Showing posts with label creatives. Show all posts
Showing posts with label creatives. Show all posts

Interview with Grant Morrison

22 JULY 2016




For those of you who don't know, Grant Morrison is now the editor of Heavy Metal. (You can check out the 2 issues he's helmed at booth 1529, along with back issues.) During the panel, Morrison, Kevin Eastman and others talked about the possibility of another Heavy metal movie (yes, it's possible but it didn't seem much on their minds), the future of the magazine ("more sex and intensified science fiction") and what they look for during the submission process: "the buzz of novelty."



Afterward I talked to Morrison and he shared some advice for emerging writers and artists.

On balancing your own direction with the dictates of the marketplace:

"It's hard not to be dictated to because the world is going that way and there's always middle-aged people telling young people what to do. But the one thing I tell everybody is this: be honest with your own life because no one else has ever lived your life. No one else has ever seen through your eyes. You might have seen something everyone else missed. So it's really important to use your experience - if your parents die, write about it."

On skill in storytelling:

"I'm not an advocate of diary comics. You have to turn your experience into myth, symbol, something everyone else can relate to. Because everyone's had those same feelings. If you can say it in a way that reaches out to people and makes them feel less alone, or makes it more understandable and do it in a way that is genuine and truthful, you will be original. You can't fail. Always be true to yourself and don't do what you're told to do."

On partnering creativity with pragmatism:

"At the same time if you want to be a commercial artist, you have to learn some rules. Because there are rules. If you go in pitching and they demand a three-act structure, you've got to know that stuff. If you want to play guitar, train yourself to play guitar, but at the same time, play it with your heart."

So there you have it, wisdom from one of the most original writers working today. And do check out Heavy Metal - based on some of the work we saw last night, future issues will take you on a very colorful journey.

Portfolio Review & other SDCC opportunities

13 JULY 2016





Did you notice anything about the programming this year? Well, you probably noticed quite a few things but let's focus on this: the copious number of "how to write/draw/design/succeed" panels. From becoming a voice actor to sharpening your digital illustration skills to understanding characterization, SDCC seems to offer all kinds of education and assistance to the fledgling creative.

If you're one of those attendees earnestly hoping to accelerate your career at Comic-Con, I would suggest going in with an open mind and realistic expectations. Every year I see people go to the "How to get your novel published! How to turn your indie comic into a viable income!" panels - and while sometimes attendees pick up a few good insights, those panels are rarely a career-altering event. Definitely go by all means, but don't get too attached to the outcome. And remember that many panelists are holding panels precisely to pad their bio or promote their products. If you're new to SDCC and have your creative career top of mind, you may want to read about who benefits from SDCC, as well as the soft skills you need to network and the materials to bring and the touchpoints available.

Because there are absolutely some solid opportunities to network, learn or promote - and CCI announced the schedule for one today, Portfolio Review. The name often leads attendees to believe it's only for visual artists and that's actually not true. Here's what is.

Who's Involved

Portfolio Review is an opportunity to get your samples in front of companies like Disney, Cartoon Network, Nickelodeon, Hasbro, Lego and other titans.

Who Can Participate

Video game designers
Copywriters and TV writers
Animators
Storyboard artists
Colorists, inkers
Illustrators
Comic book writers, editors and artists
3-D modelers
Designers


How It Works

In the morning, you'll sign up for the Portfolio Review list - and fill out a ticket for your target company. 15 minutes before that company's review time, they'll post a list of the randomly selected people they'll see.

How To Prepare

Bring your best work, samples that show your range and depth. But you should also be prepared to answer questions - not just your professional history but your goals, your collaborative skills, your self-perception of your own talent and other potentially squirmy topics.

You may or may not get seen by your ideal company; you may or may not get valuable feedback; you may or may not get an invitation to a working relationship. But I think Portfolio Review can still be a worthwhile exercise, especially if you're fairly new in your career. The more experience you get pitching your work, the better you'll be at it - less nervous, more natural and eventually, more compelling.

