Monday, January 14, 2008

RSOM PostMortem

This is being posted here as opposed to the Tokyopop message boards to reduce the chances that it would adversely (or positively) affect final judgment. But like the mission statement, though I've been wanting to write a postmortem from the moment I shipped the thing, I understand it's primary purpose is therapeutic rather than solution oriented.

Oh, and Spoiler Alert.

example of final artwork


As may be apparent to those of the craft, I might have done at least half a dozen things that are rather jackass worthy. Choosing hard to read fonts for one, and cleaning the artwork to about 95% rather than 100%. I'd be lying if I said all of them were artistic decisions made with a great deal of consideration, but only a few were bred from a little laziness. And being half an inch off the Tokyopop mechanical specs was a problem only discovered when it was far too late to resolve properly.

A lot of this was experiment. I'm not so unfamiliar with comics and manga that "toning" or panel layout are alien to me. With "Hunter" the decision to work without tones was an artistic one. Using purely directional line work and scratchy cross hatching, I hoped to create an unusual texture that was from my own hands. As well as providing much needed practice, aiming for a final product that was free of screen tone or digitally applied tones made "filling in" those usually so empty spaces that much more deliberate and personal. The idea to use pure line work to describe force and texture is obviously not new. I'm just saying that I could use more work on it since its application is not just a straightforward process. I'm clearly not as good as some of the inking gods that are out there. And in retrospect, as I look back on it after it had shipped, applying a flat gray tone would have been adequate and far from disagreeable. I may do so later just for my own benefit and to improve the comic as a portfolio piece.

Reusing certain panel layouts, in particular for five specific pages were completely intentional and NOT lack of creativity. The theory (and this is theory only) is that using the same layouts in the comic would be like stanzas or syllables in poetry. By having the same layout for the two pages where the character falls asleep, I hoped to reinforce that notion for the one page where the character falls dead. Like wise with the page that mirrors the other, it's a moment where the character is repeating a thought in her head hopefully without my having to say so. Whether these were successful or not, I can't exactly judge in a vacuum. And if they're only successful after someone hears my explanation, then they definitely didn't work. Otherwise, I prefer uncluttered paneling as Manga that over does it I often find unreadable and questionably beautiful. Clamp does it well.

There were some moments where I refused to use techniques of the trade at my peril. I deliberately avoided blank panels to imply that time has passed. They often don't work on me and I usually miss them when I'm reading a comic. I also avoided sound effects when I felt the visuals provided the proper impact. This was for two reasons that have their origin in one. And some have found this hard to believe.

I have a hard time reading while looking at imagery. Well, not so much a hard time as it is something I can't automatically do. It's one of the reasons I have a difficult time watching subtitles. It's also the reason why in many comics, my eyes move from speech bubble to speech bubble to sound effect to sound effect usually without seeing the artwork in between. Just like I would miss action scenes in subtitled movies. I understand the power of a good sound effect, but I prefer the power of good artwork that can tell you the sound without using a word.

So, for one I really do prefer looking at an image without sound effects cluttering the page. I got into Manga for that reason since some of the ones I found (and indeed a few scanslations) didn't translate the word leaving just a graphic kanji. Second, if the image can tell you what the sound is then the word is just telling the same thing twice.

Now, I have used sound effects on some occasions. That's where I use that theory in reverse. If I can tell you what happened just by using a defining sound effect, or at least infer what happened, then the reader will "kind of" know what happened while applying a certain amount of ambiguity. (Like how you can hear Lone Wolf and Cub's carriage before you see it, or knowing there was a gun shot in the other room without being there) I can use a reveal later to fill in information retroactively. It happens in "Hunter" because she's supposed to be faster on the uptake than we are, skilled instincts and all. The reader has to keep up with her.

At the same time as I applied this theory, it really kept me from using background noises. I love the ambient sounds in the trees in a forest, but I find myself in a tough spot with placing them or applying them in comic form. If I put them in, I miss the artwork. But without them, I often don't "hear" the sound. The one moment of concession is the "kaw" "kaws" on the second page.

(I'd show the pages where I do it, but part of the contest guidelines don't allow me to show much of the final artwork. For now, those with the comic just look at page 08 for what I was trying to do.)

In retrospect, a better balance of "sound" and "silence" should be yielded to in the future.

Another example, a third or more might disqualify me at this present time


The story I believe I've explained rather thoroughly in my last post. And I don't believe any core concepts have changed since then. One thing I will say however, is that coming up with a story is far more intriguing to me than the processes involved in writing or drawing it. I enjoy the period of figuring out a story, since that's the time when I feel most like a reader. Discovering things as the story progresses and all.

