Attorney, Author, and Business Consultant for the Comic Book Industry

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What the Valiant Movie Deal Means for Comics, Movies and You

Added on by Gamal Hennessy.

By Gamal Hennessy

One of the bigger pieces of entertainment industry news this week focused on the deal between Valiant Comics and a Chinese based company called DMG. The details of the deal haven’t been made clear, but the initial reports suggest DMG has pledged to invest “a nine figure sum” in creating a film and TV universe for Valiant properties. (See Valiant Entertainment Gets Nine Figure Funding for Movie Division)

Paying the Money

In any licensing or production deal, there are at least two sides to the story. On one hand, you have DMG who appears to be trying to get a slice of the lucrative shared universe pie, but it is hard to understand their motives at this point. Why would a Chinese company, with access to potentially billions of creative minds invest so much effort into intellectual property with limited cache? Why not create an original shared universe with less baggage, complications and cost? I understand properties like Iron Man and Guardians of the Galaxy didn’t have mainstream cache before their films came out, but Marvel focused on those properties because they already owned the rights to them. They didn’t have to shell out big money to a third party and then dump more money into bringing them to the big screen. DMG appears to have overpaid to join the connected universe wars.

It could be DMG is using Valiant as a future landing spot for talent it plans to lure away from Disney/Marvel and Warner/DC. Once the established creators see a former minor player as a new deep pocket, they might be willing to jump at the chance to join Valiant’s roster. A move along those lines could shift the balance of power away from Marvel’s dominance in film and DC’s leadership on TV and make the entire industry more competitive.

Getting the Money

No matter what DMG plans to do, the other side of the story is the important piece for producers, writers and creative people of all types. This deal, to the extent it comes to fruition, elevates an unknown independent comic publisher into an international entertainment force. But this transformation didn’t happen overnight. Valiant has been publishing since 1989. Its titles and roster have changed over the years, but their story is a classic example of three concepts I tell all my clients:

Of course, the DMG/ Valiant deal could be a complete disaster. It might be the beginning of the end of the golden age of comic book based entertainment (See Can We Have Too Many Comic Book Movies?) But I don’t think so. Film, television, books and interactive media can all share in the windfall of increased interest in new properties. You can get a piece of the pie too, but only if you’re rights are protected.

Have fun.

Gamal

PLEASE NOTE: THIS BLOG POST IS NOT A SUBSTITUTE FOR LEGAL ADVICE. IF YOU HAVE A LICENSEING OR INTELLECTUAL PROPERTY ISSUE, DISCUSS IT WITH YOUR LEGAL ADVISOR OR CONTACT C3 AT gamalhennessy@gmail.com FOR A FREE CONSULTATION.

Entertainment Contracts 101: Creator Owned vs. Work for Hire Deals

Added on by Gamal Hennessy.

 

by Gamal Hennessy

In the creative marketplace, one of the first things that an artist needs to learn is the difference between a license agreement and a work for hire agreement. These are fundamentally different animals and signing the wrong one at the wrong time could be devastating to your future.

Definitions

work for hire (WFH) is an agreement where you offer your creative services to intellectual property that you do not own in exchange for a fee.

license is an agreement where you give someone else the right to distribute your intellectual property in exchange for various types of payments.

Example

WFH: You are an artist. Marvel Comics hires you to draw an issue of Spider-Man. You do the pencils. They give you money.  You walk away. You don’t own Spider-Man. You don’t even own the pages you created. Your name will appear as the artist, but that’s as far as it goes. This is pure mercenary work.

Creator Owned License: You are an artist. You have an idea for a new story. Dark Horse likes it and gives you a CO deal. You create the book. You might even eat the cost of creation. They sell the book. You get a cut, they get a cut. When you walk away, you walk away with the property. You can do whatever you want with it because you own it.

Historical Example

Frank Miller offers one of the best examples of the difference between these two types of deals. In 1986, Miller signed on with DC to release The Dark Knight Returns. That book reanimated the Batman franchise, solidified a darker vision of comics across the board and was instrumental in redefining the genre of super hero movies. But at no point could Miller claim to own Batman. He had no rights to any of the subsequent film, video game or merchandise revenue that came out of the Batman property. To the best of my knowledge, he got a page rate and he got credit for doing the work. That’s it.

Actually, that’s not it. Because he got so much exposure and critical acclaim for the work he did on Batman (as well as other properties) it was much easier for him to land creator owned deals later on. Frank Miller owns most if not all of the Sin City and 300 franchises. He had major input, control and license fees from those books and subsequent films. That was money he was entitled to because he owned the rights to that intellectual property.

