Interview with Steampunk’d Maker – Tobias McCurry, part 2

Welcome back for the conclusion of our chat with Tobias McCurry, one of ten contestants on Steampunk’d, the new steampunk reality game show from GSN.

Read part one here.


Airship Ambassador: Viewers of the show know that you were eliminated in the first episode, but let’s start at the very beginning of the process. How did you first hear about the show and the opportunity to actually be on it?

Tobias McCurry: Well this guy who works with Airship Ambassador pinged me, and I totally ignored his e-mail. Then he sent me another follow up e-mail, and I decided to be less of a jerk and actually submit some photos to the network. After that, zing! Suddenly Skype interviews, and suddenly a trip to LA for casting.


AA: Oh yeah, that WAS me, LOL. What was your interest or motivation to be on the show?

TM: While nobody would gawk at the chance to win a hundred thou’, I had a pretty strong feeling that the individuals with decades of experience would come out on top. Regardless of that, being a part of the competition allowed me to network and become friends with incredibly talented makers from across the country. I’m proud to be able to call many of them my friends, and look forward to working with them in the future.


AA: The final part of the selection process was a sample challenge to steampunk a common everyday item. What was your item and what did you do with it?

TM: The final casting challenge was hilarious in many, many ways. But what I will say is, I definitely went with the EZ-Mode route. I, without shame, (untrue) went and grabbed a foam dart blaster minigun. After working with incredibly limited materials, I eventually got a decent paintjob on it, rigged up a two point sling with a chain, and chugged cokes off of the nearby snack table in order to get some scrap metal which I adhered to separate parts of the minigun barrel. After a judge came and spoke with me about it needing a story, I then offered the tale of the French Revolution. My inner theatrical nerd needed Jean Val Jean to have a minigun. So after very little debate, I tied a bunch of red fabric and silk to the weapon and painted, likewise in red, 24601 on the weapon. #SteampunkLesMis


AA: Les Miserables and the Paris Revolution would have had a much different ending with you on board! What are some factors that you had in common with the other contestants or set you apart?

TM: In what set me apart, I seemed to be one of the few people, Charles (Mason) as an exception, who was competent with working with small props in foam. Not that, you know, it came into play too much.


AA: What were some challenges for you personally during the filming?

TM: Alright. So check this. You get to the hotel. You can’t talk to anyone. You’re sequestered. You’re placed in a hotel room (see: minor security prison) and not given a room key. There is no internet. There is no personal cell phone. There is a chirp phone, which you often order your food through. Let’s not forget a lack of booze of any kind with your meals. You are brought out of the cage and expected to either A. Look pretty, or B. Make cool stuff. While A and B were awesome. The downtime was killer. You’d stress over projects and mull them over in your head. Read a lot. Stuff like that.


AA: No internet?! It’s a wonder any of you are still alive! How was it coming home and getting back to your regular schedule and life?

TM: It wasn’t! After I got home, I immediately traveled to New Jersey and Massachusetts to go be a nerd and LARP, followed by being flown out to Gencon to be a right proper booth babe (otherwise known as boardgame beefcake, hall hunk, booth bro, etc.) for Incredible Expeditions, The Quest for Atlantis, a steampunk board game by Liz Spain.


AA: LOL, it’s good to know you have options in life! What suggestions do you have for people who are thinking of applying for a possible season 2?

TM: … Learn interior design skills… and carpentry.


AA: Now that the show has aired, what comes next for you?

TM: I’m off to look for new and amazing projects! Currently I’m heading the marketing for Dystopia Rising: Washington, and I will be a guest at Steamposium, a steampunk con in Seattle. (Cough I like guesting cons.) I’m debating pulling together a small crafting company, but I very much live in the now. We’ll see what opportunities arise, shall we?


AA: Looking beyond steampunk, what other interests fill your time?

TM: I am a Live Action Roleplayer, and often participate in the post-apocalyptic zombie LARP Dystopia Rising, along with Vampire: The Masquerade. Though I founded such roots in the Steampunk LARP, Rise of Aester. Furthermore, I very much enjoy theatre, and have professional experience both in the spotlight and behind it. Otherwise, I spend my time attending various conventions, events, shenanigan based congregations, and places where people think it’s cool to high five in passing.


AA: How do those interests influence your work?

TM: Theatre has given me a solid understanding of what an audience is looking for in a performance or presentation. Along with the technical knowledge I’ve gained through it, I’ve become a terrifying amalgamation of gimmicky knowhow and practical application. LARP has also lent for my desire for a costume to be rugged, something that does not only last, but is also useful and comfortable in almost any situation.


