One on One With
Geof Isherwood
By Maxianne Berger

A small ad in Saturday’s classified section
announced that Geof Isherwood,
penciller/writer of
Justice and Conan,
would be at the Cote St-Luc location
of Gerry Ross’s 1,000,000 COMIX between 11:30 and 2:30 that day.
Store owner Ross explained that having Geof
Isherwood in his store would give people a chance to see
the artist
and get a better feeling for comics. As he put it, “you can say
‘Hey! This guy does the
pencilling!’ ” and then find out what
pencilling is, what inking is, what lettering is, coloring,
all the
different stuff that goes into comic book creation. It’s an
intellectually stimulating process
for the collectors. That’s why I
have him here.” Ross also mentioned that a comic boook signed
by the
artist goes up in value and then added, “He’s a nice guy. He’s
accessible.”
Geof Isherwood received his
B.F.A. in Studio Art
from Concordia University in 1982. Within a year,
he was a full-time
free-lance artist for Marvel. He is a “nice guy” and he is
accessible: two days prior
to his 1,000,000 COMIX appearance, he spent
the better part of the afternoon talking to me.
He explained many
aspects of comic book art, as well as personal insights on the
creative process.
The following is a partial transcript of our
conversation.
Store owner Ross explained that having Geof
Isherwood in his store would give people a chance
to see the artist
and get a better feeling for comics. As he put it, “you can say
‘Hey! This guy
does the pencilling!’ ” and then find out what
pencilling is, what inking is, what lettering is, coloring,
all the
different stuff that goes into comic book creation. It’s an
intellectually stimulating process
for the collectors. That’s why I
have him here.” Ross also mentioned that a comic boook signed
by the
artist goes up in value and then added, “He’s a nice guy. He’s
accessible.”
Geof Isherwood received his
B.F.A. in Studio Art
from Concordia University in 1982. Within a year,
he was a full-time
free-lance artist for Marvel. He is a “nice guy” and he is
accessible: two days prior
to his 1,000,000 COMIX appearance, he spent
the better part of the afternoon talking to me.
He explained many
aspects of comic book art, as well as personal insights on the
creative process.
The following is a partial transcript of our
conversation.
MAXIANNE BERGER:
In Swords of the
Swashbucklers #5, the first one for which you did the artwork, editor
Jo Duffy introduces you to the readers in glowing terms: “Geof’s
work sparkles with style and innovation.” How did you get from
talented kid who liked comic books to artist free-lancing for Marvel?
GEOF
ISHERWOOD:
At the age of ten I drew
my first comic story. I thought I’d like to try doing my own. After
a couple of years,
I decided that eventually I’d like to work
professionally in the field. Why I think? One reason is I enjoyed
telling the stories and drawing, and another is that, from reading the
editorials and the comments on the people, they seemed like the type
of people I’d like to work with in the future. I’m basically
self-taught.
I worked up my art, mainly my figure drawing, for years
and years. By the age of sixteen, I figured I’d go to the Marvel
offices in New York and see what they had to say. I guess they were
being nice to me at the time. They were pleasant enough about it, but
it was sort of “OK kid – You’re OK but we really can’t use
you” type of thing. But they weren’t really discouraging; they’d
always say “work on this, that or the other.”
And over the next
four or five years I kept sending things in. Then, when I was
twenty-two, they finally thought enough of what I’d sent in to
assign me a small nine-page story.
MAXIANNE BERGER:
You mentioned being a
self-taught artist. Is that in fact completely true?

GEOF
ISHERWOOD:
I’d have to say that on
my own initiative I did drawing. It’s not like I didn’t ever have
help from any one.
I did go and find books to learn from, and teachers
helped me to a small degree. But I decided myself
to do this and I
pretty well taught myself. By the time I went to art school, my
teachers would tell me
I knew more about anatomy than they did. Even
at University I didn’t learn too much directly relating
to drawing
for comics. Just sort of related subjects, maybe compositionally.
