Monday, April 30, 2012

The Bigass Writing Post

I'll start by saying I'm not really doing anything new here. If you Google the question, “How do I begin writing a decent story?” you’ll get a million and a half links to all manner of tutorials on the subject, and plenty from people who are held in much higher esteem in the field than yours truly. Yet, this is another one of those questions I'm asked a lot, and I have long wanted to write down a general overview for as it pertains to how I come up with the things I write about... So I'm afraid this one will be image-light, but if you have time to read an absurd amount of text about my experiences as an illustrator trying to find her way as a storyteller, do read on...

I'm going to do my best to break it all down into steps, but the reality is, of course, that any one of these processes could be going on simultaneously. Take them in whatever order you like, but do read them all, as each is important:

Step 1 - Get a place to write down your ideas. And really, the true step 1 is to have an idea that you’ll want to write about in the first place … but I’ll assume you’ve got that covered since you bothered to look at a writing tutorial... in an art blog. Anyway! This is what mine looks like:



More on that, later. So, once you've covered that end, you can move on to...

Step 2 -Begin fleshing out your world. Now is the time to do things like character breakdowns and basic world-building. This is probably one of the most important steps that people screw up right out of the gate, because sometimes this is all the aspiring writer strives to bring to the table: cool and totally unique characters in a cool and totally unique world.

It's important to remember that you're here to tell a story. If you're here because you want to show the world how great your characters and their backdrops are, or worse, how great one character or backdrop is specifically, then find some forum on the internet to spam your breakdowns on, and call it a day. It's okay to get excited for a character, and in fact, it's a great way to come up with an idea for a story, but it's gotta be a part of the overall story and not the whole. Also, I think it's good to note that if you're one of those people who hates writing interesting backgrounds, or if this is a comic book you're intending to do and you hate drawing backgrounds, you have to get over it now. Your backgrounds are characters too and you should get used to treating them as such from the beginning.

So how does one come up with a good character?

Step 2b - Write out a synopsis for each character. And don't start by naming your character, or describing your character. Petty as these things are, they limit her. I'm fond of using the phrase, "Don't treat your characters like furniture". Treat them like people, because they are. The name of the game is suspension of reality, and one thing that will stick out like a sore thumb more than anything is a character who was lovingly given a name, an intricate description, and had a goal simply tacked on... if at all. Ever read a fanfiction or anything from the Twilight series where the author goes into great detail about the character's name and how they got it, their looks and how their outfit is always a perfect match for how they feel and what others are meant to feel when in close proximity to the character? Did you ever once feel a connection to such a character or were you too distracted by your inner-psychologist who couldn't help but wonder if the author was more interested in inserting herself into a fantasy world than telling a good story?

Characters need goals, not long descriptions, to make them immersing and believable - in other words, someone the reader herself can step into, for a time. This is true of main characters like protagonists and antagonists, as well as the random guy who delivers your hero's mail. And yes, characters will and should have many goals throughout your story! But you first need to nail down a driving force behind their actions and why they would want to pursue any of them at all. Good characters have needs and problems to solve. What gets them up in the morning? What's the last thing on their mind before they go to bed? What wakes them up at night in a cold sweat? How would they react if they finally achieved their primary objective and how too would they feel if they found out they could never achieve it? And do yourself a favor and write this out for every character you come up with before you do anything else. Even for the guy delivering the mail. And for God's sake, don't give anyone, even the mail guy, a primary objective of shouting, "You're the best guy, ever!" whenever he comes in contact with your main protagonist.

Step 3 - Dive in. I liken the process of writing to sculpting. First you throw a big pile of clay on the table and give it a basic shape. This means a plot outline. The snapshot of my notebook above shows that it is lousy with this kind of scribbling and yours should be too. Throw it all out there and feel free to keep it vague. You can erase and cross things out, later.

Any of my stories may start as simply as this:

Part 1: Blaidfastt is attacked by a band of trolls. We need to see each character come into play, highlighting their strengths. They will win this fight easily
Part 2: We then cut to a forest where Kjell and Greta spot a dragon with a young troll in its mouth. Stig joins them and they go chasing it. Eventually they recover the troll.
Part 3: We need to introduce Kit and the circumstances surrounding his transformation and therefore how Ulven transformation works. Also introduce Wilander and showcase his disdain for werewolves.


