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Showing posts with label Paul Allor. Show all posts
Showing posts with label Paul Allor. Show all posts

Tuesday, February 26, 2013

CE alum Paul Allor's "Strange Nation" to be published by Action Lab Entertainment!

Comics Experience alum and staff member Paul Allor recently announced his first creator-owned mini-series, with artist Juan Romera.

Strange Nation, a four-issue mini-series, will launch later this year through Action Lab Entertainment.

But before that, an advance copy of issue #1 will be available from Paul at Emerald City Comic Con and Fabletown and Beyond.

According to Action Lab, Strange Nation is a madcap tale of tabloid myths. The story stars Norma Park, a reporter who discovers a bizarre conspiracy, tying together aliens, Sasquatch and mad scientists.

The book is already receiving great advance reviews, including this one from Multiversity Comics! You can also read an interview with Paul and see more pages over on CBR's Robot 6.

Paul is a graduate of the Comics Experience writing, lettering and editing classes, and is a longtime member of the Creators Workshop.

His previous works include Clockwork, Vol. 1, a collection of five-page comics, many of them workshopped through Comics Experience; Orc Girl, a one-shot with artist Thomas Boatwright; and Teenage Mutant Ninja Turtles: Fugitoid, a one-shot for IDW Publishing.

Congrats to Paul and Juan on this upcoming mini-series!


If you want to make comics, write or draw comics, or improve as a comics creator, you'll find like-minded friends and colleagues in our online workshops and courses. We hope to see you there!

Posted by Rob Anderson
rob@ComicsExperience.com
Twitter / Facebook

Thursday, February 14, 2013

Bill Willingham on Navigating the Business Side of Comics

Legendary comics creator Bill Willingham joined the Comics Experience Creators Workshop recently, to talk about his nearly-thirty-year career in the comics industry.

In addition to discussing the craft and art of comics, Willingham also offered advice on navigating the business side of the comics industry, including dealing with publishers.

"It's a tough business, being in business with publishers," Willingham said, "because they want something, and it's probably different than you want."

Understand the nature of contracts

Willingham noted that most contracts are designed to protect the publisher, rather than the creator. Anytime one party is paying another, they will feel the right to set the rules and control the terms.

As a result, he said "your obligations to them are carved in stone, and you'd better adhere. Whereas their contributions to you in that same document are kind of treated as helpful suggestions that they should probably get around to someday if they have a little extra time and some loose change in their pockets."

Understand your role

Willingham said it's important to remember, when working as a freelance comics creator, that you are not a full-time employee of the publisher.

"I have to sometimes remind publishers that I'm a freelance writer," he said. "I'm not working for them, we're working together, and what I bring to the table is valuable."

At the same time, he said, you should conduct yourself in a professional manner, and remember why you entered into this business relationship.

"Be a businessman," he said. "Be a polite businessman. Be firm. Learn how to count your money. Learn how to husband your resources, and know that you're the one that needs to get the book out there. Treat your publisher as a method of doing that.

"If your publisher is a black-hearted pirate – and there's been a few – find a way to disengage and go somewhere else."

Understand the consequences of your actions

In conclusion, Willingham noted that if you do have problems with your publisher, and find yourself going head-to-head with them over a business dispute, "you'd better be creative in the way that you enforce it."

The reason, he said, is that conflicts often lead to delayed or cancelled books. And if that happens, the blame is likely to fall on you.

"Readership and comic shops and all the people waiting on your comic book to come out, they will never assume, 'well the publisher must be doing some shady stuff that's causing this book to not come out,'" Willingham said. "'No, it's 'the artist is lazy, the problem must be with him.'

"You always, always lose that argument with the public. So don't make your ongoing fight with the publisher the battleground on which your readers lose."

Other topics discussed by Willingham include:

* How he got started in the comics industry
* His origins as a comics artist, and how he transitioned to writing
* The grueling pace of a professional comics artist, and how to prepare for it
* How Willingham's work habits have changed over the years
* Collaborating with artists, and how it changes from artist to artist
* The importance of working on projects you love
* How technology has made it easier to break in if you don't live in New York
* Why there are so many gritty and decadent super-hero comic books
* Writing Big Two comics, and working with the continuity of other titles
* Working at Vertigo, and what he feels the publisher looks for in new creators
* How Fables developed over the years, and the amount of plot that was planned out from the beginning
* The development of Fables' prose spin-offs
* The creative process for Fables' covers
* Working with public domain characters, and how closely he hews to the origins of Fables characters
* The upcoming Fabletown and Beyond, and how it came about
* The importance of Mythic Fiction, and where Willingham thinks the genre is headed
* And many more

Creators Workshop Book Club sessions take place every few months, featuring guest writers and artists discussing the craft and art of comics, as well as the business side of things. Additional live Workshop sessions take place every month, giving members real-world knowledge that will help them succeed in their comics career.

There's still plenty of time to sign up before the next session. We hope to see you there.

-- Posted by Paul Allor

Thursday, January 3, 2013

Ryan Browne on lessons learned producing a daily webcomic

Comics artist and writer Ryan Browne joined the Comics Experience Creators Workshop recently, and discussed his work on Blast Furnace, a wacky, action-filled web-comic which was recently released in print.

During the session, Browne shared some lessons from his experience working on Blast Furnace.



Make each page a good reading experience

Browne said that while writing Blast Furnace, he tried to have at least one joke on every page, and to make every page a satisfying reading experience.

If a reader is only looking at a few pages a week, then "a super-decompressed story where two people are having a conversation that lasts six pages is not really gonna fly," Browne said. "It works if you're reading it when it's all done, but if you're reading it week to week, it doesn't. So I need a beginning, middle and end to every page."

As a result, Browne said, Blast Furnace's scenes "last about two pages at the most."

