IndestructiblepAOLO MAQUIRAYA
8-11
22-25
Red Pill or Blue Pill? 12-13
Damsels Not-So-In-Distress 20-21
Cause-Play: Combining Cosplay and Charity 16-19
Shocking Twist On A Classic Game 26-29
6 | GEEKOLOGY MAGAZINE
GEEKOLOGY MAGAZINE | 7
Geek Girls: Fact Or Faked?sandra SUKRAJ
Fandoms Unite!
hassan mohamud
14-15 30-33
Do You Want to Play a Game? 34-35
Combating Cosplay Crises 40-41
Kubrick: Picture Perfect Vision 36-39
From 8-Bit To Beyond! 42-43
CAPTAIN AMERICA
(LEFT PAGE) AND
DR. WHO/GUARDI-
ANS OF THE GALAXY
(RIGHT PAGE)
THESE TWO ILLUSTRATIONS WERE CREATED BY OUR GUEST ARTISTS, AND FRIENDS, JASON
TOCEWICZ AND DAVE FRANCIOSA.
CAPTAIN AMERICA WAS DRAWN AND ILLUSTRATED BY DAVE FRANCIOSA AND THE DR. WHO/
GUARDIANS OF THE GALAXY PANEL WAS BY JASON TOCEWICZ, DAVE FRANCIOSA AND SAM
NOIR FOR FAN FICTION THE SHOW
8 | GEEKOLOGY MAGAZINE
DOIT-YOURSELF
GEEKOLOGY MAGAZINE | 9
CAPTAIN AMERICA
(LEFT PAGE) AND
DR. WHO/GUARDI-
ANS OF THE GALAXY
(RIGHT PAGE)
Meet The Artists:Jason and Dave
WRITTEN BY WILLIAM ALCOPRA
ILLUSTRATIONS BY DAVE FRANCIOSA AND JASON TOCEWICZ
By day, Jason Tocewicz, 38, doodles caricatures of his
customers at Starbucks on their cups. At night, when the
green coffee-scented apron comes off, he pursues his life-
long passion: comics.
“I’ve been reading comic books all my life. One good
memory about my father (is that) he would buy comic books
and hide them around the house; like under chairs, under the
couches stuff like that,” Tocewicz said. “For me, it’s comics.
Ever since then, comics have been my main source of enter-
tainment, of escape.”
Comics have not only provided Tocewicz with solace and
joy, but they have inspired his creativity leading to his career
as a comic book artist.
In 2010, Tocewicz was focused on writing and took a
writing/graphic novel class at the University of Toronto.
Eventually he found himself at Ty Templeton’s Comic Book
Bootcamp. “I joined class with him and my whole focus went
back to write and draw comics,” he said. “Over the years I
took all the class es he offered. Now I’m just trying to reposi-
tion myself to try and get back into it – do it for myself.”
Tocewicz finds himself at a loss for words when describ-
ing the design process. “You’re creating something and you
10 | GEEKOLOGY MAGAZINE
Another illustration by contributing artists Dave Franciosa This is Sub-Zero, one of the playable characters in the fighting game
“Mortal Combat”
know it’s there. The more it takes shape, the more it takes
form, the more you take stuff out of it and the more you
put stuff in…it’s this really great feeling,” he said. “The more
you work on it, the more you write it, the more you draw it,
the more it becomes this physical thing. Once you get it out
there and it’s all done, it’s like ‘I made this’ and I get to share
it with people.”
Every time he creates an idea and shares it, Tocewicz
gets that feeling of “giddiness.”
“I guess every time I create a different idea where I talk
about something like that or I show someone a sketch I get
that feeling all the time. Almost all the time creating it is a
great experience,” he said.
Tocewicz creates comics mainly in black and white ink.
He’s been published in several copies of the Heavy Mental
anthology and Solitude.
Dave Franciosa, 25, is a hardcore Batman fan and a Ham-
ilton-based comic book artist. He’s been drawing Batman and
comics since he was two years old.
“As long as I can remember I’ve been drawing. More im-
portantly drawing comics, and to be totally specific, drawing
Batman. At the age of the two, when some are known to be
terrible, a method for relaxation was to watch Batman (1989),
draw, or both simultaneously,” Franciosa said. “The visuals of
the Tim Burton movie really captured my eye and sparked
my interest in illustrating comic figures. Now as an adult I
understand that illustration has become not only my career
path, but a way of meditation. Just as it helped me focus as a
child, it continues to do the same for me now.”
Zachery Ellis, 25, is another Hamilton-based cartoonist
and portrait artist. He’s the artistic mind behind the webcom-
ic Wow Such Wow. Ellis bought the domain as a joke but
ended up using it for the exercise of making a daily comic
strip.
“I just always drew, right from the get go. I have a cre-
ative brother and father so that doesn’t hurt either. I was a
pretty tiny kid growing
up and my mom was
always a little hesitant
to let me go out and
get roughed up from
sports with the bigger
kids. I was a little afraid
myself too I think,” Ellis
said. “The result was
that I spent a lot of time
inside with pencil and
paper and doing crea-
tive things. I work my
off hours as a freelance
graphic designer just making websites and catalogues that
helps with the bills while I pursue my love of comics.”
For inspiration, the artists find it in some interesting ways.
Tocewicz asks himself “silly questions” like “what if Quentin
Tarantino directed Disney movies?” Franciosa draws inspira-
tion from friends and family.
“Most recently I
have found personal
adventure and nature
to extremely inspira-
tional. If I spend like
20 minutes on a trail or
something, I usually get
all introverted and can
find a joke or an idea
within,” Ellis said. “It’s
pretty great for get-
ting to know yourself
through your work.”
GEEKOLOGY MAGAZINE | 11
This is Batman fan-art by Dave Franciosa.At the age of two, Dave would spend his days watching Batman on TV or drawing Batman. Sometimes both!
It’s pretty great for getting
to know yourself through
your work.”
“
“
12 | GEEKOLOGY MAGAZINE
DO-IT-YOURSELF
Ever wondered what your cat does
when it ventures into the vast outdoors? Most of us don’t
know for certain, but author Sherwin Tjia’s choose-your-own-
adventure book, You Are A Cat!, gives the reader free rein
to explore that question by chasing squirrels all day, among
other things.
“The difficulty of writing from the perspective of a cat
is that their choices, as well as how they affect the world
around them, is limited,” explained the Montreal artist. “The
things that move a human being are different from the things
that move cats, but what’s interesting is that people are often
themselves around felines in a way that they aren’t around
other humans.”
Tjia also noted that the reader would be able to instantly
understand nuances in the story that the cat protagonist
simply could not and how that was a beneficial factor in the
choice-making process.
“It was a lot of fun to put the cat in increasingly precarious
situations despite it not always realizing their magnitude,” he
said. “This is what later led me to up the ante and create a se-
quel about the same cat in a zombie apocalypse. There have
been tons of those stories from the perspective of humans,
but never from a cat.”
So what pages lead to deaths? And which pages advance
the story? The associate publisher at Chooseco (Choose
Your Own Adventure publishing company), Melissa Bounty,
explained the different aspects of gamebooks that she works
on with her writers and how that translates to the overall
page turns/options.
“We don’t have a specific number of pages…every writer
that we work with thinks about that construct in a different
way,” she said. “One writer named Douglas Terman who is
now deceased, created all these really perfect moments and
compelling choices he wanted in his book on written index
cards taped to a wall. He had the whole book plotted out on
the wall before he sat down to write.”
Bounty detailed the writing style of the late Choose Your
Own Adventure founder R.A. Montgomery, as simply sitting
down and writing the book out from start to finish. However,
he did apparently keep a list of all the page numbers and
would cross them off as he wrote so as to “not duplicate a
page.”
