Monday, October 27, 2008

Cartooning: The Final Frontier

I thought some of you might like this. There's a passage in Whatever Happened to the World of Tomorrow set in 1945 in which my character goes to the movies to watch a Flash-Gordon-style serial. I therefore had to come up with something Flash-Gordon-style to put on the movie screen. For reasons that'll be apparent if (when!) you read the book, I created my own fictional universe-within-a-universe rather than use actual stills from real movies--which also avoided the problem of tracking down 60-year-old copyrights and asking permission.

So first I built a spaceship.
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Photo against black backdrop shot in my backyard

The fuselage is a tapered slice of a staircase newel post a little less than a foot long. The nose spike is a golf tee, the rockets in back are spent CO2 cartridges I collected for months, and the windows are solid plastic balls back-painted with a fluorescent paint. Little round-headed nails made good rivets. I wanted it to have a deliberately home-spun look, as if a movie propman on a small budget threw it together from junk lying around his bench.

Same picture "flopped" left to right and cropped to provide a black background

I also wanted a billowing cloud of exhaust shooting out its rear, just like the ol' Flash Gordon ships. For that I found a photo of an actual rocket launch (seemed appropriate) and cropped out everything but the smoke:


I made stars very simply in Photoshop, scattering white spots of different sizes on a black background and then blurring the heck out of them to get that old-timey unfocused outer space look. I also found a nice Apollo-era Moon photo (Apollo 14, I think) with a crater so fat, bright and lumpy it almost looked phony. One of the minor themes of WHTTWOT is that the creators of old sci-fi films and comic books got a lot of it right, so my little in-joke here is that my 1940s movie serial provides an amazingly accurate preview of the lunar surface no one would see first-hand for another couple of decades.

Then I put the pieces together. I made the exhaust semi-transparent so stars showed through. After flopping the spaceship to move from left to right, I had to do the same to the Moon photo so its shadows would be consistent with the light source on the spaceship. Here's an intermediate step:

The lunar crater isn't flopped yet: the light hitting it is coming from the right, while the light hitting the spaceship is coming from the left. I fixed that in the version below.

Since it's a black-and-white serial I converted the image to grayscale and back. Finally, to smooth out the cut-and-paste look and make all the assembled bits seem more like they belonged in the same universe, I washed out and blurred the entire image (I guess the movie projector is just a little out of focus) and overlaid a faint transparent sepia tone over the whole thing.


I did a few of these composite images. One of my goals was to make them look fake--I wanted them to look like bad special effects from the era. Then I drew my characters watching these "scenes" on screen, distorting them to account for perspective when needed. I got good mileage out of that spaceship, using it for both photo composites and as a model for actual drawings.

This was fun.

Wednesday, October 22, 2008

I'm Alive

Sorry I haven't been as attentive as I'd like. It's just a combination of having regular boring ol' work to keep me busy and not much happening with the book at the moment. We're still doing final edits and putting together some catalog pages I'm really looking forward to showing off when I can. They're cool! I'm also busy building a dozen new ghosts that I hope will be swirling through my trees on Halloween.

My wife Karen noticed that Amazon.com has gotten a copy of WHTTWOT's cover, seen in the little ad to the right. This isn't quite the final-draft cover but it's close. And somebody already bought a copy! Just another teeny milestone on the journey....

In an effort to make up for my neglect, let me brighten your day with a link to "Upside-Down Dogs," the perfect counterpart to the classic "Stuff On My Cat." This is why the Internet was born.
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Thursday, October 16, 2008

There's Something About These People ...

... that I find strangely familiar. And yet ... not.

This could go either way. I remain wary but hope for the best.

Wednesday, October 15, 2008

Happy Birthday, Giam!

