Showing posts with label Marvel Comics. Show all posts
Showing posts with label Marvel Comics. Show all posts

Monday, August 2, 2010

Marvelous Tales: Remembering Mark Gruenwald and Our Trip to Skywalker Ranch

During the 1980s through mid 1990s, Mark Gruenwald was, in many ways, the heart and soul of Marvel Comics' editorial/creative department. He possessed and infections enthusiasm for comics and all things Marvel.

Mark moved from Wisconsin to New York City in the mid '70s and landed a low-level job on Marvel's editorial staff in 1978. His creativity and hard work were recognized and Mark was promoted to full editor in 1982. He spearheaded the work on the Official Handbook to the Marvel Universe, wrote Captain America for a decade and helped train new editors by holding weekly "Assistant Editor Classes."

Full of energy, ideas, and practical jokes, Mark was the instigator and ringleader for Marvel's office parties and pranks. He also promoted a wide range of contests that challenged the physical skills and pop culture knowledge of Marvel staffers. In theory the participants in Mark's events were trying to win prizes. In reality, many just got caught up in Mark's enthusiasm and wanted to be a part of whatever fun he was whipping up.

Mark wanted Marvel's fans to have as much fun as he did so he devised the 'Marvel Olympics" and other convention events where fans participated in outrageous contests with Marvel personnel.

No one on Marvel's editorial staff was immune from becoming the target of Mark's pranks or the focus of good-natured ribbing during Marvel's convention shenanigans with the fans.

Mark became an Executive Editor in 1987 and one of five Editors-in-Chief when, in 1994, Marvel temporarily split its publishing into multiple divisions.

Recently, I rediscovered a video of a presentation Mark participated in when a group of Marvel staffers visited George Lucas' Skywalker Ranch.

I'm posting Mark's part of the presentation here so his friends and coworkers can relive the joy and enthusiasm he brought to Marvel - and to allow those who didn't have the pleasure of working with Mark get a glimpse of what they missed.

Marvel's trip to the Skywalker Ranch took place on Mon. April 27, 1992. After attending the WonderCon comic book convention in Oakland, CA, our crew of editorial staffers drove north across the Golden Gate Bridge and into the remote hills of Marin County.

The troupe included Publisher Stan Lee. Editor-in-Chief Tom DeFalco, Executive Editors Mark Gruenwald and Carl Potts along with Editors Fabian Nicieza, Mariano Nicieza, Bobbie Chase and Hildy Mesnik

Our tour of Skywalker Ranch and Industrial Light & Magic had been arranged with the help of Gary Winnick. At the time, Gary worked at LucasArts, helping produce a number of hit CD-ROM games. Gary, Steve Purcell and others from LucasArts showed the Marvel crew around the film and game production facilities contained in beautiful buildings on the secluded Skywalker Ranch property and nearby Industrial Light & Magic lot.

L to R: Mark Gruenwald, Bobbie Chase, Fabian Nicieza, Marianlo Nicieza, Hildy Mesnik, Carl Potts, Tom DeFalco, Stan Lee, Steve Purcell, (unidentified woman) Kneeling: (unidentified man), Gary Winnick.

Among the highlights were the model building shop at Industrial Light & Magic, the Foley sound effects studio housed in what appeared to be a vineyard building and the giant Victorian-style library lined in redwood shelves with lighting filtered through a huge domed stained glass ceiling. It was a blast seeing many props and mementos from the famous films George Lucas had been involved with - including the idol that Indiana Jones lifted from the tomb at the beginning of Raiders of the Lost Ark.

After an amazing lunch at the Ranch's high-end cafeteria and a bit more touring, the Marvel crew prepared to give a presentation as part of LucasArts/ILM's lecture series for its employees. Five of us gave short (approx. 10 minute) presentations on various aspects of comics--
- Fabian first gave a quick overview of Marvel's publishing and licensing output.

- Stan then enthralled the audience with a few tales of Marvel's early days and the development of working "Marvel style" (where the artist draws from a loose plot and the final script is prepared after the pages are drawn.)

- Fabian bounded back to the stage to give an overview of Marvel's creative and production chain.

- Tom discussed how readers process the words and pictures as they read comics.

- I (with butterflies in my stomach) commented on visual storytelling techniques in comics and compared them to the techniques used in film.

