Category: Making Comics


In the comic book industry, typesetting is referred to as “lettering.” Letterers generally classify typefaces into two categories: balloon or display/sound effect (sfx).

The examples here come from Avengers: The Children’s Crusade #8. The typeface is a digital balloon font created by Chris Eliopoulos and I believe is based on his own hand-lettering. The lettering was done by Cory Petit of Eliopoulos’ lettering studio, Virtual Calligraphy.

Digital comic book fonts are designed to mimic traditional comic book hand-lettering, complete with all the inconsistencies of hand-lettering like subtle baseline and x-height shifts, kerning irregularities etc. “Tracking” (or letter spacing) refers to the overall space in a word or block of text. “Kerning” refers to the spacing between a pair of letters.

Good comic book lettering is invisible. You’re obviously aware you’re reading balloons and sfx, but they should NEVER take you out of the moment and stop your flow of reading the story.

As I read this issue, I came across the bold “YOUR” in the first balloon above and was immediately pulled out of the story by the bad kerning of the “Y” and “O”. Not only did I stop and notice the poor kerning in that word, I started looking at all the other balloons on the page to see their kerning. Absolutely killed the flow of the comic.

Chris Eliopoulos is a terrific letterer whom I have a lot of respect for and this post is in no way an indictment of him or his abilities. Just pointing out some things with this particular typeface that could use adjusting (see my tweaks in the image above) to increase its readability and avoid interrupting the flow of the comic.

 

More layout work for The Happy Samurais. Needed to rework a couple scenes to make sure they had the emotional resonance needed for that part of the story. Basically had to re-beat the scene–beats are the moments we choose to show in the panels: actions, reactions, dialogue, exposition, gag etc. There are a million things you COULD show in this scene but what are the KEY elements/moments?

I was having a hard time re-beating this in script form, so I drew out each possible beat in photoshop. Didn’t worry about picking the best angle or anything at this point. Just drew a simple sketch that got across idea of beat, printed them out and cut them up. Now I could rearrange each beat, add or delete new ones etc. Really felt like a film editor picking the different shots and making a sequence out of them. Won’t need to use this technique too often as I usually have the beats nailed down when I start the layouts, but will definitely employ it again if I’m having trouble working something out.

Comic Layout Process

One of my former Kubert School students, Angie Fernot, asked a question in the comments of a previous post and I thought others might be interested in the answer.

Angie asked, “Are all those sketches on your drawing table different possible layouts for panels?”


Yep. That’s exactly what they are. Usually my process for laying out a page goes something like:

1. BEAT
– what moment that panel in the story functions as (action/reaction/dialogue/exposition etc.)
- when I’m writing, really I’m primarily nailing down what beats the story needs, so this is figured out in the script.

2. ACTING
- how the characters will act out the scene
- what their body language and expression is
- what the staging is (where characters are in relation to each other — are they facing each other, standing shoulder to shoulder etc.)

3. ANGLE
- once I know the beat, and acting, I’ll start moving the camera around to see what shot shows that beat as A) clearly as possible and B) as dramatically as possible.

4. COMPOSITION
- this is just fine tuning the shot. Making things bigger/smaller, scooting over etc. Half of this is done in the layout stage, the other in Photoshop during the penciling stage when I adjust the size/position/scale again.
- also leaving enough room for word balloons and sound effects in composition stage.

 

The image in this post shows me trying to work out the acting/staging of the characters as they celebrate good news. The list of numbers in the top right is the six panels on the page and what the beats for each panel are.

 

The chaos that is my drawing table when I lay out a scene.

Layout work for a scene in The Happy Samurais #1.

Gabe Bridwell's Desk Shot 12.22.11

Happy Samurais issue #1 Layouts

Happy Samurais issue #1 Layouts

When working on a comic, I usually layout and draw one scene at a time. My fear has always been that if I laid out something like sixty pages, that my drawing, storytelling and layout abilities would improve so much during those first twenty or forty pages that I’d have to re-layout a ton of pages to incorporate all that I’d learned. I’m not sure if there’s any truth to that at all, but it made sense to me for a number of years.

