Comics Archive

Crisis on Infinite Editions

Posted November 6, 2005 By Dave Thomer

I’ve had some fun joking about the confusion caused by comic continuity and universes before. And yet here I am, totally getting sucked in to a couple of DC’s ploys to play on both.

  • I bought the oversized edition of Kurt Busiek and George Perez’s JLA/Avengers crossover, which is basically an excuse to have Perez draw the heroes and settings of both DC and Marvel’s history and cram as much detail in as possible. And a lot of fights.
  • I have ordered the new oversized edition of Marv Wolfman and Perez’s Crisis on Infinite Earths, despite already owning the original issues. This is essentially so I can have a really big version of Perez drawing the heroes and settings of the DC multiverse circa 1985. And a lot of fights.
  • And this week I will be heading to the comic store to pick up the second issue of Infinite Crisis, a sequel to CoIE that has Phil Jimenez drawing the heroes and settings of the heroes and settings of the DC universe circa 2005. And a lot of fights. Oh, and there are a few pages by Perez in there, too. Just for the heck of it.

Infinite Crisis is part of some kind of years-long revamping/streamlining process DC’s been going through. I admit I have not been a huge fan of the lead-up to this story. But I am a sucker for Jimenez drawing the crap out of the DC universe, so I’m on board for this part of the ride.

        

The Empire Is Back – Part 2

Posted May 1, 2003 By Dave Thomer

In May of 2001, DC announced that they would publish Mark Waid and Barry Kitson’s Empire, a series centered around a successful world conqueror and the intrigues that surround him. I talked to Kitson back then about the book and his plans; Now, Empire is finally back, with a reprint of the original issues now on the stands and a brand new issue slated to arrive in July. It seemed like as good a time as any to check back in with Kitson. The following conversation took place via e-mail in late April and early May:

DT: We’re coming up on almost two full years since the first announcement that Empire would move to DC. Can you talk a little bit about the process of getting the series going again? Has it taken longer than you expected?

BK: It has taken longer to get the book back in the schedules than we’d hoped — it was really just a question of logistics. Mark and I never actually stopped talking over ideas and plots for the series, but Andy Helfer had asked if I would help out on Titans and that ended up taking more time from my schedule than we’d expected. DC to their credit were very good about waiting to schedule Empire until we knew we could put all the time into it that we wanted. Empire means a lot to Mark and me so we really wanted it to be right this time!

DT: How much time do you like to devote to Empire? Is it something you feel you can work on simultaneously with another project, or do you have to focus on it exclusively?

BK: I always prefer to work on one thing at a time when I can. If I have more than one project in progress I’ll assign specific days to a single task – for example Monday = Cover for project ‘a’, Tuesday = Empire interiors. Usually with a story I like to work on it unbroken so I can get totally immersed in it. At the moment Empire is taking priority over everything else. If there’s a little down time on Empire for any reason then I’ll get to working on preparatory stuff for JSA etc.

DT: What’s it like coming back to a project like this after so much time away? Is it a challenge to figure out how a concept (and two stories) from 2000 fit into your thinking and style in 2003?

BK: Well as I said we really never felt like we left the project. We’ve actually been talking about Empire for a long long time. Well before the Gorilla Comics issues — in fact even before JLA Year One! The concept hasn’t undergone any major change since 2000 . . . just continued to evolve the more we discuss it. Fundamentally things are the same — we had most of the major ideas behind the first story arc pretty well mapped out when we began . . . the biggest difficulty is probably that we’ve had two years to think of new ideas we want to throw in so it gets harder and harder to fit everything into the structure we originally thought of! We probably have enough ideas to fill about twice as many pages as we actually requested for this first arc.

I guess you might feel world events have thrown the story into a somewhat different light too — but you’ll have to read the story to judge how that might work.

I think there is a slightly ‘different’ style to the artwork from the original issues– due to my ‘natural progression’ over the time that’s passed . . . it would have been nice to redraw some of the original pages perhaps but not really practical. (I’d probably redraw everything I’ve ever done given the chance 🙂 )

As far as the stories go, each issues was designed to be able to stand alone– the idea being that you could pick up any issue of Empire and get a whole story from it, but that story would take on extra significance if you had the whole series to refer to. Some things that might seem quite minor in #2 might take on a great significance in the light of #5 say.

The extra good news is that with DC reprinting the original Gorilla issues as #0 – everyone can get immediately up to speed with events if they’d like to!

DT: So if this first arc goes well, it won’t be lack of ideas that stops you and Mark from putting out more, I take it. Are you hoping to put out more miniseries somewhere down the road? What has to happen to make that feasible?

BK: If enough people enjoy Empire we’d pretty much like it to be an ongoing project. Basically if the market place is willing to support it we’d like to keep going until the whole saga is told. It’s a project that we both really enjoy and would like to keep working on whenever we can. Maybe releasing it in volumes — just as these first eight issues make up volume one. Joey Cavalieri our editor at DC has been really supportive and indicated that he’d be happy to take the hot seat again if things go well — so we’ll keep our fingers crossed that the readers enjoy it as much as we hope they will!

DT: On your website, you have the pencils for the cover of issue zero, along with an unused design for that cover. What’s the thought process that goes into designing a cover? What makes the final version better than the initial proposal? (See both designs.)

BK: With any cover I try to submit a whole bunch of sketches– all of which I like– and see how everyone else involved feels about them. Usually I have a personal favorite, but it’s always interesting to see how others react to the choices they see. In the case of the #0 cover I knew I wanted to have a lot of the cast on it so that readers would know the book is an ‘ensemble’ work rather than focused on one character. Because of the multi-layered nature of the book I had been using a montage approach on some of the covers– notably #1 and #2 and thought perhaps we should carry this over to the #0 issue, but I also really liked the idea of one dramatic image for this first . The image actually symbolically represents a lot of what the first series arc is about– but rather than explain that in detail, I’d best wait until everyone’s had a chance to read all the issues.

Anyway . . . when I submitted the two sketches everyone chose the one we used as being their favorite (it was the one I wanted to do too so that worked out well).

So to come back to your question– the choice really comes down to which design does every feel works best for the job we want it to do. With the #0 we wanted a design that would catch the eye– suggest something of the nature of the story and intrigue people enough to pick the book up. I think the rejected design did most of those things, but in a somewhat ‘quieter’ way than the one we chose– maybe it would have been better suited to a mid-run issue? Anyway– please feel free to check them both out and form your own opinions . . . as with most things artistic there’s no right or wrong answer 😉

DT: You just finished a run as artist for DC’s now-canceled Titans series. What do you think of your run on the book? What did you get out of the experience that you think will benefit your future projects?

BK: Hmmmm that’s a tough one! LOL! To be honest I never felt I got the chance to do with the Titans many of the things I would have liked. I really like the characters and very much wanted to draw them– I also had some pretty strong ideas of how I felt the book needed changing. Anyway — to cut a long story short – the book got caught up in the decision making processes at the company and sort of went into a holding pattern while its future was worked out. I guess the experience taught me that you can’t do as well as you’d like in those sort of circumstances. It was entirely my choice to stay with the book while it was in that position as I didn’t want to ‘abandon ship’ and leave the editor, writer etc. searching for an artist while it was happening, but it wasn’t really the assignment that I’d hoped for when I agreed to do it. Though I did enjoy drawing the characters the run was ultimately a little frustrating as I know we could have done better given the chance. I always want to give 100% creative input to any book I’m working on and I don’t feel I really had chance to do that on Titans. I guess the experience has taught me only to work on things in circumstances I am entirely comfortable with in the future! 🙂

DT: You have a couple of projects with DC’s JSA coming up as well, including a pretty lengthy one down the road. What can you say about that and your other upcoming work?

BK: The first JSA work is the lead story in one of the JSA-All Stars series that’s coming out the week of July 2nd — I think it’s in #3. Written by Geoff Johns and David Goyer, it’s a story featuring Dr. Fate. It was a real pleasure to draw! (See a page from this story.)

I think my enjoyment of the story must have shown in the artwork as when Peter Tomasi, the editor, saw the pages he decided to offer me a whole series featuring the JSA! I can’t reveal too much about it as yet, but it’ll be nearly 200 pages in length and a lot of fun to draw! 🙂

I’ve also been offered some work for Marvel which is quite exciting as I’ve not really had chance to draw many of their characters in the past.

DT: Is the JSA another case like Titans, where you had a previous fondness for the characters?

BK: Absolutely! There’s a special place in my heart for the JSA — I used to love the annual Justice League/Justice Society crossovers of the Silver Age — and just as with JLA Year One — with the JSA project I’m getting a chance to draw characters that were part of the excitement I got from reading comics as a kid. I’m doing the stories I always dreamed I’d get to draw when I first decided I wanted to draw comics!

