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ProFile: Justin Jordan

by Palle Schmidt Leave a Comment

ProFile-Justin-Jordan

Justin Jordan is the writer and creator of The Strange Talent of Luther Strode. He has also worked on Shadowman, Deathstroke and Green Lantern for DC comics.

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

I’d always loved comics. And I really do mean always; my earliest memory is reading a Popeye comic when I was maybe three years old. Well, looking at it, anyway.

And I’ve always loved telling stories, so it became a pretty natural fit for me.

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

Probably getting everything to work to my satisfaction within a 20 pages per issue format. I’ve not yet done an OGN, so I have to make sure that each of the however many issues I am using to tell a story each have their own narrative arc and are satisfying in themselves.

Telling a story for me is a relatively easy, telling a story in six chunks with each chunk being something people want to read is a lot more challenging, kind of like writing poetry.

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

Finish stuff. People have a bad habit of starting writing something and abandoning it halfway through. Heck, I do this. I have at least ten novels in various stages that I have never finished.

Finishing what you start obviously isn’t enough to build a career, but it IS something you need to be able to do.

Filed Under: Pro Tips, ProFile Tagged With: career, comics, comics format, comics industry, DC comics, Deathstroke, Green Lantern, Justin Jordan, making comics, Shadowman, storytelling, The Strange Talent of Luther Strode, tips for making comics, Writing, writing for comics

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

Working from home – Comics for Beginners podcast episode 19

by Palle Schmidt 4 Comments

Working out of your house can be tough – especially if you have a demanding family with little or no respect for your need to be drawing comics all the time. In this episode I offer some tips how to make it work, and some ideas how to get out of the house if it doesn’t.

Related post: What if I can’t afford a studio space?

cfb-podcast-art-1200x1200

Filed Under: Podcast, Pro Tips Tagged With: comics, creativity, family, making comics, mind hacks, pro tips, productivity, studio, workflow, working from home, Writing

ProFile: Aaron Alexovich

by Palle Schmidt Leave a Comment

ProFile-Aaron-Alexovich

AARON ALEXOVICH’S first professional art job was drawing deformed children on Nickelodeon’s Invader Zim. Since then he’s been deforming children for various animation and comic projects, including Avatar: The Last Airbender, SLG’s Haunted Mansion, DC’s Fables, Kimmie66, Confessions of a Blabbermouth, and three volumes of his own horror/comedy witch series, Serenity Rose. Aaron currently lives in Southern California, where the bright light makes him sneeze
for mysterious reasons.

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

There’s something incredibly personal about making comics, you know? It’s just you sitting there alone building a whole world up on a page. Almost like making an entire feature film single-handedly. Not every art form can compete with that kind of control. I love it. Kind of feels like dreaming when I’m really into it.

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

Every part feels frustrating most of the time. I sort of live for those little moments when things seem to come together. If I had to pick one especially tough part I’d have to choose inking. Still trying to find a way to ink stuff without killing all the energy in my roughs…

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

Always be working on something you love. Even if you have to take iffy jobs just for the money, it’s important to have a project you love on the side. Otherwise you’ll forget why you got into comics in the first place!

Aaron Alexovich’s site is heartshapedskull.com

Filed Under: Pro Tips, ProFile Tagged With: Avatar: The Last Airbender, Confessions of a Blabbermouth, creativity, DC comics, drawing, Fables, Haunted Mansion, inking, Invader Zim, Kimmie66, making comics, Serenity Rose, SLG, storytelling, Writing

Seth Kushner and Nathan Schreiber – Comics for Beginners podcast episode 18

by Palle Schmidt Leave a Comment

Seth Kushner (http://www.sethkushner.com/) is a photographer and writer, known for his awesome portraits in Leaping Tall Buildings: The Origins of American Comics and his Schmuck series and photocomics on Trip City. Nathan Schreiber (http://www.nathanschreiber.com/) is an Eisner and Harvey Awards nominated artist, whose own book Power Out won a Xeric award in 2009.

I talked to both Seth and Nathan about the art and craft while I was in New York this fall, only later realizing what a great double feature the two interviews would make, as they worked together on Seth Kushners Schmuck! Their collaboration on the Schmuck series can be found at http://welcometotripcity.com/2013/10/schmuck-14-size-11/

Seth Kushner and Nathan Schreiber's collaboration on Schmuck : Size 11
Seth Kushner and Nathan Schreiber’s collaboration on Schmuck : Size 11

Filed Under: Podcast, Pro Tips Tagged With: Brooklyn, career, collaboration, comics, comics industry, creativity, Dean Haspiel, drawing, Frank Santoro, Hang Dai Editions, Hang Dai Studios, how to, improving as an artist, Leaping Tall Buildings: The Origins of American Comics, learning, making comics, Nathan Schreiber, obscure, photocomics, pro tips, Schmuck, Seth Kushner, storytelling, Trip City, workflow, Writing, writing for comics

How to become a better artist

by Palle Schmidt 6 Comments

getting-better-as-an-artist

Do you think top athletes just decide one day to go and win the olympics? Well, maybe they do, but they don’t get there without a lot of work.

Getting to be good at anything, requires a lot of training. Ideally, you should do it every day.

It’s hard to give advice on how to get better at drawing or writing. But there are exercises, just as in sports, that you can use to develop the skillset and dicipline you need in your work.

My first tip is to set achievable goals. Don’t set out to write 5 pages a day, set out to write one. Just one. You increase your chance of succeeding, and thereby building confidence. Chances are you will even write more than you plan for, adding an extra feeling of success to your daily routine.

Getting in the habit of doing something every day can take some time, but it can be done. Start by just doing SOMETHING on your comic every day. Even if it’s just pencilling one panel.

Slow still get’s you there.

Find a peer group that can hold you accountable and help up your game. Playing against someone better than you, makes you a better player.

If there’s no one in you immediate circles who you can count on for inspiration and encouragement, use the internet as a way of connecting to peers. All it takes is a couple of people who are remotely interested in your progress, and you’re a lot more likely to improve your skills.

Putting up a daily strip or a weekly page can be a motivation – as long as you see it as a learning process and not a career. Careers tend to bring in some money and one cannot live on Facebook likes alone.

If you want to improve your drawing skills, take some lessons or draw from life. Be sure to force yourself to draw the stuff you are NOT good at. Over and over and over again. Also be sure to keep the drawings you make on file, however horrible they seem to you! It can be very hard to see progress when you’re in the middle of it. Looking back at earlier works will show you have improved, urging you to go further, get even better.

And to get better, you need to do it every day.

Filed Under: Pro Tips Tagged With: career, critique, drawing, how to, improving as an artist, mindhacks, pro tips, productivity, tips for making comics, Writing

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