-Mark then wrapped up the presentations with a discussion of what makes the Marvel Universe special and a description of his activities as Marvel's "continuity cop." Mark's humor and his enthusiasm for the Marvel Universe made his segment a highlight of Marvel's presentation. His attempt to explain how "unstable molecules" work was hilarious.

Mark's presentation about being Marvel's "Continuity Cop"

The formal presentation was followed by a long Q&A session that covered everything from how to become a comics editor to Stan's relationship with Jack Kirby to how Marvel kept long-running characters from becoming dated.

Early in the morning on Mon. Aug. 12, 1996, only four years and four months after the trip to Skywalker Ranch, Mark suffered a massive heart attack and passed away. He left a wife he loved and a young daughter he adored.

Mark is still missed by those who knew him personally as well as by those who only knew him through his work.

For those of us who knew Mark, watching the video is bittersweet - simultaneously prompting laughter and tears. Mark would have appreciated the former but probably not the latter.

Tuesday, July 27, 2010

Alien Legion Update: Movie, Comic Collections and New Comics

Alien Legion is a long-running comic book series I launched at Marvel Comics' Epic imprint during the 1980's. For those unfamiliar with it, the basic concept is "the Foreign Legion in space" or "Platoon meets Aliens."
“Footsloggers and soldiers of fortune, priests, poets, killers and cads—they fight for a future Galactic Union, for cash, for a cause, for the thrill of adventure. Culled from the forgotten and unwanted of three galaxies, they are the most elite, and expendable, of fighting forces. The Legion is sent into the Union’s most desperate internal and external conflicts. Legionnaires live rough and they die hard, tough as tungsten and loyal to the dirty end.”

Although there have been collections of some the original Epic Comics publications over the years, new Alien Legion comics have not been produced for well over a decade. Last year, I teamed up with Dark Horse Comics to produce a comprehensive series of Alien Legion collections and a new series about the adventures of Sarigar, Montroc, Grimrod, Tamara and the other characters who have - so far - survived numerous cosmic scrapes. (Readers of the series know that any character can be killed or maimed - this is a very active military outfit after all!)

So far, Dark Horse has published two Alien Legion Omnibus collections. The editor of the collections, and the new series, is Chris Warner. Chris got his start as a comic book artist in the pages of Alien Legion and it's great to be working with him again.



The Omnibus editions are, for the first time, collecting all of the Epic Comics Alien Legion tales in chronological order. So, the "A Gray Day to Die" graphic novel, two series volumes, various limited series, one shots and short stories are being presented in the order they occurred within the Alien legion universe - all in the fine Dark Horse Omnibus packaging.

During the big San Diego Comic Con last week, Chris Warner, Randy Emberlin and I had a signing for the Omnibus collections at the Dark Horse booth. Also on display was a preview of the new Alien Legion series. Curious fans discovered that Chuck Dixon and I cooked up the plot, Chuck wrote the script and long-time Alien Legion artist Larry Stroman is doing the penciling for the new series. I'm supplying the inks. The coloring is by Thomas Mason.

Here are two pages of the new series to whet your appetite:
A Harkilon civil war
Sarigar & Montroc
A number of people at the convention asked me about the Alien Legion movie project so here's a re-cap and update. About four years ago, after award-winning writer/director Boaz Yakin brought Alien Legion to the attention of Jerry Bruckheimer Productions, Disney optioned my Alien Legion screenplay. Earlier this year, Bruckheimer/Disney exercised that option (meaning they bought the script outright). It is currently undergoing a re-write process. It's too soon to tell if/when it'll end up in front of the cameras. The fine job Bruckheimer Productions did combining live action and CGI characters in the "Pirates of the Caribbean" films gives me a lot of confidence that they can do the property justice on the big screen. I'll try to keep you posted as things progress.
Meanwhile, sometime in the not-too-distant future, I hope you'll sign up for a stint in the Legion when the new comic book series from Dark Horse debuts. With your support, maybe we can enjoy another long run of original tales about the toughest military unit in three galaxies. Don't worry, the Legion is an all volunteer force and, unlike most legionnaires, you'll have a non-combat role and can enjoy the action from a safe vantage point. (I'd still pack my armor if I were you.)

That's it on the Alien Legion front for now!

Monday, March 30, 2009

Marvelous Tales – Joanne, Get Back to Work!

The copy below is taken (and revised a bit) from the Friends of Ol’ Marvel Facebook ”What Made “the Old” Marvel Fun” discussion board to explain this set of photos.