Two things have recently helped change my thought process on that. One, during my time at the Atlantic Center for the Arts residency last year, I talked with Craig Thompson about his experiences working on Habibi. (Though Habibi just came out this September, Craig had finished it as of October, 2010, so I’d seen the completed book while I was there). Craig had laid out the entirety of the 600+ page Habibi at least three times (I wanna say it was actually more like five). Each layout wasn’t just a change of camera angle or adding another panel, it was completely changing the way he was telling the story or more often, changing the story itself. He felt laying out the entire book was the only way to really see how the story worked. You sat down and read it from beginning to end.

Craig’s group at the residency was working on longer form comics — stories with page counts at least 100 pages in length. Members of his group each had to have a huge chunk of layouts done for their story, which they’d then share with the rest of Craig’s group in a workshop type of session. Craig said he was more convinced than ever after his experiences workshopping with his ACA students, that laying everything out ahead of time was the way to do it.

The second thing that made me change my thoughts on layout was hearing details of how Pixar develops their movies. Directors at Pixar screen their films internally every 16-20 weeks for their “Brain Trust”. The “Brain Trust” is considered to be John Lasseter (Toy Story, Cars), Andrew Stanton (Wall-E, Finding Nemo), Pete Docter (Up, Monster’s Inc.) and Brad Bird (Incredibles, Ratatouille) — though I believe other key people like Bob Peterson, Ronnie Del Carmen, Michael Arndt etc. are involved in some form as well. They “screen” the film in whatever form it’s currently in to get feedback on how it’s progressing. So during the first screening, the film is probably still an animatic (animated storyboards), the next version is maybe an animatic with temp voices/music, then onto a version with blocked in 3D models etc.

This screening process isn’t necessarily a straight line through to a finished film. Often times they get three or four steps into the process only to decide things aren’t working and go back to square one — both Monster’s Inc. and Up went through multiple false starts. Andrew Stanton has said, “I don’t believe in a scene until I see it on the reels.” As Stanton describes Pixar’s process, it’s essentially making the film three or four times to get it right. (Incidentally, Stanton feels that Pixar isn’t the best at making movies, but that they excel at re-working them). What Pixar doesn’t want to do is waste time making a story that doesn’t work. They want to, as Stanton says, “Be wrong as fast as we can.” So Pixar turns it into a movie (even if it’s animated storyboards) as soon as possible to see how it’s working out. Thus it only makes sense to turn your comic into a comic as soon as possible to see how it reads.

Before I can lay out a scene though, I need to know what the characters and environment for that scene look like. If you design a characters that’s super-wide, or maybe has some ornate costume detail that sticks out three feet off each shoulder, you’re going to compose a shot with that specific costume differently than you would a generic mannequin figure. Same thing with a location. The shape and design of the architecture is going to suggest unique angles, framing, composition and backdrops to set your characters against. The background should never be an afterthought to the characters.

I currently have about half of the triple-sized Happy Samurais #1 penciled (not all consecutive scenes, I jumped around a little). To apply my new strategy of laying out the rest of the issue, I had to finish off all remaining character and location designs. I like to make a reference packet for each character/location (see stack in the photo below). The packet will have printouts of whatever designs I’ve drawn and any other reference I might need. As of yesterday, I FINALLY finished off all the design work for issue #1 and this morning I start laying out the remaining scenes. The design phase always bogs me down (when I think back on many of the projects I worked on that fell apart, the design phase was almost always where it occurred.). It just happens to be the most time-consuming task for me. Super-happy with the designs I came up with, but honestly more psyched to be done with it and back to drawing and telling stories.

If you’re interested, I highly recommend checking out the following links to Pixar related podcasts:

Andrew Stanton – talks about upcoming John Carter movie & Pixar’s film-making process.
Pete Docter & Bob Peterson – talk with Jeff Goldsmith of Creative Screenwriting about Up.
Brad Bird – brilliant interview about Brad’s career and work in animation.

Design Work for The Happy Samurais Issue #1

 

Great insight into different aspects of World Building from Jeremy Bastian (Cursed Pirate Girl) and David Petersen (Mouse Guard). Sometimes when you’re wondering if your creative process might be crazy, you start looking around to see if someone, ANYONE is approaching things even remotely the way you are. Seeing the amount of thought and effort Jeremy and David put into their worlds reaffirmed for me that I’m not entirely mental.

