Sunday, February 2, 2014

Draconis Wicked - Chapter Five Retrospective

Today brought a close to Draconis Wicked Chapter Five: The Journal of Dr. Yapix.

SPOILER ALERT: Obviously, This blog will contain many references to Chapter Five and the previous chapters. If you don't want them to be spoiled, I suggest you read the comics first, then come back to the blog.

Chapter Five is one of my favorite chapters. In many ways, it sets the tone for the rest of the story. Chapter Five also gives us the last big piece of establishing information: the final destination of Draconis's journey.

If you're not sure what that means, then we should review everything that's happened so far:

Chapter One: Malcorona sends Draconis to investigate a lost treasure. Draconis learns about the Aurora Crystal and the magic barrier. He decides take the crystal for himself.

Chapter Two: Draconis goes to Phoenix Village, looking for someone he can trick into crossing the barrier for him.

Chapter Three: Draconis, Flight, and Snakey learn that no one can carry the Aurora Crystal across the barrier without absorbing its magic. They also learn about the secret passage to the treasury. Draconis decides to go out into the world and look for the passage entrance.

Chapter Four: Draconis and his crew have no idea where the entrance may be, but Chisel Town seems like a good place to start looking. They cross the Forest of Mists to get there.

Chapter Five: The mines of Chisel Town are a dead end. Instead the team finds Doctor Yapix, who figures out that the passage entrance is on the top of Mount Kyros.

As you can see, all of these early chapters are not exactly about Draconis going on his quest. They are about Draconis figuring out how to start his quest. It's sort of similar to Legend of Zelda games like A Link to the Past and Ocarina of Time. In these games, Link starts his adventure with a small quest (collecting spirit stones). When the small quest is complete (when Link gets the Master Sword), Link's real quest (the longer, tougher quest) is revealed to him. Draconis has finished his smaller quest and is now at the start of his real quest. Everything from now on will be about Draconis and his team finding a way to the top of Mount Kyros.

"Wait, how can the chapters ahead be the biggest part of the story? Can't Draconis just turn around and just walk up that Mountain?" Well, obviously, things are going to complicate this trip and Draconis won't be able to take the straightest path (even if he would like to.) If you need an estimate of how much longer this will take, I'd say the story is about 25% complete.

"Hey, you spent the first fourth of the story just getting to the starting point?" Well, I'm not in a hurry to finish Draconis Wicked. After all, it's a series of episodes, not a movie that needs to be told in two hours or less. But I also don't want this tale to linger on until everyone's bored with it. When I outlined the plot, I felt really comfortable with the length of each section and the length of the story as a whole. Spending this much time getting started won't seem strange by th time the stroy is through.

Besides, I may have dragged out some of the early chapters because they were my only chance to take advantage of different roles and character dynamics. Since a big part of the story is about building a team, it was important to enjoy each character combo while I had it. I can't go back to a point when it's just Draconis by himself, or just Draconis and Flight, so I had limited opportunities to play with those situations. I wanted to make sure I used these moments to their fullest before moving on to the next point.

"So, what's next?" One part of the story ends while another one begins. Some of the next chapters may feel a little different now that we have a larger team and a clearer goal. But much the mood will stay the same - Draconis still has the same attitude and the same relationship with his other party members. Speaking of which, Draconis has a real solid team now, but it's not quite complete yet. There are still plenty of reasons to keep reading. I hope you'll stick with us into the new frontier.

-Marj

Wednesday, January 22, 2014

Ninja Turtles and the Art of Villainy

It's been almost a month since actor James Avery passed away. I've been meaning to write something about his work in cartoons here, but it's taken me some time to sum it up properly.

When I was a kid, James Avery played The Shredder in the 1987 version of Teenage Mutant Ninja Turtles. When I was a teenager, James Avery played Uncle Phil on The Fresh Prince of Bel-Air. When I was an adult, James Avery was used as a piece of trivia (people my age were rather fond of asking "Did you know that The Shredder and Uncle Phil were the same guy?!")

Avery's depiction of The Shredder made a big impact on me. The character taught me a lot about how to write for villains.

