zubkavich ([info]zubkavich) wrote,
@ 2007-06-10 09:28:00
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HOW
I went to the Paradise Comicon yesterday to see friends and attend some panels. With Book Expo Canada here on the same weekend, UDON didn't have enough people and time to set up a booth at both shows, but it was nice to just go to a con for a change instead of working it.

I don't know where I first heard someone say "everyone at cons not already in the industry is trying to break in", but it definitely feels that way. Attend any of the How-To panels at a con and they're always packed full. Go to any panel and invariably the question gets asked:

"How do you go about breaking in to the industry?"

What they really mean is:
"How do you go about breaking in to a major publisher like Marvel, DC, Dark Horse or Image?"

Editors and creators should just have their answer to that question on a photocopied hand-out so they can save themselves endless repetition and add 10 minutes of better questions to the panel. I know that sounds callous and cocky, but hear me out.

Every time I hear this question get asked the answer is almost always the same: hard work, time and determination mixed with a bit of luck and good social skills. It's almost always a letdown to the person asking because they already know that. They wanted the ultimate secret, some kind of industry handshake or way to stand out from the rest of the submissions. So barring just saying "hard work, time and determination mixed with a bit of luck and good social skills", here's some important things to keep in mind:

Just like any other occupation, you've got to have enough skill to take on the job and be a part of a company's workflow as seamlessly as possible. So...


A) Have you worked on a comic before?

If the answer is "No", you need to do so, even if it's a web comic or simple photocopied pages stapled together, to show that you can actually do the job.

If the answer is "Yes", you need to ensure that it has a similar level of quality to the company you're showing it to. Remember, you want to show them that you can near-seamlessly become a part of what they already do and be an asset. If your comic isn't up to par with what they're already doing, they're not even going to consider you... in which case you need to create more comics until your samples are good enough.

I used to think that 3-6 pages of sequential art would be enough to get a job as an artist (and I wrote about this in a series of How-To articles on Newsarama called 'One Step'), but I'm less convinced of that now. Doing a small number of pages doesn't show the full spectrum of what the job entails. It may sound like a lot of work to draw a full 18-22 page story but if you can't/won't do that, how do you expect to do it day-in and day-out once you break in? If doing that all at once seems too intimidating, start with 6-8 page short stories.

If you create comics on your own, you'll improve creatively and build up your work ethic. You'll also get a chance to see if this is what you want to do with your career. Think of it as the minor leagues before you make your way up to pro. Once you have a body of work, it's much easier to convince smaller publishers to take you on for new work or possibly publish the stories you've already created. The more you create, the better you'll get and the more material you'll have to show larger publishers.

Writers write, artists illustrate.
If you're not working on it, you're not growing.


B) Are you applying to the right place?

Does your artwork/writing/coloring/etc fit the publishers you're sending submissions to? Again, this is about integrating with what a company does. Be selective and choose publishers that mesh with your style/mindset. A handful of targeted submissions are far more effective than shotgunning every publisher out there. Also, make sure you know the name of the person who will be receiving your submission so your cover letter doesn't say "Dear Sir/Madam" or "To Whom It May Concern". That personal touch can go a long way.

Do your research. You'll save yourself embarrassment and an undue amount of rejection letters.


C) Are you getting socially involved in the industry?

In my experience, even if you have a great portfolio submission it won't neccessarily translate in to a job. Reread that. I know it sounds impossible and depressing but I'll explain.

These jobs have an important social component. Editors and Art Directors prefer to work with people they know or people recommended by folks they trust - PERIOD. Major publishers generally accept submissions as a PR tactic. They don't want to appear ungrateful to their fans, so they open the floodgates to submissions but ignore 99.99% of them. With so many experienced and skilled freelancers on the market they have NO reason to hire strangers who send samples out of the blue, no matter how talented they are. Untested talent almost always proves to be more trouble than they're worth. You need experience and a push from friends on the inside to make it through that barrier.

People talk about being in the "right place at the right time". What they don't tell you is if you're around for enough social interactions with industry people, you'll create those right places and right times.

Attend a convention. Be friendly, accessible and professional. It's easy to chat about comics, video games, RPGs and movies with folks at a con built off of those hobbies. Keep your art/writing portfolio stashed away and just interact with people. The industry is small enough that the more people you meet, invariably, the better chance you'll get some kind of social hook-up to a publisher you'd like to work with. You can't force it. Just be a friendly person and don't snub any one. You'll make some lifelong friends who love the same things you do and slowly but surely get closer to your goal. It can take a while, but it works. Seriously.

