I was interviewed by my old friend Sam Agro for his blog MOVING PICTURES last week, the post went live yesterday.
SA: Do you think the future of comics lies in digital media?
SS: I don’t think it’s the whole future, but I do think it’s a big part of it. The internet proper is a great entry point for new talent to stretch their legs, get feed back, and learn if they care to. And for more experienced creators it’s a good place to prove something publishers are normally wary of taking a risk on, like unconventional and maybe demanding approaches to pacing and plot. And building an initial interest in a project.
Also, I’ve solely promoted my work online as a comic artist and illustrator, since 1998 or so. And I’d say about 80% of my income has come from inquiries via that.
Then with the new incoming ‘App’ market we have something that may well offer a viable alternative to periodicals, and the problems of overhead and distribution the direct market is struggling with. It’s got a built in monetary stream so that solves that issue, and the new tablets, e-readers and net-books offer an increasingly comfortable reading form factor. Too early to say anything definitive about it but it’s looking pretty viable. Any problems with it I see are more questions of execution and problem solving, than innate obstacles. —>
And as editor at carte blanche I have a shop talk blog post today, catching non-comics readers up with the evolution of the medium over the last 10 years, and adressing the nomenclature of comics, sequential art, graphic novels and graphic fiction.
What I still think of as comics has been going through a time of great change and growth.
When I decided to dedicate most of my time to making them in high school, it was in part because I was being kicked out, and comics were something you didn’t need a degree in. In truth, there were no degrees to be had in comics. If you wanted to learn more about the medium, you studied art, writing, and film, and extrapolated from these different media. If you achieved a professional level of skill there was little worry about competition; I landed my first paying jobs at Marvel after just one serious attempt to get work in the early 1990s.
While I was developing my own skills out on the edges of the scene in the late 1980s, the then lone journal of comics, inventively titled The Comics Journal, called for our bastard medium to be taken seriously by critics, and urged creators to take what they did seriously in order to bring the standards of their work up to where they might merit that attention. —>