All posts in Feature Journalism

  • Backchannel story: ‘The Sleeper Autistic Hero Transforming Video Games: Symmetra and Overwatch’, July 2017

    A feature story for Backchannel. Excerpt below.

    The Sleeper Autistic Hero Transforming Video Games 

    With Symmetra, Overwatch is quietly taking on the stigma of autism – and for the fans, effort means everything.

    Backchannel story: 'The Sleeper Autistic Hero Transforming Video Games: Symmetra and Overwatch' by Andrew McMillen, July 2017

    For Samuel Hookham and his younger brother, Overwatch was an obsession that took root last spring. They played the fast-paced shooter video game almost every day, passing the PlayStation 4 controller back and forth across the couch in their family’s California home.

    Samuel was surprised to find himself selecting a female avatar. Overwatch offers two dozen characters of different genders and races, each with a richly drawn personality. But when Samuel played, he was almost always Symmetra, a slight but potent warrior. Her weapon of choice, a photon projector, locks onto enemies and swiftly depletes their energy. In the hands of a skilled player, she could be one of the most devious and deadly characters.

    As he played, Samuel began to notice that Symmetra’s behavior was sometimes strange. She often misunderstood social cues. When her teammate, Torbjörn, cracked a joke—“Hehe, there’s something on your dress!”—Symmetra would respond literally: “No, there isn’t.” She craved structure and got overwhelmed with too much stimulation. In the middle of tense battles, she would turn her back on the action in order to, say, rebuild defensive sentry turrets. In a voice clip, she told her teammates that she believed “the true enemy of humanity is disorder.”

    It was all a bit odd. But in Symmetra’s strangeness, Samuel saw himself. Near the end of 2016, he had been diagnosed with autism, and the label was helping him understand the ways his behavior was different. Like Symmetra, Samuel tended to take jokes literally and could get confused by social cues that others navigated with ease. Samuel began to wonder if his favorite Overwatch hero was autistic, too.

    So when his English teacher asked the class to write letters to public figures they admired, he saw an opening. While his peers sent dispatches to the Nintendo headquarters in Japan, In-N-Out Burger, and Prince William, Samuel wrote to Jeff Kaplan, Overwatch’s director and a well-known personality thanks to regular YouTube updates. It was a short note—just a dozen sentences— focused on the question that had been bugging him.

    “Dear Mr. Kaplan,” Samuel began, “My main question is about Symmetra. She’s my favorite character, hands down. I just wanted to clarify: Is Symmetra autistic? As an autistic person myself, I’d love to know.”

    He addressed the letter to Blizzard Entertainment’s offices in Irvine, California, expecting not to hear back. A month later, a letter arrived.

    “Dear Samuel,” wrote Kaplan, “I’m glad you asked about Symmetra. Symmetra is autistic. She is one of our most beloved heroes and we think she does a great job of representing just how awesome someone with autism can be.”

    With 30 million players, Overwatch is among the world’s most popular video games. Kids like Samuel spend hours immersed in games, even though the avatars they control rarely reflect themselves. Characters with disabilities, characters of different races, characters with different sexual orientations, characters with autism—all are rare in video games. That means that when kids are building their conceptions of what heroes look like, they are almost never people with autism.

    To read the full story, visit Backchannel at its new home on wired.com.

  • The Weekend Australian Magazine story: ‘Thought Police: Patents, ideas and IP Australia’, June 2017

    A feature story for The Weekend Australian Magazine, published in the June 10-11 issue. Excerpt below.

    Thought Police 

    Got a great, original idea? Australia’s patent examiners will be the judge of that…

    Each weekday for the past 25 years, Colin Fitzgibbon has gone fishing. His intended daily catch is old ideas that will disprove the originality of supposedly new ideas. It is a subtle and cerebral way to spend one’s time, but as a patent examiner at IP Australia in the nation’s capital, he is tasked with ensuring that only unique and useful inventions are awarded an Australian patent. Fitzgibbon must be meticulous in his research and documentation, and sure of his arguments. Not only will much of his written work end up on the public record, but more importantly, those who are granted an ­Australian patent get the exclusive right to exploit and market their invention for up to two decades.

