Categories
Business of Cartooning

Getting a Portfolio Review

I was recently asked the following question through Facebook Messenger:

“I want someone to review my work so I can get feedback on what I’m doing right or wrong. I have no idea how to initiate that kind of conversation or who to turn to. What do you recommend I do?”

Quick thoughts: Sending your art unsolicited to a professional cartoonist for a critique is usually a bad idea.

It’s like wanting your car fixed, and instead of making an appointment, just driving it into an auto repair shop and parking your car on a mechanic’s lift – then expecting them to get to work.

Not good.


Posting it online on social media for a critique can be hit or miss. There’s simply no way of knowing the experience and/or professionalism of those giving their two cents worth.


From personal experience I find Artists Alleys at comic cons to be a good bet. The reason being that the artists on hand are specifically there taking the time to touch base with readers and fans. This one-on-one from an artist you respect can be invaluable.

Just make sure to ask if they’re open to doing a portfolio review. They may not depending on time constraints/sketch requests, and that’s perfectly understandable.

Also a heads up that the critique you get can be instructive and/or eviscerating depending on the artist’s demeanor. Be prepared for either.


A surefire way to get a critique is to take a class or correspondence course in cartooning. Heads up that the Minneapolis College of Art and Design has an online portfolio review for potential students.

I would also recommend the Joe Kubert School Correspondence Course (and no, I don’t get paid for this endorsement). In this case it’s a matter of getting what you pay for.

You can check out the Kubert School at Comic Cons they’re scheduled to appear at as well. The above pic is Kubert School Alum Brigid Allanson and Angie Fernot at C2E2 from a few years back.

Hope the preceding was of assistance and wishing you all the best in your artistic ventures!

-Jim Keefe

Categories
Artists - Cartoonists Business of Cartooning

Graphic Novels

This post was an addendum to Jim Keefe’s lecture for the Graphic Novel Illustration class at the University of Minnesota.
Class Instructors: Rowan and Bly Pope


To preface these links & resources, here’s my favorite definition of what a Graphic Novel is by Eddie Campbell.

GN.01

Graphic Novels: Resources/Links

Calista Brill interview
Senior editor at First Second Books.

Calista Brill
Calista Brill

The Path to Becoming a Bestselling Graphic Novel
By John Shableski

John Shableski ©Library Journal
John Shableski
©Library Journal

The Comic Publishing Landscape 1.0
Designed by Fiona Ho and Jason Thibault

Click on to see larger.

Reading List:

Making Comics
by Scott McCloud

Analysis of the art form.

making_comics

Drawing Words and Writing Pictures
by Jessica Abel and Matt Madden

Provides solid instruction for people interested in making their own comics.
Check out their new book as well, Mastering Comics.

dwwpcover

Graphic Novels: Stories to Change Your Life
by Paul Gravett

Illustrated guide spotlighting the different genres of contemporary comics.

graphicnovels

500 Essential Graphic Novels
by Gene Kannenberg

With more than 350 authors and 400 artists, a thorough guide to the medium.

500.essential

Alec: How to be an Artist
by Eddie Campbell

The rise and fall of the graphic novel in the 20th century.

alec

Leaping Tall Buildings
by Christopher Irving

The story of the comic’s birth and evolution in America told through its creators.
Starting with Siegel and Shuster in the 1930s all the way up to today.

LTBuildings

For convenience the book links are to Amazon, but I’d recommend checking out your local comic retailer or book store. If they’re out of your price range/budget, you can always check ’em out at your local library.

For many more resources and links, check out the Business of Cartooning.

Categories
Business of Cartooning

Comics – Pricing your Work

Scrooge McDuck by Carl Barks

I get asked a lot what’s a decent page rate for comic book work.

First off, it’s hard for me to price a project blind without knowing the specifics. It’s like a building contractor making an estimate before coming out to see the work site, or figuring out a fair price on a used car without looking under the hood.


Generally, if it’s a small press publisher that is printing limited copies the page rate will be low. If it’s a bigger publisher with a larger circulation the page rate should reflect that. There is no standard in that regard.

To cut to the chase, here’s what the Graphic Artist Guild currently lists.

Writing (Plot & Script) $75-120
Painted Art $200-750
Pencil Art $100-400
Ink Art $75-300
Lettering $40-50
Coloring $100-150

There’s also a list that breaks it down to what the different publishers pay at  CreatorResource.com.


Then there’s this list from Time.com.

CEO – high end
Isaac Perlmutter (Marvel Entertainment’s CEO) worth $3.9 billion
Diane Nelson (President of DC Entertainment) worth $16.6 million.

