I recently had the honor of interviewing Reece Watkins, this is our conversation. BH: Can you tell us a little about yourself: including things such as your occupation, your location, what got you interested in Axanar? RW: Certainly! I'm a computer programmer by trade, but lately I've been doing mostly database applications. I live in central Georgia, about 100 miles south of Atlanta, and I came across Axanar purely by accident. BH: Which iteration of Star Trek became “your first” Star Trek? What drew you to that iteration? Can you briefly take us through how you became a Star Trek enthusiast and what has kept you a fan ever since? RW: The Original Series was my first, and it is still my favorite. I was a little too young to see it in its original run, but when I was in the second or third grade; it was re-running on my local NBC affiliate after school. I became instantly hooked. There was an intelligence to the stories that the standard network fare sorely lacked. There was just no comparison to such silly shows as "Lost In Space". BH: How did you find out about Axanar? RW: I had stumbled across Star Trek: New Voyages a couple of years back and ‘Liked’ their Facebook page. One day they posted favorably about a new project that was trying to raise funds, and I clicked through to the Prelude to Axanar Kickstarter. BH: What was it that made you feel that you wanted to support Axanar, and assist in making sure the production was a success? RW: I've always had a soft spot for fan-based productions, since I had sort of stumbled into one of my own about eleven years back, when I was an early supporter of the ‘Red vs. Blue’ series based on Microsoft's Halo game for the original Xbox. A bunch of the show's fans on their discussion boards wanted to make a series of their own to pay homage to the creators. These guys wanted to get started, but they didn't have a script. I offered to write them one. Then, we suddenly had to figure out how to navigate what seemed like a hundred different obstacles just to make a few short minutes of video. The kids that had the time to spend didn't have the equipment, or the money, and the older folks who had the equipment didn't have the time to put into it. So I wound up having to learn half a dozen different production jobs until we could find new people with the skills already in hand. For the first episode, I had to learn how to edit video, process audio files emailed in from cast members across four countries on three continents, hack the PC version of the Halo game to remove the heads-up display graphics, and make a theme song that didn't use any of the music from the game. As you might expect, when it was finally released, it looked like a total amateur job because it was a total amateur job. But, oddly enough, people liked it, and they wanted more. Then people started to volunteer, and I didn't have to wear five hats any more. Within a year, that stupid little show was selected to be shown at the 2005 Machinima Awards in Manhattan. Although we weren't nominated for any of the awards, we did get to meet some of the pioneers in the field, and made some good friends in the process.
Donor Spotlight: Reece Watkins
Brenda Handam is a guest writer for the Axanar blog. I recently had the honor of interviewing Reece Watkins, this is our conversation. BH: Can you tell us a little about yourself: including things such as your occupation, your location, what got you interested in Axanar? RW: Certainly! I'm a compute…
I recently had the honor of interviewing Reece Watkins, this is our conversation. BH: Can you tell us a little about yourself: including things such as your occupation, your location, what got you interested in Axanar? RW: Certainly! I'm a computer programmer by trade, but lately I've been doing mostly database applications. I live in central Georgia, about 100 miles south of Atlanta, and I came across Axanar purely by accident. BH: Which iteration of Star Trek became “your first” Star Trek? What drew you to that iteration? Can you briefly take us through how you became a Star Trek enthusiast and what has kept you a fan ever since? RW: The Original Series was my first, and it is still my favorite. I was a little too young to see it in its original run, but when I was in the second or third grade; it was re-running on my local NBC affiliate after school. I became instantly hooked. There was an intelligence to the stories that the standard network fare sorely lacked. There was just no comparison to such silly shows as "Lost In Space". BH: How did you find out about Axanar? RW: I had stumbled across Star Trek: New Voyages a couple of years back and ‘Liked’ their Facebook page. One day they posted favorably about a new project that was trying to raise funds, and I clicked through to the Prelude to Axanar Kickstarter. BH: What was it that made you feel that you wanted to support Axanar, and assist in making sure the production was a success? RW: I've always had a soft spot for fan-based productions, since I had sort of stumbled into one of my own about eleven years back, when I was an early supporter of the ‘Red vs. Blue’ series based on Microsoft's Halo game for the original Xbox. A bunch of the show's fans on their discussion boards wanted to make a series of their own to pay homage to the creators. These guys wanted to get started, but they didn't have a script. I offered to write them one. Then, we suddenly had to figure out how to navigate what seemed like a hundred different obstacles just to make a few short minutes of video. The kids that had the time to spend didn't have the equipment, or the money, and the older folks who had the equipment didn't have the time to put into it. So I wound up having to learn half a dozen different production jobs until we could find new people with the skills already in hand. For the first episode, I had to learn how to edit video, process audio files emailed in from cast members across four countries on three continents, hack the PC version of the Halo game to remove the heads-up display graphics, and make a theme song that didn't use any of the music from the game. As you might expect, when it was finally released, it looked like a total amateur job because it was a total amateur job. But, oddly enough, people liked it, and they wanted more. Then people started to volunteer, and I didn't have to wear five hats any more. Within a year, that stupid little show was selected to be shown at the 2005 Machinima Awards in Manhattan. Although we weren't nominated for any of the awards, we did get to meet some of the pioneers in the field, and made some good friends in the process.
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