Embrace the nature of your story

Going in, Browne planned to do one page of Blast Furnace a day, and work on it for only one hour, without mapping the plot out in advance. It started as the story of a recreational thief (named Blast Furnace), but quickly evolved into a complex web of stories and characters, with a byzantine story structure that featured flashbacks within flashbacks within flashbacks.

Rather than fighting against this unconventional structure, Browne said he embraced it.

"I knew it was going to be unfocused to begin with, so I decided to just celebrate how unfocused it was, and go for it," Browne said. "I kind of make a joke out of how unfocused it was, so you would read it and go, 'I don't even know where I am anymore.' No storyline is getting wrapped up, every single story is just becoming more and more unraveled and expanded."

When you're stuck, keep going

I think I have ideas, and when I realize they don't totally work, I just find a different way to use them. I didn't really veto any ideas or any bad jokes, because I knew that I had so many pages.

"Quite frequently I didn't know where I was going," Browne said. "I got stuck all the time, and my cure for getting stuck was to just start doing it."

"If I get stuck in a scene I'll just kill it," Browne said. "I'll go into a flashback, or someone will get hit from something off-screen, and we're on to the next thing."



Other topics discussed by Browne included:

* How he got his start in comics
* His creative process
* Designing Blast Furnace's characters on the page
* The Coen Brothers film The Hudsucker Proxy, and how it influenced Blast Furnace's storytelling
* Any ideas you had that were TOO outlandish for you?
* Using up ideas/throw-away jokes
* The importance of making your own comics, and making them good
* Promotion, and generating revenue from creator-owned work

Those interested in seeing more of Browne's work can check out his other web-comic, God Hates Astronauts. Browne also illustrated the IDW Publishing mini-Series Smoke and Mirrors, written by Mike Costa and Jon Armstrong. He is currently illustrating issue #10 of the Image Comics ongoing The Manhattan Projects, written by Jonathan Hickman and set for release in January.

Comics Experience Creators Workshop sessions take place every month, giving members real-world knowledge that will help them succeed in their comics career. Additionally, the monthly Creators Workshop Book Club sessions feature guest writers and artists discussing the craft and art of comics, as well as the business side of things.

There's still plenty of time to sign up before the next session. We hope to see you there.

--Posted by Paul Allor


Wednesday, November 28, 2012

Star Wars Episode VII previewed by Comics Experience Alums!

Every month at the Comics Experience Creators Workshop, we post up a monthly challenge for our writer and artist members. And in November, that challenge -- just for fun -- involved envisioning the future of the Star Wars franchise, in the wake of the big Disney/Lucasfilm announcement.

And two Creators Workshop staffers -- Book Club Manager Paul Allor and Workshop Art Moderator Gannon Beck -- teamed up to take their one-page story, shown below, to completion.

The story was even featured on iFanboy right here.

If you're interested in learning more about the Creators Workshop, you can hear Paul discuss it, as well as all his comics projects, on the Image Addiction podcast feed -- The Process: Sensation Spectacular – Episode 17.

Below, enjoy your preview of Star Wars: Episode VII by Paul and Gannon!


Paul is the writer of Teenage Mutant Ninja Turtles Micro-Series #8 featuring Fugitoid from IDW, and the recently released Orc Girl published by Challenger Comics, as well as the Clockwork anthology.

Gannon is also actively involved in making comics with his creator-owned title, Space Corps, launched at this year's Baltimore Comic-Con, and other projects in the works (including the awesome Shark Puncher, written by Paul!

We're excited to see more work coming from Paul and Gannon!



If you want to make comics, write or draw comics, or improve as a comics creator, you'll find like-minded friends and colleagues in our online workshops and courses. We hope to see you there!

Posted by Rob Anderson
rob@ComicsExperience.com
Twitter / Facebook




Friday, November 2, 2012

Pak and Arbona on Red Skull and making villains accessible

Writer Greg Pak and editor Alejandro Arbona joined the Comics Experience Creators Workshop recently, to discuss their work on the 2011 Marvel mini-series Red Skull Incarnate.

Red Skull Incarnate tells the secrets behind the origin of how Johann Schmidt -- orphan, thug, urchin -- became the Red Skull.

During the session, Pak and Arbona discussed the challenges of creating a story about a such an evil character. The two had previously worked together on Magneto Testament, which similarly traced the WWII origins of the X-Men mainstay. But in that book, Pak noted, Magneto was a hero during the time and place the story was set.

By contrast, Pak said, Johann Schmidt is a sociopath, and the most evil person in the Marvel Universe, serving as the Marvel equivalent of Adolf Hitler.

Arbona described the character as a monster, whose actions are inexcusable, and who lies largely beyond the realm of sympathy.

The challenge, Arbona said, was "how do we make this character accessible to readers at the very beginning, and then keep readers with him throughout the entire story, as he gets worse and worse?"

One of the keys, both men said, was to make the character accessible, even if he wasn’t sympathetic.

"Villains should be three-dimensional characters, to the extent that you can relate to them; that they have their own wishes and their own agenda," Arbona said. "You should not sympathize, but you should at least understand where he’s coming from, at least see him as a thinking, feeling human being, making choices."

As part of this, Pak said, he tried to avoid definitely stating that Schmidt was evil from birth, while also not denying the possibility.

"We wanted to understand where he came from, but not excuse him," Pak said. "There are plenty of people who grew up in the same circumstances who didn’t become what he became. At the same time, we wanted to show those circumstances.

"Under other circumstances, in a different world, he wouldn’t have necessarily become who he became. If nobody had ever beat him down, he might never have beat anyone else down."

