Author: Glenn Hauman

To: Universal Pictures Home Entertainment; Re: “The Grinch™”

To: Universal Pictures Home Entertainment
Re: “The Grinch”

Dear U.P.H.E., we got your press release...
Afraid we can’t run it, thanks to legalese.
For as much as we might want to promote “The Grinch™”
The Seuss folks won’t budge here, not even an inch.
See, Dr. Seuss™ sent us a cease and desist
An action which, you understand, has us… peeved.
They told us, “Use any Seuss IP? No more!”
Not just Seuss/Star Trek mashups; Grinch™ hype too! Then... war.
They proceeded to sue us, making wild claims
of willful infringement, a charge that defames.

We're not sure that we’d want to, in any case,
assist making money they'll shove in our face
as they continue to file legal motions
and otherwise show very hostile emotions.

Our defense costs us thousands, and now you beseech:
“Please use your platform, extend Seuss's reach!
Help them make more moolah, which they’ll utilize
to stifle your speech so you can’t criticize!
Push their retelling! Please help us to coax!"
Their chutzpah is stunning. The nerve of these folks.

We don’t hold it against you, we know that it’s rough—
pushing “Grinch™” weeks after Christmas is tough.
We’d normally help; after all, ’tis the season
but we obviously can’t and now you know our reason.

If you’ve just heard about this suit, and if you think
that you’d like to contribute, please do! Here’s the link.

We’re now in the summary judgement last stages,
the judge has the filings with which she engages.
Our request for judgment should stand on its own,
the facts are all in, there’s no need to postpone.
Our motion is clear for the trained legal reader
although we admit that it’s not done in meter.
We think our case strong, we trust the judge concurs,
and fervently hope that our win she confers.

And to everyone following our long fair use fight:
Thanks for all your support... and to all a good night.
Chris Ryall rejoins IDW

Chris Ryall rejoins IDW

Chris Ryall, former Chief Creative Officer and Editor-In-Chief or IDW Publishing, is returning to the company as President, Publisher and Chief Creative Officer. Ryall, recently part of the editorial division at Skybound Entertainment, will be charged with ongoing creative expansion efforts within the company, as well as continuing to work closely with partners and licensors. Greg Goldstein will be stepping down as President and Publisher.

“Chris was a vital and valued member of the IDW team from nearly the beginning, so we are very excited that he is coming home,” said Howard Jonas, Chairman, IDW Media Holdings. “We are thrilled to have him rejoin our senior team to accelerate IDW Publishing’s growth and success. His creative talents and relationships within the industry are unmatched so we are confident that he will thrive in this new, expanded role. We are extremely grateful for the dedication and hard work that Greg put into the company, and I am confident that he will enjoy great success with his future endeavors.”

“I am incredibly proud of all that we’ve accomplished during my decade at IDW,” said Greg Goldstein. “I couldn’t be more grateful for the opportunity to work with the entire IDW team and our creative and business partners. It’s been a great ride. Now I’m now looking forward to the next chapter of my career. It’s very exciting.”

Ryall originally joined IDW Publishing in 2004 as the company’s Editor-in-Chief. In 2010, he was named as the company’s first Chief Creative Officer. During his initial stint with the company, Ryall oversaw the acquisition of licensed titles such as Transformers, Star Trek, Teenage Mutant Ninja Turtles, and dozens of others. He also served as editor on hundreds of titles and, alongside creators Joe Hill and Gabriel Rodriguez, helped develop the acclaimed, Eisner Award-winning Locke & Key, currently in development as a Netflix television series.

“IDW is where I’ve spent the majority of my career, and I consider the company and its employees like family so I am grateful for this amazing opportunity to return,” said Ryall. “I believe that IDW has very significant opportunities to become even more valuable and important and I am excited to further expand on what I started with the company nearly 15 years ago. I am also eager to help the company celebrate its 20th year anniversary in 2019 in varied and creatively invigorating new ways.”