From ’87-’88, Joanne Spaldo was my Assistant Editor at Marvel. She had at LEAST three male assistant editors who were smitten with her and who were constantly vying for her attention.

They would rotate through my office throughout day, distracting Joanne from her editorial duties for extended periods. On more than one occasion I’d say “Joanne, let’s get back to work now.” That was usually enough of a hint for the amorous male assistant of the moment to exit for a while.

If that didn’t work, I’d ask the assistant if, since they had so much time on their hands, perhaps they could help with some of my office’s work. However, not long after one of the male assistants would leave, another of the ranks of the smitten would pop in.

When I returned from a business trip, I found that every surface in my office had been covered with Xeroxes of my face with “Joanne, get back to work.” written on them. They were even in the light fixtures! It was impossible to get any work done with the office totally covered, so a lot of them came down later that day.Various staffers had further customized some of the Xeroxes. I picked the best of those and taped them up on the glass wall. I found most of the photos I had of the office and have posted them here. There is another one I remember that I have not yet located.

I’m not sure who took these shots so I can’t credit them. If you were the photographer, please let me know.

This was the creative and fun atmosphere that the Marvel's creative/editorial/production crew lived in and perpetuated for many years.

Marvel had a culture that fostered creativity, camaraderie, harmless (mostly!) pranks and a love of the workplace that many companies could benefit from.

I count myself lucky to have been a part of it and hope those of you who were not so lucky will get an idea of what it was like from posts on this blog.

Coincidentally (?), this was also an extremely productive and profitable period for the company.
You can read about more Marvel shenanigans on Facebook's Friends of Ol’ Marvel ”What Made “the Old” Marvel Fun” discussion board.
The sight that greeted me as I arrived early that day, before anyone else had arrived.
The portrait that was Xeroxed a gazillion times. Art by Brent Anderson (from Strikeforce: Morituri?). Someone else added the moustache. Anyone recognize the handwriting, hmm?

Windows, bookcases – almost everything was covered. Even my model pterodactyl has one hanging from it. Only the fish tanks were spared.

I believe that even the front of the flat files had been covered but, by the time this shot was taken, we had to get some work done so the Xeroxes taped to the drawers had come down.


Even the ceiling light fixtures were covered – from the inside! That took some doing.

Sunday, December 14, 2008

Marvelous Tales: Making Comic Book Editors

The post “Diamonds Always Shine or Reviewing Art Submissions by the Ton” generated some interesting responses.

I’d like to expand a bit on the reply I made to Roy Richardson’s comment. Roy teaches comic art at the Savannah College of Art and Design (SCAD) in Atlanta. He wanted me to expand on how editors at Marvel were hired and why a few of them seemed ill-suited for the job.

Keep in mind that my comments generally refer to the period I was on staff at Marvel (1983 – 1996). The comics market grew substantially during most of that period. The editorial staff expanded accordingly as Marvel increased the number of publications it produced.

During that time, there was also a fair amount of staff turnover. So, the total number of people who were part of the Marvel editorial staff during that period was quite high – many dozens.

Also keep in mind that, despite the problems outlined below, the majority of those who served on Marvel’s editorial staff during my time there were, for the most part, good people doing a good job. There were only a relative few I’d classify as being highly unprofessional. Those relative few either didn’t possess the necessary aptitude or skills or had substantial negative attitude and/or other personality issues.

From the early 80’s on, most of Marvel’s editors were promoted up through the ranks of the editorial department. *

Some assistant editors transferred in from other positions and departments within Marvel. Occasionally, someone on Marvel’s staff would recommend a friend for an open assistant editor position.

Many Marvel editors began as high school or college interns who worked at Marvel for school credit. Ohio’s Antioch College seemed to always have students interning at Marvel. Antioch was the alma mater of Marvel’s president at the time, Jim Galton. Over the years, a number of Antioch interns ended up on Marvel’s editorial staff including Marie Javins, Sara Tuchinsky, Andrew Perry, Kevin Somers and Polly Watson.

The better interns were considered as candidates when assistant editor slots opened up. The best of those assistant editors became associate editors and, eventually, were promoted to become full editors. (Sometime in the early ‘90s, Marvel added the associate editor title as an intermediate step between assistant editor and editor.)