Comic Book Creator  – high end
Stan Lee (Marvel Comics) worth $40 million
Robert Kirkman (Walking Dead) worth $20 million

Editor
Associate Editor at Marvel Comics: $38,000-$41,000 a year.
A more senior editor at DC Comics can make up to $84,000 a year.

Writer
Salaried gig: $55,000
On a project basis:
Script outline $20 and $100 at the bigger publishers.
Script/dialogue $80 and $100 at the bigger publishers.

Comic Book Artist
The median comic book artist salary is $36,500

Penciller
Starting rates at Marvel and DC: $160 to $260 per page.

Inker
$75 to $100 per page.

Colorist
$20 and $121 per page

Letterer
$10 and $25 per page

Now for the long answer…

The best way to move forward is to be as informed as possible.
A starting point is the Graphic Artist Guild’s Pricing and Ethical Guidelines.

The Graphic Artists Guild also has a handy website with Tools & Resources that offer a wealth of valuable information.

Remember your bedrock is a good contract, as the following video will attest.
Mike MonteiroF*ck you, Pay me


Now… if you’re new to the business and just starting out, you’re chomping at the bit just to get published – Do not undervalue yourself. If you’re not careful you’ll set a precedent and never get paid what you’re worth.

Here’s some advice from the grumpy old man to a certain type of client…

grumpy_man

Remember that part of negotiating a contract is breaking down for the client what the work entails and your worth and ability in providing this. You want to be in a position that the client knows he’s making a good investment for what he’s paying.

Tom Richmond (past NCS president and Mad Magazine artist) gave the following advice to an MCAD class I was teaching.

You’re not pricing your work based on the time you spent on it, but the rights you’re giving away. And if someone wants you to work for free claiming the work they are offering will be “good exposure” – remember, people die from exposure.

And from Nick Ubels: When to Say No to Unpaid Gigs

The balance between the value of exposure and compensation, experience and pay is contested in every creative field. For those of us who want to make it in journalism, we’re asked to commit time and energy to unpaid internships and supposedly career-advancing “opportunities” that are to our benefit. And frankly, unpaid labour is hugely beneficial to the companies providing said opportunities.

This is nothing new. To some extent, internships and volunteer experience have always been a part of these freelance-driven industries. But there comes a point at which an exchange of money for services needs to enter the equation.


What you always have in your corner when negotiating a contract is the power to decline and walk away – especially if the payment is inadequate. This should be done professionally with your “business hat” on so you don’t burn bridges – not your “artist hat” that wants to punch those bastards (who want something for nothing) in the face.

Recommended Link: 15 Ways to Negotiate Better Rates of Pay – by Jim Thacker.

Along those lines, here’s Harlan Ellison with a few choice words…

Work for Hire

A lot of comic book freelance is working on established characters under a Work for Hire contract where the artists rights are signed away and the client becomes the legal owner and author of the work.

Once again, Tom Richmond

Illustration groups like the Graphic Artists Guild and the Society of Illustrators rightly disdain WFH agreements and widely suggest illustrators refuse to work under WFH agreements. That makes sense in a perfect world, but sometimes in the real world a WFH agreement is a necessary evil.

I think you have to realistically assess the amount of risk you are taking in doing a WFH job compared to not doing it.

For much more info on Work for Hire, check out Work for Hire – The Fallout.


Back End Deals

Another popular tactic to pay the artist very little (or even get the work for free) is the bait of a possibility of money on the back end through royalties, licensing and merchandise.

From Colleen Doran in regards to “back end” deals.

You’re gambling that your work will be popular enough to pay for things the publisher does not pay up front. Most of the time, that’s a losing bet.

I have accepted work like this myself in the past and it has never panned out favorably. Looking back, I also feel I ended up producing less than stellar work – partly because I couldn’t devote the time I would have liked (as paying work had to take precedence) – but also because psychologically it ended up getting under my skin that my work was not valued enough by the client that he deemed it worth payment.

If you do decide to accept work like this, see it for the gamble it is. It’s never anything to bank on.

And keep the following in mind…

graphic

If you’re looking for more info and resources for cartoonists, check out my previous post, the Business of Cartooning

All for now – deadlines looming…

Categories
Business of Cartooning Ramblings & Reviews

Working From Home

My daughter Anna to a friend’s mother: “My Dad can’t come out east when we go because he has to get work done first.”
Friend’s mother: “But why, doesn’t he work out of the home?”


Quick aside; I moved in with my brother for about a year when we first moved to Minneapolis. He said, “I always thought working from home would be great…until I saw you do it. Realized that working from home means you NEVER LEAVE WORK.