Take Away

There are several successful writers and artists who have done work for hire deals first to establish themselves in the industry and then done creator owned deals once they had the right leverage. Many of them jump back and forth from one type of deal to the other depending on the project. Jim Lee, Todd McFarlane and Greg Rucka are all good examples of this. I’m not suggesting that an artist should never sign a WFH. I am suggesting that you need to know the difference between the two and make sure you are not signing a WFH for your own property because then you are signing away all your rights for little or no money.

And keep in mind, just because a contract says Creator Owned Agreement or License Agreement on the top doesn’t make it a creator owned agreement. It is the language in the agreement and the way the rights are divided that is the key to the contract. When you analyze your agreements (or ask me to do it) always keep in mind who has control over the property. This will be vital when your idea becomes a movie.

Best

Gamal

PLEASE NOTE: THIS BLOG POST IS NOT A SUBSTITUTE FOR LEGAL ADVICE. IF YOU HAVE A LICENSEING OR INTELLECTUAL PROPERTY ISSUE, DISCUSS IT WITH YOUR LEGAL ADVISOR OR CONTACT C3 AT gamalhennessy@gmail.com FOR A FREE CONSULTATION.

You Signed the Contract, But Do You Know What It Says?

Added on by Gamal Hennessy.

By Gamal Hennessy

            Every writer, artist and musician knows they should read and understand a contract before they sign it. You don’t need to hear the horror stories of rookies and veterans who lost the rights to a lucrative project because they didn’t know what they were signing. The advice is so universal, it often feels insulting to bring it up.

            But the reality is many creative people don’t read what they sign. There are a lot of reasons why this happens, including:

  • Time pressure by the other side (If I waste time reading this, they’re going to give the deal to someone else)
  • A perceived lack of experience (I won’t understand it so why should I waste time reading it?),
  • A perceived lack of leverage (I won’t be able to change anything so why should I bother to ask?) (See Negotiating Power in Creative Contracts)
  • A general faith in the decency of their business partners (Bob is my friend. Bob would never screw me with a bad contract, so why do I need to worry about it?)

            In some instances, an unread contract is signed and the world does not end. But information is power, even after the contract is executed. Creative people of all types can benefit from a thoughtful analysis of their existing contracts for three reasons.

  1. Managing expectations: It is normal for an artist who gets a deal to expect to see a revenue stream begin to come in when his work gets released to the market. But the structure, timing and amount of payment can be controlled by different provisions of the agreement. Many contracts limit (or in some cases eliminate) your ability to get paid. If you understand this after the contract is signed, you’ll know when and if to expect some payment and you won’t put yourself in a financial hole waiting for money that might not come. (See Artistic Fantasy vs. Financial Reality)
  2. Managing usage of the property: You may have created your story or song, but you might not have control over it depending on what the contract says. In addition, you might have signed away the underlying elements of the work, giving your business partner control over any sequels, spin offs and other derivative works. If you understand what you do and don’t control, you’ll know if you should focus your efforts on building that particular property or creating something else that you have more control over. (See Treat Your Art Like an Investment)
  3. Understanding the process: Just because you sign one bad contract doesn’t mean you have to agree to the same detrimental terms with every project you do. If you use your bad contract as an educational experience, you can be better prepared to make a more lucrative deal for your next property. But you can’t avoid bad contract language if you don’t know what it is. Sitting down and coming to grips with your current deal will make you a better professional in the long run.

            I counsel my clients to understand all their contracts before they are signed, while they still have the ability to accept or reject the deal (See How to Turn Down a Bad Contract) , but there is value in understanding an existing agreement, even if you’re not in a position to change it. The worst thing you can do is make a bad situation worse by sticking your head in the sand. (See Don’t Wait Until It’s Too Late)

Have fun.

Gamal

P.S. On a completely different note, I’d like to share my own creative work with my clients and potential clients. You can get free samples of my Crime and Passion stories by visiting http://nightlifepublishing.nyc

PLEASE NOTE: THIS BLOG POST IS NOT A SUBSTITUTE FOR LEGAL ADVICE. IF YOU HAVE A LICENSEING OR INTELLECTUAL PROPERTY ISSUE, DISCUSS IT WITH YOUR LEGAL ADVISOR OR CONTACT C3 at gamalhennessy@gmail.com FOR A FREE CONSULTATION.

