Showing posts with label marketing. Show all posts
Showing posts with label marketing. Show all posts

Coming to terms with the reality of Hall H

7 AUGUST 2016



Now that we've had a few weeks for our San Diego Comic-Con experience to settle inside us, some of our perceptions have probably shifted a bit. Decisions like: how excited are we really for that new show or upcoming movie? Just how good, or mediocre, was that much-anticipated new graphic novel? How often have we returned to admire our most hard-won exclusive, or did we put it in a display case and forget about it?

(What doesn't get questioned as much: if we're going back in 2017. Most attendees just assume they should, even if they complained to no end about the lines and lotteries and raw deal they got in the Exhibit Hall. If that's you, consider going to another Con - but that's for another post, coming soon.)

Studios and the media are changing their perceptions too: namely of us and our box office power. Are we worth marketing to? How come we act so excited over Hall H trailers for movies that go on to tank at the box office? Why aren't we showing up and bringing all our friends?

Screen Crush noticed that Hall H isn't a surefire guarantee of big ticket sales and put together the above infographic to illustrate this reality. One number that's missing: the fewer than 7,000 seats in that auditorium. It seems a bit unfair to use the small number of Hall H viewers as some kind of cinematic bellweather - especially since, let's face it, we're an enthusiastic bunch who are then further hyped up just being at SDCC and will cheer for pretty much anything. You can't even count a full house as indicating a high level of interest in something, since any given panel probably contains attendees waiting for the panels that come after it.

In that light, it's kind of irritating that anyone even bothered to correlate box office draws with Hall H presence. Are attendees expected to have some kind of social media superpowers that can make every movie a hit? Regardless, it's true that the ensuing dismal performance of some Hall H movies has led some studios to back off. As Screen Crush says: "That's not exactly the sort of success that inspires movie studios to spend thousands of dollars on filmmaker accommodations and specially prepared trailers on top of all the money for booths, staff and the assorted swag Comic-Con attendees have come to expect as part of the San Diego experience." In other words, Hollywood is the date who took us to a fancy dinner and then got mad because we didn't put out.

This article also seems to think SDCC has 160,000 attendees so take its final point with a grain of salt, but here it is: a prediction that more and more studios will host their own events like Star Wars Celebration and D23. To which I say, possibly, but those events are hugely expensive compared to a Hall H panel - so no, I don't think Hall H and Hollywood are breaking up for good. And it's not like Comic-Con is the only place where TV makes a better showing than movies. It's been a few years now that everyone's noticed we're in a golden age of television and ongoing stories get better traction with social media and fan loyalty. So if Hollywood wants to boost their box office, maybe they should stop blaming poor marketing decisions and make better movies.


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.



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.

 

 

 

Get your game on for Comic Creator Connection

15 JUNE 2015






The chance to meet your creative soulmate is back.

For those of you who've never participated in Comic Creator Connection, this is like speed dating for artists and writers. You examine each other's creative style and skill and decide if you might have a collaborative future together. Unlike a novelist or a painter, who can take their projects from conception to completion all on their own, comic book creators generally need a partner - unless they're that rare bird who can write, draw and ink skillfully in equal measure. This can be hard-to-impossible for your average young writer or artist who isn't hooked into a thriving community of other comic creators.

Which is where Comic Creator Connection comes into play. One caveat, carried over from last year: artists can do both sessions but writers can only do one.

Where: Santa Rosa room at the Marriott.

When: Thursday, 9 July 7-9 pm and  Sunday, 12 July 1-3 pm. You must have a badge for that day, but that shouldn't be a problem given the days they picked.

How it works: You'll get 5 minutes with each prospective artist/writer to suss out ideas, chemistry and compatibility. You can exchange information if you want to continue the conversation later.

How many people you'll meet with: roughly 15-20.

How to sign up: Email programs@comic-con.org and write "Comic-Con Comic Creator Connection" in the subject line. Indicate whether you're a writer or artist and which session you prefer.



Practical advice

Have business cards ready with links to your portfolios and social accounts. Having a photo on your card might seem like a car salesman move, but it will help others remember which one you were.

