Sunday, October 24, 2010

Interview; Chrissie Zullo


I've had the pleasure of getting to know Chrissie Zullo meeting her at Sketch Charlotte. Chrissie lives and works in here in Charlotte. Her work so far to date has mostly been for DC Comics for their Vertigo Imprint (a page from her recent issue of Madame Xanadu on the left) but I wouldn't be surprised if she starts getting more work for other publishers soon enough. I was really interested in interviewing her because her work tends to involve a lot of mixed media, as well as use of digital manipulation.

Her art blog can be found at http://chrissiez.blogspot.com/ and I would also recommend going to this really wonderful interview with her at Comic Book Resources.

Comics Connections: Can you talk a little about yourself and the work you've done up to this point?

Zullo: I got my start at the DC Talent Search at San Diego Comic-Con, and was lucky enough to get asked to be part of the Fables family shortly after, doing the covers for "Cinderella: From Fabletown with Love". I've also done some Star Wars Sketch Cards, a cover for Hack/Slash, and interiors for an issue of Madame Xanadu. I've been very fortunate to work on projects I love!

Comics Connections: What artistic training have you gone through?

Zullo: I've been drawing my whole life, and graduated with a BFA in Illustration from UNC Charlotte's Rowe Arts School.

Comics Connections: What is your process like?

Zullo: I usually start small, figuring out the overall composition from a distance. I then blow-up my idea, and take it to a much larger scale, at least double the printing size. I try to work in different mediums to keep things fresh and interesting for me- anywhere from inking to acrylics to oils to Photoshop. Every project is different though.

Comics Connections: Which tools do you use to craft your covers and interiors? Does what you're working on determine the media that you use?

Zullo: I think so, as different mediums suit different projects... I couldn't have oil painted 22 pages in the time restraint for Madame Xanadu, but ink washes worked great. Since I get more time on the covers, I spend more time with the painting process with oils.

Comics Connections: I know that you work with both physical media (pencil, ink, watercolor, etc.) and digital media. What is the percentage of work done with physical media and percentage done with digital? Can you talk about the pros and cons of using both?

Zullo: I'm not sure about a percentage, maybe 70/30? I try to keep most of the work outside the computer. When it's all in Photoshop, I don't feel like it's mine anymore. I like to do color washes in Photoshop, that way I have more control and can fix mistakes. The definite pro to working in Photoshop is the "undo" command, but working in real mediums can give you elements that you just can't create with a computer.

Comics Connections: Do you keep a sketchbook (or use something else) for experimenting with different physical media? How much experimentation do you do with different media?

Zullo: I do keep a sketchbook, but it is strictly pen and ink. For experimenting, that usually happens on the project! I think it keeps things fresh, and sometimes pays off to some great surprises. I try to work carefully though so that it wont backfire...

Comics Connections: How is designing a cover different from doing the interior of a comic? What similarities are there?

Zullo: It's easier to make one stand-alone image, but panel-to-panel has such a great payoff because you get to really tell a story, and it feels like creating a movie.

Comics Connections: When you draw interiors, do you tend to pencil very loosely or very tightly? How much planning goes into your inks?

Zullo: I try to stay loose with pencils, because focusing on minor details can throw off your composition. There is a lot of pre-planning in the pencil stage of the interiors, but I try to leave some openness so little things can be added in the inks.

Comics Connections: Since you handle the color for your covers and interiors, can you talk a little about your process when it comes to color? What sort of things do you consider as you're putting color on top of an image? How important is it to consider how that color is going to look when you go to print? Do you tend to stick to particular color schemes?

Zullo: I color in Photoshop for the most part, and a color palette is talked about in the thumbnail stages. I try to stick to simple palettes so it keeps the picture tied together, and then use key colors to draw the eye to different spots. I try not to think of it as the hair is blond, the dress is red, so fill in those colors here and here. It's more of how light is hitting and object, and what kind of mood are you trying to convey. I think that's why it helps to work in gray-tones first, so you are not so worried about color but more about the values of the picture.

Comics Connections: What advice can you give to cartoonists and illustrators regarding craft?

Zullo: That's so strange to be asked that, because I still take need advice and watch tutorials and study how other artists work every day. I guess any advice I can give is keep learning and nurturing your craft, watch other artists, but most importantly, draw for yourself and what you love to draw, because that will be your best work.

Cover by Chrissie Zullo from Cinderella; From Fabletown with Love

Sunday, September 26, 2010

Interview; Brandon Graham


I discovered Brandon Graham's work in a way I think that Brandon would appreciate; I randomly came across his book Multiple Warheads on the stand and bought it on a whim. Multiple Warheads was a book that was a pleasant shock for me and I was sold on Brandon's work ever since. His book King City (left), which originally came out through Tokyopop and is now about to complete it's run through Image Comics, is easily one of the best books of the last 5 years to come out from a major direct market publisher. Brandon's comics are easily some of the most beautiful to look at, are full of humor, and yet very personal. Brandon also has one of the best blogs about comics where he talks about artists he's currently enjoying or found, his process, and talks about the comics and books he picks up. Brandon was generous enough to volunteer some of his time to give this interview.

Brandon Graham's blog can be found at http://royalboiler.livejournal.com/. Please be warned some images he posts are not safe for work.

Comics Connections: Can you talk a little about yourself and the books that you've done?

Brandon Graham:
Sure, I grew up with parents that were both deep into science fiction and an older brother that's an artist so I got the idea in my head that all I would ever want to do was make comic books when I was really young. It was before I can remember, my mom tells me I announced to her that I was going to be a comic artist when I was 7. I like to joke that I didn't really have all the facts then to be making life plans like that--but it seems to have worked out.
I've been drawing comics all my life now and it's become my therapy and entertainment.

Most recently I did King city, about a guy who has a cat that can become any tool or weapon--that's coming out through Image comics monthly, the 12th and last issue comes
out next month. Right now I'm working on a Russian werewolf fantasy comic called Multiple warheads.

CC: Can you talk a little about your experience as a comics reader? Your tastes are really far reaching and pretty catholic, so I'm wondering how that developed

Graham: My older brother Keith, brought a lot of it home. He was into a lot of european and small press comics and he would dig up tons of interesting books he brought home a shonen jump for me from a japanese grocery store I was around 12 or 13, that was a huge deal to me.

When he was away at college I had been suspended and later dropped out of school, I spent a lot of time going through all his boxes of books.

So i was just left alone with all these fantastic books.

CC: What kind of artistic training have you had?
Graham: My older brother nudged me in the right direction I remember him teaching me how to draw feet from the front and I've got some friends that have taught me a lot about drawing and I read a lot on it. No schooling on art though, I had a hard time with school early on and never equated it with drawing.

I've since seen some great teaching on art so I'm certainly not opposed to it

World building
CC: One of the things that I really love about your work Brandon are the environments and world building that is very much apart of your work. How much of them are influenced by the cities that you've lived in throughout your life?

Graham: Thanks.
A lot of it is pretty direct, even if I'm trying to do it as a joke with people getting stabbed in the background A lot of that is me trying to show how living in a city can feel some days. Also I like to try to relate the stuff I draw to real places that I've been. And at the same time a lot of it can be pretty escapist or just what I think is funny or cool at the time.


CC: What sort of things inspire you when you're doing world building?

Graham:I really get excited by the idea that everything in a comic can have a history and a story.

So even in drawing a room I can keep myself entertained by thinking of what each tool and area of the room is used for.

Sometimes I like to write through the reference, I'll get a stack of cool photos that I would like to take ideas from and try to come up with a story that can connect them.

