{Procrastination Post} The Making of a Book Cover

It’s been a long time since I was in design business–nothing fancy, mostly magazine ads, booklets, sometimes furniture stickers, and industrial design for the tool stores. (I’m happy those days are over, tho.) I’m not really back in business, but I design my own covers. You can see them on my books page and on the dedicated Falaha’s books site. Only four so far.

I’m still writing that second book and I needed a break from things.

So this week I have been designing a cover for a writer friend. We often discuss *horrible* book covers that appear here and there from time to time. Lousy Book Covers knows it all. If you are into romances, you should stalk the Bad Romances tumblr space for the coffee chuckle. Most of the covers are both hilarious and sad at the same time, because launching a book with poor cover is a bad idea. And not because someone somewhere will laugh at it–that’s the least awful thing you should be worrying about.

Anyway, I’m not sure I want to go into cover design business as into business. There are many things that play against it–my health is the major scorer. Deadline is a non-existent word for my body–it shatters too often and pain is my frequent companion.

How did I get to illustrate a book cover for someone else?

It all started with a blog post about the cover for her new novel, Her Demonic Majesty (still in edits), which is sci-fi/fantasy story.

In short, this was her original cover.
Her Demonic Majesty Cover (Old)

It’s not that bad. It’s OK, if you do something about that spread-too-wide-too-far title and throw out words like “a new novel”. Seriously, why put things like “A novel” on a book cover? Can’t people figure that out from the word count? However, from a thumbnail point of view, which the reader sees first in a store like Smashwords, it’s a good cover–it’s bright and the title is readable. It would only be awful in print.

I usually work in Adobe Illustrator and sometimes in Photoshop. The new cover for Her Demonic Majesty was drawn in Illustrator.

I asked for a book description, since I haven’t read the story draft. My friend kindly gave me a submission package–the file with a synopsis and details about character’s appearance and the world she operates in. That’s a good start.

Over the next few days we were talking out the details of the cover–that’s right, we communicated a lot.

I did a rough draft of a character, which looked like this:

HDM1

Then I finished sketching the upper half of her body, and as I went on, I had a basic idea for a background–a city–and later I made a scaled cover draft to see how everything would be placed, including the title and the author’s name. At this stage I also played with the background tone a bit, going for the dark one eventually.

Stage3

Later I added some more elements for the main picture.

33

Then I finished the character details.

Character

Done with that, all was left is to add the background city and find a suitable font.

Font-selection

At this stage the cover was pretty much finished. So I showed it to my friend and went to bed. However, I knew well that the job wasn’t over yet.

In the morning, when I opened the file, I clearly saw that the cover has no life, no concept, and no punch. It was, well, dead and it sucked.

Giving it another thought, I recolored the artwork and the title needed a bit of work too. This is what the end result looks like:

Finished-sm

So which one do you like?

Compare

The Social Dimensions of the Permanent Human Settlement of Space

I’m patiently waiting for the week 4 of the Astrobiology and the Search for Extraterrestrial Life course, presented by Charles Cockell. Those who are with me in this course, you probably know that Prof. Cockell is a wonderful lecturer and a very enthusiastic person, not to mention that Cockell’s papers on political philosophy, applied to a possible future extraterrestrial setting, are classics.

So here’s something of a treat.

This year (13 & 14 June 2013) there will be a workshop about freedom in space, co-hosted by the British Interplanetary Society and the UK Centre for Astrobiology.

The question of how freedom will develop in space is one of the most compelling sociological questions in the long-term exploration and settlement of space. The main questions to be explored in this workshop are how freedom develops in space and what the policy implications might be. Topics to be addressed include: Liberty on planetary surfaces, the rule of law in space, the nature of democracy in space, land ownership and freedom in space, the nature of tyranny in space, the independence of space settlements and extraterrestrial constitutions.

The workshop is open to anyone interested in the social implications of space exploration and settlement. It will bring together scientists, policy makers, sociologists and political philosophers.

More details on the workshop and tickets are available here: Extraterrestrial Liberty: What is Freedom Beyond the Earth?

Update: June 17, 2013

Here’s a short write up of the event.

Extra-Terrestrial Liberty an Enquiry Into the Nature and Causes of Tyrannical Government Beyond the Earth, a book by Charles Cockell is now available in paperback at Amazon.

liberty

As humanity expands its presence into space and ultimately settles beyond earth permanently, what freedoms can people expect? On the one hand space offers an escape from the traditions and entrenched patterns on Earth. On the other hand, how can you be free when the air you breathe comes from a manufacturing process controlled by someone else? In four essays, Charles Cockell explores the nature of extra-terrestrial liberty, one of the most pressing discussions in the future of political philosophy. Charles Cockell is Professor of Astrobiology at the University of Edinburgh. He has previously worked at the British Antarctic Survey and NASA and is Director of the UK Centre for Astrobiology.

