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Cross-Draw Kid Digital Art Commentary

I’m currently working on a new series of digital art pieces focusing on a golden age comic called “Western Adventures”, specifically featuring the character Cross-Draw Kid. I thought it would be cool to give some thoughts about my process. I wish I had stage-by-stage saved files to better demonstrate the process, but perhaps that’ll be something I do for a future blog! For now, I’ll keep it simple and treat it more like plain-ol’ commentary.

 
I wanted to show a before and after shot of the page I used for the first piece. I started with a full-page opposed to only one panel which is usually the case. The particular challenge to using a full-page “base” for the digital manipulations is finding a way to modify what’s already there in order to add design elements that are unique to me. When starting with a panel, for example, there’s more opportunity to personalize it because it tends to leave a lot of negative space to play with.

Showing the side-by-side images below you can see that I zoomed in to crop out the title and covered most of the bottom scroll-text with two panels from later in the story. The reasons I do things are both intuitive and intentional.

The intuitive  part of the process exists at the start when I start layering things, cropping things, adding filters, using the airbrush tool, masking things, adding text, etc. For the most part during this stage, I trust gut feelings to stumble upon “happy accidents” that guide me to a path I want to take.

The intentional part is when I start applying basic elements and principles of art to re-affirm the aspects of the piece I want to highlight. I use colour to unify the piece and guide the eye around. I use patterns to both flatten layered elements on the same plane (the grunge artifacts) as well as add texture (the comic dots and shirt). I added two simple things to this piece to help frame the Cross-Draw Kid better (the dead tree and birds). I cropped and repeated the title “Cross-Draw Justice” and placed it on a highlight coming from the sun in order to re-enforce the vertical framing created with the lower scroll and panels and the original “Cross-Draw Kid” title bar.

The best thing about making these is discovering things as I go. Layers are my friend. Textures are my friend. Filters are my friend. Moving layers around, or changing filters, or duplicating elements after I get something I like sometimes create whole new opportunities for the piece. Some examples are below.

 
If there are those out there who’ve always wanted to create digital art, I say go for it! There’s no better way to get better than to just create, create, create. Get comfortable with the tools and software you want to use slowly, then add new things to the process, experiment with it, and then create some more. The advice I’ll always stand by is: Don’t give up, don’t feel defeated, don’t stop creating. Enjoy!

Commentary and OGL Influence: “Bartering Immortality”

Each of the flash fiction releases for the “Figments” series are inspired by a creature entry found in the OGL product, Minions: Rebirth” by Bastion Press. I’ve just recently come to realize that the entirety of the book’s contents are deemed “open game content”. I can’t encourage OGL gamers enough to pick up this book, the digital “Minions: Rebirth” is available at DriveThruRPG.

The flash fiction connected to this blog post (“Bartering Immortality“) is released under the Creative Commons License (By-NC-SA) and is published as a different post to keep the licenses separate (for legal reasons).

The content under the header, “OGL Influence” is considered Open Game Content. Anything else on the entirety of this website is considered Product Identity unless content is specifically deemed Open Game Content in the appropriate blog post entry, and as such is Closed Content.

Commentary

The “owliksir” used in the flash fiction, “Bartering Immortality“, comes from the creature entry for the “amberjuron” on page 3 of Minions: Rebirth” by Bastion Press. I very nearly skipped this entry for days, deeming it not relevant to Hellmouth. Re-reading it again, I challenged myself to MAKE it relevant.

Before the concept of the plot came to mind–concerning the Philosopher’s Stone–I started to research the owl. I wasn’t a fan of the name “amberjuron”; it just didn’t feel right to me. I wanted to work in some sort of word play, or dig up some sort of etymological reference, something that’s come before that could add an additional layer to the creature’s concept.

This led me to the horned owl and its genus term, “bubo”. I was convinced I’d get some derivitive name off that… but alas “bubo” comes from the Greek base “groin” and “the swelling of nymph nodes”. Although, the connection to “bubonic plague” was intriguing, I resolved in letting this naming direction slide.