Cheers, Paul!
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You may not know the name Paul Giambarba or his nom de plume Giam Barba (unless you were reading my old blog when I wrote about him two years ago), but he is a talented artist, illustrator, cartoonist, photographer, designer, and writer; an expert in graphics, typography, printing, publishing, and anything having to do with commercial art in its mid-century Golden Age; a professional's professional. And today he turns 80.
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Paul served as Polaroid's first art director for 25 years, beginning in 1958. He designed the classic angular rainbow-striped graphics and packaging that instantly identified the Polaroid brand and established it as "younger and hipper" than its "stodgy" competitor Kodak--a strategy studied ever since and put to profitable use by companies like Apple today. He lived and worked in Europe in the 1950s, where he produced some terrific sketches and amazing poster art, while his more recent watercolor work captures the beauty of his beloved Cape Cod. He also continues to draw elegant and incisive illustrations, cartoons and caricatures.
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Paul was an enthusiastic supporter of Mom's Cancer whom I got to know on a cartoonists' bulletin board. In October 2006, Paul visited family in my hometown and we met for lunch. We had a great, wide-ranging conversation about, well, everything. He couldn't have been more generous or encouraging with his time and advice.
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Anyway, a bunch of cartoonists who frequent that online watering hole hatched a secret plan to draw and post cartoons today in celebration of Paul's birthday. Below is my contribution: a shamefully accurate rendering of what was going through my head during our lunch. Be sure to check out Paul's website sometime--it's a treasure.
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Happy Birthday, Paul! And thanks.
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Thursday, October 9, 2008

Genetics Schmenetics

My daughter Laura will be mortified that I'm announcing she just got hired to draw a weekly comic strip for her college's student newspaper. Her salary will just about cover her lunch (not "lunches" plural, just one). I told her that, although I was very proud we now have two paid cartoonists in the family, her mother would probably blame me for it. I was right.

My other daughter, Robin, recently showed me some cool software she's using to help analyze the composition of pottery dug up by her anthropology professor. She has also worked in the archeology lab since last year, sloshing dig debris through a watery sieve to sort and count the interesting bits. Sounds like fun.

I haven't pressed the fact that I earned extra cash in my own college years drawing for my student newspaper and working for an astronomy professor. I can't take much credit for how my kids are turning out--they're their own people pursuing unique interests in their own ways--but I'll take whatever credit I can. 'Cause that cartooning and laboratory stuff is totally me.

My wife helped, too.

Wednesday, October 8, 2008

Addicted

I'm Brian, and I'm a junkie.

"Hi, Brian."

Yesterday I discovered an online game that has consumed my every free moment, plus maybe a few not-so-free moments that should have been spent working instead. "Fantastic Contraption" is the perfect pastime for any former (or current) science-ish nerd whose imagination was fired by Tinkertoys and Erector Sets--in other words, me.

The game provides basic components--wheels that spin clockwise and counterclockwise, a couple of different types of connecting rods--that you use to construct all the ramps, bridges, cars, tanks, crawlers and trebuchets needed to convey a small pink object to a target. The online version has a good tutorial and 21 levels that get pretty tough. Luckily, when you get frustrated with a level, you can see how hundreds of other people solved it. The range of really clever solutions that work for each level is astounding. It's fun to see how someone else invented a way to make these simple pieces operate in ways you'd never imagine and then adapt it for yourself.

Of course, once I got through the game once, I found myself going back and redoing favorite levels, trying to find either easier solutions or ridiculously more complicated ones. The thumbnails below link to two of my favorite creations so far, both levels I completed relatively easily at first and then returned to repeat with style. (After clicking the link, hit "Play" then "Continue" and "Start." In testing the links, I noticed that the connection is a little iffy. If it doesn't work, try it later.) I like the first one for its simplicity and the second for its completely unnecessary complexity.


If you find your will as weak as mine and the next several days pass in a haze of levers, pulleys and cams, I apologize.
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Thursday, October 2, 2008

How I Approach Cartooning #3: Line

One of what I intend to be a series of occasional essays on what I think about when I'm writing and drawing. I'm not saying this is the best way, right way, or only way. It's just a way that works for me that I hope someone finds interesting.


It's easy to talk about "line" in drawing without ever really defining it. It's a vague and slippery arty-farty term that can make you sound smart without really pinning you down. "His work has such an expressive line!" Well ... who can argue with that? But what, if anything, does it mean? This post takes a stab at describing what I mean when I look at, judge, and draw a line.

I remember clearly the moment I first got the concept of line. It was a college life-drawing class, when the instructor showed us a cartoon by Michelangelo with everything in the image obscured except one line that ran from a figure's hip to its ankle. (Originally, a "cartoon" was a sketch an artist did in preparation for a painting and is the sort of cartoon I mean, although it is cheeky fun to refer to giants like Michelangelo as "cartoonists." Technically true.) This ochre scribble had form and mass. It carried weight and seemed to twist in and out of the page. When you really looked at it, it was astonishingly graceful and expressive. And it was just a single line! Somewhere in my hippocampus, a penny dropped.

