TWO NEW interviews - great advice for new writers...

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comicbookwriter

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I have been doing many rounds of interviews in advance of my graphic novel being released on November 16th. The two most recent has a lot of information and ideas about developing new concepts and getting your work out there.

I also discuss ways of marketing yourself once you're done. Figure I would drop it here for discussion and inspiration.

Here's the first interview link from Wired.com with the important stuff quoted below:

http://www.wired.com/geekdad/2011/10/the-church-versus-vampires-in-shadowlaw/
GD: 

In general, what inspired you to become a comics creator and screenplay author? What advice would you give others seeking the same career?

BE: I have many inspirations in film, TV, comics and literature. It would take me another hour to get through just a few of them [laughs]. If you were to pinpoint a few, I would say the works of Gene Roddenberry George Lucas, Steven Spielberg, Katsuhiro Otomo, Mamuro Oshii, John Steinbeck, Richard Wright, Ridley Scott, Warren Ellis, Aaron Sorkin, ’80s afternoon and Saturday morning animation, the culture of the street/neighborhood arcades and Soul music from 1970-1989.


The best advice is to have something to show people.
Far too often I’ve met people who claim to be writers but have nothing to show for their career. No blog, no articles, no self-published work, no “officially” published work, no track record of any kind.


It is impossible to take someone seriously when there isn’t a method of determining if they have talent. If you’re a comic book artist and you don’t own a portfolio, then you’re a complete moron.


I don’t mean to seem harsh but the same thing applies to writers who have nothing written down. I wish I could say this was a small population of people, but the reality is that I’ve met thousands of aspiring writers over the years that talk a great game about getting published but spend little or no time actually writing anything.


Then the next level is to find ways to let people know you exist. It’s not easy, but it is possible to build a following through message boards, internet chat rooms, Facebook, Twitter and other social networking sites.


I see writers finish a project and then assume that editors and publishers will miraculously find them and offer them a contract. Writers have to be aggressive, vigilant and consistent in their pursuit of recognition. It takes time to develop yourself as an entity (it took me ten years and I am JUST getting through the thick outer layers of the business) and even more time for people to realize that you’re not going to waste their time.


Writers have to do research. If there is one thing I have learned, it’s that writers need to do research as often as possible. What do you research? Well, 1) market trends (what’s selling, what isn’t, and where your product will fit in once you get it out there); 2) how the industry accepts new talent (do you know how to find a literary agent and why you need one? What processes exist to get you past the gatekeepers of publishing companies and Hollywood studios); 3) determining who or what your core audience is and finding ways to attract them to your product; and 4) understanding how to “brand” yourself as a franchise and using that to attract others to you.


I produce a podcast devoted to sci-fi and comic book writers called Writing for Rookies that addresses the ins and outs of the business. I set it up as a “writing 101″ for those interested in comics and screenwriting but have no idea where to begin. It’s a perfect way to learn how this industry operates.

The second interview will go in the next reply section.

B.
 

comicbookwriter

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Here is the other interview:

http://comicbookinterviews.com/2011/10/interview-brandon-easton/

JMH: How did you break into writing comic books?


BRANDON: Around the end of 1998, I met a lot of fledgling comic book artists inBoston’s geek scene. After spending time learning about how the industry actually operated (after realizing that much of what I believed about the business was completely wrong) I figured out the best ways to connect with editors and other writers working in the biz.
I made a lot of mistakes over the next couple of years – mainly believing that people were far more welcoming and open to new people than they really were – but after moving to New York City in 2002, I met a very talented artist named LeSean Thomas who was on the verge of getting signed with Pat Lee’s Dreamwave Productions.


LeSean told me that Dreamwave was looking for a writer for a new series called Arkanium and that I could pitch some ideas on what I would do with the series if given the chance. I typed up a one-page concept pitch and sent it in.
After a week went by they let me know that I was going to be hired on the series as the writer. Of course, I later learned that the only reason I got on board was because their first choices never got back to them. But that’s how it goes sometimes; a new writer will be chosen because they might be the last one standing.


For a variety of reasons, things didn’t quite go as planned with the series and it got cancelled after five issues but the experience was tremendous and I never forgot what I learned about how to be a professional.


As the years have passed, I’ve applied that knowledge to rebuilding my career from scratch.


JMH: Writer’s block. How do you get around that creature?


BRANDON: I try to stay busy. If I can’t get any new writing or re-writing done, then I try to work on my podcast or my blog or spend time on message boards trying to drum up interest/awareness in my work. Of course, the old adage is to sit down and force yourself to put words on the page but it doesn’t always happen.


More often than not, I expose myself to new movies, TV shows, comics, magazine articles and scripts. I never try to rip any ideas from them, but it helps to stimulate new concepts in my brain so I can apply it to whatever is stopping me from moving forward in my writing.

