Does Stress kill Creative Processes?

Information is vast, inspiration is vast, creativity is vast but our time is short

An article published by the Scientific American addresses the popular myth that humans only use 10 percent of their brains. This misconception has been widely debunked by neuroscientists. The article explains that while it’s true that not all parts of the brain are active at the same time, the idea that 90 percent of the brain is unused is simply untrue.

Neuroimaging techniques such as PET scans and fMRI have shown that even during simple tasks, much more than 10 percent of the brain is active. Different regions of the brain are responsible for various functions, and the brain operates as a highly integrated network.

Overall, the notion that we use only a small fraction of our brains is a myth, and the article highlights the importance of dispelling such misconceptions to promote accurate understanding of brain function.1

Does performance pressure, stress and a lot of tasks at the same time improve creativity?

According to the findings of the Harvard Business Review, the simple answer is „no.“ When creativity is put on a time crunch, it typically suffers. While time pressure might push individuals to work harder and accomplish more, and it might even give them a sense of increased creativity, it tends to hinder creative thinking overall. However, the brief response doesn’t cover everything. Let’s jump into what time pressure entails, how it affects individuals in a work setting, and the various methods to handle it in order to boost creativity.

Our research suggests that as individuals experience greater time pressure on a given day, their likelihood of thinking creatively decreases. Interestingly, many people seem to be unaware of this trend. Participants in our study tended to rate themselves as more creative on days with high time pressure, despite evidence to the contrary in their daily diaries. These self-assessments didn’t align with the actual decrease in creative thinking observed over time as pressure mounted.

Furthermore, the decline in creative thinking was most noticeable during periods of extreme time pressure. Participants were asked to rate their perceived time pressure daily on a scale from one to seven, with seven representing the highest pressure level. On days when they rated their pressure as a seven, individuals were 45% less likely to engage in creative thinking compared to days with lower pressure ratings.2

Amabile, Teresa. The Time-Pressure/Creativity Matrix. 2014. Harvard Business Review, Aug. 2014, hbr.org/2002/08/creativity-under-the-gun.

Overwork leads to a decrease in creativity

Working excessively can stifle your creativity because even when your brain appears to be inactive, it’s actually quite active. Giving yourself time to relax allows your brain’s Default Network to become more active, fostering connections between different brain regions that don’t typically interact. This often leads to moments of inspiration and heightened creativity.3

»Taking time to revamp, refresh, and relax is just as important to success as a motivated work ethic.«

Erin Wildermuth


Want to know more? Here you go:


Sources:4

  1. Boyd, Robynne. “Do People Only Use 10 Percent of Their Brains?” Scientific American, Scientific American, 7 Feb. 2008, www.scientificamerican.com/article/do-people-only-use-10-percent-of-their-brains/. ↩︎
  2. Amabile, T., Hadley C. and Kramer S. “Creativity under the Gun.” Harvard Business Review, Aug. 2014, hbr.org/2002/08/creativity-under-the-gun. ‌ ↩︎
  3. Wildermuth, Erin. “The Science of Overwork.” Full Focus, 6 Mar. 2018, fullfocus.co/the-science-of-overwork/. Accessed 22 Feb. 2024. ↩︎
  4. I know that I am mixing APA and MLA styles, but MLA in-text looks horrible and APA is very complicated, when it comes to the source index. I took the best of both worlds. ↩︎

10 | Auditory and visual storytelling – a case study on different anime and video games

What this blogpost is all about

As my final entry, I wanted to continue looking into immersion and what may cause it.
As an avid anime and video game fan myself, I have always been fascinated by how some of my favourite pieces of media managed to catch the audience and deepen immersion by not only having a compelling story, but also mange to make use of various different auditory and visual storytelling elements to underline it. This lead to this blog-post, where I want to explore some of my favourite recent examples and explore some ideas, on what makes them work. By looking into these examples, analysing them and learning from their respective examples, I hope to also gain insight into how to make my own work more immersive.
Also, while I will try to keep my entry as spoiler-free as possible, there may be some spoilers for the analysed media, you have been warned!