DT: What is it in particular about the Fate story that you think turned out so well?

BK: Well basically I think it was a really well written story – and it was something of a change of pace, something a little different for me to tackle , but you’ll have to read it to understand how . . . I enjoyed being able to work on something that seems like it will have real repercussions in the characters’ lives. It was a real pleasure to work with Geoff and David — Geoff and I had been talking about working together for years and when the chance came up I was glad to grab it! I hope we’ll get the chance to do it again soon! It’s always nice working for Peter Tomasi too so everything about the project just ‘clicked,’ nicely.

DT: Do you think the experience on Titans would motivate you to try and take on more original projects like Empire down the road? Or do you think you can still feel comfortable in the somewhat tighter confines of company-owned characters?

BK: There are plus and minuses to both situations — certainly the freedom of owning a property like Empire is fantastic — it’s great to know you can take the story anywhere you like, but for the long-time comic fan in me there’s a real magic to being able to draw my version of long-standing characters, which is why the JSA project is such a treat for me! Ideally I’d like to continue to live in both worlds — making a choice would be very difficult. Doing one ‘company project’ and one ‘original’ project a year would be the perfect option I guess…but maybe that’s like trying to have the cake and eat it too!

DT: You’ve made a few comments about reviving your L.E.G.I.O.N. series down the road. How do the prospects look for that?

BK: At the moment they look a bit distant — we had been planning and had a proposal for a JLA/L.E.G.I.O.N. mini series to re-establish the characters in the DCU, but with the JSA series and Empire keeping me busy for the foreseeable future I can’t really see much chance of it coming about for some time. I would definitely like to work on the characters again — I thoroughly enjoyed all my time on the book and they seem very fondly remembered by an awful lot of fans so it would be nice to see them as an integral part of DC continuity again.

DT: A bit of a more general and technical question — what materials do you use in the various stages of putting a page together? How do you select those particular tools?

BK: Now that’s a question I could probably fill several pages answering. I have at least three different approaches to putting pages together and tend to opt for which ever one I feel like on any given day!

The one constant is to always start with a thumbnail sketch — very simply drawn and about 2 inches by three inches in size. This is where the basic content of each panel is decided on and the overall design of the page worked out. If you can tell what’s happening in these and they look interesting it’s a fair bet the page will work okay when you’ve drawn it up.

After this stage things can go all sorts of different ways. Sometimes I’ll then draw the whole page up full size in blue pencil – which doesn’t reproduce when scanned — and has a softer feel than regular pencil leads.

Sometimes I’ll draw a version of the page at reproduction size after the thumbnails the drawings at this stage will be mostly just outlines. When I do this I tend to next put the page under tracing paper and using felt tip brush pens fill in all the blacks so that I end up with a version of the page that has NO outlines only positive and negative spaces. It’s another way of being able to judge the mood of a page and how the reader’s eyes will be guided around the panels.

A third method is to draw roughs of each of the panels individually — scan them into a computer and put the page together as a composite based on the thumbnail design.

Whichever method I’m using at this point I end up with a scanned rough of the page in the computer. The great thing about getting to this stage is that once the roughs are in the computer you can manipulate the drawings in all sorts of different ways, resizing, flipping etc etc until you are really happy with how things are going to look. Through rather arcane processes in Photoshop I’ll then create a faint blueline version of the final page. I print this onto the board I’ll be using — so faint that it’s barely visible — and then go to work with a selection of pencils — again whatever feels right at the time, usually a combination of 0.3 automatic pencils and good old fashioned wooden ones.

Once the page is drawn, if I’m going to inks I use brushes almost exclusively. . . the only things I use pens for are straight lines and circles generally. I use Kolinsky sable brushes and India ink . . . which I usually boil for a while to get to decent thickness so that it gives a nice dense black. (See the progression of the cover for Empire 0 here.)

There’s loads more minutia and variations I could go into — but I think that roughly explains how I approach things.

BK: Well basically I think it was a really well written story – and it was something of a change of pace, something a little different for me to tackle , but you’ll have to read it to understand how . . . I enjoyed being able to work on something that seems like it will have real repercussions in the characters’ lives. It was a real pleasure to work with Geoff and David — Geoff and I had been talking about working together for years and when the chance came up I was glad to grab it! I hope we’ll get the chance to do it again soon! It’s always nice working for Peter Tomasi too so everything about the project just ‘clicked,’ nicely.

DT: Do you think the experience on Titans would motivate you to try and take on more original projects like Empire down the road? Or do you think you can still feel comfortable in the somewhat tighter confines of company-owned characters?

BK: There are plus and minuses to both situations — certainly the freedom of owning a property like Empire is fantastic — it’s great to know you can take the story anywhere you like, but for the long-time comic fan in me there’s a real magic to being able to draw my version of long-standing characters, which is why the JSA project is such a treat for me! Ideally I’d like to continue to live in both worlds — making a choice would be very difficult. Doing one ‘company project’ and one ‘original’ project a year would be the perfect option I guess…but maybe that’s like trying to have the cake and eat it too!

DT: You’ve made a few comments about reviving your L.E.G.I.O.N. series down the road. How do the prospects look for that?

BK: At the moment they look a bit distant — we had been planning and had a proposal for a JLA/L.E.G.I.O.N. mini series to re-establish the characters in the DCU, but with the JSA series and Empire keeping me busy for the foreseeable future I can’t really see much chance of it coming about for some time. I would definitely like to work on the characters again — I thoroughly enjoyed all my time on the book and they seem very fondly remembered by an awful lot of fans so it would be nice to see them as an integral part of DC continuity again.

DT: A bit of a more general and technical question — what materials do you use in the various stages of putting a page together? How do you select those particular tools?

BK: Now that’s a question I could probably fill several pages answering. I have at least three different approaches to putting pages together and tend to opt for which ever one I feel like on any given day!

The one constant is to always start with a thumbnail sketch — very simply drawn and about 2 inches by three inches in size. This is where the basic content of each panel is decided on and the overall design of the page worked out. If you can tell what’s happening in these and they look interesting it’s a fair bet the page will work okay when you’ve drawn it up.

After this stage things can go all sorts of different ways. Sometimes I’ll then draw the whole page up full size in blue pencil – which doesn’t reproduce when scanned — and has a softer feel than regular pencil leads.

Sometimes I’ll draw a version of the page at reproduction size after the thumbnails the drawings at this stage will be mostly just outlines. When I do this I tend to next put the page under tracing paper and using felt tip brush pens fill in all the blacks so that I end up with a version of the page that has NO outlines only positive and negative spaces. It’s another way of being able to judge the mood of a page and how the reader’s eyes will be guided around the panels.

A third method is to draw roughs of each of the panels individually — scan them into a computer and put the page together as a composite based on the thumbnail design.

Whichever method I’m using at this point I end up with a scanned rough of the page in the computer. The great thing about getting to this stage is that once the roughs are in the computer you can manipulate the drawings in all sorts of different ways, resizing, flipping etc etc until you are really happy with how things are going to look. Through rather arcane processes in Photoshop I’ll then create a faint blueline version of the final page. I print this onto the board I’ll be using — so faint that it’s barely visible — and then go to work with a selection of pencils — again whatever feels right at the time, usually a combination of 0.3 automatic pencils and good old fashioned wooden ones.

Once the page is drawn, if I’m going to inks I use brushes almost exclusively. . . the only things I use pens for are straight lines and circles generally. I use Kolinsky sable brushes and India ink . . . which I usually boil for a while to get to decent thickness so that it gives a nice dense black. (See the progression of the cover for Empire 0 here.)

There’s loads more minutia and variations I could go into — but I think that roughly explains how I approach things.

        

The Empire Is Back

Posted May 1, 2003 By Dave Thomer

In May of 2001, DC announced that they would publish Mark Waid and Barry Kitson’s Empire, a series centered around a successful world conqueror and the intrigues that surround him. I talked to Kitson back then about the book and his plans; Now, Empire is finally back, with a reprint of the original issues now on the stands and a brand new issue slated to arrive in July. It seemed like as good a time as any to check back in with Kitson. The following conversation took place via e-mail in late April and early May:

DT: We’re coming up on almost two full years since the first announcement that Empire would move to DC. Can you talk a little bit about the process of getting the series going again? Has it taken longer than you expected?

BK: It has taken longer to get the book back in the schedules than we’d hoped — it was really just a question of logistics. Mark and I never actually stopped talking over ideas and plots for the series, but Andy Helfer had asked if I would help out on Titans and that ended up taking more time from my schedule than we’d expected. DC to their credit were very good about waiting to schedule Empire until we knew we could put all the time into it that we wanted. Empire means a lot to Mark and me so we really wanted it to be right this time!

