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ProFile: Kody Chamberlain

by Palle Schmidt 2 Comments

ProFile-Kody-Chamberlain

Kody Chamberlain spends most of his time creating comic books and graphic novels, but also works in film, animation, video games, and television. Credits include DC Comics, HarperCollins, IDW Publishing, Image Comics, LucasArts, Marvel Comics, MTV, MTV Comics, Mulholland Books, Sony Pictures, 12 Gauge Comics, Universal Pictures, and Warner Bros. In addition to his work in entertainment, Kody also an inspirational keynote speaker and consultant on the subject of creativity. Credits include CTN Animation Expo, HOW Design Live, INNOV8, Modbook, Macworld, iFest, Wizard World Comic Con, as well as AdFed groups and major universities throughout the United States.

You can find out more about Kody at his website: http://kodychamberlain.com.

His latest book SWEETS: A New Orleans Crime Story:

Print edition: http://tinyurl.com/amazonsweets

Digital edition: http://tinyurl.com/digitalsweets

What made you decide to work in the medium of comics?

As high school was wrapping up, I had no plan on what to do next. I was interested in a few different things but no real goals so I decided to go to college and figure it out along the way. I thought I might try engineering because I was doing very well in math so I signed up for an advanced math class that was part of the engineering program. I also signed up for a lot of the usual classes you have to take early in college including basic art classes. I was already doodling a bit here and there, so I thought the drawing classes would be fun.

I quickly realized that I hated the math class, and really enjoyed the drawing class. It was a dilemma because I was good at math and bad at drawing. I discovered graphic design somewhere along the way, thinking it might be a nice combination of the two and I picked it as my focus. After a few months in, I started hanging around with a few guys that were serious about comics and that’s what got me hooked.

I was also writing a bit, and thought it’d be fun to try getting into comics. I sucked for a lot of years but I was making slight improvements here and there, and slowly, things got better. I don’t recall ever having a big breakthrough where everything clicked and I made a big jump. I know that happens to artists sometimes, but for me it was a slow grind over many years. I was having a lot of fun and I knew if I kept pushing forward I’d eventually get to a professional level, so I stuck with it.

I started drawing around 1990 or 1991 and started sending out submissions around 1994. In 2002 and 2003 I started to get favorable replies from publishers and editors and I got my first paid work in 2004. Basically, it took me about 15 years of practice to get paid work.

What part of the process is the most challenging or frustrating to you?

The toughest part for me is letting go. I have to constantly remind myself to stop and move on to the next thing. I’ve talked with enough people to know that it’s a very common problem, and I think it’s one of the main reasons many aspiring creators never actually become professionals. I know plenty of people that have been talking about a project for years and claim to have something done on it, but I have yet to actually see anything from it. They’re stuck in the “loop” of reworking material and they never get out. I’m able to work past it, but I’m always a little grumpy when I have to let something go. In reality, if I were to keep reworking it I know I would kill it. Letting go is a daily struggle, but after an issue of a comic hits the shelf, I always feel good about the work. A little distance solves most problems.

If you could give one piece of advice to an aspiring comics creator, what would that be?

Stop sending out scripts, drawing sample pages, and mailing out submissions. Make a comic. You don’t need a team or a publisher, just make it. Write it, create some artwork, letter it, and then put it out. Then do it again. Even if you don’t end up doing every job when you get into the industry, you’ll have a detailed understanding of the process, and that’s an asset. You don’t need permission from anyone to make a comic, and you don’t need much money. The cost of making comics versus film, animation, etc is incredibly low. Once you’ve made a comic you are now a comic book creator, not an aspiring comic creator. You’ll find the industry treats you differently.

Filed Under: Pro Tips, ProFile Tagged With: 12 Gauge Comics, comics, comics industry, creativity, criticism, CTN Animation Expo, DC comics, drawing, goals, HarperCollins, HOW Design Live, how to, IDW Publishing, iFest, Image Comics, improving as an artist, INNOV8, Kody Chamberlain, learning, LucasArts, Macworld, making comics, Marvel Comics, math, Modbook, MTV, MTV Comics, Mulholland Books, pro tips, Sony Pictures, Sweets: A New Orleans Crime Story, Universal Pictures, Warner Bros, Wizard World Comic Con, Writing

Q & A at TAW

by Palle Schmidt Leave a Comment

TAW-students-making-comics

As you may know, I taught a comics course at the Animation Workshop in Viborg, Denmark last week. I’m planning a podcast about the course, that will probably go up later this week, but I also got some questions from students that I thought I would answer here. Perhaps there is some value in it for the Comics for Beginners community.