Screenshots from the first 6 episodes of the anime:
Sousou no Frieren’s backdrops (top) and frequent wide-angle have an almost pittoresque quality to them, inviting the viewer to stop and gaze, slowing down the pace, without appearing boring
The fight scenes (bottom), however, are usually much more dynamic, the art style changes, it features clear focus points, harsher lines, dynamic movement.

American composer Evan Call composed most of the Original Soundtrack of Sousou no Frieren, and already released part of it as a pre-release on Youtube. The full soundtrack is set to release in April

Time Flows Ever Onward – a slower piece

Fear Brought Me This Far – an uplifting battle theme, that ends in a crescendo

For 1000 Years – a slow piece, with an almost epheral quality to it, that is a play on the passage of time

Zoltraak – a name, that describes the offensive spell both Frieren and Fern use during their journey, that has still, due to stroy progression, become Fern’s theme, with Frieren’s being very similar

Japanese composer Keiichi Okabe is founder and chief executive officer of music production company MONACA, which provided the Original Soundtrack for NieR: Automata

意味/無 – meaning/nothing, which could also be read as meaningless when put together, is just the first of 119 tracks the composer has uploaded to Youtube. And the name already hints at one of the games hidden messages

A review by Skill Up, that encapsulates, what maakes the game so special, aptly titled „The Masterpiece You (Probably) Won’t Play“, due to the multiple playthroughs the player has to complete first

Weight of the world – the first ending’s song, in English

„壊レタ世界ノ歌“ (Kowareta Sekkai no Uta, lit.: „Song of a broken world“) – the second ending’s song, in Japanese

Nouveau – another ending song in French

the End of YoRHa – the final track in the soundtrack, combining all previous experiences, before presenting the player with the ultimate choice

Composer Steven Grove composed the final soundtrack / boss – theme for both Lone Trail and Under Tides

The official trailer of Arknights – Lone trail already hints at its theme

An analysis of the Visual Design that make up the Lone Trail event in Arknights

Steven Grove – Control’s Wishes are both the first and final piece of music the player hears when experiencing the story of Lone Trail

Professionally trained opera singer and voice actor MarcoMeatball reacts to Control’s Wishes and analyses the main elements of the song

The official trailer of Arknights – Under Tide features many of the aquatic elements – both visually and aurally

Steven Grove – Under Tides is a boss battle theme, that has a slight twist to it

Voice actor and opera singer MarcoMeatball also analysed the musical elements of Under Tides, revealing the true meaning, that the player is exposed to, without having played the event himself

1. Kanehito, Yamada: Sousou no Frieren, Japan 2023-2024, Anime by: Studio Madhouse, Episodes 1 – 6, streamed at: https://www.crunchyroll.com/de/series/GG5H5XQX4/frieren-beyond-journeys-end, in: https://www.crunchyroll.com/de/ [22.02.2024].
2. Evan Call – Topic: Frieren: Beyond Journey’s End – Original Series Soundtrack EP, https://www.youtube.com/playlist?list=OLAK5uy_n9086XIv_nf3_qDXrEYnUm_dwW1KGxyrE [22.02.2024].
3. n.a.: Evan Call, https://anilist.co/staff/119999/Evan-Call, online in: https://anilist.co/ [22.02.2024].
4. Saba, Michael: How NieR: Automata Tells the Ultimate Humanist Fable, https://www.youtube.com/watch?v=63PzQIbTrM8 [22.02.2024].
5. n.a.: Keiichi Okabe, https://myanimelist.net/people/42543/Keiichi_Okabe, online in: https://myanimelist.net/ [22.02.2024].
6. Keiichi Okabe – Topic: NieR: Automata complete OST, https://youtube.com/playlist?list=PLdR7m7PFLzQ7RqOVfxk2Fr2F-a7iWzovn&si=90M0GsB9J6ZDHFt2 [22.02.2024].
7. Skill Up: Nier: Automate | The Masterpiece You (Probably) Won’t Play, https://www.youtube.com/watch?v=-NiyfG8Ctbo [22.02.2024].
8. Grove, Steven: Steven Grove Music, https://www.stevengrove.com/ [22.02.2024].
9. Arknights Official – Yostar: Arknights Official Trailer – Lone Trail, https://youtu.be/U_laI-G21fo [22.02.2024].
10. HalfACupOfRice: The Visual Design of Arknights Lone Trail, https://www.youtube.com/watch?v=aS8nnjrMlQc [22.02.2024].
11. 塞壬唱片-MSR – Topic: Control’s Wishes, https://www.youtube.com/watch?v=KKhEwcWMH9M [22.02.2024].
12. MarcoMeatball: Arknights – Lone Trail: Control’s Wishes || MUSIC REACTION, https://www.youtube.com/watch?v=s7NdkeSQcjI [22.02.2024].
13. Arknights Official – Yostar: Arknights Official Trailer – Under Tides, https://www.youtube.com/watch?v=0hqKmICjh0g [22.02.2024].
14. 塞壬唱片-MSR – Topic: Under Tides, https://www.youtube.com/watch?v=4uTMR6vZqFM [22.02.2024].
15. MarcoMeatball: Opera Singer Reacts To The Music of Arknights, https://www.youtube.com/watch?v=4l7nivLqz4Q [22.02.2024].