Cartoonists traditionally (that is, pre-digitally) draw their lines in pencil first, then go over them with ink pens or brushes to make them black. Many (probably most) artists like their pencils better than their inks, finding the preliminary work more spontaneous and lively. That's not true for me. I never feel like one of my drawings comes to life until I've inked it, and I think the quality of line and the tools I draw it with make the difference. Those tools are a fine sable or sable-synthetic brush and a variety of nibs, usually crow-quill.

The lines above were made by (top to bottom) a brush, a stiff crow-quill nib, and a more flexible crow-quill nib. I make them thick or thin just by pressing harder or lighter as I draw. I can use these different line weights in a few ways: first, to indicate light and shadow; second, to suggest mass; third and more subtly, to represent something I'm not sure what to call but the best word I can think of is "tension."

Light and shadow are obvious. Lines facing toward the light are thin and those facing away are thick. Usually, light comes from overhead so lines defining the undersides or bottoms of things should be heavier. Mass is also obvious: heavy objects take thicker, bulkier, rougher lines than light ones. Anvils and clouds demand different line weights. Then there's "tension," by which I mean I make my lines thinner where an object is stretched or tight, and thicker where it's loose or full. It's easier to show what I mean with a quick example:

In this drawing, light's coming from above. My line is thinnest at the crown of the head both because it's nearest the light and the skin stretches tight and thin against the skull. In fact, it's so thin the line actually disappears for a bit. Ditto for the bridge of the nose: it's facing the light and the skin is taut. The line is thicker under the nose and lower lip, where shadows fall, and along the jawline, which is both farthest from the light and fleshier. However, it's thinner on the chin itself because the skin is firmer there. The lines defining the sides of the head gradually widen from top to bottom, indicating the transition from light to shadow and also the fact that the face gets looser toward the bottom. This is a slightly saggy middle-aged person; if I wanted to draw a teenager, I'd keep the line lighter toward the bottom because the skin is tighter.

Here's just another quick example showing two identically sized boxes, except the one on the left is hollow cardboard while the one on the right is solid concrete:

Obviously, the heavier object has a heavier line. Another difference between these cubes is that on the cardboard box the line weight is the same from top to bottom, while on the concrete cube the lines thicken from top to bottom. This implies that the bottom of the concrete cube is carrying a lot of weight, more and more as you approach the floor, while the cardboard box is light as a feather. I exaggerate this effect by widening the sides and rounding the corners of the concrete cube as if it were bulging under its own mass, while conversely narrowing the sides and sharpening the corners of the cardboard box as it it were holding itself up with no trouble at all.

I'm not sure how conscious I am of this stuff when I'm inking. It seems like a lot to think about! I know I always start with an awareness of where the light is coming from. The rest just seems to flow. I recall seeing a video of Charles Schulz teaching a cartooning class in the mid-1970s in which he told the students, "when you draw grass, think of grass." I don't mean to get too mystical mumbo-jumbo about it, but I think that's how it works. When I'm drawing cardboard or concrete I think "cardboard" or "concrete," and my brain-hand combo seems to do the rest.

Application, with a Bonus Rant
Now, in addition to thinking about and applying this stuff, you've got to simplify it. Cartooning is distillation, stripping a drawing down to the essential infomation needed to communicate. That's the toughest for me, and where I struggle the most. It's so much harder to draw something with two lines than twenty! I think this aspect of cartooning makes the line even more important as it's tasked with conveying more and more information. An inky squiggle can be a blade of grass, a coyote falling off a cliff, or a brick zipping past at the speed of sound. Only the skill of the cartoonist and the mind of the reader who comprehends the symbols and fills in the missing details gives the squiggle meaning.

What dismays and frustrates me is how few contemporary cartoonists seem to think about this stuff, or even be aware that they can or should think about this stuff. Fifty years ago, this is what professionals did. Understanding line was the bare minimum required to get into the club. Milt Caniff was a hugely influential giant to two or three generations of cartoonists not because "Terry and the Pirates" and "Steve Canyon" were swell comic strips but because he was a master of line. Same with Roy Crane, Walt Kelly, Wally Wood, or any of forty or fifty other greats I could list.

"Steve Canyon" by Milt Caniff. If I had 1%
of his ink-line mojo, I could die happy.

Without naming names or pointing fingers, that doesn't seem to be the case anymore.