So, in the above example, a few things are happening. First, I think it's important that before I ever got this far, I had a general idea of what my story was going to be, what the problem to solve was, and a basic understanding of how it all gets resolved. Second, this story was a pilot and had the rough task of introducing the whole world behind the tale, for the first time.

Things like introductions shouldn't be taken lightly. You should be able to tell a lot about a character the first time you see him/her "on-screen". There are instances where I swap a character out as a plot device, as well. Kit's intro in the example above, was a good way to give the audience a little back-story about how my wolf-people transform and the various limitations of their powers. Now, I could've taken a shortcut with any of this, with a long narrative or dialogue boxes popping up to give us character names, bios, and other pertinent information, but wouldn't that have been so utterly cheap? I personally save the dialogue boxes for driving plot, or better yet, I just don't use them at all. If you want cookie-cutter Pokemon battles, then by all means, work this way. If you want believability, then take the time to follow the golden rule of writing: Show. Don't tell.

Step 4 - Understand the difference between empathy and sympathy. If I could throw it all away in one, when it comes to the thing that bugs me the most about cheap, cookie-cutter stories, bad fanfiction and poor writing in general, it would be this (and it's never been easy for me to explain but I always try). In short, empathy and sympathy both rely on understanding your character. Empathy is you holding the strings of your character, and sympathy is letting your character hold yours.

I once had a vocal teacher tell me the most unprofessional thing anyone could do while singing a sad song for an audience was cry on stage. A singer was meant to be a vessel for showcasing a song, and to become emotional during a performance drew the attention of the audience back to the musician, not the music. A writer, like a singer, must keep her emotions in check so she can allow her audience to experience emotions for themselves. How many times have you read something that really charged you with emotion and sympathy for the character - perhaps brought a tear to your eye and had you turning pages like crazy? How many times have you read a story where the character gets so embroiled, it begins to feel like the world is shifting around them for the sake of impact alone, and the author begins to lose sight of the actual character as they focus more and more on the poor soul's plight and less on their ability to overcome it? How many times did you feel cheated having read that far and gotten so emotionally invested in a character to see nothing come of their suffering?

Hear me out, guys: You can't be epic all the time. This is why I can't read Andrew Hussie's webcomic-sensation Homestuck, on a regular basis the way others can. It's too epic. All the time. I love it, but I like my epic, emotional stories to be mixed in with downtime. I admit that I have no idea where any of the plot is right now, because every week it started to feel like everyone died in a huge bloodbath to excellently-orchestrated background music with brilliantly rendered animation. I couldn't connect with characters who died three times monthly in tear-jerker cut scenes, no matter how amazing they were. And yes, I love Homestuck for its epicness. I can't do it all the time, though, or my brain would fry. It's like LSD.

My personal convictions about Homestuck and psychedelic drug use aside, finding the fine line between empathy and sympathy while writing is probably one of the easiest lessons to learn and also one of the hardest to apply. It's worth it though, as it could have a rather huge impact on how well your characters end up staying in character and how well your plot remains on task. Ever read roleplay-fanfiction? You know the kind... Two people on the internet get together and control a bunch of characters who start talking, eventually get it on, and from there the whole thing has the intention of tugging at the heartstrings of the two players behind the computer screens, and nothing more? It's fine for a game of make-believe but you can't write like that as a story-teller. It's too out of focus with the main intention here - which is telling a good story.

Step 5 - Write what you know. And I could also introduce this step as "Do your research", "Don't underestimate your audience's ability to call you out on bullshit" and/or "Get a life".

How many times have you sat at home, enjoying the internet's latest offering of homo-erotic Dethklok fanfiction, when suddenly, mercilessly, and in the same sentence to boot, the author refers to Skwisgaar as being a Swede from Switzerland? All the time, right?!

