Thursday, July 24, 2008

San Diego Diary

THURSDAY, JULY 24, 2008

Dear Diary,

Zander jetted off to San Diego yesterday to sell a few books, ink a few deals, and crash a few parties. Fortunately he's got his cell phone camera and my email address. So while I'm back in the office "working" I'll keep relaying his Comic Con snapshots and his (hopefully) witty text messages.










The Owlship!


The hostel has themed rooms!


Willy wonka shall be last off the plane!

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Friday, July 18, 2008

Not as Controversial as the New Yorker Cover...


...but still worth getting fired up about.

Eli Zigas and I submitted a cartoon to the "Science Idol" cartoon contest and made it to the final 12! Now we need your vote! You can read more about the contest on Grinnell College's website, or head directly to the voting booth.

Thanks!

Thursday, July 17, 2008

Zander Will Be at the San Diego Comic-Con 2008!

San Diego's coming! San Diego's coming! I'll be there at the show all four days (and preview night if I can get myself situated early enough) in Artists' Alley, number CC-02. I'll be next to Peter Gross and Moose Baumann. Ooh! and Philip Bond! Bring your Scott Pilgrim Book 4s and Philip and I will sign the pinups!

It's easy to remember-- CC for Comic Con, and 02 because there are two Cs.

If you're new to the Comic Con experience, Artists' Alley is on the far left side of the center, if you're facing it from the front. It's surrounded by all the toy people and the T-shirt people and a few booth-collections of popular artists. It's separated from the publishers and the small press by a huge impassable ocean of movie studios and video game companies.

They're only giving people in the alley one chair this year behind the table, but if you give me a dollar, I'll let you sit in it for 3 minutes.

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Wednesday, July 09, 2008

Tips and Tricks: Constructive Criticism, Part I

Being a creative person frequently puts you in the position of critiquing someone else's work, either because you're collaborating, or because you've been asked, or simply because you are part of a group of creators and you're invited to express your opinion here and there. It's easy to go one way or another when criticizing, either becoming a joyless, cynical pedant whose approval is an ever-moving (and possibly imaginary) target, or an airy-fairy omni-acceptor who gets teary-eyed whenever anyone suggests that the undiluted fruits of someone's creative mind are perhaps not up to snuff. Neither is much fun all the time, though the best aspects of each can sometimes come in handy. There are numerous situations you'll find yourself in, criticism-wise, and often you can save yourself a lot of headaches if you keep in mind who, what, when, and how much you are criticizing.

Part I: Collaborations

In collaborations, the two main times that critiques are solicited (or you think they might be) are in brainstorming sessions and while fine-tuning a concept in readiness to start the work (what I like to call "Nuts and Bolts"). These two sessions are distinct, and it's important to make sure that their purposes are not confused.

Brainstorming: Just Coming Up With Ideas
This is pretty widely known, but DON'T criticize an idea when people are brainstorming. C'mon, you're just throwing things at a wall. You're looking for half-ideas and quarter-ideas that you can sew together later into something halfway decent. So some of the ideas are going to be lame. You think people are coming up with dumb ideas? Then come up with something better. Because if you keep cutting everything down, the room is going to start getting eerily quiet.

For the most part, the reason that brainstorming sessions go awry is not that people don't know that you're not supposed to criticize at a brainstorming session, it's that they aren't aware that this is a brainstorming session. They think that the final answer has to be arrived at by the end of the meeting. This is not productive. If people think you're settling on an idea in this session, they start getting worried. When people get worried, they get critical. So it's good to make a general announcement at the beginning that you're all just brainstorming, and someone's writing down the ideas, and they'll all be digested later. Nothing is decided at the end of the meeting; there are just a bunch of half-ideas and quarter-ideas lying around for someone to figure in the Nuts and Bolts session.

Nuts and Bolts: Filtering Through the Ideas.
This is when you can start being critical. If you're getting down to brass tacks, and starting to figure out how something's going to be done, you've probably already narrowed the big ideas down to one or two. This is when ideas start getting implemented if they're approved, so you want to start getting choosy. While in the Brainstorming session, you have only a vague idea of where it's going, here you are thinking about the actual experience someone in your audience is going to have. Now, a key element to this part is that you decide who's doing what. That could mean dividing and subdividing the work into departments so that everyone knows exactly who does what, or it may be as simple as merely defining one person as the "funnel" through which everything goes. Usually this funnel is the person who cares about it the most, and it should definitely be the person who wants to take responsibility for it.

Once the Nuts and Bolts session starts, there should be a moratorium on new ideas that are not basically implementations of existing ideas. This keeps things from becoming disorganized, keeps people's egos from being kicked around, and it keeps the process narrowing down until it gets to the core idea.

This is all tricky stuff, but it's worth it when you create a brainstorming atmosphere in which people are shouting out funny ideas and even the most bizarre, out-there stuff will contribute a germ of an idea that leads somewhere. And when people feel like their ideas are being heard, they bring better and better stuff into the mix.