From Character to Storyworld

This post was first published as How to Build a Storyworld Based on Character.

Before I start speaking of world building, there are a couple things I need to talk about. Whatever I say here is my personal opinion, not some universal truth. I’m having fun, so I kindly advise you to do the same. World building and writing is fun.

I write in the science fiction genre, but I do not bother with Character/Plot duality. Maybe you have been asking that same question many people ask—is the best fiction plot- or character-driven? To me, plot and character are almost one and the same entity. Without character there is no plot — there is only a random number of facts and events with no intelligent observers and participants to tell us about the first-hand experience of those. That’s what you call not very engaging (notice I didn’t say boring), unless you write chronicles. That’s different meat.

What I do keep in mind, though, is the distinction between the storyteller and philosophical foci. These two are the subgenres in the genre. Hard science, dystopia, aliens, time travel, etc. are themes.

Some even argue that ‘character-driven’ science fiction is not and cannot be hard science fiction, with science/technology reduced to a level of plot device. That’s not true. It is said there are several types of conflict: man vs. man, man vs. nature, man vs. self… Man vs. Science (technology included) anyone? Science is awesome. You can have both as main characters in your fiction – as allies or enemies. (Please note that I make distinction between main character and protagonist. They might be one and the same, or not.)

Anyway, regardless of the genre you are working in, world building is an essential part of your work.

As a science fiction writer, I will be speaking of my experience and methods.

ON CHARACTER

I start with a character. With a voice, to be exactly–someone says something awesome inside my head. I’m just one of those authors who hear characters speak and write these things down.

The important thing here is what the character says and how she says it. These are the key aspects of any story. ‘What’ gives you a clue about goals, motivations, and conflict, both inner and external. ‘How’ hints on the character’s backgroundculture and anything that goes with it. Just shut up and listen. This is how a story is born and you start exploring what and who else is present (it can get chatty in there), why and where all of it is going, and who’s driving.

This is where I usually decide on voice and POV. For me, this decision is final.

Then, maybe, you think how a character looks like.

If you do start with the looks, here comes another tricky part – how your character species evolved to look like this and why. You don’t skip this part even if you write about humans. We have ancestry; we have many things inside us that determine how we look like.

Digging into all this will not limit your creativity; it will feed it like crazy. Expect Cambrian Explosion in your head. You don’t have to include every detail on your culture, technology, etc. you have accumulated for your story. Pick the most unique details. Start with those, weave them gracefully into your story. Add more elaborate parts later on. This is valid for both character development and avoiding immediate and complete infodump.

The truth is, infodumps are unavoidable.

ON INFODUMPS

Currently I write novellas. Space matters. So another thing you want to consider is how much space you have. The most wonderful thing you might discover on your writer’s journey is that word count does not limit the story’s dimensions. Think of a story as of a DNA molecule: it’s tiny, but oh, how tightly packed it is, having all the instructions to create the whole living being. These ‘instructions’ are the essence of your story, which allows readers to reconstruct the world you’ve built in their imaginations. This experience will be unique for every reader, but it will be a rewarding experience. Do not deprive them of it.

Infodumps are not necessarily a bad thing. In many genres they are inevitable, if you want to produce a compelling, complex, deep, and rich story. All great stories are good examples of infodumps anyway – they are so intertwined with the narrative, you might not notice them unless someone points them out. So instead of calling them infodumps, let’s use a better word for those things – storytelling.

Don’t be afraid of writing those dreaded large chunks of explanation – you will trim those later in revisions; all you have to worry about first and foremost, is to keep the character’s perspective on everything. Don’t think about the amount, think about the content. If any of it belongs in the story, it will fall into right place later. Don’t worry about how much narrative, dialogue, description, and whatever you’ll need. Each story is unique, and each story requires its own balance. Always remember – this is your story – readers have their own preferences anyway, so stick to how you would tell it and trust it. Love it. And you will find readers who do, too.

ON WORLBUILDING

So there you have it, a character, and you are thinking how much world building you need to do before you can start writing. The hint is, if you have a character and nothing to say – nothing happens, there’s not enough world building. Conflicts, events, facts are all essential parts of the world. No conflict = no story. No details = no depth. So start with that — who wants what, where to get it, and who has opposing goals, or simply is in the wrong place in the wrong time, and where that place is. Or whatever you can think of happening there. Keep notes. Then elaborate on the setting; the details, the spice of your creation. Go as deeply into it as you feel is right.