Ryall will assume his new duties on December 10, bringing more than 14 years of proven success to IDW Publishing. As a writer, Ryall was nominated for an Eisner Award alongside artist Ashley Wood. Together, they co-created the property Zombies vs Robots, purchased by Sony Pictures. He is also the co-creator of Onyx (with Gabriel Rodriguez); The Hollows (with Sam Kieth); The Colonized (with Drew Moss); and Groom Lake (with Ben Templesmith); the co-author of Comic Books 101 (with Scott Tipton); and writer of licensed properties such as Stephen King and Joe Hill’s Throttle; Clive Barker’s The Great and Secret Show; Douglas Adams’ Dirk Gently’s Holistic Detective Agency, The Transformers; Mars Attacks, Rom, Kiss; and many other titles.

ComicMix has previously packeaged and published many books with IDW, including GrimJack, Jon Sable Freelance, EZ Street, Demons Of Sherwood, Hammer Of The Gods, White Viper, and The Pilgrim.

We congratulate Chris on returning to the fold, and salute Greg for his many years of service.

 

Watch the new “Captain Marvel” trailer!

Straight from Monday Night Football, it’s the newest trailer for Captain Marvel!

Set in the 1990s, Marvel Studios’ “Captain Marvel” is an all-new adventure from a previously unseen period in the history of the Marvel Cinematic Universe that follows the journey of Carol Danvers as she becomes one of the universe’s most powerful heroes. While a galactic war between two alien races reaches Earth, Danvers finds herself and a small cadre of allies at the center of the maelstrom.

Insight Lands On Mars– 35 Years Later

NASA’s latest Mars lander, InSight, successfully touched down on the surface of the Red Planet this afternoon, surviving an intense plunge through the Martian atmosphere.

What you may not know is that Insight Studios, run by Mark Wheatley and Marc Hempel, got to Mars back in 1983 with First Comics, edited by Mike Gold. The entire series was collected in a trade paperback by IDW in 2005.

Real life imitates comics again! And congratulations to everyone at NASA!

Stan Lee: 1922-2018

Stan “The Man” Lee has died at the age of 95, according to news reports.

If you need biographical information about his life and his achievements, we strongly recommend his autobiographies Excelsior!: The Amazing Life of Stan Lee and Amazing Fantastic Incredible: A Marvelous Memoir, because no one could tell Stan’s story better than he could himself. (We presume if you read ComicMix, you already know how important he was to comics. ‘Nuff said.)

Our condolences to his family, friends, and fans.

 

 

National Graphic Novel Writing Month Day 7: Sorry, There’s Math

National Graphic Novel Writing Month Day 7: Sorry, There’s Math

National Graphic Novel Writing Month 2018

Writing a comic script is an extremely regimented process. You’re often working within an extremely tight format that leaves little room for error.

John Ostrander explained it for us a while back:

First number: the number of pages. Right now, your monthly comic book is 22 pages long. Let’s say you’ve been asked to do a fill-in story or a complete in one story for a given book. There are certain space limitations you need to take into account.

How many panels are in a page? Well, your first page is usually the splash page which means one big panel. This page also usually has the title of the story and the credits box for the creators. Here’s some rules of thumb for the other pages: when there’s a lot of action, you use fewer panels per page. If it’s a talk scene, you can have more. I generally figure that it will average out to five panels a page. The splash page is one panel so you have 21 pages times five panels. We do the match and the whole thing totals 106 panels in which to tell your story.

That’s not a lot of room to work. And as we said earlier, every panel must convey an action. You have to be able to tell your entire chunk of story under those constraints, which means you’re going to have to make every shot count. Mark Waid explains:

In a 22-page comic, figuring an average of four to five panels a page and a couple of full-page shots, a writer has maybe a hundred panels at most to tell a story, so every panel he wastes conveying (a) something I already know, (b) something that’s a cute gag but does nothing to reveal plot or character, or (c) something I don’t need to know is a demonstration of lousy craft. Comics are expensive. Don’t make me resent the money I spend buying yours. Every single moment in your script must either move the story along or demonstrate something important about the characters—preferably both—and every panel that does neither is a sloppy waste of space.

The good news is that if you’re doing your own graphic novel, you can write to any length you need– but you still can’t waste any panels. So you have to figure out what actions tell your story, and that means that you need to make an outline… and that’s the next part.