DT: How much time do you like to devote to Empire? Is it something you feel you can work on simultaneously with another project, or do you have to focus on it exclusively?

BK: I always prefer to work on one thing at a time when I can. If I have more than one project in progress I’ll assign specific days to a single task – for example Monday = Cover for project ‘a’, Tuesday = Empire interiors. Usually with a story I like to work on it unbroken so I can get totally immersed in it. At the moment Empire is taking priority over everything else. If there’s a little down time on Empire for any reason then I’ll get to working on preparatory stuff for JSA etc.

DT: What’s it like coming back to a project like this after so much time away? Is it a challenge to figure out how a concept (and two stories) from 2000 fit into your thinking and style in 2003?

BK: Well as I said we really never felt like we left the project. We’ve actually been talking about Empire for a long long time. Well before the Gorilla Comics issues — in fact even before JLA Year One! The concept hasn’t undergone any major change since 2000 . . . just continued to evolve the more we discuss it. Fundamentally things are the same — we had most of the major ideas behind the first story arc pretty well mapped out when we began . . . the biggest difficulty is probably that we’ve had two years to think of new ideas we want to throw in so it gets harder and harder to fit everything into the structure we originally thought of! We probably have enough ideas to fill about twice as many pages as we actually requested for this first arc.

I guess you might feel world events have thrown the story into a somewhat different light too — but you’ll have to read the story to judge how that might work.

I think there is a slightly ‘different’ style to the artwork from the original issues– due to my ‘natural progression’ over the time that’s passed . . . it would have been nice to redraw some of the original pages perhaps but not really practical. (I’d probably redraw everything I’ve ever done given the chance )

As far as the stories go, each issue was designed to be able to stand alone– the idea being that you could pick up any issue of Empire and get a whole story from it, but that story would take on extra significance if you had the whole series to refer to. Some things that might seem quite minor in #2 might take on a great significance in the light of #5 say.

The extra good news is that with DC reprinting the original Gorilla issues as #0 – everyone can get immediately up to speed with events if they’d like to!

DT: So if this first arc goes well, it won’t be lack of ideas that stops you and Mark from putting out more, I take it. Are you hoping to put out more miniseries somewhere down the road? What has to happen to make that feasible?

BK: If enough people enjoy Empire we’d pretty much like it to be an ongoing project. Basically if the market place is willing to support it we’d like to keep going until the whole saga is told. It’s a project that we both really enjoy and would like to keep working on whenever we can. Maybe releasing it in volumes — just as these first eight issues make up volume one. Joey Cavalieri our editor at DC has been really supportive and indicated that he’d be happy to take the hot seat again if things go well — so we’ll keep our fingers crossed that the readers enjoy it as much as we hope they will!

        

Icons and Ignorance

Posted March 1, 2003 By Dave Thomer

So, have you heard about Wonder Woman’s haircut yet?

If you haven’t, here’s the story in a nutshell: In the current storyline by writer Walt Simonson and artist Jerry Ordway, Wonder Woman’s suffering from amnesia, but that’s not stopping any number of dangerous folks from trying to kill her. WW’s held off her attackers thus far, but she wants to get to the bottom of this. So with the aid of a dedicated fan, she adopts a brilliant disguise – she cuts her hair and puts on a pair of glasses. The issue in question comes out this week, and the story has hit the Associated Press and other media outlets. (Glad there’s nothing else going on in the world.)

The whole thing seems silly, of course. Who cares about a fictional character’s sense of style? Then again, we’re still digging out from Oscar night fashion coverage. So why shouldn’t the big stars of the comics world get the same treatment? But the coverage also highlights the odd relationship the media, and American society in general, have with comics’ major pop culture icons. Superman, Batman, Wonder Woman, Spider-Man, the Hulk – we know them all, but we barely know their stories and history.

The headline of the AP article, for example, is ‘After 60 years, Wonder Woman gets a makeover.’ Now, I think it’s probably true that this is the first time Wonder Woman’s been depicted in short hair. But in the late 1960s and early 1970s, DC unveiled a new-look Wonder Woman, who eschewed her costume and most of her powers for a white jumpsuit and some crimefighting kung-fu action. In fact, the current amnesiac-out-of-costume storyline has included direct homages to those stories.

So this news isn’t really news. Even moreso because a new writer is taking over the series when this storyline is over, and it’s quite likely that everything will return to the status quo. It’s an odd pairing – the general media isn’t aware that change frequently occurs in long-running comics series, so when they do get wind of a (probably temporary) change in the status quo, they treat it as a groundbreaking alteration of our cultural landscape.

The biggest reason for this is probably that the major comics characters have transcended comics. Wonder Woman 190 was the 83rd-ranked comic for the month of March; industry analyst icv2 estimates that North American comic and pop culture stores ordered fewer than 25,000 copies. Super Friends reruns on Cartoon Network probably get more viewers; the network’s current Justice League series certainly does (to the tune of 1 million to 1.5 million). We may not remember what Wonder Woman was wearing in the comics in the 60s and 70s, but Lynda Carter’s TV version still lives on in reruns and the popular consciousness almost three decades after the fact.

It’s not just Wonder Woman, though. Batman is the top-selling title for March, with industry analyst icv2 estimating around 123,000 copies sold this month. Batman: The Animated Series drew millions of viewers when it aired on Fox and the WB in the early to mid 90s. At minimum, given Justice League’s ratings, ten times as many people are getting their notions about Batman, Superman and company from the cartoons as they are from the comics. Millions of people bought tickets to see X-Men, Spider-Man and Daredevil, but only thousands of people buy their comics.

Like Wonder Woman’s hair, this is not news. For decades, no one has really been paying much attention to the contemporary comic adventures – the comics helped establish an archetype in the pop culture consciousness once upon a time, but even by the 70s, they weren’t important enough to keep track of. This did allow for some experimentation in the comics of that time; for a while, Clark Kent was a TV reporter with no vulnerability to Kryptonite, Batman left stately Wayne Manor for a penthouse apartment in the city, and we’ve already mentioned Wonder Woman’s wardrobe changes.

In the 80s and 90s, publishers often tried to refocus attention on the comics themselves with major stunts. A reader poll led DC to kill off Robin to a hailstorm of media attention. This required mainstream journalists to grasp the difference between Dick Grayson – the Robin created in 1940 – and his 80s successor, Jason Todd. The Grayson character grew up, ditched the short pants, became Nightwing, and stars in his own series today. Todd found himself on the wrong end of an automatic dialer after only a few years. It was a difference likely lost on an audience raised on Adam West and Burt Ward, who just heard ‘Robin died’ and went crazy.

In 1993 and 1994, DC went for the whole enchilada and killed off Superman, broke Batman’s back, and turned Green Lantern into a homicidal maniac. The Death of Superman became a huge media phenomenon, as mainstream journalists somehow failed to pick up on the notion that very few characters in comics stay dead for long. But the shock events had diminishing returns, and often annoyed the existing readership without really changing the way the public at large thought of the characters. The other-media adaptations stuck to the same archetypes they always had.

Gradually, the comics publishers have decided that if you can’t beat ‘em, join ‘em, creating spinoff versions and alternate publishing lines whose purpose was to reflect the versions of the characters that a larger audience might be familiar with – in short, they began adapting to the adaptations. It remains to be seen if this will help draw in the mass audience that has eluded comics over the last few decades. In the worst case scenario, it could cause a stagnation in the major characters’ ongoing storylines and accelerate the sales decline as the last of the diehards leave and no new casual readers come in to replace them. In the end, comics has to find some way to change the fact that the public at large doesn’t really want to know what’s in the comics – they just want to know that they’re still there.

        

Finding the Spark

Posted February 1, 2003 By Dave Thomer

I don’t think I fully realized it until last week, but I lost a little bit of enthusiasm for comics over the past year. There was plenty of good work coming out, stuff I enjoyed reading and that I’m happy to have in my collection and on my bookshelf. But there was a spark missing somewhere. The books I really loved all seemed to sputter and fade in 2002. Either they were cancelled due to low sales, or they ran into scheduling problems, or the creators that made them special left to do other books. Even the few new series I did check out were good, but not outstanding. Our trips to the comics store were becoming the sort of thing we did when we got around to it, not something to specifically plan for. Sure, part of that’s because our schedules have changed radically over the last year . . . but in part, it’s because there was never anything we were in a particular rush to get.

Fortunately, I didn’t really realize that enthusiasm was gone until I got it back. Last week was the first Wednesday we made it a point to get to the comics store I could remember. (New books usually arrive in comics stores on Wednesdays.) We made the midweek trip in part to free up our weekend, but just as important to Pattie and me was this: for the first time in over two years, Kurt Busiek, Brent Anderson and Alex Ross produced a new issue of Astro City. As Pattie’s fond of saying, she nearly tackled Busiek in San Diego in 2001 to find out when the next issue was coming, so it’s fair to say we had built up some anticipation.