This was, in general, a good system. It meant Marvel’s editorial staff had a nice mix of experienced vets who could oversee the development of new editorial staffers. The new editorial staffers brought new enthusiasm, ideas and aesthetics with them.

In addition to whatever day-to-day hands-on experience the assistant editors acquired in the editorial office they worked in, they attended weekly classes for assistant editors. Executive editor Mark Gruenwald ran those classes. He sometimes had guest speakers present to the class (including Tom DeFalco, Bob Budiansky and me.) When Marvel added the associate editor position, I oversaw the training classes for that position.

Mark’s classes helped a lot of people grasp of the essential skills needed for the job. For those assistant editors assigned to work in offices run by an editor who lacked some of the essential skills, Mark’s classes were a godsend. Despite the training safety net provided by the assistant and associate editor classes, things occasionally went wrong. Here’s how—

-As Marvel and the comics industry in general grew through the ‘80s and early ‘90s, Marvel had to expand its editorial ranks to accommodate the additional publishing workload. A few people were promoted before they were ready due to the need for staff expansion created by the growing market. Some of those who were promoted before they were ready would have made fine editors if they had been allowed to grow and hone their skills at a lower editorial position.

-There was also a mistaken assumption that anyone who made a good assistant editor would automatically evolve into a good editor. People were sometimes promoted beyond their level of ability or comfort. Each position up the editorial chain (Assistant Editor, Associate Editor, Editor, Group Editor, Executive Editor, Editor-in-Chief) had additional creative and management responsibilities attached to it. A good assistant editor didn’t always have the aptitude to climb that ladder successfully.

-There was a period when then EIC Jim Shooter decided that he wanted to bring in some “blank slates”, non-fan boys that he could train to do things his way. This approach yielded disappointing results for Shooter and everyone else. In a somewhat related approach, during the early/mid ‘80s, DC hired some experienced prose novel editors with the idea that they could be trained to become comic book editors. Editing a visual storytelling medium is very different from editing prose (and vice versa). I don’t believe any of those editors lasted very long in the comics field. That doesn’t mean this approach couldn’t work. It just means that the candidates should have been screened for having an aptitude for visual storytelling.

-Most of those who joined the Marvel staff were comics fans, sometimes highly opinionated and naive comics fans. With experience and maturing over time, their love for comics could be combined with best practices and professionalism. Occasionally, someone came on staff with a naive know-it-all attitude and never woke up to the fact that they didn’t know it all.

-Some otherwise great editors had their sense of aesthetics stuck in an earlier time period. There were a lot of people who got into the business during the late ‘70s and early ‘80s who maintained their late ’70s aesthetic sensibilities as the world, and the comics audience, changed around them. Ideally, an editor should be aware that the audience’s aesthetics are changing and ride that fine line between being contemporary without trying to be too trendy.

-Except for the latter part of Shooter’s reign as EIC, it was actually pretty hard to get yourself fired from Marvel's editorial staff. I witnessed one editor repeatedly exhibit gross dereliction of duty. That editor was “taken to the woodshed” by his superior many times over an extended period before finally being fired. I too was reluctant to end anyone’s editorial career, so I have to take the heat for not pulling the trigger quickly in a couple of situations. I had to be pushed hard by one editor’s long series of professional and ethical blunders to finally put that editor on probation, a probation the editor ultimately failed. In another case, an Assistant Editor showed such bad judgment, unethical conduct and insubordination that I should have quickly axed him/her. However, the assistant’s pleas, and the support of that assitant's supervising editor, stayed my hand, allowing the assistant to repeat the offenses.

-Some editors were very strong in certain skill areas and almost useless in others. Someone could be a great plot and dialogue editor but couldn’t give an artist useful feedback on how to execute clear visual storytelling. Or, they might have great creative editing skills but were weak when it came to managing teams, projects and schedules.

Again, I want to make it clear that, out of the many dozens of editorial staffers who worked at Marvel during my time there, there were relatively few who did not do their job well.

Marvel also was blessed with a high number of exceptional editors and I was blessed with the opportunity to work with many of them. Marvel was a fabulous place to work and the vast majority of us working there couldn’t have asked for a better job or, during the latter ‘80s through the early ‘90s - the Hobson/DeFalco era, a better corporate environment to work in. We loved what we did and enjoyed hanging out together during and after work hours.