Inspirational Creators

Instagram as a collection of inspiring people

It is always good to know, who came before you.

Illustration


Cinematography

Stop Motion

motionprocess

actually blender but it looks amazing

Utilising inspiration on Instagram

Inspirational Documentary Creators

»Inspiration can come from anywhere – an image, a comment, something that’s happened to me or someone I know. It’s hard to know exactly.« – Nicholas Sparks

Nowadays we are lucky to sometimes know, where our inspiration comes from. We are looking at content on Instagram, TikTok and co. daily, and if we safe it, we know where it comes from. I have started a variety of lists on Instagram to get inspired. It is an easy, natural process, that will help me in the future. Of course, I can always check the messages, I send to people, mostly consisting of reels, but as long as there is no great way to locate specific videos on Instagram, my method is practical. I have structured my collection into the lists: Master Thesis, Cinematography, Animation, Stop Motion and Inspo [Inspiration in general]. All the fields, I could see myself doing my Master Thesis in at this snapshot in time. I wish I would have started this sooner, because everything before that system is a mess of reels that I saved. From cooking, to vacation, to interior design, over to fashion and plant care – even Marie Kondo couldn’t organise it now. Better late than never to start a working system.

What am I looking for?

For cinematography, I am looking mostly for editing styles, mood, music and cuts. I do get inspired by the way the videos are filmed, but in this area, I am more attuned in already. I have the visual eye, the hands, the vision but I am missing the experience in post production in film.

Animation and Stop Motion is a field, where I have a lot of theoretical knowledge, through constant consumption. My practical skills are in the beginning phases. So, I pretty much put every reel I like, no matter if it is the style, drawing, cuts, composition, idea, everything goes in there. These fields are exciting to me, because I am so new at it, that I enjoy every improvement, like a child learning to take a first step. It is all interesting, and I am proud of myself for just making something move, or being able to draw something on my iPad. Hopefully, I can stay in this stage for a long time, even as my skills progress {hopefully!}.

The Master Thesis List was the one, that started my collection. I suddenly saw many surf videos on Instagram, probably cause I have been saying the word „surfing“ a lot. It is not a full-on conspiracy „our phones listen to us“ {duh} seeing as I have surfed in the past, and went to a surf camp just last year. It is a list of either great female surfers, or surfing documentaries/videos or surfing in general.

The general Inspo List is as it is in the name already, for anything that I find inspiring. It does not have to be study related, it is just something, where I mentally go „ah, nice, never thought about it like that before.“. As I am a collector of random ideas and thoughts since I could walk, I believe that anything can be useful someday. So if you need a random object to fit into something you have broken, knock on my door, you might get lucky.

To answer my own question: I am looking inspiration. In any way or form.

Looking back up the lines of text of this post, I can see my mind wandering from one place to the next, without addressing my chosen title. Therefore, I will give you some names, that I have collected. Names of people, who I believe make great content. Do with that what you will.

