He who knows how to appreciate colour relationships, the influence of one color on another, their contrasts and dissonances, is promised an infinitely diverse imagery.
- Sonia Delaunay
Color is my day-long obsession,
joy and torment.
- Claude Monet
 

 

Thursday, January 31, 2008

High Moon

Posted by Charley Parker at 10:17 am

High Moon by David Gallaher, Steve Ellis and Scott O. BrownWhen I last wrote about Zuda Comics, DC Comics’ recent venture into webcomics, I pointed out two of the new webcomics that I thought were standouts, Bayou and High Moon. Both of them are now running as features, and are prominently promoted on the Zuda Comics home page.

High Moon is a horror/western by writer David Gallaher and artist Steve Ellis, with lettering by Scott O. Brown.

The High Moon team has been chronicling their work on the strip in a blog, from initial proposal to acceptance and production of the currently running strip.

It’s a loose, stream-of-consciousness kind of account, as blogs commonly are, but it covers many aspects of the process of creating a webcomic (or print comic, for that matter). You’ll find posts on initial concept designs and character sketches, photo reference, notes on writing and preparing the project for submission to DC Comics, plot breakdowns, page layouts, decisions about word balloon placement and, of course, preparation of the final art for the pages.

There is a recent post that starts to go into more detail about that process, in which artist Steve Ellis shows how he creates the unusual look of the comic.

He draws the pencils and inks in the traditional manner and scans the art into Photoshop. This is the most common method of working in the comics field today, though some comics artists, in particular some webcomics artists (like yours truly), do all of the drawing directly on the computer with a pressure sensitive tablet.

Ellis often adds to his drawing once it’s in digital form and then applies an unusual step in that he tones the final ink drawing with color adjustments in Photoshop, giving the entire work a sepia, old-photograph look particularly suited to the story and its setting. He further adds to the gritty texture of the images by leaving some of his pencil marks in place, eschewing the ultra-smooth look preferred in many mainstream comics.

Under the toned inks go a layer of color fields, that fill in color areas for the main forms, and on top of the ink layer goes another layer of detailed color highlights and final touches to make the finished image snap.

As I pointed out in my previous article on Zuda Comics, one of the things they have done brilliantly (in sharp contrast to the history of the “big two” publishers’ less than stellar forays into webcomics) is to utilize the medium to advantage in offering the option to view the pages at high-resolution. This enables you to not only get a cinematic feeling when reading the comics, but also a more detailed look at the artwork than afforded in normal printed comics or smaller-scale web comics.

When viewing the comic pages you have the option at the bottom right of the page frame to choose a full screen mode, and then read through the pages at that size. This is a wonderful feature, and particularly enjoyable with a comic as interesting and well-drawn as High Moon (see detail from the top-left panel of the final page in the image at left, bottom).

BTW, for those of you who may be too young to be aware of it, the title High Moon is a perfect take on the title of the 1952 Fred Zinnemann classic with Gary Cooper and Grace Kelly (not to mention Lon Chaney Jr.).

Saturday, January 26, 2008

Amulet, Book One: The Stonekeeper

Posted by Charley Parker at 1:17 pm

kazu Kibuishi - Amulet: The Stonekeeper
Kazu Kibuishi, who I have mentioned before, both in reference to his wonderful online comic Copper (also here), and as the primary force behind the Flight comics anthologies, has been hard at work for the last two years on a graphic novel project that has finally been released.

Amulet, Book One: The Stonekeeper is the first volume of a larger, three volume project (though it reads well as a story in itself).

The story is a fantasy adventure in which two siblings, an older sister and younger brother, must rescue their mother from deadly peril. It is something of a coming of age story in that they have the ability to take actions and effect events, but must take responsibility as well.

In it, Kibuishi combines some themes he has favored in his work on Copper and his longer pieces in Flight — the viewpoint of children, the visual textures of elements of the natural world like rocks and water, fanciful imaginative vistas, atmospheric color and eccentric flying machines.

I won’t describe it in too much detail because I enjoyed the little surprises I encountered in the story and I don’t want to deny you the same.

One of the most interesting aspects of the book, though, is the way Kibuishi has chosen to create his narrative.

You’ll find no panel-length word balloons with characters expounding on back-story or setup, no caption panels, no pages of exposition; everything is shown graphically, cinematically.

Many sequences are presented wordlessly, or almost so, relying on the flow of sequenced images to convey the narrative. This is where a comics artist’s skills as a visual storyteller are tested, and Kibuishi shows that he has studied some of the masters, probably both in comics and in film, where many of the same problems must be resolved. In both the set up and handling of the story you can see the influence of Anime masters like Hayao Miyazaki.

The drawings of the characters in Amulet are simplified, almost cartoonish; delineated with thin, single-weight outlines, and filled with areas of flat color or gentle gradations. Again, this is very like Anime, but without the slavish projection of Anime’s exaggerated stylizations to which so many young comics artists are inordinately prone.