    The fisherman wears a blue checked shirt and black trousers. He has silver hair and blue eyes that dance back and forth across two computer monitors as he trawls international patent databases. If an applicant is attempting to claim an existing idea as their own, Fitzgibbon is tasked with reeling in the evidence. “We talk about the ocean of patent applications,” he says. “There’s lots of fish out there. How are we going to find that fish?”

    This is not to say he enjoys discovering old ideas that disprove new ones, or delights in dashing the dreams of backyard inventors — a diminishing pool. One notable side-effect of globalisation is that Australian patents now comprise a distinct minority of the ideas assessed by Fitzgibbon and his colleagues. In 2016, IP Australia received 28,394 standard patent applications; 91 per cent of those were filed by non-residents, with US nationals accounting for almost half of the total. Just 2620 applications were submitted by people living in Australia, with the CSIRO, universities and poker machine company Aristocrat among the most frequent domestic hopefuls.

    Fitzgibbon, 55, examines mechanical engineering inventions — his areas of expertise are ­agriculture and lifesaving — but refuses to deal with patent applications that involve weapons or ammunitions on moral grounds. “It’s a good job,” he says as he leans back in his chair. “It’s all about being meticulous, to make sure the applicant gets a patent that nobody else can challenge.” (If somebody disagrees with a patent being granted, they must file a notice of opposition within three months.) “Sometimes you’ll spend a week searching, at the computer seven hours a day, and you can’t find it.” At that point, a patent examiner has to wonder: “Is there something I missed the first time? Is that fish still out there, laughing at me?” says Fitzgibbon. “We’ve got tools, but we’re not perfect. There might be other fish out in the sea, but I’m guessing they’re out in the Indian, not the Pacific — or they’re hiding in the [Mariana] Trench.”

    To read the full story, visit The Australian.

  • Good Weekend story: ‘Trips To Remember: Psychedelic drug use and bad trips’, June 2017

    A story for Good Weekend magazine, published in the June 3 issue. Excerpt below.

    Trips To Remember

    They call themselves “psychonauts” – people who use drugs like LSD to embark on journeys of self-discovery and creativity. But how wise is it to go on a trip after life has taken a bad turn?

    Good Weekend story by Andrew McMillen: 'Trips To Remember: Psychedelic drug use and self-improvement', June 2017

    A few days before Christmas last year, two friends and I planned to take LSD together. We set a date and location: 10am Saturday morning, in a comfortable home, with a sober friend to keep a wary eye on us. The three of us are fit, healthy men in our late 20s; we are university graduates now employed in our respective fields. We have stable relationships, strong senses of self and a shared interest in occasionally ingesting substances that we know will twist our perceptions of the world in strange and fascinating ways.

    It would be a trip to remember. In my mind, I had already started rehearsing the day. The tiny cardboard squares of “blotter acid” would be removed from the freezer, carefully cut with scissors and placed beneath our tongues. The chemicals on the cardboard would be gradually metabolised by our bodies, before the pieces were chewed up and swallowed.

    For eight to 12 hours, the shared experience would further solidify our friendships. The LSD’s visual effects would make the walls and ceiling seem to bend and swoon. Colours would become intensified. It would inhibit our need to eat and drink and impair our sense of time.

    In conversation, our minds would make unexpected leaps between subjects, drawing inferences and relations that we might not have ordinarily seen. These leaps might make little sense to our sober friend, but perfect sense to us. In quieter moments, we would query the order and routine of our lives. Were there efficiencies to be made, or changes necessary?

    We would also laugh a lot – no doubt about that – and we would hear our favourite songs with ears attuned to different frequencies.

    Just a few days before the scheduled Saturday, however, I experienced a major professional disappointment. A writing project to which I had devoted more than a year of work would not be published. My self-confidence was shaken to its core, and despite unerringly good advice and support from those closest to me, I entered a period of mourning wherein I found myself questioning everything, even the wisdom of taking drugs that had been helpful before.

    To read the full story, visit Good Weekend.

  • The Weekend Australian Review story: ‘The Hardest Hit: Bliss N Eso and Johann Ofner’, May 2017

    A feature story for The Weekend Australian Review, published in the May 13 issue. Excerpt below.