And as with everything at SDCC, you never know who you'll meet. Be open and see where Portfolio Review takes you. Good luck.



ECCC offers artists Schoolism Live workshops

4 DECEMBER 2015





Anyone who goes to Emerald City Comicon knows it's all about the creatives. There's a Writer's Block, panels on storytelling, writing, drawing and making comics, a dazzling Artist's Alley and a general sense of passionate creativity. It's not just about big comic book names and a smattering of celebrities like at some other Cons - ECCC caters to its attendees who are book and art fiends, whether they're fans, creators or both.

So this is some exciting news: ECCC will be holding Schoolism Live workshops. Described as featuring "the most knowledgeable and experienced artists in the industry," these workshops will demonstrate art techniques and Q&As and the chance to meet other artists. You can expect to see a range of skill levels there, so don't fret about whether you belong: sign up even if you're still a little shy about your work.

Here's who's on the docket.

7 April
Robert Kondo - 9 am - Noon: Creating Worlds
Mike Yamada - 1-3 pm: Designing to Support Your Story
Dice Tsutsumi - 3:30-6:30 pm: Color Scripts

8 April
Marcelo Vignali - 9 am - Noon: The Fractal Method of Figure Drawing
Terry Whitlatch - 1-3 pm: Creature Design
Bobby Chiu - 3:30 - 6:30 pm: Painting Creatures

Yes, those are very talented and high-achieving artists. You saw Bobby Chiu's cool art in that Tim Burton version of Alice in Wonderland (and you may have chatted him up at other Cons like SDCC, where he is one of the friendliest vendors around.)  Robert Kondo and Dice Tsutsumi both worked on Monster University and Toy Story 3; Terry Whitlatch and Marcelo Vignali both worked on Star Wars: The Phantom Menace, Mike Yamada's work you've seen in How to Train Your Dragon, Big Hero 6 and other movies. You get the idea. These people are operating at the top of their field.

Each day is $120; you can get access to both for $200. Discounts are available for groups of 5 or more. And you don't need an Emerald City ticket to attend. But if you're committed enough to your art to go to these workshops, why would you miss out on all the great panels, discussions and vendors at ECCC? Just say yes to your bliss and immerse yourself in everything Emerald City has to offer.

When you look at all of the ECCC guests that have already been announced (we'll get another celebrity announcement Monday), it's kind of crazy to think we're still only in early December. I really think Emerald City 2016 is going to be jaw-dropping.

It's Pro Badge season - are you a pro?

19 AUGUST 2015





Here's something to do over the next 2.3 months; ask CCI to give you a San Diego Comic-Con professional badge. That's right, Professional Applications are open.

Remember, this isn't registration - that comes later. This is the stage where you either apply as a first-time professional or reconfirm your status. You'll need 3 sources of verification, including one from the last 3 years, and a fair amount of either achievement or luck. If you do get blessed by CCI's panel of judges, you'll register for your badge and any guest badges in the spring.

So let's talk about who counts as a professional, because it's gotten more stringent in recent years.

Creative Pro

These are professionals who "take an active role in the creation, design, writing, editing or production of comics, animation, films, books, video games or toys." Also "those responsible for the content of websites that promote the historic or ongoing contribution of comics to art or society." Yes, that all seems very stretchy, but don't think you can slip in with a few flimsy credentials to your name. Those days are over.

Trade Pro

These would be the agents, managers, publicists, sales reps and biz dev executives of the world, who "need to attend the convention for business reasons." No support staff allowed - well, that's what they say, but I say it depends who you work for. Some people are just too important to travel without their minions.

So realistically, how hard is it to get a pro badge? Harder than it used to be. I won't torture you with tales of the years when even a homejob blog shakier than this one could get you into the Con - but it did used to be a lot easier, which some disgruntled creatives and suits are still grumbling about. I had a rather demoralizing call with an agent right after I got home from SDCC this summer, and she listed several reasonably established writers who couldn't get pro badges. Hence these cold words from CCI: "Not all applicants who meet the guidelines can be accommodated."

