Cropped Will Cardini artwork

August 12th, 2014

9 Rules for my Comics

Filed under: Comics Process — Tags: , — William Cardini @ 9:05 am

Skew is up to page 55 on Study Group and I’ve got a pretty good buffer built up. I set Skew up so that I could crank out the pages quickly in the limited studio time that I have now that I’m a father. One page per panel, three colors that mix for a total of seven colors plus white. I always try to make things easier for myself by creating rules and layouts for a project before I began.

Skew spoiler
Skew spoiler. You can see the layers that I reuse for every page.

I decided to generalize my comics-making rules, if any of y’all are curious:

  1. Don’t proscribe. These rules only apply to my current comics project. I’m not trying to delineate absolute or universal rules for anyone else’s comics practice (including my future self).
  2. Decide on the parameters of a comic before I begin (size, colors, number of panels).
  3. Start each page with the same grid, which can be modified (for example, two panels combined into one) but can’t be supplanted (an eight-panel page when all previous are six).

Vortex template
Vortex template. I keep the horizontal and vertical panel lines in separate layers so that I can easily delete them to combine panels.

  1. Draw on the computer. I want hard-edged bitmaps. I want to control whether each pixel is black or white. Plus, drawing on a computer is much faster because it cuts out scanning. The final comic is the art object, not the original page.
  2. Draw with an expressively wavy line and turn off any line-smoothing effects. Computers can draw perfect straight lines or smooth Wacom-drawn lines for me so I should zoom in on my human imperfections.
  3. Don’t dwell on the past. The trap of drawing on a computer is the infinite malleability. Once a page is finished, keep revisions to a minimum. This rule is the hardest for me to follow but I try to remember the words of Chögyam Trungpa: “First thought, best thought.”

One-page comic template
One-page comic template (originally developed for my Smoke Signal submissions). I drew vertical panel lines that split each row into thirds and a second set of that split each row into fourths.

  1. Don’t outline my plots. The story will come to me as a draw. To outline is to kill the idea by pinning it.
  2. Show what happens as clearly as possible. Keep narration to a minimum. Use as many panels as is necessary to show the beats of an action.
  3. Challenge my subconscious assumptions when designing characters. Even when I’m designing aliens, I unthinkingly default to light skinned and male. Rethink these assumptions.

July 31st, 2012

Do I Self-Fund, Crowd-Fund, or Submit to a Publisher?

Filed under: Comics Process — Tags: , , , , , , , , — William Cardini @ 10:23 pm

This past Friday my particular corner of the comix internet blew up over this Comics Journal post where Dan Nadel heavily criticizes Kickstarter in general and the Secret Prison #7 Kickstarter in particular. I’ve been riveted to the ensuing shitstorm in comments threads, blog posts, and my Twitter feed. I feel compelled to post my thoughts here.

Click here to read the rest.

December 13th, 2011

A New Direction for my Comics

I’m by myself at the house drinking coffee in the early afternoon on a Saturday, trying to burn through some Google Reader items, getting ready to work on some comics, my mind is really buzzing, and I just need to list it all out somehow so I’m posting about it here.

Here’re my inputs:

Blaise Larmee
A representation of some panels from Blaise Larmee’s 2001.

Matt Seneca’s Weeklong Interview with Blaise Larmee – I’m reading this and trying to understand specifically what Larmee is saying. It’s difficult because he can be obtuse but he drops a lot of nuggets in there like “Cartoonists need to be willing to abandon comics.”

Ryan Lauderdale Mashup
A mashup of three different pieces by Ryan Lauderdale that look like abstract comics to me.

Ryan Lauderdale’s Show, Bed Bath and Beyond, at Nudashank – My friend Ryan is getting his MFA is Brooklyn right now and has a show up at the Nudashank art space in Baltimore. This week we talked about how important form, color, and spirituality are to our work, about reacting against postmodernism with a revived modernism (or something else), about color field painting, all these things that I’m into that I sometimes forget about when I sit down to draw comics.