CC: Can you talk a little bit about the process involved in constructing the worlds. How long and involved is it?

Graham: A lot of it is just done as I go, I like the idea of drawing whatever I'm in the mood to draw but I also set a lot of rules for what should and shouldn't go in a city. A lot of putting together a feel for a comic for me seems to be setting rules to follow so everything gels. Like there's no guns in king city or in multiple warheads how everything has to pass through this fake history I've made up.--It's really vague and mostly based off what little I know of chinese history mixed with monsters and magic.

CC: How much research do you do or how little?

Graham: I'll look things up as I work. One of the things i like best in making comics is that you can go where your interests are, so I'll read something because i'm interested and then come up with ideas for my own stuff while just looking to be entertained. Also I like that it forces you to learn more about things you're interested in--like if you like submarines and want to put one in a comic, you'll have to learn more about submarines just to get it right.

CC: How thought out are your worlds? Do you put a lot of thought and back story that we the reader don't see or is a lot of it off the cuff?

Graham: There's always lots of ideas that don't make it into the comics. in king city there's a character Beebay, who's like the femme fatal and I did around 200 pages without mentioning her name. So there's a lot of details like that and then there'll be things that have nothing to do with the main characters
that will just be an idea I want to have fun with.

CC: What kind of things do you think are important to do when creating a world?

Graham: Seems important to regard how the characters inside a story would regard their environment or not regard their environment. Like if you show someone who grew up in a town with talking dragons he's not going to freak out when he sees one. Something that I try for is just having characters that are along for the ride, I get frustrated reading books where they have to spend 10 pages convincing a character of the world they live in -- Where someone willl say something like, "wait you are telling me talking dragons are real? I don't believe you!" ---because the reader doesn't need to be convinced if they're reading a comic called Talking dragons that there would be talking dragons in it. If anything I think it'd be worse if there weren't.

That reminds me of a time that me and a friend rented the movie vampires vs zombies and there weren't anything I could identify as vampires or zombies in the movie, afterwards we watched a thing called Haunted bunker that wasn't very good either but it felt like a huge success because it at least had a bunker that was haunted.


Craft
CC: What tools do you use when you're making comics?

Graham:
I pencil with mechanical pencil and any eraser. I like the ones that look like white cubes.
Micron Pigma pens #3 and #5 for inking
(5 for lettering also)
I have a refillable brush pen with a cap that I dip in a bottle of ink to fill in big chunks of black.
And then I scan the 11 by 17 pages into photoshop and color or grayscale them.

CC: Can you talk a little about your working process? How much planning goes into your pages from beginning to end?
Graham: I start with an idea of what i want to have in a scene or page and then try to hammer it into something good. I do a lot of really rough layouts and write and rewrite a lot in the layouts. But it can be different for each page sometimes I just jump in.

Brandon Graham works through a panel from King City from roughs to finish

Lately I've really been getting back into lettering everything by hand on the page. I like the spontaneity that you can get in comics. I like that sometimes I have to add or take words away just to make the baloon fit or look right on a page.

CC:
A lot of people I know when we talk about your comics is how detailed everything is. However, one thing that really strikes me is your use of negative space, people being dwarfed by large cities and environments. What's the thinking behind this?

Graham:
I feel like detail is worth more when you also show empty space. It's like how food tastes better when you're hungry.
yin and yang dawg.

CC: Your work has a variety of influences. How hard was it as an artist to boil those down into your own voice and is a continuing process?

Graham:
Style seems to me like a manifestation of taste, so it seems weird that any artist would have the exact same taste and background as another person.

I really need the influences, a lot of what i do feels like call and response. I'll see something that I like and want to do my version or notice something I think looks good and try to
throw it in my stuff. And there's all these ideas I have on art that mess with how something is drawn--When I was a teenager I decided that circles look futuristic so if I want something
to look space age I'll put circles on it.

CC: You've mentioned in a few places that graffiti had a big impact on you when you were younger. How important do you think it is to have influences outside comics?

Graham:
There's defiantly a lot of great work out there that isn't comics. It seems important to check out the rest of the world just as a human being. Comics is pretty new the best art and writing humanity has made isn't always found there.

Graffiti was really important to me initially because I wanted to interact with other artist and as much as I loved comics there wasn't any scene I knew or could relate to at the time in Seattle. I learned a lot from it. Especially on how to have snarkey fun with art and treat it as a culture and not a job.

CC: Occasionally you do things in your comics that play with formal aspects that play with the medium. What inspires these sorts of tricks and are they driven by the story or driven by a desire to just tinker with the comics medium?

Graham: It's pretty exciting to me how much can be done with words and pictures, it seems amazingly untapped. When i was a teenager I was reading all these great Matt Howarth comics (left) where he would have time travel comics you could cut out into moebius strips and subliminal printed on the backs of pages you could read if you held the book up top the light.
I feel like it'd be hard to make comics without those sorts of thing once you'd seen them.

CC: You write alot about comics on your blog and I'm curious how important you think it is to be able to express your ideas about the medium?

Graham: I really love the medium but I dislike a lot of what the comic book industry is. A lot of it for me is trying to carve my own feelings about what I do.



CC: Your next Multiple Warheads book will be published in color but your previous work has been in black and white (image from the first Mulitple Warheads book on right and image from the upcoming color issue on the left). What sort of decisions do you have to make about your work in color versus your work in black and white?


Graham: Oh yeah it's a different animal. On the same kick as what i was saying about playing with the medium, it opens up a lot to have color. also just the way i draw for color is different.
Something about having to think about what color everything will be while you draw it, ive noticed that trying to color something i didnt intend for color while drawing it is really hard.

Print
CC: You've been published in a variety of print sizes from the manga trade format to the large size that King City is being published in through Image. Does the size that you're going to be printed at influence what choices you make when you're drawing?

Graham:
yeah definatly, when i started King city I was planning it to be comic size and then about 40 pages in i found out it'd be manga size so i started making less panels on a page, and as soon as I got back to issues I think the pages got denser again. Also the format changes how I put comics together, I want to make something that has enough meat in it to stand by itself.


CC: Since your next book is in color, are there decisions and considerations that you have to make now that you haven't had to previously when putting a out a book?

Graham: The thing that's been weighing on me is if I'm using the color enough to my advantage. There's been a couple things so far that I'm happy with, I have a cup in the story that changes water different colors depending on what is in it. red --for radiation--blue if it's haunted ect. but the door is open there's a lot of options.

CC: What kind of advice can you give to any cartoonists just starting out?

Graham:
One thing that I like to think about is how you really have to make the art your own, forget that there's anyone else seeing it and draw the stuff you want to read. treat this like self expression rather than a job.

Wednesday, September 15, 2010

Nina Matsumoto Interview

Photo courtesy of Nina Matusmoto


Nina Matsumoto is a cartoonist whose work I became interested in when I came across her book Yokaiden in a bookstore. I've followed her work online and her blog since then. Recently she posted a piece about some of the things an artist might deal with when working for a major book publisher. I thought this piece was interesting and important as the issues she brings up affect not just her but any artist who is looking to be published and is being published currently. Nina was kind enough to talk more about some of the points that she brought up in the article.


Nina Matsumoto's website can be found at http://www.spacecoyote.com/

CC: Can you talk a little about yourself and your work?