Ever notice how when you're a kid, you can't always recognize the quality of children's entertainment? Sometimes, you watch a childhood movie in your adulthood and you find yourself thinking, "I never realized how good these jokes were," or "I never noticed how complex this theme music was." But every once in a while, you noticed exactly how good kid stuff was while you were still a kid. When I was a child, I recognized that James Avery's Shredder was the perfect Saturday morning cartoon villain.

What made 1987 Shredder the perfect (cartoony) villain? He had achieved the almost impossible feat of being equal parts frightening and funny. When he was angry, he was genuinely scary. When he was on the losing end of a joke, he was truly funny. True, Shredder would probably be scarier if he were never funny, or funnier if he were never scary. But he wasn't going for extremes. He was going for balance.

Balance between fear and humor is difficult. Think of any cartoon villain you know and you can probably classify them as either funny or scary. Very few of them will fit in both boxes. (Honorable mention for Batman's Joker - especially the Mark Hamill version - for being funny until it was scary. Not exactly the same as striking a balance, but worth a shout-out.)

Of course, crafting the perfect cartoon villain takes more than a good actor. There were two other parts to The Shredder's success:

First is the tone of the story. How you set up your world and its rules are going to influence the characters. Obviously, the main antagonist usually has to match the story's tone. Funny stories need comic-relief villains to keep them light. Serious stories need darker villains to keep the tension high. The 1987 version of Teenage Mutant Ninja Turtles had committed to stories that were equal parts action and comedy.

***I'm going to go on a tangent here, but I'll let you know when it's over. Some of you younger readers may not be as familiar with the 1987 TMNT cartoons. If you've grown up with the 2003 4Kids version or the 2012 Nickelodeon version, the campy cartoons from my childhood probably look like a mockery of the more comic book-faithful versions that you know and love. If this sounds like you,  then let me explain something about 1987. Back then, most cartoons were only run on network television. There was no internet or video-on-demand, direct-to-video was too expensive, and not everyone had cable. And the networks were only interested in "safe" ideas - ideas for stories that were likely to catch on with the biggest possible audience. Wacky sci-fi fantasy action stories like Teenage Mutant Ninja Turtles were not considered safe. But when it comes to drawing a large audience, humor is a powerful tool. As long as your jokes aren't divisive (ie, offensive, obscure, gross, etc.) a comedy will usually grab the biggest number of followers. Turning up the funny on the Ninja Turtles didn't automatically make it into a safe idea, but it made it safe enough for networks to give it a chance. The later versions of Ninja Turtles may never have been picked up at all if it weren't for all the fame and good will that the first series garnered. Okay, tangent over, now back to The Shredder.***

The second element to creating a balanced villain was the writing - specifically the "writer's bible." Ninja Turtles writers understood their characters. They made it clear that The Shredder was clever, tough, well-trained in the art of fighting, and willing to break any code of ethics to get what he wanted. These were the qualities that could evoke fear and suspense. The Shredder also had qualities that made him funny. His desire for power and control was childish in it's selfishness and he was prone to temper tantrums. On the other hand, he was also the only villain smart and wary enough to deliver dry, sarcastic one-liners about annoying heroes or henchmen. Basically, the writers came up with both funny and scary qualities for their character, made sure these qualities didn't contradict each other, then used them consistently in their storytelling.

Of course, all of this ground work would have gone to waste without an actor who throughly understood who the character was and knew what the writers were trying to accomplish with him. Mr. Avery's acting brought a very challenging character to life in the best possible way.

And so I salute the memory of James Avery. Your contributions to villainy were downright heroic.

-Marj

Sunday, January 5, 2014

New Year's Do-Over

Here we are, at the start of a magical new year, full of hope, promise and disease (I'll explain that last part in a moment.)

I've been unusually interested in making New Year's resolutions this time. Heaven knows that I have some bad habits that can be turned good and some good habits that can be turned better. Plus, lately I've been stumbling into all kinds of great articles on how to get your resolutions to stick. Most of the advice I've read has boiled down to two main ideas:

1.) Be open about your resolutions. Public resolutions are more likely to succeed than secret ones because your friends and well-wishers can support you and help keep temptation out of your way. (These articles didn't mention the shame of failing in front of all these people you just talked yourself up to, but I'm sure that's a factor.)

2.) Set goals you can measure. For example, a resolution to eat a better diet is kind of vague, but a resolution to serve kale twice a week and skip at least one dessert has measurable results, and a better chance of success.

