Monday, October 06, 2008

Jaime Hernandez Speaking at Twin Cities Book Festival

Zak Sally will be interviewing cartoonist Jaime Hernandez at the Twin Cities Book Festival this weekend. Plus, Zander and I will have a table set up in the convention area. So why not swing by, see what Zak and Jaime are chatting about, and then throw some dollar bills at us?

[ click for larger version ]


See you there!

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Sunday, October 05, 2008

FallCon 2008: Day Two

Here are some more happenings at FallCon 2008:


Gene Ha


Lewis Tuck and Sam Hiti


Tim Sievert and Brett von Schlosser


Members of the Cartoonist Conspiracy ... posing for an '80s sitcom?


King Mini and Tom K


Mike Toft


Zander doing a sketch


Jon Sloan and Carl Nelson


Mike Sgier


The Big Time Attic Table of Wonder


Amado Rodriguez (aka Arex) at the Conspiracy Jam table


Puny's fancy set-up


Mitch Loidolt poses behind a man in a banana costume

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Saturday, October 04, 2008

FallCon 2008: Day One

If you're wondering what Maxeem Konrardy, Tim Sievert, Matthew Kriske, and Photocopier were up to at this year's FallCon... then this is the blog for you.


Maxeem Konrardy's personal bubble has been invaded.


Tim Sievert got a haircut and won't hesitate to tell you about it.


Matthew Kriske, like God, hangs out at the Creation Station.


Photocopier simultaneously feels used and not used.

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Friday, October 03, 2008

Sloth Force Seven: "Time Travel"

Swing by the Big Time Attic booth at FallCon tomorrow to see the latest and greatest Sloth Force Seven mini-comic, "Time Travel." It's 48 pages of danger and intrigue, and some GI jokes to lighten the mood.

The book has a two-color woodblock print cover (actually lino, but who's keeping track), which looks good in that "I took printmaking in college but you'd never know it" sort of way.

Here are the first seven pages to whet your appetite:









Sloth Force Seven was created for last year's 24 Hour Comic Day, and you can read that effort here.

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Wednesday, October 01, 2008

Top 10 Season 2 #1 out today!



From the Previews listing:


Written by Zander Cannon; Art and Cover by Gene Ha
 

AMERICA'S BEST COMICS. A new season dawns in the science-city of Neopolis! A new commissioner, along with some new rules, comes to Precinct 10, as Slipstream Phoenix, a rookie cop with an ugly secret, fights for respect among his new peers. Meanwhile, Shock-Headed Peter and the Dust Devil investigate a mysterious, ancient drug dealer, and a very public multiple homicide sets Captain Jetman and Lieutenant Peregrine scrambling for answers. 

The police procedural crime and intrigue continue in this new series based on concepts and characters created by legendary writer Alan Moore (WATCHMEN, V FOR VENDETTA).
 


---------------


This series picks up where the original 12 issue left off, with Smax and Toybox off on the adventure chronicled in Smax, and the rest of the precinct without an interim commissioner. Fans of the original Alan Moore-penned series will hopefully find this to be similar in tone, and reference-hunters will not be let down.

First off, I have to give monumental thanks to Kevin and Shad, who came up with a good portion of the plotlines and gags (due to a clerical error, Shad was not credited in this issue; I am told he will be in future issues), and were extremely helpful in getting this series going.

I probably needn't say how fantastic Gene Ha's art is on this series, but I will anyway-- he delivered pages that took my humdrum ol' layouts and turned them into the fantastic science-city of Neopolis-- again. Thanks, Gene. I've seen what he's done for the next couple issues, too, and it's amazing.

So go on down to the comic store (or, if you're in the Twin Cities, come to FallCon this weekend) and get yourself a copy. Gene will be in town for the show this weekend and we'll both sign it!

UPDATE:  Some reviews have cropped up on iFanboy:

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Monday, September 29, 2008

Incoming!

What a crazy weekend! Let's start off with...

THURSDAY!

CONSPIRACY JAM
Thursday, October 2, 6:30 pm - 10 pm
Diamond's Coffee Shoppe

Which bleeds into...

FRIDAY!

HOT INK
Minnesota Museum of American Art
Details here

And to top it all off...

SATURDAY & SUNDAY!