You know what? It was worth it. As a reintroduction to the series, it covered some old ground, but I think that just shows the strength of this series and its character-intensive approach. I didn’t mind that the narrator was telling me things about Astro City that I already knew, because he was doing it while telling me about himself. When Busiek’s at the top of his game, he makes the triumphs and failures of the everyday person come alive, and in 22 pages he made me care about a character I’d never seen before. The book looked terrific, with Ross turning in one of the best covers I’ve seen him do. Anderson uses a couple of splash pages to convey different aspects of the city, but he mostly employs a pretty dense panel structure in order to cover a lot of narrative ground and handle the amount of conversation and narration that Busiek writes. (I gotta say, it was nice to read a comic where it actually took some time to read the thing.) Astro City: Local Heroes 1 is a wonderful celebration of courage and compassion, and I am not ashamed to say that my eyes well up every time I read it. It is that damned good, and it reminded me why I love this medium.

When I finished reading the book, one of my first thoughts was ‘Why can’t I find more books like this?’ In the last week, as I’ve done my usual browsing about the web, I’ve realized that it looks like some more of those old favorites like Astro City should be making their returns in 2003. This week, it looks like Christian Gossett and his comrades at Archangel Studios will relaunch The Red Star under the auspices of CrossGen Entertainment. While that series has never gone away, it’s been a while since the last story arc concluded. If I can believe the Archangel website – and I think I can – this relaunch is the beginning of a more-frequent publication cycle, and that has me enormously excited.

Way back in May 2001, Barry Kitson told us that he and Mark Waid would be taking their Empire series over to DC’s Homage imprint. I’ve been checking the news regularly to see when this story of a successful world conqueror would be back on the shelves, and now DC’s website says we can expect it in late summer. Kitson sounds very excited about the return of a series that may as well be entitled Dave’s Favorite Creators Do The Best Work of Their Careers, so that’s one more hint that 2003’s going to be an excellent year.

DC also recently solicited a new issue of Warren Ellis, John Cassaday, and Laura DePuy’s Planetary, and even though they promptly canceled that solicitation, they did so with an announcement that Batman/Planetary will ship this summer. To an extent, I’ll believe it when I see it, but I’m in an optimistic mood. This’ll be a great series to have going during the summer blockbuster season.

Jeff Smith’s outstanding Bone series is slated to wrap up this year, and while I’ll be sorry to see it go, I can’t wait to read the conclusion and see what other projects Smith has on tap. Jay Hosler’s Sandwalk Adventures will be collected early this year, which will be fantastic. I’m looking forward to reading both of these books, and the thought that in the next few years I’ll be able to read them to my daughter makes me look forward to them that much more.

More than anything, though, what thinking about all of these returning favorites has done is get me excited about comics in general, which means I’m more likely to go hunting for new creators and new stories and find the next thing that excites me as much as any of my old favorites. I can’t wait.

        

How I Learned to Love Comics Continuity

Posted October 15, 2002 By Dave Thomer

So a few weeks ago Pattie and I were visiting my mother, and the premiere of Birds of Prey hit the screen. If you haven’t caught it, the basic premise is that three attractive female superheroes and one attractive male cop run around Gotham City fighting crime. With all the attractive people running around, the show certainly fits into The WB’s overall oeuvre, but that’s not why my family sat down to watch. Since the show is loosely based on the DC comic of the same name, we were there to observe – and where necessary, explain – where the show’s writers drew their inspiration.

And that’s the true genius of the show, from where I’m standing. It draws concepts from just about every interpretation of Batman over the last 25 years, and smooshes them all together with some attractive people and Top 40 hits. Pattie, my brother and I spent the night trying to explain it all to my mother.

“The therapist is a bad guy?”
“Yeah, she came from the animated series.”
“When did Catwoman have superpowers?”
“The Tim Burton movies.”
“The Joker shot Batgirl?”
“Yeah, Alan Moore wrote that in the mid-80s.”
“Wait a second, Batman has a daughter?”
“That’s from the seventies.”
“Who’s that in the Batman suit?”
“The guy from the OnStar commercials.”

Now, you may think that we’re freaks for keeping track of all this information. On the other hand, right now Fox is broadcasting the World Series and keeping track of the number of outs the Angels have made on ground balls. Every supermarket checkout lane includes multiple guides to the latest soap opera goings-on. And there are plenty of folks who know so many details about major military battles that they go out and re-enact the things. So obsessive attention to detail is not the sole purview of the superhero comics fan.

On the other hand, we do have some of our own little quirks, but I think the world would be a better place if those quirks became more widely accepted. Take the retcon, for example. Retcon is a shortened form of ‘retroactive continuity,’ which is what happens when one writer decides that some story that got written ten or twenty years didn’t actually happen the way the previous writer wrote it. For example, in 1985 Marv Wolfman and George Perez produced Crisis on Infinite Earths, which basically established that nothing DC Comics ever published actually happened, unless someone later decided to say that it did. (That this sort of revision happens often enough that comics fans not only came up with a technical term for it, but eventually needed a shortened slang version, should tell you something.) Sometimes this is necessary because the old story attempted to be current and topical, which is often a bad idea because time never really passes in comic books. Sometimes the new writer doesn’t like the old writer, and sticks in a retcon as a bit of a literary poke in the eye. And sometimes the writer is just trying to surprise people, with the old ‘Everything you knew is wrong!’ trick.

Either way, I think it would be fun to be able to employ the retcon in our everyday lives. It could work like instant replay in football, where each half the coach can throw a red flag on the ground and get the ref to look at instant replay to change a call.

BOSS: Those proposals you were supposed to send to the Los Angeles office never got there, and so we lost the big account! You’re fired!
DAVE: (throwing flag on the ground) That’s a terrible plot development. I demand a retcon.
BOSS: Great job getting those proposals done at the last second! The client’s so happy they’ve sent you this priceless collection of rare gems as a token of their appreciation, and we’re giving you that big promotion and the desk with the comfy chair!

Then there’s the ‘imaginary story.’ This occurs when the writer of a story wants to make clear that no one will ever acknowledge the events of the story again, and they will have absolutely no repercussions for any of the characters’ ongoing plotlines, and therefore should be distinguished from the non-imaginary stories of people who fly, run at the speed of light, and stick to walls. This supposedly gives the writer license to tell edgier, more outrageous, or more ridiculous stories, although it often results in ‘What if Superman’s rocket were found by Batman’s parents?’ On the other hand, imagine waking up and declaring that today is actually an imaginary story. Eat all the junk food you want. Rip off a mattress tag. It doesn’t matter – it’s an imaginary story! Of course, when it’s over, you may not remember that any of it happened, but hey, that might be a good thing too. Those mattress clerks can get really protective.

There is one potential drawback to this concept, as Birds of Prey the TV show aptly illustrates. No matter how many writers try to simplify things, no matter how many retcons they may employ, no piece of continuity ever really truly dies. There’s always the chance that the imaginary me who ripped off that mattress tag is gonna show up demanding a crossover, and those always end up in trouble. Plus there will undoubtedly be some guy on an Internet message board arguing passionately that my firing was a much better story than the rare gems. At least I can take comfort in the fact that no one pays any attention to people on the Internet.

        

Colorists See the Light: Snakebite

Posted March 1, 2002 By Dave Thomer

Snakebite is the colorist/compositer/digital painter on Image Comics’ The Red Star, a title we’ve talked about once or twice on this site already. It’s his job to bring the computer models and Chris Gossett’s pencils together to create seamless images. (Check out some before-and-after shots from Snakebite’s portfolio.) Snakebite also teaches at The Animation Academy in California, working with artists looking to break into animation. He has strong views on art and its intersection with commerce, and isn’t afraid to share them in his own inimitable style with anyone who asks.

DT: What motivated you to get into coloring? What motivates you to keep doing it?

S: Linda Medley and Lynn Varley were my first two inspirations to color back in the late eighties. I feel the most comfortable when I’m coloring and when you’re a colorist you get to work on many different artists . . . it works well with my A.D.D.

DT: What are the skills you needed to learn to do the job well? How did you go about learning them?

S: Contrast and composition, in my opinion, are the two most important things when coloring. Knowing color theory is important as well, but everyone sees color differently. Like everything mileage is key.

DT: When you first start on a page, what are the first things that go through your mind? What are the initial creative choices you make to set the direction for the finished product?

S: Where’s the focal point and emotional message? These are the two most important questions I ask myself.

DT: What do you think comics readers should look for when they look at a page, in terms of coloring, in order to fully appreciate the work?

S: If they get the emotion and story telling, then I’ve done my job.

DT: What do you think differentiates ‘good’ from ‘bad’ coloring?