Other topics discussed during the session included:
* How they came into comics, and how Red Skull Incarnate came about.
* Research for the book, and for writing projects in general
* Working with Marvel on such dark and complex material
* The process of creating such striking covers for the book (created by artist David Aja)
* The use of color in the book (from colorist Matt Wilson), and using color to advance the storytelling and re-enforce the emotional journey of the book
* The choice to never show the Red Skull as he appears in current continuity
* Pak’s efforts to market his work, including work-for-hire.
Greg Pak is a filmmaker and comic book writer best known for directing the award-winning feature film Robot Stories, writing the epic Planet Hulk and World War Hulk comic book storylines, and co-writing (with Fred Van Lente) the fan favorite Incredible Hercules series for Marvel Comics. He was named one of 25 Filmmakers to Watch by Filmmaker Magazine, described as "a talent with a future" by the New York Times, and named "Breakout Talent" of the year by Wizard Magazine.

Alejandro Arbona is a former editor for Marvel Comics, where he edited Invincible Iron Man, Osborn, Casanova, Legion of Monsters, and more. Before joining Marvel, Alejandro spent two years at Wizard, writing and editing news and feature articles, interviewing the likes of Alan Moore, and overseeing a sprawling retrospective by Brian Michael Bendis and Mark Bagley on the first hundred issues of Ultimate Spider-Man. Today, Alejandro continues to edit Casanova as well as the mini-series Sacrifice created by Sam Humphries and Dalton Rose.

Comics Experience Creators Workshop sessions take place every month, giving members real-world knowledge that will help them succeed in their comics career. Additionally, the monthly Creators Workshop Book Club sessions feature guest writers and artists discussing the craft and art of comics, as well as the business side of things.

There's still plenty of time to sign up before the next session. We hope to see you there.

--Posted by Paul Allor

Thursday, October 25, 2012

"Pitching for Professionals" - Notes from the NYCC 2012 Panel!

Hey, did you miss the Comics Experience panel on pitching, held at NYCC 2012?

Well, if you did, you still don't have to miss out on all the tips.

Louis Falcetti provided his notes from the session in a report filed on Bleeding Cool on October 20, 2012, so it's almost like you were there!

Click here for the full report:
Article: Pitching For Professionals At NYCC

And here's the description of the panel from the NYCC 2012 program:
Pitching for Professionals
Thursday, October 11
2:30PM - 3:30PM
Location: 1A04

Speakers: Andy Schmidt, Bob Schreck, Nick Lowe, Paul Allor

When you finally have an editor willing to hear your ideas, will you be ready? From tips on how to succeed in a "bake-off" competition to how to present ideas cold, this panel will help you and your project get the green light it deserves! Listen in as former Marvel and IDW editor Andy Schmidt, Marvel Editor Nick Lowe, writer Paul Allor (TMNT Micro-Series, Clockwork), and Bob Schreck, Editor-in-Chief of Legendary Comics and former DC Comics, Dark Horse Comics, and IDW Publishing editor, discuss the ins-and-outs of pitching!
We hope to see you at the next convention!



If you want to make comics, write, draw, letter, and color comics, or improve as a comics creator, you'll find like-minded friends and colleagues in our online workshops and courses. We hope to see you there!

Posted by Rob Anderson
rob@ComicsExperience.com
Twitter / Facebook

Thursday, October 18, 2012

CE alum Paul Allor's "Orc Girl" premieres this weekend!

Writer Paul Allor's Orc Girl premieres this weekend, October 20, 2012 at Kokomo Con in Kokomo, Indiana.

Paul is a Comics Experience alum, Creators Workshop member, and on staff at Comics Experience as the CE Book Club Manager.

Orc Girl is Paul's new one-shot with artist Thomas Boatwright, and it's already receiving praise.

Comics writer Gail Simone recently called Orc Girl "one of the best comics I’ve read in ages" and "Funny, charming, bittersweet and moving...Absolutely lovely in story and art."

Orc Girl is a 48-page book, with a 22-page main story and four backup stories (two of which also appeared in Paul's Clockwork, Volume One).

The comic book is being published by Challenger Comics, the imprint of writer, designer, and publisher Ryan Ferrier.

Paul was recently interviewed on iFanboy and talked all about the project.

Paul has partnered with Kokomo Con’s organizers to offer an exclusive Kokomo Con variant edition of Orc Girl, with a signed and numbered print-run limited to only 100 copies.

In addition, artist Thomas Boatwright has contributed a 9x12 watercolor of Orc Girl, to be auctioned off at the convention, with all proceeds of the auction going to the Kokomo Humane Society.

After the con, Orc Girl will be available to order online in both print and digital form.

Paul also recently wrote Teenage Mutant Ninja Turtles Micro-Series #8 featuring Fugitoid, which introduces the popular character into IDW's turtles continuity. He discussed that project on an iFanboy Don't Miss podcast recently.

He is also the author of the Clockwork anthology, which contained 12 original stories on cross-genre characters such as space-faring gorilla pirates, heart-broken robots, a beautiful gunfighter, and even a man on death row.

Clockwork contained artwork by Comics Experience art alums and workshop members Ken Frederick and Carl Peterson, alongside well-known artists including JM Ken Niimura (I Kill Giants), Brett Weldele (Surrogates) and Nikki Cook (Memoir).

Both Orc Girl and Clockwork were recently discussed at length on the Pop Culture Hound podcast, Episode #11 with Chris Thompson & Taylor Lily, featured on Bleeding Cool.

The Hound guys called Paul "a guy who's really inspirational in the way he approaches the craft."

And they praised Clockwork, specifically, saying "What [Paul] achieves in some of these five-page stories is an object lesson in how much you can do with such a small space."

Clockwork, Volume 1 is available online on Paul's Govt Comics website.

Paul also works as a comics editor on upcoming or released projects such as Girls' Night Out, Gutter Magic, Deluge, and Rex, Zombie Killer

Congratulations to Paul and Thomas on the release of Orc Girl!



If you want to make comics, write, draw, letter, and color comics, or improve as a comics creator, you'll find like-minded friends and colleagues in our online workshops and courses. We hope to see you there!

