Showing posts with label indie creators. Show all posts
Showing posts with label indie creators. Show all posts

Monday, June 18, 2018

How to Create a Comic Page


Phil Jimenez is an American comics artist and writer, known for his work as writer/artist on Wonder Woman from 2000 to 2003, as one of the five pencilers of the 2005–2006 miniseries Infinite Crisis, and his collaborations with writer Grant Morrison on New X-Men and The Invisibles. This is a video of Phil Jimenez sharing his process for creating comic pages. 

Friday, June 15, 2018

The Next Big Super Hero Team

Greek Mythology meets Ancient Alien Technology

In case you haven't been to New Your Comic Con 2017 or Megacon Orlando 2018, This is Earth's newest team of young defenders, Rise of Atlantis.  The group consist of several young demi-gods who use ancient alien technology to get them super powers.  Each of them take on a role of responsibility represented by a Greek god.  Under the organizational leadership and guidance of Dean Papadopoulos, AKA "Pops", the young guardians help defend the world through their secret missions.

The story begins through the journey of the team's newest member, Zack, a young Indian genius who is starting his university studies.  He is recruited by the young gods and given an amazing opportunity to make a real difference in the world.  This is the story of the trials that Zack must face and endure to become the next young demi-god.  

Rise of Atlantis: Young Gods is a full colored graphic novel by Robert Estape and art by Andres R. Prieto, under Digital Hand Studios.  The book is scheduled to be released by the end of the year but is looking into publishing through Image Comics, a large publisher of independent comic books. 

The book is currently in the process of production with many new pages updated weekly through the book's Facebook page.  As it stands, the book is estimated to be 120 to 140 pages at release towards the end of the year. 



Tuesday, January 31, 2017

We're moving...

Yes my friends, we're moving... to another website.  We are going to be moving our articles to our main website.  This has been a great run but that time has come where we have to become committed to presenting a higher quality of information.  In the time that we've been doing this we have found a great wealth of information on the creation, distribution, and marketing of comics and graphic novels and even though they fall in the same industry, both are managed significantly different.  The same applies to print vs digital publishing. 

Our main website will host a magazine style page for New Miami Comics, Miami's local indie resource magazine.  I'd like to start including printers and advertisers, distribution methods and guides, upcoming conventions and local comic book stores.  There are many resources out there but as a creator its easy to miss, especially when your focussed on your work.

There are a few magazines that touch many of those topics and address the local FLORIDA comic community.  Come visit us at:

www.digitalhandstudios.com

Sunday, January 29, 2017

Starting in February

Starting in February we will be posting our new in depth articles to our Digital Hand Studios website as a subscription based magazine.  Our focus is still on bringing the best resources out there for indie comic creators.  We hope all of you have enjoyed our articles and find the new format even more creative and helpful. 

What you can expect from our new format:

We are going to dedicate a lot more time to organizing useful articles that creators can reference in their projects and endeavors.  We are going to include convention schedules, publishing guidelines for most of the publisher out there, list of comic book specific printers, advise from local artists, writers, and publishers.  We're also going to present articles that showcase local artists.  We would also include a section for monthly comic stories.  The magazine style and articles will be a collection of art and writing techniques, local comic news, and indie comic resources.

As our subscribers grows we will add contests and local meetups.  We will also consider article writers at that time.

So if you like our articles and find them helpful come check out our new page in February.

http://digitalhandstudios.com/new-miami-comics


Monday, January 23, 2017

Comic Project Work Flow for Indies

Work flow changes from person to person and from studio to studio, but many have several similarities.  I'm going to provide a simple work flow for a comic project from concept to finished product.  I'm not going to touch on publishing or distribution.  I'll save that for another post.

Practically these will be the steps you will more than likely take in create your comic.  Feel free to customize it to something you feel comfortable with.  This is the steps towards creating a comic project:

  1. Concept
  2. Story & Script
  3. Pencil Sketching
  4. Line Art or Inking
  5. Coloring
  6. Lettering
  7. Editing of Final Draft for Print
Concept

Sand Still, Stay Silent Webcomic
If you haven't already, get yourself into the habit of brainstorming for story ideas as a daily thing.  Whether you're walking the dogs or doing the dishes (notice I'm picking simple chores and not during brain surgery or at your other job talking to customers...unless comics is your main job, of course) go through scenarios from your everyday and add something special to make it interesting.  You see the garbage man picking up the trash...so imagine if he found a dead body or some sort of alien device in the bin.  If you come up with something you really like then write a short paragraph like a pitch for it.  Keep it simple.

