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Long John

Losing Every Thing Changes Everything

Sketch Fridays #93 – Chapter 6 Thumbnail

Jul07
by DBethel on 7 July 2023
Sketch Friday #93 – Chapter 6 Thumbnail

Production is moving forward on the sixth and final chapter of Long John. While I feel I’m already behind on my own, perhaps arbitrary, schedule at this point, I’m deep in the thumbnailing stage as we speak.

There has been a bit of discourse lately––specifically on the great comic-creating podcast, Comic Lab––about thumbnails; specifically the observation that, apparently, many people don’t do them at all. What that means is that instead of working out page and panel layouts as small rough drawings to use as a guide for the actual drawing of their pages, many artists just work everything out on the page as they go.

It’s a complicated conversation because there’s no wrong way to make comics (unless, of course, you steal them or hurt someone)––as long as they get done and are the best you can do then it’s all good. Also, I don’t want to go so far as to be prescriptive about process––find the process that actually gets comics made for you, whatever that may be. Just get them done. Prescribing a process would not only be hypocritical of me as a comicker but also as a composition professor. However, especially for narrative comics like comic books and graphic novels (as opposed to classic newspaper style comic strips), thumbnails can be a crucial step to actually get things done, which is the number one issue many people who want to make comics face. In my eyes, thumbnails are as (or more) important than scripting simply due to the visual nature of the medium, and I rely on them heavily.

Typical thumbnails I do for my comics, laying out four pages at a time. I usually thumbnail based on the outline I make for the chapter instead of relying on a script first, though it depends on the scene. They are normally pretty loose and sketchy. Click for a larger image of this set from Chapter 5.

Process in academic composition (and just writing in general) has been heavily researched and forms the basis of my pedagogy and my own comicking process. No matter what your process is––and no matter how many steps it takes––it all tends to sort out into four basic (and recursive) stages: prewriting, drafting, revising, editing. To that end, I see thumbnails as distinct from penciling. The act of pencils is where you’re actually laying down guiding lines on what will ultimately become the final page itself. It’s the equivalent of what we call the “drafting” stage of the academic writing process. Drafting is when you’re actively creating what will be the final product.

I view thumbnailing as part of the “prewriting” stage of the process. In prewriting you’re doing everything that gets you ready to start drafting (what composition teacher and theorist, Donald Murray, calls a “signal” to start writing), which includes research, jotting down ideas, and, in the case of making comics, scripting and thumbnailing. This stage isn’t about the final product itself, it’s about getting you to the point where you can honestly say, “I’m ready to make the thing.”

Sometimes my thumbnails can be more detailed. For a few of these panels I even worked out the perspective a bit so I could have gone through the process before needing to do it again on the actual page. Thumbnails can be about practice as much as capturing ideas. Click for a larger version of this set from Chapter 5.

I thumbnail every page of each book and when I’m done, I print them out and hang them above my board and use them as a guide for the actual penciling and inking of the pages. “Guide” is an important word here because what ends up on the page can be different from what was thumbnailed, but the point of thumbnails is working out the general ideas be they detailed or really sketchy (I’ve done both). For example, the panel posted for this post is a bit more detailed than other thumbnails I’ve done because I also used it as an opportunity to work on character design. Other times, I’ve used the thumbnail as an opportunity to work out the perspective of a shot so that I had the memory and practice of that when I later sat down to draw the actual page. Most of the time, though, they are very loose and sketchy because I know how to draw Long John, I just need ot know what he’s doing in the panel and where to put him. The point is that you should look at a thumbnail and not say “THAT is the page” or “I’m going to do EXACTLY that”––instead, you look at a completed thumbnail and, with hope, have the confidence to say, “Okay, I can do that” and use it as a launching point for working.

A process is only about getting you to the point where you can get something done. It’s not strict and it’s not a rule––it’s about being kind to yourself and building toward something that you can show the world and be proud of instead of taking a running leap off the edge and hoping you land on the other side. While you can sometimes––even often––reach the other side that way, it’s never a guarantee. That’s where preparation can come in handy and be there as a tool for when you need it.

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SKAB

May30
by DBethel on 30 May 2023

An artist I’ve been following for awhile is Jon Berg, a Canadian comicker who is currently working on his creator-owned comic, SKAB, a post-apocalyptic fantasy adventure. Aside from the gorgeous art in his unique style, what drew my attention is the creative spirit we both share––SKAB is a the result of a singular voice. In other words, he does everything on the book (writing, art, coloring/shading, lettering, and publishing), just as I do with Long John. That alone made me pay closer attention to his craft and his approach to publication.

The first issue of SKAB has been in development for awhile and Berg has been really open with his process on Instagram, sharing pages and panels in progress through every stage of creation, something that regular readers of Long John (or those who follow me on Instagram) know is something that I love to talk about (especially since focusing on process is literally my day job). While most of what I love about it is to see how other people create, the automatic addendum to that is to compare what he does against what I do––not to compete, but to learn.