The panel backgrounds in Amulet are often more implied that realized, with muted suggestions of detail overlayed with gradients of textured color. The exceptions are the dramatic establishing panels where the details of the background are important. There, of course, Kibuishi has a chance to show off his fertile imagination, in both fantasy and “real world” settings that are rich with texture and detail.

Throughout, his linework is controlled but retains a casual feeling; lines that accidentally cross another form or a panel border, and would normally be corrected, are left in place; nothing is ruled; even the panel borders are rough edged. Overall, the line, color and visual tone of the drawings are perfectly suited to the story.

One of the decisions about the presentation of this story that I’m not so fond of is the size of the book. The paperback edition is about 6×9″ (15×23cm), somewhat smaller than traditional comic book/graphic novel size. The book reads fine at that size, but I just prefer the larger canvas (which is why I really like the European graphic album format which is over twice the size of this volume).

The book is published by Scholastic, and this is the same format as their color editions of Jeff Smith’s Bone. In both cases it may be a compromise to keep the price of a 200 page color graphic novel down to under $10; which, for work of this caliber, is a tremendous bargain.

Kibuishi has created a page devoted to Amulet, in which he collects many of the posts from his Bolt City blog that have chronicled his work on the book; although, like many comics authors and artists, he has been so close to the project that he has neglected to include introductory information for newcomers.

As a better introduction, there is a 12 page excerpt from the beginning of the story (non-spoiler) on the New York magazine web site (who now has a terrific regular practice of excerpting recent graphic novels on their Comics Page). There is also an interview with Kibuishi about the project on Newsarama.

Friday, December 21, 2007

Zuda Comics (update)

Posted by Charley Parker at 12:20 pm

Zuda Comics: Bayou by Jeremy Love and  Patrick Morgan;  High Moon by David Gallaher, Steve Ellis and  Scott O Brown
When I first wrote about Zuda Comics back in July, DC Comics’ venture into creating an online comics community and developing a commercial line from it was barely more than a web page and a promise.

In the intervening time, however, the promise has begun to fill out, and there is now a substantial presence, with some 20 or so webcomics running, and more competing for viewer votes to gain a slot in the roster.

Basically, anyone can submit a webcomic, registered site visitors can then vote on the comics. There is also a provision for leaving feedback on the postings of individual comics and a more general message board.

Those whose submissions are chosen to run as features are offered contracts for a certain period, over which they agree to produce a certain amount of material. Unlike a lot of webcomics, there is actual payment and the potential for royalties here, though not at the same scale as in traditional print comics lines.

I have to point out that I have not read their terms and agreements in detail, and those interested in submitting webcomics for consideration should, of course, carefully do so. There are three agreements listed in their FAQ, and submission instructions here. I would be particularly cautious in making sure you understand the rights being assigned and how that is applicable to your ownership of the material.

On the reading side, after more than 12 years(!) of crabbing about how monumentally clueless Marvel and DC have been about how comics can work on the web, I have to admit that Zuda, at least, is getting many things right.

First of all they seem to finally be aware that computer monitors are horizontal, not vertical like a comic book page, and have created a standard size horizontal format within which all of the comics are presented.

The way the comics are presented is also well beyond the usual clueless interface disasters the the big companies think are appropriate for presenting online comics (which are usually focused on preventing you from “stealing” the pages, and shoving ads in your face in the process).

The presentation of the Zuda webcomics is within a very nicely implemented Flash interface. (This is not a contradiction in terms as my previous rant may suggest, such things are actually possible!) I’m not sure who designed the interface, but someone who worked on it had a good grasp of interactive information design and it works very well.

You can advance through the pages of an individual comic with slide-show style arrow controls, supplemented with a pop-up bar of thumbnail images. The interface tells you what page you are on and indicates the total number of pages currently available for that comic. The entire navigation can be tucked away at will. The Flash module even remembers where you are in a story if you click away and return.

The comics can look slightly pixelated in the window at first. This is actually because they are being scaled down in Flash. The comics are posted in high-resolution and they can either be scaled with a zoom slider within the default window, or toggled to full screen mode. In full screen mode only the comic is visible against a black background, and even the navigation bar can be hidden, leaving just a full screen of high-resolution comic page. This is a wonderful feature and my hat’s off to the Zuda team for making this call and carrying it through with such aplomb.

Of the 20 or so comics currently available, there is some variety of subject, approach and level of ability. If you roll over the comic’s panel in the selection page you get a brief synopsis and creator credits, with more detail provided to the right on the comic’s dedicated page. I haven’t had a chance to read through all of them in detail but there are a couple of standouts.

Bayou (image above, top), written and illustrated by Jeremy Love and colored by Patrick Morgan, isn’t afraid to take on topics like depression-era race relations in the American South, mix them with actual character development and throw in characters from fiction like Br’er Rabbit. The story is well paced and nicely drawn, particularly in zoomed-in or full screen mode, where you can appreciate the use of coquille-board style crayon textures. As of this writing, Bayou is up to 47 pages and feels like it’s just gaining momentum.

