Thursday, March 29, 2007

As We Get Older, And Stop Making Sense...

Anyone who knows my work would probably not be surprised to learn that I'm a big fan of David Lynch. What's more, the stranger the Lynch the better; never mind yer namby-pamby weak and watery Twin Peaks, my favourites are Eraserhead, Lost Highway and Mulholland Drive.

Left: Laura Dern in
Inland Empire.

Thus it was with some anticipation I discovered that our local arthouse cinema, The Cameo, was one of the few places in the UK screening Lynch's new oeuvre, Inland Empire, a film so wilfully bizarre that his UK distributors had refused to handle it.

Shot on video in Hollywood and Poland, Inland Empire is supposedly the story of an actress (Laura Dern) who finds herself working on a remake of an uncompleted, "cursed" film. As shooting progresses, the boundaries between real life and the part she is playing start to blur. This sounded like a fascinating twist on the identity-swapping trope which has featured in Lynch's previous two films, Lost Highway and Mulholland Drive - but unfortunately precious little of the film's three hour running time is devoted to this premise. Where Lost Highway introduced the stunningly bold gambit of simply swapping the film's main character without explanation mid-story, and Mulholland Drive used a sudden shift in characters roles and relationships to explore the corrosive effects of fame, Inland Empire quickly devolves into endless scenes of Laura Dern wandering about in the dark, occasionally being menaced by designer lamps.

Shooting on video has worked against the film in two ways; first, although Inland Empire is shot on digital video, it's not high-definition digital; the effect of projecting such crude and often badly-aliased images onto a cinema screen became quite painful to watch, especially over three hours. One of the delights of Lynch's films has always been the visual gloss he puts over everything, but the crudeness of video really kills that, a pity as the film needs all the help it can get.
As video allows the film maker to see what's been shot straight away, it's possible to use much more challenging lighting without the need for a cinematographer and expensive lighting rigs. Lynch has always been fascinated with images that hover right down on the edge of total darkness, a feat that's very difficult to manage with film, which forces him to use such shots sparingly (the sequence with the darkened room early in Lost Highway is a classic example). With video, such low-key shots are much easier to achieve, meaning that big chunks of Inland Empire are shot in eye-straining obscure-o-vision.

The second "problem" with video in relation to Inland Empire is to do with the freedom it gives the film maker. Video requires a much smaller crew; you shoot onto re-usable tape, not expensive film stock that requires further expensive processing. The result is that Lynch could improvise a lot more (supposedly he only wrote each scene just before shooting it) and shoot pretty much as much as he wanted. The reason this is a "problem" is that it's allowed Lynch to stray completely from the notion of a complete or coherent film.
Previous Lynch films, however strange they might be, had a completeness at some level; in Mulholland Drive, it's thematic (fame destroys), in Lost Highway it's structural (the end is the beginning) and in Eraserhead it's emotional (the persistent anxiety of the main character reaches crisis point). Inland Empire just seems to wander flabbily to a conclusion, then conclude again, then again. Lynch has said he'd be unwilling to return to working on film, but from the evidence of Inland Empire, he desperately needs the discipline shooting on film imposes.

Finally, and most disappointingly, Lynch seems to have lost the knack that really held his films together - that, however bizarre or irrational they became, from moment to moment there was a fascination in watching them that carried you through. This last was particularly noticeable after I went to see Eraserhead at a late-night showing at The Cameo; in under 90 minutes it took me on a journey that was more compelling, beautiful, troubling and satisfying than Inland Empire managed in twice the time.

Left: "What, take two bottles into the shower?" Jack Nance in Eraserhead.

Despite the above rantings, I'd still have to say, Inland Empire is still a Lynch, and it's worth seeing; it contains genuinely chilling moments and some of the most startling images of any film I've seen this past year. The disappointment you see in these paragraphs comes from the sense of a much tighter, more powerful film that might even have been made by editing the existing footage in a less self-indulgent way. It has, as Rossini said of Wagner, "...beautiful moments, but bloody awful quarter hours."

I still like it better than Twin Peaks, though.

Saturday, March 24, 2007

Cardiff, Cyborg And The Rue Morgue

Sorry for the delay in posting - a touch of lurgey put me behind, so I've been catching up this week.



(Above) Jon Rennie at the Welsh Animation Group, Monday 19th March



Left: me in the light from the video projector (photo: Mike Collins)
Right: Jon's keeps bowls of porridge in his car. Yeah.