“Good or success endings versus bad or death endings
come after the fact,” Bounty said. “Our writers write with a
compelling story as the first mission and the structure is kind
The difficulty of writing from the
perspective of a cat is that their
choices, as well as how they affect
the world around them, is limited
“
“Red pill or Blue pill?
WRITTEN BY Hassan Mohamud
IMAGES TAKEN BYHassan Mohamud
GEEKOLOGY MAGAZINE | 13
of affirmed by that. There isn’t a huge amount of predeter-
mined structural influence that we are putting on the writers
editorially other than sequencing the book effectively.”
Jerry Belich, creator of the computerized Choosatron
arcade box, shared his viewpoint of choose-your-own-adven-
ture stories from a technical direction.
“My parents had bought me a few choose-your-own-ad-
venture books and I didn’t like most of them because I didn’t
think the writing was very good, but I was really intrigued by
the mechanics behind them,” he said. “That got me into cre-
ating simple adventures using BASIC on my first computer.”
Belich said that the influence those earlier years had on
him led to his eventual journey to recreate the option-based
stories he was accustomed to in a technological manner. He
pointed to Carol Gaskin’s 1985 gamebook, Forgotten Towers,
as his favourite of that time. His Choosatron invention is the
culmination of his prior forays into the interactive world.
Belich described the Choosatron as a small box with a
thermal printer like a receipt printer without any ink. The user
puts in special paper and it heats up with a printer head as it
comes out so that upon turning it on, the machine prints out
a menu that has a number of stories to select from.
“When you pick a story, it will print out the first part of that
story as well as at your choice-making junctions,” he said.
“Eventually you’ll come to one of the endings in the story and
at that point you basically tear it off like a receipt, effectively
keeping that representation of your journey.”
Although gamebooks haven’t been particularly popular in
recent years, Tjia sees a huge potential in the medium to do
things previously not attempted.
“The medium is untapped because there are so many sto-
ries that we could tell,” he said. “ I was just in the bookstore
yesterday and I saw a Neil Patrick Harris choose-your-own-
adventure autobiography…the thing about these gamebooks
is that they implicate you as the reader and that’s the great
thing about this particular medium.”
These images depict the inner workings of the
Fighting Fantasy Gamebook series, from their inter-
nal adventure sheets in which readers can jot down
their progress to the necessary junction points in
which they make their choices.
1 - Fighting Fantasy issue # 28 (Adventure sheet)
2 - Fighting Fantasy issue # 1 (Luck testing)
3 - Fighting Fantasy issue # 1 (Adventure begins)
4 - Lineup of the 3 books (issues 1, 28 & 29)
Inside pages and cover of Fighting Fantasy Gamebook series
14 | GEEKOLOGY MAGAZINE
It’s a growing phenomenon
throughout the geek world. If you’ve
ever gone to a convention – for ex-
ample, Fan Expo or Comic-Con – you
may have seen them wandering by,
hips sashaying, bodies scantily clad in
popular fandom* attire.
It’s the fake geek girl.
But what exactly is a fake geek
girl?
“She’s the girl who buys into the
sexist aspect of comic books,” said
reverse engineer Aimée Martinez.
Martinez, who is also a self-pro-
claimed Trekkie*, admits that she’s
been criticized for being a fake geek
girl and had to build her credibility.
She believes there are many
definitions of fake geek girls, simply
because they “have boobs.”
“This is still very much a boys-only
club,” Martinez said. “I am nervous
to offend any girl who is actually a
n00b*, but is being razed as fake.”
Hope Nicholson, a comic book
historian and publisher of 1940s Ca-
nadian comic book reprints, defines
this as “a term coined by fans who
PERSPECTIVE
FACT OR FAKED?Fake Geek Girls: Real or Myth?
WRITTEN BY:Sandra D. Sukraj
Catwoman illustration by Dave Franciosa
GEEKOLOGY MAGAZINE | 15
feel upset that their particular fandom is becoming popular
outside of the few hardcore fans.”
She also describes it as a phrase used to mock women
who are newer to fandoms or who appear less knowledgea-
ble. She said it’s used to try to control the demographics to
be primarily male.
“Fortunately, it does not appear to be working well,” Ni-
cholson said. “More and more women are showing their pres-
ence and passion online and at conventions, and are fighting
back against the concept; along with a healthy amount of
male allies.”
So, who is alleging these women and girls are fake geeks?
Nicholson said it’s mostly male fans, but also a small percent-
age of females.
But in a world where people are constantly changing
interests and finding new ones, is there really such a thing as
a fake geek girl?
Meghan Bell, managing editor of www.roommagazine.
com and digital communications co-ordinator at the Vancou-
ver International Film Festival and Vancity Theatre, doesn’t
buy into this phenomenon.
“I don’t believe there is a such
a thing as a ‘fake geek,’ whether
male or female,” Bell said. “The
whole concept of the ‘fake geek
girl’ is incredibly sexist and elitist.”
With the convenience of the
Internet, the involvement of fe-
males within geek culture has ris-
en. But there is still criticism from
the minority who feel threatened
by the growing accessibility to the
public in any way.
“The real geek and nerd com-
munity is made up of pockets of tight-knit groups,” Martinez
said. “While we welcome new people, you really have to want
to find us. You really have to have something to bring to the
table. You have to put in actual time and effort to learn any
subject, not just once a year for Fan Expo.”
The concept of the fake geek girl might seem like the new
mainstream fad, but Nicholson said it’s been around since
fandoms have existed. However, fandoms were less exclu-
sionary when it was more a part of society – for example,
when comics were available on newsstands.
“When comics went underground and into specialty
stores, that’s when the exclusion of female fans started to
occur,” Nicholson said, “as well as the ‘geek-shaming’ and
gatekeeping of the fandom.”
Many characters within fan-
doms are obviously sexy – think
Catwoman or Wonder Woman –
but some would say that’s hardly
enough of a reason to label a
women as a fake geek.
“I would wear a Catwoman
outfit because it’s sexy, yes,”
Martinez said. “But I know exactly
why she’s sexy and I’m doing it
for me.”
The concept of the fake geek
girl is widespread. By simply con-
ducting a quick Google search, you’ll find numerous memes
and even online quizzes you can take to determine if you
are a fake geek or not. But with most male-dominated areas,
women are uniting and breaking stereotypes and forging
their own dominance.
“People should be able to like the things they like to
whatever degree they like it,” Bell said, “without their fandom
being judged as ‘fake’ or ‘real.’”
Standard photo used to create fake geek memes
Fandoms: A close-knit group of people who share the same interest in a particular genre.
Trekkie: A devoted person belonging to the Star Trek fandom.
N00b: Internet slang. A short form for newbie, which is anyone new to a fandom. Using ‘00’ instead of ‘oo’ is Internet speak.
Razed: destroy or tear down.
The whole concept of the ‘fake geek girl’ is incredi-
bly sexist and elitist.
““
Permission for
photos was given by
Casey Brown/Skyleaf
Creations
Examples of Cosplay for A Cure’s photobooth shoots:Elizabeth from Bioshock Infinite (Left) Sona from League of Legends (Right)
by Award Winning Cosplayer VickyBunnyAngel
16 | GEEKOLOGY MAGAZINE
DO-IT-YOURSELF
GEEKOLOGY MAGAZINE | 17
Cause-Play: Combining Cosplay and Charity
WRITTEN BY Paolo Maquiraya IMAGES TAKEN BY Skyleaf Creations
Fantasy and reality don’t typically go hand-in-hand.
They’re viewed as parallels that never intersect; however,
there are times when an opportunity arises for the two to
cross over.