So... after all that blah-blah this is the kicker, the most important sentence in this post:

Having great work and a recommendation/social connection with other people already working in the field is a rock solid way to break in.

This holds true for comics, RPGs, video games, animation... you name it. There are other ways and outright lucky breaks but you can't count on those. A good and appropriate body of work coupled with a few solid social contacts is the killer combo. Once your foot is in the door, you can leverage that with more work/credits and contacts to climb up to where you want to be. Along the way you may realize that a smaller publisher fits your work and gives you the creative fulfillment you always wanted. Your needs will constantly change as you learn and grow.


So, in brief: Go make stuff and make friends. :)



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[info]msfrisby
2007-06-10 03:18 pm UTC (link)
You know, I've been thinking lately, that if I get this teen librarian job I'll find out about next week, that it would totally rock to have you as a speaker. :D

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[info]kimberlypolev
2008-07-17 09:17 am UTC (link)
If you're taking a job at a large company, you might have a standard title, but you can probably still negotiate what goes on your business card.

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[info]loftwyr
2007-06-10 03:33 pm UTC (link)
Jeez, whenever I ask that question, I want to know about the quality of their office locks and stuff.

You people never answer it, you just keep telling me to draw more. How's that going to get me a dozen laptops?

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Connections
[info]elara_bonnie
2007-06-10 04:09 pm UTC (link)
You don't know me but...lol I was reading someones friend page, and this post caught my eye. This is the first time that I heard someone talk more about the importance of social connections, and it's so true...it's talent, hard work...and the people you know!

so, nice to meet you ;-)

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Re: Connections
[info]zubkavich
2007-06-13 02:54 am UTC (link)
It's always wonderful hearing from people who have happened up[on this blog.

A pleasure to meet you as well.

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Re: Connections
[info]pers
2007-06-14 07:59 pm UTC (link)
I'm a random passerby too thanks to Technorati. :)

So much good advice there. I suppose I'm an exception since I fully intend to remain just-a-fan but you're right, it does seem cons are heavily populated with hopefuls, eh? :)

(Reply to this) (Parent)

Re: Connections
[info]gilmoure
2007-06-14 02:45 am UTC (link)
I work tech support. Every job, for the last 15 years has come because of knowing someone at the place of work. Sure, I'm damn good at what I do but have never gotten past a first interview when I don't know someone there. It's who you know, world around.

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[info]aeire
2007-06-10 06:06 pm UTC (link)
...it always amazed me that people seem to have a problem with C. I mean hell I'm a classic introvert and honestly, all the socializing and shooting the shit with people tires me out like nobody's business but I still wouldn't trade it for anything in the world, and meeting old friends and chatting up new ones is still one of my favorite parts of ANY convention, really.

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[info]arcana_j
2007-06-10 07:41 pm UTC (link)
"I know that sounds callous and cocky..."

No, it doesn't.

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[info]damonk13
2007-06-10 07:55 pm UTC (link)
Cool advice, Jim.

But now can you tell me how to break into the comics industry, for *really* really real?

*runs away, avoiding the wii controller being thrown at his head*

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[info]hirovox
2007-06-11 06:23 am UTC (link)
Spot on, man. Spot freakin' on.

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[info]brunorubio
2007-06-11 11:58 pm UTC (link)
Agreed. Good stuff. Hope people listen, and it helps them.

But, seriously, you'll show me the handshake at the Freemason's meeting tonight, ok? Ok, cool.

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[info]papillon_enrage
2007-06-13 03:01 am UTC (link)
It always cracks me up how much everything is exactly the same. No matter the artistic venture-- always the same.

Maybe reiterate the bit about the small industry and add a bit about ALWAYS being nice to EVERYONE. They could be a stocker in a back room today and running the greatest publisher ever tomorrow. You never know...

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[info]ninjabetter
2007-06-13 07:46 pm UTC (link)
I found this post through Hope Larson's LJ, and found it wonderfully helpful :) Thank you so much!

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Right on.
[info]goraina
2007-06-13 07:50 pm UTC (link)
The only advice I would add to this (and which I usually tell people whenever I speak) is to have a coherent website/email address. Joe@JoeSmith.com is surely better than myspace.com/rockrrr797 or sweetlovin_angel99@hotmail.com.