Q: When you’re working on a comic, don’t you ever want to change or ditch your story completely?

A: Yes, absolutely! Every time. But if I listened to the voice inside my head that tells me it’s not good enough, chances are I’ll never finish anything. I may decide NEVER to use this pen again or NEVER to make that same story mistake, but rarely do I change horses in the middle of the stream. That doesn’t mean I have no sense of self critique (at least I hope not), I just try to act like a pro and get it done. And whatever I learn, I take with me to the NEXT project.

I talked a bit about my collaboration with writer Chris Miskiewicz. I feel very fortunate to have met Chris and we get along very well creatively, with complete respect for each other’s work and a common goal to make the end result even better. When I described our working relationship, I got this question:

Q: How do you find a partner like that?

A: It’s probably different for everybody. First off, you don’t meet anybody if you just stay at home at your drawing board. You have to get out there. I met Chris at the MoCCA Festival in New York and we got along instantly. AND I liked the work he did. He lured me in with a smaller project, a short comic for his Everywhere! anthology on Act-I-Vate. Doing a little something together is probably a good idea to see if you’re on the same page. Test the waters. Meeting in person (and getting drunk together) is also something I would very much recommend, as it just takes the relationship to a whole other level than an online friendship. It frees up the communication.

Another question that was asked was about making a living as an artist and starting out:

Q: When did you decide to become an artist?

A: I didn’t, really. For a looong time I didn’t even ALLOW myself to think it was possible. I didn’t know anybody who made a living drawing, and my parents certainly didn’t either. So like the good parents they were, they persuaded me to get an education and/or a REAL job. Well, I botched thatcompletely. Never got a degree, but was working on illustration, comics, fanzine production while pretending to be a good student at the university and later the school of architecture here in Copenhagen, Denmark.  It wasn’t until I met Peter Snejbjerg (artist of Books of Magic, Starman, Preacher and numerous other US books), that I realized being an artist could be a profession and not just a hobby. Starting at Gimle Studios alongside Peter and a bunch of other pros made me what I am today. If not for them, I probably would have given up. So finding a peer group and a studio spot was key for me. AND running out of money, so I HAD to make it work!

It was a great experience to meet all the talented young  people in Viborg. Thanks to Aske, Fie, Kristian, Muir, Bob, Maria, Emil, Cathrin, Siri, Jacob, Eydi, Jam, Albert, Mathilde, Line, Clara, Julie, Nilas, Mette and Sofie for the opportunity to offer some guidance. Soon I’ll be asking YOU for advice!

 

Filed Under: News, Pro Tips Tagged With: career, Chris Miskiewicz, collaboration, comics, creativity, criticism, drawing, how to, learning, making comics, meeting people, mind hacks, mistakes, MoCCA, New York, TAW-Denmark, teaching, The Animation Workshop, Viborg, workflow

Get Critizised, Get Better

by Palle Schmidt 1 Comment

getting-critique-on-your-coHow do you get better at making comics? Well, hard work and pratice, obviously. But getting feedback can be crucial to understanding how your work impacts other people. And that’s what it is all about!

Getting the right readers is not easy. You reach out to the person closest to you, you end up getting criticism from you Mom or your girlfriend. Not always a great idea! You need someone you can trust to give their honest opinion. And someone who will not completely destroy your ambitions and self confidence in the process.

Set some ground rules before you have someone read your script or look at sketches. Be specific in what kind of feedback you are looking for. Have them ask questions like “What are you trying to achieve in this panel?” rather than tell you what they like and don’t like. You want their opinion, sure, but you must have some sort of idea what it is YOU want to do. It’s YOUR story, not theirs!

When you ask someone to look at your work and give feedback, be aware that you are asking them to spend their time trying to help you. So the most important thing during their feedback is to listen. You don’t have to agree with everything, but have the courtesy to take notes and ask questions, resisting the urge to defend or explain.

Lastly, you need to understand that whatever feedback you get, is not an assault on you. You are not your story. Don’t take it personally. And getting feedback from the people closest to you, is a surefire way of making it personal. Ask a stranger on the bus before asking your Mom! Ask several different people for feedback, knowing you will get several different answers! People are not confirmation machines. They will tell you stuff you don’t like, some of it helpful, some of it not.

Listen, take notes, think about what they said. And then get back to work.

And remember: you’re the boss.

Related video: Episode 2: How to write your own comic

Filed Under: Pro Tips Tagged With: criticism, critique, drawing, improving as an artist, learning, pro tips, Writing

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