    The Hardest Hit

    Since a tragic incident during the filming of a music video, hip-hop trio Bliss N Eso has changed its outlook on life and music

    'The Hardest Hit: Bliss N Eso and Johann Ofner' story in The Weekend Australian Review by Andrew McMillen, May 2017

    On Monday, January 22, a 28-year-old man named Johann Ofner left his home on the Gold Coast to go to work in Brisbane. Muscled, tattooed and quick to laugh, Ofner was thrilled by the role he had landed as a stuntman in a music video for an upcoming single by Sydney-based hip-hop trio Bliss n Eso. He called his friend and business partner as soon as he was picked for the part, and learned that his hulking presence was required for a scene ­involving a poker game that is disrupted by armed robbers.

    Ofner’s life was large and full, with key scenes, achievements and affirmations posted to his Instagram profile, where he had 19,000 followers. Many people knew him as Yogi, a nickname that had stuck with him since high school. An actor, athlete, stuntman and co-owner of a fitness training and lifestyle clothing business named AMPM, Ofner had recently recorded an appearance on the Nine Network television program Australian Ninja Warrior. It had not yet been broadcast, but he quietly hoped it might serve as the key to unlocking another level of his flourishing career in front of the camera. Ofner’s seven-year-old daughter, Kyarna, was an extrovert keen to follow in his athletic footsteps, as her own Instagram profile — set up by her dad — showed.

    The music video appearance was for a song titled ‘Friend Like You’, the second single from Bliss n Eso’s sixth album Off the Grid, which this week went to No 1 on the ARIA charts. Built on a message about being able to rely on the support of your loved ones during tough times, and a powerful vocal hook by American soul singer Lee Fields — “Is there anybody out there feeling like I do?” — its optimistic motif was in ­harmony with the trio’s overarching lyrical themes. Such positivity has long since struck a chord with Australian audiences: Bliss n Eso’s previous two albums both debuted atop the ARIA album charts in 2010 and 2013, and both achieved platinum certification of more than 70,000 sales. The group’s last major national tour was seen by more than 55,000 fans across the country.

    After a week-long production, the video’s final scenes were being filmed downstairs in a Brisbane city bar called Brooklyn Standard. From the closed set, Ofner posted media on his Instagram of the weapons that were being used in the poker robbery scene. “Our Asian gangster props today!” he wrote alongside a video of the firearms in their packing case.

    During the afternoon, however, troubling reports emerged. Later, detective inspector Tom Armitt addressed media gathered near the bar and announced that a man had died as a result of wounds to his chest. Soon his identity would be confirmed as a 28-year-old stuntman who lived on the Gold Coast. Johann Ofner would not be coming home from work.

    To read the full story, visit The Australian.

  • IGN Australia story: ‘This Vertigo-Inducing VR Game Will Scare The Crap Out Of You’, May 2017

    A feature story for IGN Australia that was published on May 28. Excerpt below.

    This Vertigo-Inducing VR Game Will Scare The Crap Out Of You

    Meet the Australian couple behind ‘Richie’s Plank Experience’, a hit indie VR title unlike any other.

    IGN Australia story: 'This Vertigo-Inducing VR Game Will Scare The Crap Out Of You' by Andrew McMillen, May 2017. Photo by Scott Patterson

    I hear a bright tone – ding! – and then the elevator doors open to reveal a vast cityscape stretching out before my eyes. Protruding in front of me is a wooden board, about three metres long and thirty centimetres wide – just thick enough to accommodate both of my feet, side-by-side. The task here is straightforward: just like the maritime method of execution, I’m meant to walk the plank.

    First, I must step up onto the board. I tentatively put my left foot forward, seeking the raised edge. I shift my weight and bring my right foot up to the timber. What’s most surprising is the immediate physical response that I encounter: my heart beats noticeably faster beneath my ribcage, and I begin sweating. My brain has suddenly thrown my balance into question, because never before in my regular life have I found it so hard to put one foot in front of the other.

    Heights have been problematic for me in the past: when I moved into a seventh-floor apartment in 2015, it took weeks for me to be able to stand by the edge of the balcony without gripping the railing or leaning backwards, away from the void. I had supposed this was an inherent self-preservation instinct retained from my ancient ancestors, who were smart enough to stay away from high places in favour of keeping contact with the earth. In the parlance of software development, I rationalised that this inbuilt aversion to heights was a feature, not a bug.