National Graphic Novel Writing Month 2018

National Graphic Novel Writing Month Day 4: Don’t be a Player

National Graphic Novel Writing Month 2018

Day 4 of #NaGraNoWriMo! Last time, I told you that a full script for comics can look very deceptively like somethings it should never be… and those are plays: both traditional stage plays and screenplays.

Why? Because they simply don’t describe the same things.

The single most important difference between a play script and a comic book script is that a comic story is made up of single frozen moments that express something, most often either an action or an emotion.

Plays don’t do that. Plays describe ongoing action and motion, and comics are not built to do that, as they’re made out of single images. You’re not writing in documentary, you’re writing in newspaper photographs.

Take one of the most famous photographs of all time:

You can’t tell if someone just put on his hat. You can’t even tell if someone is blinking. What you can tell is that each person is doing a specific action, some of which are in reaction to other actions.

That’s the best you can hope for– that each person in the shot gets an action, and that the image expresses something.

David Mack, author of the WWII dark fantasy thriller The Midnight Front, wrote about this for us previously:

When describing a scene in a film/TV script, one can describe continuous actions with great economy. For instance, a line of action in a screenplay might read, “Porter gets up from the table, picks up the phone, and uses it to smash in Resnick’s skull.” The reason this direction works in a screenplay is that it’s a blueprint for a motion picture—emphasis on motion. That one sentence might end up being depicted with a half-dozen different shots edited together in a film, but in the script, one needs to describe only the continuous series of actions.

Comic-book scripts are not blueprints of moving action but instructions from which an artist will render sequences of static images that imply movement by breaking down an action into decisive images across any number of panels.

What that means for the story you’re telling is the one thing you may have hoped you’d never have to deal with as a writer… math.

 

National Graphic Novel Writing Month 2018

National Graphic Novel Writing Month Day 3: Plot First vs. Full Script

National Graphic Novel Writing Month 2018

Day 3 of #NaGraNoWriMo. Now that you’ve decided the format your graphic novel is going to take, you have to decide how you’re going to write it. For that, we have to discuss the two major schools of comics writing: Plot First vs. Full Script.

Plot First is occasionally known as “Marvel method” because Stan Lee used it a lot when he was creating the Marvel Universe and writing eight books a month in the 60s— he would pitch a plot to artists like Jack Kirby, Steve Ditko, Don Heck, etc., discuss it with them and maybe type up a quick page or two for notes. Then the artist would pencil the story, after which Stan would script the captions and dialogue to fit the art. The advantage for the writer is knowing what the art looks like, and how much room there is for text, when scripting. The disadvantage(?) is that the writer loses control over pacing and composition of the art, and may get surprised when the art comes back and there’s this silvery surfer in the middle of the story, or some other addition or omission. We don’t recommend this method at all unless you have an existing relationship with the artist and editor and trust them.

It can also lead to a sort of laziness on behalf of the writer: Frank Miller’s recent one line in a plot that John Romita Jr. turned into TEN PAGES of artwork.

Full Script: writing a complete script with panel descriptions, based on which the artist then draws the story. Advantages: the writer has more control over layout and pacing, although an artist will still find ways to misinterpret your script. Disadvantages: it takes longer to write (and may not save the artist any time), and you may need to tweak your dialogue and captions to fit the art anyway.

Because we don’t want to slough too much of the writing onto the artist for our purposes, we’re going to discuss Full Script. There’s one other method, but we’re going to save that for a bit later in our discussion, because we’re going to use elements of it in writing our script.

So what does a full script for comics look like? Well, it can look very deceptively like something it should never be… which we’ll discuss tomorrow.

National Graphic Novel Writing Month 2018

What you MUST know before starting to write your graphic novel #nagranowrimo

National Graphic Novel Writing Month 2018

It’s Day 2 of National Graphic Novel Writing Month– and we haven’t even started writing yet!

Good!

“Good?” I hear you cry. “How can that be good? I see all those novel writers who have started posting their word counts! Some of them are thousands of words ahead of us!”

Big deal. Writing a novel is easier. We have to know things first. Novel writers can just put one word after the other after the other, and keep going until they run out of steam or story. If it runs short, it’s a novella; if it runs long, it’s a trilogy. What if they had to write to an exact length?