AA: There’s only so much time in a day – what interests don’t you have time for?

TM: Much to the dismay of my wallet, I make the time.


AA: I’m sure many us completely understand that. What other fandoms are you part of?

TM: Well. I could probably spout more Warcraft lore than the average human being… those were a dark seven years. I primarily enjoy my PC gaming, and am slowly waiting to perhaps maybe kind of put together a Final Fantasy VIII cosplay together. (Definitely Squall.)


AA: Are there people you consider an inspiration, role model, or other motivating influence?

TM: There are literally dozens. I get to meet so many talented individuals in the Steampunk world, I am driven to at least try and stand alongside of them in spite of the fact that they are absolutely way cooler than I am.


AA: Any final thoughts to share with our readers

TM: You guys are clearly the coolest for even checking out this interview. Thank you for the support, and I hope to meet many of you in the future.


Thanks, Tobias, for catching up with us and for sharing all of your thoughts. We look forward to hearing about your next projects!


Keep up to date with Tobias’ latest news on his website.

Also, check out his exhibit page at The Steampunk Museum.

Follow the latest news about the show on the Steampunk’d website.

Published in: on August 20, 2015 at 7:17 pm  Comments (1)  
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Interview with Steampunk’d Maker – Tobias McCurry

This week we are talking with Tobias McCurry, one of ten contestants on Steampunk’d, from GSN, the Game Show Network. Steampunk’d is the first steampunk reality show to be broadcast on cable television.


Airship Ambassador: Hi Tobias, great to have you here and to catch up!

Tobias McCurry: Hello! Of course, thank you for the invitation!


AA: How much fun to be on the first steampunk reality show on TV! As a brief summary, how was it for you?

TM: I had a lovely time on the whole. It was an amazing opportunity to be able to meet some of the top names in steampunk tête-à-tête. The people were why I wanted to be there, and the maker’s competition sounded entertaining. I didn’t have high hopes, but when I was drug into the fold, I was immediately pleased with the company and the tasks at hand.


AA: Sounds like a rewarding experience! How long have you been involved in the steampunk community and what brought you into it?

TM: I’ve been involved in steampunk since approximately 2009 when I decided to attend my first Steamcon (AA note, Steamcon was held in Seattle, Washington, USA, from 2009 – 2013). I had some family involved with some steampunk jewelry crafting, and having been invited, I thought I had no reason not to attend. That being said, I made a lovely decision. It also got me into Live Action Roleplaying, with a game, Rise of Aester, which kept me in the community.


AA: How long have you been building and creating things, and how did you get started?

TM: I have been making things since ’09 as well. Since then, of course, my skills have grown exponentially through the mentorship of many of my extremely talented friends. I am fortunate to be surrounded by crafty individuals who haven’t minded showing me the ropes.


AA: That’s one of the great things in our community, how we help each other learn and grow. What is it about steampunk as an aesthetic that appeals to you?

TM: The steampunk aesthetic appeals to me because it is an extremely open framework. While we take a lot of the understanding of the genre from the Victorian era, Jules Verne, Lovecraft and dozens more, it is a genre that can be interpreted into very many forms, functions and fashions. Steampunk is all encompassing, and can be applied to nearly any aspect of life.


AA: There are certainly many expressions of steampunk and in many areas since it began growing well past its literary roots. What are some designs or materials that you tend to work with the most?

TM: I enjoy working with leather and metal, but have had the most experience with EVA foam, as I have been doing a lot of live action roleplaying game oriented crafting for Dystopia Rising.


AA: What are some signature elements in your work that make it stand out as recognizably something you created?

TM: I appreciate a good gimmick. Everyone has their niche that people recognize. For example, look at my stilts and flash gun. Not everyone is wearing jumping stilts, granted, some people are. In which case, why not mount a flash-gun to your wrist? Who doesn’t like fire?


AA: Haha, fire makes everything better? What is something that you’d like to create but haven’t done so yet?

TM: As of right now, I’m looking to create several new costumes that will act as upgrades to my frequented genres. For the Renaissance Faires (to which I often end up portraying characters from the golden age of piracy, granted,) I need a new swashbuckling outfit that will be suitable for stage combat use. I also look forward to creating a very post-apocalyptic interpretation of what I can only say will be an odd mix of occult plague doctor, and grave robber, for the sake of one of my LARPs, Dystopia Rising.


AA: How has your work changed over time? What are some key lessons you’ve learned along the way?

TM: My work has changed drastically over time, much akin to anyone who starts out with something new.


Time for a quick break in chatting with Tobias.