Posted by Rob Anderson
rob@ComicsExperience.com
Twitter / Facebook

Wednesday, October 10, 2012

Panels for Comic Creators at NYCC 2012 -- & CE Folks Exhibiting!

Don't forget! TOMORROW, October 11, 2012, Comics Experience will be putting on TWO panels at New York Comic Con 2012!

Our panels this year will be during the "pro hours" portion of the convention -- moderated by Andy Schmidt, Comics Experience founder, and former editor and writer at Marvel and IDW!
Pitching for Professionals
Thursday, October 11
2:30PM - 3:30PM
Location: 1A04

Speakers: Andy Schmidt, Bob Schreck, Nick Lowe, Paul Allor

When you finally have an editor willing to hear your ideas, will you be ready? From tips on how to succeed in a "bake-off" competition to how to present ideas cold, this panel will help you and your project get the green light it deserves! Listen in as former Marvel and IDW editor Andy Schmidt, Marvel Editor Nick Lowe, writer Paul Allor (TMNT Micro-Series, Clockwork), and Bob Schreck, Editor-in-Chief of Legendary Comics and former DC Comics, Dark Horse Comics, and IDW Publishing editor, discuss the ins-and-outs of pitching!


Surviving Collaboration
Thursday, October 11
Time: 7:45PM - 8:45PM
Location: 1A01

Speakers: Andy Schmidt, Chris Sotomayor, Paul Allor, Robert Atkins

Comics are a collaborative medium. Do you know how to bring out the best from your collaborators? Join former Marvel and IDW editor/writer Andy Schmidt, penciler Robert Atkins, colorist and former editor Chris Sotomayor, and writer Paul Allor (TMNT Micro-Series, Clockwork) as they discuss collaborative best practices, tips for writers and artists, and strategies for handling editor feedback. Become the kind of creator everyone wants to work with!
Plus, while you're at the convention, stop by the booths of these Comics Experience instructors, alums, and Creators Workshop members who will be exhibiting!
Paul Allor (signing at ComixTribe Booth 2380, Friday 12:30pm – 2:00pm)
Robert Atkins (Booth DD8)
Sean Chen (Booth C9)
Nick Dedual (Odd Truth Inc. - Booth 768)
Rich Douek (signing at ComixTribe Booth 2380, Friday 2:30pm – 4:00pm)
Shaun Noel (Standalone Productions - Booth 2147)
Brandon Seifert (Booth R5B)
Chris Sotomayor (Booth I9)
See the full details on the NYCC website, right here, and we hope to see you there!


If you want to make comics, write, draw, letter, and color comics, or improve as a comics creator, you'll find like-minded friends and colleagues in our online workshops and courses. We hope to see you there!

Posted by Rob Anderson
rob@ComicsExperience.com
Twitter / Facebook

Monday, October 8, 2012

Pérez, Christy Discuss the Artistic Techniques Behind Tale of Sand

Artist Ramón K. Pérez and Archaia Editor-in-Chief Stephen Christy joined the Comics Experience Creators Workshop recently, to discuss their work on the graphic novel Jim Henson’s Tale of Sand, published by Archaia.

The book, based on a screenplay by Jim Henson and Jerry Juhl, recently won both the Eisner Award for best new graphic album, and the Harvey Award for best original graphic album. Additionally, Pérez himself won the Eisner for best penciler/inker.

Tale of Sand has been praised for its highly distinctive art, which relies heavily on contrasting styles and intricate layouts, while still delivering clear storytelling to bring Henson’s surreal, existential tale to life.

During the workshop, Pérez and Christy discussed some of the artistic techniques used to create this modern masterpiece.

Shifting the mood by shifting the style

Pérez said that for the book’s shifting art styles, he thought back to his early days reading Manga, where “they would often break away from an art style in their stories for dramatic effect. They would change the art style to either embellish a moment or make a moment stand out.”

So, Pérez approached Tale of Sand the same way, using three basic modes: linear inks, linear inks with tones, and painting. For the atmospheric scenes, he said, he would use painting, and to make a moment stick out, he would add tones. The rest of the time he stuck to a more basic rendering of the characters.

Within these three broad areas, Pérez would make other adjustments, depending on the mood he wanted to convey. For example, in one section of the book, Mac, the main character, is being chased through the desert by a football team and a group of Arabs.

“The moment was so ridiculous that it felt like something out of an old Looney Tunes cartoon or a Tin Tin graphic novel,” Pérez said. “I wanted to treat it a little more slapstick in terms of how we rendered the character, how we created a big cloud with knives and swords poking out of it, that kind of thing.”

Using color to create a symphony

Similarly, Pérez and colorist Ian Herring used the book’s coloring style and palate as another way of influencing mood. Most of the book kept a simple color scheme, but the palate was increased for important moments, and changed to “evoke day or night, color or calm,” Pérez said.

“We were really using the color as music and also mood throughout the book,” he said. “It was an interesting experiment. At one point we had all the pages up using Adobe Bridge, and we would actually follow through almost like a musical concerto, following the colors, the riffs,” Pérez said. “We tried to make sure it flowed, with highs and lows, sort of like a symphony.”

And there are only two scenes in the book – in a sheriff’s office and a bar – where a full palate is used.

“For me, the reason behind that was those were the only two real places,” Pérez said. “They were the places Mac felt the safest. So they were approached in a real color, real world kind of a way. They weren’t an abstract of the world.”

Providing clear storytelling and simple angles

Pérez said that he often uses extreme angles in his work, and enjoys doing so. But most of Tale of Sand is portrayed at eye-level, with only a 30 to 45 degree angle of difference.

The reason, Pérez said, is that he wanted to make the book easy for non-comics readers to pick up and enjoy.

“Jim Henson is a world-famous name,” Pérez said. “I knew there would be a lot of comic-book readers picking up this graphic novel, but also that there would potentially be a lot of non-graphic-novel readers picking up this book.

