Tagged: comics

MICHAEL DAVIS: The Art Of The Deal – Part 1

I’m not bragging when I say I’ve got a ridiculous résumé, and by ridiculous I mean bad ass and by bad ass I mean impressive and by impressive I mean… you know.

Really. I am not bragging. Consider one of my favorite sayings from the great philosopher Yogi Berra, who said “It ain’t bragging if you can do it.”

Trust me on this. I won’t bore you with the details but I’m one the best dealmakers in the comics business if I do say so myself.

And… I do say so.

Yeah, yeah. I can hear the haters out there. Who is this guy? Except for Milestone and ComicMix I’ve never heard of him.

That’s fair.

But I’m sure a great many of you love movies and have never heard of Michael Ovitz either. I’ll just leave it at that.

When I say “deal” I’m not just talking about getting a comic book done. I’m talking about expanding the medium to as many media platforms as my mind can conceive. Except for the movies (which I’m working on) I’ve done major deals in TV, mainstream publishing, education, the music industry, toys, the Christian market, radio and I’m working on a (get this) musical.

I’ve done very few comic books as a creator. In fact, I’m only done two mini series, a few covers had some work in a few anthologies and at Milestone. Yet I was named one of the most powerful people in comics for two straight years by Hero Illustrated in 1993 and 1994 and back then I had nowhere the résumé I have to day.

Of course after naming me to that list for the second time, Hero Illustrated went out of business. Coincidence?

Probably not, but who am I to say?

You may ask yourself, as I have, “Self, how the heck did he get on that list?”

It’s the art of the deal my friend, the art of the deal.

I’ve put deals major together such as creating a comic book universe as a high interest low level reading program which is now and has been taught in schools as a curriculum and I did that in 1996. It’s called The Action Files; it started at Simon & Shuster then went to Person Learning.

That’s a pretty big accomplishment, but not my biggest. 15 years later it still holds up as a badass deal.

I’ll use that deal as a step by step ‘”how I did it.” I’ll go from idea to how The Action Files came to be distributed in the school system by not one but two powerhouse publishers.

My step by step will be interspersed with asides which will (hopefully) help provide a better and true understanding of the what-and-why mechanics of the deal.

The Action File Deal

It all started with a great idea: comics in the school system.

I’m not the first guy to think of that not by any means. In fact both Marvel and DC have had comics in the schools for one reason or another for decades. Those “educational” comics covered subjects such as drug abuse prevention among various other public service content.

What made my idea different was this: I wanted to create a comic book universe that would be a complete reading program with study and teacher guides that allow for a specific curriculum to be taught.

Many young people go wrong when trying to do something new or groundbreaking they think that a great idea is all you need.

Err, no.

My idea was neither ‘new nor groundbreaking, but my program was both. With that said here are the steps taken that turned my idea into a deal and that deal into a reading program.

Step 1: Does your idea have merit?

In other words, is it a good idea to anyone else but you?

I knew my idea had merit because it just made sense. I knew this on a personal level because the summer I discovered comics I went from a forth grade student with a third grade reading level to a fifth grade student with a ninth grade reading level. I knew this because I had to attend summer school that year to be able to be promoted into the fifth grade. I tested third grade in July and ninth grade in late August.

Why had it not been done before with a major publisher?  That was the question I had to think about. That led me to my next question and step:

Step 2: What are the barriers to entry and why has this not been done before?

After thinking and researching this question for a few weeks (another reason people fail: they think a good idea is somehow magically going to go away or be stolen if they don’t move the second they think of it. So they don’t do their due diligence) I decided the reason why there was no comic book reading programs taught as a curriculum is because of the educational climax and prejudices that were associated (at the time) against comic books.

In other words no one wanted to see The Hulk in a textbook.

When I ran this little tidbit by my then girlfriend she responded“That’s silly! Kids love comics!” True, kids love comics and very few kids would frown on reading them in school.

BUT, you are not selling to the kids; you are selling to educators and parents. Get it?

That’s another reason why some fail at this sort of thing. The idea is everything to them.  They focus only on the audience that the idea would be great for. Very seldom is the end user the gatekeeper.