This did lead me to start reading about other “bubo” genus owls–this led me to the barn owl. The barn owl felt like a perfect fit to me as it reflected the idea of for an owl-cat arcane-collector wonderfully. I imagined the creatures as hermits, and this got me my story location: A barn. Imagining where an owl-cat thing like this could make its home, I imagined Angland. If there’s anywhere on the World of Hellmouth with some relatively “quiet abandoned countrysides”, it’d be the England-inspired country equivelent.

From there, somehow, I was led to looking up alchemy, which in turn led me to the Philosopher’s Stone. That gave me the object being traded for. While researching the Philosopher’s Stone, it’s historical relevance, the alchemists involved in its lore, I discovered that the 8th-century Persian alchemist Jabir ibn Hayyan theorized that any metal could become another metal, a process called ”al-iksir” in Arabic. Not only did the Western term “elixir” come from al-iksir, but I all-of-a-sudden had the word-play I need. Thus, the “owliskir” came into being.

Quick References:
Horned Owl
Bubo
Philosopher’s Stone

OGL Influence

The below entry details the “amberjuron” found in “Minions: Rebirth” by Bastion Press. You will not find the OGL core statistics, game mechanic terms, or rules-related subject matter in the following text. I recommend getting the digital copy of the book if you’re interested in using this creature in your OGL game.

The entry has been slightly edited to include detail more relevant to the World of Hellmouth setting. Please refer to the Product Identity section on this blog post to know what is closed content.

The Owliskir

Rare and mysterious, the owliskir is an enigma of the forest. The owliskir, when stationary and from afar, is indistinguishable from a normal barn owl. If viewed closer, or when it’s in flight, it becomes quickly evident that it is not a normal owl for it may be wearing fine jewelry, may carry a wand in one of its four talons, has the movements and mannerisms on all fours like that of a house cat, and has an odd look of intelligence in its eyes. No one quite understands where the owliskir came from or how. Some speculate that a noble familiar was once granted by the gods a dying wish to found a new race, but there is no evidence to support such a claim.

To those that know how to find them, owliskir are invaluable. Owliskir spend their time collecting knowledge, thinking, crafting magical items, and studying ancient books. Their knowledge, intelligence, and creative powers are unmatched. An owliskir is a brilliant sage, a gifted oracle, and a veritable encyclopedia of lore, both mundane and arcane. Almost all of the owliskir’s knowledge is obtained second hand, through bartering for heretofore unknown knowledge. For every bit of arcane lore or advice that an owliskir gives out, it requires an equitable exchange of information. This trade can be of any sort of information, as long as the owliskir finds it new and interesting. It can be a recipe for dragon liver, the command word for a long lost magic item, recent political happenings, or even a personal anecdote. Since the owliskir lives almost 1,000 years and never forgets anything it hears, it eventually collects an amazing array of knowledge.

Owliskir also have a great love for creating magic items, exceeded only by their love for jewelry. In addition to swapping information, an owliskir is often willing to trade its magical creations for a particularly lovely sapphire necklace or two. An owliskir typically has a wand or two available, or a minor magical ring. Frequently, owliskir have rather unusual magical items, as they enchant whatever they have on hand. If they have a spoon lying around, they will enchant it. They are especially fond of enchanting their beloved jewelry. No more lovely a pair of magical bracers is likely to be found than those gracing the limbs of an owliskir. They aren’t fools though, and owliskir usually only trade for jewels of equal or greater monetary value than their magical creations are worth, assuming they make the correct assessment concerning the item’s value. An owliskir may also offer divination services in return for interesting knowledge or items.

It’s not clear where owliskir stash all their loot. Most believe they hide it in far-off trees, scattered around the forest. Some speak of hidden treasures stashed in abandoned buildings. Others speak of hidden pocket dimensions only they know how to open. Killing an owliskir is not really a good way to get rich quick. It’s best to stick to trading with them and swapping information. Besides, they’re rather useful to have around.

