Posts Tagged ‘Comics Buyers Guide’

Holy Crap

Monday, August 22nd, 2011

AZ #2

I recently had an opportunity to reread and old blog post by Tom Spurgeon on his site The Comics Reporter. In the blog post Tom takes a look at one of our old Comico publications, AZ by our late partner Phil LaSorda.  Tom questions the cultural impact that such an obviously crude attempt at making comics may or should have on the market and the medium.

Now I along with my current publishing partner Bill Cucinotta who was also a partner back in those early Comico days may be biased but we also have a unique perspective just by having been there. We know, retrospectively, that the work we did in those days was seminal at best and was often criticized as being crap. It is easy to look back and be embarrassed by our rudimentary attempts to both create and publish comics. The irony, I suppose, is that as rudimentary as that material was, we are both still very proud of it for many reasons, so much so that we published it all again, right here on CO2 Comics.

Slaughterman #1

Skrog #1

SLAUGHTERMAN and SKROG may not have had many more redeeming qualities than AZ but they were all cornerstone publications that established a foundation that Comico, one of the most influential independent publishers of the eighties, was built on. For this reason alone, despite their critical ineptness, yes, they had, and continue to have cultural impact.

I remember a scathing review by Cat Yronwode in the Comics Buyers Guide that questioned, “who gave us the right to publish such crap?” My fiery response was that we all have the right to publish what we want to in America and that, crap or not, it will be the market that decides the success of the product. I wish I had those CBG articles today.

One thing we did well at Comico, in those early days, was to learn from our mistakes. It did not take long or us to realize our success would come from publishing others. It was, however, our relationships that we had developed hanging in artist alleys at comic conventions, and our ability to relate to young and maturing talent that allowed us the opportunity to work with the likes of Matt Wagner, Bill Willingham, Sam Kieth, Chuck Dixon, Judith Hunt, Neil Vokes, Rich Rankin, Reggie Byers and many many others.

We also published a new talent showcase called Primer where we published the earliest work of many other budding artists who were not quite ready for the Big Two.

Comico Primer #1-6

To me the biggest impact that Comico had on the comics industry, was that it gave evidence that if a handful of guys with apparently limited talent and experience could build a company that at one time was ranked #3 behind Marvel and DC in monthly sales, then maybe, just maybe, anybody can.

I believe we created an opportunity for creators to get bold enough to publish their own work or feel more confident when presenting it to others. We all did it as artists, looked at other work that we considered weak and say, “hey, I’m at least as good as this, if this can be published than so can mine.”

Gerry Giovinco, Bill Cucinotta & Phil LaSorda

We may have been naive or overconfident when we launched Comico but we had one mantra that we held to that was first spoken by Phil,  “We don’t want to look back years from now and regret that we didn’t try when we had the chance.” To us, the fear of failure was never as great as the fear of never having the opportunity to make comics professionally.  To do what we loved.

Today the internet is the greatest thing for young comic artists and for the entire medium. Anyone can publish on the web and, yes, there is a ton of incredible crap out there but more people than ever are taking a shot making comics and we fans of the medium are the winners because tremendous comic talent that may have never tried before is now offering our eyes a feast of variety that has never existed in comics.

So to answer Tom Spurgeon’s quote: The question that many of us near comics ask — if only to each other — is if the art form can survive without the occasional cycling back to cruder efforts like this one, unpretentious material devoid of any hope for life or riches beyond its publication schedule that helped revitalize the art form four or five times during a low ebb.”

No! The art form, or more accurately the medium of comics or any medium for that matter, cannot survive without a cycle that includes cruder efforts. No crude efforts would imply no young talent and with no young talent to revitalize a medium, that medium will die a death of eventual mediocrity.

To paraphrase McDonald’s founder Ray Kroc, “When you’re green you grow. When you’re ripe you rot.”

So, be brave and create! Express yourself as well as you know how and be willing to show the world.  Make mistakes. Learn from them. Never stop growing. But when you do someone new will begin making their own mistakes and we will all have the pleasure of witnessing their adventure.