Nowadays most young
artists can meet professionals and learn from
them, even if it’s just an informal meeting at a convention.
But I
met my first professional artist when I was eighteen, and I’d been
drawing for years and years
before that, so I always felt I was pretty
insulated in the thing.
MAXIANNE BERGER:
What kind of money is
involved?
GEOF
ISHERWOOD:
Well, I would say offhand
an artist working more or less regularly can start at around US$25,
$30 thousand dollars. And then there are the royalties. Writers can
often do better than artists
because they can write so many more
comics than the artist can draw. Artists will take an average of sixty
to seventy hours to draw a comic. A writer can sit down and write one
in six to ten hours.
He gets paid about half of what the artist does
for one page, but it doesn’t take him as long
so he can do pretty
well with it. But ask anybody who’s good, and they do it because
they really want to.
MAXIANNE BERGER:
OK. Let’s get into how
the comics themselves get put together. When you look at the credits
in a comic book, you realize that many artists and artisans are
involved in the production process.
Could you give me a rundown on
each one’s role as the story moves from hand to hand?
GEOF
ISHERWOOD:
Each twenty-two page comic
comes out twelve times a year on the average. One person would find it
almost impossible to sit down and do everything in a month. They’ve
decided to divide up the work
among people who’ve become specialized
in their own areas, hopefully to come up with an even better product.
At the top of the line, the editor is responsible for hiring all the
people involved. What he wants to do is get the same people to work on
every issue because the editor’s
best ally is consistency.
He’s
also ultimately responsible for any errors in the art or the story
that com out in the end. He has to oversee and correct anything that
might not go right in the first place. If the story line’s dull or
boring, certainly the writer could have done better, but it’s up to
the editor to tell him “you know you’re not doing what you should
be.” So he will sit down with the writer (and occasionally the
artist) and decide the basic story line for one issue or a series of
issues. Then the writer goes home and fleshes out this idea.
He may
change things; it’s really his story, the editor isn’t telling him
what to write. He spends
a couple of days on that.

He’ll send in
five or six typewritten pages for a twenty-two page story, outlining
the action and some dialogue here and there if he thinks of it, and
other descriptions to the artist that the reader doesn’t
have to
know about, but the artist does. Then the artist, in this case the
penciller, lays out the story in pencil (basically because he can
erase and correct anything that he has to), transcribes it into a
series of drawn pictures. He has to tell the story with drawings in a
sequence so that you can
pretty well understand the comic without
having to read anything. Then the writer
gets the drawn pages back.
He’s supposed to then be able to write all the dialogue from the
pictures, and also from his original plot.
He should find it easier to
do because, with the pictures in front of him, he can think of things
a little easier. The reason the layout’s left to the artist is that
he’s supposedly been trained
to work visually – that’s supposed
to be his strong point. The writer also has the responsibility
of
placing all the word balloons and captions on the pages so the
letterer has the placements
marked out, and the full script all typed
out for him. So the letterer just has to follow that,
just go through
and letter the comic, plus ink the panel borders.
Then, the inker gets
it. He’s supposed to finish the art in ink lines so that it can be
reproduced, and that requires a certain knowledge of technique as
well. It’s his job to enhance what the penciller’s done, in terms
of contrast, black and white design, and to maybe clarify a drawing
that might be sketchy.
So basically, he has to simplify things in a
way, or tighten up the drawing so it’ll
be easily decipherable upon
reading.
Then when he’s finished, the colorist takes it and does the
coloring. But, it’s not his actual painting
that gets in the comic:
it’s sent to a separator who then takes what the colorist’s done
as a guide,
and mechanically separates the pages before they’re
printed.
MAXIANNE BERGER:
You refer to the plot
being sent to the penciller, and after that, the writer writes the
script.
That technique, “plot first,” is also known as the Marvel
way, and not all comic books are written
that way. Apparently some are
written script-first, with full description to the artist...