In this case, the discoveries in the process were far more technical as it reminded me how often I should be drawing things to get a real hand on them. Admittedly, I'd drawn too few riversides and trees to have had a natural grasp on their construction. The forest of "Hunter" looks to my eye artificial and unfortunately secondary. More time should have been spent in the development phases to create a true primordial landscape.

Secondly, I should have designed the hunter differently. Fully clothed and equipped, she's far too styled especially when it comes to the skirt. A wild look would have been more appropriate. Frankly, the character could have used less clothing. I'm not talking Shanna or any other jungle girl design, since covering up her visible scars for a later reveal as well as the implication that the forest is a colder climate. A less structured, and far less refined design would have been more appropriate. Intentionally I was looking for a design that had no ethnic or temporal center. In retrospect, something like the pseudo-tribal designs of Ico and Shadow of the Colossus would have been more appropriate to instill an ancient sense to the proceedings.

Another thing I might not have mentioned is the fact that the protagonist is female rather than male. Though it might have been more believable according to cultural norms across societies throughout history that a hunter would be male, being a female here carries with her that many more connotations and possible elusive histories. But coupled with what she yells waking up from her nightmare, I hope you figured out that I'm implying a very specific act that was "forced on" her. She wouldn't tell you what it was directly, I don't think most victims do.

The idea that it became a tool for her to use, and that she did use it, is what causes her to cry and what causes her to think about quitting every day. There are several moments where she could make a choice to quit, but she doesn't. After the point of using the nightmare for this time, there was no turning back and her fate was sealed. Originally there was another sort of false choice available to her at the end but that was between living as some kind of nightmare source for the demons or death. But that is totally a false choice and was changed on the last night of drawing. Choices in narrative have to be real, and I think by having choices characters are suddenly that much more intriguing.

I think I've covered all I would like to say on the subject for now. This particular post is subject to addendum in the future. But hell, it's only been a couple days and I've got a lifetime to find out what's wrong with it later.

Tuesday, December 18, 2007

R S O M

So Tokyopop does this thing every year that's kinda the American Idol of Comics called The Rising Stars of Manga. Most, and indeed Tokyopop themselves, would use the moniker Manga. I respect the spirit of it, and certainly I work with many Manga conventions. But seriously, Manga's just Japanese for Comics. With that out of the way, let's talk about my entry.



Title: Hunter
Genre: Fantasy
Status: Principal pencil work beginning
Deadline: Too f**kin soon

Certainly much of it was my fault that I started this so late. But that's not an unfamiliar situation for me. In fact, I enjoy the pressure. And even under pressure I fully intend to take my time to make sure the product I release (at least this time) will be representative of my current skill levels. What I intend to do through talking about it openly, is not so much to discuss aspects of the work with you but to help myself understand what exactly the work will be. Perhaps either you or me will be enlightened by the process. Believe me, though the deadline draws near, I'm very happy to be doing this sort of story synopsis (a step I usually bypass) just to solidify the loftier ideas.

I won't be sharing pages, nor all of the script or most of the rough thumbs. Contest restrictions demand it. I don't mind loosing, but loosing to technicalities is never really that fun.

Btw, this whole post is one huge spoiler.

Disclaimers done. Lets see a rough page layout.



Something about isolation is a very intriguing concept to me. In total isolation, we can almost examine a character as if in a petri dish just wondering how this particular strain develops. But comics, (especially Manga) are mediums much indebted the Masking Effect of cartoon characters. The character is no one and everyone, or most commonly a broad idea that the reader can identify in an instant (Naruto = Brave, Superman = Truth Justice the American way, and so on) But in isolation, those ideas are more difficult to make interesting without a competing idea to contrast them with. There are many intriguing, and truly compelling results you'd find in the indies. But it's a rare sight in popular Manga or in the bigger Western fare. Tsutomo Nihei's Blame! is a beautiful example...

Oh yeah, the page. This is how I work. I have no script, hardly any preconceived material. There's just a scene in my head. And then I thumbnail a page that I think represents that scene. A page to me is a paragraph, a sentence, an idea.

The idea was that its been raining a lot. And our protagonist is rather... uninterested. But that's interesting to me! When I started from here, I had a very rough idea of the story. I had cannablized an older story, taken imagery from others I'd done, but this story with this particular hero was essentially unexplored territory. So I began to wonder why she was alone.



I had twenty pages, short in comic book terms. Even so I felt it necessary to have a buffer moment. It had nothing to do with the main story, it had everything to do with the main story. In my mind was a character who was watching these semi fantasy versions of elk with a quiet curiosity. She could have hunted them, easily, and made a perfectly fine living. But that's not why this Hunter is hunting.