Fanfiction aside though, the ability to tell a story well can easily be pulled apart if an author does not know a damn thing about what they're writing about. The best stories come from personal experiences and first-hand accounts, of course, but even when this is not possible, a bit of research goes a long way. Because in my opinion, the second-best stories come from well-researched events in history. Even if it's not 100% the same as the story you're looking to tell, a peek into the setting you're trying to establish goes a long way.
So! You want to write a story that happens in Sweden but you've never been and can't afford to go? Grab some National Geographics from your library, make some Swedish friends on the internet and at least learn how to point the country out on a map. You want to write about a possible future where a corrupt government is enslaving its people and committing horrible acts of genocide? Read up on the Holocaust, visit museums with WWII exhibits and seek out first-hand accounts from people who lived through it.. You still want to write homo-erotic Dethklok fanfiction that happens at a concert but you can't actually visit some cartoon band's backstage? Go to a real concert and get out of the damn house.

Step 6 - Follow the basic rules of good writing practices. Going back to fanfiction for a minute again (sorry, last time) there's a painfully bad one out there called My Immortal. I probably don't have to introduce it to any of you reading this, but besides being a Harry Potter story with a "plot" involving vampires and the introduction of a terrible self-insert character, it's often been called the worst thing ever written, because of sentences like this:

I cried sexily I just wanted 2 go 2 the commen room and slit my wrists with mi friends while we watched Shark Attak 3 and Saw 2 and do it with Draco but I knew I had 2 do somefing more impotent.

Granted, the total absence of care given to details like proper spelling and grammar are quite extreme in this case, and indeed the epic My Immortal fic has been called out as a hoax more than once, but the point remains: All that crap your learned in third grade English was taught to you for a reason. I can't think of a single computer program that doesn't have have spell check now, and most have some form of grammar check, too. You should get at least one person to beta-read your script if you intend to sell it, and you should know basic things like the 60/40 dialogue-to-narrative ratio, maintaining a singular point of view despite third-person omniscient narration and the really obvious stuff like how to space out paragraphs and transitions to maintain optimal pacing. If you don't and you can't easily sneak into a third-grade writing class, then there are countless books to help you. Read them, for there is no shame in (re)learning the basics, but there is plenty in not applying them and claiming ignorance.

Step 7 - Find your voice. And it's been said before, but voice is not the same thing as style. Your voice is your unique perspective on life, which needs to come through in the way you write. And as you look for it, it's going to sound gruff, harsh, tiny, ugly, stupid, or just plain uninteresting. But find it you must, because this is your biggest selling point. Nobody has had the experiences you've had, and nobody will again. If you became a writer because you felt you had a story to tell that only you knew how to tell, then congratulations for having a good reason to write... now prove it.

And that's it in a nutshell. A few other pointers I've come across which are worth mentioning as you create your story are:

- Never fall in love with your first draft.
- Take risks. Write as if you're trying to prove to your mother she raised you completely wrong.
- Read. Everything. Every day.
- A crappy original story is 10x more readable than the best fanfic.
- Try not to base a character 100% off a real person. Goes double for someone you're dating.
- Write. Everything. Every day.
Good luck!

Sunday, March 4, 2012

VARULV Book III Preview

I think I’ve thus far done a pretty good job of introducing players in my ongoing game of Viking Werewolves Versus the World (that’s a working title), so with my third book, I’m going to be doing more world and lore building.

For the next installment, I’m going to tear Ragna away from the pack for a while, and leave the rest to fend without her. I’m mean like that, I guess. More to the point, I have lots of fun with the team on an individual basis, and want to highlight their strengths and weaknesses so the audience can really get a good grasp of what to expect from them in the future. That’s important because I’m going to run a huge story arc after Book III, which will require such exploration. Things will start getting a little more complicated, and frankly, a little darker, from this point on.



I’ll start with Greta and Tau. Our girl’s not one to hold a grudge, but I can see the traitorous actions of someone she once had romantic feelings for, striking a nerve. Everyone’s probably already wondering what else he’s hiding, and perhaps even, if he’s redeemable and I promise to answer those questions in due time.

We’ll really get to see Greta in full leadership mode for this one, or at least trying. Remember that plague that’s going around? Yeah, it’s still quite a problem, and with the only known “cure” being a life of lycanthropy, Greta, with the support of Kit, will have some soul-searching to do when stricken villagers suddenly come seeking her aid.



On the other side of the story, folks have long wondered if I’d eventually have vampires in my werewolf books… and the answer, I’m happy to say, is “Sort of!”