For cosplayer Casey Brown, 29, the two collided when
her friend Shannon Neprily, 29, was diagnosed with breast
cancer on June 7, 2012. After that diagnosis, Brown decided
to combine her passion for cosplay with a cause to support
her friend, and the result was Cosplay for A Cure.
“When Shannon told me she had been diagnosed with
Stage 3 breast cancer my brain went, ‘What can I do to show
support?’” Brown said. “And I thought of a photo booth, [so]
I contacted my photographer friends, the Canadian Breast
Cancer Association, and six weeks later we did our first
event.”
Brown founded the group as a photo booth that attends
conventions across the GTA offering photography services.
Photos of attendees or of guest cosplayers are made availa-
ble for purchase at $2 apiece for individual photos or in disc
format including five photos for $10. Proceeds go towards
restocking on supplies and the Canadian Breast Cancer As-
sociation.
Sadly, Shannon passed away two years after being
diagnosed at age 31, but the group continues its mission to
fundraise money for a cure and bring awareness to younger
people that cancer doesn’t just affect older people.
18 | GEEKOLOGY MAGAZINE
Examples of Cosplay for A Cure’s photobooth shoots above and below:
Master Chief from the Halo video game series (Left)
Gender Bent Joker from Christopher Nolan’s 2008 film The Dark Knight (Right)
“We’re about raising money and awareness to a genera-
tion that doesn’t necessarily think about cancer,” Brown said.
“The unfortunate fact is that it is affecting more people in
their 20s and 30s.”
Rethink Breast Cancer in Young Women in Canada con-
ducted a six-year survey prior to their publication in 2013. It
found that a total of 574 women who had been diagnosed
with breast cancer during the previous six years responded
to the bilingual online survey. 65% of survey participants
were ages 20 – 45. 35% were ages 46 – 69.”
One person Brown has reached out to to help spread
awareness is Vickybunnyangel, 26, an award-winning cos-
player from Toronto.
“I’ve been asked to help promote charities [like Cosplay
for A Cure] and lend my presence to help raise awareness,”
she said. “I come to their booth every now and then [when
we’re at the same convention] to take pictures with donors.”
Vicky does some of her own charity work as well, particu-
larly for the gaming event Extra Life. The event is a marathon,
but not for runners or walkers—it’s for gamers.
Vicky has participated in the charity event in support
of Sick Kids Hospital, which is part of the Children’s Miracle
Network of Hospitals, for the past two years. Her choice to
support Sick Kids comes with a bit of a personal touch.
“I know a lot of people who either have family members
or kids who needed treatment there,” she said. “Children’s
hospitals in general are a great cause because there’s nothing
more sad than adorable children with not-so-adorable hospi-
tal bills.”
She has raised over $3,200
for Sick Kids Hospital in the
two years she’s been doing
Extra Life.
An large group of the cos-
play community includes the
501st Legion, which is a group
of Star Wars cosplayers who
fabricate their own Star Wars
costumes.
Michelle Donnelly, 40, is a
member of the Canadian
Garrison of the 501st who
was introduced to the group
by her husband Luke and
has participated in numerous
charity events with the organ-
ization.
Some of those charities
include the Make-a-Wish Foundation and Starlight Starbright
Children’s Foundation.
And much like with Casey Brown and Cosplay for A Cure,
Donnelly and the rest of the 501st pay themselves for all
things concerning their charity events.
“It’s entirely out of pocket. We don’t get reimbursed for
anything (we put in),” Donnelly said. “Whatever we raised
goes directly into the charity.”
At this past FanExpo in
Toronto, members of the
501st, including Donnelly,
brought with them elaborate
set recreations of famous
scenes from the Star Wars
films to host some of their
activities, including a photo
booth and shooting gallery.
“We had a ‘Blast a
Stormtrooper booth,’ which
basically involving firing a Nerf
gun at Stormtroopers,” she
said.
Together with their photo
booth, the 501st Legion raised
over $14,000 at FanExpo. On
top of the money, the real
reward for these local cosplay-
ers comes out of giving.
“This is something we do because we want to do it,“
Brown said. “It’s about using our craft, our passion and our
love for cosplaying and doing something positive with it.”
GEEKOLOGY MAGAZINE | 19
“It’s entirely out of pocket,
we don’t get reimbursed for
anything (we put in),” Donnelly
said. “Whatever we raised goes
directly into the charity.”
“
“
20 | GEEKOLOGY MAGAZINE
They bring you to fantasy-filled dwellings where your
imagination can run wild. The vivid colours capture your
attention. The battle between good and evil is intertwined
within the crevices of each page.
The comic book industry has been around for decades.
We’ve all owned a comic book, had a favourite superhero –
or heroine – or dressed up as one for Halloween. But what
some people overlook is how much sexism exists within
those pages.
Writer and editor for www.thegeekanthropologist.com,
Emma Backe, believes that while it wouldn’t be fair to say
every comic book is sexist, forms of sexism are fairly ram-
pant.
“If you look at the genre of comic books historically,
even just literature
in general, male
writers tended to
dominate the pro-
fession,” Backe said.
Superman, Bat-
man and Iron Man
are all draped in full
costumes. Their fe-
male counterparts,
on the other hand,
are clad in more
revealing, sexy
clothing. DC Com-
ics’ Catwoman and
Wonder Woman
and Marvel Comics
Elektra are all laced
with sex appeal.
“There has
been a great deal
written about the
character of Won-
der Woman, for
example, and how
her abilities, personality, romantic relationships and backstory
have changed throughout the decades,” Backe said. “She’s
been appropriated
as a feminist icon
recently, but her
representation of
women has been
regressive and prob-
lematic at times.”
Avid comic
book enthusiast and
OCAD University
grad Brianna Gallant
feels that while com-
panies like Marvel
and DC are slowly
becoming more
representative - for
example, the new
Ms. Marvel is a Mus-
lim woman - there’s
still little care given
to how female char-
acters are depicted
by comparison.
“Men in comics
aren’t objectified;
they’re glorified,”
Gallant said. “They’re
put into strong
poses, doing heroic
things. Women in
comics are often
contorted to show
as many sexualized
body parts at once - the ‘boobs and butt’ pose - and seem to
be there for eye candy only.”
Undeniably, male superheroes are sculpted with well-de-
fined abs and rock-hard bodies, but those bodies are fairly
concealed.
“Perhaps the most blatant evidence of sexism in comic
books are the costumes that most female characters are
depicted wearing,” Backe said. “Female super-heroines
Damsels Not-so-in-distress
Emma Backe is a research assistant at George Washington University’s Global Women’s Institute in Washington D.C
Once male dominated, the comic book realm is seeing a rise within the female demographic
PERSPECTIVE
WRITTEN BY Sandra D. Sukraj
GEEKOLOGY MAGAZINE | 21
are often shown
in revealing, tight
costumes that, from
a strictly utilitarian
level, would not be
useful in fighting
crime.”
Of course, the
argument could go
both ways in saying
men are also stere-
otyped and objecti-
fied. Toronto comic
book fan Brandon
Vella feels it de-
pends on personal
views on characters.
“Could you sug-
gest male characters
were written in a
sexist stereotypical
way? As in they fit
gender stereotypes?
You could,” he said.
“However, it’s not as
much of an objectifi-
cation matter.”
According to
www.comicsbeat.
com, Facebook data
shows that nearly
47 per cent of comic
book readers are
female. Conversely,
Vella feels although
readership of comic
books is close to a
50/50 split in gen-
der now, this shift
in demographics
hasn’t translated
into a wave of positive super-heroines or changed how most
women are portrayed.
