A Quote by Louise Erdrich

I make very involved drawings, even little structures, and try using design to figure out the rhythm of a plot. If there are several narrators then a clue has to pop up in the first line. There have to be certain grammatical clues, or distinctive names.
What the world is like from a nine-year-old's point of view? My memory is that nothing is explained to you, you've got to try to figure it out, pick up clues from the people around you, try to figure it out from their reactions.
It's the way I feel about acting. That we are given clues by a writer about someone's essence or persona and it's our job to try to figure out which of those clues are true, which of clues we decide to follow and which of those clues we think are red herrings, or only in the way another character thinks of that character.
I think when you get to majors, there are definitely certain names and certain people that you've got to beat, and most of the time certain names and people pop up on the leaderboard. But that's the game, and that's what we're here for.
Before he did all those lovely line drawings, Matisse would make really detailed charcoal drawings and tear them up. He wouldn't leave them about... I understand what he was doing: discovering what's there... to make the line meaningful, to find a linear solution.
I just love music. I love writing songs. It's not even a job; it's a gift. I'm waiting for someone to kick me out of the party because I snuck in here, and I keep thinking somebody's going to figure out that I have no clue. Turns out that most of them have even less of a clue.
There is enough material in the Kuiper Belt to build anything out there. We could gobble up all the little asteroids, filtering out all the volatile materials, leaving us with bits of rock and using that to make some incredible structures.
It is possible to combine a story line and plot line in the same work. Usually the storylines comes first, serving as a background to the plot line, but not always.
I could make Halo. It’s not that I couldn’t design that game. It’s just that I choose not to. One thing about my game design is that I never try to look for what people want and then try to make that game design. I always try to create new experiences that are fun to play.
I have a scenario but almost always it's entwined with at least one person to begin with. Then I sort of expand from there and I'm thinking about books novels. I've got these scrolls of paper that I hang up in my office and this is my idea room, my nightmare factory, and I have a big title at the top of the scroll and on the left hand side I have these character sketches on the characters, and then once I figure out who they are I can figure out what they want and once I figure out what they want I'm able to put obstacles in the way of that desire, and that's where plot springs from.
To plot is to live. […] We start out lives in chaos, in babble. As we surge up into the world, we try to devise a shape, a plan. There is dignity in this. Your whole life is a plot, a scheme, a diagram. It is a failed scheme but that's not the point. To plot is to affirm life, to seek shape and control. Even after death, most particularly after death, the search continues. Burial rites are an attempt to complete the scheme, in ritual. Picture a state funeral, Jack. It is all precision, detail, order, design. The nation holds its breath. - (WN 292)
Rhythms, beats, etc., are fundamentally central to my creative drive: my first instrument was the drums, nearly every band I have been involved in or at the helm of, is driven by rhythm, my band is driven entirely by rhythm, machine rhythm, and the purpose of the rock instrumentation is literally to speak the beats, to emulate the rhythms with guitars and bass, with very little articulation, and without being 'progressive'.
I like all things grammatical, and I had already written several books about parts of speech, and even the alphabet, so everything that makes up a sentence and even a word was covered except for punctuation.
When I make films I'm very intuitive; I'm instinctive. When you are shooting there's little time to think about abstract ideas, it's about getting things done, getting them right, and trying to channel the energies and get the best of whatever you have on your set. It's only once the film is finished that it's like, "Okay, let's try to figure out what happened." Try to figure out exactly what I did.
When I need to be precise about a plant, I use its Latin name, even if my nongardening friends sometimes look at me a little funny for using big words in a dead language - or in the kind of horticultural Esperanto that botanical names make up.
It would be nice to abandon the verse-chorus-bridge structure completely, and make it so none of these things are definable. ... Make up new names for them. Instead of a bridge, you can call it a highway, or an overpass. ... Music should never be harmless. ... I remember from my earliest years, people speaking, you know, in a certain kind of rhythm and telling stories and sharing experiences in a way that was different in Indian country than it was other places. And I was really struck by this and obviously very affected by it, because it's always come out in my songs.
For me, titles are either a natural two-second experience or stressful enough to give you an ulcer. If they don't pop out perfect on the first try, they can be really hard to repair. Or, worse, if the author thinks they pop out perfect, but the publishing house does not agree, it's difficult to shift gears. And then? Then you go insane.
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