I think I’ve hinted enough at Stig’s association with vamp lore, so I very much look forward to exploring it more in detail. I’m going to send him back to Ardeel for this one, and have him drag Kjell along for the ride. Why not?

Readers will get to finally hear the history of Stig’s unusual Ulven heritage and in turn, learn more about what brought about varying types of Ulven in general. I’ve always had it in my mind that Ulven are all one species, just with multiple variations and I hope to show more of that with this one. Too, there’ll be some inclusion of elven things, for those of you wondering if I’d ever cover legitimate elf-peoples in the book.

I’ll leave you with some sketches for now, and a promise that there’s more to follow!







Tuesday, February 7, 2012

Sylvanna Sketch Dump 2-7-2012



Towards the end of 2007, into the beginning of 2008, I’d decided to dig into my past a bit and attempt to resurrect a story I’d been writing since practically grade school. The story was Sylvanna, a talking-animal tale with an unusually vast amount of continuity, inspired very much by my work on Sonic the Hedgehog and my want to bring something different to the table that could potentially be enjoyed by the same audience.

I’d attempted to launch it in various formats, several times before I’d gotten my break-in with comics. The response was always positive, but something never got polished enough for my own satisfaction. This next time around, I reasoned, would be different. After all, this time I had with me Ian Flynn and Aleah Baker. At that point, they were fast travelling down the road to being married and Ian was still getting settled into his duties as regular writer for Sonic at Archie, but they were just as passionate about this thing as I was, and besides that – they’re really good at what they do and excellent pals.

Between that time and now, a lot of moves happened, a lot of life happened, but amidst it all, we never quite shelved Sylvanna. There was too much going for it, and invariably we’d remind ourselves of it now and then, waiting for the timing to be right.

As it appears to be, now… Ian and I have decided to give it a go at some point this year. Yours truly will be wrapping up VARULV Book II this weekend, and between that time and Book III beginning in May, there will be preparations for a Sylvanna reboot afoot. Rest assured, this will be the first of many posts on the subject. In the meantime, I thought it would be nice to showcase some of the work we’d put into the series up to this point…



Sylvanna is a story of two peoples: Bats and Hawks. This was the first model sheet I did for the main cast of heroes in 2008. The more updated version is at the top of this post, of course.



This is the second sheet, featuring the villains. You can see how much larger the avian races are in comparison to the bats, here. Especially the big one – our main villain, Cyngro.



Model sheet for the three WarHawks – Phoenix, Halcyon and Roc.



These are actually new… A breakdown of bat head structure, wing structure and some expressions.



The first Sylvanna test page – pencils and colors. As everyone knows, I love to use pencils and skip the inking process all together if I can. This was no exception. Dove right into Photoshop for the finishes after the graphite work was done. I still like how it came out.




Some roughs of bat housing structure concepts. They build their homes in trees and on the ground. Too, they use elevators… despite the fact that they can fly! I was most inspired by bat wing structures when coming up with this type of architecture. They’re very much a nature-loving hippie society.



By contrast, the Hawks like technology and mountaintops and caves. The feel of these types of structures were inspired by Mesoamerican pyramids and other such old world buildings.

More to come… a lot more!

Friday, November 18, 2011

VARULV Page Creation Process

So by now you've probably noticed the new look VARULV has been given for its latest incarnation on the web. It's probably not hard to guess that it was influenced greatly by the look and feel of traditionally animated films and shows. It's become apparent in the last year that I'm catering to a significantly younger audience than I first thought I would be, and that, if I was going to do an online serial, I'd better put some color to this thing in order to keep up with the competition. Too, I think color lends itself well to the story -- frankly, lots of my characters, in their wolfy forms, look an awful lot alike. Color gives them obvious distinction that I can't so easily achieve in black and white pages, alone. Plus, and this is a big plus for yours truly; changing up the style a bit is a great way to keep yourself entertained as an artist, when you have to draw page after page after page of lots of the same thing.

So! How did I do all this? Let me show you...