Marvel editorial and bullpen staffers often hung out outside of the office. In this shot from the late ‘8o’s, a group of us are enjoying an afternoon at Ralph Macchio’s pool. From left to right: Jack Morelli, Ralph Macchio (hidden inside of the inner tube), Eliot R. Brown, Carl Potts, David Wohl, Danny Fingeroth, Belinda G. (Mark G’s wife at the time), Walter Simonson, Mark Gruenwald, Louise "Weezie" Simonson and Bob Budiansky (Also pictured are Ralph’s sister and nephew)

*Shooter hired some editors from “outside” Marvel around 1980. By outside, I mean they did not work their way up Marvels’ editorial ranks. They were hired as full editors. These included Denny O’Neil, Al Milgrom, Louise “Weezie” Simonson, Larry Hama and, in 1983, me. Denny had a long editing and writing resume in the comics business. Al and Larry, both artist/writers, had served short stints as editors at DC. Weezie had been in charge of editorial at Warren Publications (Creep[y, Eerie, Vampirella) I’d spent a lot of time in the advertising biz which, combined with my limited comics creative output and endorsements by several key people, impressed Shooter enough for him to ask me to join the staff. There were also a few cases of former Marvel assistant editors leaving staff to work freelance for a while before returning to become staff editors. Bob Budiansky and Danny Fingeroth come to mind.

Friday, November 7, 2008

Diamonds Always Shine or Reviewing Art Submissions by the Ton

When I was trying to break into the comicbook business as an artist, I was frustrated by the responses, or lack thereof, to the submissions I mailed to the various editors. My submissions consisted of Xeroxes of story pages and character pin-ups.

I couldn’t see it at the time but my drawing was weak and the visual storytelling even weaker.

In some cases I’d get no response at all from the editor. Others would eventually send a “thanks but no thanks” form letter that contained no information on why the work wasn’t up to snuff, or what I could do to improve it.

That’s not surprising. Editors are generally very busy and are under no obligation to give detailed responses (or any response) to unsolicited submissions.

Years later, I joined Marvel Comics’ editorial staff. Due to the frustration I experienced when I was mailing samples to editors, I decided to respond to every submission I received. The office I inherited contained a large stack of unopened submissions, so I started there.

Envelope after envelope after envelope contained samples of very weak work. However, in that stack I found Art Adams’ samples.*

It was like going through a mountain of coal and finding a diamond.

Adams was the first of a number of talents I discovered in the submissions that poured into Marvel daily.

Since many of the submissions had similar weaknesses, I worked out a set of response letters to cover most situations. The letters were easily customizable so each response could be quickly tailored.

The responses basically thanked the artist for making the submission, told them that they needed to do a lot of work if they wanted to have a chance of improving to a professional level. The letter then outlined some drawing exercises to help them improve. The suggested exercises varied depending on what weaknesses the samples showed.**

The letter also recommended that the artists go to their library or otherwise try to hunt up these books:
For drawing skills—
-Drawing on the Right Side of the Brain by Betty Edwards
-Successful Drawing by Andrew Loomis (Also released under the title Three-Dimensional Drawing)

For visual storytelling techniques—
-The Five C's of Cinematography by Joseph V. Mascelli

When Scott McCloud’s Understanding Comics - The Invisible Art was released, that title was added to the list.

There are Amazon links to all of these tiles along the right side of this blog.

Years after I left Marvel’s staff, artists still come up to me at conventions and express thanks for the drawing exercise and book recommendations they received when they sent submissions to Marvel.

My office became known as the place to send your samples if you wanted to get a response. So, the number of unsolicited submissions increased dramatically.

More mountains of coal with the occasional diamond mixed in.

I was careful not to tell artists of even the weakest work to give up drawing, even if I felt pretty sure they’d never be good enough to be hired.

Some editors and established artists sometimes bluntly told would-be comics artists to give up drawing and go into some other pursuit. A menial job (digging ditches, pumping gas) was often suggested as an alternative career.

These harsh reviewers had an interesting rationalization for their approach. Supposedly, if the would-be artist had the determination needed to improve his/her work to a professional level, he/she would get mad at the insulting remarks and try their best to prove the reviewer wrong.

That approach can work with some personality types but not others. It’s very possible that some extremely talented artists with very meek personalities were emotionally crushed by such comments and gave up drawing. In such cases, a more nurturing approach would have been more productive.

Insightful constructive criticism combined with targeted drawing exercises and research suggestions should do the trick for most personality types.