Animation:

@evie_kinie

stories are great, relatable, simple drawings (achievable for me), fun, great body language with simple figures

@formplaystudio

style is amazing, mixture of drawing styles, great text and music, interaction with real life, creative, feeling of „everything is possible“

It’s an animation studio, so a variety of creators.

@iam.vs1107

very „right“ drawing style, powerful, feminist, relatable, versatile, 3D and 2D

@littleart_bylinh

showing process, comic style, drawing, great character animation, full of love

*My taste has started at „drawings that look cute“ to animation that tells as story. I just reflected that because I had to look at my list. I also saw, that I put a surf video into the animation list – mistakes are normal.*


I am going to make an extra blog post, showing more inspirational creators. I realised that I have saved still illustrations too, so might be interesting to creators from all specialisations. I believe it is interesting, because I always love to discover new „role models“.

08 – How to Rigg a Character using After Effects and Duik Angela

Es gibt unterschiedliche Möglichkeiten, 2D Charaktere zu animieren. Für kleinere Bewegungen, wie das Bewegen eines Armes, des Gesichts etc. reicht es vollkommen, mit Parenting zu arbeiten. D.h. man setzt die Ankerpunkte der Gliedmaßen an die Stelle der Gelenke und verknüpft sie mit dem Pick-Whip Tool.
Für Walk-Cycles oder allgemeiner, Bewegungen, die den gesamten Körper betreffen, ist es von Vorteil, nicht alles mit der Hand zu „key-framen“.
Anhand eines Projektes mit einem „Bicycle-Cycle“ soll hier erklärt werden, wie ein Character geriggt (mit einem Skelett versehen) werden kann.

  1. Charakter für die Animation vorbereiten

Der Character wurde in Adobe Illustrator gestaltet. Vektorbasierte Illustrationen bieten eine Reihe von Vorteilen gegenüber pixelbasierten. Während das Zeichnen in Photoshop intuitiver ist und Tiefe sowie Textur leichter zu simulieren sind, bietet Illustrator den Vorteil, dass jeder Teil einer Illustration schnell angepasst werden kann und skalierbar bleibt.
Da ich in diesem Fall stilisiert arbeiten wollte, griff ich auf Illustrator zurück.

Um eine Illustration für die Animation vorzubereiten, gehe ich immer nach demselben Prinzip vor und stelle mir die Frage: was soll sich separat bewegen/verändern/animiert werden?

Überall wo sich ein Teil des Characters einzeln bewegen soll, ist es notwendig, diesen auf eine eigene Ebene zu bewegen.
Um beispielsweise eine Haarsträhne separat animieren zu können, verschiebe ich sie auf eine eigene Ebene.
Nach diesem Prinzip werden alle Ebenen vorbereitet.
Wichtig ist auch, dass sich die Gliedmaßen überschneiden und im besten Fall in einem Kreis zusammengeführt werden. (Kugelgelenk)

Wichtig ist, dass selbst wenn kein Unterkörper sichtbar ist, ein Kreis oder eine Fläche existiert, an die der Oberkörper und die Beine geparentet werden können.

2. Duik Angela installieren
Für das Rigging benötige ich ein Plugin. Duik bietet das mit After Effects kompatible Rigging Tool Duik Angela an.
Es gibt verschiedene Varianten, wie es installiert werden kann. Entweder direkt am PC oder lokal über After Effects.

3. Vorbereitungen in After Effects
Nachdem das Illustrator File in After Effects importiert wurde, kontrolliere ich erneut, ob alle Ebenen einzeln ansteuerbar sind. Auch die richtige Benennung, falls das in Illustrator noch nicht gemacht wurde, muss spätestens jetzt erfolgen.
Danach setze ich die Ankerpunkte „richtig“. Sie werden an dem Punkt gesetzt, um den sie rotieren sollen. (Default = zentriert).
Parenting kommt trotz dem Rigging zur Anwendung. Da ich kein Face und Hair Rigging geplant habe, werden Augen, Mund und Haare an den Kopf geparentet. Dadurch wird sichergestellt, dass sie auch bei Kopfbewegungen an der richtigen Stelle bleiben.

