Saturday, December 17, 2011

Propheteering

Last week, I visited a bit with Brandon Graham, the all-around nifty dude who draws King City and Multiple Warheads. He's currently writing a book called Prophet for Image comics, and the roster of artists he's brought onto the project is a murderer's row of new talent, including Farel Dalrymple and Giannis Milonogiannis. The first issue is drawn by Simon Roy, whose work I love very much:


I haven't been this excited about a new comic in... I dunno, forever. Having heard from Brandon what he has in store for future issues, I'm getting a little bit of that kid on Christmas morning feeling. Brandon gives his imagination a very long leash. I suspect that when I'm on my death bed and going over my list of regrets, close to the top will be remorse for not having been as brave as Brandon with my creative choices. If I could save game right now, live out the rest of my life the way it's currently headed, and then come back to today and live out my remaining days Brandon-style, I suspect the second game would be way more fun than the first.

Anyway, here are the first few pages that Brandon has posted on his blog. The first issue (#21, in deference to the previous Prophet series from the '90s) comes out next month. (Oh, and these very beautiful colors are by a guy named Richard Ballermann).






Tuesday, December 13, 2011

Hat In Hand

Does anyone work at, or know someone who works at, a Seattle-area game studio that may be looking to hire a reasonably genre-agnostic concept artist/comic book creator/low-poly modeler? Because I know a guy... oh, who am I fooling? I need a job.

This does not spell the end of Nonplayer -- in fact, this is just about the only way that Nonplayer has any chance of getting finished. And if I turn out to work faster while holding down a day job, I'm going to be kind of mad at myself for this whole meandering sabbatical. More mad at myself than I already am, I mean.

If anyone knows of an opening, please contact me at nonplayercomic at gmail. Resume and portfolio available on request. Apologies for the blog-spam.

Thanks!

Thursday, December 1, 2011

One Way to Fail

Every thousand years
This metal sphere
Ten times the size of Jupiter
floats just a few yards past the Earth.

You climb on your roof
and take a swipe at it,
Hit it once every thousand years,
'Til you've worn it down to the size of a pea.

Where you gonna be?
Where will you spend eternity?
I'm gonna be perfect from now on,
I'm gonna be perfect starting now.

-Randy Described Eternity, Built to Spill

When you're working on something big, the most difficult part is always the middle bit. Starting a project is easy -- you're full of new ideas, untapped energy, and naively optimistic notions about scheduling. And you'd be surprised what kind of spiritual reserves become available as the finish heaves into view.  But the middle is a drag.

If you'll indulge another cycling metaphor: drawing a (slow) comic is like riding (slowly) in the Tour de France.  The peloton has left you behind, the cheering crowds that lined the streets of the last hamlet can no longer be heard. The next town lies somewhere over the horizon, and the surrounding countryside does not change. There is no way to mark your progress, nor are there other racers against whom to measure your pace. The motorcycle-mounted camera has disappeared with the fast riders, so you don't even get the satisfaction of knowing your struggle is being shared.

There's just the sound of your breath to distract you from the pain in your legs. Occasionally, you pass a lone spectator who has waited patiently by the roadside to clap for you. There's also the rare heckler, who jeers as you wobble past.

But no matter how much the world begins to feel like a demense-covered treadmill, you remind yourself that the finish line is up there somewhere. It may be far away, but every turn of the pedals brings you a little bit closer. It took Lance exactly the same number of foot-pumps to get there as it'll take you.

The only way to fail is to stop.

I'm somewhere in the middle of issue 2 of Nonplayer. With my shoulder back in shape, my work-days are approaching their former length. But I'm comically late -- my milestone schedule mocked me today with the words "End Nonplayer #2." The drastic inaccuracy of that prediction would be funny if it didn't also trigger shortness of breath and a cold sweat. It feels like I'm failing. In slow motion. In public.

But I have to keep reminding myself: the only way to fail is to stop. All the predictions of doom and gloom, the retailers wailing about betrayal, the publisher bemoaning the loss of sales, the general sense of having been forgotten -- it's all immaterial, as long as I don't stop.

You may not see me, but I'm out there somewhere in the dark right now, pedaling. And knowing that there are other folks out there on their own stretches of lonely road, putting away the miles -- that's just about the greatest comfort there is right now. That, and this video.

Don't stop, you guys.

Tuesday, November 15, 2011

Podcasts are Better Than Arm Casts

Hi guys!

Arm's out of the sling and I'm drawing again. Hopefully we can push through to the end now.

I participated in a couple of podcasts this week. First, I was interviewed by Gaincarlo Paniccia over at Complete Geek Radio, and we had a splendid little chat. Thanks, Giancarlo!