Join us for the conclusion where he talks more about being involved with the show.


Keep up to date with Tobias’ latest news on his website.

Also, check out his exhibit page at The Steampunk Museum.

Follow the latest news about the show on the Steampunk’d website.


Published in: on August 19, 2015 at 10:05 pm  Comments (2)  
Tags: , , ,

Steampunk’d Episode 1 Recap

“Welcome to a world

unlike anything you’ve ever seen.

This empty house is going to become

a living, breathing reflection of pure imagination.”


With those words, host Jeannie Mai opened the premiere episode of Steampunk’d, the first ever steampunk reality competition television game show.


Produced by Kimberly and John Ehrhard of Pink Sneakers, along with Jennifer J. Duncan, GSN, the Game Show Network, is broadcasting the first steampunk show of its kind to the broader mainstream audience.


Steampunk, the aesthetic which exemplifies and evokes the style and design of the 1800s, has been growing and expanding far beyond its original literary roots of the last hundred years. It can now can be found in multiple and varied expressions in the forms of art, music, fashion, and design.


For people new to steampunk, that visual design motif may be first recognized in the 1954 Walt Disney film version of Jules Verne’s 20,000 Leagues under the Sea, starring James Mason as Captain Nemo, and both the television and film versions of Wild, Wild West, starring Robert Conrad and Will Smith, respectively. In all those examples, future technology happened early while retaining the artistic flourish of the nineteenth century – high tech built from low materials, decorative form is as important as mechanical function.


There have generally been two approaches to visual steampunk design in the last decade or so – imagining what something would look like in an alternate technologically advanced 1800s often with a modern twist, and that of using the items and ideas from that century in wholly new and modern ways.


For the former, popular examples would include the keyboards and computers from the late Richard “Doc” Nagy and Jake Von Slatt, and artwork by James Ng and Aimee Stewart. For the latter, there are ever increasing examples as home, business, and commercial spaces use classic designs and materials in new and unexpected ways.


It is these design ideas and approaches that the ten contestants of Steampunk’d will use and create in each episode, competing against each other for a grand prize of $100,000.


SPOILERS AHEAD! Stop reading now if you don’t want to know the winners, losers, or design elements of this first episode.



After Jeannie’s introduction, the contestants entered their new home for eight episodes, a large work space and stage filled with inspirational steampunk artifacts.

First in are Niki “Lady Hawk” Philips, costumer from Talahassee, Florida, and Tobias McCurry, prop maker from Seattle, Washington; followed by Morgan Olsen, steampunk stylist from Los Angeles, California; Tayliss Forge, corset maker from Lake Forest, California; and Ed “Steampunk Eddie” Thayer, steampunk builder from Jackson, Michigan.


The second half of the contestants arrived – Ave Rose, sculptor from Culver City, California; J.W. Kinsey, carpenter from Silverton, Oregon; Karianne Gottschalk, who does leather work in Madison Heights, Michigan; Charles Mason, maker from Hillsboro, Oregon; and James Neathery, watchmaker from Hermitage, Tennessee.

After introductions, Jeannie explained the format for the competition – two teams, which changed composition in each episode, would compete to build a winning steampunk’d designed room to be placed in a life sized doll house. After the weekly challenge, the two best makers would become team captains for the following week, and the weakest maker would be sent home in a blast of steam.


Ground rules in place, Jeannie introduced the three judges who would be assessing each team’s work on originality, creativity, and design – Matt King, writer, producer, and creator of the web series, World of Steam; Kato, model and fashion entrepreneur; and Thomas Willeford, maker, artist, and author.

Leaping right into the first challenge, Jeannie led the contestants to the heart of every home, the kitchen. While there are many individual expressions of steampunk, she made it clear that this week’s vision should be retro-futuristic, and include a character and a Rube Goldberg-type device to serve breakfast. The judges let everyone know upfront what they wanted to see – Matt was looking at how they’d repurpose everything in the existing kitchen, Kato would be reviewing their character’s fashion, and Thomas wanted to see their devices.

Jeannie split the group into two predetermined teams and sent them on their way. The first team was Morgan, J.W., Charles, Tobias, and Lady Hawk. The second team was Ave, Eddie, Tayliss, Karianne, and James.

With just three days to complete their task, the teams ran off to the workshop to choose their captains, and then discuss a theme, make a plan, and get out to the ‘Punkyard” for supplies, not necessarily in that order. Clearly, everyone had their own perspective on how to run a project and how to execute a vision and not everyone was on the same page. J.W. claimed captainship of his team, citing two decades of contractor experience, and sent everyone out to find one item that inspired them in some way before returning to brainstorm some design ideas. Morgan had completely opposite thoughts how to go about doing things, but yielded to J.W.