Berg is another artist who draws everything on the page but is more bold with his art in every way. While I rely on non-photo blue pencils for my penciling stage, Jon goes all in with messy, thick graphite pencils. While my primary inking tools are thin-tipped technical pens made by Sakura Pigma Micron, he goes all in on brushes. His linework is bold and tactile and painterly, which carries with it a cohesive, unified quality that is best summarized in this most amazing page (the first slide):

View this post on Instagram

A post shared by Jon Berg (@berg.jon)

This page captivated me, causing me to scrutinize and study it in a way I actually don’t often do with comics. Mostly, when I’m looking at pages critically it’s a matter of narrative clarity––can I tell what is going on? However, that is not even a question I had to ask seeing that page (and, honestly, every other page in the book). Everything in the page above is about storytelling. From the panel arrangement (page composition) to the drawings of the panels themselves (the panel composition) to the organic, living lines of his brushwork to the incredible acting he’s done with the characters really shows me––in a single page––everything I try to do with my comics. There’s clear narrative, dynamic visuals, effective world-building, and believable character all in six panels and focused, naturalistic dialogue (which you can read on the website––the comic is an active webcomic as well). It’s a masterclass while still being frayed at the edges and imperfect, which honestly makes it perfect.

I’ve never been a technical artist by any means, but for years––especially with the art in my first comic, Eben07––I tried to be a clean artist. Part of that was because it made it easier to color, but the truth is that I thought a comic made by me would be “better” if it were closer to being technically “perfect” (despite never being a very technical artist, but the brain is a mysterious creature). That, of course, is not true. This last March, I had the pleasure of once again being a guest speaker in an upper division graphic literature class at the local university (for which, the first two volumes of Long John were part of the reading list, which was awesome), and part of my talk was built around the dissonance between the realistic and the believable. The slide I used to start this part of the discussion was a side-by-side of a shot from The Polar Express animated film and a shot from The Incredibles. While The Incredibles isn’t anywhere close to realistic, even in a single frozen frame those characters are instantly more believable because of the artistic intent, creativity, and consideration put into every aspect of their presentation. We get a sense of who each of these characters is just by looking at them. While the characters in The Polar Express image are more realistic, they look like posed mannequins with no real sense of individuality or life. What I mean by this is that leaning into the technical side of things doesn’t mean it’s going to be a world that people will want to fall into and explore. You have to make it feel alive and that doesn’t necessarily come with perfectly straight lines and having every window drawn in a skyscraper.

Source: Warner Bros. (left)/ Disney/Pixar (right)

When I started making Long John, the ethos I had going into it was to make it “look like a comic” instead of what I had tried for Eben07, which was to make each panel look like a frame of animation. What I am unconsciously aiming for is to make a comic that feels as cohesive and alive as possible––to make the world and characters of Long John as believable as possible. It’s that sense of “believability” that Berg has on full display in this page (while also clearly exhibiting incredible technical and artistic acuity) and it shook me. It’s present on every page in this book, making it one I’ll be scouring and studying for a long while I try and make that even more present in my work.

Berg made it known a few months ago that he was printing the first issue and would be available for purchase shortly. I’m not going to sanitize the truth––I kind of stalked his store page and couldn’t click the purchase button faster when I saw listing. Imagine my surprise when the book arrived with a delightful and unexpected sketch from Jon.

It was a fun, quiet nod of recognition, an acknowledgement of effort and ethos that, with hope, motivates and inspires and challenges each other as we push forward with our worlds and stories and characters that people can believe in.

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Free Comic Book Day 2023

May01
by DBethel on 1 May 2023

After many years away, I’m delighted to report that I’ll be a guest at another Free Comic Book Day event! This year, I’ll be at A-1 Comics in Roseville, a wonderful shop where I’ll be seated among other incredible creators: Ron Lim (longtime artist for Marvel comics, with a career-defining 6-year run on Silver Surfer and was one of the artists on the game-changing Infinity Gauntlet event) Jon Williams (of the sci-fi comedy book, Space Oddities), Chris Wisnia (whose really fun book, Doris Danger: Giant Monsters Amok, is about to be published by Fantagraphics) and Branden Sanderson (who has done a lot of great work for his imprint, Midnight Comics).

I became acquainted with the fine folks at A-1 at last year’s Pick Up A Chair Expo and they were kind enough to invite me to be a guest at this event and I couldn’t be more excited! As always, Free Comic Book Day is the first Saturday in May, which means this coming Saturday––May 6––is the day!

As for details, they are as follows:

A-1 Comics Roseville
818 Sunrise Ave.
Roseville, CA
Saturday, May 6
Opens at 10am

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