GEOF
ISHERWOOD:
Right! I’ve also worked
that way. Personally, I don’t mind working from a full script too
much,
because I enjoy knowing all the dialogue ahead of time. That
way, I can have the characters
acting completely “in character”
for what they’re saying, and that is one problem
that does crop up
occasionally.
There are many artists who draw kind of blank faces on
people, because they don’t know
exactly what they’re going to be
saying. And where the facial expression doesn’t match what
they’re
saying, for me, as an inker, under those circumstances, I find I
always read the dialogue
and make sure whatever the penciller’s done
matches it; and if it doesn’t, I alter it to match
the dialogue. But
the idea behind the other way, that the artist should know better how
to pace the story (a matter of how many panels per page: if there’s
few panels,
you’ll read it a lot faster), tell the story visually,
all the camera angles, he should know
better than the writer how to do
all of that; so that’s why the Marvel way was introduced.
MAXIANNE BERGER:
In a Comics Sense article a few years ago, then DC editor Len Wein is quoted as saying:
“I look for good story-telling, ingenious bits of business and I
look for characterization.
That’s the first thing I look for
overall. I would prefer a story with less of a plot
and good
characterization rather than a story with a brilliant plot
and no
characterization.” How is characterization developed?
GEOF
ISHERWOOD:
One good way I can
describe this now – I’ve worked on a title called Justice from the very first issue –
and it’s funny how it goes because you
would think offhand that the writer sets the tone to
a very large
extent but, what usually happens, is that the writer writes the comic
for about
three days, and he’s on to one of his other five or six
comics; whereas the artist
gets this thing and he’s drawing it for
two to three weeks.
So he’s got the whole story in his head a lot
longer than the writer. I’ve talked to many writers:
they say they
forgot what they wrote (laughter), they’re doing so much. Whereas
the penciller can
sit and stew in it for all this time. In the plot,
the writer may describe characterization to a degree,
but it’s up to
the artist to really visualize it, and he can set the tone for that.
For example, I decided
that for a major villain in the book, we should
never see his face: leave that element of mystery
to him. The writer
may have just ignored it altogether, but he went along with me,
throughout
many issues now. The artist has to make his characters act, he has
to decide
on the actual movements. I have a story in which a wizard is
going
to talk to his king
about some developments in the state, the
kingdom crumbling around them.
I decided that the king should be
alcoholic.
Through a series of panels, as they discuss this, I have
him pouring his wine, drinking it, setting
it down, dribbling out of
the corner of his mouth. All these little things just add to making
your characters more lifelike and believable. So that’s a big part.
Of course the dialogue
is very important. The writer can add idioms or
speech traits to the character to make him
recognizable as such.
Now,
as I mentioned before,
if the dialogue doesn’t match the expression
on the character’s
face, the inker should have enough presence of
mind to change that to match it.
And one main thing to remember is that the basic
story
comes into characterization.
You should not be able to take a
story written for Batman and make it a Superman story.
Each story
that’s written should only be applicable to that character. If you
can take a story
and transfer it – it could be Spider-Man, it could
be Daredevil, it could be Iron Man –
then you know your story’s
going to fail because there’s really nothing that sets it apart.
Therefore that’s one thing you have to keep in mind.
MAXIANNE BERGER:
The words “Approved by
the Comics Code Authority” appear on the covers of most comic books.
What is the Comics Code?
GEOF
ISHERWOOD:
That was set up in the
fifties. One company, called DC, was doing horror stuff and crime
comics,
and I guess it was a McCarthyism type of problem then: they
figured they (comics) corrupted children.
So, a number of companies
got together and formed this committee which would then be like
a stamp of approval for parents: these
comics were not obscene for their children. And this
has continued to
this day. Recently however, small publishers outside of Marvel and DC
have come out with their own, more adult, material.
They don’t have
the stamp, and the idea of the Comics Code stamp is kind of
disappearing.
But I’d say basically, the publishers have their own.