Then I had a fascinating conversation with a couple of other artists who have been climbing Mount Comics over the last two years, Jason Brubaker of ReMIND and Daniel Lieske of the Wormworld Saga. We talked for more than two hours, and the first half of that epic roundtable can be found here. These guys are industrious, talented, and articulate creators, and I expect that a lot of interesting stuff will come out of this podcast in the future.

Cheers!

Monday, September 26, 2011

Oops

On the morning of Wednesday, September 14th, I crashed my bicycle. I was standing on the pedals, accelerating downhill from the intersection of Pine and Boren, when the chain popped free of the chain ring and the pedal jerked itself free from my cleat. I don't remember the crash. There was a "ping" as the chain came free, and then I was on my back, trying very hard to breathe. Some other bike commuters dragged me out of traffic and stayed with me until paramedics arrived, at which point my shirt was cut from my body and I was loaded into an ambulance. My shoulder hurt something fierce, and I had some pretty nasty road rash.

So what did I break? Well, I'll start with what I didn't break, which was my head. My helmet was completely cracked open above my right temple, so if I hadn't been wearing a lid, I would now be either dead or waiting in line at the brain store, receipt in hand. Let this be a lesson to you fellow velocipede cartoonists: the quality of your comics is likely to suffer if you damage your noggin. Please wear a helmet.

As to the final toll: I'll let this x-ray do the talking.


That thing that's in three pieces -- that used to be a collarbone. One surgery later, it looks like this:


I also broke my scapula, which means that when I went over the handlebars, my right shoulder took a very hard hit. Every bone connecting my right arm to my torso was broken.

In accordance with Murphy's Law, I'm right-handed. So Nonplayer #2 will be on hold until my arm comes out of the sling. I've heard a few theories about how long it'll be before I can hold a stylus again, ranging from one to three weeks. I've tried to write my name with my arm in the sling, and I can say pretty confidently that I'm not ready yet. Because ouch.

So what to do in the meantime? Besides watching MST3K reruns, of course.

I'm trying to use this time to review how things were going with the book before the crash, so that when I jump back into the work I can apply all that stored hiatus energy in a useful way.

If I'm grading the last six months of work honestly, I think I've earned a solid D+. I've done a few things right, and a bunch of things wrong.

Here's what I did right: I put in the hours. Though some have assumed that I've been goofing off for the last several months, I have never stopped working on the book. In fact, I probably put more hours per day into the second issue than I did into the first one, at least partly because of the increased pressure associated with having a first issue out in the wild. In fact, go ahead and replace that word "pressure" with "abject terror," because as soon as retailers started telling me I'd committed career suicide by not releasing an issue a month, I went into full-on panic mode.

And that panic was the source of almost every mistake I made. I've written here in the past about going slow to go fast, and while I believe strongly in the theory, it takes real guts to put it into practice. From the day issue 1 hit the stands, I've been hearing the rumble of that big boulder of failure coming down the tunnel after me, and I hit the ground running as fast as I could with issue 2. I roughed 25 pages in a couple of days, and then jumped right into final linework.

After six pages were complete, it dawned on me that they were boring. I'd begun the story with several pages of exposition-heavy dialogue between two people sitting in chairs. As with many prior impasses, this problem was resolved by talking the scene over with my wife. The solution turned out to be a fairly neat application of the adage "show, don't tell." But the prospect of implementing the fix forced a showdown between two equally horrified parts of my brain: one side was scared to release the book late, but an equally-frightened mental faction was mortified by the prospect of releasing a bad comic book. In the end, quality won out. The first six pages were re-drawn from scratch.

That's several weeks of work lost, but the drama doesn't end there. Soon after I fixed the intro, I began to sense that the book's pacing was wrong. There were several pages in the 12-panel range (which is high), and there wasn't a single one-panel page. Too much story was getting shoved into too few pages. Again, in my hurry to get the job done quickly, I'd made some questionable editorial decisions in the early going. My initial mantra had been "25 pages, no matter what." But after living for several months with a clunkily-told story, I began to despair.

Once again, after talking it over with my wife, I decided to make some changes. In this case, it was determined that since I technically had 30 pages to play with (a standard comic book is 32 pages, including the front and back covers), that I might as well use all of them. The idea of pin-ups was shelved, and the story was allowed to expand to fill the available volume. Suddenly, everything felt right. But there was some bad news. Yes, some radical surgery had to be performed yet again on the first six pages.

By now you're probably thinking that I'm an idiot. I won't argue with you. At the very least, this last half-year has been an expensive lesson in panic-mitigation. None of these problems would have occurred had I spent a couple of calm weeks roughing out the entire issue without letting circumstances frighten me into jumping the gun.

For issue 3, I think I may end up setting aside some large chunk of time (say, two or three weeks), and not letting myself do anything but thumbnails for the duration. If I finish them in three days, that'll leave two and a half weeks for revisions. And I'll be subjecting the results of this planning process to multiple third-party reviews. Lesson learned.