Writer’s block is really an extended form of procrastination. Once you start getting work done, you find that quality writing bubbles up from your subconscious. If you spend time worrying about what you’re not getting done, it will overwhelm you on so many different levels. I try not to get stuck in that trap.

JMH: Do your stories carry a message?


BRANDON: I believe all stories carry a message. Some are cautionary tales (horror), some are pro-individual (epics), some are pro-conservative (superhero) and it goes on and on. I don’t know if anyone goes into a story with the specific agenda of putting a message out there, but every human being has political beliefs (whether they realize it or not), every human being has prejudices, every human being reacts to various stimuli.


Writers are creatures of their socio-historical moment. The cultural context of their lives bleeds into their work regardless of intent. Writers from the 1920s and 1930s are products of their environment just as writers from the 1990s. Stephen King is a product of the 1960s and 1970s and that couldn’t be clearer in works like Carrie, Salem’s Lot and the early DarkTower books.


I don’t always have a specific message in mind, but I am very concerned about the political and economic situation in theU.S.as well as the nature of power and how it can be used to control the masses.

JMH: Do you feel more comfortable with writing prose or comic book sequential storytelling?


BRANDON: Both are fine really. Prose is much harder because there is a tendency to second-guess your work in the middle of the process. When you’re writing huge blocks of text, it feels good at first until you stop for ten minutes and examine at what you’ve done. There is a desire to edit yourself and that leads to paralysis because you can’t get past your own desire to be perfect.


Comic book scripting presents a whole other set of challenges. The collaborative element to comics can make it much more difficult to achieve thematic clarity. Even if you spend three pages describing one panel, there’s no way of knowing if the artist has the proper “director’s vision” to interpret your words into an illustration that conveys your intention.


I’ve always said that I would be a millionaire by now if I knew how to draw sequential comics on a professional level. I have these vast, epic, incredibly detailed and impactful stories in my mind’s eye but I have to turn that over to someone else and pray that they can get close to what I originally imagined.


It can be a maddening process. With prose, you don’t have to worry about anyone else meddling into your vision. It’s just you and the blank page. With comics – you have the penciler, the inker, the colorist and the letterer. In other cases, if you’re working for a larger entity, you have the editor(s), the publisher and (sometimes) the other executives to worry about. Your vision can be stifled by the politics of the company but that’s not something that happens of all the time.


Simply put, prose is your work unfiltered. Comics scripting is art by committee.
 

Axler

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"Simply put, prose is your work unfiltered. Comics scripting is art by committee."

Er...apparently, you have never dealt with the so-called editors of a major commercial publishing company.

Also...creating comics should be a collaborative endeavor, not a committee. I've always found it a far and away more freeing experience than working in cold prose.

After 15 years as a full-time novelist, returning to comics (or the "graphic narrative") makes me feel like Andy Dufresne from The Shawkshank Redemption after he crawled through several hundred yards of sewer pipe to freedom.

9845_view.jpg
 
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comicbookwriter

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"Simply put, prose is your work unfiltered. Comics scripting is art by committee."

Er...apparently, you have never dealt with the so-called editors of a major commercial publishing company.

Also...creating comics should be a collaborative endeavor, not a committee. I've always found it a far and away more freeing experience than working in cold prose.

I know what you're saying but there is a big difference between prose and comics.

With prose I don't have to deal with flaky and/or unreliable art teams who lie about getting pages done while playing video games or taking on "higher prestige" assignments.

I have dealt with commercial publishing types and they are worse than Hollywood film executives with their lack of common sense and understanding of an author's voice.

Both present their fair share of challenges. Obviously, its a collaboration when you're working with others, committee was just a throw-away term I use when describing the pros and cons of the business.

Sometimes, said collaboration can be a nightmare on a different level.

CBW
 

Axler

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I know what you're saying but there is a big difference between prose and comics.

Yeah...after writing 50 books and Godknowshowmany comic stories, I think I've finally become aware of the difference. :rolleyes:

With prose I don't have to deal with flaky and/or unreliable art teams who lie about getting pages done while playing video games or taking on "higher prestige" assignments.

That is something of recurring problem, I agree...that's why it's best to work with credentialed pros instead the of the talented neophytes.

Fortunately, I've only encountered that issue a few times...it seems to be less common now since there are fewer "higher prestige" assignments available...but I guess there are still a lot of video games.


I have dealt with commercial publishing types and they are worse than Hollywood film executives with their lack of common sense and understanding of an author's voice.

That's not their job...in my opinion, many so-called editors since 2008 are working for the publisher's sales departments.

They could care less about an author's voice...just like the manager of a Dunkin' Donuts could care less about an individual donut maker's skill.

As long as it's a donut, it doesn't matter if it's good or bad or otherwise. If it can be thrown in a bag and sold, that's the important thing.

Sometimes, said collaboration can be a nightmare on a different level.

