The financial risk of making comics is a cold hard issue that affects every business. It is a gamble that is made, based on educated guesses, that an investment will return a profit worthy of the effort and expenses involved. Like with gambling, there is an excitement to the nature of this process that drives entrepreneurs to engage in these risks. It is not for the weak of heart.
I remember having a conversation with my younger brother, Tom, on this subject. He and I were both prone to start up businesses. I had participated in the launching of Comico the Comic Company and he was involved in some real estate ventures. My brother compared our activities to that of our grandfathers, both of which had been active gamblers that bet heavily on ponies, cards, craps, and sports. According to Tom, we had a genetic gambling disorder that was manifested by our affinity for business risk.
Launching Comico, however was not as risky a proposition as publishing comics had been in the past as I discussed in Making Comics is Risky Business: Part 2.
For the first four decades of the industry, publishers bore the burden of most of the risk involved, making all the investments in production and marketing in anticipation of sales made on consignment. Comico had the benefit of distribution in the Direct Market where most of the risk fell on the retailers.
During the late sixties and early seventies, thanks in part to the success of underground comics that were being sold in head shops, a market of comic book specialty shops began to spring up operating out of flea markets, garages and small stores. Phil Seuling, the organizer of the original New York Comic Art Convention ventured into distribution with hisEast Coast Seagate Distribution company. He had developed a plan to buy direct from comic book publishers with the promise of no returns. For the publishers this meant guaranteed sales.
Though Seuling originally held a monopoly on this market, it eventually sprang into a network of distributers spread across the country. Retailers would anticipate how many copies of each title they would need. Generally they derived these figures from knowing the interest and buying habits of their customers. They would place their order with their distributer of choice, sometimes paying in advance. The distributor would then place their order with the publishers, generally with a deal to pay thirty days after the books were delivered.
1st five Comico Covers
When we began publishing Comico back in 1982 we took full advantage of this system. We solicited our original comics, Primer, Az, Grendel, Skrog, and Slaughterman, with Xerox copies of art three months before the books would ship. A month before printing we would know exactly how many books we would need to print and could anticipate if we would profit from the product or not. We knew in advance what risk, if any, we were taking.
Retailers and distributors, however, were taking the chances on an unknown product based on photocopies and promised enthusiasm from young publishers. They knew that comic collectors were excited about acquiring first issues of comics that may one day be a successful feature making that first issue valuable. Collectors were speculators, gambling that their investment would one day pay big dividends.
Retailers ran the risk of not having a comic and seeing their customers run to another retailer. Distributors could not afford to not have the comics available for fear that their retailers would run to another distributor. So when our first comics, which were rudimentary at best, had been rejected by every distributor we were given a golden opportunity when Bud Plant placed the first order of a mere 100 books. We knew that if Bud Plant had books then every other distributer would have to have them. We got on the phones and before we knew it we had enough orders to justify a print run!
Comico enjoyed great success in the Direct Market. Our orders which began at modest numbers of less than 3,000 an issue escalated to over 300,000 a month in the matter of a few years.
Ironically, Comico’s downfall came when we took on the risk of the traditional Mass Market where we took a chance against the returns of the old consignment market. We bet that the recognition value of the licensed properties we produced like ROBOTECH, Starblazers, Jonny Quest, Space Ghost and Gumby would insulate us from returns.
We gambled and lost.
Next week in Making Comics is Risky Business: Part 4 we will take a closer look at the risky business of speculation and why crowd funding is the future for comics publishing. Making Comics Because We Want to,
Joe Kubert 1926-2012, photo copyright The Kubert School
The news that Joe Kubert had passed away caught me at just after I finished last week’s blog. I was tempted to dive in and rush a last minute tribute in an effort to be timely but I have too much respect for the man and all that he did for comics. I chose to digest the incredible loss to his family, his school and the entire the comics community so that I could write a memorial deserved of a man of his stature.
Whenever I think of Joe Kubert the first thing that comes to my mind is a cover image of Tarzan, knife in hand, battling a savagely maned lion that struck fear in my heart as a young comic reader. The ferocity of the glare in the lion’s eyes, the sinewy muscles of Tarzan, and the dynamic gesture of every appendage on the page (right down to Tarzan’s toes!) captivated my attention in a way that few comics did or could. Joe was capable of creating something primal on a page with lines so kinetic that the images leapt from the page into the deepest, darkest part of the imagination.
Click image to see more Kubert School Advertisements
The name Joe Kubert captured my imagination again with a simple ad for The Joe Kubert School of Cartoon and Graphic Art that ran in the back of every comic book in the late seventies. Though I couldn’t convince my parents to let me go to a school that promoted itself in a comic book, the idea of studying art for the purpose of creating comics became my goal. A few years later, as a publisher at Comico, I was offering small scholarships to students at Joe’s school in Dover, NJ hoping to encourage the incredible young talent that was being cultivated there to want to work for Comico. The gesture paid off when we had the opportunity to work with Joe’s sons, Adam and Andy on our JONNY QUEST series.
Joe Kubert visited our modest offices at Comico once when we were first developing our relationship. Our Studio, as we called it, was half a duplex in the middle of blue-collared Norristown, PA. It was a humble creative space littered with art supplies, drawing boards, decrepit furniture and dated, orange shag wall-to-wall carpet. Joe loved it! There was a gleam in his eye as he looked around that space and at us young guys, full of enthusiasm about making comics. He told us stories of how he was reminded him of his early days, holed up in a small room with a bunch of other young writers and artists cramming out entire issues over night in a frantic effort to meet a deadline.