Conversely, write down a brief description of someone on their card after they hand it to you - just 1 or 2 keywords to jog your memory later as you sort through your cards. Also assign a numeric code or grade based on your interest level - F for someone you'd never work with, B for potential, A for someone who seems like a dream collaborator.

It can be really awkward when one person wants to follow up and the other doesn't. Just be graceful about it and take their card and say, "Sure, let me think about it and I'll follow up." If you're the one getting shot down, just thank them and wish them luck.

There's an "All Stars" panel on Thursday at 1:30 in room 8 where you can hear success stories from previous Connections. These people won't just talk about themselves - they'll also share tips on how to find the right partner.

If you don't already have a digital portfolio, create one. That goes for writers and artists. Make it as easy as possible for someone to evaluate you. If you feel like you need to be present to explain your work, that isn't a good sign - the story should be tangible within each piece.

Listen and ask questions. Don't launch into a long monologue all about you - 5 minutes goes fast. Ask how they feel about remote collaboration. Ask about past projects. If they have a history of projects that die of starvation 60% in, consider that a red flag. Amateurs start lots of projects but professionals finish them.

Don't skip out on the hard sample aspect of this, even if it seems old school and inconvenient. Showing your work on an iPad might seem the easiest thing to do, but it's also the easiest to forget. You want to leave them with something in their hands.

Be prepared for a range of skill levels and achievements. Have realistic expectations and be kind, even if you're appalled at some of the work you see.



What to bring

Fortune favors the prepared creative, to paraphrase Louie Pasteur. I'm going to stray slightly from CCI's recommendations here and say you should bring:

  • Two dozen copies of a 1-page writing or art sample. If you want to showcase 2 radically different styles (depending on the kind of project you're envisioning), bring 2 pages - say, a dialogue-heavy script and a more descriptive page for writers, or pages that show off a more cartoony style on one and a more illustrative one on the other. Include your contact information on these in case they lose your card. Organize all this in an attractive and secure way. 
  • Water.
  • Business cards.
  • A digital business card so you and your intended can beam each other right there at the table, rather than risking losing a piece of paper.
  • An excellent pitch that sells your project and your ability and focuses on credentials rather than adjectives.
  • A clear explanation of your availability - how many hours a week you can put in, your other jobs and gigs, etc. - and a list of your influences, goals, favorite creators.
  • Something to take notes on - an iPad, a legal pad, your phone. It will be hard to recall the salient details offered by 20 people when you get back to your room that night.


Events like this generally go best when you approach them as a positive networking opportunity rather than a pass/fail test. You may not meet that perfect collaborator in the Santa Rosa room at SDCC, but you will meet plenty of people who are part of your community. Be friendly, stay in touch, exchange helpful information. Too many young creatives (I say "young" as in career stage - you could be 82 and just embarking on your calling as a comic book writer) think that established pros hold all the answers when it's often people at their own level who can provide the best guidance on anything from submission calls to inexpensive art supplies.

If you approach Comic Creator Connection in that light, you're bound to make some valuable contacts and maybe some new friends. And even if you don't find your creative soulmate at SDCC, you will extend your creative network - a move that always increases the likelihood of finding the collaborators, agents, editors and publishers you dream of working with.




The SDCC Daily

15 JUNE 2015






First, a grim reminder: today is the last day to turn in your badge for a refund. Hopefully this doesn't apply to any of you.

Now onto something more fun: a "Roughed-Up" Penguin from Diamond's Gothic line. That is his official name as the action figure captures Oswald in the bloody, disheveled yet defiant look we know so well. He's cheap at $20 -  but there's only 150 of him.

Nothing highlights the absurdity of the term "exclusive" as seeing Amazon offering this Ant-Man Minimates Box Set.

We got some information on the Supernatural panel: the first footage of the Winchester boys "battling Darkness" might be shown - and they will reportedly give a video presentation on series highlights, then showcase some special DVD features. In other words, this panel just became even more un-missable for Supernatural fans.

Much as I love both Factory Entertainment and the 1966 Batman show, I would not even sleep in the same room as this creepy staring Batman and Robin monolith that looks like an effigy made by a serial killer in Arkham Asylum. Your mileage may vary.