Add to that (and in no particular order);
No paid sick days.
No tech department to fix your computer.
No health benefits.
No HR department to make sure you get paid.
No 401k.
Never mind someone “at the office” to fill in for you when you’re not there.
(Much less clean up and empty your waste basket during the night shift.)

And just to clarify, I get no health coverage through my work but I do get coverage through my wife’s job.

This is not the case for MANY freelancers who are one sickness or accident away from bankruptcy. GoFundMe accounts seem to crop up daily for fellow freelancers (sick or aging) caught in this trap.

Yup, just another day in the merry land of freelance-land!

Categories
Business of Cartooning

Resources

A few things that I’ve learned over the years that have crystalized through teaching…


• Devote your time to sharpening your art skills AND your business skills – trends, networking, contracts, etcetera all.

• Don’t pigeonhole yourself to one small aspect of the art form, like limiting yourself to just comics. Remember that Michelangelo wanted to devote himself to sculpture when he was commissioned to paint the Sistine Chapel.

• The people who succeed are generally the people who are working their asses off. Surround yourself with people like this, people who commit themselves fully and are getting their work out into the world. They’ll generally be better than you which is a GOOD thing – that way the bar keeps getting raised.

• Working hard isn’t enough, you have to work smart as well. You have to create work that’s marketable – that will suit the needs of someone who will then pay you.

• Working long hours with no sleep to meet deadlines isn’t the answer. Your career is a marathon, not a fifty yard dash. Eat right, exercise and sleep regularly – it’s the bare bone basics and it works.

• Start now (yesterday is even better). Research the jobs you want, look at the submission guidelines (and follow them METICULOUSLY), then work up samples that will blow the competition out of the water. I like the following advice from Steve Martin to those aspiring to enter the entertainment field as it applies to any pursuit – “Be so good they can’t ignore you.”

• To cap this off… If you treat your skills as a hobby then that’s where they’ll stay, as a hobby – and that’s FINE as long as that’s your conscious decision. But if you want to have it as your job, your career, then you need to get on board and on track.

And that’s…

The-More-You-Know

For more info, check out the following links:

GENERAL INFORMATION

Comics – Pricing your Work

Comic Book Inking Tutorials and Videos

Recommended Books on Drawing & Cartooning

Graphic Novels – Addendum to Lecture

Commissioning Artwork – Things to Consider

Cartoon Art Scams

Getting a Portfolio Review

Procrastination


DRAWING SALLY FORTH

Scouting Locations – Minneapolis

Using Reference – Couple of Tips


COMIC CONVENTIONS

Convention Prep – AHHHHH!!!

Networking and the High Cost of Comic Conventions

Mike Wolfer on Fan art/Homage art


COMMENTARY

Work for Hire – The Fallout

Motivational Misinformation

Working From Home

My Somali Neighbors Are Not the Enemy

Appearing in a Comic Strip While Black

Comic Strip Contemplation


ARTICLES

Intro to Anime – sorely needed…

Adventure Strip Finales

Irish Comic Book Characters

The Palm Restaurant – Cartoon Art Trashed

Bob Kane, Bill Finger and Jerry Robinson

Flash Gordon – A History

The Five Best Flashes Anywhere

The Origin of Cow-Guy

Coloring Spider-Man

Coloring the Sunday Comics


Cartoonist Spotlight

Joe Kubert 1926-2012

George Evans

Daisuke Higuchi

Will Eisner – The Spirit

Dick Guindon

Jerry Craft

Tom Gianni – Memories from C2E2

Bernie Wrightson

Thomas Nast

John Prentice

Steve Ditko – Creating Spider-Man

Jose Delbo – Teacher

Bud Grace – Piranha Club Comes to an End

Hy Eisman’s 90th Birthday

Herb Trimpe

Charles Schulz

E. Simms Campbell – Map of Harlem

John Cullen Murphy – Interview

Gary Gianni – Prince Valiant

Al Williamson – Flash Gordon

Greg Howard – Sally Forth

Bill Mauldin

Craig MacIntosh – Mentor


And last but not least, The Business of Cartooning.
This page has a number of subcategories, including…

1 Comic News Blogs
2. Contracts
3. Resources/Articles
4. Print On Demand Publishers
5. Self-Publishing Resource Articles
6. Convention Resources
7. Cartooning Schools and Organizations
8. Financial Aid

I started these posts after teaching Comic Art at the
Minneapolis College of Art and Design.
Here’s the biggest thing I learned teaching there.

Hammerstein

…and a special thanks to Professor Barb Schulz, head of the department, for giving me that opportunity.