High Moon (image above, bottom), written by David Gallaher, with art by Steve Ellis and lettering by Scott O Brown, is only up to 8 pages so it’s hard to judge the story, though it seems to suggest “High Plains Drifter Meets the Werewolf”, but the art by Ellis is just terrific. Again, use the zoom or full screen feature to see his expressive line work, shape-defining hatching, solid draftsmanship and emotionally effective use of color and texture.

These two alone are enough to keep me coming back to Zuda, but I have a feeling we’ll be seeing a lot more from this fledgling online comics publisher, and I hope this turns out to be a successful paradigm for the presentation of new comics stories and fresh talents.

Posted in: Comics, Webcomics   |   4 Comments »

Monday, December 10, 2007

Gareth Hinds

Posted by Charley Parker at 10:21 am

Gareth Hinds - BeowulfI have to admit that I’m becoming a little tired of movie CGI, particularly when used with motion capture to portray fake humans; so I haven’t bothered to see the Robert Zemeckis Hollywoodization of the classic Northern European epic poem Beowulf.

Apparently millions of people who just fine with movies full of fake actors, probably inured to the effect from watching hundreds of hours of low resolution fake people in video games, have made the movie a hit. Of course every action/adventure movie of a certain stripe and degree of success has to spawn a movie adaptation in comic book form, and Hollywood’s Beowulf is no exception. These are usually imbued with all of the imagination and visual excitement of the legal contract on which they’re based. I took a cursory glance at the one on the comic shop shelves last week and didn’t see anything to immediately change my mind.

I was reminded however, that I had seen a gripping, well drawn, imaginative and worthwhile retelling of the original Beowulf story in graphic novel form a few years ago (and regular readers will notice I’m using the term “graphic novel” here without my usual complaint about its common misuse).

Gareth Hinds is a gaming concept artist and comic book artist who I had the pleasure of meeting at a Small Press Expo in Maryland several years ago where I was promoting my own graphic story.

Hinds took on the Beowulf story before it was fashionable, and gave it his own unique touch. In addition to his personal vision of the tale (which is pretty quirky as mythical legend type stories go), Hinds took a unique graphic approach, dividing the story into three sections, and approaching each with a different style and set of materials.

For the first he worked in pen and brush and ink, then scanned the pages and colored them digitally. The second was drawn and painted on wood panels with technical pen, watercolor, acrylic and colored pencil. The third section, like the first, was drawn in pen, brush and ink, but then colored using Dr. Martins dyes (long a favorite for comic book coloring before the process moved to digital), with touches of white chalk. (Images at left, top to bottom, show a page from each section.)

The story was originally self-published in three volumes, which Hinds re-published in one volume as The Collected Beowulf. It was later republished by Candlewick Press as simply Beowulf. I’ve given Amazon links here, but you can also purchase either version directly from Hinds’ site (sorry, unintentional pun).

Hinds’ web site also showcases his latest, even more ambitious literary adaptation into graphic novel form, King Lear, in which he is again experimenting with materials and techniques. His Lear will be followed next Spring by The Merchant of Venice.

You can also find some of his shorter published comics as well as links to Deus Ex Machina, his experimental online comic. It was one of the early ones, appearing on the web in 1997. You can still read that story on the site in its entirety.

There is an interview with Hinds from Sequential Tart from 2000, in which he talks about the creation of his Beowulf graphic novel.

So if you want a graphic story version of the classic Beowulf tale that hasn’t been filtered through Hollywood’s hyperkinetic, star obsessed lens (a CGI generated Angelina Jolie as Grendel’s mother? Excuse me?), try Hinds’ unique and original vision.

 
Posted in: Comics, Webcomics   |   Comments »

Monday, November 19, 2007

Zip and Li’l Bit (update)

Posted by Charley Parker at 10:04 am

Zip and Li'l Bit - Trade Loffler
I found myself in a sour mood the other day and in need of some distraction and entertainment that didn’t involve gunshots, car chases, fist fights, explosions, betrayal, murder, infidelity, gratuitous nudity, scandal, deceit, lies and horror.

So I turned off Fox News and looked to the list of web comics that I like to check in on periodically.

Much to my delight I realized that Zip and Li’l Bit, a lighthearted online comic by Trade Loffler, had progressed well into a new story since I had last visited.

If you haven’t encountered Zip and Li’l Bit, I’ll refer you to my previous post and suggest that you start at the beginning of the first story, The Upside-down Me. If, like me, you’ve read the first, but not the new story, start at the beginning of that story, The Sky Kayak.

The site is well arranged except that the home page always opens to the most recent page. This is a fairly common paradigm in web comics, but one of which I’m not fond. It’s convenient for current readers who are following along as new pages are added (in the case of Zip and Li’l Bit, Thursdays and Sundays), but can be disconcerting for first time visitors, who are presented with a “walked into the middle of a movie” situation.

