Showing posts with label steve seck. Show all posts
Showing posts with label steve seck. Show all posts
Friday, November 15, 2013
Thirty Days of CCS #15: Steve Seck, Pat Barrett, GP Bonesteel
Steve Seck continues to hone his comedic chops in the pages of his one-man anthology, Monday Saddies. This issue features two separate stories: "Ghost Roommate" and "Locker Up!", both of which earn their humor with awful, over-the-top characters behaving badly. Seck adds weight to his pages with a lot of spotted blacks balancing the simple nature of his character design and unvaried line weights. His characters look funny, but most of the humor comes through in the dialogue. Mostly, his characters look weird, with vertical slits for eyes and angular features amid a pleasingly cluttered background. Seck's characters just seem to live in filthy settings, and "Locker Up!" makes particular use of that conceit. It's about a group of anthropomorphic objects that live in a kid's locker at school trying to make sense of their worlds. Most of the objects have devolved into highly juvenile and even senile behavior, like the "elders" that had been sitting in there for far too long. Seeing a rubber band become ecstatic upon being "raptured" by getting stuck to the kid's backpack was hilarious, as was the belligerent and foul-mouthed soda can wanting to watch dirty videos on the kid's phone. "Ghost Roommate" is a funny take-off on the ultimate form of do-nothing, slacker roommate that also mines humor from ghost mythology. Seck has really refined his line, making what could be a sloppy page easy to follow and giving his figures a pleasing, eye-catching quality. That approach in terms freshens up his slacker humor, in part because he's satirizing that kind of culture as much as he is taking advantage of it as the de facto stars of his comics.
Pat Barrett has a lush, dense illustrative style that he uses for stories that are comedic but possess a certain edge.The latest issue of his one-man anthology Oak & Linden (#6) is a micro-mini, measuring 2.25" by 4.25". The stars of the issue are his gross, goblinoid naked characters who are both representative of id-centered, scatological storytelling as well as sources of existential discussion. Of course, that existential discussion (centering around the idea of being remembered for something) winds up in a slapstick, springy fistfight, short-circuited by the object of discussion: their queen ("her flatulence"), who also happens to be the aging mother of everyone. The crudeness of these characters still gets at the heart of Barrett's point: that we are bags of phlegm, blood and shit with a biological imperative to have sex, eat and excrete. How we balance our biological imperatives against our higher selves (or rather, how we fail to do so) is at the heart of Barrett's sense of humor.
Barrett's comic How To Make Comics The Whiner's Way is a funny shot across the bow against cartoonists who constantly bitch about being cartoonists, who bemoan the lack of shortcuts, who substitute buying new gadgets for actual hard work, who use autobio comics as a crutch when they don't really have anything to say, who steal their styles wholesale from popular images, who hop on cultural memes and other easy reference points as a way of gaining readers, and who generally try to make their lives out to be worse than those undergoing actual hardship. It's all done in the style of How To Make Comics The Marvel Way, with hilariously arch "how-to" steps that flog those whom he perceives as whining their way through something that should be giving them pleasure, even if it is hard. Barrett makes a compelling case, especially as someone who went to "cartoon boot camp" at CCS, a place where artists were expected to work hard on actually drawing their comics because they loved it. This is a cleverly designed comic that should be a gut-check for every cartoonist, including Barrett himself, I would imagine.
GP Bonesteel's series Jason continues its crystallization in its second issue. Bonesteel's comics have always had a high pop-culture saturation combined with an amusingly cynical and even postmodern take on same. Jason's high-concept is irresistible: the quotidian activities of movie slasher villains. Jason from the Friday the 13th films is the series' protagonist, one that posits him as a sympathetic, lonely character in search of meaning in his life while still being a homicidal killer. Bonesteel creates a weird, heightened sense of reality where these killers all have high-profile advertising profiles that exist in real life, even as they all form a curious sort of insular and exclusive group of friends. Bonesteel plays that emotional chord in an entirely straight-ahead fashion, all while jarring the reader with hilariously over-the-top violence and murderous references. For example, the Big Brother-type program that Jason tries to sign up for is called "Tor-Mentors", designed to have slasher killers teach their trade to young kids in need. In one extended sequence, Ghost Face from the Scream movies and Freddie Krueger from the Nightmare On Elm Street films wind up arguing and have a "smoke-off", wherein each tries to kill three victims as quickly as possible. The entire comic is printed landscape, with each page featuring three panels. The figures are reduced to blank figures, with the only recognizable features being those of the killers. That simple approach works well in allowing the comic to move from comic to violent to poignant--sometimes on the same page. Bonesteel has found his groove as a creator here, though a few pages here and there appear rushed. When this project is complete, Bonesteel will have his best career work to date.
Tuesday, May 21, 2013
Another Look Inside the CCS Student/Mentor Process
In honor of the graduating class of 2013 at the Center for Cartoon Studies, here's some heretofore unreleased interview material that I did for my article on CCS for The Comics Journal #301. I asked each student the same questions. Here are some selected answers regarding my topic: the student/thesis mentor relationship.
Steve Seck
RC: Why did you choose Alex Robinson as your advisor?
SS: As someone who is attempting a serialized comic, I was interested in hearing his thoughts on how he went about serializing Box Office Poison (which works remarkably well as a book). I am a great admirer of his storytelling ability, sense of humor & drawing style & saw a lot of things he was doing well in his work that I needed to improve on in mine. He also seemed like someone who would be approachable & relatively easy to work with.
RC: What was the process of working with Robinson like? How hands-on was he?
SS: I had a great experience working with Alex. My girlfriend & I had moved back to New Jersey from Vermont in the fall of 2008 - I was one of the first low-residency students in the CCS program - so I was able to meet up with Alex in Manhattan a few times to review work, have a couple drinks & discuss comics with him. I would bring copies of my inked pages with me for him to sketch revision ideas on & show him my (very rough) thumbnails for upcoming pages. I always emailed him my scripts before I got started on a new comic to get input from him about what to add, remove, revise, etc. before I started drawing. His comments were thoughtful & he never tried to dramatically change what I was trying to achieve with a scene or line of dialogue. He was always very respectful of my work - he was encouraging & his suggestions were mostly in line with what I was going for.
RC: How much of an influence do you feel he had on you as an artist, and in what ways?
SS: It's hard to say exactly how much of an influence Alex had on me as an artist - he was really much more into guiding me through my own way of working than telling me explicitly how to do things. If he felt something wasn't quite right with how I had done a panel,line of dialogue or gag, he'd often give me a few suggestions as to how he'd do it & leave it up to me to figure out my angle on it. He was always responsive if I came to him with a problem I couldn't solve, but mostly let me do my own work & guided or encouraged me whenever I'd give him a new batch of pages. He never imposed the ALEX ROBINSON WAY OF DOING THINGS on me, but rather helped me to further realize my own vision for my work.
RC:. How much of that influence was pre-existing, and how much came as a result of how he worked on you on your thesis?