Our talk at the Welsh Animation Group seemed to go well, though I'm sorry we didn't attract a bigger crowd. Thanks to Jon, Ben & Merida for your hospitality, and it was great to catch up with Cardiff's resident comics dynamo Mike Collins again. Thanks also to everyone who stayed behind and chatted, and a special place in my heart is reserved to those of you who bought books :-)



Henshin Cyborg in blue - thanks to Ian Edginton.

Thanks also to Ian Edginton for a corking gift - this Japanese 12" Henshin Cyborg figure. Ian got it for me as thanks for my work on our ten-page adaptation of Murders on the Rue Morgue for Metromedia UK's Nevermore collection. If there doesn't seem to be an obvious connection between Edgar Allen Poe and a 1970's robot toy, it's because the stories in Nevermore transpose Poe's work into SF/Fantasy settings, and our version of Rue Morgue contains a transparent robot character (see below).
In contrast to the technical pyrotechnics of Stickleback, I drew Rue Morgue in a simplified black & white style. Although I drew the strip in Adobe Illustrator, I tried to make it look as if it was drawn conventionally in pen and ink; after several years of working with different computer-based effects, I wanted to make sure I could still do the business without all the bells and whistles.



Left: close-up of Henshin Cyborg's transparent head and metal skull.
Right: Our P.O.E. character for Murders On The Rue Morgue
(© 2007 Metromedia UK Ltd.)


If Henshin here seems hauntingly familiar, you may be remembering the Denis Fisher Cyborg and Muton toys from the mid-1970's, which were based on his little brother, the 8" Shonen Cyborg. Check out the link above for a nostalgic tour of all things Cyborg (including the original packaging complete with comic strips), plus further links explaining the history of the Japanese originals, and even an unexpected "evolutionary" connection with the interchangeable world of the Micronauts.

Friday, March 16, 2007

Welsh Animation Group Talk & Book Orders


I'm full of cold at the moment, so be warned: I might actually look this rough


Just a reminder that Ian and I are doing a talk at the Welsh Animation Group in Cardiff this Monday (19th March). Details of Welsh Animation group meetings (including how to find them) are at Creative Xulu.com.

Oh No, Not More About Daleks...

Dalek sketch: "pencilled" in Adobe Illustrator, printed in 20% cyan onto red card.
Inked with Pitt B Artist Pen and Uniball Eye (Fine). Higlights added with Neocolor crayon.


I'm sometimes asked to do sketches for charity auctions. Sometimes it's easier than others, partly because of deadline pressure, and sometimes because charity events ask for drawings on a theme - anything from the abstract ("romance") to the specific ("your 2000AD characters").
Anyway, Earthlet Eric Moore* lucked out recently, when he asked me to contribute a sketch based on "characters SF and Fantasy in films and TV" - not only was my schedule reasonably free, my Dalek obsession was in full swing.

It's always feels strange doing these things, as it forces me to go back and work on paper (it's also nerve wracking having to do without the "undo" key). I have to confess to "pencilling" the sketch on the computer, then printing it onto red card in an extremely pale blue and inking over the top of it by hand.
Even from the smallest thing there is something to be learned; I had the idea of adding highlights to the drawing using Neocolor crayon, and extremely opaque wax-crayon-cum-oil-pastel that I've been using since Lazarus Churchyard (1991). This drawing contained very fine detail, so it occurred to me to sharpen the ends of the crayons to a fine point, and do you know what? They behaved completely differently. The colour went down in much more opaque strokes. The whole thing was such fun to do that I'm considering doing some original sketches like this to put up for sale at the next Bristol Comics Expo.

*I'd already had dealings with Eric a couple of years before, when he'd oragnized a monster jam sketch featuring the work of many 2000AD artists, each of us drawing out own characters standing at a bar.



Still playing with my toy Daleks!
Landscape is made of celeriac and sprouting potatoes dusted with flour.
Snowflakes and planet in background added in Photoshop.


Wednesday, March 14, 2007

Summer Is I-Comin' In


Love that sun, even if I do block it out when I'm working


That's a bit premature, you might think, but allow me to explain...

I've had a pretty good idea of what I wanted to do with my life since the age of eleven, and one of the things I looked forward to about freelance adult life was the ability to set my own hours. "It'll be wonderful," I thought to myself in a piping Adrian Mole sort of way, "of course, I'll have to do enough hours each day to get the work done, but even so, I can start late and work late if I have to. Why, even being really practical, I'll never have to get up earlier than, oh, say, eight o'clock again..."