When Barry Smith (aka Barry Windsor Smith) began drawing comics for Marvel in the late 1960s, his work looked extremely amateurish to me. At the time, I thought that Smith would never amount to anything and would probably disappear from the scenes as soon as Marvel found someone else who could hold a pencil. Smith, however, continued getting assignments from Marvel.

Over a year or so, Smith’s work didn’t improve much. He finally kicked into high gear when he was assigned to the Conan comic where he rapidly developed into one of the better artists of his generation. The change in the quality of Smith’s work was amazing.

A lump of coal turned into a diamond. (Or, a very rough diamond that needed time to get polished.)

Smith’s dramatic example makes it almost impossible for me to tell an artist of even the weakest work that they should give up their dream of ever drawing professionally.

Instead, when confronted with very weak art executed by an under-motivated artist, I’d tell them—
-The odds of him/her making it to a professional level were extremely poor.
-Their only chance of reaching that goal will require hard work every day for years.
-They must decide if they have the dedication to put in all of that hard for just a small chance of making it.

Sometimes a little bit of knowledge is worse than no knowledge. This is true when reviewing art samples. One editor in particular comes to mind. He’d been observing me giving reviews at the Marvel’s booth at the San Diego Con and picked up on some catch phrases I used. He then began reviewing portfolios at the other end of the table I was sitting at.

As I continued to review portfolios, I occasionally heard snippets of what the other editor was saying to the artists lined up in front of him. At first, it sounded like he knew what he was talking about. I was pleasantly surprised because I’d never known this editor to have a sense of visual storytelling or any drawing knowledge. (How he came to be a comicbook editor is another story.)
However, when I stopped to observe him more closely, it was clear that the editor was using my terminology and phrases out of context, giving the artists some confusing and very bad advice in the process.

The young artists had just been given criticism and advice by a Marvel editor and I was worried that they might not know enough to dismiss the editor’s bad advice. So, I memorized the faces of some of these poor artists and later tried to track them down and “deprogram” them.

The work involved in reviewing and responding to all of the submissions the mailman dropped of daily was considerable, but then so were the rewards. Many talented diamonds turned up. Helping people to improve their work and begin successful careers was very satisfying for me.

I wonder what would have happened to my own artistic progress if someone had responded to my early submissions with solid criticism, advice and reference.

As always, your comments are welcome!

*I showed Art’s samples to my assistant editor, Ann Nocenti. She had been working on a new character and was looking for an artist to work with. Ann and Art eventually produced the Longshot limited series that helped launch both of their creative careers.

**I’ll go into some of these exercises in a future entry.

Friday, October 17, 2008

Marvelous Tales: Steve Ditko

It always baffled me as a kid when people told me that could not tell the difference between the art styles of various comicbook artists.

To me, most of the artists creating the comics that I devoured had very distinctive styles. How on (or off) Earth could anyone not see the difference between the styles of Neal Adams, Alex Toth, Joe Kubert and Jack Kirby?

Apparently, if it’s in a comicbook, a lot of people see through invisible filters that render everything into a homogenized Roy Lichtenstein-esque aesthetic.

When I was reading early Marvel Comics, the work of Steve Ditko really stood out and inspired me. He co-created Spider-Man and Doctor Strange, my favorite Marvel characters.

The great Spider-Man #23 cover

Ditko’s work was like no other comics creator at that time. For the most part, his characters were not idealized in their appearance.* The everyman-who-can-be-identified-with-by-anyone look for Peter Parker that Ditko created helped Spider-Man comics attract legions of empathetic readers.

Steve’s characters moved in unique poses and with unusual gestures. Spider-Man swung and leaped just like a Spider-Man should and Doc Strange’s spells were cast unique hand gestures.
Doctor Strange on the defense.
He created a fantastic visual language for casting magic spells that is still emulated today.

Steve’s philosophical beliefs were as unusual as his art style. As the 1960s progressed, Steve became more and more entrenched in Objectivism, a very strict and uncompromising philosophy championed by author Ayn Rand. These beliefs are a major reason why Ditko left Marvel at the height of his popularity.

By the time he left Marvel, Ditko had stopped giving interviews, signing autographs or attending comics conventions. When I moved to NY about a decade later, I figured I’d probably never get to meet him.