How to Reject a Bad Contract

Added on by Gamal Hennessy.

By Gamal Hennessy

An artist can spend years trying to land a deal with a publishing house or studio. They struggle to get exposure and often face waves of rejection before anyone is willing to even acknowledge their work. Unfortunately, this recognition can come at a price.

Many artists don’t read the contracts they sign. The ones who do, especially the ones who come to me for advice on contracts, find out they’ll be losing control of their art, giving up the potential to be paid for it or both (See How Artists Get Their Rights Stolen) Some of my clients sign those deals anyway for a lot of different reasons. Others decide to walk away and try to find a better deal.

Rejecting a bad contract makes good business sense, but there is a right way and a wrong way to turn down a deal. You can maintain your professional reputation and keep the lines of potential communication open if you follow these five steps:

  1. Articulate your intentions: It does you no good to get a contract from a publisher and then never respond to them when you decide you won’t sign it. You are better off notifying the other side that you appreciate their interest in your work, but you can’t move forward with the terms they propose.
  2. Blame your lawyer: In most instances, the person you’re dealing with will ask what the problem is with the contract. This is the perfect time to throw your lawyer under the bus. People hate lawyers more than zombies, Ebola and zombies with Ebola, so hiding behind us can’t make our reputation any worse. It can give both of you a convenient scapegoat so you can walk away from the deal without any negative feelings between you. This is just one more reason it makes sense to get a lawyer. (See Why Artists Need Lawyers)
  3. Offer alternatives: Maybe you can’t sign their deal, but that doesn’t mean you can’t do business with them. They might be open to changing some of the contract language to make you more comfortable. They might even be willing to use a contract you provide instead. (This is rare, especially when one party has much more leverage than the other. See Negotiating Power in Creative Contracts). You might be able to do some freelance work for them that doesn’t put your own property at risk, or you might be able to work out another type of business deal with them. Most of these proposed alternatives won’t pan out, but you’ll never be able to explore the possibilities if you don’t ask the question.
  4. Leave with dignity: Entertainment is a fairly small business. The minor person you deal with today might be the head of Disney tomorrow. The hot new artist this year could find himself without a deal next year. Don’t have a fit, throw a tantrum or make threats just because you don’t want to sign a bad deal. Don’t do it in person. Don’t do it over the phone. Please don’t use email to do it and for the love of everything don’t do it on Twitter. Just don’t do it. Thank them for their time, express your hopes for working with them in the future and walk away.
  5. Go Back to Work: One bad contract isn’t the end of your career, especially if you didn’t sign it. You need to go back to your craft, keep pushing your work into the world and try and find the next deal. If one person was willing to take a chance on you, there could be others. But you can’t find them if you don’t look.

Signing the wrong deal can cost you thousands of dollars and control of your art. Rejecting the wrong deal the wrong way can cost you your reputation in the industry and the opportunity to work with someone else in the future. Stay friendly and professional and you can turn a bad contract into a learning experience. Just remember to blame your lawyer for everything.

Have fun.
Gamal

Understanding Comics Law: Don't Wait Until It's Too Late

Added on by Gamal Hennessy.

By Gamal Hennessy

The most insightful thing I learned at this year’s New York Comic Con wasn’t at a professional panel or lecture. It happened at a random conversation on the show floor.

I was talking to Andy Schmidt, a former colleague at Marvel and founder of the professional education and publishing company Comics Experience. We talked about the new six week course he’d developed with entertainment attorney Joe Sergi called Comic Book Law for Creators. The workshop sounded like an amazing resource that writers and artists would be dying to get into. But Andy told me he had a hard time getting creators signed up. “A lot of them tell me they’re not ready to learn that part of the business, which really doesn’t make sense.”

I could only shake my head in response. I’m familiar with the mentality because I’ve seen it in my own practice. Writers and artists often spend so much time developing their craft and fighting to get their name out there to get that big break. But when their hard work pays off with publisher interest or some other opportunity, many of them don’t know how to protect their rights. Their big break turns into a painful lesson in contracts, licensing and intellectual property law.

Last year, I conducted a survey with the modest title “The Great Independent Comics Survey”. In that experiment, I found out that one in four independent creators lost some or all of the rights to their work as a result of licensing deals.  How many of these artists could have benefited from a course on the legal aspect of comics?