Since I've just advocated going public with your resolutions, I'll confess that mine is to keep better track of my time. I suspect I'm wasting too much of it in my current routine. So, I've talked about this resolution to me friends, family and anyone else who'll listen. I've drawn up charts and calendars to track my hours and progress in my various jobs and chores. I've sworn off some time-wasting activities and even devised some plans to put a cap on web surfing.

And when January 1, 2014 came around and I was finally ready to spring my plans into action…I got sick. Twice.

Around 10:00am, on New Year's Day, I realized that I was coming down with a bad cold/cough. On January 2, I woke up with flu-like symptoms.These two illnesses had teamed up to keep me in a sick bed for the next three days. I have been unable to do much of anything besides sleep and waste time while my carefully made charts have slid further into the red.

But I am not about to quit and throw away a perfectly good resolution just because of a rough start. (Most of my best projects have had rough starts.) I can solve this problem simply by bending time a little bit. In other words, I am declaring a New Year's Do Over. 

A New Year's Do Over? How does it work? 

On January 10, everyone who chooses to participate has the option of restarting their resolutions, treating January 10 as if it were January 1 (resolution-wise - I don't have time to clean up another party). Why the tenth? Because it's a friendly, round number and I want to give people a chance to spread the word about the do-over. Besides, while traditional start of resolutions on January 1 New Year's is a bit like hitting a wall, the January 10 do-over gives you a few days to ramp up at you own pace, like that stretch of road they give you to merge onto the highway before you have to keep up with traffic.

I've been told that there is a great deal of illness going around, what with everyone being so social during the holidays, so if any of you other poor, afflicted sick people also need another shot at New Year's, here's your chance. If you've already broken your resolutions for any other reason, you too can start fresh on the tenth. Kept your resolution, but wish you'd written it differently? Consider it your ten-day test drive, then start your revised resolutions on January 10.

Yes, New Year's Do-Over Day: the first* of many holidays I will spontaneously invent as the need arises. Tell your friends!

-Marj


*Not actually the first.

Thursday, December 12, 2013

Urban Underbrush Chapter Twelve Retrospective

Well, dear readers, we've just wrapped up Urban Underbrush Chapter Twelve: House Inspection. Some of you may be curious about the changes to the comic world, and I'd like to tell you a little more about them.

If you haven't read Chapter Twelve yet, this is going to get pretty spoiler-heavy, so I suggest you go to the beginning and do the reading first. 

If you have finished the chapter, or don't care about spoilers, then let's get to it.

The most recent plot line has brought about the following changes:

1.) Dynamite and Detonator are temporarily done working for the rabbit family business.
2.) Dynamite and Detonator are now working for the landlord.
3.) Dynamite and Detonator will focus on building fireworks and novelties instead of knocking down buildings.

These are small but important modifications to the Urban Underbrush rules. 

I actually started writing the "House Inspection" story almost a year ago. Originally, it was going to be a silly, light-hearted escapade to follow the rather emotional Christmas Story. The original script involved Vincent tragically giving up his night off to assist with the inspection. Blair puts a hole in the floor by playing with Dynamite and Detonator's equipment, then runs off leaving Vincent to deal with the problem. Maxwell would cover the hole with a carpet scrap. Then Blair was supposed to fall through the afore mentioned hole right after the landlord went home ("Hey, how did you guys fix the hole so quickly - WhoOOAA!"). 

Then everything would return to normal.

It was a pretty good story. So, why did I change it?

Once I started to break this storyline down into comic strips, I found that none of the individual strips were interesting or funny. Whenever I have trouble turning a joke into a strip, I usually discover that the joke wasn't very funny to start with. But this was the first time that none of the strips seemed to work, no matter how I changed, tweaked, or rewrote them. If I can't get a single joke to work, there's probably something wrong with the joke. But if I can't get any jokes to work…is there something wrong with the comic?

In all honesty, this wasn't the first time Urban Underbrush had felt a little rickety to me. It was as if I was building on a cracked foundation and my once-steady walls were starting to shift and bend. If I ignored this problem and kept building, it was only going to get worse. I needed to stop and study the premise (the foundation) of Urban Underbrush. But I couldn't examine my work objectively while still writing new episodes. I needed to take a hiatus, hence the break over the spring and summer. During this time, I had two goals: 1.) Think about the kind of comic I want to write. 2.) Figure out what parts of the current comic are getting in the way of goal #1.