“Although Wonder Woman is being included in Batman
vs. Superman, many have argued that Wonder Woman
deserves her own movie and should not be treated as a
secondary character,” Backe said. “Especially because she is
a founding member of DC’s Justice League.”
Gallant states that men in comics may often be superhe-
roes with unrealistic proportions, but it’s a male power fanta-
sy they’ve created
for themselves.
“Men creat-
ed the superhero
image to repre-
sent themselves.
They made the
super-heroines as
something to look
at, and love inter-
ests as something
for the superheroes
to save and bed,”
Gallant said. “Sex-
ism towards men
doesn’t hurt men in
the way misogyny
hurts women; it isn’t systemic and it’s often been created by
men themselves. It’s men who perpetuate masculinity and
denounce femininity in men’s actions.”
However, not all female super-heroines are overly sexu-
alized. Buffy the Vampire Slayer is a prime example that in
a male-driven genre, not all male writers exploit the “sexy”
heroine.
“Male writers and artists can create excellent female
characters,” Backe said, citing Buffy creator Joss Whedon as
a “perfect example.”
“Guardians of the Galaxy is a great example of the pro-
gress that has been made for women in comic books,” she
added. “The movie was written by Nicole Perlman, the first
female writer credited to Marvel studios, and the movie also
featured strong, complex female characters, such as Gamora
and Nebula.”
The comic book world seemingly still has a ways to go,
but it’s heading in the right direction.
“As more females start reading comic books, it raises the
demand for more positive female characters in them,” Vella
said.
Gallant agrees the future of comic books is going no-
where but up.
“With more female creators, we get better representa-
tion of women in comics,” she said. “I’m optimistic about the
future of comics with less sexism, and more intersectional
representation.”
Damsels Not-so-in-distress
Justice League illustration by Dave Franciosa
Brianna Gallant
ConstructingThe Indestructible
ILLUSTRATIONS BY Duncan Marshall
DO-IT-YOURSELF
22 | GEEKOLOGY MAGAZINE
The escapism that comes from cin-
ema is a feeling shared by both audi-
ences and filmmakers alike. Forgetting
about the real world and just immersing
yourself in the vision of a director not
only allows you to feel the passion of the
filmmaker, but also ignite your own.
That was the case for Kalen Artinian, 25, a Toronto
filmmaker who has worked on various freelance jobs from
directing music videos and short films to sound editing and
even cinematography.
“To me it’s the escapism of it where I can just forget
about my real problems for two hours,” he said. “I did that as
a kid if I were stressed out or something and I’d pop in some-
thing like Jurassic Park.”
It’s that sense of escapism in those films that finds itself
as a thematic component of his latest short film project, The
Indestructible.
“It’s about a teenager who loves to draw, gets bullied, but
doesn’t care, he just loves to draw and he’s in his own little
world,” Artinian said. “And every time he draws, we go into
this animation sequence of this superhero he’s created (The
Indestructible) that is the complete opposite of what he is.”
Artinian says it’s a project he’s been working on since
December 2012, but because of his desire to blend live-action
with animation the budget required wasn’t feasible back then.
“It’s a film we’ve been trying to make for two years now,”
Artinian said. “It’s been so much where it’s too ambitious,
[and] there’s a really big budget [needed].”
One of the people who worked with Artinian is cine-
matographer Matvey Stavitsky, 25. The two met during the
premiere of Artinian’s first short film, Hellvitica.
“I first met Kalen a few years ago when I was doing
some photography for his first film’s (Hellvetica) premiere,”
Stavitsky said. “I took some pictures and went up to him. We
started talking, and I asked him if he had any other projects
he was working on and it became Ruby’s Secret.”
Ruby’s Secret went on to have a successful festival run
during this past year. With its success and the desire to go
back to The Indestructible, Artinian saw a different route for
funding - Indiegogo.
Indiegogo is a crowdsourcing site similar to Kickstarter
where he is hoping to raise, at least in part, the necessary
funds for The Indestructible. Whether he meets that goal or
not won’t ultimately dictate whether he goes forward with
the project.
“Our budget right now on Indiegogo is $8,000,” Artinian
said. “I don’t know if we’ll make it. Hopefully we do, but if not
we’ll figure something out because [that figure] is a tight
budget.”
Ideally, he would like a budget of $10,000 to do the
short film really well, but he figures that he and his crew can
squeeze out a lot of the current $8,000.
The decision to go through with Indiegogo wasn’t a
no-brainer for Artinian, as he consulted with friends and fel-
low filmmakers who had previously used the crowdsourcing
site for other projects.
“I asked a lot of people about it, like the people produc-
ing the film looked into all the options before we launched,”
he said. “I also spoke to other filmmakers about what their
advice was for this route.”
While Kickstarter has gained popularity and notoriety as
a means of funding films like Kristen Bell’s Veronica Mars and
Zach Braff’s Wish I Was Here, Indiegogo presented itself as
the better option for Artinian and his project.
“Indiegogo just seemed like the friendlier option for us,
GEEKOLOGY MAGAZINE | 23
WRITTEN BY Paolo Maquiraya
“To me it’s the escapism of it, where I can just forget
about my real problems for two hours,” he said. “I did
that as a kid if I were stressed out or something and I’d
pop in something like Jurassic Park.”
and we chose the flexible funding option,” Artinian said. “So
if we don’t reach our goal we still get a portion of the money
we raised.”
“For example, if we reach our goal we’re deducted four
per cent, but if we don’t make it the deduction is nine per
cent, which were percentage rates more favourable than
Kickstarter.”
The campaign for The Indestructible on Indiegogo lasts
for 30 days. It started on Nov. 17 and ends this month on the
same day.
Artinian and his team had the option of setting their
campaign for 60 days, but decided against that on the advice
that the shorter time gave a greater sense of urgency to the
project.
Currently $1,496* has been donated to support the film
through its first nine days. The costs are meant to alleviate
some of the burden for Artinian and his team, including Mat-
vey Stavitsky.
“We’re aiming to rent out equipment with this to make
sure we’ve got great lights and lens with the equipment we
already have,” Stavitsky said. “We’re not paying ourselves
or anything. It’s just meant to cover the costs of rentals and
locations.”
Costs and a lack of a stable job aside, The Indestructi-
ble comes off as a self-titled description of its creator as he
pushes forward into unknown territory by taking the initia-
tive.
“[Not having a full-time job], I treat [life] almost like a
9-5,” Artinian said. “When I’m home I’m usually working on
editing a shot or searching for more jobs. You can’t just wait
for someone to give you a job. You have to go after it.”
24 | GEEKOLOGY MAGAZINE
Screenshot of Kalen’s short film Ruby’s Secret Cinematographer Matvey Stavitsky
Sketch of a character in Indestructible
Sketch of a character in Indestructible
*raised at time of publication
GEEKOLOGY MAGAZINE | 25
Animated and graphic artist Duncan Marshall
Sketch of a character in Indestructible
Ghostface Killah with an Indestrucible t-shirt
Shocking Twist On A Classic Game
IMAGES TAKEN BY William Alcopra
CHECK THIS OUT
26 | GEEKOLOGY MAGAZINE
What if there was a game that incorporated all the best
parts of paintball, Airsoft and laser tag?
What if that game also had the best parts of video games
like Halo, Call of Duty and Battlefield?
No kidding. This game has it all: health, shields, machine
guns, shotguns, respawn points, force feedback and really
cool in-game sound effects.
Salivating? Good.
Meet Battlegrounds, a live gaming experience that’s a re-
invention of traditional laser tag augmented with technology
used in an innovative way.
They are a Toronto-based startup that aims to revolution-
ize laser tag.