Matsumoto: My name is Nina Matsumoto, better known as "space coyote" online. I'm a Japanese-Canadian comic artist who's still pretty new to the comics industry -- only 3 years. But somehow, I've managed to have three books published (Yokaiden 1 & 2, my own series; The Last Airbender Prequel, a movie tie-in) and done some work for Bongo Comics; one of their stories I worked on won me an Eisner last year.


CC: Would you talk about your history as a comics reader?


Matsumoto: I've been reading comics since I was very young. I read manga growing up -- classic ones such as Doraemon. I also read a lot of manga magazines sent from my relatives in Japan, so I was exposed to many different genres. When I was in grade school I became more acquainted with American comic books and comic strips (Spider-Man, Bone, Simpsons Comics, Strangers in Paradise, Calvin & Hobbes), but my main love was always manga.


CC: You've recently written a post on your blog about the struggles you face as a cartoonist, in particular to the style you work in at the moment. Could you talk a little about your development as a cartoonist, talk about how you started out, what artists influenced you originally, how your work differs now than say 5-10 years ago, and what choices your making artistically now maybe versus when you were younger?


Matsumoto: I've been drawing since I was a toddler. I copied what I saw, so my work had a lot of manga-isms to it. However, in grade school, I wanted to be a newspaper comic strip artist like Bill Watterson or Gary Larson. The older I grew, the more interested I became in doing longer, more dramatic storylines, with more realism to the artwork. During this time, Sailor Moon and Dragon Ball were big on TV, so whenever I expressed interest in drawing and doing comics, people expected me to "draw Sailor Moon and Dragon Ball" just because I was Japanese. This was when I was getting into American comics and desperately wanted to draw in an American style (I loved Jeff Smith, Terry Moore, John Romita Jr., Adam Hughes), so it was frustrating that no matter what I drew, the other kids in school would say "that looks so anime". I always disliked living up to other people's expectations of me based on my race, and I didn't want to be a stereotypical Japanese girl who drew anime. But no matter how much I tried to draw in an American style, I couldn't do it. I liked the little "mangaisms" in Japanese comics too much. I couldn't betray what I liked doing best. I now don't mind being the "typical" manga-drawing Japanese artist at all. It doesn't matter what I draw, as long as it's what I truly love and comes to me most naturally.

Stylistically, my comicking has gotten more grown up in recent years. Fewer manga-isms such as sweatdrops and anger marks, and leaning more and more toward realism. This is not because I'm forcing my style to be more mature -- my style is evolving on its own.


CC: You also point out in your post is that you are in fact of Japanese decent. I thought this was an interesting point because many Western artists who have been influenced by manga and anime in the last 20 or so years are people who are not of Japanese decent, myself included. How much of your drawing style do think is just an extension of the melding of both your Japanese and Canadian heritage? How important to you as individual and a creator is your cultural heritage?


Matsumoto: I whole-heartedly believe that had I not been surrounded by manga and other Japanese media, my style would be very different today. I was greatly influenced by those things as a child. I did not grow up watching animated Disney features like many of my friends have, but if I had, my style may have been more western.


I wouldn't mind having a western style at all. I like both. But there is something nice about having a style that is tied to my heritage. I actively rejected manga style when younger, so it feels nice embracing it now. I don't think hanging onto your cultural identity is necessarily a mandatory thing and I don't have pride in my heritage (I don't believe in having pride in something you didn't work to achieve), but it is important to me, because it says a lot about my artistic background.


CC: Another point you brought up that I thought was important is talking to your editors and them talking about from what I'm interpreting is marketability. How important is it for you working with a major book publisher to make work that they know how to market? Is this something you have to consider when working for a major book publisher?


Matsumoto: I don't blame publishers at all for basing their publishing decisions on what's marketable and what isn't. Unless the artist is particularly well known, publishing their work is always a big risk. To make sure the one's work will find an audience is of benefit to the publisher and artist. That's why I'm open to adjusting my style if need be -- besides, I enjoy trying different things. I'm still a growing, inexperienced artist, and I'm still trying to find what works best in the industry.


CC: Another thing that you bring up are issues of style. How important do you think style is to marketing yourself as a cartoonist? Do you think that the way you draw and the stories you tell as a cartoonist were a factor in getting your books published?


Matsumoto: Style is important -- your style needs to have a specific audience, should you attempt to market it. It also needs to have something in it that is unique to you. There needs to be something there that only you can bring to the artwork. And I'm confident that no matter what style I draw in, my artwork has "me" in it. That is my main selling point.


CC: This is a little off topic but I think it's a tangent to the subject were talking about here, you recently worked on a prequel book for the live-action Avatar the Last Airbender movie. I remember you talking about how you had to adjust things a little stylistically. Can you talk a little about the experience of working on that book and the differences between working on that and working on your own work?


Matsumoto: Time was a big issue in this project. The schedule was very, very tight, and so I decided to do a completely black and white "sketchy" style to save time. Had I drawn cleaner lines and used lots of toning, it would've taken twice as long. Sometimes, sacrifices have to be made in order to make deadlines -- I believe it's part of being a professional.


CC: Something I picked up between the lines and I might be reading a little too much into things here, is that as an artist you don't feel that your style nor growth as an artist has really solidified, that you're still trying to figure things out. How true is this? How important is it for you to not get locked down into one particular mode of working?



Matsumoto: I would agree to that, but I don't believe any artist is truly ever finished finding themselves.


CC: On a final note, can you give any advice to young cartoonist based on what you've learned from this experience?

Matsumoto: Whatever you do, do what you like best.

Monday, August 30, 2010

Ross Campbell Interview


Ross Campbell is easily one of the most visually distinct artists working in mainstream comics today. Once you've seen his work, it's hard to confuse him with anyone else. He's been quietly over the last few years creating some of the best looking comics on the stands. I first came across his work through his Oni Press book Wet Moon and have been following him since. I talked to Ross about his approach to craft since with his recent project Shadoweyes (available from Slave Labor Graphics), he switched from using wet media to using digital media for his book. I thought it would be interesting to pick his brain about his craft and tools.

His website is http://www.greenoblivion.com/ and he has a highly entertaining and informative blog located at http://mooncalfe.livejournal.com

Above art from Shadoweyes

All art in this article is copyright Ross Campbell and used with persmission of the artist


Comics Connections:
Can you tell a little about yourself and the books that you've worked on?

Ross Campbell:
My name is Ross, I was born and raised in Rochester, New York, and right now I'm a full-time freelance artist/creator. I got my start in comics working on "Hopeless Savages" volume 3, published by Oni Press, but my first big graphic novel-length book was "Spooked," written by Antony Johnston, about a gothy artist girl who has ghosts living in her head. After that I started my "Wet Moon" series, currently on its 5th volume, which features a group of sort of punky gothy alterna-kids in art college and is about relationships, drama, ambiguous supernatural goings-on, a masked crimefighter and a serial killer on campus, with a little bit of politics. After I did Wet Moon volume 1 I did a zombie book called "The Abandoned" for Tokyopop, which took place in a similar Southern US setting like Wet Moon is set in, and features punky redneck characters dealing with a zombie phenomenon in which everyone over the age of 22 becomes a zombie. It was supposed to be 3 books long but the publisher declined to continue it, so the series still remains in limbo since Tokyopop owns half the rights. I also did a book for DC Comics' Minx line called "Water Baby," about surfer girls, a shark attack, an annoying ex-boyfriend, and a road trip in another Southern setting (which was actually a crossover with Wet Moon), which was fun to do but the book itself is kind of a mess, mostly because I tended to draw the characters too sexy, and I don't really look upon it fondly. Water Baby is another case of me intending there to be a second book but never getting to do it. My newest book is called "Shadoweyes," a teenage vigilante superhero story, which is set in the opposite of the American South: a dystopian futuristic city in the middle of a desert wasteland! Other than my main projects, I've done a few fill-in/inset stories for various comics like Vertigo's "House of Mystery" series and "Hack/Slash," and little self-publishing: a comic called "Mountain Girl" which is about a hugely-muscled mystic cannibal warrior girl named Naga in a magical ice age of bombastic gods and battle.