“I remembered my dad, when I was a kid, picking up a comic book and going ‘how the Hell do I read this thing?’ twisting and turning it around.”

Because the book uses some intricate panel layouts, Pérez said, it became even more important to keep the camera angles “calm and simple,” to avoid confusing or losing readers.

“The other cool thing is, that’s probably the angles (Henson) would have shot the movie at,” Christy noted.

Pérez agreed, noting that in most of Henson’s work, “he doesn’t really go to extreme angles.”

Making every character real

Tale of Sand has a large cast, and one distinctive feature of it is that each character had a distinct personality. From a small-town sheriff to a snooty maître-de to a man carrying an ice cube across the desert before it melted, Pérez took the time to flesh out every character throughout the book.

Pérez said that most of the characters had one or two lines of description in Henson’s original script. While developing the character, he tried to think about who Henson would have cast, if the screenplay had been produced when it was written in the 1960’s. For example, he imagined Mac as a young, Magnificent-Seven-era Charles Bronson. But this technique was just a means to the end of giving each character his or her own unique personality.

Pérez advised other artists to do the same: “Whether it’s just some c-list character in the background, try to give them the best part you can to really sell the scene.”

Christy said Pérez’s work in this area was a major part of making the story feel grounded and real.

“I would go as far as to say that the genius of this guy (Pérez) is that if you go back and look at the book, every single character in the book, in the background, has some piece of business going on,” Christy said. “It’s like when you’re directing extras on a set, the good extras that know what they’re doing, they will have pieces of business that they’re doing, they will know what conversations they’re having.

“So much of Ramón’s genius is that these all feel like real characters. They all have their own inner thought process. There are so few artists that do that. There are very, very few artists who actually take the time to think that through. And people notice when you do that. It’s something special.”

These were just a few of the topics discussed during the book club. Others included:
* How the book came about, and how it was pitched to the Jim Henson Company
* Working with the Jim Henson Company on the adaptation
* How Pérez handled the adaptation, and the challenge of telling such a surreal story
* Collaboration and communication
* The book’s unique lettering
* Sound effects and the philosophy behind them
* What lessons creators should take away from this book
* Advice on pitching a licensed book
* Advice on breaking in to the industry
* Upcoming projects for Pérez
Comics Experience Creators Workshop sessions take place every month, giving members real-world knowledge that will help them succeed in their comics career. Additionally, the monthly Creators Workshop Book Club sessions feature guest writers and artists discussing the craft and art of comics, as well as the business side of things.

There's still plenty of time to sign up before the next session. We hope to see you there.

--Posted by Paul Allor

Thursday, October 4, 2012

Panels for Comic Creators at NYCC 2012 -- & CE Folks Exhibiting!

In exactly one week, New York Comic Con 2012 (October 11-14) begins!

And if you're interested in making comics or breaking into the industry, then don't miss our panels on Thursday, during the "pro hours" portion of the convention -- both moderated by Andy Schmidt, Comics Experience founder, and former editor and writer at Marvel and IDW!
Pitching for Professionals
Thursday, October 11
2:30PM - 3:30PM
Location: 1A04

Speakers: Andy Schmidt, Bob Schreck, Nick Lowe, Paul Allor

When you finally have an editor willing to hear your ideas, will you be ready? From tips on how to succeed in a "bake-off" competition to how to present ideas cold, this panel will help you and your project get the green light it deserves! Listen in as former Marvel and IDW editor Andy Schmidt, Marvel Editor Nick Lowe, writer Paul Allor (TMNT Micro-Series, Clockwork), and Bob Schreck, Editor-in-Chief of Legendary Comics and former DC Comics, Dark Horse Comics, and IDW Publishing editor, discuss the ins-and-outs of pitching!


Surviving Collaboration
Thursday, October 11
Time: 7:45PM - 8:45PM
Location: 1A01

Speakers: Andy Schmidt, Chris Sotomayor, Paul Allor, Robert Atkins

Comics are a collaborative medium. Do you know how to bring out the best from your collaborators? Join former Marvel and IDW editor/writer Andy Schmidt, penciler Robert Atkins, colorist and former editor Chris Sotomayor, and writer Paul Allor (TMNT Micro-Series, Clockwork) as they discuss collaborative best practices, tips for writers and artists, and strategies for handling editor feedback. Become the kind of creator everyone wants to work with!
Plus, while you're at the convention, stop by the booths of these Comics Experience instructors, alums, and Creators Workshop members who will be exhibiting!
Paul Allor (signing at ComixTribe Booth 2380, Friday 12:30pm – 2:00pm)
Robert Atkins (Booth DD8)
Sean Chen (Booth C9)
Nick Dedual (Odd Truth Inc. - Booth 768)
Rich Douek (signing at ComixTribe Booth 2380, Friday 2:30pm – 4:00pm)
Shaun Noel (Standalone Productions - Booth 2147)
Brandon Seifert (Booth R5B)
Chris Sotomayor (Booth I9)
See the full details on the NYCC website, right here, and we hope to see you there!


If you want to make comics, write, draw, letter, and color comics, or improve as a comics creator, you'll find like-minded friends and colleagues in our online workshops and courses. We hope to see you there!

Posted by Rob Anderson
rob@ComicsExperience.com
Twitter / Facebook

Wednesday, September 5, 2012

CE Alum Paul Allor's Teenage Mutant Ninja Turtles Micro-Series Hits Stores Today!

Writer Paul Allor's Teenage Mutant Ninja Turtles Micro-Series #8 featuring Fugitoid hits comic shops across the country today!

Paul's story introduces the popular Fugitoid character into IDW's turtles continuity and features a cool mix of action-packed fun and compelling drama!

Paul is a Comics Experience alum, Creators Workshop member, and on staff at Comics Experience as the CE Book Club Manager. He recently wrote a Guest Blog on the book and Comics Experience which you can read right here.