The new story is up to page 19 as of yesterday, and the young brother and sister protagonists are accompanied this time by a couple of new characters, notably Zip’s shadow and Willoughby, a talking stone lion on a cornice of their house.

In describing these gentle, well crafted adventures, the word “charming” springs to mind, both in terms of being charmed by the characters, setting and unhurried pace of the stories, but also in terms of being charmed by Loffler’s drawings, which are deceptively simple, but reward closer inspection.

Closer inspection is conveniently provided using one of the site’s great “only on the web” features. Clicking on any of the panels produces a pop-up enlargement of the panel in which you can see it in detail. This works particularly well in Loffler’s chosen format of uniform panel shape.

You can click through the enlarged panels with a hidden arrow at the upper right of the panel, until the end of the page. Notice, in the enlarged drawings, the loose but restrained linework in the backgrounds, accented with a bit of texture and a carefully controlled color palette.

Notice particularly, though, Loffler’s nicely varied and beautifully controlled ink lines on the figures and foreground objects.

Zip and Li’l Bit was originally planned as a print project, and I hope it makes it’s way to print at some point. The strip would charm children at bedtime just as much as adults at their computers.

Posted in: Comics, Webcomics   |   3 Comments »

Saturday, September 15, 2007

Making Comics: Storytelling Secrets of Comics, Manga and Graphic Novels

Posted by Charley Parker at 12:13 pm

Scott McCloud - Making Comics: Storytelling Secrets of Comics, Manga and Graphic Novels
It’s often mentioned that comics, or “graphic storytelling” is the only art form in which words and pictures are blended together in an integral way to tell a story. I also like to point out that comics is the only visual medium (compared, for example, to film or video) in which the reader/viewer can choose to alter the element of time. Yes authors in both prose and comics can exert control over how quickly the flow of a story progresses, but readers can choose to read more or less slowly, or whether to linger over a particular passage, which is very unlike film or video.

As such, comics represents a unique nexus of various story-telling techniques, sharing much in common with both film and prose. Comics is not just a unique medium of expression, it is essentially a different kind of language (regardless of the cultural language of any incorporated test), and has its own system of visual grammar.

This is a rarely explored topic, and most comics artists learn it through emulation or study of existing work, advice from more seasoned comics artists, and occasionally through formal classes.

Most how-to books on the subject creating comics concentrate on how to draw dramatic superheroes, watery-eyed manga babes or cool bots, and/or on drawing tools, pencils, inks, coloring and reproduction, or how to “break into the biz” of professional comics. Little thought is given to the real objective of telling a story in words and pictures.

Who better to fill that gap that Scott McCloud, who has probably given more thought to the nature of comics and comics storytelling than anyone, with the possible exception of Will Eisner.

McCloud’s latest book Making Comics: Storytelling Secrets of Comics, Manga and Graphic Novels is part how-to manual on understanding and using that language; and part continuation of his series of treatises on the nature of comics as a medium. These started with the classic Understanding Comics: The Invisible Art, followed by the less well received (and possibly misunderstood) Reinventing Comics: How Imagination and Technology Are Revolutionizing an Art Form.

Though it covers some of the more familiar territory of tools and techniques, drawing expressions and composing dramatic panels, the majority of Making Comics is about the actual language of comics, and how to use it effectively. A good alternate title for Making Comics might be Comics, the Missing Manual.

McCloud covers a range of topics that anyone involved in creating comics needs to know, and anyone who enjoys reading comics would find interesting and enlightening.

He explains the logic behind establishing shots, medium shots and close ups (so similar to film, see the image above), choice of words and flow of the story (so similar to prose) and things unique to comics like choosing panel arrangements, placing word balloons, using sound effects, balancing the marriage of words and text (in terms of which is used to convey what); as well as skill in the placement of figures in a panel to convey relationships and keep the reader/viewer correctly oriented in the imaginary physical space in which the story unfolds.

All of this extraordinarily well though out analysis of the medium, which amounts to a definitive St. Martin’s Handbook for comics, is imparted in a breezy, informal style, peppered with humor and conveyed through the medium of comics itself.

The book is set up to some extent as if intended to be used as a textbook, and well it should be. Anyone interested in creating comics would do well to study this book.

If you are serious, supplement it with Understanding Comics and two books by Will Eisner, one of the all time masters of the medium, Graphic Storytelling and Comics & Sequential Art. (Having books on comics storytelling by Eisner is a bit like having painting manuals from Rembrandt or Sargent.)

There is a Making Comics page on McCloud’s site devoted to the book, but it is oddly lacking in the description, excerpts, and promotional material expected of a web site presence for a book. It concentrates more on the fascinating promotional tour McCloud and his family undertook of all 50 US states (which I wrote about in December of 2006), including a dedicated blog and podcasts from the road, as well as “Winterviews”, in which McCloud’s young daughter interviews comics creators they encounterd on the tour. There is, however, an “online chapter” of the book, Chapter 5 ½, in which McCloud discusses webcomics in their natural environment and in color.