Joe was an infectiously dynamic person with a passion for comics that he was always excited to share and teach. He was the ultimate father figure that commanded respect and returned it when you earned it. That day he visited Comico, without intending to and unknowingly, he ordained us as professional comic creators with his glowing approval.
Similarly, Joe’s impact on the comic industry can never be measured. He has influenced and educated so many comic professionals that it would be impossible to imagine what the industry would have been like without him, his family, or his school.
Bill Cucinotta, the extended CO2 Comics family of creators, and I extend our very heartfelt condolences to the entire Kubert family and to everyone that loved and respected Joe Kubert, one of the very great men to have ever professed to making comics.
Gerry Giovinco
We at CO2 Comics have a long relationship with a former Kubert School student, Chris Kalnick, who worked as an inker on ROBOTECH when we published it as Comico. His comics NON the Transcendental ExtraterrestrialandDepth Charge are regular features on the CO2 Comics site. At our request he has offered his own remarks regarding Joe Kubert:
Baker Mansion-Kubert School circa 1977.
It’s funny how sometimes you don’t realize how much someone has impacted your life until you hear of their passing. This was definitely the case with me regarding Joe Kubert.
35 years ago, fresh on the heels of its groundbreaking first year class, I was one of the second year students who attended The Joe Kubert School of Cartoon and Graphic Art. The school was small compared to today’s incarnation. There were something like 25-30 students returning from the first year, and Joe only accepted around 50 of us for its incoming second year class. The students ran the spectrum from the intensely-focused-and disciplined-artist/storyteller to the recent goofy-high-school-graduate-not-really-knowing-what-the-hell-they-wanted. A lot of us fell in between.
I don’t need to expound on how amazing the school was, its atmosphere, its creative energy, etc… suffice to say, there was nothing like it at the time. Plenty has been written about the school over the years. Even if it wasn’t your intention, you were bound to learn some amount of craft there… not only from Joe and the teachers, but from the other students as well. Everyone ate, drank, and breathed comic art. The place swam in it. Those who were there know what I’m talking about. Their life experience and their art is a little richer for it.
There are many more XQBs than I who have had longer, deeper, more extended relationships with Joe, and they have their stories to tell and their feelings to share. My relationship with him was somewhat brief, but what I can tell you about Joe is that he was no-nonsense. He shot from the hip. You knew if he liked something or felt it worked… and you knew if he didn’t. He commanded respect, personal and professional. My personal talks with him were few, but they definitely left an impression. As I’m sure his conversations did with the majority of his students. My last conversation with Joe is forever etched in my mind, for it was sad in nature. It was about my leaving the school, and Joe expressed his disappointment. For a cartoonist… not an easy moment to shake.
Joe opened his unique school and by doing so, opened the doors for a tremendous amount of artists who may not have otherwise had the opportunity, support, and camaraderie to develop their craft. If it wasn’t for Joe, I wouldn’t have developed my craft or the sense of identity that I have today. I wouldn’t have made the professional friends I have now. And my youngest daughter wouldn’t have grown up in my studio to become an accomplished young artist herself. Joe passed away the day after my daughter left home to attend Ringling College of Art and Design as an illustration major. The coincidence of it is not lost on me… and his legacy seems so much more poignant, his influence so much more obvious.
You are respected, Joe. I know for a fact that you will be missed. Thank you.
Anyone who has been following The Heavy Adventures of Captain Obese by Don Lomax as it progresses weekly here at CO2 Comics knows that BIGGER is better!
Don’s morbidly obese super hero packs a BIG punch when he is wearing that Ring of Rings and is hell-bent on protecting his lovely, elfin sweetie, Oshna! The fact that he is fat just means that the rotund hero has more weight to throw around. Bad guys beware!
The adventure is BIG too! Captain Obese dukes it out with common thugs, the police, Neo-Nazis, the Vigog Dragon, hordes of Swamp-Nads, Mud-Hole Maggot Suckers, a New Jersey biker gang and, worst of all, Oshna’s daddy!
DON LOMAX, photo credit The Register-Mail, Nick Adams, Associated Press
Captain Obese creator Don Lomax is a BIG talent in comics and has enjoyed a career that has lasted over thirty years. Don, whose first professional comic work was Atilla the Frog for Heavy Metal in 1979 has been a journeyman as a comic creator with work appearing in a long list of publications for such publishers as Pacific, First, Fantagraphics, Warp Graphics, Apple Comics, Dark Horse, Marvel, DC andTransfuzion Publishing. Don has also done an enormous amount of comics for adult magazines, as well as strips for specialized markets about truckers, cars, law enforcement, and model railroading!
Check out Vietnam Journal
Don once told me he just has a BIG need to make comics. Ever since he was a young boy reading EC Comics in bed at night, thrilling his desire to be frightened, he knew he wanted to create comics. Don says that he has to draw comics, it is just his nature. He managed to sketch his way through his tour of duty in Vietnam back in the late sixties and it was those images that he brought back that ultimately led to his most celebrated work, Harvey Award nominated Vietnam Journal.
We couldn’t be happier working with a creator like Don Lomax who has comics just running through his veins. That’s why The Heavy Adventures of Captain Obese fit into our BIG publishing plans so well.
Captain Obese NOW AVAILABLE!
When it came time to produce our first CO2 Comics graphic albums, there was no doubt that The Heavy Adventures of Captain Obese by Don Lomax would be part of our BIG release that included Heaven and the Dead City by Raine Szramski and Ménage à Bughouse by Steve Lafler.
