House Teams

Pittsburgh just got a new wave of house teams. Apparently New York did too.

Back when I was more involved choosing teams, I wish I had had the courage and clarity to post some of my thoughts publicly that I had shared privately with those who were concerned enough to ask. Not specifics of one person's auditions or another, but the kind of insights Will Hines shares in the posts below. They are reflective and offer his perspective from the other side of the desk. (I'm not saying Pittsburgh has the same issues, but I respect his candor).

Teams Are Valuable But Overrated

What does "there aren't enough spots" mean and why does that sound like a half-hearted way of cheering up people not selected? 

The End of the World Show: Early Days

In the first post of this series, I looked at the seed of the idea for the End of the World Show. In this part, I move on to the next step. Specifically, how I began to organize my thoughts, book the venue, and find the cast and other collaborators.

I am an incessantly organized person who lives his life by Google Documents. When I first decided to actually pursue the idea, I spawned a bunch of docs:

  • A high-level doc to jot down thoughts. This included the premise, notes on the process, and notes on the show format. FWIW - this was the original premise:
An alien race has descended upon the Earth and decided to obliterate the race (enslave us?) and use the planet for its resources (destroy the planet?). One of the alien “teenagers” has fallen in love with an Earthling and has brought her friends to the alien council (presided by some cast members but essentially the audience) to prove the humanity of the human race. Unprepared, the humans play some short form games to entertain the aliens but also prove our human emotions and relationships are worth saving. In the end, the council takes a vote to decide the future of mankind.

This poor description changed over the life of the show, but it sold it to the theater, the cast, and many of the collaborators.

  • A cast / rehearsal spreadsheet. I sent an email out to about 20 improvisers I thought might be interested in taking this journey with me. The response was overwhelmingly positive, except for some who were busy. I credit my success for not asking for any commitment early on, and just wanting help figuring out if the show could work. I tracked responses and when people could be at what. 

  • Press. This was the first time I had done a lot of aggressive press, particularly "traditional" press. As we were starting to explore the form, I was already writing the first press release and Facebook copy. With advice from Abby Fudor, I started to put together a fun press packet.

Masha Fikhman did amazing face paint for the cast and audience. And she hung a few paintings at Arcade. Win win!

The rest of the early days were a whirlwind of collaboration. This was a passion project: no one was getting paid; everyone was volunteering time. Why? Often because I could include them in the marketing, sometimes because we could show their work (see photo right), and mostly because it sounded fun.

I first connected (through Scott Andrew) with Spencer Diaz and Nico Zevallos who would work on the animation for the project. They were excited to help out, we set some expectations and were off to the races. Next was figuring out music. I talked to Eric Singer -- friend and creator/player of musical robots -- who connected me to Herman Pearl. While neither could help with the show, Herman introduced me to QLab which was the life-blood of the tech and both led to leads on a theramin (that sadly never panned out). Finally I got Michelle Horsley on the hook for live music. 

Arcade Comedy Theater co-founders Michael Rubino, Randy Kirk, Abby Fudor, Jethro Nolen and Kristy Nolen. (Photo courtesy of David S. Rubin)

At some point, I decided I was ready to really put this up and approached Kristy Nolen, Creative Director and Programming Director of Arcade Comedy Theater about putting up the show. I said that I wanted to do a run of shows where people dress like aliens and care about each other and there's a lot of tech and press and Kristy said, "Yes! How can we help?" All 5 of the Arcade directors helped make the show a success with creative help, marketing, design, use of the space, and so on. 

We were now in motion! I have a list of 39 people who contributed to the project and I apologize that I don't have time to discuss all of their contributions here. I want this series to be a little bit about End of the World and a lot about what worked in case you want to create your own ambitious show. Suffice it to say I really could not have done it without those 39 people.

The End of the World Show: Inception

End of the World Logo (by Mike Rubino)

I've been hard at work: at my job, the Pittsburgh Comedy Festival, and the four weeks I have been living and breathing The End of the World Show.

I thought I would write a series about my experience putting the show together -- as a journal for me and for anyone interested in the lessons I learned.

This maiden post is about where the show came from. I mentioned this briefly in the NakYouOut interview, but it one of the first questions people ask me. 

I had been toying with a big, theatrical improv production for many years. Scotch 'n' Soda did a few mainstage improvised productions in the years before I arrived (and one while I was at CMU) -- and that idea was always appealing to me. What if we did an improv show with a theater production schedule? Rehearse for a few weeks with a dedicated cast, put up a run of shows (build an audience, get some buzz in the press), and then all move on with our lives?

I've also been wanting to do an envelope show. I knew the concept but the term I got from Asaf Ronen's book Directing Improv. He describes an envelope show as one in which the improv -- in this case, short form games -- are motivated by a frame story, an envelope. I loved the idea of building up characters in rehearsal then playing them over the course of 4 weeks. Those characters could grow and arc over the course of the show, and we could really take the audience somewhere even as we play games. And further, that the games themselves would be affected by the envelope. They would not have that "here's what we're doing can I get a location?" feel because the actors (in the plot) are not improvisers. They're just people trying to save the planet. 

A painting that's been in my bedroom since I was a child

The final motivation was of course that I believe all improv is about people. I want to see true human relationships on stage. So I devised a scenario in which this was of the utmost importance -- in which humanity itself was at stake. My lifelong attraction to space (see photo) naturally drew me to the alien dystopia but it was just a convenient narrative to put on top of these themes.

Stay tuned! In the rest of the series, we will be looking at workshopping the form, the rehearsal process, collaborations, tech, press and more!

You also have 2 more weeks to see the finished product!