    A helicopter passes overhead, not far from where I’m standing. Out on the plank, eighty storeys in the air, I’m holding the two wireless controllers up above my waist, like ski poles. This is mostly for balance, I suppose, but also because my mind has been gripped by a set of emotions that I’ve yet to encounter in any other form of visual entertainment. It’s a cocktail of fear, exhilaration and anxiety, and it’s because my eyes and ears are taking in sensations which I know intellectually to be false. This is virtual reality, after all, and I’m playing a game named Richie’s Plank Experience. Yet out here, on the plank, real and fake are all but indistinguishable. All my brain is concerned with is survival.

    I only manage to shuffle about halfway across the length of the plank before giving in to the fear. My heart pounds, my skin prickles with sweat, and I’m completely out of my comfort zone. Before I put on the headset and headphones, I was just another guy standing in a building near the Brisbane River, watching a bunch of strangers attempt to walk a board that sits just a few centimetres off the ground, held aloft at one end by a hardcover copy of Steve Jobs, and a few stacked kitchen sponges at the other. Yet even after having watched these interactions and reactions play out on the faces of strangers, I was completely unprepared for the sensory overload that comes wrapped in the immersion. It’s simply too real.

    With careful consideration, I remove my right foot from the timber and reach out into space. For a moment, this act sends my mind reeling once again, and I give a clumsy shimmy from my hip before moving my left foot off the edge, too. For about four seconds, I fall toward the hard bitumen and slow-moving inner-city traffic. I turn my head to take in the last sights I’ll ever see. When I hit the ground, everything turns white.

    To read the full story, visit IGN Australia. Above photo credit: Scott Patterson.

  • The New York Times story: ‘How Australia Bungled Its $36 Billion High-Speed Internet Rollout’, May 2017

    My first story for The New York Times was published on May 11. Excerpt below.

    How Australia Bungled Its $36 Billion High-Speed Internet Rollout

    Its businesses and consumers burdened with some of developed world’s slowest speeds, the country is a cautionary tale about big-money ambitions.

    The New York Times story by Andrew McMillen: 'How Australia Bungled Its $36 Billion High-Speed Internet Rollout', May 2017

    BRISBANE, Australia — Fed up with Australian internet speeds that trail those in most of the developed world, Morgan Jaffit turned to a more reliable method of data transfer: the postal system.

    Hundreds of thousands of people from around the world have downloaded Hand of Fate, an action video game made by his studio in Brisbane, Defiant Development. But when Defiant worked with an audio designer in Melbourne, more than 1,000 miles away, Mr. Jaffit knew it would be quicker to send a hard drive by road than to upload the files, which could take several days.

    “It’s really the big file sizes that kill us,” said Mr. Jaffit, the company’s co-founder and creative director. “When we release an update and there’s a small bug, that can kill us by three or four days.”

    Australia, a wealthy nation with a widely envied quality of life, lags in one essential area of modern life: its internet speed. Eight years after the country began an unprecedented broadband modernization effort that will cost at least 49 billion Australian dollars, or $36 billion, its average internet speed lags that of the United States, most of Western Europe, Japan and South Korea. In the most recent ranking of internet speeds by Akamai, a networking company, Australia came in at an embarrassing No. 51, trailing developing economies like Thailand and Kenya.

    For many here, slow broadband connections are a source of frustration and an inspiration for gallows humor. One parody video ponders what would happen if an American with a passion for Instagram and streaming “Scandal” were to switch places with an Australian resigned to taking bathroom breaks as her shows buffer.

    But the problem goes beyond sluggish Netflix streams and slurred Skype calls. Businesses complain that slow speeds hobble their effectiveness and add to their costs. More broadly, Australia risks being left behind at a time when countries like China and India are looking to nurture their own start-up cultures to match the success of Silicon Valley and keep their economies on the cutting edge.

    “Poor broadband speeds will hold back Australia and its competitive advantage,” said John O’Mahony, an economist at Deloitte Access Economics. A 2015 report by Deloitte valued the nation’s digital economy at $58 billion and estimated that it could be worth 50 percent more by 2020. “The speed of that growth is at risk if we don’t have the broadband to support it,” he said.