This is also a good time to come up with locations.  Draw some thumbnail sketches of places that you would like to use as part of your design.  Create rough design for characters for the story.  Come up with hero(es) and villain(s).

Story & Script

Putting together a story requires organizing those ideas you gathered during the concept stage. Decide how long you want to work your story, a one shot or spread throughout several issues.  The main difference is working with a story "Arch" in making several issues work together under one main theme and plot, while the one shot only deals with the story at hand.

Bul & Bal by Marko Djeska
Stories have a beginning, middle, and end.  Use a 3 act structure to organize your story.  When you feel a lot more comfortable with story telling explore other styles.  The beginning, also known as the first act, is used to introduce the reader to the characters and settings.  It also introduces o them the problem that will form the story known as the conflict.  Many story tellers use a "hook" to gain the reader's interest during the first act.  The hook is an enticing situation that creates excitement or intrigue. The second act plays out as the body of the story.  It illustrates the challenges faced by your hero(es) to find a resolution for the conflict.  At the end of the second act is the climax, or the main battle.  Finally, the third act is the resolution.  The villain is defeated or plan is foiled.  For series with several issues plan on having a cliff hanger at the end of the story to keep your reader wanting to explore the next issue. 

Once you have the story organized you'll want to break it down into a script format.  This is when you start creating scenes and dialogue.  Each page has panels.  You'll have to describe what's going on and add the dialogue, captions, and narration for each of these panels.  Keep in mind when describing the action in the panel that you're limited to an action or two.  There is also a limit on how many words per balloon per panel.  Pacing is very important in comics.  The general rule is fewer panels per page for action scenes and more panels for slower pacing to create tension.   

Pencil sketching and the rest will be explained in a latter post.

Monday, December 19, 2016

Concepts for Clients

One of the best ways to acquire new clients is to provide concept work.  You can't rely on a portfolio and a few booths setups at your local comic con.  Notice that clients aren't knocking on your door or sending you emails?  You have to get out there and work to build up your client bank and referral system.  What this simply means is that you have to go look for work by enticing writers or project managers to hire you.

There are many opportunities around you everyday, but many of us are so focused on our art projects and our tendencies to be a bit introverted that we let those opportunities slip away.  Share your art as often as possible.  Pull out your sketch book at a coffee shop or book store.  You're basically telling the world that you create art.

Writers interested in arts tend to ask lots of questions about your work habits and fees so be prepared.  Decide on your service...penciler, inker, colorist, etc.  Know your turn around time: the time it takes you to complete a comic page.  Have a page rate in mind: how much you charge per page of art work.  Its ok to be negotiable with your fee but have a ball park figure to start off with.  Most clients will find this convenient and will feel a bit more confident hiring you.

Feel free to explore ideas with writers.  Many of them have ideas brewing or work with other artists in the past and might be ready for a new project.  Use their past projects as a stepping stone and recreate their characters or settings in your art style.  People appreciate the enthusiasm and seeing their ideas come life.  But be warned, DO NOT USE THIS TACTIC IF THE WRITER IS ALREADY WORKING WITH ANOTHER ARTIST ON THE SAME PROJECT THAT YOUR PITCHING FOR.  This will create a rift and in
some cases result in legal issues depending on the contract in place between that writer and artist.

Fill your sketch book with other characters and places than the usual Marvel or DC.  Make your own.  This shows potential clients that you are creative and able to conceptualize ideas outside the usual mainstream.
       

Monday, December 5, 2016

Creating the Adventure

Comics can hold such a magical grasp on an audience.  They can take you to wonderful and exotic places.  Some stories are so bold they become classics.  Everyone strives to create a masterpiece.  The best way to start is by building a fantastic world full of incredible things and characters.  Here are some ideas to think about when planning out your epic comic:

Genre 


Star Wars and Star Trek are leaders of there sci-fi space genre while Harry Potter and Lords of the Ring lead the way of Magic, sword and sorcery fantasy genre.  Choose a genre that you are familiar with and are passionate about.  There are many to choose from.  Here a re a few to consider:
  • Action/Adventure (James Bond, Jack Reacher, Superman, Avengers)
  • Mystery (Batman, Sherlock Holmes,)
  • Western/Eastern (Jonah Hex, Wolf and Cub)
  • Fantasy/Sword and Sorcery (Lord of the Rings, Conan, Red Sonja)
  • Fantasy/Magic (Dr. Strange, Harry Potter,)
  • Teen (Archie, )
  • Sci-Fi (Star Wars, Star Trek, Power Rangers, Voltron)