The design is mostly a familiar one for me since I've basically drawn it for years here and there. Still, this is the first instance of an indepth model sheet for this particular iteration. I'm no good with model sheets, don't have the technical disciplines for accuracy.


Revealing some of the arrow motifs that are in the structure of the design. She is an arrow, never veering from her mission though she has opportunities to.


Various states of dress. Seeing scars do a different job than telling people about them. Feel free to fill in the blanks that I'll refuse to settle.

You may notice the note about "not feeling one way or another." The reason there are all of two expressions in the model sheet is that she hardly has any expressions to show. She was trained that way. So she could hunt these kinds of guys on this model sheet.


The big guy there has this whole Archangel thing going. His feet never touch the base earth, etc. That's not an accident, thought it may be idiosyncratic. He's a demon lord of sorts, the kind that like to eat souls. But really, all demons are in storytelling are just personifications of inner turmoils. Demons come from us, right? They're made of the things that make us feel pain. They feed on our emotions. So shouldn't be a far stretch for a literal interpretation of our bugaboos would be able to "sense" our emotions.

The demon hunters of this world have suppressed their emotions, almost to the point of having none. Being such creatures, they have little need or little to provide human companion ship. But they, alone, are invisible to these beasts.

All except this one.

She has bad dreams.

It gets her all kinds of attention when she "uses" the bad dreams.


And that seems to be enough introduction to this summary. It's a twenty page story about a lone demon hunter in some primeval forest. She has the choice to leave, she doesn't. She calls up a nightmare from her memory, one "given" by her hunter trainers, to make her feel enough emotion to get the attention of every soul sucker nearby. A chase ensues between her and the "Wing Lord." Things don't exactly end happily.

There's one thing I left out, and that is a moment in the middle which I feel is pivotal. But I find myself currently ill equipped to describe why. Perhaps I'll tell you later.

Labels:

Tuesday, December 11, 2007

Painting Big, Digitally

So, I did something a little crazy...

This is my Wiimote, propped up ever so carefully:


This is the Wii sensor bar:


There's my Wiimote pointed at my Laptop and my TV, the same image is on both:


And this is me using all those things in conjunction to paint on my TV.


The result was the coloring for this piece of crud.


In this case, the result wasn't the interesting thing. Entirely, the process is one filled with very interesting potential. Even though I achieved it in basically a guerrilla fashion, I'm happy enough with the feeling to work with it even further.

All thanks belong to Johnny Chung Lee, who is awesome and is probably some kind of wizard.

Sunday, November 11, 2007

There are no excuses,

not as long as humans like this live.

Just looking at his work, it's the familiar stuff of your standard Japanese Moe artist. Cute girls with the same damn face and cream skintone, he's infact the character designer for Konami's Rumble Roses. (funny stuff, pretty much the gaming equivalent of watching late night Cinemax) But that's not exactly what's interesting about him.

He's a quadriplegic.

He draws with a wacom pen tied to a stick that he holds in his mouth.

part one



part two


In a way, it's inspiring and yet just a little sad. He spends his time drawing beautiful women, yet what drawing could ever love him back.

You can find his site here, he seems like a nice enough fella
http://www12.wind.ne.jp/kotobuki/

ps. Yes I know that play button on the second embedded video is in a pretty funny spot.

Thursday, October 25, 2007

An Everyday Shooter

As some of you may have guessed, I love videogames. So does Jonathan Mak. Jonathan Mak made this game, Everyday Shooter, and it is a very special game.

Here's what Jonathan Mak had to say about games as art: It's not a scientific thing. What really makes games art is when people start to find their own meaning in them. For me, games have been art since years and years ago. That's the only reason I'm doing what I'm doing. It's all about people being able to deconstruct the work to find meaning on their own terms... It's not that the creator creates art; it's that the audience makes it art for themselves.

And it is the first statement on the subject that I can wholly endorse.

Q&A Everyday Shooter with Creator Jonathan Mak

Tuesday, October 23, 2007

So I have a DeviantArt

Costume Design
 

So I have a DeviantArt. Check it out. I just felt bad about not putting a drawing with every post.
Posted by Picasa

Monday, October 22, 2007

Jeanne

Jeanne D'Arc Sketch
 


Practicing grays. I've mentioned to some a technique I've been developing for coloring digitally. The toughest thing about it is making beautiful gray. Here's a practice bit with a sketch of Jeanne from the PSP game Jeanne D'Arc. I'll be explaining more laters.
Posted by Picasa