However, around 1978, Neal Adams convinced Ditko to attend one of the monthly gatherings of NYC-based comics community that Neal hosted at his midtown apartment. It was there that Jim Starlin introduced me to Steve. I was pretty much tongue-tied but must have not made too horrible of an impression since Ditko occasionally stopped by to visit me when I became a staff editor at Marvel. By that time, Ditko had been back at Marvel for a number of years.

Ditko had some rules about the jobs he’d consider during the ‘80s. He wouldn’t work on stories featuring Spider-Man or Dr. Strange, the characters he rose to fame on in the early ‘60s. He also wanted to only work on stories where the heroes didn’t have major flaws or weaknesses (hard to do since that described many of Marvel’s heroes!).

One of the jobs Ditko agreed to draw for my office was in the first issue of What The--?!, Marvel’s self-parody humor comic. Ditko had drawn short humor jobs in the past so I asked him to do one for our first issue. He was up for it as long as only villains were the targets of the jokes – Ditko felt making fun of true heroes was not appropriate. So I asked Mark Gruenwald to write such a story parodying Secret Wars. He did so (under a pseudonym) and legendary comics artist John Severin agreed to ink it.

During his occasional visits at my office, Ditko would talk at length on a variety of subjects but he’d really get going if the conversation turned to politics or philosophy. He was indeed a true believer in Objectivism and that belief seemed unshakable.

In the late ‘80s, Ditko told me that, when he quit Marvel in the ‘60s, he didn’t turn in two Dr. Strange stories that he’d plotted and penciled. My jaw hit the floor.

This was amazing news and I urged (begged) Ditko to bring in the story! He politely declined, saying he didn’t want the pages to ever be published or copied. I told him that I’d be happy to look over his shoulder as he flipped through the pages/ That way the pages would never leave his hands, but he still declined to bring them in. Since then I’ve fantasized about what those pages look like and what the story was about. I wonder if I’ll ever find out!

Also during one of his visits to Marvel, I asked Steve to sign a page of original Creeper art I’d bought at a convention years before. His reaction that day and a few weeks later when he returned to my office were very memorable. If you want to hear that story, it’s at the end of the audio recording of a panel on Ditko that author Blake Bell moderated at the 2008 San Diego Comic Con. Blake’s recently published hardcover book, Strange and Stranger: The World of Steve Ditko, has already gone into its second printing. Anyone interested in Ditko needs to check it out.

You can access the audio recording of the Ditko panel on Blake’s website on all things Ditko right here.

On all levels, Ditko is a unique creator who has the courage of his convictions. I can’t help wishing, however, that he’d relent about keeping those “long-lost” Dr. Strange pages under wraps.

I’d love to hear your thoughts on Ditko and his work – and if you’ve had your own personal Ditko encounters, please share them with me!

*As stated in the San Diego panel, some actors look, to me anyway, like they were drawn by Ditko with a broad nose, strong jaw but short distance between mouth and chin. David Duchovny is one of those actors.

Sunday, September 21, 2008

Team Management and Development (or How the Baseball Farm System Model Worked In the Comicbook Business)

During my time as a line editor at Marvel Comics, I was responsible for the production of five monthly comics along with a variety of one-shots, graphic novels, annuals, limited series, posters and other projects.

Each of the comics titles had a five person creative crew (writer, penciller, inker, letterer and colorist).

If an ongoing monthly title was on schedule, it would have four or five successive issues in various stages of production. While the latest issue was being prepared to go to the printer, the following issue was being inked, the one after that was being scripted and the one after that was being penciled. At the same time, the next issue in the pipeline was being plotted.

In professional baseball, the “big leaguers” play for the major league team (let’s use the NY Mets for an example). Each major league team has three levels of minor league teams: AAA (New Orleans Zephyrs), AA (Binghamton Mets) and A (Brooklyn Cyclones), Each minor league team plays in its own league against other teams at the same level.

As a general rule, as young players improve, they move up the ranks from A league level to AA then AAA and finally to the major leagues. The AAA level is usually where the most advanced minor leaguers play, along with those who have struggled in the major leagues and have been assigned to AAA to hone their skills or get back in shape after an injury.

At Marvel, I viewed those creators working on my monthly titles as my big leaguers. These were the pros who could be counted on to turn out quality work on a regular basis.

The AAA team consisted of talented young creators who had been in training for a while. They produced stories for annuals, fill-in issues, pin-ups and other projects.