World Building


Make an Art Bible for your project; a file with the collection of notes and references.  You need a spectacular setting to immerse your audience.  This is very important if want people to feel part of your world.  Think about where you want your story to take place, the culture in place, and even the architecture that influences the buildings.  It helps to create some locations in good detail. Here are a few details to keep in mind:
  • Land or terrain (Dessert, Space, Ocean)
  • Architecture/Design (buildings, landscapes, vehicles, weapons)
  • Culture (beliefs like in the "Force" or religion, councils or federations)
  • Customs (Traditions, slang, code, ethics)
  • Groups, Guilds, Associations 
  • Diversity  

The Great Conflict

Don't be afraid to think in epic proportions for this part.  Remember it will have to be something so impressive that it spans through all of your stories.

(Continued in Issue #1)

Monday, November 14, 2016

Best Self-Marketing Practices as an Artists

You keep hearing about you need to put yourself out there... but how do you do it and what works best?  I've compiled a small list of things that have worked for me and artists that I know along with what I've read in comic artist books and marketing books.  I'll try to keep it simple and straight to the point:

Social Media:  Facebook remains the largest most influential social media monster out there.  Besides having your personal page for family and friends, create an artist page for yourself with a good amount of art samples for your gallery which will serve as your portfolio.  Connect this profile to your Instagram account...you should have an Instagram account if your an artist.  Communicate daily or at a minimum every few days with either art or updates on your latest project.

Business cards:  You have to have them.  You can get them for a good price off of Vista prints.  They are a must.  Everyone you meet that is somewhat interested in what you do or would like to work with you will appreciate a business card.  At the end of the day you are a salesman selling your service or product.

Networking:  Oh yes...here's the part so many dread.  You need to go out and socialize.  Many artist are very introverted so this can play a particular challenge.  Go to comic book stores and comic conventions.  How to engage in a conversation: Start off with a nice complement (comic art related works well) and smile.  Then follow up with an introduction... "Hi, my name is Andres.  I draw comics."  Have your portfolio with you. Try to avoid showing them your online portfolio on your phone and try to get them to use theirs in order for them to like or follow you.

Small Jobs:  Take on small projects to get your name out.  You can look into magazines for quick 3-10 page projects.  There are also small indie publishers that you can work with but don't expect much money out of it.  You can also go for the Mid-Level publishers.  This will help build up your reputation.  Its good practice on meeting deadlines and meeting editors.

Remember to place your art out there one way or another on a daily routine so that it becomes a habit.  


Wednesday, November 2, 2016

Building Yourself up as an Artist

The reason many artist fail is because they don't get their name out.  The industry is very saturated, but even within that pool of artists some have very recognizable talent.  Sadly enough several of those waste their efforts in frivolous actions that lead nowhere and quickly become disappointed about the market.  Others have the mistaken notion that if they draw well enough opportunities will simply walk up to their door step and knock.  All of these artists wonder why they aren't making any money or getting more work.  "Exposure", that little word that has gotten so much negative feed back is actually the key.

Many upcoming comic creators have this idea that talent alone justifies them.   The almost cliche' argument of "Working for Exposure..." is the high light of almost every new artistic presenter...and yet these are the same artists that can't find new work.  As an artist myself I will say and stand behind saying that working for exposure is one of the greatest ways to acquire new and well paying clients and jobs.

The single most important thing to know when you work for exposure is the marketability vs work.  In simple terms, do your due diligence and evaluate the opportunity.  There is a big difference between working on a full 34 page comic for a first time writer and/or studio versus working a cover or 3 comic pages for a national recognized magazine.  Use a little common sense.  The opportunities are out there.

To get the best marketing out of it you will want to target national to global publishers and what you would consider small or simple jobs that you could showcase your best art.  You can even get some benefit from helping small publishers with small projects as long as they're well known in their local comic book scene.  Take on a few mini projects.

When you put your art out there with recognized publishers many clients can view your marketability for themselves.  In other words they'll be able to see for themselves that your work sells and is out in the market place.  When you help local small publishers the word spreads and others will want to hire you.  If you can be a bit flexible with your financing many publishers and writers will want to hire you.

The key thing here is to get your art out there in the market place through recognized publishers and local indies so that you're recommended to others.

