Monday, February 25, 2013

Panel 12: Over-Directing

Hey guys! Welcome back to How NOT to Write Comics! This week I'm going to delve a little deep into something that I mentioned earlier on in Panel 8: R-E-S-P-E-C-T, and that's over-direction. I've already talked about trusting your artists (see the aforementioned post), but this is going to be a bit more specific as I'm going to talk about panel angles and perspective. 

As writers, we tend to be control freaks, as I've mentioned before. And often that results in us over-directing the comic page. We tend to think, "Hey! The more information in the panel/page description the more awesome I look!" And, guess what? You're wrong. I know I step on a lot of toes and bruise a lot of egos with this blog but I'm just trying to be helpful here. Most of the time you can get away with simple panel descriptions that are just clear and concise. Establishing panels (panels where you're setting the scene) obviously tend to be more elaborate, but most of the time, you don't need to go nuts with panel descriptions. It's pretty rare that I write something beyond, "Hero uppercuts Villain, blood and spittle fly from the villain's mouth." BOOM! That was easy. Throw in a sound effect and a witty one-liner and you're done with that panel. You don't need to say, "Over the shoulder view of Villain as Hero uppercuts him in the jaw. Blood, spittle, teeth, and pieces of his gums fly forth from his open mouth as he falls backward."

Mind you, I'm not saying you should never put angles or perspective into your panel descriptions. Sometimes it can be important for plot or add a nice flourish to a panel. For example, in Igor: Occult Detective #1, we only show Mr. Frank from behind and in shadow for the first couple panels to make the reveal that he's Frankenstein's monster that much cooler. That was written into the script. Or in Issue #2, there's a panel where Mr. Frank shoots a severed zombie head on the floor with this pistol that it shown from ground level to achieve that Pulp Fiction/Reservoir Dogs bad-assery vibe. These make sense within the story and add something beyond stroking my own ego. 

And for the love of god, please, please, please do not use obscure film terminology. I've run into that more than once while editing where I was like, "What does the hell does this even mean?!" Mind you, I'm a film buff, hell, I've even been in a couple films. If the artist has to research an angle term just to figure out what you're trying to convey, you're doing it wrong. You're not going to impress anyone, you're just going to make them annoyed and/or angry. Another point to be wary of is if you're describing a particular view, remember the limitations of that perspective. Don't go off describing a character's facial expressions if we're only seeing the back of their head or if you're describing a top-down angle (unless they're looking up at the sky/ceiling.) Use their body language to express whatever emotions you need to convey if you're going this route.

On a side note, it's also important to remember the reverse, make sure you give the artist everything he or she needs.  A few years ago I story boarded a film script. When establishing the scene the writer did not include three of the characters in the scene. For three pages there was dialogue and action between two characters in a pickup truck. Until on page four, there was suddenly mentions of three other people who were in the bed of the truck! I ended up having to redraw quite a few boards to reflect this fact and I wanted to strangle the writer. It's also important to establish background elements that will play into your story later on. If a character is going to grab a sword off the wall to fight later in the story, make sure you establish the fact that the sword is on the wall in the first place.

Another place we tend to over-direct is during dialogue scenes. I know nobody wants pages upon pages of talking heads, but guess what? That "nobody" includes artists. Trust me, they don't want to draw six pages of just faces, so they'll find ways to keep the panel composition interesting. Hell, there's even a really great resource out there for when we fail as writers and stick them with multiple panels of dialogue called, "Wally Wood's 22 Panels That Always Work." Which you can see below.


So really, you don't need to go gonzo on these panels. Worry about your characters' expressions, motivations, and things you may want them to be conveying even without doing so intentionally, leave the layouts to the artist. I promise, you'll both be happier.

Well, that's about it for today. I'll see you next time.

Monday, February 18, 2013

Panel 11: Point A to Point B

Hello hello guys! A frequent question I get is about my process as a writer. So I figured I'd tackle that this week. I'm not terribly sure how long this is going to be so it may end up being super long or super super short. Well, here we go.