It's tempting to pin the death of skillful linework on the rise of digital art--and I think poorly done digital art does have a bland, sterile coldness to it--but in fact some cartoonists (e.g., Darrin Bell) produce very lively lines on the computer. You just have to work at it. But in order to work at it, you have to realize it's worth knowing and doing in the first place. Unfortunately, I fear the art of cartooning has eroded to a state where many of its practitioners don't even know what they don't know. I'm far (way far) from an expert at any of this; the more I learn, the more I realize how ignorant I am. But I'm trying.

Cartooning is hard enough as it is. We've got a hundred years' worth of tools to do the job, many of them hand-forged and left for us by master craftsmen in decades past. Why anyone would toss out and neglect those tools until all they have left in the toolbox is a cracked hammer and bent screwdriver is beyond me.

UPDATE: Re-reading the next day, I realize a lot more could be said about line. This wasn't intended to be comprehensive, just a first stab. In addition to the few variations I described, lines can be bold, tentative, coarse, tremulous, precise, Impressionistic. Each affects the reader. An artist's line can become their signature: the smooth elegance of Al Hirschfeld or nervous scritchiness of Ed Koren are instantly recognizable. Lack of a lively line can also be a style choice. For example, "Dilbert" and "Pearls Before Swine" use very uniform lines that reinforce the bleakness of their universes. Whether or not Scott Adams and Stephan Pastis made that choice deliberately, I think it works for them.

There's a lot to think about. Maybe more later.
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Wednesday, September 24, 2008

Like, I'm So Sure

Publishers pay writers advances to help cover expenses and feed families until their books come out and (we hope) the big trucks full of money back up to both our doors. Having passed a contractual milestone on Whatever Happened to the World of Tomorrow, I happily received such a check from my publisher Abrams yesterday (none of your business, that's how much).

The reason I'm writing about it and may need to frame the stub is the little note in the "Voucher Comments" field describing what the check is for.

It reads: "WHATEVER."

I'm not sure I like their attitude.
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Tuesday, September 23, 2008

Commercial Break

Amazon.com tells me it's now accepting pre-orders for Whatever Happened to the World of Tomorrow?, available simply by following the link to the right. (The link says "No Image Available" but we know what it'll look like!)

Although I'd love to have your business, ordering a copy now seems premature given that the entire book currently exists only as gigabytes on my computer and we're still editing it. It ain't going nowhere for a while yet. On the other hand, Amazon's offering a great price and maybe a few early orders would drum up some enthusiasm. Philosophically, I'd much rather urge you to support your local independent bookseller, but if you're one of those well-organized forward-thinking people who gets your Christmas shopping done by May then go for it.

Speaking of May, that's the month Amazon lists as our release date. That's a little pessimistic, I think--it'll more likely be March or April. But anything could happen and Amazon may know something I don't.

Another milestone on the journey....

Monday, September 22, 2008

Interview: Jeff Kinney

Why do I have to learn about this from another blog? Jeff Kinney is the author of the bestselling Diary of a Wimpy Kid series, which has been an enormous success for both Jeff and my publisher Abrams. I was at the New York Comic-Con where Jeff pressed his proposal into Editor Charlie's hands, and I remember Charlie excitedly showing it to me minutes later. He knew he'd found something good--or, more accurately, it had found him.

I've gotten to know Jeff a bit since then. At the 2006 San Diego Comic-Con, while the first Wimpy Kid book was still in production, Editor Charlie set Jeff and me up on a date so I could share my impressive accumulation of publishing experience and wisdom with him. Actually, I only had about a year's head start on Jeff, and as soon as his first book came out he blew completely past me. He's contracted for more books and is mulling opportunities that most writers can only imagine. Now I ask him for advice.

Anyway, here's a two-part interview with Jeff, produced by the fine booksellers at Borders. The first is a one-on-one interview, while the second shows Jeff giving a completely charming talk to a group of his young fans. I can honestly say he's one of the nicest, humblest, most appreciative people I know, which makes it very hard to sustain the festering boil of jealous bile roiling in my gut. Curse you, Kinney.



Saturday, September 20, 2008

Et Cetera

Some little odds and ends today:

1. A couple of days ago I got my first look at some pages from the catalog Abrams is putting together to promote its Spring 2009 books, including mine. This catalog goes primarily to booksellers who choose how many copies of which books they want in their stores. It's not ready to be unveiled publicly, but I liked the spread for WHTTWOT very much and couldn't be happier with the enthusiasm and support I'm feeling from my publisher. Even before the catalog comes out, we're getting early hints of healthy interest from key retailers. It's all encouraging.