SS: Box Office Poison - being one of the first books that got me into indie comics - had a pretty big impact on me; I'd say most of the Alex Robinson influence on my work was pre-existing. As stated previously, as an adviser Alex seemed interested in helping me continue to develop my own style & voice.
RC: What was the most valuable thing you learned from your advisor?
SS: First and foremost, giving my work to one of my favorite cartoonists was a big deal for me - I had never done anything of the sort until I gave Alex my CCS first year final project at MoCCA 2008. (I'm relatively "green" when it comes to cartooning - I didn't really start seriously pursuing it until right before I had been accepted to CCS.) Having him actually agree to be my adviser after reading it was also a huge deal - hey, he
thinks my stuff is worthwhile enough to spend a year helping me get better at it! Working with him gave me the confidence I needed to not only trust my instincts but also to keep at it & push myself to improve.
RC: What was the most frustrating aspect of working with your advisor?
SS: I really didn't have a frustrating experience with Alex at all - he was responsive & encouraging.
RC: What advice would you give to future CCS cartoonists on how to navigate the experience?
SS: My advice to future CCS cartoonists when choosing an adviser? Look at what some of the cartoonists you like are doing well that you'd like to see yourself do better. Don't be afraid to choose someone whose style isn't exactly like yours - look for someone who excels at the stuff you want to improve at.
Casey Bohn
RC: Why did you choose Paul Karasik as your advisor?
CB: I had previous positive experience working with Paul on a class project in my first year. Beyond that, I felt that an editor, especially one of Paul's standing within the industry, would be the best choice for an advisor. Someone who is expressly a cartoonist isn't necessarily able to explain in words how something is or isn't working. Paul has a lot of experience doing exactly that.
RC: What was/is the process of working with Karasik like? How hands-on was he?
CB: Paul was most involved in revising sketch versions of my comics. I would email him sketches, he would give me notes, I would revise it again, and he would give me more notes, until he was completely satisfied. The magic words were, "This is looking good. Now start pencilling." From my second book on I pencilled from blowups of my thumbnails, and while I showed Paul my pencils every time, once I started doing that there was very little that needed to be said.
RC: How much of an influence do you feel he had on you as an artist, and in what ways?
CB: Paul's focus was graphic storytelling. Does it make sense, does it read smoothly, is it getting the intended message across, is it compelling? These were the unspoken maxims that every critique was predicated upon, and I intend on taking a lot of that to heart from here on.
RC: What was the most valuable thing you learned from him?
CB: Getting to hear him laugh. We spoke on the phone twice and in person once, and hearing him laugh at the funny bits I had written was really satisfying. It was also much easier to…
RC: What was the most frustrating aspect of working with your advisor?
CB: Disagreeing with Paul. I didn't want to ever have to do it. Just before inter break he sent me suggestions for new endings of my second book, and I ddn't like any of them, but I didn't want to tell him that. So I just said I would table my thesis until after winter break. He came to the school in January for Visiting Artist Seminar and he read over the last email he had sent me about my thesis, and he couldn't believe his suggestions, either. "Was I high?" he asked with disbelief. I preferred to wait until Paul could
disagree with himself than to speak against him.
RC: What advice would you give to future CCS cartoonists on how to navigate the experience?
CB: Choosing someone for their editorial experience really helped me. Settle on a project in the first week, stick to it, and get cracking. Do multiple smaller projects, with the goal being to complete everything you start this year. Don't try to do a graphic novel. The momentous work that gets made by Seniors begins life as a bit of fun that snowballs.
Alex Kim
RC: Why did you choose Chip Kidd as your advisor?
AK: I chose Chip because I greatly admire his work. His book covers are some of my favorite pieces of art out there. Also because he loves comics and understands how they work but isn't a cartoonist himself so I thought his feedback wouldn't get caught up so much in the mechanics of my process, which I knew I would get a lot of in school, and more on the final product.
RC: What was the process of working with this person like? How hands-on were they?
AK: Well, the process we set up was that I'd work on my thesis and present when I thought I had enough work to show. It was more presenting finished portions of my comic rather than presenting an outline or thumbnails, etc.... I was able to get a lot of feedback from my teachers and classmates during the process and wanted the use the time w/ my advisor to go over more finished work. I thought this would be more helpful since it would allow me to keep working and working and then get feedback on a chunk of work. This was also driven by how I wanted to work - I wanted to try and get as much drawing done as I could and then take a step back and look at what was produced. I thought it would be an interesting way to work and that there would be a lot I could learn.
RC: How much of an influence do you feel they have had on you as an artist, and in what ways?
AK: A lot and on composition and using words and images together effectively.
RC: What was the most valuable thing you learned from your advisor?
AK: To draw everyday.
RC: What was the most frustrating aspect of working with your advisor?
AK: I ended up wanting more interaction with Chip. In the end, I think it was my fault. I think he would have been open to more interaction but I had to ask for it.
RC: What advice would you give to future CCS cartoonists on how to navigate the experience?
AK: Don't hesitate in asking for more face time with your advisor. Sounds like that goes without saying, but I know I should have asked for more.
Josh Rosen
RC: Why did you choose Aaron Renier as your advisor?
JR: It was James's (Sturm, head of CCS--RC) idea, actually. It'd been the end of the first year, and I was at sort of a loss for who I wanted for a thesis advisor, so I met with James and asked his advice. And James just started rattling off names, and with almost all of them I was instantly, like, "that's a great idea! Why didn't I think of them!" And Aaron was one of them. On top of which, I remembered Alec Longstreth (who's good friends with Aaron) mentioning that Aaron was really good at "world building," which is something I was really interested in at the time. And I'd heard that Aaron was a really nice, positive person, which seemed like a good thing to have in a thesis advisor to me.
RC: Before you started working with your advisor, what was your understanding of what the thesis process would be like?
JR: I wasn't entirely sure what to expect, partially because I'd heard that the thesis advisor relationship often tended to vary from person to person (which makes sense). I knew I'd be sending them my work in progress over the course of the year, and getting their feedback on that, though I wasn't sure how involved the process would be. And I guess I assumed they would be a good potential resource for professional advice as well? I don't know, I suppose my expectations going in were ultimately sort of vague.
RC: What was the process of working with Renier like? How hands-on was he?
JR: Well Aaron lives in Chicago, which is far enough that we never had a chance to meet in person. However, we managed fairly early on to set up a schedule of meeting on Skype once a week, and having an hour or so long video chat about whatever it was that I was working on at the time. So we ended up working together a fair amount
RC: How much of an influence do you feel he had on you as an artist, and in what ways?
JR: One of the earliest things was that Aaron's influence got me starting to use brush a bit more, something I hadn't had a lot of experience with before (I'd mostly just stuck to nib or technical pens previously). My main project for this past year ended up being doing a large thumbnail draft for a graphic novel that I plan to begin serializing after I graduate, and he ended up having a huge influence on that process as well. Honestly, that whole draft probably wouldn't even have existed without him. He encouraged me to just lay down a straight six panel grid, not to worry about layout or how the drawings look or anything like that, and just fill up the panels. Just write out the story. And the whole process proved extremely liberating, and made the whole writing process easier than it had ever been. It's a way of going about things that probably wouldn't ever have occurred to me on my own, and now I absolutely love it. So that probably turned out to be the biggest influence ultimately, just in terms of process.