FALLCON
MN State Fair Grounds
Details here

And last but not least...

MONDAY!

YOUR JOB
Where you work
9 am - 5 pm


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Zander's Tips for 24-Hour Comic Day

Kevin did his tips last year for 24 Hour Comic Day, and so this year I'll do mine.

Some caveats-- I've finished 3 24-Hour Comics in the last 3 years, and every year I swore I'd never do it again. Twelve months has a tendency to make one forget one's swears. But the point is-- I have no secret to avoiding misery. So don't expect me to make it easy on you; it won't be. That's why you can be so proud afterwards.

1. WORK SMALL. Every year I see people bringing in great big sheets of bristol board to work on their 24-Hour comics, and every year I see some or all of them drop out. Why? It's not like they're putting in more detail, it's just the sheer amount of real estate they need to cover. God help them if they set something in space or at the bottom of a well-- that's a good 15 minutes per page of filling in black areas right there. I always work at 8 1/2 by 5 1/2-- half a letter-sized piece of paper, and then reproduce it at 100%. That's a good mini-comic size.

2. WORK CHEAP. Kevin and I have spoken before about the Pentel Pocket Brush Pen. I use that and cheapo HP laser paper from Office Max. With the amount of half-assed drawing that gets done at these things, it would make me feel sick to be using up nice paper, and the cap-it-and-forget-it nature of the PPBP works really well for these extended sessions, much better than a Windsor & Newton brush would. Similarly, Kevin uses a flair pen for his 24-hour comics. That's probably an even better idea because you don't have to rotate the page around when you ink, like you have to with a brush.

3. WORK OUT A DRAWING STYLE. It'll happen anyway while you're working, but it's nice to go into the event with a sense for how to draw simply and effectively, while still being able to communicate things like depth and facial expressions. You'll find that your patience for cross-hatching details on faces will dwindle by about hour 10.

4. KEEP YOUR DESIGNS SIMPLE. No-nos for characters: stubble, Hawai'ian shirts, tentacles, the Jack of Hearts. No-nos for settings: outer space, the middle of a jungle, a junkyard, a balcony overlooking New York City. Don't think that these details will just give you mindless things to do. They will, but you'll hate yourself for it. Your hands are going to hurt by the end of this thing; you don't want to have to put in any detail you don't need to.

5. DECIDE THE GENRE BEFOREHAND. I think it's nice going into the event knowing basically what kind of story you're going to make. If you've decided on a Western, for example, it gives you a bit of time to think about the sorts of things you want to have in your story, the basic structure, and some thoughts on what kinds of characters will populate it. But you should ONLY decide the genre, and then when you start...

6. USE A RANDOMIZER TO GIVE YOU IDEAS. I use a Pictionary card, which has five words on it that are pretty random, but at the same time fairly ordinary words. This is nice because then you have a bunch of unrelated ideas that you have to put into a story, but aren't making a story about yellow-bellied snorklewackers, or something else completely loony, which is exactly what you'd get if you asked your friends. Randomization has several benefits. One is expectation management. Because you can't plan out your story, you don't build it up in your head to be the most interesting story of all time. Drawing a page an hour all night is going to make some pretty shoddy-looking stuff, so it's good if you're not butchering your all-time favorite tale that you've been waiting years to accomplish. Another benefit is that it gives you ideas. When you have a bunch of completely unrelated words, you are working full-time just to create a story that makes sense, which frees you from having to be terribly creative and/or hilarious. You're bound to make some funny jokes or clever plot twists just getting your characters from A to B, so it's nice to not worry about what ingenious idea you have to put in next.

7. PAGINATE YOUR PAGES BEFOREHAND. I like to use this template for paginating 24-page minicomics. It means that other people can't really read your book while you're doing it because when they've had no sleep, there's no way they're figuring out a pagination guide. But it saves you a lot of cutting, pasting, white-taping, and whatnot when you get the thing printed. I always make a mini-comic of my 24-Hour comics, and not having to worry about how to arrange the pages makes me much more relaxed.

8. DO NOT GIVE UP. C'mon, would you rather be exhausted and miserable and finish a 24-page comic or exhausted and miserable and not?