So, what kind of comic did I want to write…
I always wanted Urban Underbrush to focus on a large cast of both human and animal characters, with Dynamite and Detonator either driving each plot or acting as a catalyst to other people's problems. On examination, I realized that the jackrabbit family business was getting in the way of this. You may be thinking, "But, the rabbit family business was such a cool idea, how could it get in the way?" For one thing, it made the story kind of lop-sided. The rabbit family business was a huge plot point. Someone could easily write a whole series on just that one aspect. But it wouldn't be the story I wanted to write. Instead, the rabbit business was a competing "main idea" that was syphoning attention away from the Grass Roots House and splitting my story into pieces. 

So that's why the March Hare Demolition Company has stopped operating. I didn't want to disband it permanently - I just wanted to downplay its role enough to keep all my story elements in balance.

Making Dynamite and Detonator work for Claude the landlord seemed like another good idea. The other problem with rabbit business was that only Dynamite and Detonator got to interact with it. In many ways, this cut them off from the rest of the cast. It made my characters feel like boring realistic neighbors with their own separate lives instead of hilarious sitcom neighbors, always caught up in each other's business. Having Dynamite and Detonator work from the house seemed like the obvious solution to that problem.


The last big thing that bothered me about past Urban Underbrush was that there were never enough explosions. I think you can figure out why. Dynamite and Detonator knock down buildings. I can't have them smashing a different part of the crowded city in every episode, especially when they themselves live and a cherished historic building. In order to make the explosions occur more often, I just had to introduce smaller, less destructive explosions. Now that Dynamite and Detonator are building "safe" fireworks, an explosion can comically result in smoke and annoyance, instead of the loss of property, limbs, lives and such. Rest assured, there will still be large explosions when needed.

So, there's you breakdown of what's changed and the reasons why. I think the comic world will be better for them. Stick around. The best is yet to come.

-Marj

www.lepusstudios.com

Sunday, December 1, 2013

Comic Creators for Freedom 2013

December is upon us and the holiday season is beginning. This is the time of year where many of us are at our most charitable. If any of you are considering making donations to any worthy causes, I'd like to bring this one to your attention. Comic Creators for Freedom is holding another drive to help victims of modern day slavery.

From December 2 to December 14, Comic Creators for Freedom will be accepting donations for Love 146, a treatment facility for victims of slavery, kidnapping, and exploitation.

In return for a donation of any amount, you will receive an impressive gift. 167 different webcartoonists have each contributed a different character drawing, and all of these drawings have been combined into a desktop wallpaper. This high-res image is not available anywhere else. The only way to get one is to be contributor.

This year, the webcomic wallpaper has an extra special theme: awkward school photos! Yes, you can see 167 of your favorite characters as they would have looked in elementary school or high school. (I've seen the preview image - you can tell who went to school in the 80's and 90's.)

For my contribution, I drew Urban Underbrush's Leslie McGrath as an eleven-year-old grade schooler. As a reward for reading this far, I'm going to post a clip from my contribution:


If you want to see the whole thing, you have to go make a donation. Here's that link again: Comic Creators for Freedom

Again, I am honored to be able to take part in this. My deepest thanks to anyone who donates, or even passes the word along.


-Marj

www.lepusstudios.com

Monday, November 11, 2013

My First Webcomic - A Guide for Beginners

Lately, some of my art students have been talking about starting their own webcomics. Good for you, kids. I'd like to give you beginners some advice, but then I've only been in the game for three years myself. I still feel like I'm new to this. On the other hand, maybe that's exactly why I should be giving advice. I'm close enough to the start to remember what beginners need. There are many men and women more talented and experienced than I who can tell you the important stuff. I'm just telling you what you need to know to take those first steps. Please don't stop learning about comics after reading this blog.

Be warned: This advice is intended for serious contenders. If your plan is to draw some scribbly little sketch comics without a lot of care or plans for the future, not everything here is going to help you. But if you actually want to take a crack at drawing real stories with your own characters and posting on a regular/semi-regular basis for as long as you can keep up with it, then you've come to the right place.

