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…
This is sad news for all Robotech fans and fans of Anime.
UPDATE:
First, let me apologize for the brevity of the above post. I had just heard the news and wanted to forward it as soon as possible and was not available to follow up on it until now.
Carl Macek had a profound impact on Comico. It was the relationship that we had with Carl and Harmony Gold that solidified the notion that Comico was a viable force in the comic industry. ROBOTECH, more than any other property, made people notice us and trust that we would do a great job publishing anything. Carl trusted us early on and never wavered. The rest is history.
When Bill Cucinotta and Phil LaSorda first met Carl at a Las Vegas comic convention in 1984 they returned home infected by his enthusiasm for Macross. Carl was not just a producer that had landed the rights of an interesting anime series. Carl genuinely loved the medium, and the source material.
We were all fans of anime back then but it was clear that Macross was special. Carl was the preacher and we were the choir. I like to think that Carl saw that we loved making comics as much as he loved producing the English adaption of Macross and knew that we would treat it with the same admiration and dignity that he put into his work. Maybe it was just fate.
At the time we were all little fish in a big sea. Then ROBOTECH happened. Without boring anyone with the history of how the series boomed onto the scene, one thing was clear, ROBOTECH was bigger than all of us. Carl of course rose to the occasion and orchestrated a masterpiece. He had all the opportunity in the world to put the comic adaptation of ROBOTECH into the hands of DC comics but he stood his ground and insured that Comico would continue to be the publisher of his baby.
Carl had not only proven his own integrity but he boldly displayed his trust in us. Before ROBOTECH, I can assure you that Carl micro managed the developement of Macross #1 actually scripting it himself and having his wife Svea render the pencils. The enormity of the ROBOTECH project forced him to step back and hand us the creative reigns of the comic books, which he did unflinchingly. We returned Carl’s good faith by producing comics that he could be proud of.
Carl Macek was a man with a dream as are we all. But Carl separated himself from most by ferociously acting on his dreams. Transforming them into a string of success stories. I am happy to have been part of one of them.
It would be nice if there were more guys like him in the world but it is a tragedy that we have just lost the one-and-only Carl Macek.
My sincerest sympathies to Svea, the rest of Carl’s family and the extended ROBOTECH family.
The World of Ginger Fox
by Mike Baron and Mitch O’Connell, originally published by Comico in 1986 as a 64-page graphic novel, is nothing short of stylish eye candy derived from the exciting nineteen eighties’ era of high hair, shoulder pads, and excesses of wealth.
Ginger Fox is presented anew beginning this week on the web pages of CO2 Comics.
The tale of romance, adventure and intrigue, set in the Hollywood of the mid-eighties featuring the smart, sexy and savvy Ginger Fox and a cast of strippers, martial artists, hit men, drug addicts, gat-toting bodyguards and celebrity cameos will be released in weekly installments and is available without fee or subscription as are all comics currently available at http://www.co2comics.com/pages/co2_comics.html.
One quick look at the credits of Mike Baron and Mitch O’Connellwill give a good idea of what a treat to expect.
Writer Mike Baron has been one of the most innovative and honored creators in comics since he broke into the field withNEXUS in 1982 with artist Steve Rude.
He has written numerous mainstream comics, including Marvel’s The Punisher and DC’s The Flash. He is also the co-creator of BADGER, FEUD, SPYKE and a number of other renowned titles. He also penned the ROBOTECH graphic novel published by Comico.
His stunning illustration work since has been featured in magazines from Newsweek to Playboy, on the covers of million selling CD’s and advertising campaigns from McDonalds to Coca-Cola! Mitch’s fine art masterpieces have been exhibited from New York to Berlin to Tokyo and his tantalizing tattoo designs are a fixture on the walls of tattoo shops around the word! Mike and Mitch join the ranks of former Comico creators, Bill Anderson, Reggie Byers, Chris Kalnick, Mike Leeke, Bernie Mireault, Andrew Murphy, Rich Rankin, Neil Vokes as well as publisher creators Bill Cucinotta and Gerry Giovinco on the CO2 Comics site that also features work by Tina Garceau, Robert Jackson Jr., Onrie Kompan, Giovanni Paolao Timpano, and Joe Williams.
There are over 400 pages of free comic art available to read at CO2 COMICS.
Chris Kalnick, Mike Leeke, Gerry Giovinco, Neil Vokes and Tommy Yune
This past weekend at Zenkaikon 2009 held in King of Prussia,
Pennsylvania, CO2 Comics and Harmony Gold USA collaborated
to reunite members of the Comico crew that first published
the ROBOTECH comic series.
25 years after the 1984 publication of Macross #1 which would
become ROBOTECH The Macross Saga with issue #2,
Comico and current CO2 publisher Gerry Giovinco along with artists,
Mike Leeke, Neil Vokes and Chris Kalnick, who all also feature work
on the CO2 Comics web site, gathered together as guests for a
ROBOTECH panel discussion hosted by Harmony Gold Creative Director, Tommy Yune.
Chris Kalnick, Mike Leeke, Gerry Giovinco and Neil Vokes
The panel focused on the past, present, and exciting future of the
ROBOTECH franchise with emphasis placed on the upcoming
ROBOTECH film to be produced by Warner Brothers.
Chris Kalnick, Neil Vokes, Lisa Hayes character, Gerry Giovinco, Mike Leeke and Tommy Yune
An estimated 9,000 attendees arrived to attend the Zenkaikon,
overwhelming the convention with with their huge array of
cosplay costuming.