 On the business-y side of things, the New York Times is interested in how big studios "find commerce in the chaos" at SDCC. (They also referred to us as "sweaty.") Specifically they focused on a small business started by 2 superfans who are figuring out how to take that audience excitement in Hall H and turn it into momentum in what can be a long stretch between SDCC and an actual movie release date. Strategies including offering tickets months before an opening, bundled with other content and merchandise, and of course collecting fan data.

What does that mean practically? It means that studios that might normally see SDCC as too early to effectively market their movie/show may shift into viewing SDCC - or any Con - as just a powerful launch pad that's only step 1 in a sustained campaign for attendee interest.


I have a feeling that this week will bring more of the same type of announcements we've been getting, and then the following week will start shaking the ground under our feet. Stay tuned.





Marketing yourself as a creative at SDCC

26 MAY 2015




In recent years, Cons have become a magnet for creatives of all stripes. Video game designers, colorists, YA novelists, scriptwriters, costumers - if you can think of any creative field that is tangentially related to pop culture, you'll find a panel addressing it at a comic convention. This is because:

1) Creating art forms and appreciating art forms tend to go together, so plenty of fans are also creators.
2) The proximity of influencers - both celebrities and the more background (but often even more powerful) players like producers, chief creative officers and editors - sets up the possibility of being "discovered."
3) There are already a ton of creatives present at all stages of their career, often in collaborative positions, so the networking is dope.


That said, it's not as easy as most people think. Beyond the established portals like Comic Creator Connection and Portfolio Review or the IFF film school, most attendees have to navigate a sea of indifference and isolation. I know a respected indie comic creator who was investing considerable sums in exhibiting at SDCC solely so she could make valuable connections. Year after year, it never happened. I know many writers who faithfully attend all those "Get an agent! Write a best-seller!" panels just so they can approach an agent afterward and dazzle them with their pitch. Generally speaking, they just meet other unpublished writers, or writers/agents who are wildly exaggerating their industry clout. The idea of meeting that one person who can make it all happen for you rarely materializes.

Rule of thumb: most industry people are at Comic-Con to either promote themselves or because they're forced to be there, just like your job might force you to attend a business conference. They didn't travel to San Diego just to audition random hopefuls - they could have done that at home. So try to view the Con as a very creative community with fertile touchpoints, rather than a career fair. Because attendees who come in guns blazing (and they are legion) do more harm to themselves than good.

This isn't to say SDCC doesn't hold valuable opportunities - but it's partly about random opportunities and partly about playing a very deft game. I wrote a 3-part novella on this last year which I would advise any creative to read; it covers the type of materials to prepare and events to expect, and soft skills. The last post may seem harsh but it's based on my observations both as a creative trying to make a deal and the person who hires the talent. And I saw every single issue in that post at Comic-Con last summer.

Ultimately I see SDCC networking work best for people who are already established in their careers. I know this isn't what anyone wants to hear. But every year my friends who are already successful in the comics industry come away from the Con with a new cover offer in their pocket or a new collaboration, while struggling newcomers generally go home without any new useful connections. (Worthless connections are always to be had, however.) Where I do see newcomers make strides: smaller Cons like ECCC, Phoenix, DragonCon, Denver and Boston. While there are fewer power players in attendance, it's much easier to connect with the ones who are there.

But of course if you're reading this, you're headed to SDCC. So my advice is get prepared, be reasonable in your expectations, and be strategic. Associate with people in your field, rather than trying to zero in on one particular superstar. That's really how most doors open. Most of all, remember to have fun - after all the energy and time you've spent getting to SDCC, it would be a shame to spend your entire time there exhausting yourself in pursuit of some mythical breakthrough. Take advantage of the right panels and events, then switch back to fan mode and enjoy yourself. Because that's really what Comic-Con has to offer.

Portfolio Review schedule will post in July

22 MAY 2015




If you're a creative attending SDCC for the first time, you may want to consider participating in Portfolio Review. This is a program where industry pros from companies like Cartoon Network, Lucasfilms, Disney, Nickelodean and others will evaluate your work and give you professional feedback.

It's not a job fair, but it can be a doorway to collaboration, networking and even an offer. It's best to go in prepared and make the best of whatever interaction you get. For attendees who are early in their careers, this can be their first opportunity to get feedback from the type of people they want to work for. Taken in that spirit, it can be a worthwhile use of your Comic-Con time even if it doesn't lead to a new position.