And if you're curious how many will be accommodated, they claim "over 13,000 complimentary badges" are given to professionals and their guests. Which isn't really that many. But that's not to discourage you from applying; if you fit the definitions, go ahead and throw your hat in the ring. It can't hurt.

The deadline is 31 October. Happy Halloween to you.

Is SDCC summer camp for creatives?

29 JUNE 2015






If you're new to the world of Comic-Con, you may have been surprised by the number of creative workshops and panels in the programming.  This is something that's grown over the years, both in breadth and in volume. Whether you're a screenwriter, video game designer, colorist, animator, novelist or makeup artist, you can probably find several panels offering professional advice at SDCC.

Often this leads to a confluence in the attendee mind: they blur the celebrity wattage of SDCC with these panels and think that they're going to meet illustrious movers and shakers who can make their careers happen. They think they can pitch agents and editors, charm producers and generally slide into an industry through a special side door marked "Comic-Con."
Unfortunately, that probably won't happen for you. But it doesn't mean these panels can't be valuable. Here's how to get the most out of them - whether you're starting out or already have a toehold in your field.

1. Look at the panel presenters. Probably everyone there has some kind of respectable credentials or they wouldn't have a panel at SDCC. But it doesn't mean they're top dog in their industry. Every industry has a subset of "experts" who make a brand out of blogging, presenting at conferences and self-publishing. Some got in on the ground floor of the Internet early enough that they created an impressive digital persona that doesn't correlate to their actual ability to sign and close deals. So just be aware that while you may get good advice from panelists, they may not be the industry titans you assume.

2. Be aware that you may not learn anything groundbreaking. We live in a world where a dedicated creator can pick up a lot of tricks and tips on their own from various online forums. You'll notice that many of these panels are 101 and focused on breaking into the comics industry or how to write query letters. That's great for super novices, but not terribly helpful for people who are further into their careers. If you've already done your industry homework, consider sticking to the panels that examine practical matters like legal negotiations and cross-medium production.

3. Be aware when you're getting a sales pitch. Panelists generally don't spend a small fortune to come to SDCC and give panels in the hopes that they'll be inundated with your wireframes and manuscripts to sort through, unpaid, back home. They do it to network, elevate their brand and sometimes to expand their customer base. It's not at all uncommon for a presenter to get  chummy with you and appear interested in your career when really they just want you to become a Facebook fan and buy their books. I see attendees fall for this every year. Last year it was someone thinking a famous writer had invited her out for drinks and career talk; she showed up to find a few dozen people there, fawning over the writer, who didn't acknowledge her.

4. Don't ignore your fellow fledglings. Getting to know the other neophytes in your career can open more doors than you think. One, it's comforting to have friends who understand what it's like to struggle in a harsh industry. Two, they'll often have better advice on advancing today than someone who started out 17 years ago. Three, some of them may become wildly successful down the road. Creative breakthroughs rarely happen in a vacuum so start building your network now. Too many creators view each other as competitors when they should be viewing each other as a community.

5. Don't come with all your materials in hand unless a panel actually requests it - but have a flawless digital game at the ready. Nothing screams AMATEUR like someone who actually shows up with a manuscript or sample pages crumpled and stained from travel. Have some art ready to show on your iPad or phone, and cards that link to your digital assets. But don't expect a panelist or established creator to accept your physical samples and evaluate them. (That said, I have a friend who is gracious about accepting these at his booth and offering feedback - but I've seen people who aren't as kind be quite rude about this.)

6. If you have a question a panelist can't answer, ask where you can get an answer. Sometimes they won't know but sometimes they'll refer you to a good resource or even have someone from their company contact you. Someone else in the room might have an answer for you after the panel.

7. When you do ask a question at the panel, don't dwell on your project. Just ask your question. Writers are notorious for starting out with, "So I'm about 20,000 words into my novel which is about..." and launching into a 4-minute synopsis. One, this is time-consuming; two, it sounds like you're pitching. Often the secret hope is that the agent or writer will say, "That sounds fascinating!" and leap to get you a contract, but trust me, they'll just want you to get to the point.