Ave and Eddie both volunteered as captain for their team, and after brief discussions, Eddie was chosen by everyone, also for his building experience. Eddie’s plan seemed to be for everyone to just get to work, but without giving direction to anyone regarding their specific tasks or an overall design concept.

Both J.W. and Eddie are used to working alone, and the effects of that quickly became drawbacks in working with their teams. Projects of any kind need a leader with a vision, and when working with a group, concepts and delegated tasks need to be communicated clearly and consistently. With any team, it’s important to get status and hear about concerns before they become actual problems.

Team J.W. proposed his idea for a strong color palette, Victorian-theme, and built in futuristic machinery. He took on the woodwork, Morgan the costuming, Charles the appliances, Lady Hawk the fabrics, and Tobias the Rube Goldberg device.


Team Eddie had a rough time delegating tasks, having no clear design or story idea. Ave tried to propose ideas but Eddie shut her down while still having no concept of his own to offer. In the end, Eddie took on the Rube Goldberg device, Tayliss the costume, James the cabinets, Karianne the costume mask, and Ave the sculptures.


The first day ends with Team J.W. way ahead with construction well underway, and Team Eddie in the midst of a mostly demolished set. One captain is confident, the other is ready to charge forward for a good second day. Team members, however, don’t seem as sure about next steps.

Day two starts much on the same notes – one team has assigned tasks, the other is going to wing it. The stress is mounting as the clock counts down, and hard feelings get verbalized as Ave tries to work through her increasing frustrations with Eddie’s lack of leadership and direction. “He might be a good builder but that doesn’t make him a good captain,” she says.

As the day continues, project status flip-flops as Team J.W. stumbles over priorities and Team Eddie seems like just maybe their separate ideas will coalesce into a cohesive theme. Maybe.

As the clock counts down the final minutes, Jeannie and the judges arrive while both teams scramble to complete their work. The last pieces are put in place, the floors cleaned, and all hands raised as their time is up.

Team J.W. is up first to explain their concept and execution in trying to steer away from clichéd steampunk colors and memes. Boldly colorful as it was, the judges were not impressed with the breakfast device, which was a meat grinder and waffle maker, and Tomas was clearly disappointed when J.W. remarked that the device really wasn’t a project priority. As Matt remarks later, it’s not a good thing in a competition to leave one third of the requirements off the table.

Team Eddie was up next, explaining their concept of their kitchen as a reminder of days gone by. With a color scheme of black, grey, copper, and silver, the room was filled with accents that each member was keen to talk about. Everyone had a chance to share their work and how they worked together to bring everything together. Judges liked those elements individually, but expressed uncertainty about a cohesive theme.

After the review, the judge’s deliberations began and they didn’t cut corners in noting what they didn’t like in each design. J.W. is a great craftsman but Thomas felt the end result looked like a country kitchen. Matt thought that Eddie’s kitchen had too many unfinished pieces in it. Points for design were awarded to J.W, while retro-futurism, functionality, and creativity went to Eddie. The multiple individual gadgets really made Eddie’s kitchen more steampunk but contributed to the lack of a unifying theme, while the robot was deemed the only real steampunk element in J.W’s wonderfully handcrafted kitchen.


Discussions complete, the makers lined up against the backdrop of Nightflight by Aimee Stuart and waited to hear that the winner was …


Team Eddie.


Jeannie announced the two best makers who would be captains for the following week’s challenge – Ave, for her influence and impact on every major piece in her team’s design, and Morgan, citing her work on the robot costume and how it really brought the steampunk element into the finished kitchen.

Captains and safe contestants departed, leaving behind the two weakest makers– J.W. and Tobias. Only one could remain, and the judges determined that it would be J.W. who would get a second chance. Will he learn any lessons from this first challenge before he claims captain-ship again?


Before Tobias left through a blast of steam, the judges shared some encouragement for his enthusiasm and wished him well.

With the first room in the dollhouse complete and installed, viewers were teased with upcoming snippets – emotional stress takes its toll, designs are brought to life, and each week, some makers get closer to the grand prize. Ambulances, yelling, and plotting versus creativity, cooperative competition, and amazing design work – how is this going to play out?

What did you think of this episode? Did the best design win? Was the weakest maker released? What would you have done differently? Who was the maker that you would like to see more of in the coming weeks?

Leave your thoughts below in the moderated comment section.

Tune in next week for episode two. Which room will it be?


Published in: on August 19, 2015 at 10:05 pm  Comments (10)