How many times have you seen a TV show and it just sucked? When’s the last time you felt gipped because you spent nine bucks on a movie that was just bad?

Have any comics that you wished you could not only get your money back but also find the creative team and beat them with your copy?

I’m sure the vast majority of the readers of this column have experienced some if not all of the above. Here’s the thing: that TV show, movie and comic book all started out as a good idea to somebody. I’ve had much better ideas and so have you than certain things I’ve seen in the movies or on television. Yet somehow the shitty stuff is on TV and my idea is not. That’s because all the people involved figured out and dealt with the barriers to entry. What happened when the movie or TV show was being filmed is not the problem you should be worried about while you are looking to sell your idea.

That’s another reason people fail. They ask for outrageous things the moment someone shows an interest. I have a dear friend who killed a huge animated deal at DreamWorks because he insisted on directing. He never directed anything in his life so guess what happened to his idea?

It went from a DreamWorks movie to just being another idea.

Here’s another thing most people will not tell you: ideas are a dime a dozen, ideas are cheap and there is very little new under the sun.

By no means is anything I wrote or anything I’ve managed to do a magic bullet for a deal closing. I’ve killed a deal or 50 in my career with bad moves and most likely will again. This series of articles hopefully will shed some light on the inner workings of real deals and how they got done.

Think “ABC” when it comes to deal making:

Always

Be

Closing

What good is any idea if it just stays an idea?

Next week, I’ll finish up the Action File deal and begin to tell you how I set up a comic book universe and animated film deal for the church market.

Until then if you are interested in deal making, Goggle Michael Ovitz. I’m good but he’s the best that ever was and compared to him I’m just a squirrel trying to get a nut.

A cute and sexy squirrel, but still just a squirrel.

WEDNESDAY: Mike Gold

Review: That Monkey Tune, Michael A. Kandalaft

Review: That Monkey Tune, Michael A. Kandalaft


by Nick Chidgey

That Monkey Tune is a prime example of webcomics at their best, which is, ironically, when its being something else. Taking a cue from classic newspaper comic strips, That Monkey Tune employs a daily 3 panel gag strip format, with a larger Sunday strip, just like in the funny papers. In fact, the strip is syndicated in papers across the US as well as being published online.

While navigating the strip’s October archive,  its slick and simple presentation makes me almost forget that I’m not reading this on the New York Times website’s comics section. Too often when reading webcomics, it’s easy to be put off by bad website layout. That Monkey Tune spares us the headache.

(more…)

AIRSHIP 27 PRESENTS – ALL-STAR PULP COMICS NOW ON SALE!

Cover Art: Jeff Butler

REDBUD STUDIOS PRESS RELEASE
AIRSHIP 27 PRESENTS – ALL-STAR PULP COMICS

Ron Fortier and Rob Davis are thrilled to announce the release of the first Redbud Studio/Airship 27 Productions venture in All-Star Pulp Comics # 1. You can find it at www.indyplanet.com/store/product_info.php?products_id=6195.

This massive comic one shot features 58 pages of wall to wall pulp adventure in graphic form. Seven old and new pulp heroes as written by today’s most exciting new pulp writers and brought to glorious graphic reality by super talented artists.

Here are the Green Lama, Domino Lady, Jim Anthony Super Detective to name only a few. The volume also contains the very first ever comic adventure of Barry Reese’s highly popular hero, the Rook.

The color cover featuring the Green Lama & the Domino Lady is by Jeff Butler.

This is a comic you don’t want to miss and is available only at Indy Planet Com at www.indyplanet.com/store/product_info.php?products_id=6195.

Stories include:
•Green Lama by Adam Garcia & Mike Fyles
• Jim Anthony by Erwin K. Roberts & Pedro Cruz
• Black Bat by C. William Russette & Wayne Beeman
• The Blue Lady by Sean Taylor & James Ritchey III
• The Rook by Barry Reese & Craig Wilson
• Secret Agent “X” by Bobby Nash & Jeremy McHugh
• Domino Lady by Percival Constantine, Rock Baker & Jeff Austin
• Cover by Jeff Butler

Standard Sized Trade Paperback
Black & White
Page Count: 58
$6.99
POD

A collection of stories in varied styles from retro to new age digital painting here comes a collection of Pulp Age characters in comic storytelling- some in that form for the very first time. New Pulp writers and artists bring you stories with fists flying and action galore. Join the fun in ALL-STAR PULP COMICS #1.