Or maybe, we’re all just crazy together.

 

While debating which of seven different character design variations to choose today, I came to a pretty big realization. It’s actually something so simple and basic that it prompts a “no duh” response.

To work faster, you need to make decisions faster.

It’s as simple as that.

Ask yourself this: what stage of work are you slowest at? I’ll just about guarantee whatever stage you’re slowest at isn’t actually the most labor intensive, but the stage you take the longest to make a decision on. Could be anything– plot, script, character design, location design, page layout, figure drawing, expressions, rendering, inking, lettering, coloring — but on one (or many) of those stages you AGONIZE over what direction to go.

Maybe it’s choosing between three possible panel layouts. Or two different color palettes for the scene. For me, it’s definitely sorting through endless character design possibilities. Should I use this body type on this character or save it for the cool guy in issue two? Who gets this sweet haircut, the girlfriend or the tv show hostess? The amount of decision making that goes into a character design, just bogs me down.

It reminds me of some advice Joe Kubert gave me when I asked him about drawing faster. At first he said the answer to drawing faster was to just force yourself to draw faster. Typical Joe Kubert answer! Thankfully he went on to elaborate a little and basically said that you force yourself to get into the habit of drawing faster. He forced himself to draw faster, setting limits on how long he’d work on something, which in turn forced him to make decisions faster. And the more he pushed himself to make decisions faster, the faster the decision making process became.

It’s much easier said than done, but I’m hoping now that I’m more conscious of it, when I start to get bogged down on a certain stage, I can realize I just need to evaluate things, make a decision and get on with it.

Want to work faster?

Sit your butt in the chair and make some decisions.

 

Looking at sales trends in Part 2 (Part 1 here), we saw that virtually every comic has a month-to-month sales drop between 1.5 – 3.0%, which over the course of a year can mean 10 – 25% of your total sales. That figure holds true across the entire comic industry, but particularly among “The Big Two” (Marvel and DC Comics – which account for 70% of all North American comic sales).

The number of comics they’ve released in the last decade that have actually gone UP in sales, I could probably count on one hand. And while the same diminishing sales trend happens for indie comic publishers (basically everyone NOT Marvel or DC — Image, Dark Horse, IDW, Top Shelf, Oni, Dynamite, BOOM! etc.) you can find dozens of examples where their sales actually ROSE over time.

When you think about it, a new series from Marvel or DC has the maximum visibility possible for a comic before its release. Whether it’s a new title from one of their big franchises, like the new Wolverine and the X-Men #1 (coming in Oct), or a less well-known mid-list series like Marvel’s new Legion of Monsters #1 (coming this month), by virtue of them being Big Two books, every single retailer is going to SEE them in the previews catalog and at least CONSIDER ordering them for their customers.

And that’s not something that most books outside the big two can say. Many retailers only pay attention to the Big Two, or if they’re lucky, they go through Diamond’s “Premier Publishers” (Marvel, DC, Image, Dark Horse and IDW get preferred status in the catalog and have their work listed before all the other publishers every month). So the vast majority of comics outside Marvel and DC are never even considered for purchasing by a great many comic shops.

But no retailer is going to say to his customers, “Oh, I didn’t know that new X-Force series was coming out from Marvel, sorry I didn’t order any for you guys.” That’s their bread and butter. Selling those Big Two comics is what they make their living off of, so they’re not gonna miss a single opportunity.

Since books from the Big Two have maximum visibility when they’re solicited — virtually everyone who might want it, knows it’s coming out — the book launches with the highest sales figure the series is EVER going to have. There is really no audience out there for it to find a few months down the road that doesn’t already know about it.

Sales have nowhere to go but down.

And I’ll freely admit this a pretty simplified view. The Big Two publish so many comics nowadays (if you include the ICON line, Marvel solicited an even 100 comics and DC 84 for November 2011) that it’s impossible to keep up on ALL of them. So some readers are bound to miss a new book they might be interested in and pick it up a couple issues down the road. But I think the numbers clearly show, these late-comers are so small a percentage, that they don’t counterbalance all the people dropping the book that account for the standard monthly sales drop.