Here's who can participate:
  •  Animators
  • Comic book writers and artists and editors
  • Inkers, letterers, colorists
  • TV writers and copywriters
  • 3-D modelers
  • Illustrators
  • Motion graphic, background and concept designers
  • Storyboard artists
  • Video game designers

Be aware that not all companies will be looking in all of those categories. Also be aware that - as with everything Comic-Con - it can be a game of chance. In the past, you had to sign up to be reviewed by a specific company and then check a printed list at the company's booth to see if you made the cut.

Which brings us to preparation. Obviously you want to show work that aligns with the company's objectives. An attendee who shows off brilliant surreal illustrations might be admired, but they won't be hired as fast as the attendee who demonstrates solid work that could easily fit into the company's brand. But the schedule won't be posted until a week before SDCC - so for now it's best to collect your strongest work and be ready to pivot on the fly if needed.

This is just one opportunity of many to market and network at SDCC, so now is a good time to start thinking along self-promotional lines. I'll post more about that this weekend.

SDCC Open Registration was 2 months ago today

21 APRIL 2015




On 21 February, most of us found out whether or not we'd be going to San Diego Comic-Con this summer. That was 2 months ago; we're still 2.5 months out from the actual Con. Which makes this a good midway point to think about where you are.


Housing. Are you still one of the unfortunate homeless attendees? Keep checking the site. Rooms are still available. But if you're waiting for the Hyatt to open up, you may be waiting a long time. At some point, you have to settle on something and pay up. Don't forget to join your hotel's reward program for free Wifi and other benefits.


Money. Speaking of paying. A few months back, I suggested saving money, even if you're a born spender. Whether or not you've done so is your business. But I will point out this for first-timers: Comic-Con spending goes beyond badge, hotel and restaurants. Obviously there are the exclusives and other prizes you buy on the floor, but there are also events. So far we haven't had too many announcements but the San Diego Symphony Summer Pops at SDCC and the Walking Dead events are just two examples of outside events you may want to splurge on. Trust me, over the coming weeks you'll hear about a cavalcade of comedy shows, band shows, parties, screenings, live tapings and other events to tempt your wallet.


Marketing. Maybe you'll just bring business cards; maybe your plans include full color portfolio samples, merchandise and promotional material. 2.5 months isn't a lot of time to get cranking on this, especially if you're dependent on co-creators, printers and developers, so don't wait much longer.


Fitness. You'll be walking way more than you anticipate - and if you're not ready, you will be sore and exhausted on your 2nd day. Comic-Con is its own type of marathon and if you want to enjoy it, it's good to get your feet and legs ready. I'd suggest walking daily even for just 30 minutes. You really will be glad you did it once you're there.


Cosplay. If you're of a mind to try cosplaying this year, plan/buy/glue/sew now. Experienced cosplayers have this knocked, but first-timers tend to underestimate how itchy, hot or poor quality a costume can be. Or they'll order a special outfit from somewhere (again, I'm talking to attendees who just dress up, not competitive cosplayers who don't do store bought) and then it arrives in the wrong size or color.

On the one hand, Open Reg seems like a long time ago; on the other, we all know the next two and a half months are going to fly by. Get your logistics locked down now because it's easy to forget them in your excitement once parties and collectibles and parties start getting announced.

So you got a badge. Now what?

24 FEBRUARY 2015




We are 19 weeks away from Comic-Con. If you were one of the lucky ones who got a badge Saturday, that might sound interminably long to you, or it might sound not long at all.

You'd be right in both cases. Although we have some sales ahead of us - hotels and parking, namely - the next month or two are kind of a dead zone in terms of anticipation; more wishful thinking than solid news. (See the panel talk on my 2015 page for an example of baseless speculation.) The drumbeat of steady coverage and announcements won't start until May or so.

But that doesn't mean there's nothing for you to do.


Save money.

The obvious one. You're going to want to spend hard at SDCC, whether it's on drinks or comic books or collectibles, so put money aside now. And if you're freaking out about hotel bills - as in, you want to stay at a pricy downtown hotel but Mission Circle is more in your budget - you can find that extra 100 a night if you start a fund now.