Bringing together some of the most intriguing characters from the Golden Age of the Pulps in comics form- some for the very first time!

Redbud Studio’s Airship 27 Presents: All-Star Pulp Comics # 1 is now available at www.indyplanet.com/store/product_info.php?products_id=6195.

MARC ALAN FISHMAN: Why are you reading this and not playing Arkham City?

Every week it’s a visceral war for my attention: between using my time to produce articles, write or draw comics, complete freelance design projects, or be a lazy bastard. Not 12 feet from my Hacktintosh work station is my present to myself. A 46” HDTV, a Sega Saturn, my DVD collection, and an XBox 360. When I moved into my house last year, I put all these amazing toys in said man-cave so I would have a space where I could create, and reward myself when I was finished. Here I sit a year later…clickity-clacking away for you, the fine readers of ComicMix, my entertainment center gathering a thick layer of dust. And it strikes me that I’m toiling away nervously hoping that my words will excite and amaze you when I could be doing something much more important.

I could be saving Gotham City.

Earlier this month, Arkham City, the sequel to the hit video game Arkham Asylum, hit the store shelves. Presumably millions of copies found their way to similar basements as my own. When the game debuted, I decided to be an adult. I abstained. You see, I waited almost a year and a half to buy Arkham Asylum. I’d nabbed it in the used bin at a Gamestop over Hannukah last year. Since, I’d played it handful of times. I thoroughly enjoyed it. Never beat it though. And thus I gave myself every reason with which to remain stoic in my stance. I didn’t need a $60 investment in time wasting. I have articles to write! Comics to draw! A pregnant wife to attend to! A nursery to paint and organize! And I still haven’t beaten the first one!

That Friday, at the weekly Unshaven Comic work-night, my will grew weak. Matt entered my basement with a hearty “Dude, why don’t you have Arkham City yet?” I shook my head in a desperate plea. “Duuuuuuude!” My knees felt weak. Kyle descended into our dank pit of creativity next. “Hey guys. Marc, did you get it yet?” Damnit! I turned to a nearby die. I declared to my cohorts if I rolled a five or a six, I would get up straight away and get the damned thing. I chucked the six-sided keeper of fate to the floor. It skitted around the vinyl tile in a red blur. And there, staring back at our hopeful faces… one lowly dot. Fate, as it were, was giving me a message. “Stay strong.” Screw fate. I rolled it again. Two. Four. One again. Matt and Kyle chortled as lay on the cold floor, forever mocked by my lack of fortune.

The following week, the work-night began as it had the last. “Dude?! Now?!” No, Matt. I had to pay the mortgage and bills. I can’t be tossing away my cash all the time. I bought books this week anyways. Kyle came down, a rustle of plastic tucked between his arm and body. “Well, I got it!” Poop. We worked hard for an hour or so. Set some dates for conventions we’ll attend next year. We bitched to one another about our printer problems. And like a beacon light guiding us away from our duties as creators… Bruce Wayne called out. “My Unshaven Lads! The hammers of justice are yearning to strike down the nails of tyranny. Only you three can unleash my vengeance upon the night! C’mon, just watch the introduction story!”

A hour later we forced the game off. We pried it from my disk tray. We sealed it back inside its plastic Pandora’s box. With the night ending, Kyle whisked the game from my house, and my life. I could always borrow it when he’s finished, I told myself. I’m plenty busy anyways.

That Sunday, Kyle and Matt returned to record our podcast. Kyle entered with a knowing smirk. “Gas pellets, Marc. Gas. Pellets.” No. “Seriously. You get them like right after the part when we turned the game off. You get the gas pellets.” And you can throw them to the ground, and then fire off your grappling gun, and zip away in a puff of smoke? “Oh yeah. And the game is an open world this time, so you could just go around doing that, and beating up thugs for hours.”