On the other hand, since we established that many retailers don’t pay as much attention to publishers outside of the Big Two, a new indy comic launch is really only reaching a fraction of its potential audience. The vast majority of fans and retailers have NO CLUE the book even exists. And to be fair to retailers, these indie books almost always have up-and-coming, unproven creators on them, which makes it more of a risk to order the books.

So if it’s a quality book and buzz starts to build around it, you often see the numbers on the book rise over a period of time. They’ll climb pretty steadily while the book find’s its audience, but at a certain point, they all pretty much level out — Walking Dead, Invincible, Kick-Ass, Nemesis, Scarlet, Casanova, Locke and Key, Morning Glories and Chew (some of the more popular indie books right now) have all followed that pattern.

I often wonder whether another contributing factor to this standard monthly sales drop is the very nature of what Marvel and DC do. As creators like Warren Ellis and Jonathan Hickman have pointed out, the Big Two are in the trademark servicing business. Trying to maintain and increase the value of their existing trademarks/intellectual property to take maximum advantage of them in business world. And I have no doubt you can service a trademark and still tell exciting, entertaining and meaningful stories. But part of servicing that trademark is perpetuating it over the years and thus there are certain things that the creative teams are just not going to be allowed to do — like, say some of the gender-bending stuff Matt Fraction did in the second Casanova story arc. So in a certain sense, a story from the Big Two is only allowed to be SO unpredictable.

The fact that ANYTHING can happen (and often does) is one of the most entertaining aspects of comics like Walking Dead, Invincible, Savage Dragon or properties like Game of Thrones and The Venture Bros. Both the Big Two and the indie guys are trying to tell entertaining stories, but only one group is really worried about maintaining their trademark’s value. Hell, Kirkman and George R.R. Martin can’t kill their characters fast enough!

In closing, I guess when it comes right down to it, there are really only a handful of reasons why the sales on a series go up or down.

Why do sales on a series drop one issue to the next — say issue #43 to #44?

1.Reader decided they just don’t’ like the book anymore
2. Reader missed an issue and decide to drop series or wait for trade
3. Reader couldn’t afford comics that week/month
4. Book has a fill-in artist they don’t care for.

Why do sales on a series rise?

1. The story itself took some massive twists and turns that got people talking about its plot, creating a buzz
2. The book slipped in under the radar upon release and fans of the book have been championing its quality or premise, creating a buzz.

Chime in if you’ve got any differing points of view. I’d love to hear you guy’s thoughts on the subject.

 

Thought it might be cool to take a look at all the development work I did for a new character in my Happy Samurais comic. I compiled all the drawings I did for it in the images below.

In the past, I’ve almost always designed characters with pencil and paper and I still did most of the “daydreaming”, “what if…” type of stuff that way. But when it came time to try out all the subtle variations on the designs (what if these lines go up instead of down, or what if I make that part fat instead of skinny…) I started using Photoshop. When drawing on paper and I’d want to compare design variations against each other, I’d just bust out another drawing — which invariably would be slightly off (proportions, shape, silhouette) from the original. I gotta say, I really loved being able to just keep tweaking the same image over and over and end up with dozens of variations to chose from. Admittedly, I went a little overboard (60 + variations!) but the process also helped me arrive at what I think is one of the coolest character design I’ve ever done.

Character Design Development Sketches

Character Design Development Work

Is all this a little much for one character design? I guess that all depends on your point of view. Monthly comic book guys would NEVER spend this much time on a character design. They just don’t have the luxury to work on something this long that’s NOT a page. And I get that. Monthly comics gotta get out the door. But I also think that’s one of the reasons most comic book character designs are so average. Seriously, character design skills among comic artists are way inferior to our brothers in video games, animation and film. Hell, half the time, comic artists are designing characters on the page. There’s no way you’re going to come up with a strong fundamental design that way.

I’m also trying to make a different type of comic than most. One that’s developed more like a film than a comic — where tons of time and effort is placed on character design, prop design, location design and special effects, etc.

Yes, that’s a lot of work for one character design, but badass shit isn’t made overnight.

Will it all be worth it in the end? Only one way to find out.

And I know I’m being a tease by not showing the final design, but I’m still trying to figure out how much to hint at and how much to show in this making-of process stuff. After all, I don’t want to ruin any of the comic reading experience.

 


© Copyright 2002-2011 Gabe Bridwell. All rights reserved.