CC: What tools do you use to make comics?

Campbell:
Different tools depending on the book, which can include pencil, sumi ink with a brush, markers, ink wash, and Photoshop for greytones and level adjustment and that sort of thing, and various combinations of those things. I've done fully-traditional comics with markers and ink wash, to half-and-half traditionally-drawn comics with digital greytones/colors, to completely digital. I used to ink all my comics but I've abandoned that except for short stories, because of hand pain, and now my primary traditional method is plain pencil. Lately I've been doing digital comics straight in Photoshop which I really enjoy, although even for those I still do the thumbnails in pencil. And for paper I like to use the smooth surface Strathmore Bristol, but if the store is sold out of that the vellum surface is okay too.

CC: What is your working process like in completing a page both on paper and digitally?

Campbell:
Both ways are basically the same. I'll almost always have a script first, then I thumbnail in pencil, then I scan the thumbnails into the computer once they're all done (I don't work page by page, I do each step in its entirety before moving on). If I'm drawing traditionally I'll print out each thumbnail on its own sheet of paper, then go to Kinko's and blow them up even bigger to about 9x12 or so (I used to work a lot bigger but kinda small nowadays), then use a lightbox to trace over the thumbnail onto the bristol paper. Or if I'm drawing digitally, I stop after the scanning step, I just draw over the thumbnail (on a different layer of course) right in Photoshop.

CC: When you're working on paper, do you have very tight pencils or do you work very loosely?

Campbell: It depends on if I'm going to be inking the artwork or not, but I think in general my pencils are fairly tight, though obviously way more tight if they're not going to be inked since in that case the pencils are the final linework.

CC: When you're working with ink, what do you usually do to warm up?

Campbell: Nothing really, I usually prefer to jump right in.

CC: What prompted you to start working digitally? Can you talk a little about the pros and cons of working in a paperless medium?

Campbell: I originally got a wacom tablet only for doing word balloons, I never expected, or wanted, to ever do any actual drawing with it. But that didn't happen and I found myself starting to do little sketches at first, but the big push came when I was doing sketches for my Shadoweyes book. Way back when, I originally had teamed up with another artist to draw Shadoweyes, Michelle Silva, whose preliminary work for the project was done digitally and it was really raw and rough and perfect for the book, and I was so inspired by it that I had to try my hand at it, and it ended up being super fun and refreshing and much easier on my tendonitis-ridden drawing arm, it was like a blast of fresh air. This also came at a time when I was getting bored and frustrated with my regular tools and my angle on drawing, I needed a new approach but I couldn't figure out how to do it, so when I started using the tablet it felt like what I'd been looking for. I'm usually a tight-ass when I draw, I'm really meticulous and particular and I get all tensed up and it's not pleasant. As the years went by I got more and more tense and tight and I couldn't force myself to loosen up, but when I got into digital drawing, it FORCED me to loosen up because I wasn't very good at it, it was like learning how to draw all over again, I loved it. I could do a loose, sketchy digital drawing and go "this is done" and be finished with it and commit to it and put it up online, it was very liberating for me.

From Wet Moon vol. 2

I think the other main pro for me about digital is the constant level of manipulation. When I'm doing a book digitally, I'm able to go back into any page and rework something or add something or change it or whatever, I'm not limited by a concrete mark I put down that can't be changed. Want to change a character's outfit throughout an entire scene, or notice a continuity error? Easy! It makes the book fluid and malleable and uncertain, things are never set in stone until the very last moment when I send the pages off to the publisher, only then is the project "done." That said, I think there's also something to be said about committing to a mark you make, and one con is that digital definitely does allow for insane reworking and you could sit there fussing with a panel or page forever and never get anywhere because you can always change it or undo it, so that can be a problem if you don't rein it in and make yourself commit. I find it actually requires more discipline, at least for me, than traditional materials, because of the endless time I could spend on it. You really have to know when to stop.

Another con for digital is that you don't get the original pages to sell, although I've never been able to sell that many so that's not much of a problem for me. And speaking of original art, another digital pro is the space: I'm not left with piles of paper cluttering up my closet, I can take my laptop and tablet anywhere and work, and it also uses less resources and money and saves a couple trees or whatever.

It seems like I'm making digital out to be mostly pros, but the biggest con I guess would be just the "look" of it. There are many artists who have fancier programs than I do, I'm still farting along with Photoshop 6, and much better skills or equipment than I do, artists who are able to do drawings and paintings that look near indistinguishable from traditional media, but my digital stuff LOOKS digital, at least to me, it looks like I'm slopping around with the circle pencil tool in Photoshop. On one hand I like that, if I'm working digitally I want it to look like what it is, if I wanted a book to have an inky/pencily/whatever look, I'd just draw the thing traditionally. But since I'm not able to get a wide variety of looks since I'm always just using the crappy pencil tool in Photoshop 6 with my old discontinued tablet model, digital art's application also seems more narrow to me. I've been toying with drawing my next Wet Moon book digitally and I did some good stuff with it where it looks really different than my work on Shadoweyes or my usual sketchy digital stuff, and I tightened up the linework and everything, but it's just not the same. I don't have the capability right now to ape traditional media very well, at least until I get a new program (but who's got the money for that?!) or get better at it.

CC: One thing that I love about your digital work, is that you don't try to make your linework look clean. Is this done as a conscious effort to make the page more organic? How do you get this effect

Campbell: Maybe I kind of already answered this, but it's both. I'm still not very good with the tablet, at least not as good as I am with pencil or ink in terms of control, so a lot of the looseness is me doing the best I can. I can feel myself getting more control and getting tighter with it as time progresses, but I think the looseness and roughness is just the way the tablet drawing "feels" to me, it feels like it should be rough and that's how it comes out. So I guess it's half and half, half conscious, half incidental.

CC: How much of inking is a conscious active versus a very instinctive one for you, both on paper and digitally?

Campbell: It's way more conscious on paper, I don't think I'm instinctive inker at all, which is a good way of alternately stating what I was talking about before, about me being a tight-ass with brush inking but being able to loosen up with the tablet. I think the tablet is more instinctive for me, while when I ink on paper I tend to really focus consciously on it. Although sometimes when I ink on paper I get into a sort of zen-like calm state where even though my body is still tensed up, mentally I'm just "there" and I'm moving sort of instinctively. So maybe it's basically the same for both, conscious vs. instinct, just in different ways. That was probably the most uninformative answer I've given yet, ha.

CC: What advice do you have for cartoonist regarding both inking and using digital media?

Campbell: Try everything out and see what you like before making a call, and even then be open to changing your mind later on. Don't fall into the trap of thinking one is better or more "acceptable" than the other or that traditional art is more "real art" than digital; I see a lot of people acting disparagingly elitist toward digital art/artists, like if you do something digitally it's automatically less impressive or valid than if you had done it traditionally, which I think is baloney and it's fine to have personal preferences, obviously, but once people start boxing artwork in based on process rather than quality of expression or whatever, it only serves to put limitations or boundaries or prejudices where there shouldn't be any.

Friday, August 27, 2010

Two links for students to read.