Kyle didn’t even get a chance to finish that sentence before the wisps of my Brut aftershave left a Marc-sized silhouette where I was sitting.

And here I am, finishing up this little tale of woe for you. The game sits on the desk next to me, unopened. It’s been sitting there since I brought it home last Sunday. Between interviews for ComicMix, my day job, drawing the next installment of The Samurnauts and finding time to sleep, I’ve yet to crack it open. The anticipation at this point is unsettling. I’ve considered hugging people with the flu in hopes of having a legitimate reason to call in sick.

But who am I kidding? Even when I’m sick I log on to do my day job out of guilt and fear I’ll be missed. And I love drawing and writing comics. And interviewing Will Meungiot this week? It was like a 60 minute conversation with the friend I wish I’d had years ago. Maybe I’m just a masochist. Like Bruce Wayne. Bruce. … What’s that Bruce? Gotham City is overrun with gangsters, psychopaths, and malevolent psychologists hells bent on overtaking the city and exposing your secret to the world? Only I can help you?

And you have those exploding gas pellets? Poop.

SUNDAY: John Ostrander

MARTHA THOMASES: Are Interns Slaves?

In Great Britain, they’re trying to change the law to prevent businesses from exploiting students by way of unpaid internships. This is not just good news for a democratic society, but for comics fans as well.

How is it good for society? Unpaid internships are a scam, a way for businesses to get free labor while giving affluent students an unfair advantage over other students. The students with the best connections get the best gigs, and they’re the only ones who can get the subsidy from Mom and Dad so they can afford to work for free. After graduation, it’s the well-connected kids who have better resumes. It’s another example of affirmative action for the rich.

Unpaid internships also rob the community of taxable income. The kids working for free, even those with trust funds, are most likely not paying taxes on those unpaid salaries. They accrue the benefits of being part of our workforce without contributing their fair share. The corporations are certainly not paying taxes on the profits they make from the kids’ work.

How is it good for comics? I just spent a pleasant few days at New York Comic-Con. The show is run by Reed Pop!, and they do a decent job. However (and this is a big “However”), I am always surprised to see people working at the show as volunteers. Reed is a for-profit company. Why do they need volunteers?

I don’t mean to malign the people doing these jobs. Far from it. The deal, as I understand it, allows them to get into the show for free in exchange for doing a few hours work.

This might be a lovely way to run a local show, something put together by fans for fans. It’s no way to run a major exhibition in a major city. It’s scabbing. It’s exploitive. It’s an insult to every person who struggles to make a living in entertainment, marketing and hospitality.

It’s also a liability nightmare. If a volunteer has an accident, or somehow harms a guest, who is responsible? Again, it’s one thing if it happens in somebody’s garage, and quite another when it happens at the Javits Center.

I understand that this is a tradition of fans pitching in to help at shows. I love volunteers, and I welcome all efforts that get us more involved with our various and respective communities. However, I don’t understand why we’re volunteering to make money for corporations, instead of for more worthy causes.

Unlike the New York show, the San Diego Comic-Con is a not-for-profit corporation, a 501(c)(3). They are dedicated to promoting an appreciation of comics. Fae Desmond and David Glanzer are among my favorite people. However, it is my opinion that the show has been completely co-opted by other industries – specifically movies, television, and gaming – and to volunteer for that show is to make a non-cash donation to the likes of Disney, Fox, Warner Bros. and Universal.

Maybe, as comics fans, we hate ourselves so much that we feel we need to pay major corporations for the privilege of their attention.

Let’s make them pay us instead. We can use the money for therapy.

SATURDAY: Marc Alan Fishman

DENNIS O’NEIL: “I Am An Artist”

Percy looked up from the newspaper he had liberated from his neighbor’s welcome mat and had an epiphany. He knew what had been missing. He knew what he needed. About time.