Get in shape.

I say this every year and I think everyone ignores it. You don't have to be Jillian Michaels, but you do have to be able to walk long distances (sometimes fast, to make that panel) and endure sitting or standing in long lines. Don't think this doesn't apply to you; it applies to everyone. No one is carried around Comic-Con in a palanquin. If you want to enjoy your SDCC experience, rather than end up sore and stiff with blistered feet that can't walk one more step, get in shape. I know two comic book artists who are on their feet all 5 days and even though they're both basically fit people, they start hitting the exercise bike every winter.


Sell off your back issues and exclusives now, not at the Con.

First-timers tend to think that the Exhibit Hall is the ideal place to sell off their unwanted stuff. It isn't. Those vendors have enough physical merchandise they're trying to unload, and they won't give you top dollar for yours. Sell it off now when you can hold out for a good price.


Think about what you want out of Comic-Con.

I know this is vague. But it's important. You'll hear me say this about eight more times over the coming months - don't just show up and do SDCC on the fly. It's too crowded, chaotic and multi-faceted for that. I understand well the urge to be spontaneous and go with the flow and trust that Fate will steer you wisely, but that isn't how it works. (Well, for the most part. Some people do luck into a certain Con serendipity.) Unless you figure out what you want to see, where and when it is, and what you need to do to make it happen, you'll miss it. The crowds, the Exhibit Hall thunder and dazzle, your friends' ideas, will all pull you into currents that take you away from what you originally wanted.

I'd suggest looking through last year's programming, just to get a rough idea of the panels and activities that are available, and think about the kind of Con you want to have. Maybe you're all about seeing the Hollywood panels; maybe you want to network with industry people; maybe you want to go to parties and meetups; maybe you're all about completing collections or cosplay. It's good to at least sort out your priorities now.

 
Join your hotel’s rewards program

You don't know your hotel yet - but once you land after Hotel Day, join their rewards program. The free Wifi and continental breakfast are nice perks that can add up, and generally speaking, if you arrive at the hotel as a current member, rather than having to be talked into it at the reception desk, you get that extra layer of service - room changes and such.

Plan your costume. 

 First off, you don't have to dress up. Outsiders think we're all tramping around in costumes at SDCC like it's a huge nerdy Halloween party but cosplayers are the minority. Most of us wear street clothes. But if you do decide to dress up, start planning it out now. You might need to order something, sew something, change something that turns out to be itchy and uncomfortable or falls apart. I'm speaking, of course, to regular people. Hardcore cosplayers have been preparing their looks for months and they're usually ready to sacrifice comfort for aesthetics.
 
 
Prepare your materials.
 
A fair number of attendees come to SDCC to network and market themselves. If this is you, don't wait until the last minute to create sample art/pages, business cards, demos, scripts  and portfolios. Design and production can take longer than anticipated, so it's good to at least make your plan now. I've heard countless horror stories about expired domains, printing errors, disappearing partners - it happens. Trying to cram it all into June is to invite stress and mistakes, and the work won't be as polished and impressive as it could have been. If you need to ship anything, or print material at the Con, start figuring out the right facilities now for that too.

Come out of your cocoon.

If you want to be a social butterfly at Comic-Con, but you don't know many people there, you'll find many people in the same boat. Over the coming weeks you'll see people looking for others to have fan meetups with or happy hours or collectible and universe-based events. It might seem early to think about that - but if you're a shy person, there's no better way to make friends than to help organize something. If you decide to simply show up, often you'll talk yourself out of it. So for people who really want to meet others and branch out beyond the 2 friends they came with, start hunting around online now. If you have an idea, suggest it. There are 130,000 people coming to SDCC - some of them will share your interests. Don't forget to use the ConnectiKon app for this.


None of this, by the way, is to make SDCC sound like some laborious school project. But if you do some basic prep work in advance, you will have a better time and get to more of the stuff on your Con bucket list - I promise.



Comic Creator Connection is back

24 JUNE 2014



It's back: writers and artists will get the chance to suss out each other's interests, skill sets and collaborative chemistry at Comic Creator Connection. You get 5 minutes to meet each artist/writer and decide if you'd like to exchange contact information to move forward. 