RC: How much of that influence was pre-existing, and how much came as a result of how they worked on you on your thesis?
JR: I think the influence Aaron has had on my work came out more through working with him than anything pre-existing before. I of course really admired his work before, and I would look at a drawing by him and be like "woah, I wish I could do that." But I don't think I really tried to consciously emulate his work until I started working with him during my thesis year. And I think part of that is because his work is so obviously brush-y, and I really only started working with brush over the course of the past year. And part of that as well is just that when you're working with someone really talented like Aaron, you sort of can't help but be like "Aaron does this really well. Maybe I should try doing something a bit like that too, while he's still around, and see what tips he might have on that." And the influence that comes about just through going through that process.
RC: What was the most valuable thing you learned from your advisor?
JR: Oh, lord. I'm not sure, I find it hard to gage what's "most valuable" at this point. Again, starting to use the brush and the altered thumbnailing process I took from him both spring to mind as pretty big things. Um, I think setting personal deadlines was a pretty important thing Aaron helped me to learn a bit too. As soon as we decided to start setting deadlines for the project I was working on, my productivity went way up. And I don't know, there's little stuff too, like when he encouraged me to try to just draw the shading on a rock or something now and then. I suspect that stuff'll stick with me too.
RC: What was the most frustrating aspect of working with your advisor?
JR: Um, well I think we both tend to occasionally be somewhat absent-minded (and overly busy) people, so even though we did manage to more or less maintain a weekly meeting schedule we did both have a bad habit of occasionally accidentally missing, or needing to last-minute reschedule meetings, or even just changing the day we were supposed to be regularly meeting on several times over the course of the year. Which could occasionally become a little frustrating. Haha, but whatever, I think we were both just as guilty in regards to that, so what can you do.
RC: Was the experience all that you had hoped it would be?
JR: Well originally I was imagining it to be absolutely magical and full of rainbows, and we would become instant best friends and dance off into the sunset. Haha, which, you know, wasn't entirely accurate. Although on occasion I felt like it would come close! Heh. But yeah. It was still fun. And I still consider everything I learnt from it to be pretty much invaluable.
RC: What advice would you give to future CCS cartoonists on how to navigate the experience?
JR: I'd say if you can figure out a regular schedule for talking/meeting with your advisor, and if you can establish a good rapport, then you're already a huge chunk of the way there. And, you know, remember that your thesis advisor is a person too, and they also have their own work and their own life. So remember to allow them time for all that.
Finally, here's the view from one of the advisors, Jeffrey Brown:
RC: What was it about this role that appealed to you enough to take it on, given your busy schedule?
JB: There were a few reasons. One, I feel like I've been extremely fortunate to have an older generation of cartoonists who have mentored me in various ways to various extents, and I think it's good to pass that on. I also think that there's a lot one can learn from trying to help someone else understand their work, things which can then help one see their own work in new ways. I've also thought about the possibility of teaching, and this seemed like a good baby step toward seeing if that's something I'd really like to do.
RC: What did you see as your role with regard to the student, or did you leave that up to each individual?
JB: For the most part, I tried to let the student guide things. I saw my role as having two basic components. One, that I would respond to any questions or needs the student expressed, be a foil to them in examining their own work, and give any insight I could that they may not be able to get elsewhere. Two, I felt that I could be a system of support as a fellow cartoonist, and as someone who'd been through what they're going through.
RC: What was your understanding of what the mentor role would entail when you agreed to participate, and how did that change over time?
JB: I don't think my understanding changed at all, except that maybe I felt less pressure as time went on, and I became more comfortable with the student-mentor relationship, as well as getting to know each other better. I saw my role as somewhat reactive rather than proactive; that is, to respond to the student's needs and desires, without being any kind of taskmaster or trying to push the student in a particular direction. After my experience, I felt like this was the right way to go about it, and that I was more helpful in that way - just being available and offering feedback, rather than telling the student what they need to do.
RC: What has been the most satisfying part of being a mentor?
JB: Seeing a student's work improve, as well as seeing their working methods improve, and feeling that I played a role in helping that happen. It's nice to know that I could have a positive impact like that.
RC: What has been the most frustrating part of being a mentor?
JB: Schedule-wise it's tough, and that was a constant frustration - both sides forgetting their was a phone call schedule, one or the other of us not responding too quickly. That said, those were relatively minor frustrations and tended to not distract from the experience at all, I think.
Steve Seck
Steve Seck is in the middle
RC: Why did you choose Alex Robinson as your advisor?
SS: As someone who is attempting a serialized comic, I was interested in hearing his thoughts on how he went about serializing Box Office Poison (which works remarkably well as a book). I am a great admirer of his storytelling ability, sense of humor & drawing style & saw a lot of things he was doing well in his work that I needed to improve on in mine. He also seemed like someone who would be approachable & relatively easy to work with.
RC: What was the process of working with Robinson like? How hands-on was he?
SS: I had a great experience working with Alex. My girlfriend & I had moved back to New Jersey from Vermont in the fall of 2008 - I was one of the first low-residency students in the CCS program - so I was able to meet up with Alex in Manhattan a few times to review work, have a couple drinks & discuss comics with him. I would bring copies of my inked pages with me for him to sketch revision ideas on & show him my (very rough) thumbnails for upcoming pages. I always emailed him my scripts before I got started on a new comic to get input from him about what to add, remove, revise, etc. before I started drawing. His comments were thoughtful & he never tried to dramatically change what I was trying to achieve with a scene or line of dialogue. He was always very respectful of my work - he was encouraging & his suggestions were mostly in line with what I was going for.
RC: How much of an influence do you feel he had on you as an artist, and in what ways?
SS: It's hard to say exactly how much of an influence Alex had on me as an artist - he was really much more into guiding me through my own way of working than telling me explicitly how to do things. If he felt something wasn't quite right with how I had done a panel,line of dialogue or gag, he'd often give me a few suggestions as to how he'd do it & leave it up to me to figure out my angle on it. He was always responsive if I came to him with a problem I couldn't solve, but mostly let me do my own work & guided or encouraged me whenever I'd give him a new batch of pages. He never imposed the ALEX ROBINSON WAY OF DOING THINGS on me, but rather helped me to further realize my own vision for my work.
RC:. How much of that influence was pre-existing, and how much came as a result of how he worked on you on your thesis?
SS: Box Office Poison - being one of the first books that got me into indie comics - had a pretty big impact on me; I'd say most of the Alex Robinson influence on my work was pre-existing. As stated previously, as an adviser Alex seemed interested in helping me continue to develop my own style & voice.
RC: What was the most valuable thing you learned from your advisor?