    The story of Australia’s costly internet bungle illustrates the hazards of mingling telecommunication infrastructure with the impatience of modern politics. The internet modernization plan has been hobbled by cost overruns, partisan maneuvering and a major technical compromise that put 19th-century technology between the country’s 21st-century digital backbone and many of its homes and businesses.

    For the full story, visit The New York Times. Above photo credit: Jason Reed for Reuters.

  • Griffith Review essay: ‘Worlds Beyond: Teachable moments in virtual reality’, May 2017

    An essay for edition 56 of quarterly print publication Griffith Review, which is titled Millennials Strike Back. Excerpt below.

    'Worlds Beyond: Teachable moments in virtual reality' essay in Griffith Review by Andrew McMillen, May 2017Worlds Beyond

    Teachable moments in virtual reality

    The blue whale is only a metre or two away from me, and its huge right eyeball is level with mine. I have never seen the largest creature on Earth from this angle, at this depth, in these dimensions. Its body mass fills my vision, and I have to turn my head 180-degrees to take it all in. I’m standing on the bow of a sunken ship, and I have watched, enthralled, as this dweller of the deep sea approached from the dark-blue distance on my left. The surrounding schools of fish and graceful manta rays take little notice of the giant: for them, its presence deserves the equivalent of a submerged shrug; it’s something they see every day. But for myself, standing here on the ship, rooted in place in wonder, it is an extraordinary encounter.

    As it hovers before me, the beast blinks and emits a few curious groans before tiring of this underwater interloper. Just another human being. Boring. When it swims to my right in search something more interesting to look at, its tail-flukes almost lash me on the way past. In sum, I’ve spent only a minute in its company, but I feel as though quite a few things have changed. This is a fork in the road: my life can now be categorised as ‘Before Whale’ and ‘After Whale’. But perhaps the most astounding part of this experience is that it is running entirely on computer code. Even though every aspect of this scene feels real, it is not.

    After I watch the whale disappearing into the dark-blue distance, I turn around to see white text projected on the back of the sunken ship. It is a list of credits for the team of people who worked on this convincing simulation. It’s named ‘Whale Encounter’, and it’s part of a virtual-reality game called theBlu. In reality, you see, I’m standing in a tiled living room in New Farm, in inner-city Brisbane, wearing a headset that is attached to a powerful computer by a thick, black cord. The view from the balcony outside is filled by the Story Bridge. Beneath the steel structure runs the Brisbane River, where there are no blue whales, as far as I’m aware.

    Next, I use one of the wireless controllers in my hands to point and select ‘Turtle Encounter’. This is just as impressive as the previous immersion – and several minutes longer, too. In startlingly clear water, with the sun shining through the surface above me, I stand at the edge of a coral reef. A loggerhead turtle cuts a lazy circle above me, just out of reach. On my right, I’m approached by hundreds of football-sized bright orange jellyfish. Before long, these small creatures are accompanied by several enormous, man-sized giants whose tentacles trail behind them like windblown dreadlocks. Using the controllers, I can prod the jellyfish to affect their trajectory. It is simply gorgeous, and like the whale, it inspires a sense of awe unlike anything I’ve experienced while playing a traditional video game.

    When it comes to eliciting emotions, it appears that virtual reality is streets ahead of everything that’s come before. Moreover, it strikes me that this sort of experience could foster new understanding for children who struggle to process information that’s delivered verbally, or presented on a printed page. Any child can strap on a headset, fire up theBlu and take something away from the experience of feeling as though they are immersed underwater, inside a potentially dangerous and hard-to-reach part of the planet, while still engaging their minds in a way that a textbook, or even the most fervent educator, might fail to achieve.

    To read the full essay, visit Griffith Review‘s website and purchase edition 56, Millennials Strike Back. The image on the book’s cover above is credited to illustrator Laura Callaghan.

  • The Walkley Magazine story: ‘Weekly Email Dispatches From A Freelancer’s Lonely Desk’, April 2017

    A story for issue 88 of The Walkley Magazine, the quarterly publication for Australian media professionals. Excerpt below.

    Weekly Email Dispatches From A Freelancer’s Lonely Desk

    Newsletter as lifeline.