S: If it makes you physically sick . . . it’s bad, he he. Subjectivity fucks up any real chance to answer that question.

DT: What of your own works are you particularly happy with? What is it about those pieces that you like?

S: I like my latest work and since that hasn’t happened yet, I couldn’t tell you why, he he he. I’m constantly experimenting and my A.D.D. never lets me like my work for too long. I’m just happy and blessed that I have been able to live off my art for the last 9 years and that I’ve put myself in a position where I can grow as a human and artist.

DT: Can you take us through the process a little bit? What’s it take to get a page or an issue of The Red Star done?

S: I’m the last guy to touch everything minus dialogue, Mr. Starkings and crew [from Comicraft] handles such deeds. Although Goss has always included me in the rest of the process from layout to design, I receive the pencils and the 3D assets to composite in a shot, under the guidelines of Goss’ thumbnail layouts. Pages do not come to me like a typical comic page. Almost every element is its own asset (illustration scan or 3D model).

Once I acquire the 3D models and the pencil illustrations are scanned into my hard drive, Goss comes over to my home studio (MEAT PRODUCT, providing essential creative juices that are lacking in today’s boring corporate diets) for a “COMP” session, or “The Dance” as I like to call it.

It goes like this, each page has many different layers (in Photoshop). Each layer is an asset, a lot of the time (although we’re getting better) not to scale to one another. We move everything around, transform it to fit the layout of the original thumbnail. Although when actually collaborating with another you find other paths and the finished product sometimes finds a new conclusion . . . which is one of the many rewarding aspects of this particular project. It’s not about a dictatorship . . . it’s about creating and growing as artists and individuals.

When the “Dance” is completed the preparation work is far from done. I still have to clean up the pencils. When working with a medium like graphite you’ll always have clean up. A lot of the time smudges assist in the integration between the D’s. I then have to flat the illustration — ‘flatting’ is a process used by us point and click bitches to paint using Photoshop. It is ideal for editorial changes. The last few issues I have had the pleasure of a Flatter, Aaron “Strawberry” Horvath who is a student and instructor at The Animation Academy. This job is bone head work and his skills far surpass the task but it’s nice not to have to do it anymore, he he . . . and it’s nice to give out work to a brutha or sista.

From there the fun begins, I FINALLY GET TO PAINT!!! At this point there’s no one way, I approach it from many positions and try new angels all the time . . . I like to think of it as The Kama Sutra of Digital Painting . . .hmmmm, maybe I’ll write a book one day . . . Anyhoo, so I approach the page with fundamental questions always in mind. My teachers say “If you can find the right question, the right answer always follows.” . . . Or was that a dream? . . . Yoda? . . . In any case, it works. Of course education, experience and mileage really help one find the questions . . .

I approach the 2D and 3D the same way, as far as painting . . . just slap the color right on top, no fear. I’m not held back at all by Goss, he encourages me to go further, push it more . . . until the deadline gets closer, he he. People who have ego problems just couldn’t work with us. No sensitive artist types around this book, except for the crying and hugging — but that’s a different story, he he. It’s gotten to the point where I do all the texture mapping on the 3D as well. We have great 3D crews, John Moberly and more recently KGB (these bruthas are under cover), and they lay down some kick ass rendering and sometimes they push the textures but ultimately this book is printed turning it 2D, so there’s no point in bruthas doing extra work for nada. It takes less time, for our schedule, for me to do it in Photoshop then for us to wait for the rendering process . . . although it puts more on my plate . . . I have a healthy mental appetite so it works out. I like how Goss puts it, “You can’t argue with the end results.” He’s right, I haven’t been this satisfied with a project since I can remember and the extra work we put in, although my eyes could argue with me, is soon forgotten by our bodies and what’s left over lasts forever.

And that’s what art is about, The Red Star and The Animation Academy constantly challenge the roles of the artist in our world to be more than just T&A commercial whores (although a lot of those bruthas work real hard to draw spaceships and girls with great bodies and broken backs). We want to be apart of the movement of artists taking back the industry that affects so many people. The visual medium is a strong one when it comes to education and communication and we should feel responsible for what we put in the collective minds of our world. Don’t get me wrong, I like the occasional porno, it’s the balance, but come on there’s only so much porno a person needs (subjective I know). But let’s define success differently so that it means uplifting people and making them more aware so that they can ask the right questions and find the answers that work for them. This is what makes my artistic journey complete at the moment. I say “at the moment” not because I want to move on just because life has this way about it, so I enjoy what it gives me . . . at the moment . . .

DT: What do you need from your collaborators in order to do your job to the best of your ability? How well do you feel comics companies and creators have given colorists the support and respect they deserve?

S: The Red Star has been the only true collaboration that has been printed in the comic industry that I’ve had the pleasure of working on. I work with a lot of great artists at The Animation Academy and just in general, but this book has been my only gig to see print that is a true collaboration. I don’t get a script but Goss walks me through every page . . . with sound effects, he he. I pick up a lot of my color inspiration from the passion he shows in walking me through the story .

As far as the industry is concerned . . . as a whole (’cause I’ve met individuals who aren’t this way) it can eat a dick as far as its respect for colorists. For the most part it has been dependent on colorists. A lot of artists use colorists as a crutch. We can make or break a book. We are the last ones to touch it and for anyone that says “you can’t polish a turd” I would like to invite them to the “Shiney Shit” exhibits in our industry’s archive. Colorist are always saving the collective asses of the people that come before, i.e. editors, artists, inkers.

Ever hear of the “we’ll fix it in post” attitude? Well, in comics colorists are considered “post”.

I’m not saying colorists are key, but we’re damn close to it.

Colorists are artists and should be treated like one. Anywhere you see a penciller credit or inker, you should see a colorist. We should get paid the same amount as everyone else . . . in some cases more. If you go anywhere to get any service on a “rush” basis you pay more. Well . . . colorists are always getting rushed and our paychecks always seem to come late and light. With technology the way its going, colorists are pulling off color stunts at a caliber that pencilers just aren’t capable of doing. What makes comics these days cutting edge is us point and click bitches, without a doubt. Without colorists Image would not have been as big of a hit as it was in the early nineties. Without colorists everything would be black and white . . . I’m not bitter, I’m just aggressive and tell it like it is. I see a shift of the attitude. More artists are making themselves more savvy and therefore more compassionate to our position in the creating process . . . now if we could only get the editors to see the light of day.

DT: When you say that colorists often have to fix the errors of those that have gone before them, can you be more specific about what kind of errors colorists might have to correct?

S: Deadline is always screwed by the time it reaches us. Now I’m not a cry baby, deadlines are screwed all the time when dealing with artists on any level. The mere fact you associate yourself with a artist screws up your deadline right off the bat, he he he.

I won’t get into past artists’ attitudes I’ve experienced, but usually problems arise from lack of exposure to other aspects of production. Since colorists are digital we live in the myth that we can click away any problem with our Finish-dis-Shit button.

I like to point fingers on a individual basis, he he, so I’ll just say that color is just as if not more essential when conveying an emotion and/or story and should be looked at with that kind of respect.

DT: Following up on ‘colorists are artists too’ — do you think the creators’ rights movement in comics has overlooked colorists? What can be done about that?

S: Hells yeah. I tried to rally the troops on many an occassion but most of the time the troops don’t want to rally so I’m goin with Gandhi when i say I’m just gonna be the change I want in this industry. If theres something I don’t like goin on I’m just gonna step up to the plate and do my best not to be apart of what i don’t like and focus on the otherside of the spectrum….Keep creating!!!

DT: What type of stuff are you doing at the Animation Academy?

S: As of November 26, 2001, The Animation Academy in Burbank has been certified and its program approved by the Bureau For Private Postsecondary Education of the State of California. This is very exciting for us, we are now capable of offering transferable units for students who want to continue their training at other schools to gain degrees (although we have students from other prestigious schools coming to us, as well as from other countries). The state certification allows us to give out Certificates when the student completes our program. Next, on the list for the school, is to be able to offer associate degrees. Considering that the owner, Charles Zembillas, started in the back of a restaurant a few years ago this is quite a accomplishment..

The Animation Academy has two student-art-directed-by-instructors productions under our belt. The first was an original animated concept by Charles Zembillas, he did everything up to key frames and had his students do the in-betweening over the course of a few years. Recently he just had a handful of students finish the coloring on it and it competes across the board. Six minutes of solid animation.

The second production was a Flash short and we negotiated the deal ourselves with the investors. This is one of the points we try to convey in our classes, artists can make deals. Now with this production we were just manual labor. The designs, storyboards and script were completed previously and by a different artist. The school and the students did the production but we did pay the students close to industry standard (which most studios don’t even pay these days). How many schools can offer education, experience and good pay? Not many, it’s old school Frank Lloyd type of thinking but it’s a classic brain frame that I’m glad to be a part of reviving . . . We are all working on that being a regular thing.