Frank Santoro Geometry Exercise
A geometry exercise from Frank Santoro’s course. We had to figure out the geometry behind a page of Tintin.

Frank Santoro’s Comics Correspondence Course – I’m taking Frank Santoro’s course. It’s a lot of work but I’m learning a lot of things. His geometry stuff is really interesting – it’s the scaffolding of comics or it’s abstract comics when you look at it on its own. Frank’s pushing me to be more creative with my mark making, which is good for me.

Yuichi Yokoyama Page from Color Engineering
A page from Yuichi Yokoyama’s book Color Engineering.

Yokoyama’s Color Engineering and an Interview with Yokoyama by Seneca – Man, Seneca has been on an interview roll lately! And they all get my brain boiling. He’s one of one of the best writers about comics because he focuses so much on the visual. Also his enthusiasm is infectious. I’ve posted about Yokoyama before – his work is a big inspiration for me. I think it’s interesting that both he and Larmee say in their interviews with Seneca that they don’t read anyone else’s comics. Personally I find it really important and invigorating to read all of the great comics that are being published these days but I do have to space it out a bit because if I read too many comics, the work that I make it influenced too strongly by them. So mostly I read sff books.

Screenshot from ____ by Terry Cavanagh
A screenshot from the indie video game ____ (A.K.A. Four-Letter Word) by Terry Cavanagh.

____ by distractionware – Reading Wiley Wiggin’s post about ____ and then seeing the screenshots made me really excited about this game, and just the idea of an incredibly abstract and difficult-to-play game in general. I don’t post about it very much on here but interactive art is something I’m really interested in and from the looks of it, this game gets me excited about it again.

My output from all of these inputs is still brewing. Hopefully it’ll bubble out over the next few months and years. Right now I’m just thinking, as Darryl Ayo reminded me in this Comix Cube post, that it’s important for me to look at my aesthetic interests outside of comics and bring those in. Break out a bit from the Fort Thunder influence that’s so evident in my work and find some mashup of color field painting, expressive mark making, net art, and sff that’s more my own.

February 8th, 2011

Dungeon Crawl Stone Soup + Fort Thunder = Procedurally Generated Comics

It’s less than two weeks before my wedding, so of course I’ve become addicted to an ever-changing fantasy action RPG with a massive online community. I’m not talking about World of Warcraft – I’m talking about the free, cross-platform, and open-source roguelike Dungeon Crawl Stone Soup.

Dungeon Crawl Stone Soup Title Screen
Dungeon Crawl Stone Soup title screen

Click through to read more about roguelikes and how playing them is like reading a Fort Thunder comic

February 23rd, 2010

Titanic Clash of the Shamen Page 7

Last week I finished the seventh page of Titanic Clash of the Shamen, a collaborative comic that I’m doing with Josh Burggraf.

We were hoping to have the comic finished in time for STAPLE! but it looks like that won’t happen, considering that we would have to do five more pages and the cover in a week. However, we do plan on having it done in time for MoCCA Fest, April 10-11th at the 69th Regiment Armory in NYC, where Josh will have a table.

Page 7 took me a while to plan out. Although I knew what I roughly wanted to happen and who was going to say what early on, I had to do a lot of sketches and try drawing the page with a number of different layouts. Josh has definitely drawn a pretty psyched-out Page 6, and I don’t want Page 7 to come up short.

Here are some of my sketches, in chronological order:

In this first one I was trying to figure out a good panel layout and some good back-and-forth magical attacks between Floyd and Shamanman.

In this second one, I refined my idea of how I wanted Shamanman to attack.

Once I busted out the Faber-Castelli I was really able to get some images flowing. I drew this one and the next a couple days later than the first two, at Sketch Klubb this past Thursday. The good people at Public School were kind enough to host us. Their studio set up is dope and it was good to jam with a bunch of new people.

The final sketch from that nite. At this point I was on the verge of drunkenness and just kind of doodling some ideas floating around in my head, including Shamanman transformed into a yeti and some space invaders that I might put into a future project.

Here’s one panel from the final page:

I ended up using a lot of the ideas that I sketched in my final drawing.