I’m not just talking about the length of the novel. I mean writing to the exact length of each page– each page has a maximum 210 words, no more. And every scene has to end at the end of a page. And each chapter has to be exactly 22 pages long. And…

You get the idea. Even when a prose book is heavily reformatted, as with this new tiny book format, the text itself barely changes. With comics, that’s not going to be the case.

That’s why the most important thing to know before you start writing your graphic novel is the format– how your book will end up being initially published. Comics are a very regimented format— so much so that large comic book companies will produce art boards of a specific size for artists to use— and knowing those formats will inform how you create your work.

Take a look at these books.

Notice that every single one of these are a different page size than a “regular” comic book, and as a result, each one of them will have different storytelling challenges. Only so many words will fit on a page, only so many panels, only so much action and detail, and you’ll have to plan accordingly.

Length of the book matters too– is it 22 pages? 48? 120? 300? Are you reading it all at once, or is it spread out over months? Reintroducing your characters and setting in a monthly comic is one thing– it’s been a while between issues for your regular readers, and there’s a chance that this comic is the first issue a new reader may pick up, so it makes sense to introduce them. But if you read them in a collected omnibus format, being reminded every 22 pages or so that his claws cut through steel plate as easily as rice paper gets tired quick.

Similarly, if most people are going to be reading it in a collected format, you’ll have to accept that those 4-page digressions you put in the back of the monthly edition are going to be skipped over by a lot of people when they read it now.

Bear in mind that there are also technical and practical limitations to what you can actually print. If you decide that your graphic novel is going to be, say, 8″ by 9″, you’re going to be hard pressed to find a printer that can produce your books in that size and it’s likely to cost more. And while we’re talking about price, remember that every page you add is going to cost more to print, and unlike prose books you can’t use a smaller typeface to make it fit in fewer pages. In addition, your printer may be able to offer you a discount if your page count is a multiple of 16 or 32…

So that’s your first challenge: what do you think your graphic novel is going to look like? What’s your format?

National Graphic Novel Writing Month 2018

National Graphic Novel Writing Month 2018! #nagranowrimo

National Graphic Novel Writing Month 2018

Yes, we got enough demand from you that we’re doing it again! For the month of November, we’re going to help you learn how to write a graphic novel! Stick with us for 30 days, and we’ll go over just about everything you need to know about writing for the specific requirements of comics!

It is our hope that by the time we’re done, you’re going to be well on your way to being able to show us your work, and be able to guide you to the next steps of creation. We also hope you’ll share these lessons with other folks far and wide.

First: let’s pull out some of the textbooks you’re going to want to read. Your first homework assignment is to get some of these from the library or the store.

We’ll recommend others as we go.

Second, let me tell you what this is NOT going to be.

This is not going to help you create your idea for a graphic novel. We’re starting with the assumption that you already have an idea for a graphic novel, and need help trying to write it.

This is not going to require you to be an artist. While there is a place for the person who can both write and draw, this is intended for the person who is going to be working with a collaborator or two. As such, you’re going to learn the best ways to write in order to make it easy for a collaborator– even it you don’t even know who’s going to draw it.

This is not even going to require you to have any drawing skills. If you can make stick figures, you’re qualified. Yes, you will have to draw stick figures.

This is not going to be genre-specific. Comics contain multitudes– superheroes, mysteries, science fiction, fantasy, humor, porn, educational materials, biography and autobiography, on and on and on. We’re not teaching you how to write Batman, we’re teaching you how to write comics.

And finally: This is not going to be a rah-rah confidence builder. There are plenty of places where you can get the types of affirmations to help during long nights staring at your wall, and you should make use of them if they help you– but this is for the nuts and bolts of writing for comics, and the only way to really learn that is to sit down and write them. These lessons are not to help you power through the creation of a comic, giving you “waytogos!” as you hit particular word counts during the month. In fact, there will be no word count goal in your creation process.

Why? Because it’s impossible to quantify how many words are needed to make a graphic novel. It could take 5000 words– or 500,000.

And on that terrifying note… see you tomorrow.