SS: First and foremost, giving my work to one of my favorite cartoonists was a big deal for me - I had never done anything of the sort until I gave Alex my CCS first year final project at MoCCA 2008. (I'm relatively "green" when it comes to cartooning - I didn't really start seriously pursuing it until right before I had been accepted to CCS.) Having him actually agree to be my adviser after reading it was also a huge deal - hey, he
thinks my stuff is worthwhile enough to spend a year helping me get better at it! Working with him gave me the confidence I needed to not only trust my instincts but also to keep at it & push myself to improve.
Alex Robinson
RC: What was the most frustrating aspect of working with your advisor?
SS: I really didn't have a frustrating experience with Alex at all - he was responsive & encouraging.
RC: What advice would you give to future CCS cartoonists on how to navigate the experience?
SS: My advice to future CCS cartoonists when choosing an adviser? Look at what some of the cartoonists you like are doing well that you'd like to see yourself do better. Don't be afraid to choose someone whose style isn't exactly like yours - look for someone who excels at the stuff you want to improve at.
Casey Bohn
RC: Why did you choose Paul Karasik as your advisor?
CB: I had previous positive experience working with Paul on a class project in my first year. Beyond that, I felt that an editor, especially one of Paul's standing within the industry, would be the best choice for an advisor. Someone who is expressly a cartoonist isn't necessarily able to explain in words how something is or isn't working. Paul has a lot of experience doing exactly that.
RC: What was/is the process of working with Karasik like? How hands-on was he?
CB: Paul was most involved in revising sketch versions of my comics. I would email him sketches, he would give me notes, I would revise it again, and he would give me more notes, until he was completely satisfied. The magic words were, "This is looking good. Now start pencilling." From my second book on I pencilled from blowups of my thumbnails, and while I showed Paul my pencils every time, once I started doing that there was very little that needed to be said.
RC: How much of an influence do you feel he had on you as an artist, and in what ways?
CB: Paul's focus was graphic storytelling. Does it make sense, does it read smoothly, is it getting the intended message across, is it compelling? These were the unspoken maxims that every critique was predicated upon, and I intend on taking a lot of that to heart from here on.
RC: What was the most valuable thing you learned from him?
CB: Getting to hear him laugh. We spoke on the phone twice and in person once, and hearing him laugh at the funny bits I had written was really satisfying. It was also much easier to…
RC: What was the most frustrating aspect of working with your advisor?
CB: Disagreeing with Paul. I didn't want to ever have to do it. Just before inter break he sent me suggestions for new endings of my second book, and I ddn't like any of them, but I didn't want to tell him that. So I just said I would table my thesis until after winter break. He came to the school in January for Visiting Artist Seminar and he read over the last email he had sent me about my thesis, and he couldn't believe his suggestions, either. "Was I high?" he asked with disbelief. I preferred to wait until Paul could
disagree with himself than to speak against him.
RC: What advice would you give to future CCS cartoonists on how to navigate the experience?
CB: Choosing someone for their editorial experience really helped me. Settle on a project in the first week, stick to it, and get cracking. Do multiple smaller projects, with the goal being to complete everything you start this year. Don't try to do a graphic novel. The momentous work that gets made by Seniors begins life as a bit of fun that snowballs.
Alex Kim
RC: Why did you choose Chip Kidd as your advisor?
AK: I chose Chip because I greatly admire his work. His book covers are some of my favorite pieces of art out there. Also because he loves comics and understands how they work but isn't a cartoonist himself so I thought his feedback wouldn't get caught up so much in the mechanics of my process, which I knew I would get a lot of in school, and more on the final product.
RC: What was the process of working with this person like? How hands-on were they?
AK: Well, the process we set up was that I'd work on my thesis and present when I thought I had enough work to show. It was more presenting finished portions of my comic rather than presenting an outline or thumbnails, etc.... I was able to get a lot of feedback from my teachers and classmates during the process and wanted the use the time w/ my advisor to go over more finished work. I thought this would be more helpful since it would allow me to keep working and working and then get feedback on a chunk of work. This was also driven by how I wanted to work - I wanted to try and get as much drawing done as I could and then take a step back and look at what was produced. I thought it would be an interesting way to work and that there would be a lot I could learn.
RC: How much of an influence do you feel they have had on you as an artist, and in what ways?
AK: A lot and on composition and using words and images together effectively.
RC: What was the most valuable thing you learned from your advisor?
AK: To draw everyday.
RC: What was the most frustrating aspect of working with your advisor?
AK: I ended up wanting more interaction with Chip. In the end, I think it was my fault. I think he would have been open to more interaction but I had to ask for it.
RC: What advice would you give to future CCS cartoonists on how to navigate the experience?
AK: Don't hesitate in asking for more face time with your advisor. Sounds like that goes without saying, but I know I should have asked for more.
Josh Rosen
RC: Why did you choose Aaron Renier as your advisor?
JR: It was James's (Sturm, head of CCS--RC) idea, actually. It'd been the end of the first year, and I was at sort of a loss for who I wanted for a thesis advisor, so I met with James and asked his advice. And James just started rattling off names, and with almost all of them I was instantly, like, "that's a great idea! Why didn't I think of them!" And Aaron was one of them. On top of which, I remembered Alec Longstreth (who's good friends with Aaron) mentioning that Aaron was really good at "world building," which is something I was really interested in at the time. And I'd heard that Aaron was a really nice, positive person, which seemed like a good thing to have in a thesis advisor to me.
RC: Before you started working with your advisor, what was your understanding of what the thesis process would be like?
JR: I wasn't entirely sure what to expect, partially because I'd heard that the thesis advisor relationship often tended to vary from person to person (which makes sense). I knew I'd be sending them my work in progress over the course of the year, and getting their feedback on that, though I wasn't sure how involved the process would be. And I guess I assumed they would be a good potential resource for professional advice as well? I don't know, I suppose my expectations going in were ultimately sort of vague.
RC: What was the process of working with Renier like? How hands-on was he?
JR: Well Aaron lives in Chicago, which is far enough that we never had a chance to meet in person. However, we managed fairly early on to set up a schedule of meeting on Skype once a week, and having an hour or so long video chat about whatever it was that I was working on at the time. So we ended up working together a fair amount
RC: How much of an influence do you feel he had on you as an artist, and in what ways?
JR: One of the earliest things was that Aaron's influence got me starting to use brush a bit more, something I hadn't had a lot of experience with before (I'd mostly just stuck to nib or technical pens previously). My main project for this past year ended up being doing a large thumbnail draft for a graphic novel that I plan to begin serializing after I graduate, and he ended up having a huge influence on that process as well. Honestly, that whole draft probably wouldn't even have existed without him. He encouraged me to just lay down a straight six panel grid, not to worry about layout or how the drawings look or anything like that, and just fill up the panels. Just write out the story. And the whole process proved extremely liberating, and made the whole writing process easier than it had ever been. It's a way of going about things that probably wouldn't ever have occurred to me on my own, and now I absolutely love it. So that probably turned out to be the biggest influence ultimately, just in terms of process.