“Battlegrounds is a reboot
of laser tag. We all love video
games, paintball, Airsoft and
laser tag. But we couldn’t do
the stuff we love in video games
in real life,” said Miles Bossons,
chief executive officer and
founder of the game.
“The idea was to find a way
to build a system that could
let us have those awesome
features we love in video games
– customizable equipment,
reactive playing fields, lots of
data, and bring that into a phys-
ical playing experience and that’s where Battlegrounds came
from,” Bossons said.
In terms of similarity, Battlegrounds has the same shoot-
ing mechanics, at its core, as laser tag. The gun is an ergo-
nomically designed mash-up of the Battlegrounds team’s
favourite Airsoft guns and the vest is outfitted with LEDs, vi-
brating force feedback motors and a Wi-Fi link to the server.
The shooting mechanics were improved in this version, but
“that’s where the similarity ends,” according to Bossons.
“After that, it was all about data and customizability. We
record every action that the player performs in the game –
where they are, what they’re doing (whether they’re pressing
the trigger or switching weapons) – and we’re able to work
with all that data to build really complex game systems,” he
said. “So, objectives. Complex objectives or missions that are
hard to do without having awareness of what’s on the game
field. We can do that.”
How do they do that,
you ask? Simple: chips (the
processor kind).
To be accurate, there’s
an 800 MHz ARM chip inside
every gun. It’s roughly the
equivalent of an iPhone 4,
according to Bossons.
In-game, players can
choose between three differ-
ent types of guns – machine
gun, shotgun, laser rifle using
a small LED screen. “They
run Linux on the guns them-
selves and the servers run
Linux as well,” Bossons said.
“With that horsepower, we can do a lot more complex calcu-
lations on the fly.” That’s right, the guns do a lot of the work.
But getting all that hardware to work together in these
new ways requires the appropriate software. Cue Battle-
grounds lead software developer, Andrew Murray.
GEEKOLOGY MAAGAZINE | 27
WRITTEN BY William Alcopra
“The idea was to find a way to build a system that could let us have those
awesome features we love in video games – customizable equipment,
reactive playing fields and lots of data, and bring that into a physical
playing experience. That’s where Battlegrounds came from.”
We all love video games, paintball, Airsoft and laser tag. But we couldn’t do the stuff we love in video games in
real life
“
“
It’s his job to write all of the code that runs on the gun
and on the server. On the guns, that means making the
buttons work, making the sound work and making the screen
change as the game progresses. (A white skull and cross-
bones when you die, for example.) “That means describing
the game rules. Making sure that the game starts and stops
and the correct winners...And the rules of how the games
work,” he said.
“It’s your standard software development job in a lot of
ways. You have hard bugs that you can’t find. You need to
dig through the code to try to fix. Turns out, it’s something
stupid. You have development
challenges that are common
to all sorts of software devel-
opment. It’s fun, but it’s also a
good experience to get your
hands dirty in that sort of field.”
In fact, last year’s Toronto
Mini Maker Faire presented
the Battlegrounds team with
a problem as unique as their
product.
“We thought we had a
pretty good product ready to
go,” Murray said. “It was a bit of
a slog to get it to a point where
we were confident we were
playable, but we didn’t have
time to test it. So when we brought it out and had a bunch of
kids with massive guns shooting at each other, it would crash
constantly. Like two or three minutes in, the vests would
crash and the gun would go crazy and start vibrating like
nuts.”
Initially, the team had no idea what was wrong. Eventual-
ly they figured it out. Turns out that the vibration motor, as
it vibrated, induced a current in the serial line between two
computers on-board the gun, which corrupted the data and
caused the program to crash.
“It was just this bizarre bug that combines hardware and
software in such a particularly unique way to our product,”
Murray said.
Unlike laser tag, you know you’re getting shot and when
you’re dead. In Battlegrounds your LEDs light up white (in-
stead of your team colour) and your vest vibrates. When you
die, the LEDs turn solid white.
But here comes the cool
part. If you hide for three
seconds, your shields go back
up. But if you can’t hide and
your shields go down, then
you take health damage. It’s
optional, but if you have the
shock armband on, when you
take health damage that’s
when you’ll feel the electric
shock.
“We can do anything from
a light static shock, which
really doesn’t bother you at
all, up to as strong as the pain
of a paintball hitting you, but
without the physical risk and
danger of shooting projectiles at people,” Bossons said.
The electroshock, as a force feedback mechanism, came
from the team’s paintball and airsoft background.
“We knew that as fun as laser tag is, there’s a risk element
that’s missing from laser tag. The game is still fun without
electroshock. But when you do play with shock you’re actual-
28 | GEEKOLOGY MAGAZINE
The game changes dramatically when
players have the shock band on.
“
“
GEEKOLOGY MAGAZINE | 29
ly risking something; you’re asked to play a bit more careful-
ly,” Bossons said.
“The game changes dramatically when players have the
shock band on,” he said. Originally the team thought that
people would think they are crazy for having it. Of the 400
beta testers, about 95 per cent chose to wear the shock
bands. They loved the additional level of force feedback.
Joyce Estaris, a 17-year-old gamer played the game for
the first time last month. She’s an avid gamer and immediate-
ly recognized Battlegrounds’ similarity to first-person shoot-
ers. Estaris has also played paintball and laser tag before. She
wanted to know what made Battlegrounds so different.
After a three-minute game, she came out breathless. “It
was exhilarating, because it was really dark to start with and
it had a lot of obstacle courses with different walls,” she said.
“You couldn’t see everyone. So it was almost a maze. Since
it was such a small closed area, you bump into your enemies
often, so it’s this sort of flight-or-fight response. It’s really
fun.”
Despite positive feedback from players, the Battle-
grounds team says they still have a lot of work to do. They
plan to open their first playing facility in April 2015 near
Yorkdale Mall.
In the first week of December, Battlegrounds launched
an Indiegogo campaign to pre-sell tickets to the first playing
facility.
“We open that playing field in April and from there we’ll
tweak the game,” Bossons said. “The first players, through
the Indiegogo backers, they’ll get a chance to have their
feedback and input come back to us and help tweak and
shape the game for the people that come afterwards.”
30 | GEEKOLOGY MAGAZINE
CHECK THIS OUT
CAN YOU FEEL IT AUDIENCE? CAN YOU
FEEEEEL IT?
Fandom Musicals is a comedy/musical theatre group based in Toronto. They specialize in original material as well as parodying various works of fiction and pop-culture.
Top picture was taken from Fandom Musical’s recent Frostbite show this past Nov. 8
The two smaller pictures (left to right): Tyler Mann, co-founder of Fandom Musicals and Lucas McDonell, one of the many cast members.
Fandom Musicals has taught
me to…I’m going to quote Walt
Disney, ‘keep moving forward.’
““
MUGSHOTS TAKEN BY William Alcopra
GEEKOLOGY MAGAZINE | 31
WRITTEN BY Hassan Mohamud
Fandoms Unite!A group of like-minded individuals band together due to their shared love for comedy and theatre
FANDOM MUSICALS
What: Fandom Musicals during their Frost Bite show
Location: ConBravo Fanfare Geekfest II
Date: Nov. 8, 2014
The crowd at this year’s Unplugged Expo roared with
laughter as Tyler Mann, dressed up as Sora from the King-
dom Hearts video game series. He poked fun at the audience
with hilariously timed punch lines, one of which involves
asking a question and then disregarding the spectators’ re-
sponses by simply going off to ‘find’ the answer.
