My Advice To Aspiring Comic Creators, Part 3

by Tito W. James

My first two articles covered the preliminary research and short exercises needed to achieve a comic creation.

This article will be about the do’s and dont’s of comic creator culture.

How to Know if Your Work is Good

The comics you read and love are your quality standard. Your work has to be just on par or better than your favorite comics and never worse than your guilty pleasure.

Don’t worry about what is popular or considered fine art. Create the type of comic you want to read and assume that you’re not crazy, or that people will be interested in your type of crazy.

Things to Avoid 

Avoid superheroes or fractured fairytales: You run a higher risk of it already being done and the market is saturated with these stories.

Please don’t draw in “Anime” style just for its own sake. Fans love Anime because it explores complex and often taboo ideas, not just for the art style. You don’t need bug-eyes and spiky hair to have a good story. But a good story is a must, regardless of art style.

Things to Do

Look outside of your genre/medium for inspiration. Guillermo Del Toro didn’t just look towards Anime when making Pacific Rim–he studied sports movies to create a story about teamwork.

Develop a public persona. It helps if you have an alliterative name and an iconic look, as funny as that may sound. Matt Fraction and Kelly Sue Deconnick are great examples. Who do you want to be in your public persona as a comic creator?

Being nerdy does not mean you will be excused if you are socially inept on social media, e-mailing team members, or at conventions. Remember to be a polite, fully-functioning adult. Making comics is just like any other job–be a professional.

Tito W. James

Tito W. James is a journalist writing for Comicon.com with a focus is on highlighting high quality independent content. His comics draw heavy influence from hand drawn animation and incorporate action and comedy into various genres.