If you are one of the lucky ones that have already purchased any one or more of these graphic spectacles you can attest to the BIG decisions that we made as publishers. Take note that we refer to the products as graphic albums rather than the, now, popularly accepted term of graphic novel. This is in part homage to the late great comic creator and illustrator Jean Giraud better known as Moebius who played a major role in ushering beautifully packaged, perfect bound comics from Europe to America.
These books were referred to as graphic albums and had a BIG impact on us regarding the potential of publishing comics. The paper was better, the color was more brilliant and the art was BIGGER. Compared to traditional comic book size of 6.625″ x 10 .25″ the 8.5″ x 11″ format somehow seemed to be more respectful of the art, allowing it to breathe, giving the reader an opportunity to enjoy it more.
Comico Graphic Novels
We chose this size when we produced our graphic novels as publishers of COMICO the Comic Company as well. GINGER FOX by Mike Baron and Mitch O’Connell, GRENDEL, DEVIL BY THE DEED by Matt Wagner and Rich Rankin,NIGHT AND THE ENEMY by Harlan Ellison and Ken Steacy, RIO by the legendary Doug Wildey and ROBOTECH by Mike Baron, Neil Vokes and Ken Steacy, all had the benefit of this BIGGER format.
CO2 Comics Graphic Albums NOW AVAILABLE!
The term graphic album seems to fit our CO2 Comics publications better as they are each collections of the works. In the case of Heaven and the Dead City it is a newly developed work by Raine Szramski that unfolds weekly unveiling each new chapter over a period of time. Ménage à Bughouse is a collection of three previously published graphic novels by Steve Lafler that is also experiencing a weekly posting of its content on our collective site. The Heavy Adventures of Captain Obese by Don Lomax is a collection as well of chapters that were previously published as back-ups by Warp Graphics in the 1980′s and is also experiencing weekly serialization on the web here at CO2 Comics.
Now that we are all in agreement that BIGGER is better it is a good time to point out that this is only the beginning. We have just published our first graphic albums under the CO2 Comics imprint and have BIG plans for more in the future. CO2 Comics has planted a seed that we expect to grow into something big that all comic fans will enjoy.
Remember the commercial where one person eating a chocolate bar collides with another eating peanut butter presumably inspiring Reese’s Peanut Butter Cups? The ad capitalized on a well known fact that some of the best ideas are the results of accidents.
Wouldn’t it be great if we could anticipate these unlikely turn of events and forecast an outcome accurately in advance? Scientists attempt this all the time and perform experiments to prove their hypothesis.
Well, I’m no scientist but I think I know a few things about comics and I have been witnessing some developments in technology, distribution and comic art production that lead me to believe that 3-D is the key to a bountiful future for the comics industry.
(Laughter?)
I know this is a daring statement considering that 3-D has never been anything other than an eye-blurring, headache-inducing fad requiring optical accessories that defy all fashion sensibilities but the stars of fate are lining up like the reflection of lights in disco infinity mirror!
Ever since the incredible commercial success of AVATAR, Hollywood has been cramming 3-D films down the throats of audiences in theaters everywhere. Any film that can be remotely adapted to 3-D is going under the stereoscopic knife. Still, most audiences prefer the traditional 2-D versions so what is the rush?
There is a 3-D technological boom on the horizon.
3-D has been steadily infiltrating our homes as more and more HD televisions are equipped with 3-D capability. Though these televisions still require the use of eyeglasses with polarized lenses or more the sophisticated shutter glasses, the 3-D effects, especially on large screens, are astounding.
Hand held mobile devices, however, are poised to overtake the market using a new technology called APB or Autostereoscopic Parallax Barrier. They are capable of displaying crystal clear 3-D on their small screens without the need for any special glasses. These gaming units, cell phones and, soon, tablets are also being equipped with 3-D cameras making them capable of capturing, sending and sharing photos and video of unique 3-D content.
Content is the magic word!
For these new 3-D devices to succeed there needs to be content. Lots of it. Hollywood is scrambling but it can’t make it fast enough. Video games, tapping into the already present 3-D CGI will be broad providers of material. Web developers will employ more and more 3-D imagery as the viewing devices become more readily available. Manufacturers are betting the house that users will become the biggest provider of 3-D content simply by sharing their images and video. Anaglyphic 3-D content that requires the use of the old red and blue lensed glasses is already proliferating onYouTube, paving the road for the more easily viewed autostereoscopic material.
I believe that no media can produce more dynamic 3-D content at an economical cost than comics. Comic art is a natural for 3-D with its traditional dependancy on line art and frequent use of dramatic forced perspective. The effects in 3-D comics are enhanced and the layers of depth are more clearly defined than traditional stereoscopic photography and even 3-D CGI. Comics also give the reader a greater opportunity to appreciate 3-D in each static image of a story while in a 3-D video the effects stream by quickly, offering little chance to digest the depth of the graphics.
Motion comics offer the best of both worlds. In fact it was my having watched DC’s commercial for the New 52 and noting its achievement of creating the illusion of depth with its graphics and motion of layers of art, combined with an ad for a newly released 3-D cell phone that includes a 3-D camera that pushed the chocolate into the peanut butter for me. I had already seen the trailer for Green Lantern displayed on a 3-D capable Nintendo 3DS and was quite impressed by the technology and the clarity of the image. The idea that any user could easily generate this type of 3-D photos and videos with their cell phone camera gave me hope that comic artists could do the same with simple ingenuity and the help of a program that could generate stereoscopic images from line art.
Click and Visit M2
I came across a 3-D motion comic made by the guys at M2 on Bleeding Coolthat is a must see if you have an old pair of red and blue anaglyphic glasses on you. It will give you a chance to see the potential of motion comics in 3-D.