How much is too much? There is no such thing as too much. There is only as much as your story needs, and as much as YOU need to fuel your creativity. Not everything that helps the latter will get into the story eventually.

Also, don’t wreck your brain reinventing the bicycle.

As Jim Jarmusch said, “Nothing is original. Steal from anywhere that resonates with inspiration or fuels your imagination. Devour old films, new films, music, books, paintings, photographs, poems, dreams, random conversations, architecture, bridges, street signs, trees, clouds, bodies of water, light and shadows. Select only things to steal from that speak directly to your soul. If you do this, your work (and theft) will be authentic. Authenticity is invaluable; originality is non-existent. And don’t bother concealing your thievery — celebrate it if you feel like it. In any case, always remember what Jean-Luc Godard said: ‘It’s not where you take things from — it’s where you take them to.’”

ON RESEARCH

Before any possible complaints I’ll say this: everyone has a busy life and deadlines and shit. If you call yourself a writer none of those excuse you from doing research.

As a writer you set the rules, you draw the base plan to start the construction of the story. It’s good to have some understanding of how things work in real life, it’s important to learn. If you are a writer, saying ‘I don’t need to know this’, ‘or I’m too stupid to understand that’ is wrong. You are limiting your creativity and your stories will suffer in the end. You don’t need to major in numerous fields of science or anything; all you need is the desire to learn new things, to explore the world, and to broaden your horizons.

Speaking of the base plan, every element in it needs to be properly researched.

What is proper research?

Collect what is relevant to your story, but keep track of things that interest you, even if they are not needed now. Some of those intriguing bits might unexpectedly find the way into your story later.

If you write in specific genre — sci-fi, historical, fantasy, even modern romance set in specific place, anything — always check your facts. Don’t be lazy; always check your facts before building on them. Even if you assume you know and understand something – double and triple check. Now you might think this is unnecessary precaution. No, it’s not. It’s your job as a writer.

Speaking of places to gather knowledge from, besides reading books and searching for information on the internet for a particular project, I suggest enrolling into a free online course in the subject of interest, or talk to someone who works in that field (don’t be afraid/embarrassed to ask for help), if it is not your background. Not only would you find some amazing info, you will also learn where and what to look for in your research – that will save your time in the future. (Ok, that’s the main reason. :D)

One more thing that needs to be said here–no one is perfect and everyone makes mistakes. As a fiction writer you should aim for story integrity, not for writing an encyclopedia. So don’t be afraid to get something wrong. It happens to all of us – we can’t be experts in all fields. But try not to make it a habit.

CHECKLIST: WORLDBUILDING THROUGH CHARACTER

Here’s my set of questions you can answer to find out if you’ve covered the basics about characters and their world.

If you are interested in designing a planet/planetary system, you can check out all of my world-building articles.

Habitable Zone: Redefined (Model Included)

I’m returning to the topic of habitable zones around stars, since I came across some interesting stuff. I admit I haven’t been keeping a good eye on new things lately being busy with my books.

Another, Closer Look at Chemistry and Habzone

Trace elements (metals, as they are called) in stars may influence the evolution of habitable zones and all potential life on planets there. I discussed the importance of elements for planet-bulding before, but this time it’s all about stars themselves. Metals are inherited from the remains of older stars or created via nuclear fusion and it turns out variations in the compositions of these stars could impact the habitable zones. And not only by affecting the means of stellar Main-sequence lifespan, as I already had mentioned.

Metals in a star affect how opaque its plasma is. A higher opacity traps the energy of fusion more efficiently and results in a larger radius, cooler star. More efficient use of energy allows nuclear burning to proceed more slowly, resulting in a longer lifetime of the star.

Computer models were generated to explore how variations in levels of eight elements — carbon, oxygen, sodium, aluminum, magnesium, silicon, calcium and titanium — might affect the behavior of F, G and K stars. The research showed that higher levels of calcium, sodium, magnesium, aluminum and silicon resulted in cooler, redder stars.

Oxygen turned out to be one interesting element again, as the lifetime of the stellar habzone depends on it heavily. If we take two one-solar-mass stars with an earth-sized orbit around them, the habitable lifetime for the one around oxygen-depleted star is only 3.5 billion years compared to 8.5 billion years for oxygen-rich star. The presence of oxygen also is linked with cell-damaging UV radiation. A solar-mass star that is solar-like in iron abundance but relatively scarce in oxygen could produce twice as much of the cell-damaging radiation that causes skin cancer and is sometimes used for sterilization.