This year it's only happening on Thursday and Sunday. Anyone with a Friday or Saturday badge, you can't participate - sorry. Once again, artists can sign up for both days and writers have to pick only one because there are just too damned many of us.

Previously CCI held Comic Pitch Reviews to help you practice your pitching skills but I don't see that mentioned this year. Instead there's a Comic Creator Connection All Stars panel on Thursday at 11 am in room 32AB.


Session I - Room 29B

Thursday, 24 July 2014

7:00 - 9:00 pm


Session II - Room 29B

Sunday, 27 July 2014

1:00 - 3:00 pm


What to bring

You should bring business cards, your portfolio or at least 20 copies of a one-page writing sample. Make sure your portfolio URL, contact info and LinkedIn are included and have your best pitch ready. Remember, you're not selling your work but looking for a collaborator, so be ready to explain your influences, your storytelling techniques and show samples that indicate how you create - not just how commercially successful you've been in the past.

If you feel awkward rejecting someone to their face (who doesn't) have a few lines prepared to let people down gently. If you do find a possible match, don't just swoon over their pretty work - ask how experienced they are at remote collaboration, who they've partnered creatively with in the past and what day job/other project obligations are already claiming their time. Lots of people can write/draw well on their own, but fusing two creative visions is a whole separate ability. And there's nothing worse than investing in a project that eventually dies because your partner flaked.

If you have problems remembering people, only focus on the few people who strike you as really having potential. Write down a number indicating your own interest level and a few words describing them right before you leave. Most people have a head shot on their LinkedIn or site which should also help.

Registering

This is Comic Con, so signing up in advance is highly recommended, which you can do by emailing programs@comic-con.org and writing "Comic-Con Comic Creator Connection" in the subject line. Apparently specifying "Comic-Con" is really important when emailing San Diego Comic-Con. Indicate whether you're an artist or a writer in your email.

Interestingly, CCI says there will be onsite registration, which suggests that people aren't chomping at the bit to sign up for this. Apparently there is still an SDCC program in existence that doesn't completely fill up ahead of time. Who knew.

Nickelodean wants your pitches at Comic-Con

24 JUNE 2014





Here's something you don't hear too often - a major media company inviting your pitches straight from the convention floor. Nickelodean is holding an open call for original animated projects Thursday-Saturday of the Con, right there at their booth. Why? So they can greenlight a project for the global Animated Shorts Program.

Now - that's exactly what the press release says - they're going to greenlight A project. As in one. It also says the chosen pitch will be developed into a short with the "potential" to air on Nick on TV or online or even be turned into a full-fledged series. Potential is a word fraught with loopholes but I'm sure that's just a CYA term on their part. And who knows, even if your pitch isn't the lucky winner, you're still getting in front of an influential development team.

How it works:

The traditionally loud and hectic Nickelodean booth will have a windowed pitch room at its center with open call hours throughout the day. If you want to be in that pitch room, you need to register in advance at www.nickshortpitches.com by Friday, 18 July. (If past experience has taught you nothing else, you should know to register way before that.)

Here's a direct quote on the program: "Nickelodeon’s Animated Shorts Program, which is designed to identify and develop original comedy-driven content for kids, was launched in 2012 and took 600 pitches in its inaugural year. The program became global its second year. Concepts are received in all animation, styles from 2D, digital 2D, stop motion, CG and mixed media. Finalists are provided with the necessary artistic and production support teams to help them complete their fully animated original, humor-based and character-driven shorts."


You can find out more here, including a list of recent projects and artists discovered by the program.

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.

Marketing yourself at San Diego Comic-Con: Part II

22 APRIL 2014



A few days ago I listed the events, designated and not, that you can use to make connections at Comic-Con. The first email I got asked the obvious; who can market themselves at San Diego Comic-Con? Right. I should have mentioned that.

There really isn't a concrete answer here. While an aspiring comic book writer or game designer is obviously likely to find some valuable contacts afoot, even those in the fine arts or in occupations adjacent to creative fields could ferret out some good opportunities. But again, be realistic; Comic-Con is not a romcom where you 'll run into a kind-hearted legend who spots your potential and launches your career. Most of the contacts you'll make will be of the less dramatic variety. That doesn't mean they won't have value, though.