8. Don't be afraid to take notes. Attendees get embarrassed about this - but if you're hearing genuine pearls of wisdom from the panelists, type away. 

9. If you're a writer - and I know you are legion at SDCC - recognize that you will get the real power agents and opportunities at good writer conferences or BookCon. If you're a comic creator, keep small Cons in mind - it's often easier to make connections there than at SDCC. That's on the floor, mind you; if you have access to the right parties at SDCC, that's another story.
 
10. Creative panels can be great, but in the end they probably won't change your life - so remember to mix in a few fun and frivolous activities and panels too. You're at Comic-Con, after all. It'd be a shame to be so grimly focused on your hot pursuit of FAME that you miss everything else it has to offer.
 
If you're serious about networking at SDCC, I'd advise reading my 3-part marketing series on events, preparation and soft skills. Be warned, it's lengthy. But ultimately Comic-Con is a great opportunity for any creative, from inspiration to connections. You already have a golden ticket in the form of a badge, so you may as well maximize everything it has to offer.

 

 

 

Ready for Creative Pro Registration?

27 FEBRUARY 2015




It's not too often attendees get to feel smug in our SDCC life. More often we feel completely subjugated and at the mercy of CCI, various security guards, Fate, etc. So I can't help smirking when I hear about other groups struggling with the same forces we do like, oh, say, the horror of registration. (It's a smirk of solidarity, I swear.)

Today is Creative Professional Registration. If you want a paid and/or complimentary guest badge,  you'll go through the same process attendees did a few weeks ago. You need to get your registration code out of your Member ID profile, enter the waiting room between 9-10 am PST and then wait for the magic to happen.

Complimentary guest badges will sell out within half an hour, according to the sage forecasters at the Toucan blog. I'm intrigued by that, because attendee Pre-reg and Open Reg each took an hour for a total of 130,000 badges, so does that mean there are roughly 32,500 complimentary guest badges available? That can't be right. Remember, today doesn't even include Trade Professional Registration. Well, let's assume this is going to be some kind of slowed-down sale so as not to stress out the sensitive creative personalities at the wheel.

Now remember - this is only to get a guest badge. You yourself, the Creative Pro, don't need to bother with these shenanigans to get your own badge. You have a whole leisurely two months to register for your "guaranteed" badge and that starts today at 11:05 am PST. And it sounds like while you might bomb out getting a free guest badge, you can definitely get a paid one: "Last year, paid professional guest badges never reached capacity." (Across the land, attendees just screamed "What?")

Again - today is just for Creative Professional Reg, not Trade. You should know which one you are, but if you don't, check your Member ID.

Good luck.


Law & Comics event

6 JULY 2014



As noted previously, San Diego Comic-Con offers a range of panels and content for aspiring creatives - everything from promotion to legal advice to inspiration. However, there's a valuable event that happens the day before the Con that's also worth attending.

That would be the San Diego Law Library's "Law & Comics" event. Understanding the business end of creative work is vital for everyone whose work leaves their laptop and goes out in the world, regardless of how much they're paid. Who can use your work and how much you'll be paid or credited for it, and what the law says about it, is a serious issue. Too many creatives think that only major league players need to worry about it - and they couldn't be more wrong. Superstars are usually well lawyered up. It's everyone else who tends to get gobsmacked by unpleasant surprises down the road.

The theme this year is “Creative Nightmare: Creator’s Rights, Licensing and Work for Hire.” This is a subject dear to the hearts of any writer or artist in the industry. What does it mean when you create a beloved character? Who should reap the financial benefits and who makes the creative decisions for that character's future? The answers can vary depending on whether you work for yourself, are on-staff talent or a freelancer, and they may not strike everyone as fair - which is why it's smart to understand the law up front.

Date: 22 July

Time: 12-1 pm

Location: 1105 Front Street, San Diego

Panelists: Alé Garza, an artist who has worked for DC Comics and Marvel; Greg Goldstein, president of IDW Publishing; Stu Rees, a local entertainment lawyer; and George Brewster, a chief deputy county counsel and comic strip creator.