I just want to post these two links to two stories that I've posted on other social media this past week that I think are worth reviewing.

Nina Matusmoto, artist of the Del Rey graphic novel series Yokaiden, writes about working at a major publisher and some of the difficulties or working in a particular visual style.
In this case, a style heavily influenced by Japanese comics. It's an interesting article by a very talented cartoonist. She asks a lot of questions that even she hasn't answered yet herself but it's something that anyone aiming for a particular style should ask themselves.

EDIT; Nina has since taken this post down.

The other story is one that really spoke a lot to me. Sean Michael Robinson, at the Hooded Utilitarian blog, talks about teaching art to high school students only interested in drawing manga. As someone who was a high school student only interested in drawing in a manga style and making comics not to mention a teacher who will have these students on a college level, I got a lot out of it. There are a lot of fantastic points made in this article that both students and teachers can take away from it.

Saturday, August 14, 2010

Interview Hope Larson


Hope Larson is one of the most talented people making comics today. She is also a former resident of North Carolina. Hope has mostly worked in the graphic novel format with a few short stories here and there. Hope is part of a growing trend of cartoonists who are making work for a primarily young adult audience. She recently announced that she would be adapting Madeleine L'Engle's classic children's novel A Wrinkle in Time. I interviewed her on subjects related to writing.

Her website is www.hopelarson.com



Comics Connections: Would you mind talking a little bit about yourself and the comics work that you've done?

HOPE LARSON: I've been drawing comics more or less full time since mid-2004. I have two books with smaller comics publishers, Salamander Dream (AdHouse Books; out of print) and Gray Horses (Oni Press), and two books with Simon & Schuster's Atheneum Books for Young Readers, Chiggers and Mercury. I'm working on a comic adaptation of Madeline L'Engle's A Wrinkle in Time, for Farrar, Straus, and Giroux, and another original comic for Atheneum. The original book will be my first comic drawn by someone else, artist Tintin Pantoja, and hopefully my first series!

Comics Connections: What kind of process do you go through when you write a story for comics? Do you use a full script, thumbnails, etc?

LARSON: My process varies with each book, but I always start with a complete script. My scripts look a lot like screenplays. Once the story's locked in, I draw the book out in thumbnail form, either on index cards or on regular printer paper.

CC: What writing has influenced your own writing, both in and outside of comics?
LARSON: Manga, television, film and young adult novels are my biggest influences. Everything I come into contact with influences me in some way.

CC: Your stories feature young women in stories geared toward a young adult audience. What motivated you to write for this audience and how does this influence you writing? How much of these stories comes out of your own life and your own experiences?
LARSON: Writing for and about young adults is just comfortable for me. I remember very clearly what it was like to be that age, and rather than drawing upon my own experiences, when I write I draw upon how it felt to be a teenager.
CC: How important is it for a cartoonist, or any writer in general, to use life experiences as the basis for the writing in their stories regardless of genre?
LARSON: Unimportant. That's what research is for!

CC: You mention research which I think brings up an interesting point. How easy is it to become a slave to your research (ie "If the story isn't fitting the research, I have to rewrite everything") and how hard is it to use your research to go in your own direction? What sort of things do you take to make sure your research is serving your story rather your story being entirely guided by your research?

LARSON: I tend to research until I can write the story, then stop. Or until I feel I've exhausted all the avenues I can realistically explore in search of material. You can never know the whole truth of anything, and I'm a fiction writer; ultimately anything I write is going to be a big sack of lies. I don't envy investigative reporters or people who write historical non-fiction!

CC: I've read about writers having conversations with their characters in their heads so I have two questions to ask about that. First, do you have conversations with your characters and two, how important is this in the process of both creating the character and writing the story?

LARSON: I don't have conversations with my characters. It had never occurred to me to try that. Typically, my characters come to life gradually, as I build the events of the story and figure out how they'd react to the situations I put them in. My characters often start out a bit flat, and I flesh them out more as I revise.

CC: You're currently writing a story for another artist and you've written a story for your husband, artist Bryan Lee O'Malley. What's the process of writing for someone like and what things do you try to consider for the other artist when you're writing for someone else?

LARSON: It's a lot easier to write for another artist! I have to be more specific in my writing than I would if I was drawing the book or story myself. And I have to know exactly what I want before the artist starts drawing, so I can correct them if they do something wrong or answer any questions they have about the characters or the story.

I'm definitely a collaborator, so seeing someone else's take on one of my stories and building on that can be a stimulating experience.

CC: You've worked mostly in Graphic Novels but I also know that you've done some shorter comics pieces for anthologies. What considerations do you make when composing shorter stories versus the kinds that you would when you're making longer ones? What things do you do that you would apply to doing both?

LARSON: I don't particularly enjoy writing short stories, and I don't think I've ever done a piece for an anthology that I don't end up hating. I've written a few shorter pieces that I like, but they come about naturally. I despise writing on someone else's theme.

Short stories are a lot more work per page than longer ones, and they don't afford me the room to do the sort of play I enjoy as a cartoonist.

CC: Your current project is adapting Madeline L'Engle's A Wrinkle in Time. What kind of process has it been creating an adaptation of a book from a writing perspective? Are there things that you've picked up as a writer that maybe you hadn't considered or things you realized that you're not doing in your own writing?

LARSON: A Wrinkle in Time is an old-fashioned book—it came out in the 1960s—and one of the things I've become most aware of while doing the adaptation is how much middle grade/young adult literature has changed over the years. I've approached the story as a period piece. It was a simpler time, etc.

The other thing I think about is how many people are going to be angry about this book when it comes out. The way I imagined it, the way I've chosen to draw the characters, the environments—those things can never match up to the pictures in the heads of people who love the original book. It's quite freeing, actually. I can't please everyone, so why try?

Jim Rugg Interview

For the Constructing the Visual Narrative class, we're reading Brian Maruca and Jim Rugg's comic Street Angel. Street Angel was chosen because not only is it a wonderfully entertaining comic but it's a great comic for a young cartoonist to read and see all of the possibilities of the medium. I was able to interview co-writer/artist Jim Rugg. I kept most of my questions to asking about Street Angel, but I did ask about his work at larger publishers and his creative process. I want to once again thank Jim Rugg for taking his time to answer questions for this blog and for the students.

Jim Rugg can be found online at http://jimrugg.blogspot.com/

All art in this interview is copyright Jim Rugg unless otherwise noted.
Comic Connections: Could you talk a little bit about yourself and the comics that you've done besides Street Angel?

JIM RUGG: I grew up and live near Pittsburgh. I have a BFA from Indiana University of Pennsylvania (1999) with a major in graphic design and a minor in painting. After college I worked as a graphic designer full time and made comics in my free time – mostly mini-comics. During this time, I met my writing partner, Brian Maruca, at my day job. This led to Street Angel (SLG, 2005). Street Angel led to the PLAIN Janes (DC Comics, 2007) and Janes in Love (2008). The Janes are a young adult graphic novel series I co-created with author Cecil Castellucci. I quit my day job in 2007 and have been supporting myself as a cartoonist/illustrator ever since. During this time I inked American Virgin for DC Comics/Vertigo. I drew a graphic novel called One Model Nation (Image Comics, 2009) for Dandy Warhols’ frontman Courtney Taylor. It’s a historical pop fiction work set in 1970s Berlin about an influential music group and the Baader-Meinhof Gang. Brian Maruca and I collected and created material for an Afrodisiac graphic novel (Adhouse Books, 2009). It is basically an homage to 1970s blaxploitation films and Marvel superhero comics of that era. Recently I illustrated Felicia Day’s Guild comic (Dark Horse Comics, 2010). In addition to that, I try to continue to experiment with stuff like Rambo 3.5 – a mini-comic I did this year as well as contributing to anthologies when possible. I just finished a 10 page strip comic/illustration hybrid for an international fashion bookazine called Circus and I’m currently working on a comic-inspired artwork for a group gallery show this fall.