RC: How much of that influence was pre-existing, and how much came as a result of how they worked on you on your thesis?
JR: I think the influence Aaron has had on my work came out more through working with him than anything pre-existing before. I of course really admired his work before, and I would look at a drawing by him and be like "woah, I wish I could do that." But I don't think I really tried to consciously emulate his work until I started working with him during my thesis year. And I think part of that is because his work is so obviously brush-y, and I really only started working with brush over the course of the past year. And part of that as well is just that when you're working with someone really talented like Aaron, you sort of can't help but be like "Aaron does this really well. Maybe I should try doing something a bit like that too, while he's still around, and see what tips he might have on that." And the influence that comes about just through going through that process.
RC: What was the most valuable thing you learned from your advisor?
JR: Oh, lord. I'm not sure, I find it hard to gage what's "most valuable" at this point. Again, starting to use the brush and the altered thumbnailing process I took from him both spring to mind as pretty big things. Um, I think setting personal deadlines was a pretty important thing Aaron helped me to learn a bit too. As soon as we decided to start setting deadlines for the project I was working on, my productivity went way up. And I don't know, there's little stuff too, like when he encouraged me to try to just draw the shading on a rock or something now and then. I suspect that stuff'll stick with me too.
RC: What was the most frustrating aspect of working with your advisor?
JR: Um, well I think we both tend to occasionally be somewhat absent-minded (and overly busy) people, so even though we did manage to more or less maintain a weekly meeting schedule we did both have a bad habit of occasionally accidentally missing, or needing to last-minute reschedule meetings, or even just changing the day we were supposed to be regularly meeting on several times over the course of the year. Which could occasionally become a little frustrating. Haha, but whatever, I think we were both just as guilty in regards to that, so what can you do.
Aaron Renier (on the left)
RC: Was the experience all that you had hoped it would be?
JR: Well originally I was imagining it to be absolutely magical and full of rainbows, and we would become instant best friends and dance off into the sunset. Haha, which, you know, wasn't entirely accurate. Although on occasion I felt like it would come close! Heh. But yeah. It was still fun. And I still consider everything I learnt from it to be pretty much invaluable.
RC: What advice would you give to future CCS cartoonists on how to navigate the experience?
JR: I'd say if you can figure out a regular schedule for talking/meeting with your advisor, and if you can establish a good rapport, then you're already a huge chunk of the way there. And, you know, remember that your thesis advisor is a person too, and they also have their own work and their own life. So remember to allow them time for all that.
Finally, here's the view from one of the advisors, Jeffrey Brown:
RC: What was it about this role that appealed to you enough to take it on, given your busy schedule?
JB: There were a few reasons. One, I feel like I've been extremely fortunate to have an older generation of cartoonists who have mentored me in various ways to various extents, and I think it's good to pass that on. I also think that there's a lot one can learn from trying to help someone else understand their work, things which can then help one see their own work in new ways. I've also thought about the possibility of teaching, and this seemed like a good baby step toward seeing if that's something I'd really like to do.
RC: What did you see as your role with regard to the student, or did you leave that up to each individual?
JB: For the most part, I tried to let the student guide things. I saw my role as having two basic components. One, that I would respond to any questions or needs the student expressed, be a foil to them in examining their own work, and give any insight I could that they may not be able to get elsewhere. Two, I felt that I could be a system of support as a fellow cartoonist, and as someone who'd been through what they're going through.
RC: What was your understanding of what the mentor role would entail when you agreed to participate, and how did that change over time?
JB: I don't think my understanding changed at all, except that maybe I felt less pressure as time went on, and I became more comfortable with the student-mentor relationship, as well as getting to know each other better. I saw my role as somewhat reactive rather than proactive; that is, to respond to the student's needs and desires, without being any kind of taskmaster or trying to push the student in a particular direction. After my experience, I felt like this was the right way to go about it, and that I was more helpful in that way - just being available and offering feedback, rather than telling the student what they need to do.
RC: What has been the most satisfying part of being a mentor?
JB: Seeing a student's work improve, as well as seeing their working methods improve, and feeling that I played a role in helping that happen. It's nice to know that I could have a positive impact like that.
RC: What has been the most frustrating part of being a mentor?
JB: Schedule-wise it's tough, and that was a constant frustration - both sides forgetting their was a phone call schedule, one or the other of us not responding too quickly. That said, those were relatively minor frustrations and tended to not distract from the experience at all, I think.
Monday, October 22, 2012
Gag Men of CCS: Lok, Bonesteel, Yoder, Seck
Let's take a look at four CCS grads who are primarily humorists.
Gag Rag #2. by Jeff Lok. Lok is quietly becoming one of my favorite humorists, thanks to his pitch-black comic sensibility. As his figures continue to look more like stacks of shapes and less like actual people, his strips have come into much sharper focus. Earlier in his career, Lok's attempts at a realistic style resulted in some over-rendered images. In this second issue of Gag Rag, he's reached the perfect antithesis of that style, creating figures and forms that are both unsettling and funny to look at. His gags continue to grow darker, meaner and funnier. The main story, about an Antarctic explorer whose heroic mission goes horribly awry, is peppered with absurdities (a man renting only one sled dog because "owning a dog is a lot of responsibility!") and grim, visceral conseqences. Indeed, Lok's can-I-top-this list of abuse heaped on his character goes beyond the cruel and into the ridiculous. Lok intersperses the main narrative with a bizarre visual pun about losing one's appetite and an enigmatic strip about a rooster and his young companion. There's no question that Lok has really found something that works, and I hope he continues to pursue this direction.
A Fan Comic About Community, Mr. Ryland & Mr. Yoder, and Giant Naked Baby, by David Yoder. Yoder is a very funny writer who's trying to figure out the best way of presenting his material visually. It seems pretty clear that drawing is a slog for him, especially since he tries to do much of his work in a naturalistic fashion. My favorite of these three comics was Mr. Ryland and Mr. Yoder, a hastily-drawn story for NaGroNoWriMo (National Graphic Novel Writing Month) that mixes humor and anti-humor in equal doses. It features my favorite drawings of his, most especially his own self-caricature. Along with Colleen Frakes', it's my favorite from the CCS crowd because it's both pleasant and funny to look at. The big glasses, the dot eyes and vaguely vapid smile all add up to funny drawing after funny drawing, which is a nice equation when paired with the punch of his gag work. This mini is one long deconstruction of humor as expressed through two "vaudevillian" characters who wear matching straw hats, bowties and plaid jackets. The way Yoder jumps back and forth through time, ignores conventional narrative and throws in a barrage of jokes both stupid and sophisticated shows how much potential he has as a humorist. The same is true for his Fan Comic About Community, a TV show that features the same sort of meta-humor at which he excels. The comic is both an expression of his fears of what the show might turn into after its creator was fired and a smart parody of TV tropes, all told within a framework that allows ts "meta" character Abed to function both as a human being and as a comic book character. The crudeness of his line blunts some of the impact of his commentary, but it's still effective. Giant Naked Baby has its funny and absurd moments (after all, it's about the titular baby parking itself outside of someone's house and staying entirely still), but it's really about accepting one's own mortality as well as learning how to let go of loved ones in their dying moments. What the baby turns out to really be is a clever twist that adds an absurd element to the most grave of concepts. Yoder is an artist who just needs to draw a lot more in order to figure out what style will serve him best as an artist, though I could easily see him become a screenwriter as well. I'm hoping he'll continue to stick with comics and even return to previous works and re-draw them.