Fast forward almost a month later, Mann met up with fel-
low members of the Toronto based comedy/musical troupe
at York University’s Keele Campus for their second-last
Thursday rehearsal before the premiere of their new show
Frost Bite, appearing at this year’s ConBravo: Fanfare Geek
IMAGES TAKEN BY Fandom Musicals
Fest II on Nov. 8.
“I was always interested in theatrical related stuff at
conventions,” he said. “The first year at ConBravo, I decided
to sum up the entire story line of the Kingdom Hearts video
game series in six minutes as a masquerade sketch with some
colleagues and it went over really well with the audience of
the convention.”
Mann, 23, explained that following the success of their
sketches dedicated to the early 2000-era video games, he
had pitched an abridged/fun-poking musical version to his
fellow Fandom Musicals co-founder Tarif Khondker, only to
be met with skepticism.
“I suggested doing a musical version of our original
sketches and it was met with uncertainty,” he said.
Khondker, 24, acknowledges the doubtful reception to
Mann’s proposition, but notes his immediate change in out-
look upon seeing the work in progress.
“Tyler had approached me and a couple others and put it
out there that we should do a musical,” he said. “Sure, there
were a lot of mixed results in terms of our reaction to the
suggestion, but Tyler came back to me six months later and
pulls out a draft for half of a script and 18 songs written and
rough-recorded.”
Mann talked about how the finished product, aptly titled
Fandom Hearts, was crowd-funded through the Indiegogo
website in order to raise money for costumes, props, sets and
the recording of the soundtrack during the production phase
before their audience-winning performance at ConBravo
2013.
Christian Teatro, who was initially brought in to help put
together Fandom Hearts, is now the director for this year’s
Frost Bite show.
He recounts the thinking process that eventually led to
basing the performance around one of pop culture’s most
well-known genres.
“Right after Fandom Hearts, we were in a hotel room talk-
ing about what we should write next,” he said. “I kind of put
out the idea for us to do zombies and everybody else was
instantly behind it. I took about a whole year to eventually
finalize the script.”
Teatro, 22, echoed the shared sentiment of great team-
work among his group mates. He points out that although
Fandom Musicals functions through one individual writing a
script for a proposed show, everybody else chips in with their
own ideas and suggestions.
“In rehearsal I could literally disregard a line that I had
written and instead go with something that one of the cast
members said offhandedly,” he said.
Mann, Khondker and Teatro are self-professed fans of
comedy, video games and anime. Their interests vary from
Kingdom Hearts to the Legend of Zelda video game series
and the old-school Spongebob Squarepants show. Teatro
also has a background in improv comedy, having belonged to
a troupe that Mann was also a member of for eight years.
According to Mann, the amount of fan reactions to his
work in Fandom Musicals has been a very humbling experi-
ence. He was even recognized by a fan at his day job.
“Somebody recognized me at work, which was pretty
fascinating,” he said. “I was just interacting with someone at
my workplace and the person suddenly asked, ‘Were you
Sora (the main character from Kingdom Hearts video games)
in Fandom Hearts?’”
The three look back on how challenging it was for them
in the beginning to put the Fandom Musicals group together,
stick to schedules, find the right management and hold audi-
tions, all while juggling their personal lives. They repeatedly
mention what a great learning experience it has been.
“My experience in Fandom Musicals has taught me to…I’m
going to quote Walt Disney, ‘keep moving forward,’” Mann
said. “My mother got sick before I finished the script for what
would become Fandom Musicals and passed away right be-
fore the auditions. It made me want to go through with this
more than ever.”
FROM ONE SHOW TO
ANOTHER:
32 | GEEKOLOGY MAGAZINE
FROM ONE SHOW TO
ANOTHER:
(From page 32) Fandom Musicals Star Explorers show poster
(From page 33, clockwise from top) 1. The FM cast raise their hands together in unity during their Frost Bite show2. FM cast members during their Off The Top Of Our Heads (co-founder Tarif Khondker on far right)3. FM cast during their Fandom Hearts show
GEEKOLOGY MAGAZINE | 33
34 | GEEKOLOGY MAGAZINE
Do You Want to Play a Game?
Escape is no longer an art......it’s a game!
CHECK THIS OUT
IMAGES TAKEN BY William Alcopra
WRITTEN BY William Alcopra
...I was blindfolded and handcuffed in a pitch-black room.
Our team had been sent deep behind enemy lines on a
top-secret mission and we have had 50 minutes to accom-
plish it. Separated into two groups, we began our assign-
ment...
...Using a vintage Morse key, my teammate Sandra and I
sent the other team a message in Morse Code (instructions
for them to escape from where they were). We didn’t know if
they got the message, but we had to get out of the hand-
cuffs...
...Scanning the room with our flashlight, we found a book
on the floor and a canteen hanging on a hook. After several
minutes, we managed to lasso the book with some rope. In-
side the book were keys to unlock the handcuffs. The canteen
had a key in it too. We tried the key on the padlock, but it
didn’t work; the other door had a combination lock. We were
stuck and didn’t know how to get out...
What you just read is the beginning account of the Gee-
kology team’s experiences with the Liberty Squad scenario at
BreakOut Team Adventures Inc. located at 705 Progress Ave.
BreakOut Adventures is one of at least seven companies
offering Torontonians “real life room escape games.” A real
life room escape game is an experience where you work
with a team of people to solve various puzzles and escape
a locked room (or series of rooms) in order to achieve an
objective. In this case, to accomplish a top secret mission in
Second World War. Or to escape from cannibals who plan to
eat you, in others.
Steven Jie, 20, CEO of BreakOut Adventures, started
the company after playing an escape game in China. “I just
thought it was a really cool idea. So after playing it, (I felt)
‘wow, this is such an amazing experience,’” Jie said. “When
I came back to Toronto, (I wanted) to play more of this, but
unfortunately, there wasn’t any (at the time).”
Currently, there are about seven different companies in
the GTA offering real life room escape games. The Geekology
team was able to experience escape games at three of them:
BreakOut Adventures, The Great Escape and Mystery Room.
When Jie arrived back from China, there was only one
company offering room escape in the GTA, Adventure
Rooms in Hamilton. “Then I thought, maybe we should open
one up for those who didn’t want to drive the two hours or
who doesn’t have a car or who’s too busy,” he said. “We just
want to provide this service to Torontonians and the GTA.
Not only do we want to bring it here, we want to improve
upon the concept and make it better (to) keep pushing this
industry forward.” the concept and make it better (to) keep
pushing this industry forward.”
...Despair and loss. We didn’t know what to do next. Then
I heard voices. Sandra did too. They belonged to Hassan and
Paolo, our squadmates. They were on the other side of the
door and we had each other’s keys...
According to Jie, the Liberty Squad scenario is vastly
different from the game he experienced in China. The game
in China was a very small one-room or two-room scenario.
“That was very exciting. You’re trying to get out. You’re
feeling you’re stuck. It’s exciting,” he said. “So we thought,
‘Let’s just take it to the next level.’” BreakOut features a
1,000-square-foot, multi-room scenario, Liberty Squad, with
special effects and gadgets designed and built by a team
of designers with over 30 years of experience in the special
effects industry.
Joe Burton also saw the popularity of the escape game
in China when he visited. He thought to himself that he’d
like to bring escape games to Toronto and North America.
GEEKOLOGY MAGAZINE | 35
He thought it would be popular here. He founded Mystery
Room, located at 422 Dundas St. W., in March. “I was so
very pleased with the positive response.”
...I was really happy to see them after we got our keys
to the appropriate locks. The solution to the combination
lock was elusive. We knew we were running out of time...
Ryan Hu, 36, chief operations officer for BreakOut Ad-
ventures, noted the difficulties they faced in the beginning.
“It’s pretty different (between) playing the game and now
you’re creating a game for customers,” he said. “They’re
two totally different feelings.”