There's already been a lot of coverage of Paul's IDW debut book -- check out the following sampling of the coverage for more!


Comic Book Resources (CBR) interviews Paul and shows preview pages from the book!
Read Interview


iFanboy's Don't Miss podcast features an interview with Paul!
Listen to the Podcast

Talking Comics interviews Paul!
Read Interview

The book features artwork by Paul McCaffrey, colors by John Paul Bove, and covers by McCaffrey and David Petersen (Mouse Guard).

Each issue of the Micro-Series spotlights another character in the TMNT universe. Other Micro-Series issues are written by Brian Lynch, Erik Burnham, Mike Costa and Barbara Kesel.

The series is edited by Bobby Curnow, a fellow CE alum and a professional member of the Creators Workshop.

Paul Allor is also the author of the Clockwork anthology, which contained 12 original stories on cross-genre characters such as space-faring gorilla pirates, heart-broken robots, a beautiful gunfighter, and even a man on death row.

Clockwork contained artwork by Comics Experience art alums and workshop members Ken Frederick and Carl Peterson, alongside well-known artists including JM Ken Niimura (I Kill Giants), Brett Weldele (Surrogates) and Nikki Cook (Memoir).

Paul has previous experience as a journalist, and one of his articles inspired the death row story in Clockwork entitled X-Row, illustrated by Aaron Houston.

Paul also works as a comics editor on upcoming or released projects such as Girls' Night Out, Gutter Magic, Deluge, and Rex, Zombie Killer

Congratulations to Paul on the release of his book!



If you want to make comics, write, draw, letter, and color comics, or improve as a comics creator, you'll find like-minded friends and colleagues in our online workshops and courses. We hope to see you there!

Posted by Rob Anderson
rob@ComicsExperience.com
Twitter / Facebook

Friday, August 31, 2012

Comics Experience helps TMNT writer on his journey

Today we have a Guest Blog from Comics Experience staffer, alum, and Workshop member, Paul Allor.

Paul wrote a new comic book for IDW Publishing which hits comic shops across the country next week. Below he talks about how Comics Experience has helped him in his comics career.


You can also check out an interview Paul did on the book -- where he discussed Comics Experience as well -- over on Comic Book Bin right here.

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Guest Blog by Paul Allor
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Next Wednesday, comic shops across the nation will receive their copies of Teenage Mutant Ninja Turtles Micro-Series #8, a comic book I wrote. This absolutely would not have happened without Comics Experience.

I've talked a lot in the past about the impact Andy Schmidt and Comics Experience has had on my career; about the industry insight Comics Experience has given me and the writing skills it has helped me develop. But it's given me more than that. It's given me a community.

Since this project was announced I've been talking to a lot of people -- readers, fellow creators, comics media -- and one question keeps coming up, in different forms: "How did you manage to break in?"

It's a question that kind of amuses me, because the answer seems pretty obvious: I didn't. The Turtles book is my first big work-for-hire gig, and an incredible opportunity. But at the same time, it's one of many, many steps along the way (albeit a very big step). These days, making comics isn't a binary proposition. You aren't in or out, a pro or an amateur.

Like most journeys, this isn't one you want to travel alone. And that's where Comics Experience comes in. The Comics Experience classes, and the Creator's Workshop, has given me a community of people -- writers, artist, colorists and letterers -- all on that same journey.

I can not even begin to tell you how much I've learned from the men and women I've met in Comics Experience. Together, we discuss and dissect the craft and art of comics creating. We trade tips on publishers and printers. We discuss legal issues and career developments. We're there for each other when we succeed, and when we fail.

When I was working on my first book, Clockwork, I workshopped several of the stories through Comics Experience, and asked approximately 12 billion questions about printers, paper stock, marketing and distribution.

Two of the artists in the book (Ken Frederick and Carl Peterson) are people I met in the workshop, another (ET Dollman) did my imprint logo, and yet another (Rich Douek) helped design the front cover.

The folks in Comics Experience are my friends, my coworkers and my collaborators. They played a direct role in giving me the skills, the experience and the confidence to pursue and write an issue of Teenage Mutant Ninja Turtles for IDW Publishing. I absolutely couldn't have done it without them, and I hope they know it.

I look forward to the next step of our journey.

-- Paul Allor






If you want to make comics, write, draw, letter, and color comics, or improve as a comics creator, you'll find like-minded friends and colleagues in our online workshops and courses. We hope to see you there!

Wednesday, August 22, 2012

IDW Editor John Barber Discusses "Breaking In" and more!

IDW Senior Editor John Barber joined the Comics Experience Creators Workshop recently, to discuss breaking in to comics, and the state of the industry.

Several of the questions revolved around the best way to break into the industry, and Barber repeatedly noted that putting out your own comics -- even if they are self-published -- can help gain attention and help pave the way for future success.

"As a writer, it's extraordinarily hard, if you don't draw, to get a comic done," Barber said, in terms of wrangling talent, financing the book and producing the final product. "Once it's done, you're ahead of the pack, because a lot of people drop off. So if you can get it done, it puts you in another tier."

Barber was the first editor at Marvel to hire writers Jonathan Hickman and Keiron Gillen, and said their previous comics were a big part of what convinced him to bring them on.

"I picked up Nightly News by Hickman, and I was just blown away," he said. "It was like nothing I'd ever read. But it was just enough to see that he could write a Marvel genre comic. Keiron (Gillen), it was the same thing, I read all of Phonogram, and started talking to him.

"In both those cases, they did something in their own comic that clearly wasn't writing what they thought somebody wanted to see. It wasn't, 'zombie comics are selling, so we should do zombie comics.' They were doing their own thing."