The story, in the paper’s arts and leisure section – the only section Percy ever bothered with – concerned a major comic book publisher’s revision of its product line. It was a straightforward news piece, with no snarky asides, and it was the third or fourth such piece the paper had run in the last month or so – further proof that comics were an accepted and respected part of the arts community. Which, since Percy was a comic book penciler and inker, made him an Artist. In his imagination, he saw that word – Artist – in neon letters as big as a Times Square Billboard, with a brass band playing beneath them, and Mom and Dad there too, beaming, and also the little hottie from across the alley who had always ignored him, fluttering her eyelashes.

“I’m an Artist,” he said to the empty apartment. Not too convincing. The problem was, Percy had gotten a lot of attention with a self-published comic that he’s written, penciled and inked and then made copies of on the machine in his dad’s office after everyone had gone home.

“That’s nice, dear,” Mom had said when he’d given her a copy.

“Uh huh,” Dad said, nicely disguising his enthusiasm.

His buddies told him the book was cool.

“Yer a frickin’ artist, guy,” an uncle said.

And he was, no doubt about it. But he’d been in New York for six months and hadn’t gotten past any publisher’s reception desk and he’d taken his samples to all the comics publishers and a lot of other kinds of publishers because, well, you never know.

Okay, he was an artist. But, given his lack of success, he must be missing something. What? Then he remembered the art history class he’d taken during his one semester at the community college…what had the instructor said? Artists had…influxes? No – influences!

Epiphany, Part Two: Percy needed influences.

He wouldn’t find them in his apartment, unless they came in the form of roaches, so he put on his Yankees baseball cap – bill aimed behind him, of course – and emerged from his building into a sunny August afternoon. He turned left – south – and began walking. Would he recognize an Influence when he found one? He had to assume that he would.

He turned east on Chambers – no particular reason – and continued to the river. Turned south and soon found himself at the South Street Seaport. On a fine summer afternoon like this, the area was crowded with tourists ogling the Nineteenth Century sailing ship and drifting in and out of the restaurants and shops and glancing up at the steel-and-glass skyscrapers to the west and buying mystery meat from the food carts. Percy joined the few people who were watching a mime doing the usual mime stuff – being inside a box, walking against the wind and some other action Percy couldn’t decipher.

Suddenly the mime stopped whatever he was doing, stared directly at Percy and asked, “Looking for an influence, numb nuts?”

To be continued

FRIDAY: Martha Thomases

MIKE GOLD: Comics Envy

At the very end of 1973 I was lurking about in a Woolworth’s in downtown Montreal. I was suffering from my worst case of comics envy ever.

I was seduced by the graphic novels rack. That’s not what it was called, but that’s what it was. Dozens of titles by Jean Giraud (a.k.a. Moebius), Phillipe Druillet, and all kinds of master comics creators the likes of which we had not seen in the States. Beautiful stuff. I could follow much of the storytelling but little of the story itself.

I was also seduced by the wide range of subject material, with nary a cape in sight. Western, science fiction, private eye, romance, ennui-ridden existentialism, and stuff that seemed as though it was influenced by lysergic acid diethylamide the likes of which we never had on St. Mark’s Place. In short order I stumbled upon equally awesome material from Japan and Italy and, possibly, Mars. I experienced a beautiful work covering the widest range of subject matter imaginable. But in comics, such a range was not imaginable, not in the United States.

A couple years later the National Lampoon folks started up Heavy Metal, and while it wasn’t as interesting as it could have been, the new magazine got this material out there. At worst, it was a gallon of water brought to the desert. At best, Heavy Metal was a door opener.

One might think that a logical way of dealing with my comics envy would be to learn a foreign language – certainly French or Japanese. No such luck. Like most Americans I’m lacking in the foreign language learning gene: I took five years of Spanish and lived (and now live) in neighborhoods with or near a significant Latino population and I can barely mumble a few phrases, “perdóname” being my most heavily used.

38 years later a lot of wonderful material has been translated – but that’s not the best part. The best part is, the American comics medium has grown to the point where we now create stories that cover many of the genres that we see overseas. Not anywhere near all, but many. We still don’t have comics for senior citizen grandmothers the way they do in Japan, but we’ve gone a lot further than the 1973 diet of capes, muscles, some horror, a few klutzy teenagers, and a smattering of “children’s comics.” For one thing, we are finally seeing something of a return of children’s comics, thanks to outfits like Boom! and Ape.