He described the difference between eating a cake and
making the same cake from scratch.
...We stormed the last room. There’s a safe, a desk, a
bookshelf and a locked door. Without a word, we fanned
out searching for the few clues between victory and defeat.
Four minutes left...
To those that don’t make it, Hu “calls them all champi-
ons.”
...The safe is open. It has the last clue. Two minutes...
“The point of the game is that escaping is not the only
point of the game,” Jie said. “I think we make it more – so
that people enjoy working with each other and that they
become better friends at the end.”
...We left the final room with heads bowed in defeat.
(Top) Steven Jie, CEO of BreakOut
Adventures, briefs the Geekology team
before their mission. (Bottom) Geekologists
Sandra and Hassan carefully study the
Morse Code to be used
“Here’s Johnny!” Somewhere, somehow you’ve probably
heard that line, or some parody of it, accompanied by a head
popping in through a crack in a door. How about, “I’m sorry
Dave, I can’t do that” as you stare into a red eye. These are
two of the most iconic lines of dialogue and both come from
the mind of acclaimed director Stanley Kubrick, the subject
of the latest exhibition at TIFF Bell Lightbox that opened on
Oct. 31st and runs through Jan. 25.
Kubrick had a storied career spanning nearly 50 years,
from his first feature film Fear and Desire in 1953 up until
Eyes Wide Shut in 1999, which was released posthumously
following his sudden death in March of that year. Known as
a perfectionist and gifted storyteller, many of his films have
gone on to become iconic pieces of pop culture.
“The reason that Kubrick’s films endure is because they
are so meticulously made,” said Steven Attanasie, associate
editor for SK Intertainment. “They can be enjoyed by a varie-
ty of people with varying tastes. He appeals most obviously
to cinephiles, but nerds love 2001, fans of black humour love
36 | GEEKOLOGY MAGAZINE
CHECK THIS OUT
Stanley Kubrick: Picture-Perfect Vision
IMAGES TAKEN BY Paolo Maquiraya
WRITTEN BY Paolo Maquiraya
The Stanley Kubrick exhibit, dedicated to the late director, is now open at the Bell Tiff Lightbox. It runs through Jan. 25, featuring screenings of his films, round table discussions and tours.
GEEKOLOGY MAGAZINE | 37
Dr. Strangelove, military people love Full Metal Jacket, teens
love A Clockwork Orange, horror fans love The Shining, histo-
rians love Barry Lyndon and pervs love Eyes Wide Shut.“
Those very same fans can now learn about their favourite
Stanley Kubrick films at the TIFF Bell Lightbox. There, fans
both old and new can reflect on what has made his films so
impactful and unlike any other filmmaker.
“I think Kubrick made movies that forced me to think,
which made me want to re-watch his work multiple times.
His shot composition and storytelling were extremely visual,”
said Harold Canlas, a behaviooral science student and exhibit
attendee.
“His attention to detail was insane—the way he would
change the placement of objects on a table in between shots
to make the viewer uncomfortable and you can really appre-
ciate those details.”
For instance, even though A Clockwork Orange was
released in 1975, the iconic imagery of the film can still be this
day. The animated series The Simpsons paid tribute to the
Kubrick film with its own parody segment as part of its annu-
al Tree House of Horrors special this past Halloween. “Refer-
encing Kubrick makes one seem film literate,” Attanasie said.
“I think The Simpsons is perhaps the greatest pop culture
contribution to society as a whole, and often it’s because the
writing staff are fans of Kubrick.”
Perhaps the reason why he is so referenced in pop culture
is due to this reputation as a perfectionist, which started from
humble beginnings as a photojournalist.
“He comes out of photography,” said Seth Feldman, a
professor in the department of film at York University. “He
slowly got interested in making films, but his interest was
always in the look of a film because of his background in
photography and became a perfectionist in how films look.”
Kubrick’s perfectionist ways covered all aspects of his
films, especially with the accuracy of every element on
screen, including sets. In his 1964 farce film, Dr. Strangelove
it is made apparent in his recreation of an American bomber
where a good chunk of the film takes place.
“He reconstructed the inside of the bomber so precisely
that the American military got nervous because they thought
he was stealing official secrets from them,” Feldman said. “It
turns out he had just gone through a lot of airplane maga-
zines that showed bits and pieces that he put together.”
His final film, Eyes Wide Shut, notoriously holds the re-
cord for longest filming shoot at 400 consecutive days with
the movie spending another year in post-production before
the finished copy was presented to Warner Bros. by Kubrick.
His demand for perfection was shown through then-pow-
erhouse couple Tom Cruise and Nicole Kidman, who signed
open-ended contracts for Eyes Wide Shut not knowing when
the enigmatic director would complete the project.
For Attanasie, if anything was evident from his body of
work, his eye for detail and penchant for precision it is that
On loan to the exhibit are various replicas
of items and memorabilia from his
numerous films including 2001: A Space
Odyssey, Dr. Strangelove, Full Metal
Jacket, The Shining, A Clockwork Orange
and his final film Eyes Wide Shut
38 | GEEKOLOGY MAGAZINE
WRITTE HERE A PARTICULARTITLE FOR THIS SECTION
Kubrickput his “very life, time and essence” into each and
every one one of his creations. They are a standing testament
to the creative genius that he has been recognized for his
body of work.
“More than anything else, his work endures because he
created it to endure,” Attanasie said. “So much entertainment
is disposable and Kubrick always approached everything he
did with an eye toward immortality.“
1953 - Fear and Desire1955 - The Killer’s Kiss1956 - The Killing1957 - Paths of Glory1960 - Spartacus1962 - Lolita1964 - Dr. Strangelove1968 - 2001: A Space Odyssey1970 - Barry lyndon1975 - A Clockwork Orange1980 - The Shining1987 - Full Metal Jacket1999 - Eyes Wide Shut
Stanley Kubrick’s filmography through his nearly 50-year career from the early ‘50s to the late ‘90s
More than anything else, his work endures because he created it to
endure. So much entertainment is disposable and Kubrick always ap-proached everything he did with
an eye toward immortality.
“
“
GEEKOLOGY MAGAZINE | 39
40 | GEEKOLOGY MAGAZINE
It’s finally here!
The convention
you’ve been wait-
ing for. But you
couldn’t afford an
elaborate costume
or just didn’t have
the time to buy one.
So, what do you
do?
L a s t - m i n u t e
cosplay* costume
ideas are gaining
popularity among
cosplayers. It pro-
vides an alternative
to store-bought,
boxed costumes
and allows the
wearer to make it
his or her own.
Toronto cos-
player Katherine
Keeling has done
this many times in
the comfort of her
own home – and
closet.
“You think of
something that you
can easily do with
the wardrobe that
you have,” she said.
“A lot of people go
for elaborate cos-
tumes. There’s a
lot of really simple
stuff that can be
done throughout
your wardrobe.”
Being a fan of
sci-fi fantasy, Keel-
ing’s husband also
opts for the do-it-
yourself costume,
more specifically
taking inspiration
from The Hitchhiker’s Guide to the Galaxy.
“The main character wears pajamas. Pajamas and a robe.
And chances are, you have that in your closet,” Keeling said.
“So, he got to walk around the con* in pajamas and a robe
with a towel and he was comfortable and people got it. Most
girls are in heels and corsets and my husband’s in his slip-
pers.”
While this is definitely a more cost-efficient and creative
alternative to buying a costume, a DIY costume isn’t always
necessarily cheaper than a store-bought one.
Rebecca Pahle, assistant editor at Film Journal Interna-
tional and lifelong cinephile*, said that while she has friends
who do closet cosplay, the stuff in their closets are items
they’ve acquired throughout the years.