CC: Can you talk a little about your experience as a comics reader? I'm curious what you read when you were younger and how your reading habits evolved over time.

RUGG: I didn’t start reading comics until I was 12, which seems to the be the time many kids stopped reading them. I read what I could find on the local newsstands (mostly Marvel/DC stuff) and what I could find at flea markets (occasionally weirder stuff like Grimjack back issues). I enjoyed X-Men early on because I had no idea what was happening. It was so confusing and nothing but subplots. I would read them over and over and over, and it felt like it was a glimpse into this mega-complex huge world. Image came along and I thought I was into indie comics because I read stuff like Deadworld, the Crow, and Faust, then Stray Bullets and Sin City. At the end of college I discovered things like Eightball and Dork and Chris Ware and began reading more comics of that sort. Then around 2000 I attended SPX and started making minis and things just exploded in my head.

CC: What kind of formal artistic training have you had?

RUGG: Four years at a state university’s small art department. So basically some foundational courses like figure drawing, 2D and 3D design, painting and color theory…

Narrative

CC: Can you talk a little bit about the process you go through when you're writing a comic? Do you use a full script or thumbnail out stories?

RUGG: I usually write a very tight script – detailed panel breakdowns, dialogue, etc. Then I do very detailed thumbnails. It hasn’t always been that way. With Street Angel (an early work), we did a tight script (lots of revisions and editing), and I drew right from the script. But the more work I’ve done, the more preliminary page layout I do now.

In my mind, laying out a page/breaking down a story is really cartooning/storytelling, design, and communication. Then drawing a finished page is illustration/art/drawing, etc. I think the traditional penciler/inker process is not in synch with the way I make comics. In my mind, there is the story (which Brian and I create basically like prose, just a short story). Once we are happy with that, I “translate” it into comics in the form of breaking down the prose into panels, images, dialogue, captioning, and any other narrative device I can think of to create a specific response in the reader (this could be things like page turns, sound effects, repeating imagery, aping a specific drawing style so the reader associates what they are reading with some other common experience, using icons, symbols, lettering style, it’s all available so I try to use whatever I can to create a desired effect). Then we go over this again, either the comic book script or the thumbnails or both. Then I draw it.

Lately I’ve been experimenting where some of the choices I make are more ambiguous. Sometimes I don’t know what react these things may elicit. But my opinion of my readers and generally comic book readers in general is high. And readers continue to surprise and impress me with how smart and acute their perception is. So I am trying to experiment a bit more (like in Rambo 3.5), and see how readers react to symbols and drawings that may not have one clear interpretation.

CC: You co-wrote Street Angel with Brian Maruca. What is it like writing with a collaborator? What kind of things do you need to consider when you write with Brian?

RUGG: Writing with Brian is awesome. I’m extremely critical and tend to work from the right side of my brain (very analytical, organized, planned). He’s extremely critical and favors the left side of his brain (more organic, spontaneous, creative). And his level of critical fervor serves me well. I know if we’re working on a story, I can’t expect him to sign off on some half-ass effort of mine (and vice versa). Sometimes in that way, he’s almost like an editor. The thing is, it’s not easy to find someone who fits my working methods. I have a number of cartoonist friends whose work I admire, but I’d never be able to collaborate with them the way Brian and I work. I admire Brian’s integrity and that allows me a lot of freedom to take chances and trust him when he thinks something works well and when it doesn’t. He’s also very creative and funny, which helps.

CC: Street Angel is made up of stand alone stories. Why did you choose to work in a short story format instead of doing a longer work?

RUGG: My attention span is weak. Also, I never know if something I’m doing will work. So shorter stories allow me to take chances, and if something doesn’t work well, it doesn’t take me three years to realize it. Time is valuable. Also, I have a lot of ideas I want to explore, and working in shorter formats allows me some opportunities to try different things. I learn a lot in short stories (especially with Afrodisiac), that I then apply to future stories.

At the time of Street Angel, everyone was falling all over him/herself writing for the “trade.” The result was a lot of Part 4 of 6 issues that sucked. So part of Street Angel’s format was opposition to that trend and the growing pains I saw in it.

Finally, I like succinct stories. I enjoy movies, but today’s movies are so poorly edited, like Inception. At 87 minutes, I bet that movie could’ve been a lot of fun. At 2 1/2 hours, it was embarrassing. I found Spike Jonze’s two short films with Kanye West (We Were Once a Fairytale) and that robot love story (I’m Here) were both far more entertaining. Scorsese’s Key To Reserva was incredible, and it was like 9 minutes and change. I could go on and on.

In comics especially, many of my favorite stories are short – an issue, a page, 8 pages. I still consider myself a beginning cartoonist, and it’s easier for me to manage 4 pages than it is for me to manage 200 in a graphic novel. And the length of a story does not affect the potential of a story to be good or bad, so the shorter format favors my ability at this time.

That said, I do have a graphic novel kicking around my skull. Hopefully I’ll start working on it by the end of this year.

CC: What kind of writing and stories influenced the creation of Street Angel?

RUGG: Frank Miller (Daredevil, Batman Year One, Dark Knight Returns, Sin City, Elektra Assassin, Hardboiled), Jack Kirby (OMAC, Captain America), Eddie Campbell (King Canute Crowd, Graffiti Kitchen, Bacchus), Paul Pope (THB), Steve Bissette, Erik Larsen (Savage Dragon), Mignola (Hellboy, Screw-On Head), Clowes (Eightball), Chester Brown (Yummy Fur, one of the greatest comic series ever published, possibly THE greatest), Wolverine and the Punisher, Rob Liefeld, David Lapham (Stray Bullets), Heat Vision and Jack, crappy 80s action TV (A-Team, Dukes of Hazzard, Knight Rider), the Monkees (Head). Quentin Tarantino, Martin Scorsese, Wes Anderson. The Texas Chainsaw Massacre. Probably a million other things.

CC: How much of yourself are in these characters?

RUGG: This is hard to say. On one hand, none of myself, and on the other 100%. I’m really not sure how to answer this one.


Storytelling


CC: Can you talk a little about the artists that have influenced your storytelling?

RUGG: [Frank] Miller (on the right, art copyright Marvel Comics)was one of the first cartoonists I followed. I traded a run of Liefeld New Mutants for a Miller Daredevil run when I was 13 or 14, and it was incredible. Miller at his peak was the best mainstream guy at balancing exposition between images and words and only repeating himself for specific effect (like to slow pacing, to draw attention to a specific detail). The Kirby/Stan Lee collaborations are good counterpart to this style of storytelling. Kirby would draw some kind of clear action, and Stan Lee would write dialogue and narration that basically described the action the reader was seeing. Redundant. This can be a desired effect, but in the case of many older comics, it’s a default, rather than a tool in the cartoonist’s arsenal. Miller married his love of noir, clipped writing, like Raymond Chandler with Eisner’s film-influenced ideas of revealing story, plot, and character through action/artwork. Miller did this at an insanely extreme level. Visually, Mazzucchelli was the equivalent of Miller, breaking panels down into abstract silhouettes in order to accelerate the reading pace in action sequences to breakneck speeds then slowing the pace down for visual exposition and atmospheric construction. Further down the line, I think guys like Paul Pope and Dave Lapham and Paul Grist all exhibit some interest in these qualities.