Wednesday, October 12, 2016

Romance: A Niche' to Consider

As the larger publisher saturate the diversity market many indie publishers look for new niche's to dive into.  One such niche' is the romance market.  As more young women pour into the comic industry as readers, artists, and writers, this market may start making a come-back.  Romance lends itself to a wide variety of sub-genres that make it very robust for today's creators. 

The current reader requires a modernized version of that classical romance we are use to seeing.  The importance of romance is that the reader has to connect with it.  As a creator you need to explore pop culture.  Many things don't change from generation to generation, but the style and theme does so investigate. By no means is today's market as simple as "boy meets girl".  You should explore current issues and culture for ideas.

Romance is about relationships.  This is a great opportunity to create diverse and intricate characters.  Explore personality traits and work on interesting dialogue.  Remember that your main conflict should be a relationship problem.  Remember that you might find yourself replacing a lot of fist fights with kissing and crying.  Become familiar with emotional responses to situations.

Understand your age group and audience.  If you are writing to a younger reader keep the situation very simple.  Your story will be more about friendships, holding hands and maybe a first kiss.  When you deal with a much more mature audience you can dive into more complex topics like adultery, passion, polygamy, and raunchiness.  Learn your distributor's guidelines so you can property label your book.

Something to keep in mind: fashion can play a significant role in attracting readers to your book.  The art should contain modern styles if appropriate.  What I mean is if the story is set in a modern day high school use popular clothes on the characters.  It adds a layer of realism that helps the reader submerge into your story.  Of course if its in a Victorian age please don't give the characters jeans and tank tops.

Easy tip:  You can always try short comics (10 pages or less) to get a feel for your audience and develop your story telling style.  Get feed back.
   
 

Sunday, October 9, 2016

Powers and Copy Right

All creators can testify to the satisfaction of making a character for their comic story.  And for the most part this is fun and always interesting.  Most indie characters end up on a self published comic of some sort and usually make their debut in a local comic convention or two.  These characters face many perils in their story but none as devastating as success.  You see once your character becomes popular you begin to gain many secret enemies.  And their weapon is intellectual copy right infringement!

First thing you need to know if you plan to make a professional character for a commercialized story, comic that you plan to sell, is that there is nothing new under the sun.  What I mean is that there are many variations of existing ideas.  what's very important to know is that you try to take very obvious elements from other characters...satire being the loop hole in all of this. 

One of the fist dangers is comes from the origin story.  Have you noticed that there aren't many "Super" anything outside of DC or that the term "Mutant" tends to stay within Marvel as "Metahumans/sapiens" deals with super heroes in DC.  These coined terms are some of the few ways large publishers can trip you up when you begin to head towards a recognizable amount of success.  Magic and religion seem still pretty open as most big publishers barrow from Greek mythology and various religions...especially in today's hot topic arena.  Topcows uses technology to explain their characters super powers and a touch of religion and magic as well.

When you start talking about where you characters get their powers, remember where the land mines are and choose a unique way to explain the source of their abilities or keep it a mystery.

 

Saturday, October 8, 2016

Personal vs Commercialized Art

I keep running into this often so I've decided to touch base on it.  In my opinion there are two type of art that artists create: Personal and Commercialized.  Its very important that we understand this if we plan to make our art profitable.  Each has very distinct values and purpose.  This is a concept that has to be explored before we can reach a significant level of success.

Personal art is art that we create to bring us personal pleasure.  It gives us a sense of value and internal happiness.  This type of art serves to motivate us and explore our own style or expression.  This type of art is considered our voice.

Commercialized art is art that we create with the purpose of selling or profiting from it.  This type of art requires research and has can has specific requirements to fulfill the expectations of your target market.

The goal is always to try to merge the two.  Drawing comics is an incredibly creative way to express an idea through story and art.  Understand that to make a noticeable impact to your audience you need to see what's going on in that industry, especially in the genre that you want to create your story in.  Look at art styles and stories.  After a few we'll start to see a slight pattern, a rhythm.  Learn to work in that scope or pattern to shape out your comic.

Its not always what you want it to be so be prepared to step out of your comfort zone.  Know your readers.  Have avenues to communicate with them and listen to feed back.  People are talking to you because they want to continue reading your story and be part of the adventure.

When you draw for money you draw to please your buyer.  Look for art that sells or is really popular.  Learn why people like it from their point of view and learn how your art can take on that type of value.  It could be that you need to update your art style or choose a better gimmick for your stories.  What ever the case is you need to start looking into it.

Remember that personal art is for your own pleasure and commercialized art is art that needs to sell.