“It looks awesome, but it ain’t cheap,” Pahle said. “As an-
yone who’s into crafting knows, making something yourself
is often way more expensive than buying it pre-made. The
benefit of DIY is that you get to add all the details you want
and have an end product that’s truly you.”
But Pahle said there are some DIY costumes that won’t
break the bank. For example, shows and movies where the
characters dress, well, normally – like Keeling’s husband and
his pajamas.
DO-IT-YOURSELF
COMBATING COSPLAY CRISES
Low on cash? Out of time? Don’t fear,
cosplay tips are hereExample of gender-bending at Unplugged Expo 2014: Sailor Man - the male take on
popular manga character, Sailor Moon
The Joker illustration by Dave Franciosa.
WRITTEN BY Sandra D. Sukraj
GEEKOLOGY MAGAZINE | 41
“Doctor Who, Supernatural and the like are always going
to be easier than assembling a good Batman cosplay at the
last minute,” Pahle said. “Which isn’t to disregard
the amount of effort that some people
put into Doctor Who and Super-
natural cosplay - just that that’s
the sort of thing you can put
together at the last min-
ute.”
Keeling has
also felt the rush
of putting togeth-
er a last-minute
costume. With only
two weeks before
her convention she
found inspiration on
the Internet.
“Somebody had cro-
cheted a light saber and
I thought ‘I can do that.’
So, I did it. I crocheted two
light sabers and Princess Leia
hair and the Twi’lek* tentacles
that come out of their heads and
I wore that,” she said. “I think a lot
of times when you go into just
recreational cosplay, not the
people that are really into it for
making money or for shows,
you can have a lot of fun with
it.”
Sunny Zhao, owner of
Cosplay Station, a Toron-
to-based online store selling
cosplay costumes and wigs, said
some of the most memorable cos-
tumes she’s seen at conventions
have been ones with over-sized
props, especially if it i s n ’ t
an elaborate cos-
tume.
“Sometimes the
props really make the
character come alive,”
Zhao said. “I can’t
really remember
what they were
wearing, but I can
remember how big
their gun or sword
was.”
Also becom-
ing popular among
cosplayers is the
concept of gen-
d e r - b e n d i n g
– taking tradi-
tionally male
cha rac te r s
and making them female, and vice versa.
For example, this Halloween Keeling dressed up as
the Joker – despite being female.
“He wears a purple suit and usually an orange shirt
under it with a green vest. So, I wore a purple dress that I
had with an orange tank top under it,” she said. “I sprayed
my hair green, got green eyeliner, made my eyes green and
I wore red lipstick. People instantly knew.”
That’s just another creative DIY costume
from simple, everyday items found in your clos-
et. But it’s not just the clothes that make the
costume. Attitude is important too.
“There’s a performance aspect to cos-
play,” Pahle said. “Wearing a cheap suit
that’s a little too big for you doesn’t
necessarily scream ‘Dana Scully,’* but
if you have the attitude down, the
poses, saying Scully-esque things
when people ask you who you
are, then it can make your cos-
play really awesome. And atti-
tude’s free.”
Pink Power Ranger cosplayer at Unplugged Expo 2014 at the Chestnut Conference Centre in Toronto.
Cosplay: Short for costume play. Dressing up as a character from movies, books, shows or video games. Popular choices include characters from Japanese anime, manga and comic books.
Cinephile: A person with an intense passion for the cinema.
Twi’lek: (via www.starwars.com): Twi’leks are tall, thin humaniods with skin pigment that spans a rainbow of colours. Their most distinctive feature is a pair of shapely prehensile tentacles that grow from the base of their skulls.
Dana Scully: Lead female character in the television series The X-Files.
Cosplayer dressed as Alucard from the Hellsing manga and anime series at
Unplugged Expo 2014 at the Chestnut Conference Centre in Toronto.
From 8-Bit to Beyond!
42 | GEEKOLOGY MAGAZINE
WRITTEN BY Hassan Mohamud
PERSPECTIVE
IMAGES TAKEN BY Hassan Mohamud
For Randy Orenstein, 31, video games are
more than just a pastime. He sits comfortably in
his apartment’s built-in hammock, the numer-
ous genres of games that adorn his shelves are a window into
how he approaches his work as a video game developer: with
an informed and open mind.
“Video gaming or video game development is at its ado-
lescence,” he said. “We’re now dealing with mature games…
it’s just that the power of the medium to touch more people
has expanded vastly, as well as its ability for more varied
voices to reach into it.”
At the mention of the media portrayal of games and gam-
ers, Orenstein goes into detail illustrating just how greatly
media reports focusing on the video game community have
shifted.
“The portrayal of the video game community has
changed drastically for a number of things,” he said. “Geek
identity, nerd identity is becoming cool these days because
of various things like nostalgia for the ’80s and the fact that
games are becoming so massively produced that they are
forcing their way into the consciousness of ‘cool.’”
Stephen Dragi Sekuvloski, a University of Toronto
Scarborough student and very involved gaming/anime club
community member, pointed out the changing perception
surrounding video games and how that has helped them to
become more noticeable in the mainstream.
“Video games are a huge part of geek culture
because they have always gone hand
in hand with each other,” he
said “The words ‘geek’ and
‘nerd’ are no longer
consid- ered derogatory
and are no longer
syn- onymous with
some- one who just
sits in their basement
playing games all day.
Now, vid- eo games accepted
to the point where they’ve
become a fami- ly-oriented pastime.”
Sekuvloski, 29, believes that video games serve to
connect people who otherwise wouldn’t interact with one an-
other, effectively bridging a gap and even fostering commu-
nities of like-minded individuals. “I went from Anime club and
Shutterbugs (photography) club at UTSC to the tabletop and
Video Game Society,” he said. “It’s a huge community and by
joining, you’re suddenly open to a social group. You’re not so
much of an introvert and have people to communicate similar
interests with because you’re not strangers anymore. There’s a
shared common bond.”
Centennial College Game Design student Jovanne Rowe
explained the impact that the popularization of geek culture
and video games has had in opening his eyes.
“I’ve seen the diversity in a lot of students in my program
studying game design,” he said. “I never would have thought
that jocks actually wanted to be game designers or even were
gamers back in high school. Since the geek culture as a whole
has gotten more mainstream, I’ve seen so much change and it
really inspires me.”
Rowe, 20, shares his delight at how mobile games have fur-
ther included the elderly and the possibility of what else video
games are capable of accomplishing.
“My grandma is almost 80 and she asks for my phone some-
times to play video games,” he said. “It’s not even the boys on
the streets playing Pokémon on their Nintendo DS, but the girls
as well. It hits everybody.”
On the subject of inclusivity and connectivity, Orenstein
explained the purpose of the Toronto Game Jam and his role
within it.
“Game Jams in general are development events where
game developers get together and produce a game in the
course of a single weekend from start to finish. No going home
and no sleeping,” he said. “Troy Morrissey and I started the To-
ronto Global Game Jam about three years ago and we’ve been
running it ever since.”
As for the future of gaming, Orenstein is optimistic.
“I think it’s definitely brighter,” he said. “I didn’t have a very
good time as an adolescent. I’m enjoying being an adult and I
think games will as well. I believe that once the medium truly
matures as an art form, it’s going to be amazing.”
GEEKOLOGY MAGAZINE | 43
(Below) “Spider-Sheik” Illustration by Dave Franciosa
The words ‘geek’ and ‘nerd’ are no
longer considered derogatory and are
no longer synonymous with someone
who just sits in their basement playing
games all day.
“
“
44 | DESIGN MGZ 6
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