I reckoned without the perversity of existence.

Though my natural sleep cycle would lead me to get up about 10 and go to bed around 2am, I find that if I get up much later than 7am I just can't make myself get down to work. Even more perversely, I get more efficient the earlier I start, meaning I average a 6am start during busy periods, creeping back to 5am if I'm really pushed. Getting up early makes my feel like sh*t, plus, given that I've lived most of my life without central heating, the winter starts could be less than comfortable. Still, the system has its advantages; for example, when I finally reach full consciousness (usually about 7.30am), I already have a load of work done.

So where does summer come into this? Well, in my unscientific way, I divide the year into D'Israeli Summer Time (DST) and D'Israeli Winter Time (DWT). Unlike the official measure, there's no change of clocks or anything; DST starts on the first day I wake up for work* in daylight, and the first dread day that starts in darkness marks the entrance to the long, dark tunnel that is DWT.

And - you guessed it - I woke up on Monday to weak, watery sunlight - though given that I've been allowing myself a lie in till 6.30am the last month or so, I suppose I might be cheating a bit. Still, aside from the prospect of daylight and warmer days to come, I got to spend this morning building model spaceships and getting to call it work.

Bliss.

*not necessarily the first day it actually is light that early, just the first day I get to experience it.

Saturday, March 10, 2007

A Grand Day Out


"Blah, blah, comics, blah, blah, deadlines, blah, blah, fired again..." Me lecturing at the University of Teesside.
Photo: Nigel Kitching


Just back from Middlesbrough, where I was guest lecturing at the University of Teesside. Doesn't that sound grand? Actually, it just means my old mate Nigel Kitching*, who's a part-time lecturer there, invited me over to drone on at his poor students for an hour or so about freelance life.

Left: Looks like I put too much sugar 0n me Puffa-Puffa Rice that morning.
Photo: Nigel Kitching.


It seemed to go down reasonably well, despite my drastically mis-timing my career retrospective (45 minutes on Some Scribbles I Did While I Was At College, 15 on Stuff You Might Actually Have Heard Of.) But, judging from the comments of people I talked to afterwards, I think I more-or-less got across what I intended, which was to give them a sense of where I'd been at their age, how I'd progressed after leaving college, and how many duffings-up I'd endured in the process.

If I do this sort of thing again, I think I'll try and pick fewer pieces to talk about at length, but maybe post a load of stuff on the web so that anyone whose interested can see the process of development in more detail.


Steven Walker & Heather Sheppard, who turns out to be a distant relation of the astronaut John Glenn, which is nearly but not quite enough to make me forgive her for having a better Mac and Wacom tablet than me :-)

In the afternoon I had a chance to talk to some of the students in the studios; I was really impressed by the standard of work the students were putting out, and the dedication and work ethic of the ones I talked to. I was also rudely awakened to the fact that the techno-fear that haunts my generation is just not shared by these kids; the head-start my computer literacy has given me is going to evaporate like the morning dew in the next five years or so... but all paranoia aside, it was refreshing swapping ideas, and in particular I learned a few things myself while giving Steven (shown above) some tips on using Adobe Illustrator.


Concept drawing from Company Mann, a rejected project for 2000AD.
Copyright © 2004 Nigel Kitching and Me.

*Nigel first came to public attention writing and drawing cyber-punk series The Light Brigade for Trident Comics in the 1990's. He was the regular artist on Mark Millar's first published series, Saviour, before becoming a mainstay on Sonic the Comic for most of its nine year run. His his most recent published work in comics was AHAB (drawn by Richard Elson) for 2000AD.
We first worked together when I drew a couple of fill-in issues of The Light Brigade for him. Later, he contributed to both my series for Deadline magazine, Timulo and Fatal Charm. We've also collaborated on a couple of projects that never saw print; a humour strip called Fly in the Ointment for Deadline, and Company Mann (originally designed by Mike McMahon) for 2000AD (see above).

Middlesbrough is a place of contrasts; around the University of Teesside Campus,
the contrast between run-down areas and new development can be ridiculously sharp.

Sunday, March 04, 2007

On Reflection


Why is this my favourite panel from Stickleback? Read on to find out...
Stickleback © 2007 Rebellion/2000AD
Created by Ian Edginton & Me


Comics is an unsteady business; there are any number of obstacles to getting a project published, so much so that I only half-joke that I'll only believe a project is going to happen once it's finished, published and paid for.

