UrsulaV said:
*sigh* I hate to say something so crushing off the bat, but you're possibly boned on the art thing.
I am gonna take issue with some of this post. Because some of it simply isn't true. Though please note, I am not trying to pick a fight.
UrsulaV said:
The ratio of comic writers-to-artists at the bottom level is extremely skewed, for various reasons I won't bother getting into at this time. The odds of a reliable, dedicated, talented artist who isn't taken and wants to work on your project simply falling into your lap are sort of like winning the lottery these days.
The vast majority of this para is bang on the money. there are lots of artists who write, and you have to knock their socks off to get them to not work on their project in favor of your project. But it IS possible. However, you should be aware that there are an aweful lot of flakes out there. Lots of people think they can draw a comicbook because they can do a pretty hot pin-up pic. Drawing sequentials is a massive job, and the artist has to be incredibly committed. 22 pages an issue, multiple panels per page, all have to be the same quality and ideally tell the story without the addition of any words and yet still leave room for the voice buubles et al. You MUST find someone who has done sequentials before and know what they are letting themselves in for.
But there are artists out there.
I have two and I have at least three more that I am lining up projects with. But it comes down to having a REALLY strong concept and being able to deliver a script that is worth their investment of time and talent.
UrsulaV said:
But take heart, comics still get made, so it can be done! It's just...tricky.
Probably harder than selling a novel or a movie script for a newbie.
UrsulaV said:
1. Write a script and send it to a publisher that has artists on tap. (Downside: Lots of competition, often narrow subject matter range. Upside: Big money, fame, glory, etc.)
Don't bother. Almost every comic publisher will not accept scripts. The big two tend to go with people who have written books or movie scripts or poach them from other comic companies. Smaller indie comic companies don't have the time or inclination to start match-making writers with artist teams. If you wanna break in, with your own idea, you have to get the team.
UrsulaV said:
2. Write a novel instead.
(Downside: Novels and graphic novels are two different beasts. Good storytelling in one doesn't neccessarily translate into the other. Upside: You don't have to deal with artists.)
Most definitely. Everything you convey to the novel reader is done by your words. With a comic, you have to let the artist do their part and in many cases, the colorist and letterer will also help with visual clues and direction in subtle ways. You have a lot more freedom to be creative, but with that comes the part where you have to direct the art team in what exactly you want included that you won't "write."
UrsulaV said:
3. Write something so wildly successful that artists are beating down your door to collaborate with you.
(Downside: Tiresome groupies. May be harder than it looks.)
Catch 22.
One of my comics came from a schort story. I then developed the script but sent the short to the talent I was trying to get to work with me. Here is the basic idea and world that the book will happen in, but the comic goes way bigger than this short story. That was enough to land a great artist. the other project I simply found an artist who I thought looked good and would be a good stylistic match with the comic and pitched the idea (very loosely).
UrsulaV said:
4. Pay an artist real money. Please Note: "A percentage of sales when we publish" is generally not considered real money. You may occasionally find an artist willing to work for potential money, but the vast majority have already gotten burned on that any number of times by the time you meet them, and now are jaded and cynical and want cash on the barrelhead, and furthermore, if you snoop around an art site making such offers, you'll get torn a new one by the afore mentioned artists who are nursing their burns. This is the way of the world.
(Downside: Costs Real Money. Upside: Opens up a whole new world of available artists.)
This is true. But the backend deal is something that even established small indie publishers offer. One thing that may attract an artist is if you offer them a real collaboration, giving them all the creative freedom they want and giving them a co-creator credit. This has the benefit of having them very invested in what is now their baby as well.
UrsulaV said:
5. Learn to draw.
(Downside: Hard, takes a long time, and you won't care about your current script by the time you're good at it. Upside: Not as hard as you'd think. You, too, can have writers beating down your door!)
I wouldn't. I can and I don't. Main reason I don't is I know I'd be a flake artist!
It is difficult, but if you do your homework, and have a strong project to sell, it is very do-able. But do-able and actually getting done are very different creatures.