It’s up to their own discretion very much.
I’d say most of them
don’t want things to get out of hand, they know that the audience is
young
enough that they want to keep a fair amount of decency.There are small rules that are kind of silly.
There’s something about not having zombies in your story, so Marvel
created characters
called Zoovambies. Stuff like this.
Also, there
used to be a lot of detective crime stuff, and they had a rule that
any word stating “crime,”
or related to that, could not be the
most prominent word on the page: you couldn’t have a gigantic title
‘CRIME,” and underneath, in little letters, “does not pay.”It shouldn’t look pornographic
and the violence
should be tempered somewhat.I think that a lot of people realize that
implied violence can often be used to much greater effect than all-out
gore. You’ll go to the movies
and see stuff a lot worse than
you’ll ever see in a comic – you know, horror movies and what have
you.

MAXIANNE BERGER:
A predecessor of the
comics, about a hundred years ago, was the “dime novel.” These
swift-moving thrilling stories, mostly about the American Revolution,
the Frontier Period and the Civil War,
got their bad name when they
evolved to too much blood and thunder. But they always
did emphasize a
healthy self-reliance. Reading comics today, I still get this feeling
of swift-moving,
thrilling plots, some blood, some thunder, and this
idea of “good” versus “evil,”
with “good presumably winning
out in the long run...
GEOF
ISHERWOOD:
That was actually another
part of the Code: they good guy had to win (laughter), evil and crime
was not supposed to be shown as more powerful...although it’s been
highly glamorized –
you look at any corporate villain now, and he
always has a lot more money than the hero.
But I guess you want me to
comment on the basic state of situations like that: I’d say that’s
true
to a large degree. Other issues and “the other side” of tings
have been approached here
and there. For example, the main heroes in Swords
of the Swashbucklers are actually heroines.
Women dominate, but I
wouldn’t call the book a “feminist” comic.
I found I enjoyed
doing a project where the role of women could be a little better
explored and they
could be seen as equals to men – in a strong sense
– although they didn’t have to lose any of their femininity.But the idea of self-reliance, I’d say that’s
pretty strong. For example, there are certain parameters on a
character like Conan: any scene that Conan is in, he’s got to be the
biggest,
toughest guy in the drawing; he’s got to dominate. In a
movie, he’d be the one who was
always stealing the scene.
The way
he’s played right now, as we’re doing it, he’s almost been
relegated to the background.
Because so much emphasis is placed on all
the other characters in the story, you never find out
what he’s
thinking, he doesn’t seem to say a lot. Every one else seems to be
running around,
trying to get on with their business, but he’s still
their leader, and if necessary, he’ll go out
and do what he has to
do without any fuss.
MAXIANNE BERGER:
What about the plots? Are
they written with the ten and eleven-year-old brain in mind?
You know,
not very much seems to happen in any individual comic book story. That
might be
because of the supposed emphasis on characterization, but
quite honestly, from looking
at comic books, I see that the art seems
to be the main thing: they’re very, very, visually appealing.
GEOF
ISHERWOOD:
OK. That’s one thing I
can say: the plots are really designed to give the artist a chance to
do something that’s visually exciting. I can relate this a lot to
television, popular TV shows. Look at Knight Rider, for
example. The whole idea is how to get Kit to do some wild jumping
stunts complete with car chases
and explosions. I’d say the visuals
really are ninety percent of it.
But if there’s no good story line,
the readers will give up on it. As to characterization being
preferable
to plot, as Len Wein said in the article, that’s true in
any continuing story: the reader’s not as
interested in finding out
if the bad guy is going to rob the bank, he’s going to be interested
in what the hero is going to do next, or what’s going to happen in
his personal life. That’s why
characters like Spider-Man as Peter
Parker are so popular, and have always remained so:
the reader
identifies with this character, and is always interested in finding
out
what’s going to happen in his life, like a soap opera.
And I
think, in a way, comics have tended toward the soap opera idea in the
last few years.