Under those conditions, Stickleback: Mother London is pretty much* "real, " and I think I can look back and feel that it's gone okay. I took a big risk with Stickleback; the previous "black & white & grey" technique I’d used on Leviathan had gone down very well with 2000AD readers , but aside from the fact that I felt I'd done all I wanted to with it, a number of other artists were now using the technique in 2000AD; the look was no longer strongly distinctive. Nevertheless, there was no guarantee that the readers would take to something new and different.

*due to Rebellion's payment cycles, I don't expect to be paid for part 9 for another week or so. Such is freelance life.

Second, a change of look means a change of method. I'd been doing the Leviathan technique for four years, and had it down so pat that I churn pages out like sausage links from a machine. Due to all sorts of stuff happening in my life, I ended up starting Stickleback two weeks behind, using an untested technique that was radically different from anything I'd done before. I had no idea if this faux-Brecchia collage technique would be quicker or slower than my old methods; luckily it turned out to be slightly quicker, but things could just have easily gone the other way, and then, boy, would it have been Rigellian hotshots all round...

The obvious difference with the Stickleback stuff is the inclusion of the wild and wacky surface textures, but for me, the really big change was in the way I thought about the drawing. Most of my professional work before Stickleback belongs to what I'd call a representational tradition in comics; that is, artists who try and include detail in their drawings, to create a sense of a complete world within their work.


Simple but telling; Hergé re-drew key background details
in
The Black Island to create a more accurate sense of place.
(Image pinched from www.tintinologist.org)


The classic example is Hergé, author of Tintin; though his drawing style was cartoony and simplified, he was famous for his use of background detail to create a sense of place - indeed, he went back and re-drew some of his earlier stories once he had the time and resources to research them more thoroughly. Other artist who I'd place in this category (and who have influenced me considerably) are Jack Kirby, Mike McMahon, Mœbius, Geof Darrow, Dave Gibbons, Don Heck, Enki Bilal and Kev O'Neil. With the best of their work these artists give you a sense of looking in through the window of the panel border to a complete world; you get the feeling you could peer in around the edge of the drawing and there's be more stuff to see.


From Elektra:Assassin written by Frank Miller, art by Bill Sienkiewicz
© 1987 Marvel Entertainment, Inc

Contrast this with work from the expressionist tradition of comic art; exemplified in the last twenty years or so in the English-speaking world by Bill Sienkiewicz. Expressionist comics tend to focus on the human face and figure, while backgrounds are simplified, often becoming mere smears and whorls of paint. Spacial relationships are unimportant; for example, in the panels above we have no idea where the two characters are in the room, or even where they stand relative to each other. Mood and atmosphere, however, are very important; dramatic lighting plays a key role (contrast the Sienkiewicz page above with the Hergé panels; the latter contain much more background detail but no shading at all.) The actual surface of the drawing or painting itself is also a big part of the experience; the expressionist artist wants you to notice that the painting is a painting, and appreciate it as such.

In one way, Bill Sienkiewicz differs quite profoundly from the other comics expressionists who came after; prior to his reinvention as an innovator, he'd spent years at the coal-face at Marvel, pencilling monthly superhero comic books. This experience gave him a terrific grounding in the mechanics of comics storytelling, and it shows; however wild his work may appear on the surface, mixing painting, collage, photo-reference and pure cartooning, he always makes sure the story is served. Indeed, I believe Sienkiewicz's greatest innovations have been in his incredibly imaginative and lateral storytelling solutions, a subject that deserves an article of its own.

Many of the artists who followed on from Sienkiewicz* came from outside comics, and they tended to be weaker visual storytellers. Their working methods tended to be similar. They produced fully-painted comics in which the figures were based closely on photographic reference or life drawing, with minimal backgrounds, and gaps in the visual storytelling being carried by dialogue and captions; if done well, the 'realistic' appearance of the photo-referenced figures was compelling enough to carry the reader through the story. In this category I'd put Jon J. Muth, Kent Williams and the earliest works of Dave McKean (Black Orchid in particular, also Arkham Asylum).

*I don't suggest that these artists were directly inspired by Sienkiewicz, but I believe his success gave them a market within the comics industry.