1.) Start right now. 
There will never be a perfect time to start, so you might as well start ASAP and start making progress.

2.) "Start right now" doesn't have to mean "post comics right now." 
There's lots of work to be done before you start sharing with the world (see items 3 through 8 for examples of pre-comic work). Finish as much ground work as you can before you need to make comics on a tight schedule.

3.) Draw your characters often. 
The more you know your subjects, the easier it will be to draw them repeatedly. This goes for props and settings too.

4.) Don't just draw characters, draw mock comics. 
Drawing characters in backgrounds is harder than just drawing characters alone.
Drawing characters in sequential story-telling panels is harder than just drawing them in backgrounds. Drawing characters with words balloons in the panels is harder than just drawing sequential story-telling panels.

Mock comics don't need to tell jokes, or even a proper story. But they'll help you understand how your different elements come together before the real deal begins.

5.) Invent a style that you can recreate. 
Your comic should have its own distinctive art style. This style needs to be something you are capable of drawing over and over for each strip. Ideally, it should take you 1 to 3 hours to draw a strip or page (it may take longer in the beginning.) If you invent a style which you can only draw once, or something that takes days to recreate, that style may not be right for a frequently updating comic.

6.) Create character model sheets and hang them near your drawing area. 
You may know your characters inside-out, but when you're putting them in action, and trying to meet a deadline, you'll be grateful for a quick reference to help you remember if a character wears his hair parted on the left or the right.

7.) Draw reusable art. 
I'm not suggesting you make a comic with copy/paste panels, but you'll want to make a few really good drawings of your characters that can be used in multiple places, such as on your "meet the cast" page, your future advertisements, your desktop wallpapers, etc. Just look at how many big name studios keep high-quality reusable character clip-art around for such occasions. P.S. be prepared to update these images as your work improves.

8.) Create a logo. 
Your title and how it looks are big factors in snaring new readers. I suggest you design a logo in a vector program so it can be reproduced at any size. If you don't have access to a vector program, at least start with a big, high-res image.

9.) Set a deadline for when you want to start posting your comic. 
It's easy to busy yourself with pre-comic work forever. Remember, no amount of preparing will train you like actually making work for an audience does. Many of you will never start unless you assign yourself a deadline. Think about what obstacles you need to clear before you can begin and take a guess at how long it will take you to do so. I also suggest you pick a date with some significance, like a birthday, anniversary, or holiday. This will make it harder for you to change your own deadline when the work seems too hard. For example, I promised to start my comic on New Year's Day, which was two weeks after I completed my first web design class. I combined a date with significance with a very real task I need to achieve before I could launch my comic site.

10.) Work in high-resolution and save all your work. 
All webcartoonists should save two copies of their comics - a low-res web version to post on the site, and a high-res version suitable for printing - just in case you ever get to print a book. And don't tell me "I'm just a kid/teen/student/hobbyist. I'll never put this stuff in a book." You never know what people will be interested in printing. Wouldn't you buy a book of cartoons that Walt Disney or Charles Schultz drew back when they were kids/teens/students/hobbyists? Also, don't tell me, "But my early work is awful. I don't want it to go in a book." You can never guarantee that future-you will feel the same way. Having something you never need is usually not as bad as needing something you never have.

11.) You don't need an expensive website to start. 
A custom website is great if you can get one, but many beginners do okay posting on DeviantArt, Tumblr, or other social media sites. This is also a good way to start if you're not sure you can write comics forever and you aren't ready to put down money yet.

12.) Be both harsh and generous with yourself. 
Don't be so proud of your work that you never want to let it grow and evolve. Look for flaws so you can improve on them. But don't be so hard on yourself that you can't also enjoy what you've made. Keeping your enthusiasm up is often an overlooked part of the process, but it is essential if you plan on doing comics for the long haul.


13.) Love your work. 
Love your characters, your stories, and your ideas. It is rare, if not impossible, to make a likable work without loving it yourself.

That's the best advice I can give you. Any successful artists want to add to the list (or any unsuccessful artists - I ain't picky) feel free to add a comment.

Best of luck to all aspiring artists. Go make me proud.