The answer is probably 100%

Trying to get into comics while ignoring the legal aspects is like jumping out of an airplane in mid-air and then deciding you need a parachute. It’s like climbing into the UFC octagon for a championship match and then deciding to learn how to fight. It’s like trying to get insurance for your house after it’s already on fire. You need to know the relationship between your business needs and your legal options to make the most of your opportunities and you need to know before success knocks on your door, not after. (See Treat Your Art Like an Investment)

Books like Words for Pictures and courses like Comic Law for Creators won’t eliminate the need for writers and artists to get legal help with their contracts (See Why Creators Need Lawyers). It will make them better consumers of professional services and better equipped to make informed decisions about how to pursue their careers. Making comics is like skydiving. It can be fun, but you’re probably going to need that parachute.

Have fun.
Gamal

Can We Have Too Many Comic Book Movies?

Added on by Gamal Hennessy.

by Gamal Hennessy

Last week was typical in the new normal of comics based entertainment. The latest news from the new seasons of Agents of Shield, Arrow, Flash, and Gotham leaked across the internet. Hints about the new Daredevil Netflix series competed with news about the Powers, Lucifer and Supergirl TV shows (See Superhero TV Roundup). Deadpool got a launch date for his film and a plot synopsis was leaked for Age of Ultron. New comic news comes out almost every day in 2014. Where does it end, and what does this new world mean for the creators of this work?

The Reality TV Link

There was a time before the current “golden age” of television where unscripted or “reality” TV dominated the pop culture landscape. It began with experimental shows like MTV’s Real World and then expanded into things like Road Rules. A few years later, shows like Survivor, the Bachelor and American Idol became prime time staples. That prompted a flood of reality programming. The category got so big it had to develop subgenres to create differentiation. They had makeover shows, celebrity shows, and competition shows. Every network felt the need to jump into the category. Networks like the History Channel and Food Network created shows having little or nothing to do with the channel’s original purpose. The phenomenon became so big MTV itself morphed into a reality TV station. For all intents and purposes it abandoned music videos altogether.

The Tail That Wags the Dog

Consider the evolution of comics based entertainment over the past twenty five years. The success of films like Batman in 1989, Spider-Man in 2002 and the Avengers franchise in 2013 have made this genre of film one of the most financially successful genres in the history of movies. (See IMDB Highest Grossing Films of All Time). When you add the success of TV series like Smallville and Arrow to the equation, not to mention animated series like TMNT, Batman, Justice League and X-Men and you have a content avalanche that’s only gaining momentum. We’ve reached the point now where some universities are devoting college classes just to the comic book movie phenomenon (See New College Course for the Marvel Universe). The industry has come a long way from the sad days of films like Howard the Duck and Spawn.

But how far can this momentum take us? Consider this:

  • Unlike reality TV, it will take more than a box office flop (or even a series of flops) to stop it. Green Lantern, Punisher and Ghost Rider taught us that.
  • It won’t come from a lack of “A  List” characters. Iron Man wasn’t a household name before RDJ got to it and no one knew who Guardians were before last year.
  • It’s not just a game for Marvel and DC, since Wanted, Sin City, Kick Ass and Walking Dead have shown independents can take their titles to the screen too.

Will comic film and television get their own awards category at some point? Which network will abandon its original mandate and become a comic entertainment channel? The questions seemed silly ten years ago. Now it doesn’t seem so farfetched. In the world of comic entertainment, comics are becoming the bottom priority, not the top (See Making Comics Isn’t Really about Comics Anymore)

Forward Thinking

What does all this mean for the aspiring writers and artists? I think there are three takeaways anyone in the industry should keep in mind as they build their careers:

  • Opportunities beyond traditional comics are continuing to grow not just in terms of TV and film, but in the areas of video games, streaming video and other forms of entertainment
  • While the chances of translating any given property into a mainstream market release is still rare, it is essential for creators to know and protect the rights they have in the comics they create
  • The amount of quality entertainment coming into the marketplace can raise the bar across the industry and drive innovation in art and story quality.

We might be living in the golden age of comic entertainment, but it will take creative expansion and prudent business choices to keep the momentum going.

Have fun.

Gamal

PLEASE NOTE: THIS BLOG POST IS NOT A SUBSTITUTE FOR LEGAL ADVICE. IF YOU HAVE A LICENSEING OR INTELLECTUAL PROPERTY ISSUE, DISCUSS IT WITH YOUR LEGAL ADVISOR OR CONTACT C3 AT gamalhennessy@gmail.com FOR A FREE CONSULTATION.