If you are enjoying the motion comics please be sure to check out Bernie Mireault’s Jam motion comic right here at CO2 Comics. I’m sure you can easily imagine how great that would look in 3-D.
Check out Bernie Mireault's The JAM Motion Comic
I have always been intrigued by 3-D possibly because even though we live in a three dimensional reality it is so hard to capture. As an artist the biggest challenge is being forced to capture that third dimension on a two dimensional canvas.
My first experience with simulated 3-D was with a Viewmaster. We all had them as kids, staring through those binocular-like viewers at a disc with a series of transparent slides. They were a toy adapted from basic stereoscopes that had been around since 1838.
Mighty_Mouse_3D
I was also a big fan of 3-D baseball cards that used lenticular graphics to create the illusion of depth. I at one time even owned aNashika N8000 35mm 3-D camera that took photos that were processed and printed with this same lenticular process as the baseball cards.
3-D Comics have been around for a long time. The first 3-D comic featured Mighty Mouse and was published by St. John Comics in 1953. The 3-D effect was created by none other than the legendary Joe Kubert along with Norman Maurer and his brother Lenny. The 3-D comic fad in the 50′s was short lived but 3-D comics enjoyed a comeback in the 80′s under the guiding hand ofRay Zone.
We published a ROBOTECH 3-D comic in 1987 while atComico aond used Ray Zone’s expertise to produce it. Of course it contained pencils by CO2 Comics contributer Mike Leeke. Here are a couple of scans that you should be able to enjoy with a pair of 3-D specs.
With all of these new viewing devices and autostereoscopic technology 3-D may be here to stay permanently and comics may benefit. Digital comics will have an opportunity to separate themselves from print entirely offering an eyeglass-free experience that cannot be had in book format. Will the added dimension create added value? More importantly will it create an interest in comics that attracts a broader audience? I’m betting that if it helps to sell more 3-D devices then the answer is yes. Only time will tell if my hypothesis is correct but right now I’m in the mood for a Reese’s Peanut Butter Cup.
Remember learning penmanship in grade school? I used to get a kick out of the tool that the teachers used to draw lines on the chalkboard, it was a series of wire clamps mounted on a strip of wood. Each clamp held a piece of chalk and when the tool was drawn across the chalkboard several parallel lines were produced that then the teacher could demonstrate proper penmanship on. Music teachers also loved this chalk line tool for creating staff lines on the chalkboard.
Folks that do lettering for comics have a similar tool called the Ames Lettering Guide. Most lettering in comics done today is created using fonts on a computer so there is little concern about type not being ruled properly but those traditionalists that still like to letter by hand have a best friend in their Ames Lettering Guide.
Ames Lettering Guide
This handy little tool fits in the palm of your hand and is made of durable plastic that will last a lifetime. My Ames Lettering Guide is over thirty years old and is still going strong. There is and adjustable wheel in the center of the tool that has rows of tiny holes in it. This wheel can be turned to adjust the distance between each line that will be drawn when you put a pencil in the holes and drag the tool across the edge of a t-square. Move your pencil down into the next hole in the tool and drag again and repeat. Eventually you will have a series of parallel lines similar to the ones drawn by your grade school teacher.
Chris Kalnick, my pal, former ROBOTECH inker and creator of NON andDEPTH CHARGE both featured here at CO2 Comics recently sent me this video of the Ames Lettering Guide being demonstrated. A comic letterer will rule guide lines wherever lettering is expected on the comic page. The lines are drawn very lightly as they are merely guides and will be eventually erased. Some letterers prefer to rule these lines with a non-repro blue pencil. After the lines are drawn the letters are penciled or roughed in. The final lettering will then be done in india ink.
I’ve attached the instructions that accompanies the guide. They explain how to use the tool in detail. You will note that you can accommodate for type size and leading simply by skipping holes.
I’ve attached the instructions that accompanies the guide. They explain how to use the tool in detail. You will note that you can accommodate for type size and leading simply by skipping holes. For some letterers the size of the letters they plan to create can be very personal. I suggest that, once you determine the size you prefer, you either mark the wheel so that it can always be returned to that mark or tape the wheel in place so it will not be accidentally moved. My experience has been that the Ames Lettering Guide always attracts the attention of curious visitors who might be in my studio and is almost always played with. People just love turning that wheel as they try to figure out what the dinky contraption does. Maybe I’m a crank, but I taped mine in place because I got tired of having to reset the little bugger.
The Ames Lettering Guide is a more versatile tool than you may expect by first glance. Because the wheel is housed in what it is essentially a small straight edge with one side at a 90 degree angle and the other side a 68 degree angle it can also be used to draw vertical lines as well as angled lines to assist the letterer in keeping letters uniform wether they are intended to be vertical oritalic.
The three straight edges of the tool can also be used to conveniently draw small strait lines on the comic page which makes it a great when drawing lines on buildings and machinery. Even the circular shape of the wheel can be used as a guide for drawing curves that may match its particular arc.
I have also found that the guide can be used to make circles by placing a push pin in one hole and a pencil in another. The pin anchors the center point of the circle and as you wind the pencil in the guide around the pin you will complete perfect circles every time. You can make concentric circles simply by moving the pencil to holes closer to the pin. This is a great option especially when a compass or a circle template is not readily available.
Using the Ames Lettering Guide to make circles.
I have just one more favorite use for my Ames Lettering Guide and that is as a burnisher. Back in the day when Zip-A-Tone was the best way to achieve half tones and when a print mechanical was made of photostats mounted with a waxer, I would lay a piece of tracing or bond paper over the work and burnish with my guide . The smooth, roughly three inch edge covered more ground than most burnishers and the short hand-held size offered just the right leverage for applying minimal but firm pressure to the delicate materials being bonded. Boy, talk about ancient history, but it still seems like yesterday!