I remember this from the last time: planning, anticipation, hope, dread. It's an interesting mix of emotions that somehow combines to make this little project I did in my spare bedroom and shared with about a dozen people seem much more real.

2. I shamefully neglected to mention a podcast interview that "Mr. Media" Bob Andelman did with my buddy Mike Lynch on Friday. Mike is a professional magazine cartoonist who's also involved in some shady dealings with the National Cartoonists Society. Anyway, that hour-long interview is now available at the Mr. Media website and I recommend it to anyone interested in the art and business of freelance cartooning, breaking in, finding markets, etc. I told Mike afterward that I was standing by my phone ready to call in with Star Trek trivia questions if the show bogged down, but there were plenty of real questions and Mike sailed through.

3. Tom Spurgeon was kind enough to mention my last two blog posts on his "Comics Reporter" website, bringing me some extra traffic. That's much appreciated, and I'm happy to return the favor by recommending his site as one of my regular stops for news and commentary on cartoons and comic books. Tom knows his stuff.
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Thursday, September 18, 2008

How I Approach Cartooning #2: History

One of what I intend to be a series of occasional essays on what I think about when I'm writing and drawing. I'm not saying this is the best way, right way, or only way. It's just a way that works for me that I hope someone finds interesting.



The story of Whatever Happened to the World of Tomorrow? covers more than three decades, from the late 1930s to the mid 1970s (plus a bit beyond). This raised a problem I'd never really dealt with before: doing historical research for a graphic novel.

Both the beauty and horror of writing a graphic novel is that nothing gets on the page by accident. If there's a person, car, rock, tree, trash can, or blade of grass in the picture, it's there because I wanted it there. This turns out to be a significant challenge when you go back in time. I struggled mightily to leave all my modern preconceptions behind and find references for everything I could. My characters drink soda pop in 1939; what shape and size were soda bottles then? What did a street light look like in 1945? When did kids start wearing high-top sneakers? What day and time did a particular TV show air, and what phase was the Moon in that day?

I collected probably a couple thousand pages of reference and read hundreds of pages more. I discovered that one problem with trying to get it right (and being terrified of getting it wrong) is potential paralysis: being afraid to do anything for fear that it isn't perfect. Eventually, I just figured I'd have to live with getting the big stuff as right as possible and minimize the risk of flubbing the small stuff as best I could. After absorbing all the research I could manage, I had to kind of relax, let it go, and just start to draw.

I tried to be thoughtful about my sources. For example, researching period clothing yields a lot of old magazine fashion spreads. But everyday people don't dress like fashion models then or now. Better are actual news or candid photos of the time showing real people living real lives. It's also tempting to look up "1945 automobiles" or "1965 business suits" and use the first examples you find. But nobody buys a new car or wardrobe every year. People drive 10-year-old cars and wear 5-year-old clothes. Few houses have all-new furnishings; right now in my living room I've got a 10-year-old couch and a 90-year-old record player. The people and places I draw should look that real and lived in.

Two examples of how that works in WHTTWOT: One panel is a big overhead shot of a kid's bedroom in 1965. Now, kid's bedrooms are often furnished with family hand-me-downs, so when I put a radio near the kid's bed I made it a small tube-powered model built in the mid 1950s (the same one I have in my bedroom passed down from my father-in-law). A chair in the corner of the kid's room--you know, that extra chair that doesn't fit around the dining room table so you stash it in the bedroom--is from a set made in the 1950s.

Also in the 1965 chapter, I put my characters in a '57 Chevy. That was a risk. First, as I've written before, I don't draw cars well, nor do I enjoy it. Not sure what I was thinking when I scripted a road trip. Second, the '57 Chevy is an all-time great classic car with legions of fans who know every bolt. (Digression: I was recently admiring a '57 Chevy in a parking lot when my wife Karen remarked that she'd had a friend in high school who'd owned one. "Oh, was he a classic car guy?" I innocently asked. "Not really," she answered. "Back then it wasn't really classic. It was just old." Ouch. Since Karen is younger than I am, I instantly felt positively antique.)