Tickets are $10. Call 619.531.3900 or RSVP online.

Marketing yourself at San Diego Comic-Con: Part III

25 APRIL 2014



It used to be around 2009-2010, when I started this blog, the #1 question I got was "How do I meet people at Comic-Con?" It slid to the #2 spot as "How do I get a badge?" became the most common question, and then it slid to #3 as "What time do I get in line?" edged it out.

These days hardly anyone asks me that. Instead the #3 question I get, albeit in many forms, concerns self promotion. Meeting agents, making deals, getting feedback, plying your charms and your wares. Everyone's a brand these days. And Comic-Con has become increasingly viewed as a career move and networking opportunity - probably less because of the content-rich panels it offers and more because there are real live famous people around.

Who, by the way, you probably won't meet.  But the Con can offer some people some professional value, if they take the right approach. Previously I talked about marketing your creative brilliance at Comic-Con - specifically, the kind of events and opportunities available to you and the assets you should prepare now.

Today I'm unleashing a torrent of advice on soft skills and mindset - areas where I see people routinely (and amusingly) blow it. Some of this is particular to creative work, some to conventions, some to networking in general. Much of it will be old hat if you're an experienced self-promoter - but most of the people I've met at Comic-Con are not.


Be realistic.

Yes, I know - you are very special. You're not a hack like those other people; you're the real next big thing. I get it. Being any kind of artist means having faith in your talent. But sometimes this faith spills into delusion, and then that meets Comic-Con excitement, and it all flares up into an inferno of wild expectations. If you truly believe the Big Name Agent-Producer at the Con will take one look at your novel, portfolio or screenplay and sign you right then, you may want to scale your dreams down a tad.

Be courteous.

I think too many creatives have seen the movie where someone aggressively forces themselves into an influencer's office and becomes an overnight sensation. In real life, being pushy doesn't go over so well. Especially for people who are tired from traveling/the crowds, and are already being hunted down by hopefuls just like you. Be respectful, mind your manners and remember that the person you're trying to impress has other demands on their time. Also, at the risk of being called ageist - a lot of industry top dogs are heading into their senior years, and generally older people find travel and long days more exhausting and stressful than youngsters do. Something to keep in mind at any conference or convention where you're trying to get an industry leader's attention.

But don't be a syncophant either.

"Oh, Mr. Famous Comic Book Writer, no one is as brilliant as you. I'm going to recite all 75 of my favorite lines that you've written, and then I'm going to insult all your colleagues just so you know how much I love you and only you." Servile flattery has its place in the off hours, but at the Con it's just tedious. Be open about being a novice if indeed you are, but still carry yourself like a professional. No one wants to work with (or recommend) an obsequious puppy. Also, don't give unsolicited criticism. Often following on the heels of lavish praise is a sudden complaint about a character's love life, and how that whole storyline could have been improved. Just keep it to yourself, seriously.

Learn to read the room.

I'm always amazed by people who think it's a smart idea to linger after the panel ends, approach the exiting Superstar and try to hand them a manuscript/ask 11 questions/walk with them to their hotel. Or people who persist in engaging someone who was nice enough to answer a question but is now clearly growing annoyed. If there's a line of other people waiting for sketches behind you, if that cute actress is throwing panicked looks at her handler, shut up and make a graceful exit.


Handle rejection like a pro.

Every working creative grows a thick lizard skin to deal with rejection. (And if you're thinking, ha ha, not me, I don't get rejected, then you're not aspiring high enough.) But if you're not exactly working, and have more of a future plan than a past track record, getting shut down can feel scalding. Remember that most rejection isn't about you being "bad," it's about you not being the right fit, or the art director being tired, or someone beating you to the punch. If you do get feedback, consider it a gift and a compliment - it means someone thinks you have a talent worth molding.


In fact, be professional in general.