Making your own comics also allows you to build up your skills, and take advantage of opportunities that come your way. Barber noted that Marvel writer Brian Michael Bendis spent nearly a decade writing and drawing his own comics, before being introduced to editorial staff at Marvel. Once he had that opportunity, Barber said, he was able to show them great comics that didn't read like anything else on the market.

"Breaking into comics successfully requires a lot of luck," Barber said. "It requires you to be in the right place at the right time. But the better you get and the more ready you are to shine at that moment, the more likely you are to get lucky."

Other topics John discussed included:
* What the comics industry could do to capitalize on the success of licensed books
* What it takes to be successful in comics
* The most important things for people to know about the comics craft
* Working with comics writers from other media
* Whether it's better to work on individual issues or graphic novels
* Using comics internships to advance your career
* Finding an editor for your self-published/small press project
* Choosing the right artist for a project
* Why most comics companies don't have open submissions for writers
* The difficulty of launching a comic strip
* Price points of digital comics
* How the disappearance of comic shops would affect the industry
* Whether editors' careers are influenced by finding the "next big artist."
Creators Workshop sessions take place every month, giving members real-world knowledge that will help them succeed in their comics career. Additionally the monthly Creators Workshop Book Club sessions feature guest writers and artists discussing the craft and art of comics, as well as the business side of things.

There's still plenty of time to sign up before the next session. We hope to see you there.

-- Posted by Paul Allor

Tuesday, August 21, 2012

Comics Experience Community Supports Aurora Rise Benefit

Aurora Rise is a benefit event dedicated to assisting the victims and victim’s families of the tragic shooting at a movie theater in Aurora, Colorado last month.

The benefit organizer, Jason Farnsworth, Manager of All C's Collectibles, wrote that all proceeds from the event will go directly to the victims, their families and/or designated charity or foundation.

As stated on the Benefit's Facebook page:
"As the sole comic and collectible store in Aurora we have been directly impacted by the tragic event on July 20th, as several of our customers, friends, employees, and families were involved in the tragedy.

Our customers, their families and friends are dedicated, hard working people, and as such we’re going to support them by organizing the Aurora Rise: Benefit Event here at our store, All C’s Collectibles, within the coming weeks."
An in-store silent auction, along with in-store signings, will take place on August 25 and 26, 2012, with featured guests like Mike Mignola, Matt Fraction, Steve Niles and more.

Comics Experience Book Club Manager, Paul Allor, organized a donation effort on the Creators Workshop to gather together work from Comics Experience alums and Workshop members for the upcoming auction. As you can see from the photo showing most of the donated work, the packages will contain more than 30 titles. Comics Experience will also be donating a three-month free membership in the Creators Workshop to the winner of the auction package.

If you'd like to learn more about the Aurora Benefit effort or donate, please visit their Facebook page.

Monday, August 20, 2012

CE Alum Gannon Beck Joins Creators Workshop Staff as Art Moderator!

We're pleased to announce that CE alum and Workshop member Gannon Beck will be joining the staff here at Comics Experience as the Art Moderator of the Creators Workshop!

Gannon is a repeat offender at Comics Experience -- he's completed the Intro to Comic Book Art, Advanced Comic Book Art, and Intro to Comic Book Coloring classes.

Gannon has also been a valued contributor to the Workshop forums with his regularly updated Sketch Thread and critiques on the Workshop. Gannon has been with Comics Experience ever since Workshop member Joey Groah brought him along to a CE Meet-Up at the Baltimore Comic Con -- and we're glad he did!

Gannon is also an entrepreneur who makes art for a living at OO-RAH.COM, producing custom designed t-shirts for U.S. Marine Corp units and Officer Candidate Training graduates. No wonder OO-RAH.COM's Facebook page has over 10,000 "Likes"!

Gannon is actively involved in making comics with his creator-owned title, Space Corps, set to launch at this year's Baltimore Comic-Con, and other projects in the works (including the awesome Shark Puncher, written by CE Book Club Manager and alum Paul Allor).

In his new role as Art Moderator, Gannon will be helping to keep things lively on the art front in our forums, working to ensure that our growing artist community receives feedback, and coordinating with our art instructor Robert Atkins on the art portion of the monthly challenge, to name just a few things.

We look forward to the energy, enthusiasm, and drive that Gannon brings to the job!



If you want to make comics, write, draw, letter, and color comics, or improve as a comics creator, you'll find like-minded friends and colleagues in our online workshops and courses. We hope to see you there!

Posted by Rob Anderson
rob@ComicsExperience.com
Twitter / Facebook

Tuesday, July 31, 2012

Lucasfilm's Pablo Hidalgo Offers Three Rules for Good Continuity

Lucasfilm continuity expert Pablo Hidalgo joined the Comics Experience Creators Workshop recently, to discuss the Star Wars Universe in specific, and managing continuity in general.

Hidalgo is a full-time Star Wars authority at Lucasfilm Ltd., working across various departments to ensure consistency in Star Wars messaging. He is the co-author of both The Complete Star Wars Encyclopedia, the Transformers Vault: The Complete Transformers Universe, and the forthcoming Star Wars: The Essential Reader's Companion.

Calling continuity "more art than science," Hidalgo offered several pieces of advice on how to handle continuity in a sprawling, multi-author world.

Be flexible

Hidalgo noted that continuity can be a double-edged sword for creators. "For all the things it gives you in terms of authenticity and texture in the universe, it can become an inhibitor of storytelling," he said. "It can become a situation of, we've run out of timeframe to tell a good Luke Skywalker story or Han Solo story we want to, because another source establishes that he was doing X, Y and Z at the time."

However, Hidalgo said, Lucasfilm tries not to let this interfere with solid storytelling across different authors, licensors and mediums.