Artistic Fantasy vs. Financial Reality

Added on by Gamal Hennessy.

 

By Gamal Hennessy

At some point, every artist needs to balance the relationship between their art and their finances. A musician might want to spend all her time practicing and performing, but if singing isn’t making her enough money to live, she might have to take an office job and spend less time with her music. A writer might want to create experimental work outside of the mainstream, but agents and publishers might push for a YA or historical romance, because the market for those books already exists. When your bank account and your craft pull you in different directions, you have to make a choice about what you can and can’t do.

Independent artists have an additional layer of complexity when it comes to the relationship between financial and creative resources. Many of us have finance the production and marketing of our own projects. Not only are we trying to make enough money to have a home to live in and food to eat, we need to pay to get our work out into the world. The new era of digital distribution has made it much cheaper to release work, but it still isn’t free (See How Much Does It Cost to Publish a Book Anyway?) Successful projects will cover their costs and turn a profit (See Profit and Loss Statements for Independents) but it might take a book several years to recoup its production costs, and some books never turn a profit at all.

In the face of this reality, I realized I have a problem for my books. My publishing goal for the next four years is to release two books per year (See What is Your Publishing Plan?) This goal has two parts; the creative side where I have to write the book and the publishing side where I have to pay to get the book out. From a creative standpoint, things are going well. My second book for 2014 is done and so is my first novel for 2015. I’m 60% done with the first draft for my second book for 2015 too, which puts me ahead of schedule. As a writer, I’m very pleased with my pace and my progress.

As a publisher, things are not so great. Various circumstances (some positive and some negative) limit my ability to fund my second release of this year. I’m uneasy about the idea of crowdfunding (probably because I’ve never tried it) and the idea of pushing the release back six months throws off the momentum I’ve built with my core group of readers. As it stands now, I simply don’t have the financial resources to cover my artistic goals.

So I made a choice. The book I planned to release in October (See The Dark End of the Street) will be put on hold until I can figure out a new spot for it in the publishing plan. Maybe I’ll put it out in 2016. Maybe I’ll release it as a series of short stories to spread out the cost over a few releases. Maybe it will become the “lost undiscovered book” people get excited about after I’m dead and all my other books have become well known movies. Whatever, it will go in the can until I’m willing and able to release it properly.

I know this isn’t a major problem. Many writers struggle to get just one book out per year and many more aspiring writers never release more than one book. We all have to balance our creative goals with our real world resources. In my case, I hope this is just a minor detour on the writer’s road.

Have fun.

Gamal

Should You Put Your Independent Book in Brick and Mortar Stores?

Added on by Gamal Hennessy.

By Gamal Hennessy

Many artists and writers dream of seeing their titles on the shelves of their local bookstore. Part of my motivation for writing novels came from daydreams of walking into Borders and seeing my book on the shelf near Hemingway and Hammet. But reality has a way of interfering with dreams. It didn’t take long for me to realize my book wouldn’t get into stores unless I had a publishing deal. Then I found out publishing deals could take years to get, if I ever got one at all. So I put my Borders dreams aside and focused on outlets like Amazon and Kobo. But now the market could be shifting. A company called Blurb is offering a service to give independent publishers access to online and offline stores starting this week.

Blurb is a book platform designed to allow independent authors distribute their work. Ingram is a worldwide distributor of books and other reading materials and one of the larger companies of its type. The two companies have announced a partnership to open up Ingram’s distribution to Blurb authors. Details and full pricing aren’t apparent yet, but this new deal gives creators the chance to get their books into almost 40,000 locations.

So what’s the catch?

I don’t know if there is a catch or a downside to this deal for independent authors. I haven’t used it yet for my own work and I don’t know if the pricing or business model makes sense for everyone who has a book to sell. Having said that, there are at least four things to keep in mind about brick and mortar sales in the 21st Century.

  • The number of physical bookstores is shrinking on an annual basis. Remember my dream of seeing my books in Borders? There is no more Borders. Waldenbooks is gone too. Barnes and Noble is contracting as well.
  • The amount of shelf space in each book store remains limited and will probably continue to be dominated by mainstream publishers and titles on the best seller list. Just because your book can get on the shelf of any store doesn’t mean it will be on the shelf.
  • The amount of time any one book stays on a shelf could also be limited. Even mainstream books are not available forever. As the shelves open up to a huge influx of new product from this deal, potential offline shelf space might experience even faster turnover.
  • The bulk of revenue will probably continue to come from online sales of either e-book, audiobook or paperback versions.