The Animation Academy practices the fundamentals of art but we also practice the fundamentals of artists’ legal rights with classes like “Business Law for Artists” with Randall J. Kelley, Esq., an attorney with 20 years’ experience with copyrights and contract negotiations for major art publishers and studios. Randall is a personal friend of mine and I truly believe he offers precious insight for anyone that pursues art as a career. Although our main focus is on solid drawing, with instructors from just about every major animation studio in Burbank – Jose Lopez, Thomas Perkins, Gregg Davidson, Kristen Sych, John Nevarez, Richard Chavez, Alan Simmons and Stephen Silver – we still stress the importance of good business sense and sensibilities . . . after all this is a business . . . I can’t think of another school that offers Business Law class as part of their full time certified programs

We also have an offspring site called animationnation.com. It’s a message board with some of the most talented, knowledgeable people in the art industries, who are all willing to share their knowledge. I love them all, even the ones I can’t stand, he he. It’s a fun online place to learn and find out what the real deal is in the art industry….and not just animation, we have members from all walks of life and all over the world…our thousandth member just registered tonight and we have thousands more who just read

On a personal tip, I feel at home when I’m at The Animation Academy. There’s a brotherhood there, the knowledge passed through there lifts people up to the level they want to be at. Sure I’ve seen people filtered through the school to never return…but that’s the way of things. I can’t find the right words of appreciation to communicate where I’m coming from . . . I guess it’s all about walking a mile in a brutha’s shoes.

DT: What other projects are you working on?

The Red Star and The Animation Academy take a lot of my focus, but my A.D.D. keeps me desiring collaboration with others constantly. One thing I would say to the peeps just starting out is to keep yourself versatile but not stretched too thin. Finish what you start, the obvious cliche for a reason. Learn every aspect. Comics used to be the cheapest way to test a multi media property on a market, now it’s the internet. Sure the internet doesn’t make you any money, well neither does comics. They’re both two different ways to do the same thing, market yourself for potential future investors.

If you’re a creator, you ultimately have the power and if you’re willing to make the journey across the desert to reach your destination, your destination will be worth the long trip . . . or short, depending on life, he he.

But I can’t stress the power of the internet enough. With Dot-Com-Failures it could seem bleak, but those fuck heads approached the whole thing wrong and with too much money . . . kinda like what we saw happen in the mid-nineties in comics . . . BOOM!!! “Why my lip all busted up, and where’s my money?”. It’s all about solid content.

        

Colorists See the Light: Paul Mounts

Posted March 1, 2002 By Dave Thomer

Paul Mounts is the colorist for Marvel’s The Ultimates, Black Bull’s Just a Pilgrim, Image Comics’ Tellos, and Vertigo’s SCI-Spy. (Check out two covers for Just a Pilgrim: Garden of Eden. He has been an artist in comics for over fifteen years, and currently heads up his own studio, Bongotone. ) His cover for The Ultimates 2 is the basis of this update’s cover image.

DT: What motivated you to get into coloring? What motivates you to keep doing it?

PM: After spending three years drawing and coloring storyboards and animatics for television commercials, I needed a change. I saw what the advertising world does to people — art directors at age 40 looking 65 and drinking at 9:30 in the morning-and was really bored spending entire days drawing dog food, cereal flakes, and deliriously happy people eating Big Macs. I’d always loved comics, and at that time there were a few publishers in here in Chicago (First, Now and Comico) that I could pencil, ink letter and color for. Then one day an old high school friend who was drawing for Marvel (Tom Morgan) was working on a series that they need higher-end coloring on, and showed the editor (Howard Mackie) some of my storyboard work. I helped Marvel get setup with a local service bureau to make the blue-lines form the original art (since at that point the only higher -end coloring that they had done was either on the original art or on greyline stats). After that series got published, I was suddenly known as a colorist, so that’s the work that kept coming my way. It’s paid my bills for quite a few years now, and when you’ve got a wife, kids and mortgage, that’s motivation.

Beyond that, however, I think that I can bring something to the books I work on that is unique, and that feels good. And I still pencil and ink sometimes — I’ll have a pinup in Just A Pilgrim: Garden of Eden #4.

DT: What are the skills you needed to learn to do the job well? How did you go about learning them?

PM: The time I did storyboards was boot camp. You can learn more in 6 weeks at a good studio than you can in 6 years of art school. You learn to concentrate on the basics, the storytelling. You learn how to lead the eye through a scene, and how to trick the viewer into seeing exactly what you want him to see. How lighting affects mood, and the importance of the basic contrasts: Light against dark (the most important!), warm against cool, saturated against unsaturated. When I was freelancing for Continuity Associates, Neal Adams once gave me an afternoon crash course in the importance of these three contrasts that’s stayed with me in all the years since. The important skills are in threes — the three contrasts, the three levels of importance when approaching a scene, and the three things you need to have/be to succeed. The skills are: 1) Tell the story (the most important); 2) set the mood (important, but subordinate if it obscures the storytelling); 3) render it up pretty (relatively unimportant, often unnecessary). You need at least two of the three things to succeed: 1) be on time; 2) be really good at what you do; 3) be a really nice/easy person to work with.

DT: Could you take us through the evolution of coloring a little bit from your perspective? How have the tools and the processes changed?

PM: When I started, fully-painted blueline color was just getting going (middle 1980’s). We went all digital in the fall of 1994, and it was perfect timing, as right when we got computers the blueline work started drying up overnight. Which was fine; after airbrushing Dr. Martin dyes and gouache for so many years, I was sneezing rainbow colors from inhaling all the fumes. (And, yes, I had a large industrial air cleaner/filter attached across the top of my drawing board, but that can only catch so much . . .)

We never used the vector-based coloring software that Steve Oliff developed; I’ve been Mac and Photoshop since day one. Viva le Mac! The operating system for those with superior taste and intellect. Death to the PC traitors!! (I’m kidding! No flames, please!).

DT: When you first start on a page, what are the first things that go through your mind? What are the initial creative choices you make to set the direction for the finished page?

PM: I guess I answered part of this in the last question. The first and most important thing-what’s the point of the cover/page? What’s the story it’s trying to tell? What was the penciller/inker trying to accomplish? And how can I amplify that? On the Ultimates 2 cover, it was, at its heart and for all its detail, a relatively simple scene showing the power and mood of Iron Man; basically, to create a sense of wonder in a superhero that’s been seen hundreds of times before in various incarnations. The background had to fall back, both to pop Iron Man forward and to create a sense of darkened-lab drama. The drama on the figure comes from the various lights playing off of the armor. (See a side by side comparison of the line-art and colored versions.)

DT: What do you think comics readers should look for when they look at a page, in terms of coloring, in order to fully appreciate the work?

PM: I like well-chosen simple color rather than overly rendered art that makes no sense and confuses the eye. I also appreciate a colorist that’s not scared of color. There’s a growing trend to use really grey, monochromatic schemes in an attempt to be “mature,” but if comes off as dismal if not handled correctly. The grey scenes have much more punch if contrasted with colorful scenes. Uninterrupted unsaturated colors are as harsh and diluting to the eye as uninterrupted bright color.

DT: What’s the work process like? What stages does the piece move through?

PM: We either get scans on disc or from an ftp site, or the original art is sent to us for scanning. My assistants resize and format the scans and lay in flat color. Then I take the pages and rework the palette and render them up.

DT: What’s your work environment like? How many books are you working on at a given time?

PM: Like any good artist, my studio is generally an ungodly mass of clutter, from toys, plots and comic reference to old coffee cups and food wrappers. (Because all the best food is wrapped for you sanitized consumptive pleasure!)

In the studio this week: SCI Spy 3, Just a Pilgrim: Garden of Eden 2, Ultimates 3, the cover for Ultimates 6, the cover for Just a Pilgrim 4, the covers for SCI Spy 5 and 6, X-Factor 1, a Dragon Tales children’s book, a Superman Playstation magazine cover, thirteen Superman Gameboy screens, a 10 page Rogue/Wolverine story for Unlimited X-Men, promo artwork for Garth Ennis, Amanda Conner and Jimmy Palmitotti’s Pro, the next Tellos book, and lettering on a pitch for a new comic by Todd Dezago and Craig Rousseau. Whew . . . lucky I only sleep about 4 hours a night! But I have two assistants, Ken Wolak and Jeff Engert, that keep things moving through the pipeline.

DT: That workload sounds insane. How do you keep it up? In an ideal world, would you do that many books at once?

