Doing Honest Promotion with Fan Art

*This essay was first published on our August 2012 Newsletter

Artists Kevin Libranda and Cassandra Jean drew their versions of Petunia Violet. Can you tell which one is the original by Nozmo?

Fan art is not only a great way to express support for comic artists, but also a way to improve one’s illustration skills. Any image that is created based on the story, character and elements from existing artwork can be loosely called fan art. What makes this type of activity safe from copyright violations is that fan art are not made for commercial purposes. If not for the money, then, what makes fan art awesome?

  • Creating fan art is a great way of showing support to your favorite comic artist-as long as your version is not outright offensive!
  • The process of creating fan art improves illustration skills. Taking something already existing to put your personal spin on it is a common exercise in art making.
  • Receiving fan art hints at what appeals to your readers. If you are lucky to be on the receiving end, fan art give you ideas to explore in your comic.
  • Lastly, fan art is fun and it helps you connect with people. A perfect example is this fan art contest held by a MangaMagazine author Matsuyama Takeshi.

 

Happy comicking!

Thought of the Week: 10 Things Artists Can Learn from CLAMP

The Japanese manga studio known as CLAMP exemplifies the benefits of working with long-term collaborators. Many comics and manga are created by transient partnerships and these teams of writers, artists and editors often separate when projects eventually end.

Using CLAMP as an example, the following lists advantages of working in a permanent studio.

10. A brand name bigger than the individuals

A clamp is a device used for holding things together. This word can also mean the act of clamping or holding things together. And for many comics readers the word refers to a group of artists in Japan. Their studio name is gender-less, mysterious and easy to remember!

9. Specialization

The current CLAMP is made up of four female artists. This is how they decide to roll: Nanase Ohkawa is the group’s leader responsible for story, script, and also speaking to the public on behalf of the group; Tsubaki Nekoi and Apapa Makona are the two main artists; and Satsuki Igarashi is manager to the whole team. The specialized roles enables members to comfortably try new approaches to manga making in each project.

8. Increased productivity

A quick search on the internet reveals that on average, CLAMP takes just around 5 days to finish 20 pages of artwork. This really helps when serialization demands that chapters are produced every month!

7. Assistants become optional

The common production setup for mangakas in Japan is to employ assistants who specialize in one or more skills: background, inking, applying screentones, coloring, and anything else manga related. CLAMP members have worked as a team for many years such that hiring assistant will actually slow down production due to the overhead of assimilating them into the group.

6. No screen tone art style

In xxxHolic, CLAMP diverged from the norm by not using screen tones and instead relied on shape, size, almost-two-dimensional perspective, artsy paneling, lines, and the interplay between solid blacks and whites to convey value. The result is a modern, yet ancient art style distinctively CLAMP.

5. Reverse chibi art style

The normal proportion of human bodies is around 7 1/2 heads. It is only in fashion design drawings that it is acceptable to depict a body in 10 or more heads. CLAMP likes to dress up their characters to keep them in style so it makes good sense to elongate their limbs and make them taller, as seen on xxxHolic and Tsubasa: Reservoir Chronicles. It is as if it is the opposite of chibi style.

4. Artist support group

X, also known as X/1999 is an 18-volume serialization that started in the 90s and halted on 2000. There is another way of saying this: popular and violent apocalyptic story about the end of the world was put on hiatus! Was it in reality a storytelling strategy: if the manga is doing extremely good, create even more tension by delaying the ending?

Kidding aside, studios have an easier time surviving a cancelled serialization. It can act as a support group for its members and facilitate the development of an entirely new series.

3. Leverage previous stories and make a story universe

In typical CLAMP fashion, it is common to see character features, names, personalities, and relationships get imported from another story. Sometimes no alterations are made and fans call it a crossover. They can do this easily thanks to having the same artists working on their stories.

Some readers might feel cheated the first time they see Sakura from Card Captor Sakura reappear in Tsubasa: Reservoir Chronicle. However, since the readers are already familiar, the characters become bridges to easily understanding new stories and settings.

2. Working on multiple genres

CLAMP stories exist in mixed genres. The list is not limited to the following: magical girls with mecha (Magic Knight Rayearth), shoujo-battle (Angelic Layer), horror-seinen (xxxHolic), sci-fi lovestory (Chobits), and magical girl for all ages (Card Captor Sakura).

1. Novel ways to tell the same things

Is the object of your affection an android? Are you looking for your soul mate? Did you just open Pandora’s box? Were you born to save the world from itself? Can not decide right from wrong? No problem!

In every CLAMP story, age, gender, and circumstances are obstacles that can be overcome. CLAMP believes each person has the capacity to change their destiny through the choices they make. As a studio, CLAMP can come up with varied art styles about different subject matters and still echo the same set of themes about man and fate. This is a really great way to engage both old and new readers.

Thought for the Week: Character Design with a Video Game

Video game companies are known to develop art styles to fit their specific gameplay needs. In Valve Software’s upcoming game, Defense of the Ancients 2 (DotA 2), 10 or more game characters can be on screen at any single moment, such that players need to easily identify both allies and enemies to be able to enjoy this action game. Recently the company released a character art guide that outlines their design decisions to solve this challenge.

Valve’s DotA 2 is a video game with a distinct art style.

A character’s distinct look starts with its shape. The silhouette must be easily identifiable and show something about the character’s personality. Do not forget to include accessories such as items, weapons and pets.

Next would be the range of a character’s lightness and darkness – called value. The guide suggests that character’s feet are the darkest while the head and uppermost parts the lightest. In my opinion it depends on the overall style of the comics. The important thing in this part is to capture the three-dimensional aspects of the characters.

The guide continues on about color and color schemes. I would love to babble more but showing you to the guide itself would be so much better!

1.  Character Art Guide PDF file

The PDF file which discusses techniques to make characters easily identifiable. This was written for 3D modelers but some parts can be easily applied to anyone doing character design.

2. Tales from the Secret Shop ”Are We Heroes Yet?”

Oh, by the way there is also a 48-paged comics about the lore of the game. Sweet!

~

I hope you find this guide as a fun reference for all of you!

 

Thought for the Week: Comics are Art, aren’t they?

Mass Effect 3 is part of a video game series recently criticized by its fans for having a bad ending. The companies behind the game (Bioware and EA) promised to take action and a few weeks ago, they released an “extended cut” installment to the game which in my opinion changed the ending significantly.

How similar is the art of game making with the art of comics making?

Games are yet to be established as Art. The decision to change the ending suggests that Mass Effect is not Art, but a commercial product. If it was Art, Bioware and EA would have said something like: sorry fans, we will learn from this and make a better game next time but no, we are not releasing another version of the ending.

I wonder if all comics that thrive on the internet share a similar situation. Printed comics have not yet been given a place in all Art circles and its little brother webcomics has even further to go. If readers want to change something in the story, should authors comply?

Consumers of fiction and non-fiction media are more connected now through the internet. Gone are the days of raging in isolation over a comic book with a bad ending. Today, readers may present their complaints at the authors’ virtual front doors. And if there is significant money at stake and especially if the artists’ livelihood is affected, reader’s will get the revision they want. If not, at least there will be an attempt to address their concerns.

Technology allows readers to connect with authors closer than ever. More importantly readers are able to communicate with other readers as well. Whatever the reaction is about anything, it is being multiplied by knowing somebody else shares similar sentiments and can chime in on your complaints.

A very popular comic recently had a very bad ending, and the internet is raging about it. Is it still relevant in today’s age to defend artistic integrity and not change the ending or is it better to update the work based on reader feedback?