Using the Ames Lettering Guide as a Burnisher
The Secrets of Professional Cartooning by Ken Muse
You can probably tell that my Ames Lettering Guide and I are best buddies. Hey, we go back a long way, but who wouldn’t like a simple little tool that could do so much work and make a job so much simpler without ever complaining.
As a last side note I know that some folks are just too cheap to part with three bucks to pick up one of these handy gizmos or just can’t find one anywhere even though they are easily found on the internet. Maybe yours is lost and you are up against a deadline. I found this alternative in Ken Muse’s classic book The Secrets of Professional Cartooning.
From The Secrets of Professional Cartooning by Ken Muse
However you like to line your page is your preference. The important thing is that you enjoy making your comics your way. I know I do and that is where I draw the line.
Waaaaagh!!! What can I say? Ever since I first laid eyes on a Howard the Duck comic book I was smitten with ducks. I’m not sure why, but I think that what Steve Gerber did with the character opened my eyes to what could be done with comics beyond superheroes. It helped a lot that some of my favorite artists had drawn the character.Val Mayerick, Frank Brunner, Gene Colan, Sal Buscema and Michael Golden always left me wanting more and the iconic image by Bernie Wrightson on that campaign pin just sealed the deal!
howard wearing pants
Later when Gerber launched his creator’s rights battle with Marvel and when Disney challenged Marvel over trademark infringement, causing Howard to be forced to wear pants so as not to look like Donald Duck, Howard the Duck and ducks in general became a symbol to me of some sort of rebellious, creative attitude.
When I was in high school at Bishop Kenrick where I first met Phil Lasorda and Vince Argondezzi, my original partners inComico the Comic Company, it was tradition to use acronyms to represent our party when we ran for office. When I ran for school president, the name of my party was, of course, D.U.C.K., Demonstrating Unity in the Community of Kenrick. I copied that Wrightson pin and made it school colors of green and gold. I even had a mascot that crashed a student assembly in a duck costume! I lost… but the power of the duck stuck with me.
My fancy for ducks followed me to the Philadelphia College of Art now called University of the Arts where it did not take me long to establish a group of rogue comic artists called Ducks that strove to publish a small newspaper called DUCKWORK. The thinly veiled connection to the school was a central courtyard that had two Peking Ducks inhabiting it and a bag lady that “quacked” as she walked in the area by our school earning her the name Duck Lady.
I wrote about DUCKWORK In a previous blog and in an effort not to be redundant I invite you to check it out for the full scoop here.
Duck SuspenseStories
It dawns on me now that those six issues of DUCKWORK probably have some redeeming collectible value for their role as a precursor to the founding and publishing of Comico comics , CO2 Comics and for representing some of the earliest published works of the widely acclaimed Matt Wagner which can be seen here shown for historical purposes, of course.
Duck Throat
Duck Wish
Raiders Of The Lost Duck
Rollerduck
This peek at the credits and a dedication to Wally Wood who had passed away just prior to that particular issues publication in 1981 shows our devotion comics and to the comic legend.
Duckwork dedication to Wally Wood
It also offers evidence of our lousy typewriter and some Ducks that went pro, Myself, Bill CucinottaformerComicoPartner and partner here at CO2 Comics, Dave Johnson of ROBOTECH fame, Matt Wagner,Joe Williams CO2 Comics contributor and missing, somehow, is another ROBOTECH vet and ELEMENTALS penciller, Mike Leeke.
Punk Duck 1
Ducks were infectious too. Not only did the DUCKWORK crew quickly assimilate to drawing the feathered fowl, I recently discovered this incredible project by Martha Erlebacher, an anatomy teacher at PCA when we were students there.
Could it be remotely possible that our parodies of Botticelli’s Birth of Venus
Hatch of Venus
and Marcell Duchamp’s Nude Descending a Staircase published in DUCKWORK somehow influenced one of our world class teachers? We may never know the answer to that but I think CO2 Comics contributer and another former ROBOTECH vet, Reggie Buyerswas tipping his hand when he sent me this fax of Jam Quacky in 1991.
Jam Quacky
Jam Quacky #1
Outside of DUCKWORK I had a propensity to parody superheroes as ducks and could often be found at comic conventions drawing Bat Duck, Spider-Duck, Silver Surf Duck, X-Ducks, Red Sonduck, you name it. The ducks were my gimmick, I guess, and littered my sketchbooks. They certainly helped me attract attention in those early days and develop lasting relationships with talented comic artists that helped to build Comico and CO2 Comics.
Bat Duck
Silver Surf Duck
Sonja Duck
I still love drawing those ducks so don’t be surprised if you start seeing them pop up here at CO2 Comics or on ebay. Hey, commissions aren’t out of the question either! If you have a passion to see your favorite character parodied as a duck just drop me a line at gerry@co2comics.com.
Will Eisner’s CONTRACT WITH GOD, published in 1978 is most often noted as the first graphic novel mostly because it was the first to declare the name.
The term graphic novel has come to be associated with any collection of comic works that is perfect bound though many would be more aptly distinguished simply as trade paperbacks.
Eisner’s graphic novel itself was actually a collection of four stories rather than one long story generally associated with the word novel.
The first “graphic novel” that I remember reading was Archie Goodwin and Walt Simonson’s adaption of the movie ALIEN published by Heavy Metal in 1979. Titled ALIEN: The Illustrated Story this 64 page, full-color, perfect bound package was a riveting masterpiece of comic art that sold for only $3.95!