Used to be in comics, you could have all-battle issues
from page one to page twenty, you know,
knock-down, drag out fight
scenes, and you almost never see that anymore. It’s all the personal
stuff and intrigue that’s really dominated comics in the last while. And I don’t find
writers try to write on a low
level.
I’ve always found that they’ve approached it in an adult
manner. But the writer does have to remember what it’s like to be a
kid and to read comics and to have that kind of enthusiasm. When
it’s there,
the comic will succeed.MAXIANNE BERGER:
You’ve now done five
issues of Conan the Barbarian. What is the contribution of the
finisher/inker to the story line, to the characterization?
GEOF
ISHERWOOD:
One thing I’ve found in
inking is that the more enthusiastic and the better a job the
penciller does,
the better an inker does. If he gets a job that was
done in a hurry – and most comics are drawn
faster than the artist
would like them to be, they just don’t have time – well, his
contribution
is to take that drawing, find what the main point is and
enhance it. Every panel should have
a focus, an action that’s
describing some part of the story. The inker’s supposed to find that
and make sure that the penciller has designed it so you can see
what’s going on.
The inker may have to alter the drawings slightly
to get that idea across better.
He has to really redraw the pictures
– just tracing isn’t good enough. He has to work on the facial
expressions, make them a little stronger, maybe adjust the background,
either to frame the main character, or to work in it. The best way to
show a character in action is to use a silhouette-type
of effect –
not necessarily solid black – to show him in a clear space, with no
drawing behind him,
so you can clearly see what he’s doing. This
type of technique, black and white design,
where you spot the black,
makes a big difference.
Where you have the strongest black and white
contrast is where the eye will usually focus.
For example, if some one
has black hair, you’ll have a white face with not too much line work
on it,
and very dark black hair which is a good frame; it can be done
with a figure standing in a room,
his shadow cast on a wall, or with
the background dark and the person standing in the light.
It also can
be used to enhance action – aside from trying to give that
three-dimensional illusion
to a two-dimensional drawing. An inker has
to be good at doing this, which means
he really
has to be able to draw
as well as the penciller. He can’t just be some one
who can trace
drawings.
MAXIANNE BERGER:
When you’re doing the
inking, do you spend more time on the background or more time
on the
people in the picture?
GEOF
ISHERWOOD:
In storytelling, the most
important things are the characters’ faces and secondarily, hands.
All the background and everything else is effectively window dressing.
It’s not to say they’re
not important: if you have a story with no
background, the reader can become very confused
and frustrated because
he’ll have to keep guessing about the setting.I personally like
to concentrate and put a lot of
time into drawing the faces and carefully drawing the hands.
The rest
I can do faster because it doesn’t need the same level of emphasis.
But it depends: Conan is the type of book where the world
they’re living in and the background
are played up more than say,
Spider-Man, swinging around buildings. You know, buildings are
buildings. But in a book like Conan, the background is more a
part of the world. There’s so much more to get
into. There are
animals, a lot of horses, a lot of forest settings, and everything is
much
more hand-made, not necessarily mechanically-made.
You have to
make the world look like it’s the Middle Ages. So that’s a case
where, inking Conan, I’ll spend more time on that than I
would on another comic, simply because
of the demands of the work
itself.
MAXIANNE BERGER:
In a situation where all
the artist has is the plot, and there is no opportunity of getting
together with the writer and talking, does the writer ever say “I
don’t like this picture. Would you mind redoing it?”
and mail it
back to you. Or is the time constraint such that this is impossible?
GEOF
ISHERWOOD:
Certainly things can be
redrawn and are. We did a Samurai story in which I changed a lot of
the motivations of the characters, but the actual events were the
same. The writer wrote back to me
and told me he thought it was
changed a lot. When I told him what was going on,
he realized that it
really wasn’t.
That was a case where I consciously tried to impart
more of the Easter attitude to the characters.