I suppose...well, everybody has their own experiences. Yours are somewhat different than mine.

Doesn't make you wrong....unlike what some Messianic idiots around here would try to force you to believe.
 
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comicbookwriter

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Axler;6675939[B said:
]Yeah...after writing 50 books and Godknowshowmany comic stories, I think I've finally become aware of the difference.[/B] :rolleyes:

That is something of recurring problem, I agree...that's why it's best to work with credentialed pros instead the of the talented neophytes.

I suppose...well, everybody has their own experiences. Yours are somewhat different than mine.

Doesn't make you wrong....unlike what some Messianic idiots around here would try to force you to believe.

1) I wasn't suggesting you were ignorant or you weren't aware of the difference. I was not trying to minimize your accomplishments or your intelligence. I was simply re-stating the point of our discussion.

2) I have worked with pros with extensive resumes and I have worked with new guys hungry for their first big break and, from my experience, there is a good percentage of both that can be flakes.

I will say this, while there are less big time project slots available for illustrators, the information age has made it possible for artists to communicate with greater speed and efficiency than in previous generations. Now, a lot of guys out there believe their next big assignment is only a click away and they wouldn't be wrong.

3) As you mentioned, we have had different experiences. I haven't had any novels published and I mainly work in comics and animation so my general set of dealings with other creators is limited comparatively speaking.

Since I am closer to the beginning of my career than you are, I figured I would share some observations with other newer creators. Obviously, no one can take away your career, accomplishments and wisdom.

Best,
CBW
 

Axler

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About the only bit of wisdom--and I use the word in a very broad sense--that I can offer is that as the publication of "floppies" are more the exclusive province of Marvel and DC, a lot of creators are going to have to adjust their thinking...especially when the gaps between those "next big assignments" become longer and longer.

Like the folks who are in near-terminal states of denial about the conditions in mainstream publishing (note to the doofi--cyclical downturns usually cycle up after three years), there is no going back to the way things were in the comics field twenty years ago. Or even ten.

Most of the companies who aren't Marvel and DC have plans to get out of the "floppies" business much sooner than later.
 

Bicyclefish

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I’ve always said that I would be a millionaire by now if I knew how to draw sequential comics on a professional level. I have these vast, epic, incredibly detailed and impactful stories in my mind’s eye but I have to turn that over to someone else and pray that they can get close to what I originally imagined.
You were probably exaggerating, but a statement like that makes me uncomfortable, because if pro art was all it took, there's quite a few folk I know who'd be millionaires right now.
 

Grigoris

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CBW - thanks for posting. Your experience is helpful. I see Shadowlaw is only coming out in print. Any plans to publish it digitally and when might that happen? Is that your decision or the publisher decides? There's a growing number of people out there who prefer digital. You allude to the shift in your interview. I can't help but think of CDs - sure they sell, but mp3s are the form of choice. Convenient, easy to transport, and no need for physical storage. Makes moving a hell of lot easier.

One more question- does the publisher do any promotion work, or are you mainly responsible for it?
 

comicbookwriter

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CBW - thanks for posting. Your experience is helpful. I see Shadowlaw is only coming out in print. Any plans to publish it digitally and when might that happen? Is that your decision or the publisher decides? There's a growing number of people out there who prefer digital. You allude to the shift in your interview. I can't help but think of CDs - sure they sell, but mp3s are the form of choice. Convenient, easy to transport, and no need for physical storage. Makes moving a hell of lot easier.

One more question- does the publisher do any promotion work, or are you mainly responsible for it?

1) Shadowlaw is not set to go digital YET, but whenever Arcana is ready, they will do the conversion process. It depends - I think - on how well the print version does. Sounds ridiculous, but they aren't going to pay to produce a digital version anytime soon. It's not my call unfortunately.

2) I've done about 97% of the marketing and promotion for the book. Some companies do a decent job of getting the word out on their products (Dark Horse, Image, Archaia come to mind) but most comic book companies do a disgustingly awful job of getting the word out about their books.

They have the most amateurish approach to promotion than any industry I've seen - "Let's finish the books and assume people will miraculously find them."

It doesn't make a lick of sense but that's how it is. You have to search for new comics info through a concentrated effort. You may stumble upon DC or Marvel Comics' material from time to time, but just try looking for a lot of info on small press or indie titles.

Its a mess out there.

CBW
 

Eumenides

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Everyone knows the most important question for any aspiring comic book writer is: how do you find an artist willing to work with you?

;)
 

Axler

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That's easy to answer.

Money, first.

Other than that, build a rep as a creator whose work has enjoyed some success and positive critical response...and then present the artist with a concept that he would kill to work on.
 

Eumenides

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That's easy to answer.

Money, first.

I know, I was asking in jest ;)

I did try to get artists for free for a long time, but realized it's just easier to pay people for their work. Saves up a lot of time.
 
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