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Re: Right on.
[info]cheston
2007-06-13 10:38 pm UTC (link)
Thank you for adding this, because it is the one item where I am all set. The rest of the list continues to frustrate me.

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[info]granulac
2007-06-13 07:54 pm UTC (link)
Great post! you summarize a lot of good points in just a few paragraphs.

I agree the animation biz is very similar. These are small industries and people like to stay close. I think at conventions it's especially important to distinguish between "networking" and forming genuine relationships.

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[info]hopelarson
2007-06-13 11:05 pm UTC (link)
You should do a followup post where you address the relative impossibility of getting your comic book made into a movie. Because that's another one that comes up a LOT. :)

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[info]coyotecoyote
2007-06-14 01:11 am UTC (link)
Man, why are people even in comics if they want a movie so bad?

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[info]andrew6
2007-06-14 03:47 am UTC (link)
Because they think they're going to end up making Steve Niles 30 DAYS OF NIGHT money rather than Marv Wolfman BLADE money.

A

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[info]gilmoure
2007-06-14 02:48 am UTC (link)
What if I just want to be a producer? You know, someone who throws a couple clichés together and then picks out worker bees to make it happen? Where can I get that gig?

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(Anonymous)
2007-06-14 09:50 pm UTC (link)
You apprentice at some TV station, or take an office job at a talent agency or production house. You're good at putting stuff together, which is generally handling those worker bees, and selling ideas to bigger fish. You're good under pressure, and can raise unholy amounts of money.

(Reply to this) (Parent)(Thread)


[info]gilmoure
2007-06-14 10:08 pm UTC (link)
No, no, no, I want to be a web comics producer. T.V.'s boring. Webcomics are where it's at. I just don't want to do any work.

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[info]andrew6
2007-06-14 03:45 am UTC (link)
"Editors and creators should just have their answer to that question on a photocopied hand-out so they can save themselves endless repetition and add 10 minutes of better questions to the panel."

Chris Warner and Randy Stradley did exactly that at a Dark Horse portfolio prep panel at one of the first San Diego Cons I attended. I'm not sure it actually added ten minutes of better questions, but it's quite possible it got them out of there ten minutes earlier than they would've otherwise.

A

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Tom
(Anonymous)
2007-06-14 06:40 am UTC (link)
definately... i wish people would stop asking those questions at those panels. it wastes so much time on more valued things we could ask. like how to choke somebody properly with the nunchuk.

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[info]jabberworks
2007-06-14 06:51 am UTC (link)
Nice one, thanks! :-)

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[info]jedi_ninja
2007-06-14 12:44 pm UTC (link)
You really made some good points here, I attended one of your workshops last year at the FanExpo in toronto, and I really found what you had to say the most informative of all the "Breaking in" lectures I had attended. I also appreciated your honesty and straight foreword attitude during the portfolio reviews. I would highly recommend anyone wanting to break in should drop by the Udon booth if they get a chance all the guys there were very cool.

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[info]mattbayne
2007-06-14 07:26 pm UTC (link)
Spot on, Jim.

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[info]roadkillroy
2007-06-14 09:19 pm UTC (link)
I actually think it would be better if they made up some frivolous answer about trekking to the oOrient and training under the Great One Eyed Master until they were able to lift the X Wing from the swamp and kill the evil Empire that spanned the Galaxy at the time.

THAT is how you break into comics..

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error on newsarama page
(Anonymous)
2007-06-25 12:46 am UTC (link)
Hi Jim,

On your newsarama page, http://www.makeshiftmiracle.com/Writing.html

The link up on top in the newsarama section, "13 Talking With a Submissions Editor" goes to #14 (of the same section) instead. The links from the other newsarama pages to #13 seem to work fine, just that the main page link to #13 is incorrect. Just to let you know.

Thanks for writing and sharing all this info.
GLENN

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thanks
[info]paulsakoff
2007-06-25 03:44 am UTC (link)
hey thanks dude thanks alot, i've always wanted to go into the comic busness since i was in grade 1 and im in grade 9 now but still its a little early for me but when i graduate im going to art school then i'll try to find a job in the comic busness
i do have some one that can help me cuz my uncle is in the comic and video game busness and he can help me with find a job from a friend or he can give me a job
and yeah any way thanks alot i really learned more right now then in school about this

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