Owliskir usually speak most of the common languages of the region they call home as well as a few other not-so-common languages, some exceptionally strange to common man. What languages they don’t speak naturally, they can eventually speak with the casting of a simple spell when required.

Combat

Owliskir aren’t interested in combat. If attacked, they are most likely to fly off and disappear into a nearby forest, using spells that make them invisible, turn into mist, or simply teleport away if cornered. If somehow forced into combat, they attack with spells, as they only use their talons for hunting. An owliskir always has a powerful offensive spell tucked away in the back of his mind for just such an emergency. If obviously doomed, an owliskir offers its magic items in return for sparing its life. It brings out one or two devices from their hiding places, and then flies off.

Abilities

An owliskir never forgets any-thing that it sees, hears, or learns. Anything that has happened during its long life can be recalled instantly and with complete clarity. Owliskir are not immune to spells or effects that modify memory, although mind reading attempts will likely fail due to the enormous and confusing volume of information contained in their minds.

An owliskir has the spellcasting abilities of a highly experience wizard. A typical owliskir can detect and read magic, charm a person, understand and communicate in all languages, shield itself with protective magic, or retreat from danger with evasive magic, arm itself with a high-damage offensive spell, remove curses, and has mastered the magical arts of divination.

Owliskir, like owls, have superb hearing and even better eyesite, especially in dusk and darkness, and they are almost entirely undetectable when moving.

Roleplaying Encounter

The owliskir is intended to provide a resource and oracle for the party in the wilderness, as well an opportunity for roleplaying. It is best to introduce the owliskir when the party is in desperate need of some information or guidance. Have an supporting character drop them a rumor of a mysterious and wise sage or oracle that lives deep in the woods or in some abandoned barn, one that knows an amazing amount of forgotten lore. Of course, finding the creature may be difficult; usually it is best to contact a local druid or ranger for directions. When the party first approaches the owliskir, give the party a chance to impress it with their manners and offer it their problems. Owliskir don’t normally deal with ruffians. Don’t forget to have the party provide a piece of information in return for any help from the owliskir. This gives the players an opportunity to brag of their exploits and generally ham it up.

At some point in the encounter, have the owliskir comment on a piece of jewelry one of the characters is wearing. Have it offer one of its items in trade for the piece. Don’t allow the party to negotiate too long: the owliskir is not a magic shop. If the party is respectful and kind to the owliskir, it will welcome them back again. The owliskir can become a resource for their adventures, providing knowledge, services, shelter, and even a storage space for some of their belongings. The most powerful of owliskir are even rumored to provide transport to and from other planes.

Three Videos of Ray Bradbury Talking About Writing

Ray Bradbury talks about his history as a writer trying to make it in publishing. He talks about how slowly from 1940 onward when Script Magazine accepted a story. In 1941 he sold one story to Science Magazine and it doubled every year pretty much after that and “it all paid off”. It concludes with the story behind the short story “The Lake” written 10 years later which has a personal metaphor that made that specific story important to him as a writer, and the direction of his career.

Here’s a short film for the National Endowment for the arts featuring Ray Bradbury as he discusses his life, literary loves and Fahrenheit 451. He talks about how experiences and what you read when you are 3 years old, or 6, or 10 and 12, imprint what you’ll write about when you’re in your 30s. “Things that you do should be things that you love, and things that you love should be things that you do,” this is a quote you’ll hear Bradbury repeat in many public talks. There was another quote in this video that stood out for me as a fascinating visual: “Stand at the top of the cliff and jump off and build your wings on the way down.”

Finally, in this video–after you get past the quirky intro by a librarian who was perhaps too used to talking infront of 5-year-olds–you’ll get Ray Bradbury telling a facsinating story about how he befriended a Carnival freak named Mr. Electrico at the age of 12 and how an interaction with him set his course for life as a writer. It set him off to write every day for the next 75 years and never look back!

It’s a fascinating story, not only for its content, but in the manner Ray Bradbury tells it! You can just TELL, this Bradbury thinks in plot development and narrative composition. Friggin’ brilliant.