The AA crew consisted of creators with raw but obvious talent. They were usually found by going through mounds of unsolicited submissions or during portfolio reviews at comicbook conventions. These artists were paid low rates to work on six-page stories as training exercises. The work they produced was not meant for publication.

Single A level creators were those with very raw talent. It was hard to tell if they would evolve into an employable talent. In addition to a letter outlining the strengths and weaknesses of the submitted work, I often sent these creators Xerox copies of two (then) out-of-print books that contained a wealth of knowledge:*



Successful Drawing by Andrew Loomis (Also released under the title Three-Dimensional Drawing) (Available as a PDF here.)




The Five C's of Cinematography by Joseph V. Mascelli

If the submitting artist had the drive to make it, they would devour the drawing and visual storytelling information they received and send in a new set of much improved samples. Those who did so successfully usually made it to the AA level.

AA talent needed to be trained in three primary areas—
-Drawing
-Visual storytelling
-Professionalism

Many of the artists trying to break into comics had never worked at any sort of job. They often drew only when the muse struck them. They didn’t even know what it was like to work on a schedule at the local McDonald’s, much less produce quality art on a periodical schedule.

Waiting for the muse to inspire you before getting your pencil in gear doesn’t work when you’ve committed to producing a 22 quality pages of comicbook art every four weeks!

So, when I handed the plot for the six-page training story**, I asked the AA artists to set their own deadline for the delivery of their storytelling layouts. That date could be days or a month away. However, whatever date they set, they needed to meet that date. If they could not be relied upon to meet their own deadline, how could they be trusted to meet deadlines set by others?

If the layouts came in on time, I’d go over them and sketch out ways to improve the storytelling on overlays. The artist would then set another deadline for when he/she would deliver the finished pencils.

Those who did well creatively and professionally were slated to move up to the AAA team.

Sometimes artists would come along who were good enough to start at the AAA or even the major league level. Jim Lee, June Brigman, Larry Stroman and Jon Bogdanove come to mind.

If a creator working on a monthly title left to take on other projects, or ran into a problem producing on time, I usually had a quality replacement in AAA that could be used to temporarily or permanently replace the departing artist.

In some editorial offices, the loss of a monthly creator initiated a competition with other editors for talent. All too often, talent-hungry editors tried to lure away artists from other editorial offices within their own company.

I had no qualms about trying to lure talent away from another publisher. Starting a tug-of-war within Marvel for talent often caused counterproductive friction.

However, when another Marvel editor needed an artist and there was a good match between the talent and the project, I’d suggest someone from my AAA pool. I’d rather have the AAA artist working for Marvel regularity than remain stuck in my AAA team, or have the artist take on work from other publishers.

A number of artists who began their careers in my office were eventually lured away by the siren call of the X-Men titles. These artists grew up reading and loving the X-Men. That combined with the creator royalties the high-selling X-tiles generated made a call from the X-office hard to resist!

I must admit that I felt some pride when much of the X-line was being created by talent I mentored. Those creators included Jim Lee, Whilce Portacio, Scott Williams, Larry Stroman, Jon Bogdanov, Steve Scroce and Terry Shoemaker.

Would running a comicbook editorial office with this system work these days? Aspects of the farm team system should still hold up.

My biggest concern is that there is little “forgiveness” in today’s comics market.

When Jim Lee started out on Alpha Flight, he was already a very good artist but he was not yet the polished pro he turned into within a few years. In the ‘80s, sales on monthly comics were high enough to support the development of a new artist over the course of a year.

These days, comics sales are lower and the fans expect a high degree of professional polish right out of the gate. If today’s smaller audience stops buying a title because the artist isn’t yet polished, the title will probably be cancelled. If Jim Lee were starting his career right now at the same creative level he had on his first Alpha Flight issue, the book might not survive long enough for him to turn into a star.

There are probably many other businesses where the baseball farm system model, or a variation, would work very well.

* Marvel Publisher Mike Hobson negotiated agreements with the original publishers of these books so that we could make copies for training purposes. The Five Cs… has since been reissued in paperback. (See the Amazon link on this page.)

** The 6 page plot most often used for art training was “Double Vision” written by Tom DeFalco. At one point I had a pile of Double Vision stories drawn by many different artists. I’m not sure what happed to that stack or pages. It would be fun, but probably embarrassing to some of the artists, if all of those try out jobs were published together!