Also please note this isn't to suck the fun out of Comic-Con and turn it into another grim work responsibility. But if you do decide to actively market yourself or simply want to be ready if the right moment presents itself, remember that fortune favors the prepared.  Consider the below.
 

Business cards.

No, they're not dead yet. If you're still using those free Vistaprint ones that say Vistaprint on the back, get some real cards made. Include links to your social accounts and online portfolio. Don't do that weird salesperson trick of not printing your cell number on the card, then writing it down by hand to make your contact feel special. Just include it. I'd say make sure your phone is set up to bump or scan other people's cards except that I never meet people whose phones are actually set up to do this. 

If you want to bring any other promotional materials - postcards, swag - or intend to market digital assets like a new site, video or social platform, start getting all of that ready now. We're only 92 days from Comic-Con. That's a tight timeframe if you still need to develop, print or produce content.

Samples.

Bring the ones relevant to whoever you're trying to impress, not necessarily your favorites. Don't include rough or unfinished work. Some companies don't want to see adult content, some don't mind, but make sure it's not the bulk of your work in any case. In general it's good to demonstrate the ability to go beyond just one theme or subject.

Bring clean copies on high-grade materials. Don’t lug in some massive leatherbound portfolio with every project you've ever done – use those smaller portfolios good for leaving with prospective clients. (But ask if they want it before you actually leave it with them.) Make sure your business card is in the portfolio and include a sheet of reviews or testimonials if they're prestigious - i.e., not Amazon reader reviews. Don't include a standard resume; do a professional profile if you absolutely must list your credentials and clients.

You might think that you're too small time for all this. Look, I don't care if you're in high school - you should always put some effort into your work's presentation. I've seen multiple people pull a folded up sketch or handwritten story out of their pocket and hand it to a famous artist for consideration. I can guarantee you that at the end of the Con when people are packing up their hotel rooms, they will save what looks worth saving and toss what looks like trash. At least protect your work in a folder.

As for how many to bring - that depends on your plans. For the Comic Creator Connection, you need business cards and at least 20 copies of a one-page sample with your contact info on it. Again, be sure your portfolio URL and LinkedIn are included. For Portfolio Review, it depends on your field, but display everything on high-grade materials. Remember to select a few strong pieces, not thirty samples, and to display your work in its most flattering scale.


Sales pitch. 

Even people who are normally articulate and smooth when selling themselves can choke when pitching an influencer. Practice a 30-second pitch that sells your product in a compelling way without making wild claims. That's always more important than talking about yourself - but you should be prepared to discuss your background, goals and influences if someone asks.

If by some wild chance you get a green light from someone and they want to seriously discuss your product, be prepared with a modicum of business strategy. You don't have to roll out a thoroughly mapped marketing plan, but you should show that you've thought about who your game or book would appeal to, and the financial benefits someone would get from bankrolling it.

I'll reiterate this when I talk about soft skills - but don't exaggerate your achievements, don't try to make every conversation about your work, and don't grovel. All of that is obvious, and all of it is a turn off.

Game plan.

99% of your success at all of this depends on the groundwork you lay in advance. If you just show up and expect to randomly run into someone helpful, nothing will happen. But if you're clever and diligent and do some research, you can create your own luck. If you're targeting a specific publisher, research them. Find out what they need, what they like and where they'll be. I know it seems fake to look up someone's recent releases or a company's latest developments and then talk about them, but it does show interest and effort. At least be able to converse intelligently on your industry of choice.

If you have your eye on a specific personage, try to find out who you know in common. But look beyond them too and cast a wide net. Reach out to people in your online communities. Focus on developing a bigger network in general, rather than just one specific company or editor. The biggest breaks come from surprising places. I know Comic-Con is a magnet for shy introverts, but this is a time to squash your wallflower tendencies and take the initiative. Remember that networking takes on a life of its own after a while - if you can just get the ball rolling by making a few new contacts, often you can tag along with them and extend your network that way. 


Check back in a few days for Part III - my thoughts on soft skills and networking at the Con.

Marketing yourself at Comic-Con: Part I

18 APRIL 2014






We're 14 weeks from Comic-Con and I'm starting to get emails. Can I find an agent at Comic-Con? If I meet someone famous, is it rude to ask them to look at my work? How can I meet people in my industry?