Jack Kirby (on the left, art copyright Marvel Comics) – visually, his storytelling and three-dimensional approach to the page are still revolutionary. No one has been able to come close to his ability to create 3D, dynamic storytelling on a page. His design sense as well is just mind-blowing. His mature storytelling (1970s) is almost abstract. He created an iconic language of storytelling that is practically its own complete language. As a graphic designer and fan of graphic design, I think his work stands alone within comics for its unique design qualities. Absurdist and genius and beautiful. In many ways, I go from Kirby to Mignola, Larsen, and Pope as guys who incorporate certain qualities of his work that few cartoonists explore.








Dan Clowes and Chester Brown (below, art copyright Chester Brown) – I don’t really feel qualified to discuss these guys. They have mastered so many elements of cartooning that it’s hard for me to separate the components of what they do so well. They are like surgeons or engineers who use the entirety of the comics language or form to create and build things that wouldn’t otherwise exist. Reading their work is like talking to the smartest person on earth. Every page, every panel is a revelation. Their work is like a magic word to install something in the readers brain, to alter the way a reader sees and interacts with the world. It’s amazing. There are other cartoonists who do this or perhaps have done it with a particular work or two – Crumb, Julie Doucet, Chris Ware, Charles Burns.

CC: One of the things I really enjoy about Street Angel are the different storytelling approaches that you use throughout the series. Why did you choose to approach the series like this?

RUGG: I love comics as a form, and that form is so vast. In theory, we’ll never explore all of it. So the different storytelling approaches are just examples of me exploring this medium that I love.

CC: Do you find yourself experimenting with your visual storytelling with every story you tell?

RUGG: To some extent. It depends on the story. Some stories are more about the story, and in that case, I do not want to draw attention away from the story. But in other cases, like genre stories, the whole point of the story is the telling. The story is the least interesting part, it’s the details and style that matter. In that case, my focus is on the storytelling and trying to do something different, surprising, and exciting. I try to keep my reader in mind and to elevate their value, but I think format allows me to experiment with who reads my work. For instance, a little, photocopied mini-comic that I hand sell isn’t going to be read by the same people who read the Plain Janes. So that might be where I experiment more than something that is intended for a wider audience or an audience that may not have a lot of comics reading experience, like fans of the Guild. In that instance, clarity is really important to me. A book like the Guild is going to have a higher percentage of first time comics readers than say, my Cold Heat Special. I want those first time readers to enjoy themselves and to return to the format to try other comics.



CC: Something that really sticks out to me is your use of implied storytelling throughout the series, actions taking place inbetween panels, sometimes for comedic effect (the scene where Gary the Ninja kills the henchman in issue #1) and sometimes for more emotional effect (Bald Eagle's dream in issue #3). Why choose to imply these sorts of actions instead of being more explicit about them?


RUGG: I see comics as a set of instructions, almost a map and data. If done correctly, a reader will read a comic, and it will transfer to his/her brain a unique experience. Some moments lend themselves to this (like Gary having his head cut off in between panels).


The juxtaposition of panels is one of the major strengths of comics (another is visual shorthand, like caricature and the use of iconic imagery that acts as a form of written language). When you can use that juxtaposition, I think the comics reading experience is at its strongest. And that may be subjective. This could be a phenomena that I react strongly to, and therefore try to recreate in the comics I make.


If you choose to read a comic vs. watching TV, I think the experience of filling in action and information between panels is part of the joy of the medium.


CC: How important do you think the grid system is to comics storytelling?


RUGG: I think it’s vital. It’s the equivalent of rows of type on a prose page. I used the grid for One Model Nation, and did a series of drawings of pages of different, common grids used on comic pages. It blew my mind wide open. It’s the structure that enables “reading” of comics (and I’m referring the grid as beyond a simple, series of identically sized and shaped panels, but rather the entire structure of the page and how panel readability is reliant on placement and left-right then top-down progression). Working with the grid surprised me.


CC: Street Angel takes place in a clearly fictional world but it looks it could be real. What kind of things went into the creation of Wilksborough?



RUGG: Drawing and photographing neighborhoods around Pittsburgh. Jasen Lex, an awesome cartoonist (Gypsy Lounge, Aweful Science Fair), and I used to get up early and just walk around different neighborhoods and take photos. It was fun.


CC: How much of the environment that you grew up in or your around on a daily basis influenced the creation of the world Street Angel takes place?


RUGG: None. I grew up in a rural environment surrounded by mountains, farms, and woods. If it influenced Street Angel’s world, it was in an opposite manner. Like I wanted to create something that was different than what I was used to seeing. It could’ve been a reaction against the “write what you know” thing. I had done a series of autobiographical stories and wanted to do something else.


Craft
CC: Can you talk a little about the tools that you use to make comics? Do you switch tools occasionally or do you stick with what works?
RUGG: I have tools I like – sable hair brushes, Hunt 102 pen nibs, but these days, when anything that makes a mark can be reproduced very well, it seems silly to fixate on specific tools. A lot of my comics are about comics, as such, using traditional tools is necessary to maintain a certain level of fidelity to the material that my work references or conjures.
I spent a lot of time talking to pros and reading interviews with cartoonists to learn what tools they used. In my head, it was like I was searching for some magic pen that would allow me to draw like Al Williamson. Eventually, I wrote to Dave Cooper about his lettering and what tool he used. He sent me a very nice email that explained he used a Hunt 102 for just about everything – drawing, lettering, you name it. If you’ve ever used a Hunt 102, you know that beautiful lettering like Dave Cooper’s shouldn’t be possible with that tool. I gave up searching for the magic pen after that email. It’s not the tool, it’s the craftsman.

CC: How much planning goes into your individual pages? Do you do full pencils or very loose ones?
RUGG: A lot of planning goes into most of my pages. I usually draw very rough, nearly incomprehensible roughs, then I do a detailed thumbnail at about 50% of the printed or final page size, then I do pencils (their level of tightness varies depending on deadlines, whether I’m inking it myself, if an editor needs to sign off on it, etc.). The complexity of the drawing and subject also affects the detail of the pencils. If I’m drawing a complex bit of architecture or a specific person’s likeness, I’ll usually do more detail.
CC: This isn't related to Street Angel but I am curious about the experience that you had inking on American Virgin. You were working over another artist's pencil work, in this case Becky Cloonan's pencils. Can you talk a little about that experience and the difference in inking pencils that aren't your own?
RUGG: Working on Becky’s pencils was awesome. I think my inking style fit her pencils well. I used a lot of brush on her pages. She spots blacks very well.
I wouldn’t mind doing more inking. I love a lot of inkers, particularly some of the older guys who have distinct styles – Tom Palmer, Klaus Janson, Al Williamson, Dan Green, Joe Sinnott, Mike Royer, Kevin Nowlan, Bill Sienkiewicz. The inkers I like are guys who tend to finish the art, not just trace lines. I don’t have the confidence to do that. I tried to stay as true to Becky’s line as possible. The role of the inker is so different now. In most cases, they aren’t important any more. They used to define volume, texture, lighting, and depth. Now all of that is done by the colorist. In order to reproduce the artwork in the past, the high-contrast of ink on white paper was necessary. It isn’t anymore. So I think the inker is a nostalgic part of the process, which saddens me because I love the way that work looks. It’s strange to see comics cross over from a commercial medium to an expressive one.