-Marj

Wednesday, October 30, 2013

A Tribute to Lou Scheimer: Why She-Ra was Awesome

Cartoon Producer Lou Scheimer passed away recently. If you don't remember Lou, he was one of the key players behind the creation of He-Man and the Masters of the Universe. (You should read his Wikipedia page. There's a neat little story there about how his dad may have punched out Hitler.)

I was just a little too young to remember much of the original He-Man, but I remember watching a few episodes of the spin-off She-Ra: Princess of Power. I caught up on She-Ra in my adult years, which was probably even better than watching the show as a kid. There are things about She-Ra that adult me finds awesome but young me would have taken these details for granted.

I've put together a list of my top 5 favorite things about She-Ra. Please note that this list is based on my memories of watching the 80's cartoons, plus about 15 minutes on wikipedia. I don't remember much of the movie and I haven't read the comics or watched any of the 2002 series. Many of you readers probably have He-Man knowledge that would put mine to shame. Please be kind to a causal viewer.

1.) She-Ra's Powers were Mostly the Same as He-Man's Powers
Before She-Ra was created, Flimation already had a hit with He-Man. He was super strong, super tough and could kick everyone's butt. When they decided to create a female version of this popular character, they decided that her powers should be… super strength, super toughness and the ability to kick everyone's butt. In short, they didn't try to give her the "female version" powers, like only making her super fast, or agile, or magical. She pretty much got the same powers as her male counterpart.

2.) …And They Played it Straight.
These days, female warriors in fiction tend to overplay their roles. Their stories are forever trying to evoke reactions like, "What's this?! The beautiful lady is also strong and good at fighting?! How Unexpected!" The obvious problem with these stories is that they disempower average women by overreacting to how extraordinary it is when women are tough. In She-Ra's world, neither the heroes nor the villains acted like a female warrior was an anomaly.

3.) She-Ra had Both Men and Women on her Team
A common complaint with princess stories is, while they are designed to appeal to little girls, the lead character is the only significant female character. Any other girls in the story are either third-tier characters or villains. The concern is that these tales might accidentally be teaching little girls that A.) If you're not the lead girl, you're not important or B.) girls don't need to cooperate with other girls. She-Ra, meanwhile, had a nice mix of competent males and females on her team.

4.) Masculine Women and Effeminate Men
Every thing in He-Man's world had a manly quality to it. Even the women. Don't get me wrong, they were still female and had many feminine qualities. They just had a little machismo as well. Conversely, in She-Ra's world most of the men had a feminine side. When I was a child, I remember thinking that She-Ra's friend, Bow, was rather dashing. As an adult, I think he looks like a super hero-themed chippendale waiter, or a chippendale waiter-themed super hero (hang on, I just thought of the best idea for a new comic book). Looking back, I think the writers and artists did a fair job of designing female characters that a male audience can be comfortable with, and male characters that a female audience can be comfortable with. Plus, it sends a nice message to kids about not letting your gender limit your friendships.

5.) She-Ra was a Bit More Hardcore than He-Man
Despite what I said before, He-Man and She-Ra didn't have exactly the same powers. He-Man was a little stronger and She-Ra's sword could do that transforming thing. But She-Ra definitely had a tougher back story. For those of you who don't remember, Adam (A.K.A. He-Man) was a prince on the planet Eternia. He-Man's job was to keep the bad guys from conquering Castle Grayskull. When the writers decided to give him a sister, they had to come up with a reason why we had never seen her before, even though many of the adventures began with Adam and his parents living in the family castle. So it turns out that She-Ra was kidnapped by the evil Horde and raised to be one of their elite warriors. She-Ra was taken to the planet Etheria, a place which was just about completely enslaved by the bad guys. He-Man eventually finds his sister and tells her who she really is and they escape to their home planet. BUT THEN She-Ra decides to return to Etheria and leads a revolution against The Horde. Okay, clearly He-Man and She-Ra had to go where they were needed. But you can't ignore the fact that one of them gets to stay at home with his parents in a castle, while the other has volunteered to live with outcasts and rebels in hostile territory.

It's funny. I tend to think that cartoon writing have evolved in the last 30 years, especially when it comes to writing for women. But I wouldn't mind seeing more contemporary cartoons take a few pages from She-Ra's playbook. Who would have thought that a cartoon about a barbarian action figure could be so enlightened?

-Marj