San Diego Comic-Con has evolved in many ways, but one of the best and most practical is the content and networking opportunities for people in creative fields. In the mid-aughts, you could find a few panels on becoming a comic book artist; these days you can find panels for artists of all stripes on topic like promotion, editing, self-publishing, legal issues, collaboration and more, along with networking events. 

First let me make this disclaimer: I am not an expert on catapulting one's career through Comic-Con. I try to be as recreational and off-the-clock as possible when careening around the convention center. All the same, I do network somewhat and some of my friends are Con hustlers extraordinaire. Do know this; while there are great networking opportunities at the Con, don't envision a scenario where you can walk up to a TV producer, famous agent or acquisitions head and pitch them at your leisure. You will probably not meet an influencer in your field who can make it all happen for you - and even if you do, they'll probably have way too full an agenda to spend more than thirty seconds on you.

I’ll follow this up with two more posts: how to prepare for the below events and the soft skills you’ll need at SDCC. For now, look below at the main opportunities available to you.


Creative Panels

Take a look at last year’s panels for an idea of the discussions that go on. These may look too remedial for you; if so, fine, but don’t skip them if you think you’re not advanced enough. The best thing a neophyte can do is attend these and soak it all up for future use. As far as approaching panelists – I know it’s the dream of all unpublished artists and writers to dazzle an agent or editor at first glance. Surely they will sense your brilliance and commercial potential, etc. But be aware that everyone else will vie for their attention as well, and collectively you’ll all be as welcome as a swarm of gnats. I’m not saying to never approach someone, but to learn to read the room and do it deftly, if at all.

Regular Panels

I’m referring to panels on a certain book or TV show, when you’re just dying to approach one of the panelists afterward for advice. See above. And don’t become personally offended when someone’s handler drives you off. It’s not you getting rejected, it’s the Bothersome Stranger character you’re playing at that moment.

Portfolio Review

This is where you sign up in advance (of course) to have your work professionally appraised by industry professionals. Last year companies like Disney, LEGO, Nickelodean, Cartoon Networks and Lucasfilms participated, along with other non-household brands. It’s not just for aspiring comic book artists, but also for animators, copywriters, video editors, comic book writers, inkers, colorists, letterers, storyboard artists, background designers, monster designers, concept designers, illustrators and TV writers.

Doing it dumb: showing up with your entire portfolio and expecting the professionals to look through all of it; showcasing your favorite work, whether or not it matches the company’s brand and product; showcasing work that’s so subtle or long that it requires a private, attentive examination. Being surly when they give you feedback.

Doing it smart: showcasing a few high-impact pieces that are relevant to the company you’re meeting; doing advance research on their output and creative strategy, and tailoring your work to their qualifications; listening respectfully to whatever feedback is given.

Two nights of speed dating for writers and artists who want to find their perfect collaborative partner. You get 5 minutes to meet each artist/writer and discuss interests and skill sets, and then you decide later if anyone seemed like a possible match. There’s usually a Comic Pitch Review ahead of time to help the inexperienced practice their pitching skills and get coaching – all free.
This is only available to people with badges for the applicable days, which historically have been Thursday and Friday. You have to sign up first – and know that in the past artists could sign up for both days and writers could only sign up for one. Writers, there are just too damn many of us.


General Networking

This requires a light hand and a deft touch. I’ll cover more of this in my post on soft skills, but do look beyond the organized events to make contacts. Maybe someone at a small press table would be interested in seeing your book. Maybe a writer in your field could tell you how they got their break. Swing by Artist’s Alley – but don’t expect someone to educate you for an hour if you’re not buying anything. Nerd HQ, GamerCon, and various parties could have people relevant to your field.

Sometimes opportunities just come up and other times it pays to contact someone in advance and ask if you could have just 5 minutes of their time. Be polite, be accommodating. And be professional – even though you’re in a somewhat informal environment, you need to convey the general impression of being committed, reliable and possessed of basic interpersonal skills.


I'm posting all of this now so you have some time to plan how you can best maximize your Comic-Con trip. Check back in a few days for a post on ways you can start preparing.