Networking at Comic-Con and in the creative industries in general may be less formal than applying at a hedge fund, but you still need to be professional. Way too many creatives think their genius allows them to communicate in half-feral grunts while wearing a ratty t-shirt, or get black-out drunk at happy hour. No one in the actual working world has any tolerance for that nonsense. You may not be the socially smoothest person in the room, but you can definitely be clean, punctual, hone your interpersonal skills and develop a grip on basic business etiquette. It's the reliable, easy-to-work-with creatives who get hired again and again - not necessarily the most talented.


Put your ego aside.

Good advice for everyone, but especially artists. Say you're a big fish in a little art pond back home where everyone grovels at your feet, and at the Con you mingle with some industry whale who treats you like a guppy. Suck it up and see what connections you can make. Yes, even if the whale is obnoxious. You can be a passionate artist at home; at the Con, you need to be a wily and pragmatic businessperson. Also, don't exaggerate your credentials because everyone will see right through you. If you're humble but self-possessed, you're far more likely to be taken under someone's wing.


Remember you're talking to people, not opportunities.

There's this weird objectification that goes on when an aspiring artist talks to a Powerful Person. The artist seems to forget that person has feelings, idiosyncrasies, biological needs, dorky moments. Talk to the person, not the job title. You're more likely to make an authentic connection and stay in touch. (But don't overshare by mentioning your recent overdose or the restraining order against you - real life examples.) Also, if you're at a social event, don't just promote yourself all night. There is no faster way to alienate everyone. You might think that's networking 101, but you'd be surprised how many people try to turn every conversation around to their script.


Offer value.

You might think you're too lowly to offer anyone anything, but you're wrong. If you're ambitious and committed enough to be marketing yourself at Comic-Con, you probably have done a fair amount of homework on your industry. Share it with other beginners. Instead of just waiting to talk about yourself, listen to what others are saying and answer their questions if you can. Offer to run to Starbucks for an exhausted-looking writer trapped at a booth (if you can pull this off without seeming creepy.) People will remember you and see you as worth having around.


Don't be an industry snob.

Telling some artists not to be an art snob is like telling them to be an accountant - but try. Don't dismiss someone when they say they live in Wisconsin, don't ask pointed questions about their representation or screen credits without asking anything else. If sheer decency isn't enough to compel you, remember that even a nobody may know someone important, may become someone important. They may become your most devoted fan after you hit it big. Rather than categorizing people into some industry taxonomy, treat everyone as worthy of your time.


Listen.

It's just stunning how many people will move heaven and earth to speak with an influencer in their field, then disregard everything the influencer says. Usually it's because they had an expectation the influencer didn't meet. Obviously you shouldn't take everything as gospel, but if an industry leader is giving advice, you should at least consider it. Chances are, they know what they're talking about.


At the same time, recognize a sales pitch when you get one.

This happens more at smaller cons, but I've run into it a few times at SDCC. The self-pubbed author who says you too can move 4,000 books a month if you hire her as a consultant; the rising star who seems like he wants to be friends but really just wants your contact info to assault you with marketing campaigns; the "indie reviewer" who asks you to send all your work to her free. These people aren't going to drain (much of) your bank account, but they will waste your time.


Follow up.

Another stunner: how often people will assume the influencer will do the work of sorting through the mess of business cards they got, reach out and stay in touch. No - they're busy. You need to follow up. Send a brief and appreciative email, and thank them for any feedback or help they gave you. Depending on the tenor of your meeting, include a link to your YouTube channel or online portfolio, or ask if you can check back for freelance work in six months. Connect on social media and be an occasional, intelligent and non-intrusive presence.



If you've read all the way to the bottom of this novella, you must really be committed to advancing your career. Good for you. I'll leave you with this. You know how many times you read a mediocre book or see clumsy film editing and wonder how that person got work? It's because they had the professional intelligence to compensate for their lack of talent. Lots of talented people half-ass it and end up with a half-assed career. Creative skill is all well and good but business skill is what takes you across the finish line.

I can't guarantee you'll meet the right collaborator, client or agent this summer. But I wish you the best of luck.