Featuring (left to right, top to bottom): Mark Siegel, Jeffrey Brown, Becky Cloonan,
Renée French, Jim Ottaviani, Andy Runton, and Doug TenNapel
No matter how many comic books are turned into feature films and television
shows, it is the graphic novel that has truly promoted comic storytelling as a
legitimate literary art form. These books come in numerous shapes, sizes, and
formats, and the topics journey well beyond collected series or standard superhero
fare. To honor these works, Comic-Con brought together six creators who
represented various aspects of the medium.
Moderated by Mark Siegel from First Second Books, the panel included Jeffrey
Brown (Clumsy, Incredible Change-Bots), Becky Cloonan (East Coast Rising,
American Virgin), Renée French (The Ticking, The Ninth Gland), Jim Ottaviani
(Cowboys, Bone Sharps, and Thunder Lizards, Two-Fisted Science),
Andy Runton (Owly), and Doug TenNapel (Creature Tech, Gear).
Here are some highlights from that event.
Mark: Each one of these creators holds at least one genre of the graphic novel.
Andy has the children's comics category, Jim has non-fiction and scientific
comics, Doug for wild speculative fiction, Jeffrey for his autobiography, among
other things, Renée for strange and beautiful tales, and Becky for these ethnic,
manga-influenced fictions. Right there at this table is a great case to be made
for the fact that graphic novels [are] an almost unlimited, endless, and
unexplored format. So I think [we] start with, what is the graphic novel?
Jim: I've been using the graphic novel for about ten years to tell true stories
about scientists, and for me that's quite natural. If you've ever had the
misfortune of being exposed to scientific publications, you notice they're full
of pictures. Seriously, you can't crack open a journal of differential equations
without running across figure after figure and graph after graph-using images to
communicate scientific ideas and concepts. What I try to do is also communicate
about the lives of the scientists who actually make these discoveries. It's a
really wonderful and enjoyable fit between subject matter and form.
Renée: I'm not as articulate as Jim and that's kind of why I do what I do,
because I mostly make pictures. I like to tell stories but I'm not really that
good with words, so by putting pictures together in a book you can make a world
and tell the story you want.
Jeffrey: I try not to think too much about what defines a graphic novel. A lot
of my work so far has been autobiographical and I think using the form of comics
for personal stories just makes sense [because] you can pack in a lot of emotion
in a very small space.
Andy: I didn't really set out to do graphic novels. I'd always read comics as a
kid, I loved animation but I didn't really have the patience [to do it], and
when it came time for me to tell my own stories, all that stuff that I loved got
combined into this. What drew me to these thicker books was that I knew it
wasn't going to be "to be continued." It's a fully contained story, [and] I
still consider graphic novels to be longer format comics.
Becky: Graphic novels are a little [intimidating to create]. At about 170-pages
each they're really hard to get through. I feel like we work and work and when
it comes out it's like a drop in this giant ocean. So I'm leaning towards the
shorter graphic novel, something that's like 60 pages.
Andy: It's a hard mix because it takes like 6 months to make a graphic novel but
less than 10 minutes for somebody to read it.
Becky: It's really painful to think about it. I've been working on a [comic
series] and I really like having something out every month. But then bookstores
don't pick it up and you have to rely solely on the direct market. It's this
weird thing.
Doug: For me, the graphic novel represents freedom for the creator. I come from
a lot of different disciplines of mass media. I make video games, movies, TV
shows. Of all the mediums, the graphic novel is by far the freest, and part of
it is because printing books is a lot cheaper than producing a television show.
There's less power struggle over getting it out to the audience because if any
publisher wasn't willing to publish one of my graphic novels, I can self publish
it or put it out on the Internet. Whereas, I can never reach ABC's audience, I
can put out a video on the Internet, but it would look very different than one
of ABC's shows. But for each of us, the basic work that we do is professional
enough to compete with other forms of media. Those of you who have read my
graphic novels know that the subject matter is very different then the subject
matter in the TV shows and videogames I've made, and it's because [with] the
graphic novel, no one ever said no.
Mark:
What are the constraints of the graphic novel from a creator's standpoint?
Doug: Financial is the biggest constraint. I can spend 6 months on a graphic
novel and some of us will make $3000. But I'm a sole provider for a family of 4,
I have a house payment, so I can't do that all the time. You do own the
intellectual property, or at least a chunk of it, so if something gets made
[into a movie, TV show or game] then you're doing good.
Andy: I can talk about the constraints in terms of my publisher, Top Shelf. It
doesn't do a lot of floppies, which are single-issue [books] with no spine that
aren't considered graphic novels. Floppies don't have a shelf life. They are up
for a certain amount of time and then disappear, whereas graphic novels have a
spine and they're on a shelf. So you have to have enough pages to [make] a
spine. Financially speaking, the more pages you have, the thicker the book, the
more money you'll make because you can [print] a $30 book versus a $10 book. The
cost to print a $30 book is not proportional. I don't know how much how it would
cost, but [say it costs] $3 to print a $30 book and $2 to print a $10 book, so
you make more on those bigger books. In the end it pays off, but a 300-page book
may take 3 years to make, and all that time you're not getting any money. So
that's a big investment if it doesn't work.
Mark: Something I'm interested in, personally, is the role of the editor.
There's a history in the early days of the super-hero comics [where] the editors
and publishers owned all the work and controlled every facet [of it] in a very
ruthless way. Then with indy comics there was a whole backlash against that.
Editors were basically burned at the stake.
Doug: If some guy covered my salary for a year and I was just cranking out hero
books, he can say whatever he wants about my work and I'll do it. He's my boss
and he'll pay me. Independent comics are different. They're real comic fans,
they love getting books out and they love your work.