Possibly because it is very difficult to do and expensive to reproduce (and also because artists who can paint that well can make much better money in other fields), this expressionist painted style has never become the norm; these days, the only comic artist I can think of who still works on regular series in this way is Simon Davis at 2000AD (Sinister Dexter) and The Megazine (Black Siddha). A number of other artists followed Dave McKean's ground-breaking move into digital production; Mark Harrison and Clint Langley spring to mind.

For me, starting out in the late 1980's, all this was very exciting and new, but after some dabbling with paint I realised my strengths lay elsewhere; ironically, it was after going to a lecture by Dave McKean that I decided to go boldly down the representational path. The decision must have been right: the strip I was working on at that time ended up becoming the first episode of Timulo, my first regular professional series (for Deadline magazine).

And so I followed a pretty straight path from Timulo through to Scarlet Traces: The Great Game. I always had a hankering to try something a little different though, especially after a stint colouring advertising storyboards in 2002-3 brought me to the stinging realization that I really am not a painter. Put simply, I'm fine putting colour under ink drawings with the solid blacks already established; without the outlines and spot blacks as an anchor, I can't work out how or where to place the dark tones in a painting, and the result is always a bland mess.

From Perramus by Juan Sasturain & Alberto Breccia

Perversely, my inability to deal with painting sans black ink outlines made me determined to find some way of doing just that. After faffing around with all sorts of things, I realised that the painted collage work of Alberto Breccia might well hold the key. I've written elsewhere about how Breccia's technique was based on chiaroscuro ink drawing, and remains very graphic (hard-edged) despite being painted; this provided me with an idea of drawing hard-edged areas and then working into them with texture and (virtual) brush strokes later. I'm not sure if that last sentence will make sense to anyone but me, but the result is that I could paint without having to think like a painter.

The next question was what to do about the drawing; this painted technique did not allow me to add as much fiddly detail as simple line drawings (though the combination of texture and tone gives a similar visual density to the pages). This solved a problem I'd been worrying about for some years, namely that I was using detail to cover up other deficiencies in my work. I'd felt for some time that I needed to loosen up a bit and try to make my work more dynamic; this method would force me to do that.

Left: José Muñoz's New York from Alack Sinner
Right: Book cover by John Glashan

At the same time, I didn't want to completely throw over the sense of place that had existed in my work to date. Although pretty expressionist in approach, Breccia was not above adding significant background detail, so I knew it could be done. Also inspirational was the work of Breccia's one-time assistant José Muñoz, whose portrayal of New York in the Alack Sinner stories showed that a sense of place could be generated without recourse to conventional perspective. Finally, the work of cartoonist John Glashan (a favourite from childhood) showed how implied architectural detail could be built up using the loosest of drawing.

The Greek Orthodox Cathedral of Saint Sophia
Architectural fun from Stickleback Part 6
Stickleback © 2007 Rebellion/2000AD
Created by Ian Edginton & Me


I first put these lessons to use in the views of London in Stickleback: Mother London part one. The success of those panels gave me confidence, so by the time I needed to draw the Greek Orthodox Cathedral of Saint Sophia in part six, I was pretty sure I knew what I was doing. But it was the crowd scenes in the orgy in part eight that convinced me I hadn't had to let anything of myself go in order to embrace this new method.

I'd also worried whether the painting and texture would overwhelm the drawing, particularly if it would make things like facial expressions harder to manage. In fact, the reverse seems to have been true; I think I've made the characters in Stickleback emote much more than characters in previous stories.
The tendency of the expressionist method to push the characters to the fore served the story well, too; there's a whole episode of Stickleback in which Bey and Chipps just sit in a pub talking, something which wouldn't have looked half as interesting drawn Leviathan-style.

The question now is, what next? Stickleback has been very well received, but I don't want to be a Breccia copyist for the rest of my career. I also don't want to rest on my laurels; if I repeat this style for the next twenty years it'd be just as stale as repeating anything else.
My thinking at the moment is that I don't want to throw over this style right now, especially as it's still bedding in. Simply by working away at another series, it'll continue to evolve into something that's more and more "me." Rather than worry about the surface finish, I think I want to work seriously on my drawing and page layouts in the next series.

That, of course, applies to any future series of Stickleback; in other work I can follow whatever style I wish. For the adaptation of Murders On The Rue Morgue I mentioned a while back, I've gone right back to basics, largely to reassure myself that I can still deliver the goods without all those fancy-schmanzy special effects (more on this later). Similarly, the Fables strip I did in January was just black & white line work (to be coloured by DC).