For better descriptions of the book itself, I’ll have to send you to some of the other reviews I’ve listed below. The best thing, of course, is to stop by the bookstore and take a look for yourself. You don’t get a feeling for a book like this without seeing it (sorry, no audio books commute for this one).

For those just interested in the medium, McCloud continues to surprise and delight with his keen observations and inventive expositions. For those creating comics, particularly those who are just learning their craft, Making Comics is an essential read.

I don’t even think McCloud himself is aware of something else he has accomplished with the three books in this series (forest for the trees and all that). In using his own considerable skills as a comics storyteller to explain the complexities and subtleties of this unique art form, McCloud has refined the language of comics as an informational medium to a previously unknown level.

This may seem a smaller thing than it is, but, just as in the best comics stories, the combination of words and pictures that is comics can convey ideas in ways that words or pictures alone, or words simply illustrated with pictures, could not. All three of these graphic expositions (can’t call ‘em novels) demonstrate that potential like nothing I’ve ever seen.

McCloud has refined this skill to the point where it is simultaneously as subtle as an essay, as informative as an illustrated book and as entertaining as, well, comics.

Saturday, July 14, 2007

DC Comics Announces Zudacomics.com

Posted by Charley Parker at 9:27 am

Zudacomics.com
In the 12 years or so that I’ve been drawing webcomics, I’ve continued to be stupefied by the monumental cluelessness of the major comics companies (with the possible exception of Dark Horse) in regard to online comics.

It took Marvel and DC four or five years to even acknowledge their existence, they never seemed to get that this was a whole new branch of the comics medium, if not a new medium in itself; and, since they couldn’t figure out how to make money off of web comics directly, merely used their half-hearted and unimaginative forays into the field as shills for their regular print stuff.

When I heard that DC Comics was starting a new “web comics imprint” called Zudacomics.com, I assumed that this was more of the same. It turns out though, that it’s a bit different and, thankfully, at last, a bit less clueless.

Modeled on the notion of a webcomics portal, an idea that numerous independent sites have been exploring for eight or nine years, Zudacomics.com is touted as a home to multiple online comics that will be culled from work submitted, and voted on, by the site’s visitors.

The key and clueful difference here is that the chosen creators will then actually be paid, receiving commissions for a year’s worth of work (though what that actually means isn’t stated), and have their creations published in print as well.

Another hopeful sign of cluefulness is the format. DC is asking that the submissions be in 4:3 aspect ratio, not quite modern computer screen dimensions, but close enough, and something that the “big two”, and even a large number of current webcomics artists, haven’t quite gotten, instead forcing readers to scroll through vertical print-comics format on the horizontal screen.

The real sign of cluefulness, however, is their statement that the content will remain creator-owned; but before we get too warm and fuzzy, read Todd Allen’s thoughtful analysis on Comic Book Resources. You can also read the New York Times’ more rosy announcement.

DC is evidently throwing some money at the project, hiring IBM to build a dynamic, back-end driven site, though how they intend to make money on the venture is still unclear.

The Zudacomics.com “teaser site” doesn’t include much detail yet, just the press release, a brief overview of “the deal“, some logos and a “stay notified” sign-up. They will be rolling out information over time, with the scheduled launch for the content site slated for October.

[Link courtesy of Bob Hires]

Posted in: Comics, Webcomics   |   Comments »

Thursday, May 31, 2007

How Not to Display Your Artwork on the Web

Posted by Charley Parker at 8:31 am

How Not to Display Your Artwork on the Web
In the thirteen years I’ve been on the web, twelve of which I’ve spent doing professional web site design, and the last two of which have sent me to hundreds of artists’ web sites, I’ve come to the inevitable conclusion that the thing artists want most when placing their art on the web is for it not to be seen.

There are millions upon millions of bad sites on the web, but artists really work at it. Never have I seen such an array of sites in which artsy designs, misplaced cleverness, highbrow concepts, amateur clumsiness, arrogance and ignorance have been painstakingly employed to drive visitors away.

As a result of this obvious desire of illustrators, painters, comics artists, concept designers and other artists not to be seen, I’ve created a collection of handy tips for how to send editors, art directors, gallery owners, prospective buyers, webcomics readers and casual users hastily clicking away in search of some portfolio site other than yours.

Got your note pads ready?

Use a “free” hosting service that only charges by making your site display pop-up ads. Hey, free is free, right? Besides, everybody loves pop up ads. Don’t bother with real web hosting from decent hosting services even though it can cost $8 a month or less, and don’t bother to look for reviews of hosting services on reputable sites like C/Net. Also ignore the fact that blogs, when used with “pages” instead of “posts” can serve as easily constructed, pre-designed and free web sites.