PM: That sounds a bit ridiculous, I know. But they’re not all getting done start-to-finish in one week, obviously. Some jobs are coming in, some are going out, but it’s all in various stages of completion during this week. One of the tricks of the freelance life for any artist is juggling projects and budgeting time — just as valuable a skill as the artistic ability.

Admittedly, you caught us at a busy time. I really have been going round the clock lately and just not sleeping. If you go to the ComicColor web site, you’ll see that I’m not the only one. Scheduling can be tough, and everything can get backed up if even one penciller/inker is late with pages, or if something hits you unexpectedly (covers that need to be done immediately for solicitation, etc.).

In an ideal world, I’d be a reclusive billionaire.

DT: What do you need from your collaborators in order for you to do your job to the best of your ability?

PM: We all need to learn that sleep is for chumps.

I like to stay in contact with the pencillers on the books I color. I talk with Bryan Hitch regularly on Ultimates (even though he gives me an unbelievably free hand to do what I want). I also need the plot of the book I’m coloring. Which sounds really basic, but I’ve seen some colorists do entire runs on books without once looking at a plot.

I also need time. If I get the line art the day before a book goes to press, there’s no way I can do my best work. The letterers and the colorists are the end of the line, and any time lost by the writer, the penciller or the inker has to be made up by us.

DT: How well do you think the comics industry recognizes and fulfills those needs?

PM: It’s not always (never?) perfect, but I’ve had very good luck generally, working with artists and editors who really are trying their best. It’s very rare that I’ve run into someone who unabashedly abuses the system.

DT: How much time do you need to do your best work, from start to finish?

PM: Even after all these years, I have no idea how to answer this. Every project is different. It’s an artists’ maxim that if we have three weeks to do a job, it’ll take three weeks. If we’re told we have four days, we’ll do it in four days. The project will expand to fill the time allotted to it. That, combined with my rather anal-retentive and control-freak personality is probably why I’ll never be enough of an efficiency expert to run a big factory-type studio.

DT: What work by other colorists do you particularly enjoy?

PM: Well, obviously the others that you’ve interviewed here, plus Lee Loughridge, Guy Major, Richard Isanove, Matt Hollingsworth, Liquid. That’s off the top of my head; as soon as this is out of my hands I’m sure I’ll be kicking myself for forgetting about 10 others I should have mentioned. Also artists who color their own work, like Michael Golden and Dave Johnson, and Japanese and European artists like Yoshitaka Amano, Moebius, Bilal, and Daniel Torres. Also, movies (City of Lost Children, Citizen Kane and Double Indemnity (black and white, but the tonal storytelling –wow!) and any of the cinematography of Jack Cardiff) and comic strips (the Sundays of George Herriman and Bill Watterson), and most importantly, real life.

        

Colorists See the Light: Brandon McKinney

Posted March 1, 2002 By Dave Thomer

Brandon McKinney is the artist on two upcoming graphic novels from AiT/Planet Lar: the superhero Planet of the Capes (written by Larry Young) and the SF Switchblade Honey (written by Warren Ellis). He has adapted Star Wars Episode II: Attack of the Clones into a big-little book for Chronicle, and a coloring book (Heroes and Villains) for Random House. The Star Wars works will be out in May; the graphic novels are scheduled to come out this year. Both of the GNs are black and white, which might raise the question of what he’s doing in a feature on colorists. McKinney essentially ‘colors’ his own pencil work in Photoshop, using graytones instead of a full color palette. The result is much more textured than black and white art typically is. (Check out page 3 of Planet of the Capes.)

DT: What’s your training and background?

BM: I’m mostly self-taught, but I received a B.A. in Fine Art at UCLA. I was also fortunate enough to apprentice under Gil Kane and Steve Rude while I was down there. I learned a lot from both of them.

DT: How did you get involved with comics?

BM: Ever since reading them as a kid, I knew I wanted to draw them. My first job was in high school with SilverWolf Comics in Sacramento. Didn’t get paid much but got a taste of the business. In college, my buddy Darick Robertson hooked me up with Innovation Comics to do some Child’s Play comics. That led to my meeting Andy Mangels, a writer who got me involved with Elfquest and Lucasfilm. Darick also introduced me to Larry Young who I’m working with now on Planet of the Capes.

DT: How would you describe your art?

BM: I’ve heard my art descibed as “traditional”, in the sense that I didn’t jump on the Jim Lee bandwagon or do Manga-style faces. No disrespect to either of those influences, but they weren’t me. I grew up on Ross Andru and Gil Kane’s Spider-Man, John Byrne’s Fantastic Four and George Perez’s Teen Titans. Those are what stuck with me. I just try to draw in a dynamic straight forward sense that suits the story.

DT: How and why did you develop the techniques that you use?

BM: The black & white tones I’m using for Planet of the Capes came as a result of knowing the book would be in black & white and I wanted to get as much out of the art as possible. I’d started doing it for an Elfquest project, since I knew that would be in black & white as well, and I liked how it was going. I figured I’d use the same process I’d started on EQ with Larry’s book. It’s easier that doing full color since I just have to make value judgements (which areas should be shaded darker or lighter) and my color sense is still in its early development.

DT: What advantages and disadvantages do you think B&W art has over color art? How do you attempt to maximize the advantages and/or minimize the disadvantages?

BM: I think the B&W art has advantages in that it can be easier to read. Bad color can distract from the artwork and thus the story. I don’t think I could do a color book as well as I could a B&W book right now, until I gain more experience. But a well colored book can be mind blowing. I think the stuff that Laura DePuy, Moose Bauman and Paul Mounts produce is gorgeous — they really know how to set a mood with their color choices and themes. In attempting to maximize the advantages and/or minimize the disadvantages, I just try to apply the same principle of using more or less shading to create a mood or an atmosphere. I may not be able to show the reader the difference in the characters’ costumes, but hopefully the book will look better than if it were just B&W line art.

DT: When you say you ‘wanted to get the most out of the art’ in black and white, what exactly do you mean? Does using the graytones offer up any new storytelling tools that might be harder to use with line art? Or does it come down to the mood and atmosphere you mention?

BM: Most black & white comics are printed just that way: Black & white. Doing the gray tones allows a broader palette to work with. I admire the great artists who can use black & white effectively: Alex Toth, Steve Rude, Dave Lapham and Dave Sim to name a few off the top of my head. They know you to make the art interesting without any color or greys at all (well, Steve Rude used zip-a-tone, so he should get credit for cutting all that stuff out!) I find the tones just make my art look better than if it were just black & white. I can make things darker for scenes that take place at night, less if it’s a day scene. It does help the atmosphere.

DT: Does knowing that you’re going to tone the art yourself affect the way you do the line art itself? If so, how?

BM: It definitely does. For example, I won’t ink in a night sky because I know I’ll fill it in with a dark grey. I’ll do less shading on faces and skin, less texture on rocks, streets, metal, etc. because I know I can make it look better when I work on the pages in Photoshop.

DT: When you do line art and then give it to someone else to do full color on it, what kind of communication goes on between the penciller and the colorist? In an ideal world, how would the penciller, inker and colorist interact?

BM: When I did just pencil art, I would (and I know other pencillers do this) make notes in the margins to the colorist about if I’d want something a certain color, or if I wanted a certain line or set of lines to be changed to another color. In an ideal world, either the three artists (penciller, inker & colorist) are in phone contact, work in the same office, or they are the same person. I know there are times when I’ve picked up a finished issue of a book I worked on and been pretty disappointed by how the colorist finished the work. I’ve been pleasantly surprised in some cases, but that isn’t as common as the opposite reaction. I really like that I get to finish my own work. It stands or falls on its own merits.

DT: Could you perhaps describe in some detail how you go about creating the tones? What tools do you use, and when you’re looking at the page, what kinds of things are you thinking about?

BM: I’ll answer this assuming that the reader has a basic knowledge of Photoshop (which is all I really have anyway!). I basically use the Paintbrush, Pencil, Airbrush and Fill/Paint Bucket tools to do the basics. When I discovered how to use the Lasso and the Magic Wand tools, that opened up a world of possibilities in the art. You can get a variety of great effects by selecting an area and using the Gradient tool to create a blend of dark to light (or light to dark) tones that can help show a light source very well.

If I find I’ve toned a figure or panel and it isn’t dark enough, I can create a new layer, set it to Multiply and go over the art with a light Paintbrush to push the tones darker. I also like using the Motion Blur effect to create the illusion of movement. It gives panels a very cinematic appeal (see the bottom panel on page 5).

When I do the tones, I’m mostly thinking about light sources. I know painters do this more than line artists. I want to pick where the light source(s) are coming from and emphasize those. I also want to think about emphasizing or de-emphasizing foreground objects from background ones. I can do this by coloring one darker than another, or blurring one and keeping the other sharp. With line art, an artist usually puts a thicker outline around a foreground object and/or adds more spot blacks to it. It’s basically all about choosing where you want the readers’ eyes to go in the panel or the page.