Despite the peril, I had both practical and creative reasons for picking the '57 Chevy. Practically, it was easy to find a good toy model and tons of reference photos for it (period photos only, since modern examples of the car often have subtle modifications I wouldn't want to accidentally include). Creatively, the car is strongly evocative of its time. And putting my 1965 characters in a 1957 Chevy said something about them: they had an eye for style and couldn't afford a newer car. They're middle or lower-middle class; an 8-year-old car is the best they could do, but they picked a good one.

I don't know if any of this will come across to the reader. I suspect not, but hope it accumulates into a kind of verisimilitude that makes the world of WHTTWOT seem more real than if I hadn't gone to the effort and just made it all up. I'm also positive that as soon as the book comes out I'll start hearing from readers telling me what I got wrong. I expect to know the anguish experienced by Cold Mountain author Charles Frazier when he discovered he'd made his Civil-War-era hero eat a variety of apple that hadn't been hybridized yet.

All I can answer is that I honestly did my best and if I tried any harder I wouldn't have been able to produce the book at all.

Tuesday, September 16, 2008

How I Approach Cartooning #1

One of what I intend to be a series of occasional essays on what I think about when I'm writing and drawing. I'm not saying this is the best way, right way, or only way. It's just a way that works for me that I hope someone finds interesting.


"I have made this letter longer than usual,
because I lack the time to make it short."
--Blaise Pascal

I tend to overwrite. I learned that about myself a long time ago--probably in my first real job out of college as a reporter for a small daily newspaper--and also learned to use it to my advantage. I made it part of my writing process. For example, when I write a first draft and check my word count, I'm very happy if it comes out 10% to 20% over. I know I can go through it a few times, tighten it up, release some gas, and polish it into a nice lean piece that clearly says what it needs to and nothing else. That's my goal.

I have a friend who wrote a novel. When he finished and started showing it to agents, they told him it was too long to be marketable in his genre. He'd have to cut it by a quarter. This seemed a daunting, despairing task: go through and slice out every fourth word? Impossible! His finely drawn characters would become caricatures, his carefully balanced plot would fall apart. Yet he did it, and when he finished cutting he was amazed by how much it'd improved his book. Yes, he'd lost some favorite bits, but the novel had a new flow and energy that made it a better story.

Cartooning is that to an extreme. Back when I fruitlessly submitted comic strip ideas to newspaper syndicates, I made up a rule that if the text for a daily strip didn't fit on a 3-by-5-inch index card, it was too wordy. That worked pretty well. I wrote both Mom's Cancer and WHTTWOT as pages of script accompanied by doodles and thumbnail sketches that captured the visuals I imagined--the screenplay for the movie playing in my head. Then I cut.

Not everyone works that way. Some find inspiration in starting with the drawing, brainstorming visually and then building a story from that. Although an image sometimes comes to me full-blown, I usually start with words and then consciously seek opportunities for pictures to take their place, add meaning, and carry as much of the narrative load as possible. A graphic novel should be more than an illustrated prose novel. In my ideal graphic novel, both the words and art convey equal meaning and neither is complete without the other.

For example, in Mom's Cancer I wrote about the ordeal of managing Mom's many medications (pp. 59-61). In my first-draft script, I'd written something about it being like "walking a tightrope." Now, aside from that being a lazy, obvious simile I didn't like, I couldn't figure out how to illustrate it. What do you draw, Mom sitting around taking medications? Rows of pill bottles? Boring. I wanted to capture the precarious uncertainty of this experience and, at the same time, fix the clunky metaphor. My solution was to draw the metaphor: The pictures show Mom actually walking on a tightrope surrounded by danger while everything goes wrong around her, freeing the words from having to mention it at all. It also gave me a chance to play some absurd dark humor against Mom's grim situation. Cartooningwise, I was very satisified with how this bit turned out.


I looked for similar opportunities in WHTTWOT. I'm very aware of how my words and pictures balance, and which is pulling more weight through different passages. For example, the first chapter of WHTTWOT is exposition-heavy, so I deliberately followed it with a chapter that's almost pantomime with hardly any text at all. My aim was to give readers a break and exercise a different part of their brains that interprets visual rather than verbal information. The last chapter is again light on words and heavy on visuals, which reads quicker and I hope creates some momentum that pulls readers through. In addition, as the book nears the end, each page provides less visual information than the page before, prodding readers to pick up their pace as they barrel toward what I hope is a satisfying climax.

That's how I'm trying to manipulate you, anyway. Don't know if I pulled it off.