INCEPTION

The first step is obviously coming up with an initial idea. This can some from so many places whether it stems from the main character, the type of story you want to tell, a really cool ending you came up with, or something more specific like a nearly formed story. This isn't really something I can help you with. This is the "creative" part that you really need to come up with on your own.


CHARACTERS/WORLD-BUILDING

 Now comes to time to develop your characters and the world they'll exist in. Characters are obviously important because they are the heart of your story. If readers don't care about your characters they're not going to care about your story. And do not assume people are going to like them purely because they're the protagonist. Give your characters a background, likes and dislikes, personality traits, and adhere to them. Seriously. Nothing ruins a character more than inconsistent characterization. For a more in-depth post on this read: Panel 4: So Says The Bible...

Here you'll also want to establish or create your geographical world. You also want to make sure you create rules for your world. What kind of science does or doesn't exist. What about magic? Who inhabits this world? I'm also a big fan of creating a faux history especially if it's a made up universe. I also like to make maps as a visual reference and give me a rough idea of travel time between locations if necessary.

PLOTTING

The next step for me is plotting out the tale. Essentially, I come up with the series of events that will tell the story I want to tell. This is where you need to start thinking about your story arc and your pacing. For a more in-depth post about this part check out Panel 7: The Long and the Short of It. This also where I tend to create issue/chapter breaks for my stories. 

SCRIPTING

Well, the title more or less explains this one. Essentially this is where I script my story. Take all that information that you prepped and get writing!

EDITING

Next comes a pretty important part. I re-read my script at least three times to see what can be/should be cut, what does and doesn't work, what's interesting and what's not. If it it's solid, I send it off to my script editor who then gives me her input and double checks it for typos and grammar. 

I guess that more or less covers it. Sorry that this one was so short, I'll try to make it up to you guys next week. Hope this information helped and I'll see you next week!

Monday, February 11, 2013

Panel 10: Science, History, and more!

Hey guys, we're back once again! This week I want to address something that I think is really important for both writers and artists... research. I can hear the indignant cries already, "But I'm not in high school/college anymore!" "I don't want to do research!" "That's why I'm writing fiction!" Sorry guys but to add authenticity to your comics, you've gotta do some research. There are so many ways that not researching your comic can jack up your story, from (unintentional) anachronisms, to poor use of slang, to just straight up inaccurate information.

Here are a few examples of where research became invaluable to me. While writing/drawing The Red Eye #1 the opening scene is set during World War II. I spent about a month just researching uniforms, weapons, and jargon that would be accurate. Once I reboot it, I also plan on consulting with an actual scientist to help with the science in my science fiction. For Igor: Occult Detective, research into folklore, mythology, witchcraft, occultism, Egyptology, 1920's/1930's fashion, architecture, history, and linguistics have all been crucial in creating the world the characters exist in. For all three FUBAR stories that I've written, immense amounts of research have been necessary because they take place during historical events. "Severed," in particular, took the most work because I spent a lot of time looking up British slang from the 1940s to keep the narration and dialogue authentic. Hell, last week I read a 140 page military report on artificial intelligence ethics for another comic I'm developing. 

A good starting place is Wikipedia. It'll give you some basic information on what you need to know, but since it's Wikipedia (and anyone can edit it) it's not the most reliable source. I often look to their references and explore further there. Google, is, of course, a great resource, but again, you need to consider the source. Probably your most reliable source is going to be your local library or local book store. I suggest the library because, hey, it's free and they often will order in or transfer books to your branch if you request them! If you have science questions, I highly recommend the Modern Prometheus Tumblr: http://modernprometheusscience.tumblr.com/ which is run by my friend Michael Bruce Schubert, who I also use as my personal science consultant! You can also consult other individuals in your life. I constantly confer with my girlfriend (a make-up artist/hair stylist) when it comes to designs for female characters and their wardrobe... which has been particularly useful in designing Elsa (Mr. Frank's girlfriend) in Igor: Occult Detective. I'm also fortunate to have friends who are medical doctors, pharmacists, and neuro-scientists! Tons of information is often just a phone call, email, or text message away!


Well, that's actually all I've got for you guys. This one was surprisingly short. I know this isn't the most fun topic, but I'm here trying to be honest with you guys and guess what? Writing comics is work. It's not all superheros punching things. Have a good week and I'll see ya' next time!