DT: Any final thoughts?

BM: I hope people respond well to Planet of the Capes despite its lack of color. Larry Young and I hope that it has the same appeal as film noir — that the readers can use their imaginations to fill in the color if they so choose. I really enjoy the look of it and I hope it provides an alternative to the mainstream super-hero comics that are out there.

        

Colorists See the Light: Laura DePuy

Posted March 1, 2002 By Dave Thomer

Laura DePuy is the colorist for CrossGen’s Ruse as well as the art director for Sequential Tart, an outstanding webzine that focuses on comics, including but not limited to the role of women as creators and characters. She has been a staff member at Wildstorm FX and a freelance colorist, working on books like Planetary, Authority, and JLA. Warren Ellis made a point of requesting her in his initial Planetary proposal, and I’m glad he did — her work makes that excellent book shine. Now, along with writer Mark Waid, penciller Butch Guice and inker Mike Perkins, she’s bringing the Victorian-esque world of Arcadia to life in Ruse, a highly entertaining mystery series. (Check out the cover to issue 2.)

DT: What motivated you to get into coloring? What motivates you to keep doing it?

LD: I was in my junior year at college, and as a graphic design major, I was looking at a possible career in advertising, print layout pre-press and/or presswork. Not a bad gig, if you can get it. But deep down inside, I really wanted to pursue something more artsy. Getting into comic books hadn’t even occurred to me, until a friend said, “Hey, you know . . . you could do comic books!” And suddenly, a light bulb went off . . . the world of illustration and digital painting opened up to me.

In some ways, the fine art aspect is what drives me. Digital painting gives me more of a creative outlet than graphic design. Painting is a chore in humility: the more you do it, the less you realize you know, and the more you strive to understand. The same goes for digital painting. I learn something new every day, and it’s never enough.

DT: What are the skills you needed to learn to do the job well? How did you go about learning them?

LD: Someone wishing to become a colorist really should start off with an inherent talent toward art. With that raw talent in place, anything else can be taught and honed with art classes, self-study, and plenty of practice. The first and foremost skill is the ability to visually interpret objects in space: a colorist must be able to create form and depth from a two-dimensional image. A good understanding of color theory is also necessary. And finally, a colorist should have some understanding of the pencilling and inking process, as he or she is not the sole artist on a project and therefore must be able to communicate with his or her penciller and inker to achieve the correct impact. Again, however, these skills can all be taught.

DT: When you first start on a page, what are the first things that go through your mind? What are the initial creative choices you make to set the direction for the finished product?

LD: The first thing I do is consult the script and/or the penciller. I’ll get the basics down: Who are these characters? What happened on the page before? What time of day is it, and where are the light sources? And perhaps the most important question: What mood and impact do I need to convey in this page? I might also seek out reference material if there’s something I’m unfamiliar with. Once I’ve got those pieces of information, I’ll approach the page very simplistically, blocking in the basic colors and establishing a color scheme for the scene. From there, it’s all in the details.

DT: What do you think comics readers should look for when they look at a page, in terms of coloring, in order to fully appreciate the work?

LD: What a great question! There’s so much to be appreciated. First and foremost, I’d like readers to appreciate the time and effort involved. I can’t tell you how often I’ve heard the phrase, “I don’t really pay attention to the coloring.” Ack! That’s like saying, “I don’t pay attention to the spices in the chili. I’m just there for the beans.” How can you NOT pay attention to the color!

Beyond that obvious request, though, I’d like to think that readers can appreciate when the coloring marries the art to the story, and describes the scene properly. Not everything is seen in “local” (natural) color. For instance, a sunset will tinge the whole world in oranges and pinks. A heavily overcast day will pull color out of the environment, leaving it gray and dull, whereas a bright sunny day will saturate the world with color. Colors aren’t “local” when viewed at night or in shadow. That’s the kind of sensitivity to scene lighting that I look for as a reader, and while I certainly don’t expect everyone to have as critical an eye as I have, I’d like to think that the everyday non-art-trained reader can appreciate the differences from one scene to another.

DT: What do you think differentiates ‘good’ from ‘bad’ coloring?

LD: See above. 🙂 All kidding aside, there are two things that separate a good colorist from the pack: one, the ability to create a mood, and two, the ability to define light sources and volume, to create depth and shadow where there was none. The first is based on color theory; the second, on visual interpretation of the black and white artwork. Beyond that is simply a difference in skill levels.

DT: What of your own works are you particularly happy with? What is it about those pieces that you like?

LD: The toughest ones are always the montage images, because there is no background, so there’s no point of reference with which to establish a space/volume relationship between the characters. I have a harder time getting those to “read” right, so when I have a successful piece, I’m quite thrilled. The covers to Stormwatch: Final Orbit and The Authority: Relentless were two of my favorites, as was the cover for JLA: Heaven’s Ladder.

Sometimes it’s a single element that makes the whole piece work. Miranda’s upper back on the cover of Ruse #2 sells that entire piece.

The fun ones are when there’s a very distinct, very harsh light source that obliterates all natural colors. The Authority #7 was a great example of that: one scene is lit entirely in yellows and greens, while the next is harsh reds and blues. It’s jarring, but it was a real lesson in dynamic lighting. That’s probably my favorite example.

DT: What do you need from your collaborators in order to do your job to the best of your ability? How well do you feel comics companies and creators have given colorists the support and respect they deserve?

LD: The best thing that I can ask for is feedback. I want the comic book to be a collaborative effort, where the penciller and inker both have an idea of what I can do in order to help them set up the page initially. Once the page is done, I like hearing back on it; I always learn something new about the penciller’s approach and thought patterns, so that I can incorporate that into the next page. If my interpretation of a scene is completely different from what they had in mind, I want to know.

Support and respect have been uphill battles — no doubt about that. But we’re gaining ground, thanks to some of the newer publishers accepting computer colorists as part of the creative staff. Prior to the advent of Photoshop, coloring was part of the production process. In some companies, that’s still how they’re interpreted. But as colorists improve their approach to both the comic and Photoshop, and creators recognize the difference between styles and colorists, and publishers realize the worth of a good colorist, our position in the comics industry improves.

DT: What impact has the CrossGen working environment had on your work? (Most CrossGen artists and writers work at the company’s Tampa studio, and extra time for artists is built into the production schedule.)

LD: I’d say the impact has been pretty noticeable. I’ve had the luxury of working very closely with other teams (Authority’s Warren Ellis/Bryan Hitch/Paul Neary and Planetary’s Ellis/John Cassaday), whom I got along with famously; but we never physically worked in the same area. Also, we fought the age-old deadline problem: for whatever reason, I would receive the script or the art late, which meant that I would have to work like crazy to meet the deadline. I was proud of the work I did, but I can only sit back and wonder how much better it would have been had I taken more time on each page.

At CrossGen, the proper amount of time was built into our schedules from day one. While I wouldn’t call our pace “leisurely,” as we (Butch, Mike, and I) work hard on every page, I’d say the schedule is much less hectic, leaving us to concentrate on doing the best work of our careers. I know it’s working for me. On top of that, the creative environment at CrossGen allows us all to experiment, to push our skills to the next level. It’s become a friendly, healthy competition among the creative staff; we’re all constantly trying to outdo each other. It’s a beautiful thing.

DT: What work by other colorists do you particularly enjoy? What appeals to you about those artists and those works?

LD: Oh wow, that’s a huge question. I feel bad naming names, because every colorist is an influence on me in some way, and I don’t want to leave anyone out.

Naturally, the CrossGen guys are great. They’re among the best in the field. And I’m not saying that because I work with them — I’ve had my eyes on these guys since they started publishing. They’re constantly experimenting with new media and styles; that’s what is really exciting about their work. I have to fight just to keep up with them!

Richard Isanove (Origins) continues to flabbergast me with his ever-changing approaches. He’s always five steps ahead of everyone. I’ve been pleasantly surprised with the work from the Hi-Fi guys (New X-Men) — they’ve really stepped up to the plate and are making the Marvel books look good. I don’t know how the coloring process goes, whether it’s digital or hand-done, but Ladronn’s work (Inhumans) just blows me away. Jeromy Cox (Promethea) has the most pure palette of anyone I know. And he does pretty clouds. And then there’s Snakebite (The Red Star), who is the only colorist so far who (in my opinion) can convincingly blend 2-D coloring with 3-D rendering.

There’s a whole slew of colorists whose work affects me: Chris Ware, Brian Haberlin, Lynn Varley’s work on 300, the European painters for Metabarons and Raptors, and on and on. I really can’t name them all, and I know I’m forgetting someone major, so I’ll just stop here and say that there are far more than I can possibly name in one sitting.