"You just have to agree that there's a certain amount of elasticity there," he said. "We maintain the flexibility of having the artistic license to say, 'yeah, but this is a really good story idea, so let's not tie the author's hands or the artist's hands on what he wants to do here, so let's let him explore the story, and we can figure it out retroactively.' "

He said they also consider whether every story has the same level of canonicity; whether a story can be changed to avoid breaking with continuity; and whether they can simply "take out the elements that would really stomp on another tale."

Avoid absolutes

Hidalgo noted that every writer wants to leave their mark on a universe, often through larger-than-life villains and high-level threats. But, he noted, not every threat can be the biggest one the characters have ever faced.

"Any time an author decides to make the biggest, most dangerous thing, another writer will want to come in and create a bigger and even more dangerous thing," Hidalgo said. "So avoid saying that."

Instead, Hidalgo said, you should let the reader decide for him or herself that a villain is more dangerous than any other. If the character supplies that information, they could "come off as amnesiatic for not remembering the last big, dangerous thing they faced."

Don't let continuity drive storytelling

"My rule of thumb is, if your starting point for a story comes out of continuity as opposed to story, that's problematic," he said. "That's not a recipe for an exciting story.

"If the entire purpose of a story is to patch continuity or to override something, is that a worthwhile story? I know this could be an artistic debate but I just don't think that's a good starting point."

Other topics discussed by Hidalgo include:
* How he became involved with Lucasfilm
* Lucasfilm's process for reconciling continuity;
* The most common continuity questions;
* Whether the galactic empire employs aliens;
* How often you should re-tell or recast an origin story;
* How Star Wars novels come about;
* Whether Lucasfilm's transmedia approach occurred naturally or was planned;
* Whether stories developed for video games translate well to other media;
* Balancing the needs of new fans and current fans; and, of course...
* Did Han shoot first?
Creators Workshop sessions take place every month, giving members real-world knowledge that will help them succeed in their comics career. Additionally the monthly Creators Workshop book club sessions feature guest writers and artists discussing the craft and art of comics, as well as the business side of things.

There's still plenty of time to sign up before the next session. We hope to see you there.

-- Posted by Paul Allor

Thursday, July 19, 2012

Brandon Seifert on Scriptwriting, Revisions, Research

Witch Doctor writer and Comics Experience Creators Workshop member Brandon Seifert stopped by the Creators Workshop recently, to talk about establishing a career in comics.

Witch Doctor was the first title published by Robert Kirkman's Skybound Entertainment, an imprint of Image Comics, and was a breakout hit for Seifert and artist Lukas Ketner.

During the workshop, Seifert offered a variety of advice on scriptwriting, ranging from how he handles revisions, to the massive research required for Witch Doctor.

Be flexible

When asked about his writing process, Seifert said he doesn't have a rigid workflow.

"The thing that works best for me is the thing that works best for me, and that varies depending on the day and the mood and the scene," he said.

Seifert noted that he used to be much stricter about outlining, and would not start until he had a full beat-sheet completed. Now, he said, he focuses largely on the page turns, and works around them.

"Even if I don't know a lot of what's going to go on in the story, I'll know the page-turn reveals, so I'll just start with those," he said. "Writing that kind of informs what happens afterwards, and informs what happens before it. And in the process of writing that, I tend to get ideas for other parts of the script."

Commit yourself

Like many writers, Seifert acknowledged that in the past, finding the time and commitment to write was a problem for him. However, he said, as new projects rolled in and his writing schedule became busier, he had to make a change. The key, he said, was to simply commit to putting in the time and effort.

"So I was like, I'm just going to sit down and do this as quickly as I can," Seifert said. "And it turned out that as quickly as I can was much quicker than I thought I could.

"I didn't let myself distract myself too much. I worked on it every day, and I put the hours in. For me, that was the key. You need to be writing every day if you're going to be a writer."

Revise as you go

Seifert said his process usually consists of writing one draft, and one round of revisions. But, he said, he tends to revise heavily as he works on his first draft, to minimize rewrites on the back end.

"I've found that I honestly really don't like editing my work once it's done," he said. "Especially if I have some distance from it. I mean, how do you go back and work on it again and rewrite it once the initial enthusiasm is gone? It's just better to revise it on the fly and get it where I want it initially, then you have to make the minimum changes later on."

Do wide-ranging research

Witch Doctor combines true-world biology with mythical monsters. But rather than researching only what he needed for each script, Seifert spent hundreds of hours in research, building his world a piece at a time.

"It was a lot of thinking about monsters, and thinking about werewolves and zombies and Cthulhu and all of this stuff," Seifert said. "And then doing research into biology and medicine and figuring out, where do these things dovetail? That's always been my approach to that. If I want to do a Witch Doctor story, I read about some monster or I read about some medical thing, and I look for the parallels."

As a result, "at this point, I don't do too much research, only because I've spent so many hundreds hours of research in the last few years," Seifert said. "It's very rare for me to hear about some parasite that has some really fascinating lifecycle that I haven't already heard about."

When he does do research, Seifert said, it mainly acts as a refresher course.

Other topics Brandon discussed include:
* The experience of working with Skybound;
* Marketing Witch Doctor;
* Lettering your own work;
* Getting work at BOOM! on the Hellraiser franchise;
* Working as Bendis' teaching assistant at his Portland State University class;
* Future plans, for Witch Doctor and other projects;
* Collaborating with Witch Doctor artist Lukas Ketner;
* And many more.
The first Witch Doctor mini-series is currently available in trade paperback form. His upcoming projects include BOOM! Studios' Hellraiser: The Road Below, with art by Ibriam Roberson, and Dreamsequencer, with art by Michael Montenat, for MonkeyBrain Comics.

Comics Experience Creators Workshop sessions take place every month, giving members real-world knowledge that will help them succeed in their comics career. Additionally, the monthly Creators Workshop Book Club sessions feature guest writers and artists discussing the craft and art of comics, as well as the business side of things.

There's still plenty of time to sign up before the next session. We hope to see you there.

--Posted by Paul Allor


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