CC: I remember you saying that you graduated with a graphic design degree. How much of that plays into your use of typography in your work?
RUGG: I can’t say. I love lettering and typography, but I consider myself less than an amateur when it comes to that subject. I want my lettering to be good, but I’m not sure what I’m doing with it. Most of my lettering is based on intuition, rather than knowledge.
It bothers me that some people completely devalue lettering, including Marvel and DC. I suppose it’s still a commercial product for them, so computer lettering is the cheapest. I think it’s a shortsighted business practice to disregard the one element of a comic that every reader sees. In terms of artwork, readers look at art differently, some breeze past it, barely acknowledging its existence. They look just long enough to interpret the information and onto the next panel, others may linger longer on a particular panel or image. But if some actually reads a comic, they definitely look at the lettering. So the most widely read/seen component of a comic book is usually the most cheaply produced.

Don’t get me wrong. I’m not against mechanical lettering. But it shouldn’t be the default. It should be a choice the cartoonist makes because he/she thinks it best serves the work and the reader and the cartoonist’s intentions.

CC: Alot of Street Angel, particularly the covers, you do different sorts of lettering. How much of that is done by hand and how much is done with a computer, if any? If you do use a computer, which programs do you use?
RUGG: I do both computer and hand-lettering. I’ve used 3D software (Street Angel #1’s cover title lettering), vector, and raster software (primarily Illustrator and Photoshop, but also Quark Xpress and InDesign). I’ve scanned found lettering. I hand letter with Ames lettering guides, French curves, whatever I think will work. I had my wife hand letter a note for a panel once.

Print

CC: Can you talk a little about the different kinds of experiences you've had working on books at smaller publishers like Adhouse and Slave Labor versus the kind you've had working for larger publishers like Dark Horse and Marvel?

RUGG: I would say editorial, marketing, money, and IP ownership were the big differences. With smaller publishers, specifically my experience with Street Angel (SLG) and Afrodisiac (Adhouse), we basically created the comics, then showed them to the publisher and the publisher decided to publish them or not. The publisher gave us a little feedback, but there were no major changes requested or content limitations imposed (though neither of those books is pushing the limit of decency so…again, these are my experiences, and certainly other people’s experiences will differ). In terms of marketing, we handled a lot of that effort on our own. Both SLG and Adhouse did some effective things to help sell our work (SLG overprinted and over shipped copies of Street Angel #1, the result was sales didn’t dip between issue 1 and issue 2, which is amazing; both SLG and Adhouse have lists of reviewers and press people that they sent review copies to), but they also encouraged Brian and me to do anything we wanted, like art contests, tons of interviews, a little advertising here and there, shows, etc.

With Marvel, DC, and Dark Horse, they provide a lot of editorial supervision. Sometimes this means revisions; other times it just means talking with an editor regularly. They also handle more of the marketing, referring interviewers to creators, setting up tradeshow appearances and schedules, sending out preview and review copies, advertising, etc. Financially, the bigger publishers all provide a page rate (money for work completed as the work is completed, usually broken down into a page rate). With Street Angel and Afrodisiac, we did not receive money up front, our payment was based on a royalty system – for each copy sold, we received a certain amount of money. The bigger companies also have royalty systems, but that is in addition to page rates or advances (money paid before the book is published, and then deducted from royalties until it is recouped by the publisher).

Finally, IP ownership varies. For Street Angel and Afrodisiac we own the intellectual property and retain all licensing rights. This arrangement varies with different companies, characters, and books.
CC: What kind of things do you consider when you're sending a book to print?

RUGG: Sending one to print? At that point, I’m just worrying about technical specs – resolution, bleed, dot gain, that sort of thing. Before we decide to do a book, we consider potential audience, does the subject and quality of the book warrant the price tag of the book. For instance, Afrodisiac is $15. Compared to other comics that cost $15, I think it is reasonable. But Rambo 3.5 would not be worth that. It’s a little art experiment. So as a mini-comic (something I photocopy and sell for $2 at shows, not through Diamond), it doesn’t require a fan of my work to take a chance on something a little different and perhaps be disappointed. Does that make sense? The cost of a book is not arbitrary, it’s based on the cost to produce the book – printing, shipping. Cost and potential audience is something I consider when putting a book together. To help figure this out, I rely on the publisher that I’m working with because they have done this hundred, even thousands of times. So they are a great resource.
CC: Let me clarify that last question. When you're drawing comics, what kind of considerations do you make with storytelling choices in regards to when it's going to print? I'm thinking of things like double page spreads, reveals on succeeding pages, etc.

RUGG: I spend a lot of time thinking of page layout, how directional devices work between panels (for instance, if a character's eyes are looking to the right, and the next panel is that direction), how pages and spreads end. There is a bigger gap in a 2 page spread between the last panel of the left page and the first panel of the right page. That larger gap represents a potential speed bump in the reading experience, so a scene shift or some other natural break in timing can fit nicely there to avoid disrupting the reading experience. For a right hand page, it's a natural point for a cliff hanger. For instance, in my Afrodisiac story, Night of the Giant Cockroach, the second page ends with a car racing from left to right (i.e. the end of the page). To further this effect visually, the vanishing point is on the right, so all of the parallel lines are converging like an arrow point to the edge of the page. On the fourth page of this story, the car enters the panel (via motion lines) at the bottom left (the story was originally designed as 4 oversized pages for an anthology). So in this case, as you are reading the left page and you come to it's end, the next page picks up at the bottom of the page, you just read across the spread, and follow the car/action up the page as it hits the monster's face (at the top of the panel).

So yeah, I'm very conscious of page design/layout, and it's something I think about a lot right now because I believe format is dead. People are choosing where and how to read comics now. It's no longer up to the publisher or artist how someone reads the material. Whether the work is officially released digitally or bootlegged, it's no longer the exclusive control of the creator. As such, page breaks, page layouts, etc. are more arbitrary than before. How this will be handled by cartoonists...don't know, but it is something I think about and watch.

CC: One last question. What kind of advice can you give to cartoonist starting out?
RUGG: Don’t expect to make money from your art. If you want to be a commercial cartoonist, that is one thing. But if you want to make personal, expressive work maintain a day job. Many of my favorite comics were created by people who made little or no money from them. Financial gain is not a measure of a work’s quality. Conversely, your work will not sell itself, no matter how great it is. If you’re concerned with sales, you have to learn how to sale your work. This is a skill set, one that can be researched and developed.
Develop a support group – one for your personal life and one for your professional life. Cartooning is a passion for most cartoonists, as such, it’s easy to fall into a lifestyle of nothing but cartooning. This isn’t healthy. Develop other areas of your life (and for the workaholics, don’t worry, life lessons can always be applied to your work, so even while you’re not making comics, you will be improving as a cartoonist). Draw everything, all the time. Exercise and eat well. Stamina is vital for a cartoonist. It’s hard, demanding work, the stronger you are, the better cartoonist you’ll be.
Learn to live on as little money as possible. This will translate into greater creative freedom. Save money whenever you can because there will be dry stretches.
When you have questions, ask. Most cartoonists I’ve approached have been very generous with their knowledge and time.
Do not judge your readers. If someone reads your work and sees it differently than you want, that’s okay. Art is like a mirror. Each of your readers will bring different experience to your work, and will therefore see your work differently. That’s actually a good thing.
There are a lot of emotional highs and lows in the creative process. Don’t be freaked out by these extreme mood swings. It’s natural and common. Take a walk when you need a break.