I am always surprised that this book is overlooked when the topic of graphic novels is discussed. For me personally, it was a benchmark. I had read trade paperback collections of comics from pocket sized collections of Charles Schultz’s PEANUTS, to Burne Hogarth’s TARZAN of the APES and all of Stan Lee’s Origin books but the ALIEN book, more than any other, spoke to me about format.
It was my first look at what the future of comics could be.
When we began publishing comics as Comico in 1982 we started from the ground up with black-and-white comic books that looked more like fanzines and quickly grew to publish a line of full-color comics that rivaled anything in the market at the time.
Along the way we published a number of graphic novels, two featuring Matt Wagner’s GRENDEL, Harmony Gold’s ROBOTECH, Doug Wildey’s RIO, Mike Baron and Mitch O’Connell’s The World of GINGER FOX, and Harlan Ellison and Ken Steacy’s NIGHT and the ENEMY.
Comico Graphic Novels
Before them all was an unusual graphic novel collection called MAGEBOOK. What made this book unique was that it was NOT a reprint of the first four issues of Matt Wagner’s critically acclaimed comic MAGE.
In 1984 it was apparent that there was a new trend in comics. The miniseries was becoming popular with titles like CAMELOT 3000 and WATCHMEN. It was inevitable that these would be collected and re-published as graphic novels after the initial run.
Matt had informed us early on that MAGE, likewise, would be a limited series. The idea of collecting it in graphic novel format as well became a goal.
Then we were presented with a production issue. In an effort to minimize unit costs, our comics were being gang-printed and though MAGE was a critical success it sold in smaller numbers than most of our other books, resulting in an overstock of the title to be stored.
There, warehoused on a skid, was the opening chapter of what would become our first published graphic novel.
After the first issue we began not binding the interiors of the books, storing the excess signatures for future use. After four issues of MAGE had been published we collected the signatures and the overstock of the first issue and had them neatly bound in a graphic novel format producing MAGEBOOK for merely the cost of the cover and the binding.
Magebook 1
MAGEBOOK was a collection of the original print-run of the first for issues; ads, letter pages and all. Due to its success, we repeated the process for the second volume which has notably larger size dimensions than the first volume because of the availability of trim area that was lost on the first volume due to the first issue of MAGE having been previously trimmed and bound as a comic book.
Magebook 2
These two volumes of MAGEBOOK were probably the only graphic novels ever produced this way! If anyone has any knowledge of others I would love to know about them.
MAGE was later licensed to Starblaze Graphics who repackaged it into a beautiful glossy three volume set that was released in paperback and deluxe, sleeved, Hard Cover editions.
Bill Cucinotta and I still like the idea of repackaging material that we enjoy.
co2comics.com
While we are determined to seek out exciting new features by talented comic creators to post here on CO2 Comics, there are a number of features found here that are digital repackages of previously published material which we are proud to introduce to a new audience on the internet.
David Anthony Kraft's COMICS INTERVIEW: The Complete Collection Vol 1
We have also made it our mission to repackage a very important part of comics history. David Anthony Kraft’sCOMICS INTERVIEW: The Complete Collection will be a eleven volume set and is, without doubt, “The Greatest Collection of Interviews in the History of Comic Books.”
CO2 Comics has entered into an agreement with David Anthony Kraft and Fictioneer Books Ltd. to publish the complete collection of all 150 issues of David Anthony Kraft’s COMICS INTERVIEW. The collection will consist of eleven huge volumes each over 600 pages in length released one at a time on a regular schedule.
Four editions of the volume are available; The Standard Edition featuring an updated platinum version of the traditional COMICS INTERVIEW logo is available in paperback and hardcover. A Premier Edition that is available only for a limited time features a platinum version of the original classic COMICS INTERVIEW logo that was constructed of type from various popular comic logos is also published in both paperback and hardcover. The Premier Edition will be pulled from the market at midnight on New Years Eve 2010. Each of the eleven volumes of David Anthony Kraft’s COMICS INTERVIEW: The Complete Collection will be released with a Premier Edition that will have limited availability. Paperback editions are now available and will list for $34.99 and Hardcovers will list for $54.99. Paperback editions are available now. The release of Hardcover editions will be announced soon.
Comics Interview Premier Edition
Gerry Giovinco of CO2 Comics exclaims. “Bill Cucinotta and I are extremely excited and honored to be able to publish this collection of David Anthony Kraft’s COMICS INTERVIEW. We believe that Dave’s work is the most significant gathering of interviews of the greatest comic minds of the 20th century.” This work will be the greatest collection of interviews in the history of comic books”.
Dick Giordano Interview
“David Anthony Kraft’s COMICS INTERVIEW, which was published from 1983 to 1995 featured interviews with creators, publishers, distributors, marketeers, fans and more. The timing of the original publications is significant because it allowed for interviews with comic legends from the dawn of comic books as well as interviews with young creators who are legends today. COMICS INTERVIEW effectively examined the mindset of the greatest talents responsible for the comics that we have come to revere over the last seventy years.”
Alan Moore Interview
“Because David Anthony Kraft is a writer editor himself he had the unique ability to interview creators from the position of a respected peer. This perspective is relevant throughout COMICS INTERVIEW where the subjects share their thoughts openly and frankly. “
Dave was an editor at Marvel and writer on such features as The Defenders, She-Hulk, Captain America, and Creatures on the Loose. He has the distinction of scripting the very first story drawn by John Byrne for Marvel Comics: “Dark Asylum,” published in Giant-Size Dracula #5 and of being the editor of FOOM, Marvel’s popular, self-produced fan Magazine.