Dasselbe gilt für den Oberkörper und Unterkörper.

4. Let’s get started
Alle Gliedmaßen – Beine und Arme werden einzeln geriggt.
Der Arm ist in Oberarm, Unterarm und Hand unterteilt, da ich keine Fingerbewegungen animieren möchte.
Mit dem Pen Tool zeichne ich eine Linie über den Arm, mit Punkten da, wo sich die Gelenke befinden. (ohne eine Ebene auszuwählen)
Danach wähle ich Oberarm, Unterarm und Hand aus und wähle „Humanoid“ -> „Arm“.
Duik Angela generiert nun die Bones für diesen Arm.
Danach parente ich den Unterarm zum jeweiligen Controller, genauso wie die übrigen Gliedmaßen und benenne sie dementsprechend. (Leicht zu erkennen, da sich die Bones farbig markiert über den Teilen des Armes befinden)
(Die Ebene Unterarm wird an den Controller Unterarm geparentet etc.)
Ignoriert werden kann der Controller Arm Tip (in diesem Fall).

Im nächsten Schritt werden die drei Controller ausgewählt und „Auto-Rigg“ im Duik Angela Plugin ausgewählt.

Nun existiert ein zusätzlicher Controller, mit dem der gesamte Arm bewegt werden kann.
Dieser wird an den Oberkörper geparentet.

Dasselbe wird für die übrigen Gliedmaßen wiederholt, allerdings werden die Beine mit dem Unterkörper verknüpft.

5. Animieren
Das Rigging ist nun abgeschlossen. Mithilfe der Controller der Gliedmaßen können nun Bewegungen einfach dargestellt werden. Die einzelnen Teile der Gliedmaßen bewegen sich gemeinsam, es ist nicht notwendig, die Position einzeln zu animieren. Walk Cycles oder Bewegungsabläufe können simpel animiert werden. Noch immer ist es möglich, den „Gesamt-Controller“ beispielsweise eines Armes an weitere Ebenen zu parenten. Im speziellen war dies für mich bei einem Bicycle-Cycle sinnvoll, da der Fuß mit dem Pedal verknüpft werden konnte.

Tutorials used:

09 | More than just buttons – Interactions and interfaces in VR, AR and MR experiences

What this blogpost is all about

Building upon my previous blogpost on immersive level design, this post also aims to explore the topic of immersion and interaction within VR, MR and AR a bit more by looking into different interface and interactivity solutions currently available, some previously mentioned already, some new, that may increase intuitiveness and engagement from the user. While also still covering AR and MR solutions, the main focus of this blog post will be on VR, as it is more in line with my future plans and planned research.

Different headsets, different controllers – HTC Vive Pro, Meta Quest 3 Pro, PS Move and Valve Index Pro (left to right)

Ultraleap’s 3Di, a small tracking camera for handtracking, comes with its own intergrated interface

Ultraleap Leap Motion Controller 2, a gesture tracking controller with a wide variety of applications

teslasuit – a full body haptic feeback suit, that also tracks movement and can be used for motion capture

Virtuix Omni One – a Omnidirectional treadmil developed for gaming in VR

  • Look further into different VR and MR solutions and their respective issues
  • Research essential tools for creating immersive virtual environments as well as different game engines and their advantages and disadvantages
  • Check methods of engagement and interaction within these digital environments
  • Look into accessibility and how to ensure it
  • Research into immersion and storytelling