Monday, February 4, 2013

Panel 9: Reaching Out

Hey guys! Welcome back to How NOT to Write Comics! This week we're not so much going to talk about actual writing but something else that you will inevitably have to deal with anyway... approaching an artist. I've seen some laughably bad proposals from mass messages to multiple artists to what more or less ends up being a demand to draw a book. And, no, that last one was not a joke.

Let me start off by saying this. Do your research on artists. Look for someone who fits your story... if you're telling a gritty crime noir tale you probably don't want someone with an overtly cartoony style and visa versa. If you're looking for good places to find artists, there are a variety of options... comic book message boards, Deviant Art (though it can be notoriously hard to navigate when looking for specific styles or people not doing just pin-ups), but my favorite and the one that has definitely worked best for me is comic conventions. It's a wonderful way to meet new artists... just take a trip down artist alley and you'll definitely find an artist, if not a great number of them, that you'll want to work with.

Now you've got to actually approach them. I do not recommend doing this at a con. Folks at a con have more than enough on their minds without having to worry about proposals from someone they've never met/never heard of. I know that sounds pretentious, but seriously, cons are insane for those of us behind the table and we may not even remember who you are if you do it this way. If you find an artist you dig at the con, I recommend getting their business card or buying one of their books so you can track them down later online. I recommend emailing them directly if it all possible, you can also get in touch via Facebook, but I find that way less reliable. 

Now here's the fun part, you have to write to each artist your approaching individually... let me be perfectly, utterly, clear here... in the most polite, professional manner possible. I cannot stress this enough. I've seen so many poor emails that range from way too casual to down right rude. Here's a simple little letter should give you a rough idea of what you should be saying.

Dear xxx (You can use first names here. Most of us in the comics industry aren't that formal.)

My name is xxx (Use your full name here... they may decide to Google you to see if you've published something before or just to see if you're a creep. Don't be a creep.) I'm a comics writer seeking an artist for my book, xxx (your title here). It is a (put genre(s) here) comic and I think you'd be a wonderful fit for the series. I was curious to see if you'd be interested in working on this with me. Thank you for your time and consideration.

Sincerest Regards,
(Your name again)

Okay, mind you, that's a super basic letter that you will want to tweak accordingly. Things you may want to mention include how you became aware of the artist, if you've read any of their work, things of that nature. You really want to make this as personal and professional as possible. You really don't want to make the artist feel like they're one of a hundred people you emailed.

Now, here's something that may surprise you (though it shouldn't... I say that a lot, don't I?) Most artists do not work for free or back-end deals (profit splitting) especially since you're probably a newbie and odds are, you aren't going to sell that many books. And don't you dare utter/type the words, "It'll be great for your portfolio!" Those are words that get writers killed by artists' psychic rage powers. 

Page rates range widely depending on the artist, their skill, reputation, time in the business, etc. so have a rough idea of what you're getting yourself into. Most of us don't have $1000 up front to drop on an artist (unless you have a damn good job), but that's why things like Kickstarter and Indie Go Go exist. These are excellent tools to help you raise money not only to pay artists but also to cover printing costs.

Also, please, please, please have script samples available for the artist. Nobody is going to sign on with you if they can't read your writing before hand. I've heard horror stories about great pitches with terrible scripts. It happens way too often. So have a script ready!

Okay, so I lied earlier... this is the hardest part... you may get rejected. This could be for a great many reasons. The artist may be busy, your comic may not be their cup of tea, or, believe it or not, your script may just not be up to the same standard the artist is used to working on... aka your script isn't very good. This sucks, I know. I've been in this seat more than once, believe me. The key is to not take it personally... even if it's for that last reason. It's not that the artist things you're a bad person they just can't draw your comic. Accept it graciously and move on. Seriously. Turning into a self-righteous, whining jerk is not going to help your case and is going to hurt your reputation professionally.

Well, that's about all I have to say. Hope this helps you folks out and keeps you from embarrassing yourselves when it comes time to approach a writer. Have a nice week and we'll see you next time!