In comics, most
Japanese-type stories, the characters all have Western ideals and
attitudes.
The writers probably don’t even understand what’s going
on with Eastern philosophy.
I tried to put a little bit of that into
the story, and he then felt it didn’t go along with what
he’d done
in the first place, but we eventually came to a middle ground on that.
MAXIANNE BERGER:
How did you find out what
Eastern philosophy was?
GEOF
ISHERWOOD:
Well, I’m no expert but,
what I did, well it was more a matter of visually showing things, so I
saw
a bunch of movies by Kurasawa – by a fluke, Concordia University
was having a film festival
of this Japanese film maker – and I could
get a real feeling of the flavor by what he was doing.
I tried to put
some of those ideas and also motivations into the characters: not
doing things
for the same reasons as we would.
For example, my hero in
that story, the prince, runs out to do battle at the end. Whereas
he’s spent
the entire story at home, calling the shots and letting
the army fight for him. He’d really accepted
his responsibilities as
a man by the end of the story. Although you knew he was probably going
to go on the battlefield and die, the outcome of the battle didn’t
matter. It was the fact that
he put on his armor and was going out to
lead his men that saved his honor,
regardless of the outcome. And
that’s a different way of thinking.
That’s an example of the ideas
I was trying to get across, and the writer, well, his ideas too,
but
we sort of came to an agreement on that one.
MAXIANNE BERGER:
As an artist, what kind
of research do you do with respect to visual details and accuracy?
GEOF
ISHERWOOD:
In that story, well the
latest movie by Kurasawa was Ran, so I went to see it. In fact
I found a book done around the movie that had all those costumes. I
could basically use that type of idea but also change it
a little to
suit an alien world. That book wasn’t supposed to be hard science
fiction, it was more
fun-fantasy, where you could go to a different
place but see pseudo-visions of what goes on on Earth.
We had a story about a swamp world which might be
like the Amazon jungle, so for research, I found photos in National
Geographic.For Conan, what the artist does is to
place the setting historically, or he develops a whole architectural
feeling, something based on the type of civilization that’s there.
He feels that the cities in Conan’s world all look different for
reasons of geography. He’s conscious
|
of that and accordingly, he
might look for reference from this world, seeing where these
original
civilizations might have led.
Say a Moslem kingdom of today: he’ll
have something like a giant mosque with the city built around it.
One
story I just did was like a French village from the countryside: a
giant cathedral, the small village
and then the farming community
around that. So it depends a lot on individual imagination,
as well as
looking for references, to make it as authentic as possible.
MAXIANNE BERGER:
Who owns the artwork?
GEOF
ISHERWOOD:
The way it works at Marvel
is that Marvel decides they want to publish some comics. They hire
artists
and writers to work on their characters. So they own
the copyrights on everything. Now, what they
have worked out is a plan
where the creators, writers and artists get a royalty percentage on
sales.
When the work is finished, they’ve also worked out an
agreement where they will give the artwork back
to the artists who did
them, technically as a gift. So I’m in possession of the artwork
that I’ve done.
Now, if two people have worked on a twenty-two page
comic, they’ll divide it up and give fourteen
pages to the penciller
and eight to the inker, randomly selected throughout the issue. That
way, Marvel won’t have its warehouse piling up with pages of
artwork, which it did up to the mid-70s.
MAXIANNE BERGER:
Are you free then to sell what’s been returned to you?
GEOF
ISHERWOOD:
Yes. I can. Nothing can be
reproduced without Marvel’s permission, but if I want to sell the
artwork, that’s fine. Marvel has copies of everything that’s been
done, so should they want to reprint anything in the future, they
don’t have to go back to the original page. But they do own the
copyright on everything, and there’s a stamp on the back of each
original art page stating as such.
MAXIANNE BERGER:
There are schools of
cinematography, there are theatre art schools, is there any place
where one can go to learn how to do comics?