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Sunday, June 29, 2008

Madden and Abel Talk Comics on NPR


Matt Madden and Jessica Abel have just written and illustrated a great textbook on making comics. The pair were on NPR this afternoon, talking about the book:

http://www.npr.org/templates/story/story.php?storyId=91944828

Zander brought a copy into the office last week, and it's been difficult to put it down. The book is exactly what it sounds like: a big thick textbook that gets down to brass tacks on how to make a comic book. It features tons of info, from a detailed analysis of crow quill pen nibs to descriptions of the different kinds of transitions between panels. And the whole book is peppered with explanatory drawings from Matt and Jessica, and examples from other pro cartoonists.

This book is high on my list of "books I wish I could have read a long time ago."

Friday, June 27, 2008

Photos from Wizard World Chicago 2008

Here are photos from Zander's artist alley location. Getting photos from Zander's cell phone feels like receiving images from Mars for some reason. Check back for more photos throughout the weekend.

SUNDAY, JUNE 29, 2008:




PHOTOS FROM DONN HA:
"Zander and a Gaggle of Luigis"
"Timzilla"
"Gene Drawing Sketches"
"Zander at Wizard World Chicago"
Thanks, Donn!

SATURDAY, JUNE 28, 2008:







FRIDAY, JUNE 27, 2008:


NOTES FROM ZANDER:

These are some drawings I did while sitting or standing there behind the table.



I feel like this is one of the guys I'm seeing more and more often. Bald, sleeve and neck tattoos; goatee (minus mustache, may also have soul patch or close-cropped mutton chops), stiff jeans, wallet on a chain, and morbidly obese, although in a tough way. I like him.



This is a rough approximation of how I felt on Friday.

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Thursday, June 26, 2008

Notes from the Attic

Hey folks, a few notes:

ZANDER is representing the Attic at Wizard World Chicago this weekend. If you're around, make sure to say hi!

The Twin Cities ROCK ATLAS took home another award. The Minnesota Society of Professional Journalists awarded City Pages a 2nd place award under the "Graphics and Illustrations: In-depth" category.

FAR ARDEN, a 350-page graphic novel (serialized online), was recently picked up for publication by Top Shelf Productions. Look for your copy in April, 2009.

Tuesday, June 24, 2008

City Pages Comix Issue: DUE TOMORROW!



June 25

Submission info here.

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Thursday, June 19, 2008

Sacred Cow Barbecue Illustration in This Month's Game Informer Magazine!




This month we drew an illustration for Game Informer Magazine, the best dang video game magazine out there, for the article "Sacred Cow Barbecue". In this article, the editors finally cut loose on some classic games that no one (until NOW) had the cajones to take down a peg.

Half-Life, Chrono Trigger, Smash Bros, NFL 2K5, Gran Turismo, Rez, and even good old GoldenEye get the bum's rush. And I tell you what, nothing is as fun to draw as Nintendo characters grilling up to a golden brown.

One thing that was different about this image was that we delivered the work in six different Photoshop layers. This was because last year, the designers wanted to take parts of the illustration and use them on subsequent pages of the article to break up the text a little. Doing the drawing this way was kind of fun and interesting-- being a double-page spread, it worked out better to draw all the elements separately since we don't have any paper around here big enough to do the entire illustration on. Also, when working for clients (even clients as easygoing as Game Informer), it's good to design in a good deal of adaptability to your drawing-- in this case, the ability to move elements around all the way until the end of the process.

That said, the intention was that the drawing be reproduced like the Original Image mentioned above, going across two pages, and leaving space at the bottom for some introductory text. On the next couple pages, they could then take elements and scatter them around to illustrate some of the individual games with their particular image. What they did, however, was split the drawing up entirely, and put two whole layers on the following page, which I think was pretty successful; it draws a lot of attention to the grill with the Nintendo characters on it, it clones the Rez burger and makes that more prominent, and it makes the initial page's layout less symmetrical and more dynamic. It loses some of the depth that the original illustration had, but I don't think that's that big of a deal. It also allows the second page to have a good corner-oriented illustration that gives that spread an attractive look. Pretty tricky how they switched around that crowbar. Nice one, guys.

The little details that went into this (as opposed to the kind of obvious characters-being-barbecued details) are the partially-obscured "BTA" on the car's hood, mimicking the Gran Turismo logo, the "GIO" which is meant to look like "GTO" but stand for "Game Informer Online", and "Hodges" on the top of the car, which is a name-check to Paul Hodges, a friend of mine who played a lot of Gran Turismo back in the day.

Anyway, check out the images and see what you think. You can also read the article, which doesn't seem to be available online-- hopefully that's cool with GI.

Wednesday, June 18, 2008

"Ten-Cent Plague" Author David Hajdu Minneapolis Appearance

This should be an interesting talk:



A Twin Cities Appearance by

DAVID HAJDU

Author of The Ten-Cent Plague: The Great Comic Book Scare and How it Changed America

Tuesday, July 8 at 7:30 p.m.

Elmer L. Andersen Library
University of Minnesota
222 21st Avenue South, Minneapolis


www1.umn.edu/twincities/maps/EALib/index.html
blog.lib.umn.edu/lib-web/events/

Dessert reception follows with books available for sale courtesy of Red Balloon Bookshop. David Hajdu will be signing books.