Sadly, we’re not seeing a lot of sales in these categories. Most comics shops really can’t afford to risk stocking them in any depth and then promoting them to the appropriate audiences, and most publishers – maybe all of them, now that the tide has changed at DC and Marvel – really can’t afford to help them in any dramatic and useful way.

Maybe electronic distribution will change all that. Clearly, it’s the best way right now to attract new readers, but the promotion budget has to be there and that ain’t easy.

Still, it’s a start. A good start.

THURSDAY: Dennis O’Neil

MICHAEL DAVIS: The Art of the Deal

MICHAEL DAVIS: The Art of the Deal

A long time ago in a galaxy far, far away…

That line has nothing to do with this column. I just love starting a piece with “A long time ago in a galaxy far, far away…” I mean how cool is that?

A long time ago in a galaxy far, far away…

I started to look at comics differently. Up until that moment, comics were just a great vice in my life. Sure, I wanted to work in comics. Sure I loved comics but until that moment, comics to me were a simple, can’t do without, pleasure.

But… One day I was sitting in my study…what? yes, I had a study! That’s where I went to… study. So, one day I was sitting in my study when a bat smashed through my floor to ceiling window. At that moment I knew my path. My path was clear… That freakin’ bat must die!

Have you any idea how much a floor to ceiling window costs? A lot!

The bat was bouncing off my very expensive walls! Hey! When you see this shit in the movies and by this shit I mean people chasing a bat, rat, bird or whatever around their house, it’s all bullshit. In the movies the point is to get rid of the nuisance and provide comedy relief. The reality? It’s about killing the nuisance and avoiding bat blood on the walls of your Manhattan loft. After securing the bat, I started to…

Oh, you want to know what happened to the bat? Look, PeTA would be up my ass if I wrote what happened to that bat. I really don’t need to hear from those people so I’ll just say this, my .38 is missing a bullet and replacing a door is not that hard.

However, none of that is important. What is important is, at the very moment when my bat problem was over I realized that comics were not just a way to spend another lonely night after masturbating.

What? Oh, like you don’t!

At that moment I stuck upon an idea.

That idea?

The Art Of The Deal.

To put it another way, a step-by-step overview of a comic book deal.

So… starting next week I’m going to share with you in detail the inner working of one of my comic book deals. From idea to printed graphic novel.

I’ll use an existing but not yet finished deal from start to finish so if it goes south you will know why.

So fasten your seat belts, it’s going to be a realistic ride.

WEDNESDAY: Mike Gold

Preview: “Darkwing Duck” #18 — Like A Fenton From The Ashes!

HEAR ME, DUCKBURG! NO LONGER AM I THE WATERFOWL YOU KNEW! I AM FIRE! AND LIFE INCARNATE! NOW AND FOREVER…

…oh, we lose the Disney license after this issue? Maybe not so much on the forever, then.

The DARKWING DUCK/DUCKTALES crossover event twenty years in the making continues right here! Picking up from DUCKTALES #6, this issue marks Part 4 of “Dangerous Currency.” This is it fans — the last Disney single issue from KABOOM! has arrived. It’s the end of an era as we say goodbye to Disney at KABOOM! Don’t miss this landmark final issue from the relationship that put kids comics back on the map!

DARKWING DUCK #18
Written by Ian Brill
Drawn by James Silvani
SC, 24pgs, FC, SRP: $3.99
COVER A: James Silvani
COVER B: Sabrina Alberghetti
Diamond Code: AUG110926

Realms of Fantasy is Dead Again

Realms of Fantasy is Dead Again

Realms of Fantasy Logo

My only current paying freelance gig has been shot out from under me yet again; Realms of Fantasy magazine is being shut down for the third (I think) time in as many years.

SF Scope has the full story. Thanks to all of the owners of RoF for pouring money into it, even though that didn’t work out the way any of us had hoped, and to everyone else who worked on the magazine. I came in very late in its life, but I’m pretty sure hiring me didn’t directly lead to any of its many deaths.

And, if there’s anyone out there looking for someone snarky to review books in that vast realm between comics and skiffy, I am your man.