60/40, Jason and Birds, by G.P. Bonesteel. Bonesteel's comics are very much informed by his pop-culture obsessions, and the quality of the resulting gag generally depends on how cleverly he can spin those obsessions into actual jokes. 60/40 is a silly collection of random gags that are mostly forgettable, with the exception of "Monster Fight". Here, a fight between King Kong and Godzilla is actually a fight about their frayed friendship, bringing the language of slice-of-life comics to bear in a way that both sends them up and plays it completely straight. Bonesteel's skills as a draftsman are not especially highly developed, but he pushes through this thanks to his design and composition choices. For example, Birds is a collection of strips featuring 6-panel variations of the same pose, as two birds on power lines exchange witticisms, dirty observations, insults and deeply personal information. Bonesteel spares the reader's eyes from total visual monotony with some pleasing color schemes, but the real attraction here is the nature of the friendship between the two leads. Jason is by far the best of the comics, as Bonesteel's knack for creating high-concept concepts lands on a doozy: a slice-of-life story featuring Jason, from the Friday The Thirteenth movies. This "side-scroller" of a comic has three panels per page and goes day-by-day with the killer, who does this as a job, even punching a time clock in the morning and hanging out with fellow movie killers like Freddy Krueger and Leatherface. This is a comic about working and the ways it can be a deadening experience, as well as making connections. The ultra-simple, outline style works perfectly in depicting the very 2D world that Jason inhabits and allows Bonesteel to get gory without drawing the reader too far out of the page. This was the first chapter of a longer story, and Bonesteel has something very interesting cooking here.
Life Is Good and Monday Saddies, by Steve Seck. Seck loves depicting the lives of losers, freaks, perverts and all-around degenerate anthropomorphic animals. I've already written about the Pogo meets Hate antics of Life Is Good. However, Seck's art really comes alive when he's not beholden to anything resembling a real narrative, and such is the case in Monday Saddies. The continuing adventures of a homicidal (yet famous) snake, a depraved ranger and a bear looking for inspiration, this comic is agreeably frenetic. It plays into Seck's scratchy, exaggerated style while meshing the increasingly transgressive humor with the cute, anthropomorphic drawings. At the same time, it's a stinging metacommentary on certain kinds of "message" genre stories where Friendship Is The Most Important Thing, ending with the vicious snake going out of his way to stay friends with the ranger, despite the latter's deep desire to be bitten and squeezed by the former. The character of the bear is my favorite, especially when he protests being trapped by the snake's thought balloon and then later winds up haunting a couple that had him stuffed despite just being in a blackout drunk state. The mock-wholesomeness of this comic is what makes it work so well, as the bright orange cover seems to be one beckoning to kids until one comes across the "Not for kids!" warning at the bottom. I'd love to see the whole story done in a four-color process that would mimic Dell-style comics of the 50s and 60s.
Gag Rag #2. by Jeff Lok. Lok is quietly becoming one of my favorite humorists, thanks to his pitch-black comic sensibility. As his figures continue to look more like stacks of shapes and less like actual people, his strips have come into much sharper focus. Earlier in his career, Lok's attempts at a realistic style resulted in some over-rendered images. In this second issue of Gag Rag, he's reached the perfect antithesis of that style, creating figures and forms that are both unsettling and funny to look at. His gags continue to grow darker, meaner and funnier. The main story, about an Antarctic explorer whose heroic mission goes horribly awry, is peppered with absurdities (a man renting only one sled dog because "owning a dog is a lot of responsibility!") and grim, visceral conseqences. Indeed, Lok's can-I-top-this list of abuse heaped on his character goes beyond the cruel and into the ridiculous. Lok intersperses the main narrative with a bizarre visual pun about losing one's appetite and an enigmatic strip about a rooster and his young companion. There's no question that Lok has really found something that works, and I hope he continues to pursue this direction.
A Fan Comic About Community, Mr. Ryland & Mr. Yoder, and Giant Naked Baby, by David Yoder. Yoder is a very funny writer who's trying to figure out the best way of presenting his material visually. It seems pretty clear that drawing is a slog for him, especially since he tries to do much of his work in a naturalistic fashion. My favorite of these three comics was Mr. Ryland and Mr. Yoder, a hastily-drawn story for NaGroNoWriMo (National Graphic Novel Writing Month) that mixes humor and anti-humor in equal doses. It features my favorite drawings of his, most especially his own self-caricature. Along with Colleen Frakes', it's my favorite from the CCS crowd because it's both pleasant and funny to look at. The big glasses, the dot eyes and vaguely vapid smile all add up to funny drawing after funny drawing, which is a nice equation when paired with the punch of his gag work. This mini is one long deconstruction of humor as expressed through two "vaudevillian" characters who wear matching straw hats, bowties and plaid jackets. The way Yoder jumps back and forth through time, ignores conventional narrative and throws in a barrage of jokes both stupid and sophisticated shows how much potential he has as a humorist. The same is true for his Fan Comic About Community, a TV show that features the same sort of meta-humor at which he excels. The comic is both an expression of his fears of what the show might turn into after its creator was fired and a smart parody of TV tropes, all told within a framework that allows ts "meta" character Abed to function both as a human being and as a comic book character. The crudeness of his line blunts some of the impact of his commentary, but it's still effective. Giant Naked Baby has its funny and absurd moments (after all, it's about the titular baby parking itself outside of someone's house and staying entirely still), but it's really about accepting one's own mortality as well as learning how to let go of loved ones in their dying moments. What the baby turns out to really be is a clever twist that adds an absurd element to the most grave of concepts. Yoder is an artist who just needs to draw a lot more in order to figure out what style will serve him best as an artist, though I could easily see him become a screenwriter as well. I'm hoping he'll continue to stick with comics and even return to previous works and re-draw them.