Influences: “Wild Cards” Anthologies by George R. R. Martin

There are a couple things that have influenced me that were released in the last 20 years. Things I mentally consumed in my early teens primarily. Nothing has been more determined to stay with me than the Wild Cards series, edited by George R.R. Martin.

RECENT EVENTS

The last few months in particular I’ve been talking about the series a lot more often. Perhaps it happened when a hard cover caught my eye in a Chapters book store. I looked at is and realized it was NEW! My mind was flooded with excitement again–I bought it right away. I set out immediately to seek out the collection with renewed force… and there’s a back story here I’ll tell quickly.

In short: I lucked out and found the ENTIRE collection selling on EBay in October 2010. I had an RSS Feed search on the series for months to keep an eye out for the books I was missing. I had only ever owned three books: Volume 1, 4 and 5. It always bothered me that I couldn’t read Volume 4 until I found Volume 2 and 3.

The longer story is that in the mid-to-late 90s, I strived to discover the missing books–scoured used books stores I came across–but found it extremely difficult to find any of them at all. The original twelve volumes were released between 1987 and 1993, three additional volumes came out between 1993 and 1995. Reprints weren’t happening and anything in a used book store was likely vultured as soon as they were shelved!

Remember, this is a time when the internet was in its infancy. Ebay wasn’t around yet, and internet transaction security was still working out its kinks.

In the last seven or so years I tried a few times to sign out Volumes 2 and 3 from a local library. Each time someone on a waiting list beat me to them and for months I never once gota chance to lock them in, not even while on a waiting list. I concluded that somehow, those books were never coming back. Someone signed them out and hoarded the forevermore.

So, when I finally saw an Ebay post offering a Buy Now option on the entire 12 book run + the 3 book run that followed, I snatched them up without further contemplation. The Ebay user needed the money more than needed the “cult classic” collection. I paid a little more than cover price for each and ended up with 3 doubles, but considering the rarity of these books now, it was worth every penny!

SERIES PITCH SUMMARY

Wild Cards is a shared-universe anthology series that mixes science fiction with superheroics, but sets the stories in a very grounded real world setting of an alternate universe 80s America.

A post WWII an alien ship crash lands on earth, piloted by Dr. Tachyon (a flamboyant dressed alien). It’s hull is breeched and its fuel rains down across New York. The fuel alters the DNA of those it contaminated. 90% of the population affected die, of the 10%, 9% mutate physically and are called “Jokers”, the last 1% gain superpowers and are called “Aces”.

 

That’s pretty much the short pitch that everything builds up around.

BACKGROUND

Wikipedia refers to the format of this series as a “mosaic novel”. I never knew this term in relation to fiction until now, but it made sense to what’s been so inspiring about this series for me for the last 20 years. Here’s the short definition from Wikipedia:

This involved several writers writing individual shorelines which were then edited together into one novel length story. Finally, some volumes are a complete novel written by a single author.

It would both shock and surprise me this week–while researching some background info on the Wild Cards series in a bout of curiosity (as is common with me)–that George R. R. Martin was a gamemaster for a superhero-genre roleplaying game called “Superworld” in Albuquerque, New Mexico. In that game, his players were a group of science-fiction writers. Many of the original characters in the first volume are based around the characters these players controlled in-game.

In 2008, Green Ronin Publishing released a Wild Cards Campaign Setting for use in their Mutants & Masterminds Roleplaying Game. I bought it right away while visiting Indianapolis for GenCon Indy, of course, but was afraid to read it–lest I ruin something from the novels I still hadn’t read. So, it’s shelved for now… but waiting patiently.

WHY IT INFLUENCED ME

Even though I had only read Volume 1, there were certain short stories within it that have stuck with me for 20 years. Specific scenes, specific character personalities, specific tones and developments. “The Sleeper” by Roger Zelazny and “The Long, Dark Night of Fortunato” by Lewis Shiner stand out significantly. I can’t say that for every book I’ve read–and I’ve read an exorbitant amount–details start to get lost in the older things until I re-read them.