    The Walkley Magazine story by Andrew McMillen: 'Weekly Email Dispatches From A Freelancer’s Lonely Desk', April 2017. Illustration by Tom Jellett

    The email subject line in edition #139 was “Clown doctors, giant pigs and public shaming”, while #99 was titled “Gay twins, shot elephants and friendly magpies”. The intention is always to pique the reader’s interest, so that if they see Dispatches among a few dozen emails in their inbox, mine is the one they’ll want to open first, because they are curious about these three unique phrases—taken from the recommendations contained within—and want to know more.

    Every week, you see, I spend an hour or two compiling an email newsletter that is sent to people around the world. Some of them are my friends and family; others I have never met before, and have no idea how they came across my work. Since starting with zero subscribers in March 2014, I have now delivered more than 140 editions. The newsletter is called Dispatches, after the Michael Herr book of the same name. It is a space where I recommend excellent feature articles and books I have read and enjoyed, as well as podcasts, music, and my own recently published writing.

    Its format has remained unchanged in the three years since I started. There are three sections: Words, Sounds and Reads. I choose a relevant image to announce each section, because I know that an email newsletter consisting only of text can be a little overwhelming.

    Since the beginning, I have sent the newsletter on Thursday mornings. This was a deliberate choice: as Friday tends to be the busiest day for office workers scrambling to meet deadlines before clocking off for the weekend, I figured that seeing a long, considered email from me a couple of mornings before the workweek ends might offer a welcome reprieve. Setting an expectation around a weekly publication schedule might help to give others some structure in their work lives, too. (Perhaps I am projecting.)

    For the first couple of years, I would compile the recommendations on Wednesday, and then wait until waking the following morning to manually press “send” using a free online service called TinyLetter. Now, I publish it just after midnight, in the wee hours of Thursday morning—which suits me better as a night owl, anyway. It’s the last thing I do before going to bed, and it pleases me to know that, by the time I’m back at the desk the following morning, more than a hundred people will have already opened the latest edition.

    To read the full story, visit The Walkley Magazine on Medium. Above illustration credit: Tom Jellett.

  • The Weekend Australian Magazine story: ‘Dying Wish: In-home palliative care nursing’, February 2017

    A feature story for The Weekend Australian Magazine, published in the February 11 2017 issue. Excerpt below.

    Dying Wish

    Few terminally ill Australians get to spend their final days at home. When it happens, it can be the greatest gift of love.

    The Weekend Australian Magazine story: 'Dying Wish: In-home Palliative Care Nursing' by Andrew McMillen, February 2017. Photo by Justine Walpole

    It begins with the lighting of a candle, the bright tone of a ­ringing bell, and a card plucked from a deck of Buddhist prayer cards then read aloud: “Now may every living thing, young or old, weak or strong, ­living near or far, known or unknown, living or departed, or yet unborn – may every living thing be full of bliss.”

    On this Monday morning in a northern suburb of Brisbane, six clinical nurses and support staff are gathered around a table inside a building known as Karuna House. Its walls are painted pale blue, its ceilings are high, and pinned to a corkboard are dozens of booklets gathered from funerals and memorial services. These are some of the organisation’s recently deceased clients, for the nature of Karuna’s work is to offer support to ­people who are terminally ill, providing in-home palliative care services to about 50 families at a time. ­Written in red on a whiteboard is the number four – the tally of clients who died the previous week in mid-November; the same as the week before.

    In a corner of the room beside an open ­window sits Camille Doyle, 40, who listens intently while making handwritten notes on a printed page that shows her clients’ names, addresses and current assessment: “stable”, “unstable”, “deteriorating”, or “terminal”. This fourth stage is followed by bereavement, which involves caring for those left behind. Today Camille will visit four homes; by now, she knows these people ­intimately and the routes to their houses so well that she doesn’t need a map.

    On a bushy block in Samford Valley, 25km north-west of Brisbane CBD, sits a large timber house owned by a married couple of 49 years. When Camille knocks on the door at 11.30am, she is greeted by Sandra Huelsmann, a 73-year-old grandmother who wears pearl earrings and a ­silver heart necklace. “Hello, Millie,” says Sandra, smiling. They hug, and Sandra welcomes the nurse into a home she has visited regularly for the past six months, an unusually long relationship for Karuna. The longer duration reflects the complex nature of this particular palliative situation.