My trepidation contributed to one other unforced error. In my eagerness to finish the comic as quickly as possible, I decided that I'd need to work day and night. While I'd happily worked in a shared studio space for the last year, I didn't want to spend every waking hour away from home. So I packed up my Cintiq and moved my operation back home so that at least my nighttime work hours would take place in the general vicinity of my wife.

Now that I've worked at home, then at a studio, and then at home again, I can say one thing with certainty: working at home is a bad idea. There needs to be a clear distinction between the place where you work and the place where you relax. What gains I may have made by working at night were more than offset by all the extra recess minutes I snuck by sleeping in and taking long lunches. When my arm works again, I'll be giving some serious thought to moving back into a studio. If homework is still something I need to do, I'll go ahead and buy a second Cintiq (who needs to buy food anyway, right?) and set it up at home.

So where do things stand now?

Band-Aid removal in three, two, one: I was working on page 13 when I took my spill.

As bad as that sounds, I'm very happy with where things stand. Some really cool stuff happens in the second issue, and what's been drawn so far looks pretty good. In addition, the rest of the issue has been roughed out to the point where everything works well. The trick from here on out is to work quickly and efficiently without letting panic set in again.

What does that mean in terms of a delivery date? In the afterword to issue 1, I said it would likely take less than a year. In an effort to satisfy the letter, if not the spirit, of that promise, I think I'm going to shoot for March. This decision's a bit of a nail-biter, because I'll need to commit to that date before completing the comic. Which means that if page 29 suddenly turns out to be a trench-warfare drawing, things could get pretty ugly. But again, if I'm making sober decisions, uninfluenced by fear, everything should be fine.

So that's what I've been doing. How about you?

Tuesday, August 9, 2011

NEAR MINTerview Podcast

Quickie post (because darn it, I should be drawing right now).

My interview with Ben Peirce over at the NEAR MINTerview podcast went up today. If you're interested in hearing the details about how Nonplayer evolved from pictures on this blog into a full-on Image comic, you may find our chat illuminating! We also talk about the reasons for the issue 2 delay, as well as what's being done to get it finished. Plus lots of other stuff.

Ben's a great interviewer. I really enjoyed doing this one.

BACK TO WORK.

Thursday, August 4, 2011

Everything's Different But Everything's the Same

At around 1 p.m. PST today, Variety magazine reported that Nonplayer had been picked up by Warner Bros., which is a company that makes moving pictures. We (or at least I) had not anticipated this leak, so I was a little unprepared for the new experience of sailing Nonplayer out past the sheltering breakwater of the comics world and into the choppy seas of the Internet at large.

Over the past twelve hours, Nonplayer has become something of a lightning rod for certain angry constituencies inside and outside of the comics world. Probably most common is the "one and done" critique, which suggests that I have cynically created a single comic book with the express intent of selling it off to a movie studio, never to draw another comic again. Some see a dark portent in Warner Bros.' eagerness to sign on the strength of a single issue -- is this the moment when Hollywood's comic book strip mine hits the water table? And still others just think Nonplayer isn't developed enough, or good enough, to deserve this sort of attention to begin with.

So that I am not tempted to waste hours defending myself on the Internet, I want to lay out a few facts here and then leave this whole topic alone for the rest of time.
  • I will finish the Nonplayer story arc. It may take years, but it'll get done.
  • The second issue will not go slower because of the Warner deal. If anything, this deal makes it easier for me to devote myself completely to the comic.
  • I am very excited to see Nonplayer adapted as a live-action film. And because the producer behind the Harry Potter franchise is overseeing it, I think it stands a very good chance of being a visually striking, intelligent, and emotionally nuanced film. I don't see how the existence of a Nonplayer movie in any way effects the quality or meaning of the comic I'm drawing. I want to see Dana ride Pookie into battle on the big screen. That's going to be sweet, and you know it.
  • The deal was not made on the strength of the first issue alone. Warner was shown a very detailed breakdown of the entire story, and they liked what they saw.
  • Warner Bros. has shown a heartening eagerness to swing for the fences, creatively. Inception, Harry Potter, and the Dark Knight have taught them that there's a market for thoughtful fantasy, and I think you're going to see a number of unprecedentedly cool movies from them in the coming years. Yes, there have been too many superhero films lately. Does that mean that we should pooh-pooh every idea that finds its first expression in the medium of comics? It's a pretty broad medium, guys.  
Anyway, I hope that if you like the comic, you'll keep reading it as it (slowly) comes out. I'll be doing what I always do -- trying to figure out how to tell a story with pictures. I'm still wrestling with page composition and clunky dialogue, still using every blend mode to try and surprise myself with new color combinations. This morning, I spent way too much time trying to make a utility pole look good. Nothing has changed here at the studio.

This was all supposed to be fun, remember?