Don’t take the trouble to get a domain name. Art directors will remember “mac.com/users/~joeblow/web/portfolio/intro.html” much more easily than “joeblowillustration.com” when they go to hire their next artist. Plus “tripod.com/members/~janedoe/paintings/gallery/thumbnails.html” is so easy to mention in conversation or recommend to someone else, and it looks great on a business card. Don’t consider the fact that domain names can cost less than $10 a year, and are often free with real web hosting accounts. Hey, the good ones are all taken or squatted on, right, so why bother? And if you do get a domain name, longer names that are more closely associated with your name or studio, and might be easier to remember, can’t possibly be a cool as bizarre, clever, short ones that have nothing to do with you or your work.

Speaking of “clever” be sure to use a clever interface design and enigmatic navigation. All art directors and gallery owners love to play guessing games, and they have plenty of time to click around until they’ve figured out where on your nifty “concept site” you’ve hidden your artwork. They’ll be so impressed with your high concept that they’ll feel the art is that much more valuable when they finally find it.

In fact, make them wait a bit in anticipation. Use an Intro Page, especially with a long, clever animated Flash intro that that can’t be bypassed, to make sure they’re in the right mood when they arrive at your fabulous Splash Page, the entire purpose of which is to force them to search for a tiny, almost invisible, “Enter Site” button and click on it in order to get to the Main Page, which should be as confusing as possible and from which they must choose “Creative”, or some other euphemism for “Portfolio”, in order to arrive at the Gallery Selection Page and be presented with choices for which section of the Gallery they want, hopefully named in some arcane terms only you and the members of your fan club would understand, and then choose a Sub-gallery, and ideally a Sub-sub-gallery, before showing them any images. Make them work for it so they’ll understand just how important your images are! Hey, they wouldn’t have gotten this far if they weren’t, right?

Use lots of bright, intense colors in the design, particularly in the gallery area. You want to make sure the colors in your images are suppressed and overshadowed by the design. After all, the web site itself is the important thing, isn’t it?

Use tiny, square thumbnails with a nondescript crop from some obscure corner of the artwork. You wouldn’t want someone to miss the fun of playing “Concentration” when trying to remember where a particular image is; and if the thumbnails clearly described the images, visitors might actually go to one they like in the eleven seconds they have to look at your site.

Even better, why bother with thumbnails or preview images when clever little dots, squares or enigmatic shapes are so much more artsy? Everybody already knows how cool your stuff is, they’ll certainly take the trouble to click through all the shapes to find an image. Plus if they come back looking for a particular image, they have the fun of discovering all over again!

Use “pop-up and close” style gallery navigation. Don’t let them be lazy and click through all of your images with a simple “Next, Previous, Thumbnails” style navigation, they might go through your whole portfolio! Better to make them work for it, open each image in a separate pop-up window and click to close it again before they can click on the next image. Your fabulous art is worth the trouble! For an extra incentive, make them wait for a JavaScript that cleverly re-sizes the pop-up window every time before displaying your image. In fact, the more pop-up windows, the better! Pop up each gallery, gallery subsection and individual image in a separate pop-up window! Wheeeee!

Speaking of Javascript, be sure to use one that makes the user’s browser window reposition itself, or forces it to full screen when they arrive at your site. Nothing says “Welcome” like yanking the user’s browser out of their hands and making it clear you don’t think they know how to view your brilliant design properly because they’re idiots.

Here’s another good trick, use JavaScript on your thumbnails so that they can only see your full size images on rollover, and the instant they move the mouse, change the image. The self-control necessary to keep the mouse steady, or carefully take their hands off of it to view the image for more than a split second will keep them on their toes. You don’t want any slackers looking at your stuff! Plus, this has the added advantage of making them wait for the images to pre-load before they can see them.

While you’ve got the JavaScript book out, pull out the Flash book too. See if you can find some ways to make your galleries hard to scroll, keep the text from being read by search engines and make the images take forever to display, either by long fades, dramatic transitions or resizing display areas. (Ignore the fact that Flash can be used responsibly and effectively if you learn how; that stuff’s for sissies!)

Be sure to put your site in frames! You wouldn’t want someone to be able to conveniently bookmark a page, or send a link to an individual page to, say, another art director. You want them to go through the entire navigation process everytime. Putting your entire site in a single Flash file is good for this too.

As long as you’re coding, make sure your site is Internet Explorer specific. You don’t want any bums using Firefox, Mozilla, Opera, OmniWeb, UNIX, LINUX or a Mac to access your site. If they can’t get a real computer, they should get lost.

Don’t bother to find out how to make your site search-engine friendly. True artists have always languished in obscurity. If you do go insane and decide you’d like your site to be found, don’t take the trouble to go to searchenginewatch.com, or similar sites, and learn anything about search engine optimization; be sure to hire a black-ops, fly-by-night search engine optimization outfit from a country whose name you can’t pronounce, that has sent you a spam email promising to post your site to “hundreds of search engines”. (Those stories about 90% of all searches taking place on the top four search engines? Just rumors!)

Play some tricks! Use nondescript links, that unsuspecting users think are to other pages in your site, to send them without warning to eBay, your blog, a Flickr gallery or to start the unwanted download of a PDF file. What fun!