60/40, Jason and Birds, by G.P. Bonesteel. Bonesteel's comics are very much informed by his pop-culture obsessions, and the quality of the resulting gag generally depends on how cleverly he can spin those obsessions into actual jokes. 60/40 is a silly collection of random gags that are mostly forgettable, with the exception of "Monster Fight". Here, a fight between King Kong and Godzilla is actually a fight about their frayed friendship, bringing the language of slice-of-life comics to bear in a way that both sends them up and plays it completely straight. Bonesteel's skills as a draftsman are not especially highly developed, but he pushes through this thanks to his design and composition choices. For example, Birds is a collection of strips featuring 6-panel variations of the same pose, as two birds on power lines exchange witticisms, dirty observations, insults and deeply personal information. Bonesteel spares the reader's eyes from total visual monotony with some pleasing color schemes, but the real attraction here is the nature of the friendship between the two leads. Jason is by far the best of the comics, as Bonesteel's knack for creating high-concept concepts lands on a doozy: a slice-of-life story featuring Jason, from the Friday The Thirteenth movies. This "side-scroller" of a comic has three panels per page and goes day-by-day with the killer, who does this as a job, even punching a time clock in the morning and hanging out with fellow movie killers like Freddy Krueger and Leatherface. This is a comic about working and the ways it can be a deadening experience, as well as making connections. The ultra-simple, outline style works perfectly in depicting the very 2D world that Jason inhabits and allows Bonesteel to get gory without drawing the reader too far out of the page. This was the first chapter of a longer story, and Bonesteel has something very interesting cooking here.
Life Is Good and Monday Saddies, by Steve Seck. Seck loves depicting the lives of losers, freaks, perverts and all-around degenerate anthropomorphic animals. I've already written about the Pogo meets Hate antics of Life Is Good. However, Seck's art really comes alive when he's not beholden to anything resembling a real narrative, and such is the case in Monday Saddies. The continuing adventures of a homicidal (yet famous) snake, a depraved ranger and a bear looking for inspiration, this comic is agreeably frenetic. It plays into Seck's scratchy, exaggerated style while meshing the increasingly transgressive humor with the cute, anthropomorphic drawings. At the same time, it's a stinging metacommentary on certain kinds of "message" genre stories where Friendship Is The Most Important Thing, ending with the vicious snake going out of his way to stay friends with the ranger, despite the latter's deep desire to be bitten and squeezed by the former. The character of the bear is my favorite, especially when he protests being trapped by the snake's thought balloon and then later winds up haunting a couple that had him stuffed despite just being in a blackout drunk state. The mock-wholesomeness of this comic is what makes it work so well, as the bright orange cover seems to be one beckoning to kids until one comes across the "Not for kids!" warning at the bottom. I'd love to see the whole story done in a four-color process that would mimic Dell-style comics of the 50s and 60s.
Labels:
david yoder,
gp bonesteel,
jeff lok,
steve seck
Thursday, November 3, 2011
Gags From CCS: Bonesteel & Life Is Good
Let's take a look at a couple of minis from two grads of the Center for Cartoon Studies that have specialized in humor.

Bonesteel, by GP Bonesteel. This is a collection of fanciful diary comics from Bonesteel, a cartoonist with a limited range in terms of his line but an expansive imagination. He's a fine storyteller who isn't afraid to push the envelope in many of his comics, but the humor here is surprisingly tame and typically geek-friendly. Bonesteel seems to be going for a highly simplified, cute character design style not unlike a typical syndicated cartoonist. While his own self-caricature is perfectly rendered, he seems to have a lot more trouble drawing women (including his fiance'). The best jokes in the comic are those that aren't so heavily dependent on pop culture references and that push the bounds of good taste (like a hilarious strip about showing his love for mini-wheats cereral by depicting himself masturbating to them). There's the kernel of a good strip here, but Bonesteel needs to work on figuring out a direction that works best, making it different enough from standard webcomics to stand out, and honing the designs of his other characters to make them more interesting to look at. (Fixing the strip's many spelling errors certainly wouldn't hurt.) Like many webcartoonists, this feels like Bonesteel trying to get better in public by working steadily, emphasizing production and discipline above all else.

Life Is Good #7, by Steve Seck. Seven issues into this anthropomorphic social satire, Seck has really tightened up his art, focused his narrative and resolved the storyline in a funny and satisfying manner. Seck made the wise decision of giving his funniest characters the most screen time without overusing them, as slimy vegan poser Dr Peace Rock conspires against Charles the Gator and awful crusty-wannabe Sewer Gator annoys lead character Brownie on virtually every page. This comic is all about losing one's job, living on the margins of society, dealing with the weird characters one finds on those aforementioned margins, and the hypocrisy that can result by conflating principles with ego. Seck's lettering is still a little hard to read at times (especially when he mixes upper and lower case letters), but there's a much greater clarity to his work now, even on pages when he jams in as many as a dozen panels. I'll be curious to see if there's another storyline featuring these characters or if Seck goes in a completely different direction.

Bonesteel, by GP Bonesteel. This is a collection of fanciful diary comics from Bonesteel, a cartoonist with a limited range in terms of his line but an expansive imagination. He's a fine storyteller who isn't afraid to push the envelope in many of his comics, but the humor here is surprisingly tame and typically geek-friendly. Bonesteel seems to be going for a highly simplified, cute character design style not unlike a typical syndicated cartoonist. While his own self-caricature is perfectly rendered, he seems to have a lot more trouble drawing women (including his fiance'). The best jokes in the comic are those that aren't so heavily dependent on pop culture references and that push the bounds of good taste (like a hilarious strip about showing his love for mini-wheats cereral by depicting himself masturbating to them). There's the kernel of a good strip here, but Bonesteel needs to work on figuring out a direction that works best, making it different enough from standard webcomics to stand out, and honing the designs of his other characters to make them more interesting to look at. (Fixing the strip's many spelling errors certainly wouldn't hurt.) Like many webcartoonists, this feels like Bonesteel trying to get better in public by working steadily, emphasizing production and discipline above all else.

Life Is Good #7, by Steve Seck. Seven issues into this anthropomorphic social satire, Seck has really tightened up his art, focused his narrative and resolved the storyline in a funny and satisfying manner. Seck made the wise decision of giving his funniest characters the most screen time without overusing them, as slimy vegan poser Dr Peace Rock conspires against Charles the Gator and awful crusty-wannabe Sewer Gator annoys lead character Brownie on virtually every page. This comic is all about losing one's job, living on the margins of society, dealing with the weird characters one finds on those aforementioned margins, and the hypocrisy that can result by conflating principles with ego. Seck's lettering is still a little hard to read at times (especially when he mixes upper and lower case letters), but there's a much greater clarity to his work now, even on pages when he jams in as many as a dozen panels. I'll be curious to see if there's another storyline featuring these characters or if Seck goes in a completely different direction.
Sunday, May 1, 2011
New Post: The Minicomics of Steve Seck
Steve Seck is a graduate of the Center for Cartoon Studies who is currently crafting a slacker humor series in both webcomics and minicomics form. Life is Good can best be described as a cross between Pogo and Hate, if that makes any sense. There's also a bit of John Kerschbaum's work to be found in these pages. These comics are interesting because they're a clinic in how a young cartoonist can hide their weaknesses while highlighting their strengths as they figure things out in public. As a draftsman, Seck is competent but unremarkable. He sometimes relies too much on hatching and shading to the detriment of the page as a whole. There's something ugly about his art and figure work in particular.