GEOF
ISHERWOOD:
This one fellow, Joe Kubert, has a school in New Jersey I think, and that’s about the
only school that I know of. In the past there have been other artists
who may have either given classes or individually apprenticed other
artists. Bur right now, I’d say his is the only one. There was a
different one in the 70s, the Academy of Comic Book Arts, but...but
that is one problem now.
For the training of young artists in the old
days, there were horror comics, romance comics, Westerns, what have
you, with six to eight page stories. Artists coming into the field
could work on these; these stories weren’t at the forefront of
attention. They could learn about drawing by doing these and
eventually work their way up to the bigger titles or stories. Nowadays
that’s almost completely disappeared.
You have to be much more
complete an artist entering the field than you used to be. The demands
put on you right a way make it really tougher these days. There’s
not much work in the field you can do to learn, and there’s not much
opportunity to go to school for it before you can even get a job in
the industry. So you really have to train yourself to a large degree.
MAXIANNE BERGER:
You mentioned that
you’re primarily self-taught although you did study Fine Arts in
University. Did you ever apprentice with any one? You mentioned that
as an alternative.
GEOF
ISHERWOOD:
The editor of the Conan comics, Larry Hama, has taught me pretty well ninety-five,
ninety-eight percent of the other stuff I’ve learned since. Before I
worked on his Conan book, I worked on another one of his, Conan
the King, which has a back-up eight-page feature – the type of
story that I described before, where you could apprentice. I did about
five of those stories, and of the very first story that I drew, he
said “You’re not really doing things as well as you could be.
Look, I’ll just sit down and I’ll lay it out and I’ll send it to
you and you can see what I’m doing.” So I basically had to redraw
just about the whole thing.
He paraphrased some of my panels,
rearranged what I’d done a little bit in some cases; in other cases
he just plain re-drew it altogether. So I learned a lot just from his
example: how to go about it, how to observe. I didn’t learn so much
what to do but what not to do. I learned in some way
what to do but it’s not really a formula – there’s no formula to
telling a story – but if you can keep yourself from falling into
certain traps, you know you can’t really go too far wrong.

MAXIANNE BERGER:
What kinds of traps?
GEOF
ISHERWOOD:
Well, technically
speaking, things like having action buried in the middle of a cluster
of people. Say one character is punching another, and he’s punching
down. You might see his fist sort of down, in between the bodies, or
totally surrounded by other drawing, so that you don’t get quite as
good an example as if, say, he’s doing an uppercut. Then, you could
see the fist, not surrounded by background at all, just completely in
the open, and you can see the whole action completely.Also, things like not cutting: when
you have a
full figure, not cutting off their feet. And not having things
protrude from the edges of the
panels. If you can contain the entire
drawing, you can give a better sense of space, of where they are.
There’s also what is called the “chessboard” shot: this is a
down shot, at an angle, so that you’re looking at all of the
characters in a room, very much like the pieces on a chessboard. You
can see where everybody is in relation to the others. If you show one
really good panel establishing where everything
is in the setting,
then you won’t have to do it again for the rest of the scene. Then
you can move the “camera” anywhere you want to, do any kind of
close-up, and just show glimpses of the background.
Since the reader
is already familiar with the space and are comfortable with the
setting, they’re not
going to be confused about anything else. You
can get them totally involved in what’s going on in the story. Like
your average television show. It could be anything, a police show: the
first shot you’ll get is the
front doors of the station; then
you’ll see the squad room and everybody’s walking around, doing
their thing; then you zero in on the characters. You know where they
are. You know exactly what’s going on. You’re not going to be
asking these questions when you’re supposed to be following what
these characters are focused on.
MAXIANNE BERGER:
So. It’s setting the
stage, so that you can then build characters without attending to the
details of the background?
GEOF
ISHERWOOD:
Right. But you don’t
want to do that every time. There are cases when I’ll want to start
with a close-up. If I’m establishing shot, if I want to make it
mysterious. Like at the beginning of Justice #6, the very first
panel has this close-up of a little girl’s face and she’s crying:
you’re supposed to be intrigued by this character. Then I pulled
back and showed where she was. So you know, you can flip-flop it
around. While it sounds like a formula, it’s not supposed to be.