Bill Griffith Interview
CO2 Comics is a web based comics publisher developed by former Comico publishers Gerry Giovinco and Bill Cucinotta. CO2 Comics has been growing in popularity since it first appeared on the web in the summer of 2009. About 700 pages of comics from twenty creators populates the site which is designed and maintained by Bill Cucinotta and features a popular blog by Gerry Giovinco that has been examining the history of Comico and comic book production.
Comico was the 1980′s Independent juggernaught that published such memorable titles as Grendel, Mage, The Jam, Elementals, Rocketeer, Robotech, Starblazers, Gumby, Space Ghost and Jonny Quest along with many other significant comics and graphic novels.
“David Anthony Kraft’s COMICS INTERVIEW: The Complete Collection Volume 1 will be our first work in print as CO2 Comics,” says Bill Cucinotta. “It’s publication as a POD (Print On Demand) product provided by Lulu.com will define our commitment to marketing direct to the customer through our web site with high quality productions that have always been our legacy. We plan to redefine how print comics are delivered to readers. We couldn’t have picked a better project than this one, that through its content outlines the history of the comics industry as we know it, to usher in what we expect to be the beginning of a new and successful model for the future.”
Comics Interview #5
Giovinco reminisces, “Dave was there for us as a mentor when we began publishing as Comico, offering moral support, insight and inspiration. His willingness to trade ad space with us as fledgeling publishers allowed us to grow and establish a significant presence in the dawning days of the direct market.
His interview with us as Comico in issue #5 of COMICS INTERVIEW was a moment that signified to us that we had arrived as publishers of comics. It is only fitting that we come together again at the forefront of a new era for the comics market and the continual development of the foundation for CO2 Comics, the hottest new place to read comics on the web and, now, in print.
ROBOTECH is celebrating its 25th anniversary this year and mourning the loss of of its producer and biggest cheerleader, Carl Macek.
Robotech/Macross #1 cover, Comico 1984
ROBOTECH was a big reason for the success of Comico in its heyday and is a blog all unto itself but before ROBOTECH became the successful franchise that it still is we published a comic book based on ROBOTECH’s original source material, the very popular Anime series MACROSS.
We were big fans of Anime having grown up watching classics like 8Th-Man, Gigantor, Astro Boy, Prince Planet, Marine Boy, Speed Racer, and Kimba the White Lion. We wanted to maintain the luster and integrity of the original.
Classic Anime
Our vision was to produce the pages using images taken from the actual video. When this proved to be an impossible option we decided that we would create the pages using a technique similar to that of genuine animation cels.
Line Art
Carl Macek’s wife Svea Stauch provided the pencils. Phil LaSorda and I inked all of the main characters which included all of the aircraft, spaceships and robots. The inks were done on a separate overlay that was later lettered then photographed as a positive transparency. This was an important layer of the final art since it would hold the black line separate from all the color work just as we would in the grey-line and blue-line systems that I have written about in earlier True Color blogs.
Matt
The backgrounds were all transfered to a different layer and painted much like the backgrounds in an animation cel.
Cel
Between the line art and the background paintings was a layer of clear acetate. All three layers were aligned to each other with registration marks. The clear film was then attached to the back of the line art and painted from behind with animation cel paint mimicking the flat look of cel production. After it dried, the layer was then removed from the line art layer and then attached over the more heavily rendered, painted backgrounds.
Printed
The two color layers would be separated by the color separator as one piece then the black line layer would be added. This all created the dimensional effect that the original animation cels had while preventing the black line from suffering from registration problems in the print process.
Macross 6 Line Art & Matt
This system, though it produced the intended results, was painstaking and required a small army of extra hands to chip in to get the work finished. Macross #1 would be the only time we used this technique. When Macross became ROBOTECH with issue #2 it was clear that the only way we would be able to produce a ROBOTECH issue every 2 weeks, which was our intended schedule, was to use flat color.
Macross 6 Cel & Prod
Our experimentation with all of the various techniques for producing color for comics proved that we respected the individual requirements of each property that we published. We were never content to produce a line of cookie-cutter comics.
Macross 6 Mount & Print
I like to think that our readers appreciated this and that the creators who worked with us understood that our priority was the integrity of their work. This provided us with the opportunity to work with many talented comic creators and made it easier for us to attract other licensed properties.
Today, nearly all color for comics is produced digitally. One thing I have discovered about creating comics digitally is that every creator has their own special technique to achieve a desired result. There is no real right or wrong way to produce quality comics.
That’s good for us at CO2 Comics because we love to experiment and we love to tap into our own experiences from the good old days. Our priority is still the integrity of the work and it will always be regardless if we are producing comics for the internet , digital readers or print.
In the next few days we will be announcing our first print project from CO2 Comics. It is big, bold and beautiful and has required a fair amount of experimenting to produce the product that we have been hoping for.
I promise this one will have people talking for years.
An ominous, orange glow cast its pall across South Philadelphia in the spring of 1981. It was a sign plastered with fluorescent tempera paint on a thirteenth floor window of the ARCO Building on Broad and Spruce streets, home of most of the classes taught at PCA, Philadelphia College of Art which is now known as the University of the Arts, one of the most respected art colleges in the country.
Room with a view
The letters that read “DUCKWORK” could be seen as far south as Veterans Stadium where the Phillies had won the World Series just months before and marched past PCA in their triumphant parade that rocked the City of Brotherly Love.
Behind the window was the office of a motley group of art students banded together to publish a “student” newspaper by the same name.