As I would were I animating this thing, and as I've done for all the comics leading up to this one, I started with a thumbnail and small-scale storyboard (which, sadly, I can't show you -- I didn't keep any to scan this time around) and through that, worked out the layout of my pages. In VARULV issues 1 through 4, I would head straight to drawing everything -- characters, backgrounds, you name it, directly onto comic board. But I didn't go that route this time:



The image above a good example of everything I put on comic board for a page, this time around. Actually, it's not. It's been cleaned up quite a bit -- I start sketching with blue pencil on layout bristol that's chock full of guide lines and all that other crap... Then take that mess into Photoshop, straighten it, adjust the levels, add the borders and THEN I'm left with what you see above... but you get the point. But where are the backgrounds?! Right here:



For my birthday, Matt got me a set of liquid pencils. They're basically various shades of grey that go on like a mix between watercolor and graphite. When they dry, they're even erasable! I had lots of fun with these and knew they'd have to be a part of my next VARULV story straight out of the box. So! Taking another blank piece of comic board, I painted all the landscapes I'd need for the pages I was working on, and took them into Photoshop to add color. The color layer is a multiply layer, set over the original graphite, allowing the paint to show through. I added very few highlights to that color, and in no time had a full page of various backgrounds I could use over and over again. Now, as for the sky...



I painted that in Photoshop, then adjusted the tones to give it that night time look. As with the landscapes, I have lots of clouds to choose from, and can drop my land overtop of any of them, and adjust the colors of both accordingly depending on what time of day it is. Neat!

So I bet you see where I'm going with this. Mimicking the process of traditional animation with static backdrops and "cels" of characters layered overtop of them was really helping to give me the look I wanted.



As you can see in the above image, the only major thing left to do at this point, was color in my characters...



I started with the base colors. To save time, I find it easiest to line up as many pages as I have ready for coloring, and tackle them all at once, one character at a time.



And when the bases were done, the shading and highlighting was added. Shadow layers were done, again set to multiply over the base colors, with a slight tint of blue added, since it's dark out. Highlights were then placed over the shadow layer. All I had to do after was add my dialogue bubbles.

So there it is! Hope you've enjoyed this behind-the-scenes look at how VARULV comes together. Also hope you'll enjoy the new look of the series. I know I do.

Until next time!

Monday, November 7, 2011

VARULV Concept Art 11-7-11

Some sketches of the dudes of VARULV Book II for you, today:



Lots of people ask me how I manage to break down the human head to its simplest components so it can be navigated by the artist, more easily. The above is about the clearest way that I can answer that question. Again, these heads are intended for male characters (that's not to say you couldn't use them on a female character, however). More effeminate head structures are composed differently, and I'll get into those sketches, next time.



Head models for Kjell, Stig, Kit, Tau, and Alo.



Kjell breakdowns and turn-around. I'll be using this structure (stretched and squashed as needed) to render the majority of my dudes, with one exception...



Kit's breakdowns. Don't you just want to cuddle him???



Torso concepts for Stig, Alo and Tau. I'll be tweaking these a bit... Mostly just playing with what lines are important for each, at this point.

More to come...

Friday, October 21, 2011

Sketchdump 10-21-11

So I basically wore myself out and didn't realize it until now. I took a legitimate (or as some hacks would say, legit-o-mite) week off, if you didn't know. Not that I'm known for taking vacations anyway, this holiday was still different from all others that I can remember in recent years. And by that I mean, with my books finished, and my convention schedule clear, I did precisely jack.

No sketching. No writing. No nothing. Just sat around and collected my thoughts. And only then did I come up with some of the things I've got to share, here:



When I finally did want to do some drawing, I found that I couldn't... It was too hard. So Matt suggested I draw a trombone. And then some other people suggested I draw the ferrets. The above are my best attempts at both, working only from memory. Hey, you try to get a trombone and a pair of ferrets to stand still long enough for a decent portrait... I dare you.



Then I thought I'd draw my hero, Charles, being dead. Actually, I started this when Brendon said, "Hi guys, no more show. Going on tour now. Seeya bros!" and only this week went back to finishing it.



Then, because I haven't stirred up any controversy lately, I played off of some research I'd done on the Occupation of Denmark during World War II, and drew Caj in a Nazi uniform. Not sure if I'll be using the story that I came up with for this image come January, but it's a good possibility.