Of course, as I said before, the composition of a star can also influence the composition of its planets. A diverse range of extrasolar terrestrial planet bulk compositions are likely to exist, but a great majority of them may have a totally different internal and atmospheric structure (Jade C. Carter-Bond et al. 2012.) Oxygen plays a critical role in many fundamental planetary system processes, so two important considerations are the carbon-oxygen and magnesium-silicon ratios of stars. Clay minerals look like a good surface to create key components of life (e.g. the lipid membranes of cells), and those stellar ratios can affect whether a planet has certain magnesium- or silicon-loaded clay minerals such as magnesium silicate (MgSiO3), silicon dioxide (SiO2), magnesium orthosilicate (Mg2SiO4), and magnesium oxide (MgO). Some clays are better for the job than others, and the magnesium-silicon ratio in part determines the type of clay formed.

Variations in stellar composition could also give rise to planets that have different dominating elemental combinations, such as a planet with mostly carbon-based rock instead of silicon-based planet such as Earth. Plate tectonics and volcanism are expected to be very different on a planet with graphite- and silicon carbide-dominated crust.

Update: May 5th, 2013

Stars with high carbon to oxygen ratios are rarer than thought. Hence, carbon planets should also be less common. A new estimate gives a ratio to silicate planets of just ~ 1/1000.

Certain elements within a star also strongly correlate with the abundance of radioactive elements such as uranium and thorium, that power the interior of planets and determine how molten the interior of planets are for the ongoing plate tectonics.

Habitable Zone Calculator

This model was developed by the Penn State Department of Geosciences team. An updated 1-D radiative-convective, cloud-free climate model was used to obtain new estimates for HZ widths around F, G, K and M stars. (I believe it is the same, or very similar model I had tested before, continued here.) New, H2O and CO2 absorption coefficients, derived from the updated HITRAN 2008 and HITEMP 2010 databases were used. The databases have more accurate information on water and carbon dioxide than previously was available and allowed to build new estimates from the model Kasting created 20 years ago for other stars (I wrote about Kasting’s model before, and was using it for quite a while myself.) According to the new model, the water loss (inner HZ) and maximum greenhouse (outer HZ) limits for our Solar System are at 0.99 AU and 1.70 AU, respectively.

The model indicates that, near the inner edge of the HZ, there is no clear distinction between runaway greenhouse and water loss limits for stars with effective temperature ~< 5000 K which has implications for ongoing planet searches around K and M stars. Earth in this new model appears to be situated at the very edge of the habitable zone -- a conservative estimate for the width of the HZ from this model in our Solar system is 0.95-1.67 AU; the model, however, doesn’t take into account feedback from clouds, which reflect radiation away from the Earth and stabilize the climate, thus, the actual HZ boundaries may extend further in both directions than the estimates just given. [caption id="attachment_1378" align="aligncenter" width="300"]The graphic shows habitable zone distances around various types of stars. Some of the known extrasolar planets that are considered to be in the habitable zone of their stars are also shown. On this scale, Earth-Sun distance is 1 AU. CREDIT: Chester Herman The graphic shows habitable zone distances around various types of stars. Some of the known extrasolar planets that are considered to be in the habitable zone of their stars are also shown. On this scale, Earth-Sun distance is 1 AU. CREDIT: Chester Herman[/caption]

The running model is now available for estimates of Habitable Zones around Main-sequence stars with effective temperatures in the range of 2600 K – 7200 K. You can run the model online, but the source code is also available on the same page. Calculator and model also available here.

The ‘Habitable Edge’ of Exomoons

Because the moons of alien planets orbit a larger body, they have many hurdles to habitability, such as eclipses and tidal heating, that are different from the planets they orbit. These constraints to exomoon livability include eclipses by their host planet, reflected sunlight and heat emissions, as well as gravitationally-induced tidal heating by a host planet that can dramatically impact a moon’s climate and geology.

The habitable edge is defined as the innermost circumplanetary orbit in which an exomoon will not undergo a runaway greenhouse effect. To be habitable, the orbit of the moons must lie outside of the habitable edge.

The “planetshine” can also add a substantial amount of energy to an exomoon’s overall intake, while eclipses can potentially offset some of the extra energy input from planetshine. And because most moons are tidally locked to their planet, eclipses, as well as planetshine, would only darken and lighten one hemisphere.

There are more factors at play, like tidal heating, if the planet with its satellites is close to the parent star.

More info here:

Researchers develop model for identifying habitable zones around stars
‘Habitable Zone’ for Alien Planets, and Possibly Life, Redefined
Billions of Earth-like Planets will have Chemical Makeups that Create Strange Worlds
Should We Expect Other Earth-like Planets At All?
‘Earth-like’ Planets May Be Nothing Like Earth