I’m not suggesting artists and writers should give up their dreams of seeing their books on the shelf of their favorite bookstore. I’m planning to pursue the Blurb deal with my own books. I am saying the benefit of this deal might be more mental and emotional than financial. As long as you keep the potential limitations in mind, expanded distribution can be an independent creators best friend.

Have fun.
Gamal

Words for Pictures: A Book Review

Added on by Gamal Hennessy.

As a child, the first book I recall getting my hands on about the comic book industry was How to Draw Comics the Marvel Way. After I got out of law school, I got my hands on Understanding Comics by Scott McCloud. The first book exposed me to comics as a technical skill and not just a bunch of cool pictures. The second book reintroduced me to comics as an art form and not just a childish obsession. Words for Pictures is a book on the same level. It describes the creative and practical aspects of comics as a business and belongs on the radar of anyone with any interest in the medium.

Brian Michael Bendis is an award winning writer who has worked on seminal franchises including Spider-Man, X-Men and Guardians of the Galaxy. He’s also had success with his own original titles including Powers, Torso and Scarlet. Bendis brings years of experience to Words, walking an aspiring creator through major aspects of the writing business including:

  • The motivations for writing
  • The form and function of the script
  • Collaboration with editors and artists and;
  • Protecting your business interests

Bendis doesn’t just rely on his own perspective for this book. He adds the insights from dozens of top writers, artists and editors to create a behind the scenes look into the business that is now driving the blockbuster movie industry. One of the most important lessons in the book gets a chapter to itself. Bendis advises anyone and everyone who gets into comics on any level to protect their creative investment by seeking out and listening to lawyers and accountants when it comes to handling their career.

Even if you’re not interesting in writing comic books, Words for Pictures still has value. If you’re a writer on any level, the advice he offers transcends the comic book page and extends out to novelists, playwrights and screenwriters. If you simply love iconic artwork, Words is filled with art from some of the top comic book artists of the past and present. In the same way you don’t have to read comics to enjoy comic book movies, you can enjoy Words for Pictures without trying to be the next Walt Simonson of Brian Michael Bendis.

Have fun.

Gamal 

How to Break into (and Stay In) Comics

Added on by Gamal Hennessy.

Finding your way into the entertainment industry is often a mix of persistence, talent and luck. Almost every successful actor, musician and writer went through a convoluted path to achieve their goals. The road they traveled had a lot of detours, failures and dead ends, but determination (or stubbornness) carried them over their obstacles, and back on their chosen path. The life of a comic artist isn’t any different. The people at the top will be the first to tell you that.

Some of the top writers and editors at Marvel recently relayed this message at their annual panel at San Diego Comic Con. (See Breaking Into Comics the Marvel Way). C.B. Cebulski, the SVP at Marvel who oversees talent acquisition and development, sat down with Marvel’s editor in chief and several of their top talents to discuss both the road to success and tips for aspiring artists.

The main thrust of the discussion was twofold:

1) There is no “right” way to get your shot at working for a company like Marvel. You can try as many methods as you can think up, as long as you keep it professional.

2) Once you get your first “big break”, your work has just begun. You have to continue to prove your value and your professionalism or you can lose your spot to the next fifty people trying to get in.

C.B. reinforces this message in a new book about writing for the comics industry. Brian Michael Bendis adds the insights from dozens of top writers, artists and editors to his own experience in Words for Pictures. Bendis, Cebulski and the other contributors do a great job of redefining success. For them, it’s not enough to break into comics. You have to keep pushing yourself to stay in the industry.

Recent history is full of examples to support this idea:

  • Joe Quesada could have been content to draw Batman and create characters like Azrael, but he went further first with Marvel Knights, then becoming EIC at Marvel and helping move the company into the golden age of comic book movies
  • Frank Miller could have been happy to redefine characters like Batman and Daredevil, but he kept pushing, creating independent properties like Sin City and 300 that made it all the way to the big screen
  • Jim Lee could have just drawn Spider-Man, but he went out on his on and built Image into one of the largest independent comics companies, before going back to DC and taking a major leadership role there.

There are a lot of other examples, but you get the idea. If you take the long view of your career, you’ll see your first deal or your first book as the stepping stone to more work and bigger things. You might not become the next Frank Miller, but your professional and creative development will extend far beyond the first big break.


Have fun.
Gamal