And then, playing off of the Disney sketches I'd been doing of Nita for the animation I've been working on during my free hours (wait, what free hours?), I thought I'd switch gears from my would-be Baen-Shee book to my would-be Book II of VARULV, and throw some of the attributes of that style into Keni, in the image above. I very much like the results...



And here's just a quick sketch of Keni's "werekitty" form. I watch way too much Thundercats. Shut up.



Similar experimentation with the rest of my VARULV cast produced equally good results. Kjell and Stig looked the best in my first attempts to modify the style in which I could potentially be drawing them. I keep these two sketches and their accompanying notes handy in my workspace, to use as reference.



More modified breakdowns. Male/female head models again tweaked with a slightly Disney-esque style, or at least, some things I've taken away from doing animation in the style again.



Nita sketch. Warmup for...



This was actually mostly done in ink. Kate got me some pens for my birthday and I had to try them out this morning... now I'm itching to go to Michael's and pick up some fine brushes to test the liquid pencils Matt got me, and perhaps add shading to this.

Vacation's over, but it's been good to take a break... even when it comes to the creative stuff I love to do. So now there's really nothing for me to do except get my ass back to work..!

Saturday, September 3, 2011

Female Anatomy Study Sketchdump 9-3-11

Hi!

I have so many things on my plate today, it isn't funny. In lieu of drawing something new... which I really wanna do... here's some stuff that's been sitting around in my sketchbook, for some time...

Most of it is for the yet-to-be-named "Baen-Shee comic book". In fact, all of it is. For as little as I have nailed down for this story, I can't keep my mind off of it... so research has become my primary objective thus far. That's in all areas, mind you. I'm reading tons of newspapers right now, because I think reading the news (note I didn't say watching the news - that doesn't count) is always a good way to get ideas for stories. I'm boning up on many many intricate details of world history in the last milennia. I'm even re-reading the Bible, a little...

I bought the sketchbook at Matt's insistence... Apparently I'd been bitching too much and for too long about taking the time to give my knowledge of human anatomy a kick in the pants for the first time in three years. I wanted to take it further though. This time, I wanted to not just glance over medical books and take notes, but also to take notes on my own stylization and the reasons that I draw people the way I do. Especially chicks...

Females have become so easy for me to render to my own satisfaction that I basically don't have to think about what goes where and why. And that's kind of a red-flag for me. It's a safe spot. I don't like to be in safe spots, creatively. I have to be sure that what I'm doing makes sense before I get too comfortable and forget to try anything to improve...

Anyway, let's get to what you all came here to see: HARDCORE NUDITY.

I looked at a bunch of my drawings, and this is pretty much a breakdown of what I consider to be important lines on a woman's torso:



Breaking it down to different body-types would look something like this:



I draw lots of heads too, and here are some sketches of basic head-shape, the way I normally go about drawing those...



Pay special attention here, because this is super-important -- Different chicks have different kinds of boobs. As illustrated in this sketch:



Then I have this strangely-angled render of Sparkles' torso (with breakdown). I see so many people drawing ladies with very manly six-pack abs or none at all. If you're going for muscles on a girl, there's a nice in-between you can achieve, if you take the time to look at pictures of, or are lucky enough to coax modeling services out of real women...



Nita sketches... Typical hourglass figure renders, etc. etc...



Caj sketches. I wanted to go a little more realistic on her differently colored eyes, so I spent a lot of time researching heterochromia in cases of people with brain tumors. The color variation is caused by blood clotting behind the iris, which would likely show up speckled, as in the sketch, below.

I also looked at lots of pictures of David Bowie (though, no, his eyes don't display heterochromia at all -- one of his pupils is permanently dilated due to a beating he received as a kid.)



I get all kinds of excited when people ask me how to draw people of all different body styles. It's honestly not so different from one person to the next (see the line-up near the top of this entry, for example).

But I'm not always comfortable with it, either. It's challenging. But it's important to remember that no matter how much or how little fat, muscle, aged skin or other things are piled on the body, the rules of proper proportioning don't change and neither does the underlying structure. Here are some drawings of Cherry which have helped me a ton in getting her figure down, correctly:



More doodles...





And more to come... :)