Holy crap, it’s the circle of life, comics style.

Making Comics Because I Want To

Gerry Giovinco


The Comic Company:
Marketing Comics on Mobile Devices Since 1984

Tuesday, August 31st, 2010

“Location, location, location!” This is the mantra of of real estate investors worldwide and was a dilemma we faced as we planned a promotion strategy for our first full-color comic book publications, Matt Wagner’s Mage and Judith Hunt and Charles Dixon’s Evangeline.

 

Our first 2 color publications

 

Comico had proven itself as an aggressive marketer of its black-and-white line by advertising in all of the major fan magazines at the time. Bill Cucinotta made sure that full-page ads were regularly seen in the Comics Buyers Guide, Amazing Heroes, The Comics Journal, and David Anthony Kraft’s Comics Interview.

 

 

Our decision to begin publishing in color raised the bar significantly. We could no longer survive if our titles sold just a few thousand copies each. We knew that publishing in color would automatically cause our sales figures to rise dramatically but we had to sell around 30,000 of each title to see black ink on our ledger sheets.

30,000 seems like a good number when looking at the monthly sales figures of comics today but in 1984 when Marvel and DC were still selling comics for 75¢ we could not compete with a $3-4 cover price. At $1.50, our profit margin was a lot slimmer than it is for books in the current market.

We had great faith in the product and rightfully so. Creators of each comic have gone on to become industry giants but at the time they were all virtual unknowns.

We felt that in order to succeed we needed to promote our product at the point of purchase; in the comic shops themselves.

Bill, who had worked many years in retail at Fat Jack’s Comic Crypt in Philadelphia, knew first-hand how valuable the real estate was in comic shops which were usually quite small.

When he, Phil LaSorda, and I discussed the possibility of posters in the stores to promote our comics the question was, “Where would the retailers hang them if they hung them at all?”

Retail walls were usually covered, floor-to-ceiling, by shelves displaying hundreds of new comics. Valuable older comics in mylar bags were displayed on walls also.

If a poster were to go up on any of the limited wall space that might be left, you could bet that it would be reserved for a Marvel or DC product.

We talked about post cards and rack cards but agreed that counter space and rack space was as much a premium as wall space in the tiny comic shops.

Hell, the only space left was the ceiling and how would we convince retailers to staple our poster on their ceiling?

Inspiration from above

Maybe it was from years of kite flying, model rocketry, and hanging plastic airplanes in my room. Maybe it was from marveling at Alexander Calder’s masterpieces in art school. The idea of creating a mobile that the retailers could hang from a single tack or hook soon gave rise.

We would command a virgin, uncharted territory smack in the center of the ceiling in virtually every comic shop. We would boldly go where no man had gone before!

 

Mobile Ad

 

The Comico Mobile, which was promoted as “The First in a series of Promotional Mobiles,” was a simple elegant design though it would be the first and only one of the intended series. It was a cardboard disc that was 18 inches in diameter printed in full color on both sides, Mage on one side, Evangeline on the other. At the top was drilled a tiny hole from which it could be hung.

There was a limited number of 100 that were signed and numbered by the creators and the rest were sent to distributors where retailers would place an order to get theirs for free with their shipment of Comico comics. Just in case they missed the offer we ran ads in the trades to make sure no one was left out.

The Comico line of color comics was off the ground. The proof was on the ceiling!

 

A Comico Mobile still hangs in my studio today right next to my inspiration for the Comico Blimp, a toy airship hanging from a string.

 

CO2 Mobile Command Centre

 

On the wall behind my desk, however, is a new banner proclaiming CO2 Comics, our exciting new foray into the digital world of comics.

Today’s digital environment adds a completely different meaning when speaking the term “mobile.” Computers and mobile devices like smart phones, iPads, and e-readers are quickly changing the landscape of all publishing including comics.

CO2 Comics will give Bill and I the chance to pioneer again but we will still look back to the term “Location, location, location,” only this time we will be looking for a good Wi-Fi connection.

Making comics because I want to

Gerry Giovinco

 

 


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