    On an adjustable bed in a room towards the front of the house is Tony Huelsmann, a retired dancer, choreographer and dance instructor whose skills were once in high demand at schools throughout Melbourne and Brisbane. Sandra was one of his dance students. He was 30 when they met, seven years older than her, and it was love at first sight.

    Born in Germany, Tony has spent much of his life in Australia. Now 80, he is dying from complications associated with several internal and ­external cancers, including a rash of angry red squamous cell carcinomas that have colonised the skin of his swollen upper thighs. These painful sores require daily dressings, performed by a personal care worker, while Karuna’s rotating ­roster of nurses help with symptom management, bed-baths, toileting and bedding changes, as well as emotional support for both husband and wife.

    Since May, Tony’s world-spanning life has been confined more or less to these four walls while Sandra cares for his every need. At night, she snatches sleep where possible. It is their wish for Tony to die at home and they are both determined to see this wish fulfilled.

    To read the full story, visit The Australian. Above photo credit: Justine Walpole.

  • The Saturday Paper story: ‘Schlock Therapy: The Clown Doctors of Lady Cilento’, February 2017

    A feature story for The Saturday Paper, published in the February 11 2017 issue. Excerpt below.

    Schlock Therapy

    In hospitals throughout Australia a dedicated troupe of clown doctors dispenses therapeutic comic relief.

    The Saturday Paper story by Andrew McMillen: 'Schlock Therapy: The Clown Doctors of Lady Cilento', February 2017. Photo by Jodie Richter

    In a quiet and unassuming corner of Lady Cilento Children’s Hospital in South Brisbane, a transformation is taking place. Inside a nondescript room are two women who seek to make people laugh so that they might forget their surroundings, if only for a few moments.

    Standing before a mirror in a small room, Jenny Wynter applies eyeliner to complement the bright red circles painted onto her cheeks, before picking up a watermelon-adorned ukulele to tweak its tuning. Louise Brehmer secures a series of rainbow-coloured hair ties into her pigtailed locks, dons a purple bucket hat, and fills the pockets of her white lab coat with an array of props. The final touch? Bright red noses, naturally, for a clown can feel only naked without one.

    Affixed to the lockers that occupy the back wall are photographs of six clown doctors, who work in pairs to prowl the bright-green building while spreading mirth. For a few hours at a time, these women dress up to stand out. They seek to become the lowest-status person in every room they enter; they aim for nothing more than to become the butt of their own jokes. When the red noses are on, they’re professional goofs. They act as outrageously as possible to make everyone around them feel better about themselves. “There’s not many jobs where walking down a corridor elicits a smile,” says Brehmer of their eye-catching costumes. “We’re here for the entire hospital, to bring an element of lightness to a serious place.”

    Brehmer has been doing this work for 16 years, and considers it a valuable addition to her career as a freelance actor. “I’m still learning,” she says. “Some days, I have no idea what to do in a situation.” Wynter is a comparative newbie: her background is in stand-up comedy, and she has been a qualified clown doctor since June 2016, having completed her “clownternship” after making 50 appearances in the role. “It’s so much about reading the room, and being willing to change at any point,” she says. “You’ve got to show up with an open heart.”

    On leaving the change room, they switch from friendly colleagues to partners in comedic crime. In the hallway outside, near an immunisation centre, they embrace and address each other by their stage names for the first time today. “Hello, Wobble!” says Wynter, who is now known as Doctor Angelina Jolly.

    As soon as they round the corner, they join the general population of the public hospital’s bustling second floor, and the improvised routine begins in earnest. Within the first five minutes of finding an audience, Doctor Jolly blows bubbles and distributes squares of toilet paper to some bemused boys, Doctor Wobble uses her stethoscope to check the heart rate of a visitor’s stuffed panda, and the pair of them launch into an enthusiastic rendition of “Twinkle, Twinkle, Little Star”, accompanied by Doctor Jolly’s ukulele. “A lot of the day is just spent cracking each other up,” says Wobble, while they ride an elevator up to the sixth floor.

    To read the full story, visit The Saturday Paper. Above photo credit: Jodie Richter.