Wow ‘em with sound. If your visitors are in an environment where music is inappropriate, and only have their sound on so Microsoft Word can seranede them when it belches out a document, they’ll appreciate the welcome relief from boredom that your surprise music explosion brings to them, their unspecting co-workers, and their boss, who needs to loosen up anyway. On the other hand, if they’re in a sutuation where music is acceptable, they’re certain to like what you have picked out better than what’s on their iPod, and they’ll appreciate the surprise mash-up of Eine Kleine Nachtmusik and Dust in the Wind. Besides, your taste in what music they should listen to is obviously much better than theirs. If you’re creating your navigation in Flash to keep it hidden from search engines, you can add bonus sound effects to the buttons! And don’t let some namby-pamby usability expert talk you into subtle little camera shutter clicks to give user feedback when they click on a button; imagine some art director’s deilght at the button for your “About” page emitting a sound like a Star Wars light saber slicing through a jet engine housing!

Don’t learn anything about usability, information design or good navigation practices. If you’re making your site yourself, you don’t want to stifle your creativity with such things, nor do you want to be aware of them if you’ve hired a “creative” web site designer or agency who has promised to make your site “cutting edge”. All that nonsense about making a site easy to use just gets in the way. Make sure you don’t read books on web site usability, like Steve Krug’s Don’t make Me Think. Don’t try to look at your site like someone who’s never been there before. Hey, you know where everything is, if some newbies can’t figure it out, screw ’em!

Keep ’em guessing. The home page is the first impression visitors have of your site, Whatever you do, don’t set aside a space on the home page, or at the top of your blog, to give first time visitors a succinct description of who you are and what you do, or tell them what kind of site this is. What fun is that? In fact, do what you can to make the intro to your site as enigmatic and obscure as possible; this is très chic. Besides, all the important people have already been to your site and know the score; and the newcomers will love the feeling that they have arrived at the gate of a clandestine private club, and will appreciate the challenge of figuring out the puzzle while they decide whether or not to apply for membership.

Don’t focus! Since everybody important has already been to your site, design your home page for their benefit and fill it with the latest news of your comings and goings, or your insightful ruminations on last night’s episode of Lost. Don’t waste that wonderful home page space on introductions for strangers! Oh, and while you’re at it, make sure to cram as much as possible on your home page. It’s the most important page, right? So everything should go there. Make it long and scrolling and squeeze stuff into every corner. You don’t want any wasted white space! The more stuff vying for attention, the better! MAKE EVERY LINE A HEADLINE! Mix colors! MAKE YOUR HEADLINES LOOK LIKE LINKS! MAKE YOUR LINKS LOOK LIKE HEADLINES! Be sure to underline, italicize and bold all kinds of stuff for EMPHASIS!!. Isn’t this fun?! Don’t forget, the computer gods gave you a milliOn fOntS for a reason; it would be a sin not to use them.

And be sure to center your text. It’s a well established principle
of graphic design that centered text is much easier to read then boring old justified
text. That’s why all novels, magazines and newspapers look like wedding
invitiations.

Once you’ve made your images inaccessible, make yourself inaccessible. Suppress any unwarranted urge you have to include a brief bio. At the very least substitute a clever “fake” bio that’s sure to leave ‘em laughing. Or, if you must add a real bio, be sure to write a lengthy multi-pager with your entire life story, your views on all aspects of art, religion and politics and the details on your penchant for eating Oreos dipped in Diet Coke at 4am in your Sponge Bob underwear. Don’t include a short description of your working methods, that might be too interesting or informative. Make certain your contact information isn’t available, or be sure it’s presented as some kind of weirdly arranged interactive form, the location of which is hidden and the page for which makes it clear how much you don’t want anyone to contact you unless you already know them, because they’re obviously “fans”, and as such, beneath your notice.

Most importantly, make sure the images themselves are too small to really convey any feeling for your work. Remember - all visitors to your portfolio site are malicious parasitic thieves, out to steal your precious artwork and print it on millions of knock-off T-shirts in China! Don’t give them anything that makes your work look good enough to steal!!   Better yet, keep your work safe by not putting it on the web at all! If your work is in print, you need to write your senators and demand they outlaw inexpensive scanners, which can actually be used to grab a high-resolution, printable image of your art. Now that I think of it, it’s better to prevent your work from appearing in print too. Keep it at home in a drawer so no one can see it but you!

Or just watermark everything. Now we’re talkin’! Make sure your watermark is big and ugly and obliterates any remnant of appeal your tiny images might still allow to be present in your work. The best phrase to watermark across your images is: “I think you’re a thief, you’re not worthy to look at my brilliant work and you wouldn’t understand it anyway! Go away!”

See how easy it is? By following these simple rules, or just a few of them, you too can make your portfolio site as magnificently unappealing as many other artists! So grab your copy of Front Page and have at it!