Seck understands that ugly can be funny. He compensates for his deficiencies as a draftsman by rendering his characters as anthropomorphic animals and objects. His figures are expressive and bizarre, drawing in the eye with great ease. He draws his character's eyes as thick vertical lines, topped by thick horizontal lines as eyebrows. That simple technique gives him quick and total mastery over his characters' facial expressions, which is key because the reactions of his characters set up much of his humor. Mixing cartoony, expressive art with grotesque imagery has been a standard part of the underground comics playbook for more than forty years, but Seck breathes his own life into the formula thanks to the voices he creates for his characters.

The series follows the exploits of Brownie, an anthropomorphic beer bottle living in the city who has just lost his job. His best friend is Charles, a drunken alligator who lives in the pond of a public park. The series follows the increasingly pathetic and drunken adventures of the slightly uptight Brownie and the reckless & slightly stupid Charles in a manner that reminds me a bit of the relationship between Buddy Bradley and Stinky Brown in Hate. There's a friendship there, but Brownie also feels a good bit of antipathy for Charles, especially when it involves bringing in true lowlifes like the hilarious Sewer Gator, a hypermasculine idiot who loves to get drunk, get into literal pissing matches and challenge people to fights.

At the other end of the social commentary spectrum there's Dr Peace Rock and his common-law wife Unity Flower. An anthropomorphic flower and tree, respectively, Seck sets them up for a savage satire of the impotence and self-aggrandizement of lefty academic types. The unctuous Dr Peace Rock is a marvelously slimy character, manipulating and passive -aggressively browbeating his mate into "correct" action while ruining her bookstore business and mocking her for being "merely" vegan. The later issue where we see a very different side of their relationship, this time from her point of view, was surprisingly poignant and affecting. If Seck pours the invective on a bit thick here, it's clear that he's doing the same for all of his characters, who are all deeply and amusingly flawed. Brownie in particular is partly a voice of reason, but he makes spectacularly bad life choices while sitting in judgment of others.
There's a sort of rambling narrative to this comic, as Brownie negotiates being unemployed and Charles winds up as the spokesman for a clean up the park protest organized by Dr Peace Rock (even as he makes Unity Flower do all the work). Of course, Charles is responsible for wrecking the park in the first place. That narrative is mostly there to keep the characters moving and interacting with each other so as to create conflict and jokes. Seck could stand to liven up his layouts a bit in order to pick up the energy of his book. He has funny-looking characters which would allow him to stretch the limits of reality a bit (a la Peter Bagge's Hate) while still retaining the internal logic of his story's structure. Too many of his pages are static and feature talking heads. Even the pages with action sometimes tend to relegate it to the upper corners of the page, blunting their impact. When he does liven things up a bit (mostly when Sewer Gator, his funniest character, is around), his line gets a bit crazier. Those are the pages that take the greatest advantage of his particular visual style.
That style is in its best effect in the one-off The Trial of Sweetie Snake, a comic influenced as much by Looney Tunes as they are any particular comic. It's a take-off on the OJ Simpson trial by way of a snake killing a prospector after donning a number of disguises. It's jammed full of visual "eye-pops", bad puns and ridiculous situations. It lacks the slice-of-life dialogue that informs the characters in Life Is Good, but maintains a higher and more manic level of energy throughout. Seck continues to grow as a cartoonist and humorist and shows a lot of potential. Each issue of Life Is Good is stronger than the next as he is able to build on his character development and put them through increasingly weird and awkward situations. He's already done the hard part by developing his own voice and style; from here on out, it's all about refinement and increasing his own personal degree of difficulty.

Seck understands that ugly can be funny. He compensates for his deficiencies as a draftsman by rendering his characters as anthropomorphic animals and objects. His figures are expressive and bizarre, drawing in the eye with great ease. He draws his character's eyes as thick vertical lines, topped by thick horizontal lines as eyebrows. That simple technique gives him quick and total mastery over his characters' facial expressions, which is key because the reactions of his characters set up much of his humor. Mixing cartoony, expressive art with grotesque imagery has been a standard part of the underground comics playbook for more than forty years, but Seck breathes his own life into the formula thanks to the voices he creates for his characters.

The series follows the exploits of Brownie, an anthropomorphic beer bottle living in the city who has just lost his job. His best friend is Charles, a drunken alligator who lives in the pond of a public park. The series follows the increasingly pathetic and drunken adventures of the slightly uptight Brownie and the reckless & slightly stupid Charles in a manner that reminds me a bit of the relationship between Buddy Bradley and Stinky Brown in Hate. There's a friendship there, but Brownie also feels a good bit of antipathy for Charles, especially when it involves bringing in true lowlifes like the hilarious Sewer Gator, a hypermasculine idiot who loves to get drunk, get into literal pissing matches and challenge people to fights.

At the other end of the social commentary spectrum there's Dr Peace Rock and his common-law wife Unity Flower. An anthropomorphic flower and tree, respectively, Seck sets them up for a savage satire of the impotence and self-aggrandizement of lefty academic types. The unctuous Dr Peace Rock is a marvelously slimy character, manipulating and passive -aggressively browbeating his mate into "correct" action while ruining her bookstore business and mocking her for being "merely" vegan. The later issue where we see a very different side of their relationship, this time from her point of view, was surprisingly poignant and affecting. If Seck pours the invective on a bit thick here, it's clear that he's doing the same for all of his characters, who are all deeply and amusingly flawed. Brownie in particular is partly a voice of reason, but he makes spectacularly bad life choices while sitting in judgment of others.
There's a sort of rambling narrative to this comic, as Brownie negotiates being unemployed and Charles winds up as the spokesman for a clean up the park protest organized by Dr Peace Rock (even as he makes Unity Flower do all the work). Of course, Charles is responsible for wrecking the park in the first place. That narrative is mostly there to keep the characters moving and interacting with each other so as to create conflict and jokes. Seck could stand to liven up his layouts a bit in order to pick up the energy of his book. He has funny-looking characters which would allow him to stretch the limits of reality a bit (a la Peter Bagge's Hate) while still retaining the internal logic of his story's structure. Too many of his pages are static and feature talking heads. Even the pages with action sometimes tend to relegate it to the upper corners of the page, blunting their impact. When he does liven things up a bit (mostly when Sewer Gator, his funniest character, is around), his line gets a bit crazier. Those are the pages that take the greatest advantage of his particular visual style.
That style is in its best effect in the one-off The Trial of Sweetie Snake, a comic influenced as much by Looney Tunes as they are any particular comic. It's a take-off on the OJ Simpson trial by way of a snake killing a prospector after donning a number of disguises. It's jammed full of visual "eye-pops", bad puns and ridiculous situations. It lacks the slice-of-life dialogue that informs the characters in Life Is Good, but maintains a higher and more manic level of energy throughout. Seck continues to grow as a cartoonist and humorist and shows a lot of potential. Each issue of Life Is Good is stronger than the next as he is able to build on his character development and put them through increasingly weird and awkward situations. He's already done the hard part by developing his own voice and style; from here on out, it's all about refinement and increasing his own personal degree of difficulty.
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