9. BRING A LUNCH. There's always a snack table at our event, but at about lunchtime, people are always having to go to the bar next door and burn valuable time ordering a Reuben sandwich. Just make a sandwich and put it in your fridge the night before. And for God's sake, don't just pig out on the chips. You've got to stay alert and smart for 24 straight hours; Pringles won't do.

10. GET SOME SUN. Just go outside and let the sun wake you up a bit. You won't be that tired when it's still daylight, but it still gives you a little boost to have some real, full-spectrum light getting into your eyes.

11. SHAKE OUT YOUR HANDS A LOT. Give those guys a break. They're working hard. A five-minute break will make them a lot happier than they were.

12. BALANCE FUN AND WORK. If you're too serious, 24-Hour Comic Day can be a real grind. Chat up your fellow cartoonists. Make fun of the panel you just drew. Discuss the music choices that were made at your location. But also remember this: if you're not working, stay out of the way of people who are. 24-Hour Comic Day is a pretty quiet affair, with a few people taking a valuable minute or two to say something to someone, but it's mostly nose-to-the-grindstone, drawing-as-hard-as-you-can work. If you gave up two hours ago and went to the bar to get loaded, don't come back and laugh it up with your buddies, dammit; people are trying to draw here.

Have a good time-- and put your comic online, would ya? They're fun to read.

UPDATE: Number 13. Rereading Kevin's post from last year, I wanted to second his point about not pencilling the whole book, then inking it. One, it sets you up to do a lot of hand-crampingly hard work right at the end of the night. Two, it's hard (especially when sleep-deprived) to truly determine how much pencilling you need to do in order to ink it well. Three, as Kevin mentioned, it makes it far more complicated to gauge your time-usage.  It's far easier, and more useful, to finish a page an hour.  Now, while I keep to this schedule for the most part (probably 75%), my work process is a slow movement from small increments to large.  In the first hours, I do whole pages, written, pencilled, and inked, before I move on to the next page, even to write it.  That break in time (to letter and ink) gives me some time to reflect on what I want to happen next, and it also keeps me from rewriting.  When it's done, it's done.  I have to move on.  As I get more familiar with the story later on, and the plot points are rapidly converging on the end, I will frequently start pencilling three pages at a time before I go back to inking.  Since the story is kind of writing itself at this point, it's good to get a lot of writing done at once, and from a practical standpoint, I have few enough pages left that this deviation from the schedule is not as terrifying.

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Friday, September 26, 2008

Hot Ink Opening Party -- One Week from Right Now!

I snuck a peek inside the Minnesota Museum of American Art this afternoon and witnessed the pre-show curatorial energy that precludes all good shows. MMAA didn't have a ton of time to put this show together, but you'd never know it -- Theresa Downing and her staff have put a detailed touch on everything inside the museum, from display cases showing artists' tools to a hand-painted mural as you walk in.

The big shindig is a week from today -- check out the flyer below for all the details. And as the MMAA is the only art museum in St. Paul, ergo cartoonists will rule the St. Paul art scene next Friday! See you there...


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Wednesday, September 17, 2008

Hot Ink: Comic Art in Minnesota



Hey Minnesota cartooning fans: the biggest gallery show since Lutefisk Sushi C is hitting the Twin Cities. So big, in fact, that it's in a museum.

The Minnesota Museum of American Art is curating "Hot Ink: Comic Art in Minnesota," a look at the groundswell of cartooning in this fine state. The MMAA describes the show in this fashion:

"Recently, the Twin Cities has seen the emergence of an underground comics movement all its own. Brought on by developments in popular culture and DIY printing technology, traditional comics have morphed from stories about superheroes and villains, to graphic novels addressing personal world views.

Hot Ink: Comic Art in Minnesota features the inked panels, sketchbooks, graphic novels, and mini comics of emerging and nationally-known artists, all developing an American medium for a new century."

The show opens on September 28, 2008.

There is an OPENING PARTY on October 3, 2008, at 8:00pm. That's the night before FallCon, so there should be a pretty great crowd.

See you there!

Tuesday, September 16, 2008

Daily Cross Hatch t-shirts


Going to SPX this fall? Why don't you pick up a t-shirt from The Daily Cross Hatch, designed by yours truly.


Read more here, and leave an order for "Shopkeep" in the comments section.