I lived in Thailand for fifteen years.
In 2004, in the immediate aftermath of the tsunami, I went south to help with the recovery and to search for someone I loved who lived there.
I never found them.
I came back carrying two contradictory instincts. One was to lock everything I loved in a vault so nothing else could be taken. The other was to move. Help. Repair. Turn mercy into motion.
PRAYPREY started there.
For years, I've carried it alone. I don't think I should anymore.
So for this Introduce Yourself Weekend, I want to be clear about what I'm looking for:
I'm looking for a producing partner.
PRAYPREY is a dark animated feature about grief, mercy, violence, memory, childhood, and survival. It's set in a civilization of mantid people living among the fossilized remains of creatures so enormous that cities have grown inside their bones.
At its center is a newly orphaned girl carrying fourteen surviving eggs across a dying world, hunted by her own kind and by something that refuses to let the dead stay dead.
The screenplay exists. So do the world, the visual language, the architecture, the ecology, the mythology, the characters, the children's stories, the creature designs, and the beginnings of a larger transmedia world.
For a long time, my job was simply to make it better. Find the weak place. Press it. See whether it gives. Then do it again.
Over the past several months, something changed.
The screenplay became a Stage 32 OWA finalist and advanced to an executive. Megan Espinoza gave its opening pages a 5/5 in every category, along with a Writer Recommend. JP Magro, PhD, a transmedia scholar, joined the project as an official advisor. Other producers, readers, and companies have requested the script.
None of that means the mountain has been climbed. It means I finally have enough evidence to stop wondering whether there is a mountain.
Which brings me to the part I can't do well by myself.
I'm not looking for someone to take PRAYPREY away from me. I'm not looking for someone who promises to "make it happen." And I'm not looking for someone whose entire contribution is knowing three people who might know three more people.
I'm looking for a real producing partner. Someone who understands development, packaging, strategy, relationships, and the strange machinery it takes to move ambitious material through this business. Someone who can look at what I've built and see the possibilities.
And the problems.
Especially the problems.
Someone who can tell me when to push, when to wait, when a door is worth opening, and when we're better off leaving it shut. Someone whose skill set begins somewhere around the place where mine starts running out.
I also want someone who understands that producing can be an act of stewardship.
PRAYPREY is strange. There are easier things to package. But the strange parts aren't decoration. Remove enough of them and you discover you've preserved the skeleton and misplaced the animal.
That doesn't mean I need every decision I've made protected. Quite the opposite. I want the second pair of eyes. The argument across the table. The person willing to say, "This works. This doesn't. This is costing us something. And this thing everybody wants to cut is exactly what we need to keep."
That, to me, is partnership.
PRAYPREY is at the center of the search, but there's more work behind it: A PALE HOLLER, NO THRONE ROOM, FIRST FRUIT, novels, visual development, and other worlds at different scales and budgets.
So I'm not looking for someone to help me move one screenplay.
I'm looking for the beginning of a longer creative relationship.
For years, I learned how to build worlds.
I think I'm ready to learn what happens when someone else helps carry one.
I'm Adam J. Spencer.
If you're a producer who recognizes yourself somewhere in this, I'd genuinely like to talk.
And if you aren't, but someone came to mind while you were reading, I'd be grateful for the introduction.
3 people like this
Kyle, the trail idea is the part I keep coming back to. It works because a good antagonist is a pattern, not a person, and patterns leave evidence. Jason, your almost ally version lands for the same r...
Expand commentKyle, the trail idea is the part I keep coming back to. It works because a good antagonist is a pattern, not a person, and patterns leave evidence. Jason, your almost ally version lands for the same reason.
Where my day job pulls me is a slightly different kind of villain. I build AI systems for a living, and the ones that frighten me are never evil. They do exactly what someone decided they should optimize for, and the harm shows up three steps later in a life nobody was watching. No malice. Just a reasonable choice made under pressure by a person who did not want to see the cost.
That antagonist unsettles me more than a mastermind, because the audience cannot point at a face and feel safe. So here is my question back to you. Does an antagonist still need a single body and a name to work, or can the thing the protagonist fights be a decision that already happened before the story started.
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Hi Kyle, great topic about villains. Personally, I try to make them like the protagonist, just with different perspectives and reactions to the world — giving them almost the same trauma but different...
Expand commentHi Kyle, great topic about villains. Personally, I try to make them like the protagonist, just with different perspectives and reactions to the world — giving them almost the same trauma but different choices. The villain doesn’t need to be completely bad.
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I like to make them as normal as possible so that the villainy is simply another character trait. Ideally, I like the villain to be the hero.
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I develop my antagonist like my protagonist, @Kyle. I give the antagonist a personality, strengths, flaws, fears, a backstory, etc. And sometimes a character arc.
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The most memorable antagonists believe they're the hero of their own story, because they're not just obstacles, they're people with their own logic and wounds. What's the one villain you've written that you found yourself sympathizing with more than you expected?