Addendum: Due to the overwhelming response to this article, and the many requests for information that have stemmed from it, I’ve started a less entertaining, but hopefully more directly helpful, series of articles on the subject of How to Display Your Art on the Web.

Tuesday, March 27, 2007

Webcomics update

Posted by Charley Parker at 3:33 pm

Here’s an update on some webcomics that I’ve mentioned previously, some quite a while ago, on lines and colors.

CopperCopper

Kazu Kibuishi’s delightful Copper was the first webcomic I profiled on lines and colors, and one of my very first posts, I also wrote an update about his terrific post about his creative process for the strip. To say Kibuishi is busy at the moment is an understatement. He’s launching the new Flight 4 comics anthology, which he edits and contributes to, he’s working on his first long-form comics story, Amulet, which I and many others are very much looking forward to, he continues to update both his site and the Flight blog, and, oh yes…, he’s getting married; so he can be forgiven for putting Copper, in all its wistful, beautiful, elegant simplicity, on hiatus for a while.

 

Zip n' L'il BitZip n’ L’il Bit

At page 11 when I first mentioned it, Trade Loffler’s charming and beautifully realized comic story about a young boy and his sister has wrapped up its first adventure, The Upside-Down Me, at 62 pages. Much to the delight of readers like myself, Loffler promises the start of a new adventure, The Sky Kayak, in September.

 

Sam n' MaxSam n’ Max

When I first mentioned my elation that Steve Purcell was producing a new webcomic featuring Sam n’ Max, his “funny animal” characters that actually are deserving of both terms, it has just started at page one. It’s now up to page 10, and chock full of the wonderful absurdist mayhem that Sam n’ Max fans have come to know and love. The strips are interactive in that the word balloons and sound effects aren’t visible until you roll your mouse over the panel.

 

Acid KegAcid Keg

Steve Hogan’s delightfully bizarre and funny romp through 60’s pop culture and 90’s deadpan humor has added a few pages since I wrote about it. The story is about…, well it’s about weird stuff, wonderfully drawn weird stuff. It’s up to page 34. Starts here.

 

ApocamonElectric Sheep

Delta Thrives, thepsychedelic sci-fi psychodrama adventure I wrote about in my first post on Electric Sheep was already finished at the time, as are a number of other features on the site. Apocamon, or as creator Patrick Farley describes it, “the manga version of the New Testament Book of Revelation”, is into its third installment of nihilistic mayhem. (Contains adult material.)

 

Motel Art Amusement ServiceBeekeeper Amusements

Jason Little’s Shutterbug Follies, which I wrote about in 2005, stops at a certain point as an online comic and picks up in the print version. His new story, Motel Art Amusement Service is continuing online, though, and has been updating weekly. (I can’t give you direct links to the stories because the site is in frames.)

 

Zita the Space GirlZita the Space Girl

This charming comics story by Ben Hatke, which I wrote about last October, has been infrequently updated (though not as badly as some, see my last item, below), but has recently added a new page.

 

DiceboxDicebox

Jenn Manley Lee’s character driven story, which I first mentioned in 2005, continues to develop and become more intriguing as Lee moves it along at an unhurried pace. This engaging and thoughtful sci-fi/buddy/romance/road story is the most consistently updated long-form web comic out there. Latest page is here. (Contains adult material.)

 

Argon Zark!Argon Zark!

At the other end of the spectrum, at least in terms of consistent updates, is Argon Zark!, which is my own webcomic. It does, however have the distinction of being the first and longest-running long-form webcomic, having started in June of 1995. I am trying hard to update it more frequently, but I just have so much fun putting in all the details that it takes me forever to do a page. (Hint: click around.) I’ve just added a new page, but it’s better to read from the beginning of the current story, or from the start of the first adventure.

 
Posted in: Comics, Webcomics   |   3 Comments »

Monday, October 30, 2006

Chris Appelhans

Posted by Charley Parker at 9:34 am

Chris Appelhans
I chanced on Chris Appelhans from a two-month old link from John Nevarez’s blog, did a little digging and found that he is being widely mentioned at the moment. Good thing because his own site has some yummy art but very little actual biographical or background info.

Chris Appelhans is a visual development artist who, among other projects, worked extensively on the new movie Monster House. His previsualization art for that movie is particularly striking (images above), and there are a number of images from the project on his site.

There are also images from an upcoming project that is an adaptation of Alice’s Adventures in Wonderland which apparently takes place in a modern urban/sci-fi setting called Underworld. Art from these and other projects can be accessed from Appelhans’ Portfolio page, along with landscape sketches, doodles and an animated Superman short.

There is also a link there to the archive of his series of short webcomics, frank and frank.

Appelhans is featured in the Art of Monster House book and is a contributor to the Flight 1 and Flight 2 comics anthologies.

There is a nice post on Stainless Steel Droppings which indicates that Appelhans is a Pixar employee and goes into more detail on his current and upcoming projects. Appelhans is also an instructor for the Gnomon School of Visual Effects.

Link via John Nevarez

 


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Things That Go Bump
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