1. Springer / Gabler.: Virtuelle Realität, in: Gabler Wirtschaftslexikon, n.y.,
https://wirtschaftslexikon.gabler.de/definition/virtuelle-realitaet-54243/ online in: https://wirtschaftslexikon.gabler.de/ [08.02.2024].
2. n.A.: Was ist Augmented Reality?, in: Omnia360, 2020, https://omnia360.de/blog/was-ist-augmented-reality/, online in: https://omnia360.de/ [08.02.2024].
3. n.A.: Mixed Reality: Wenn sich Reales und Virtuelles vermischt, in: Omnia360, 2023, https://omnia360.de/blog/mixed-reality/, online in: https://omnia360.de/ [08.02.2024].
4. n.a.: Extended Reality, in: RyteWiki, n.y., https://de.ryte.com/wiki/Extended_Reality, online in: https://de.ryte.com/wiki/Hauptseite [08.02.2024].
5. Hayden, S.: Vision Pro Teardown Shows Balancing Act Between Cutting Edge Tech & Weighty Design, in: ROADTOVR, 2024, https://www.roadtovr.com/apple-vision-pro-teardown-ifixit/, online in: https://www.roadtovr.com/ [08.02.2024].
6. Hayden, S.: Quest 3 Teardown Shows Just How Slim the Headset Really Is, in: ROADTOVR, 2023, https://www.roadtovr.com/meta-quest-3-teardown-ifixit-repair/, online in: https://www.roadtovr.com/ [08.02.2024].
7. Hayden, S.: Vive Ultimate Tracker Gets Beta Support for Third-Party PC VR Headsets, in: ROADTOVR, 2024, https://www.roadtovr.com/vive-ultimate-tracker-quest-index-pico/, online in: https://www.roadtovr.com/ [08.02.2024].
8. n.a.: What to Watch: February 2024 Highlights, n: Meta Quest-Blog, 2024, https://www.meta.com/de-de/blog/quest/what-to-watch-free-meta-quest-tv-vr-film, online in: https://www.meta.com/at/ [08.02.2024].
9. CGV Channel: TU Graz Virtual Reality Cave, https://www.youtube.com/watch?v=aeTHlAZtlAI [08.02.2024].

08 | Designing realities beyond screens – World building and immersive level design in VR, AR and MR

What this blogpost is all about

To better understand, how to design immersive and engaging experiences in VR, AR and MR, and building on the previous post about issues and how to solve them, it is necessary to understand the importance of world building and level design on the overall experience. As such, this blog-post aims to provide a short overview on different considerations to be aware of, when dealing with the challenge of creating an immersive experience for VR, AR and MR. Same as with my previous post, however, I would like to dive even deeper into immersive world building and continue my research, so this entry is only a momentary summary and my research into this topic – especially since I plan to eventually read all of Richard A. Bartle’s „Designing Virtual Worlds“ – is still incomplete.

Hyper-Reality by Keiichi Matsuda

  • Look into interfaces unique to VR, AR and MR
  • Check how interaction with VR, AR and MR may work
  • Research how to boost engagement and create intuitive interactions
  • Research into immersion and storytelling

1. Bartle, R.A.: Designing Virtual Worlds, New Rider, 2003, ISBN: 978-0-1310-18167.
2. Matsuda, K.: Hyper-Reality, online in: http://hyper-reality.co/ [08.02.2024].
3. n.a.: VR Design Principles, online in: https://viro-community.readme.io/docs/vr-design-principles [08.02.2024].

07 | Beyond the virtual: Motion sickness and other accessibility problems when navigating the virtual realm

What this blogpost is all about

Continuing the notion of my previous blogpost of understanding VR, AR, MR and XR along with their strengths and weaknesses, this post aims to also provide insight into the different problems one may be confronted with when designing for or engaging with these technologies on the regular and how to best solve them. At this point, it is necessary to mention already, that, while this blogpost will provide a broad overview about the different challenges one may face along with some possible solutions, it is in no way a complete guide yet, as my research into this topic is still ongoing and thus, incomplete.

HaptX haptic feedback gloves

Sony’s accessability controller, compatible with the new PS5 and PS VR

  • Look into immersive environments and how to create then
  • Check methods of engagement and interaction within these digital environments
  • Research into immersion and storytelling
  • Look into interactivity in VR, AR and MR
  • Check interaction solutions for VR, AR and MR