John "Bondo" Rondeau settles in front of a huge print that we had "aquired" from a show at PCA that featured a famous cartoonist alumnus, Anrnold Roth, who ironically had been expelled from the school when he was a student.
DUCKWORK, though tacitly supported by the school, was never a school newspaper. It was a publication commandeered by an assembly of comic art enthusiasts led by myself that defiantly produced comics in an educational environment that, at the time, considered the medium to be kitsch and derivative.
DUCKWORK Covers 1 & 2, Cover #1 illustrated by Bill "Fostex" Foster, #2 by Gerry Giovinco with inks by Bill Anderson
Our pseudo-fraternity proclaimed each of us as DUCKS and, as a proud rogue clan, we wreaked havoc on the school with our publication and our mischievous pranks some of which might have us arrested if done today.
Bill Bryan who is now at CBR Woodworking where thay make incredible furniture for offices and corporate spaces among other things. http://www.cbrwoodworking.com/index.html
Evan Nurse was a Jr. Duck who attended a cartooning class on weekends at PCA for young students. Evan's senior prank at Sharon hill H.S. was to join the girls Lacross team. They let him play but they made him wear the kilt. He is now an AV instructor at an area High School.
PCA had very little sense of community at the time. Because of this, our little group managed to control Student Council and Arts Council giving us the opportunity to allocate funds and office space for our ventures. The DUCKS ruled!
DUCKWORK Covers 3 & 4, both illustrated by Gerry Giovinco
DUCKWORK quickly became a magnet for cartoonists especially after it became known that I was attempting to start a comic book company named Comico with two friends of mine from high school, Phil LaSorda and Vince Argondezzi.
DUCKWORK Covers 5 & 6, #5 illustrated by Bill "Cooch" Cucinotta, #6 by Matt wagner
Nick-named Cooch, his loyalty and ability to get the job done whenever needed along with his knowledge of the direct market derived from his experience working retail at Fat Jack’s Comic Crypt, Philly’s premier comic shop made him invaluable. It would later make him the most logical choice to fill the void left by Vince Argondezzi’s abrupt departure from Comico’s initial partnership well before our first book Comico Primer would be published.
Edwin Arocho is now a fine artist and musician living in San Juan, Puerto Rico
The list of colorful guys and gals that frequented DUCKWORK’s office is peppered with talented artists that went on to creative careers. I’ve included photos of several DUCKS. It is easy to see that besides comics, we were seemingly, also influenced by the movie Animal House!
Danny "Hank" Lange followed his dream and actually learned to play that guitar. He recently did a sound track for an award winning film. Check Dan out here: http://www.myspace.com/buskersblues
The fall of 1981 brought a new landscape to PCA. Two older buildings across the street had been purchased by the school and turned into dorms. One of these dorms would quickly become a DUCKWORK annex and be dubbed the SWAMP. The SWAMP was home to new DUCKS, Matt Wagner, Mike Leeke, and Dave Johnson, three guys that each would later play a role in the accomplishments of Comico.
Joe Cursio was another Jr. Duck who hung out at DUCKWORK and is now living
DUCKWORK was populated by students that lived on campus and commuters who often crashed at the office or the SWAMP. SEPTA strikes were usually great bonding experiences for the commuters of which I was one.
Joe "Zig" Zigler rarely showed up with clothes on... Joe is a fun pal that we've managed to lose touch with. Joe, if you are out there, drop us a line!
One commuting DUCK who recently has emerged on the web-pages of CO2 Comics with his wife and former PCA alumnus, Tina Garceau, is Joe Williams who has recently posted several great flashbacks about DUCKWORK on his blog at www.willceau.com.
You can read Joe’s 5 part DUCKWORK retrospective here.
By the time the spring semester had ended in 1982, a total of six issues of DUCKWORK had been published.
It was the end of my junior year at PCA. Phil Lasorda’s older brother Dennis had just purchased a duplex in Norristown for his Physical Therapy practice. He had offered us the opportunity to run Comico out of the half he was not using.
It was time for this DUCK to sink or swim. I left PCA to pursue a dream. Cooch came along as well. Without its leaders DUCKWORK quicky faded away but Comico was about to become official.
When it came time to take the big leap of faith, Vince chose not to commit and Bill took his seat at the drums. Phil, Cooch and I were now the standing partners of Comico as we began to solicit our first publication.
Matt Wagner was a prolific contributer to DUCKWORK and continued to contribute as Comico took off. Matt’s feature Grendel first appeared in Comico Primer #2 and went on to become an iconic character in comics. Comico also published Matt’s Mage the Hero Discovered.
Mike Leeke, who would later become the penciler extraordinare of ROBOTECH and ELEMENTALS is just thrilled that he can hide all of his mechanical pencils and rapidograph pens in his tremendous fro!
Dave Johnson, former denizen of the SWAMP and penciler on ROBOTECH The Next Generation for Comico.
Joe Williams along with his wife Tina Garceau creates Monkey and Bird which is featured here on CO2 Comics.
Joe Williams is now a featured artist here on CO2 Comics with his wife Tina
Bill and I have ironically redeveloped our webs. We’ve gone from DUCKWORK to Web Comics with a long history in between.
Bill "Cooch" Cucinotta reclines on a cardboard 3-D project that was retired to the hall in front of the DUCKWORK office
Ouch! Gerry Giovinco, is another Duck trapped in a world he never made!
NOTE: In 1984, two years after the DUCKWORK crew had disbanded at PCA, Jim Carrey makes his Hollywood debut in an NBC television series titled “The Duck Factory” about a quirky group of animators trying to keep their studio alive. Kinda makes you wonder…