Renée: At Fantagraphics you had an editor by name. You worked on the book and
you'd get a call where he [checked in], then you'd hand him the book and it
would be published. It's not like now, [especially] with the kids' books I do.
[They say,] "Let's do a dummy book. Can you move that little bit up? Can you
make him look a little less psychotic? That bird looks stoned." Once you have
the dummy they leave you alone.
Jeffrey: Maybe comics doesn't have such a strong editing presence [because] as a
medium it's relatively new and there has been relatively little money in that. I
think working with a bigger publisher, where there's more money involved, the
editing becomes more hands-on.
Mark:
What would make a good editor?
Andy: For me, the ideal editor is the guy who reads your story and asks you the
kind of question that you had in the back of your mind but you weren't asking
yourself. He puts his finger right on it and helps you tell the story you're
trying to tell because you can get too wrapped up in it. I show my stories to my
mom first. She's my first editor now.
Renée: My mom has never seen any of my comics.
Mark: I think the best editors are people who come alongside you, the creator,
and throw challenges at you, drive you to produce your very best. My criticism
for a lot of what's out in the graphic novel world today is that there are some
things that are good that could have been great with just a little bit of
"George Lucas" editing.
Audience question:
What made you decide to make your story a graphic novel?
Jim: The first thing I ever published was a graphic novel, which was ridiculous.
But the reason it happened that way is because the stories told me that it had
to happen that way, and I'm guessing that that's going to be true for lots of
people. As you get into the process of making them, you know.
Doug: I did graphic novels because I was only interested in telling large
stories. It's [also] as much work on the print side, prep side, solicitation,
and barcode on the back, to do one 270-page graphic novel as it is to do a 24-
page comic book. So I can do either 6 books a year or 1 book a year. I'm going
to do 1 book a year that's going to be the equivalent of that 6-book plan, and
regular bookstores will carry my work. I think the graphic novel has a better
shot with your average American reader because people don't go to comic book
stores. It's an old fashioned comic buyer who buys them every month.
Audience question: What got you into graphic novels?
Jeffrey: I grew up as a Marvel kid and I really wanted to draw comics. By the
time I got into college I'd started reading alternative comics like Eightball,
Acme Novelty and Julie Doucet's work. I was at art school and thought I was
going to be a painter, grew disenchanted with fine art, so I started drawing
graphic novels.
Andy: I was also a big Marvel kid, then right in the early 90s, the X-Men
"Inferno" series got so crazy and I got so frustrated that I just gave up. When
I got back into comics with Hellboy, I only bought graphic novels.
Becky: I'm a Marvel kid, too, but I started picking up manga when I was in high
school. I went to school for animation and after a few really near misses I got
sick of trying to look for a job and went into comics. I actually started
working with Tokyopop because they approached me [to do] a graphic novel.
Audience question:
Are you using agents to find work?
Renée: There isn't enough money for agents.
Becky: Everyone I know who has an agent is working with big book publishers.
Renée: I didn't have an agent and I was working for Simon & Schuster. I
[understood] that you really didn't need one unless you were further along in
more complicated things-movies and TV. I have a lawyer [to negotiate book
contracts].
Andy: I just do Owly, and my contract [with Top Shelf] is for a limited amount
of time, but it is for all of Owly. So if I do [anything] else with Owly, that
stuff goes through Top Shelf. But everybody has different deals.
Jim: I now have agents [and] I found it very valuable because work that I wanted
came to me, [and it] wouldn't have come otherwise. But you don't have to have
one.
Doug: I have a Hollywood agent that I do my TV shows or movies with, but they
don't touch my book deals. They don't know comics and there's not the profit
there to work with contracts. Now when a publisher starts saying they're going
to take your work and option it automatically for 8 years and take whatever
percentage of the movie deals, then my agent gets involved because [it's]
cutting into an entertainment piece of the pie that is traditionally for my
lawyer or agent.
Mark: My answer is a bit similar to the editors. There are good agents and there
are bad agents. There are good lawyers and there are bad lawyers. It depends on
if you have someone who is genuinely a believer in you as a creator first, and
that will make a good partnership.
Audience question:
Where do you see the industry heading?
Andy: The cool thing about Comic-Con is everybody here is a misfit, but misfits
are becoming the culture. So I don't know if [the industry] is expanding because
of that, but we're getting more readers because what we do is becoming more
acceptable.
Jim: I got a call from an editor wanting me to do some work, and it was because
of a book I did years ago. This editor was probably 15 [back then], but what has
happened is that there has been enough good work done [over the years] and we
actually held on to some readers by virtue of the graphic novel form. And now
the 15-year-olds who dug Creature Tech or Owly are assistants to editors [and
effecting change]. That's the future I'd like to see, and I'm really happy that
I'm already seeing it.
Becky: So many [mainstream publishers] are hopping on. So many of my friends
have gotten publishing deals, it just seems like it's going to bring comics more
into the mainstream and makes them more readily available. If we can get kids
reading them now, they'll grow up and they'll remember that they read comics,
give comics to their kids and so on.
Mark: The chain bookstores are also starting young graphic novel sections so
there's evidence [of change]. And as a publisher we certainly want to contribute
to that.
Andy: That's the thing, pictures were for little kids and you wanted more and
more words as you got older because that made you an adult. But we don't really
age that way anymore. It's like Jeffrey's [autobiography] books. These are
issues I'm dealing with but it's in a comic book. We don't mind seeing pictures
and it's great because that means [graphic novels] can be serious books.
Special thanks to Gina Gagliano of First Second Books for her help in producing
this panel.
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