1. Creed, C., Al-Kalbani, M., Theil, A. et al. Inclusive AR/VR: accessibility barriers for immersive technologies. Univ Access Inf Soc (2023). https://doi.org/10.1007/s10209-023-00969-0 online in: https://arxiv.org/ftp/arxiv/papers/2304/2304.13465.pdf [08.02.2024].
2. n.A.: Why VR (& VR Headsets) Can Cause Serious Eye Strain & Pain, in: NVision, 2023, https://www.nvisioncenters.com/education/vr-and-eye-strain/, online in: https://www.nvisioncenters.com/ [08.02.2024].
3. n.A.: XR Today’s Guide to Stopping VR Motion Sickness, in: XR Today, 2023, https://www.xrtoday.com/mixed-reality/xr-todays-guide-to-stopping-vr-motion-sickness/, online in: https://www.xrtoday.com/ [08.02.2024].
4. n.a.: VR Design Principles, online in: https://viro-community.readme.io/docs/vr-design-principles [08.02.2024].

Ted Lasso – An Hommage {sorry}

An Inspiration

I just finished watching Ted Lasso. It is an incredible show. The humour is great, the jokes are new, the characters are loveable and interesting, the story is great… I loved everything about it. Except that it has only 3 seasons. The writing is really inspiring, because it is so fresh and unexpected. Also it is filled with smart, touching and funny quotes. But not cheesy or embarrassing – that is a very difficult line to walk.

What is it about? In short: American college football coach Ted Lasso heads to London to manage AFC Richmond, a struggling English Premier League soccer team [Ted Lasso, IMDb].

I am in awe of the writing and direction. So, who made it? It was created by Brendan Hut, Joe Kelly and Bill Lawrence. I was actually surprised that it was created by men. I was sure that it was a more diverse direction crew. Turns out that there were many female writers too. Like Executive Story Editor: Phoebe Walsh and Staff Writers: Sasha Garron and also, Keeley Hazell, who has her name counterpart in the series. Otherwise, I do not think that the series could have understood women and their feelings so well.

The character writing was incredible. Taking a strong female lead, making her the antagonist and turning her into the saviour of all in one season is amazing. The show might be called Ted Lasso, but it is all because of Rebecca Walton.

A must-watch for everyone who wants to know how to tell a story, how to have perfect character development and basically how to make a masterpiece.

Nature Film Director – Loui Psihoyos

Loui Psihoyos is an American photographer and documentary filmmaker, best known for his work on environmental and conservation issues.

Some facts about him:

  1. Early Life: Psihoyos was born in Dubuque, Iowa, on February 23, 1957. He grew up with a passion for photography and nature, which would later shape his career.
  2. Photography Career: Psihoyos began his career as a still photographer, working for notable publications such as National Geographic and Smithsonian. His work often focused on nature, wildlife, and environmental issues.
  3. Documentary Filmmaking: Psihoyos transitioned into filmmaking, using his visual storytelling skills to shed light on pressing environmental issues. His most famous work is the documentary film „The Cove.“
  4. The Cove: „The Cove“ (2009) is a documentary, which exposes the annual dolphin hunt that takes place in Taiji, Japan. The film follows activists, including former dolphin trainer Ric O’Barry, as they uncover and attempt to expose the brutal practices of the dolphin hunting industry. „The Cove“ won numerous awards, including the Academy Award for Best Documentary Feature in 2010.
  5. Impact: „The Cove“ had a significant impact, raising awareness about the issue of dolphin hunting and sparking international outrage. It led to increased scrutiny of the practice and efforts to halt it.
  6. Other Projects: In addition to „The Cove,“ Psihoyos has been involved in other documentary projects focused on environmental themes. For example, he directed „Racing Extinction“ (2015), which addresses the ongoing mass extinction of species due to human activity. His most recent project is the Netflix documentary „You Are What You Eat: A Twin Experiment“ (2024).
  7. Environmental Activism: Psihoyos is actively involved in environmental activism and uses his films as a platform to advocate for conservation and sustainability.
  8. Organization: Psihoyos is a co-founder of the Oceanic Preservation Society (OPS), a non-profit organization dedicated to raising awareness about environmental issues through film, photography, and other forms of media.

Louie Psihoyos is a prominent figure in the world of environmental documentary filmmaking, using his skills as a photographer and filmmaker to raise awareness and inspire action on pressing conservation issues. A role model for sure.