What’s supposed to keep comics interesting and exciting is you never
really know what’s supposed to happen next (laughter). I guess like
any good writing, really, you don’t want to be predictable.
MAXIANNE BERGER:
We were just interrupted
by a phone call. From this end, it sounded like somebody who wants to
become involved. he was asking you for some information...
GEOF
ISHERWOOD:
Well, he was asking me if
I could help him decide on art samples to send to New York. It’s
almost like a challenge or a test in its own right, to see if new
people really are that interested, how much initiative are they going
to take on their own – as I did. Now, this fellow, he did send some
art samples to DC, and they did send him a Batman “test” story,
which is good. So now, they’ve put the ball in his court: is he
going to deliver? And so I gave him one bit of advice which scared him
a bit: I told him that “any good artist should be able to lay out a
twenty-two page story in a couple of days,” and he sort of choked on
that a little. But, aside from being able to do good quality work, in
order to succeed, you have to be fairly fast and reliable. You have to
be able to turn your work in on time.
MAXIANNE BERGER:
Do people frequently call
you for this kind of information?
GEOF
ISHERWOOD:
Oh. A few do, yes. I meet
a lot of them at conventions or signings. One boy, he’s in a French
high school, he got his English teacher to invite me to the class to
talk to them about comics, because he was personally interested in
them (laughter). That was kind of fun and what was interesting,
afterwards, the teacher was saying, “there are some rowdy motorcycle
gang types of kids in the school and the class.”
She said she
couldn’t believe that they sat their so attentively for the whole
period; they weren’t fidgeting; they couldn’t believe what they
were getting. And I can understand that because a lot of school
children figure: what use is education, where is it going to get them?
But I don’t agree with that.
When they see something like comics,
which are generally looked down upon, and they all of a sudden see
some person who is legitimately pursuing this, it can make a real
impression on them. For me to talk to a group like that, the most
important thing is to let them know that, if they do have a particular
dream or interest in something that’s a little out of the ordinary
– and you do have to know whether it’s in you or not to pursue
such a career – you can actually stand a chance of succeeding. So
that can be very encouraging to them – to really pursue whatever it
is they are truly interested in.
MAXIANNE BERGER:
That the perseverance
pays off?
GEOF
ISHERWOOD:
Yes. Perseverance and
working hard at it. Right now if I’m doing a sketch in front of a
group of children, they can see me whip off something that is fairly
complete in a couple of minutes. But they have to realize that I’ve
been doing this for about fifteen years, and after a while, you know,
your hand moves and you hardly have to look at it. It just knows where
to go. It’s almost automatic after you’ve done thousands of
drawings, you know (laughter)!
Like somebody who plays the piano and
never has to look at the keys.I find that drawing, in terms of artistic input,
is very much like any other artistic endeavor: you have to recognize
something with in yourself. You have to have some natural ability or
gift to start with. You have to have a basic aptitude,
but that’s
not all: you have to work a lot to really succeed, or succeed in
another way—just to develop your potential.
Montreal,
January 1987
~
Maxianne
Berger has been involved with poetry in and around Montreal
since 1985. Her first book, How We Negotiate, appeared in 1999
from Empyreal Press. A French version of it was published by
Écrits des forges in 2006; translated by Florence Buathier,
it is titled Compromis. In 2003, with Angela Leuck, she
co-edited the anthology Sun Through the Blinds: Montreal Haiku
Today (Shoreline). She translates poetry, reviews poetry
collections for several literary magazines, and has served as
a judge for various youth poetry contests. In 2005-06, she was
a poetry mentor for the Quebec Writers' Federation. When not
involved in poetry, Maxianne Berger is an audiologist at the
McGill University Health Centre in Montreal.
More interviews with Geof



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