Also, the concept of multiple authors coming together to write short stories that all helped flesh out a shared world was extremely inspirational to me: On a creative level and on a production level. This series is what eventually got me addicted to reading entire roleplaying book collections based on a setting, even if I never had the time to play or run them all. Ravenloft and Planescape collections, by TSR, filled up my 1990s (more about those in a future post).

The idea of “alternate universes” pretty much started to seed in my youthful mind with Wild Cards Volume 1. As an adolescent, the things that entertain are rarely defined with reason. You just either liked something or you don’t. You didn’t contemplate what “fantasy” was, but had a concept of it from Labrynth and Never Ending Story and the like, you didn’t contemplate how creators came about creating those worlds, they just WERE, and they had new RULES to them, and you were off!

It’s only later, with schooling and/or curiosity for “the whys” to things do you get solid definitions for conceptual structures, etc. The idea that a seed of thought, injected into something factual, that you where familiar with in real life–that THAT seed of thought of something FICTIONAL could send history as you know it “off the rails” was the greatest imagination-provoking discovery of my life. It defined the core of many science-fiction frameworks (in particular) for me. This “What if” format to concept and brainstorm would get explored significantly in early developments of The World of Hellmouth–20 years of “training” myself to understand how to provoke notions to create interesting juxtapositions and situations to explore got more and more intrinsic and detailed.

The notion of mixed genres was also fascinating to me. Here we had stories with very grounded narratives. The volume has scatterings of newspaper clippings and press releases as if these events existed in the real world. Aces were absorbed into celebrity culture, sexuality was explored unhindered, golden age superheroes (like Airboy, called “Jetboy” in the series) seemed to be real during WWII, Jokers were segregated into slums, there was real social commentary going on and much more. But it was with superheroes and mutants. Physics stayed very real, politics happened in the background, media outlets fed on controversy and stardom. but… there were SUPERHEROES and MUTANTS. Awesome.

IN CONCLUSION

If you’ve never heard about Wild Cards, and anything in this blog post ever remotely makes you curious, please go out and find yourselves a copy of the new series was released by Tor Books between 2008 and 2009 and may still be on the shelves. The shared world of Wild Cards moves forward in time consistently with the book releases. Earlier characters are older and this new series focuses on the next generation. Should be a clean start (and I can’t wait to get to them). Also for June 2011 “Fort Freak” is being released focusing on the police and detectives district in Jokertown.

If you are a comic book reader and love Kurt Busiek’s “Astro City”, a series that takes a snapshot view of the lives of supers within Astro City, then Wild Cards is a must check-out. It proceeds Astro City by almost a decade, and takes a more raw and serious approach to the concept, but the essence is there and you’ll fall in love with it!

You can check out a comprehensive fansite focused on the Wild Cards Series which keeps up with news and releases, art, summaries, etc

Writer Process Graph by Ed Yong

Science blogger, Ed Yong, has graphed out the emotional journey of the writer’s process. It’s frighteningly familiar to me and Raven Nevermore in particular. The rises of euphoria upon discovery and realization are balanced with the dreadful dips of uncertainty, continuity fears, clarity… distraction by researching more about things that starts the process all over again.

I hope my graph actually does have an end point greater than any I’ve experienced throughout the journey so far. Having a printed product, is as done/finished as it can possibly get. Fear of losing money doesn’t exist in my expectations. I accepted that upon starting such a big project… and anybody wanting to venture into comics SHOULD DO, for their own sanity, confidence and general happiness.

I imagine this line graph represents arts in general. I recall days doing art that the rises and dips existed as well. With art for me, “finding when to stop”… man, no worst critic than yourself. Learning how to say “done” is a big step that needs to be learned. over-working something just mangles it in the long run.

Ha! The concern for mangling Raven Nevermore! That’s on the line graph for me :) . It’s something I strive to be aware of and part of the major concern for me and why I’ve opted to expand the project instead of congest the content.

It’s great being a creative person, isn’t it?