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When you get an idea and you start
turning the idea over in your head and
inspecting it and trying to figure out
what the strengths of the idea are and
what the weaknesses of the idea are.
A lot of the time that's when you start
to figure out
what medium
the idea would work in best. When you
get to comics,
you have a whole different area of
territory. We get to use
the pictures and the words to try and do
things inside the head of the reader
that you might never be able to do in
pros or in film.
For example,
why don't I take you through the process
of plotting a comic and not just
plotting a comic, but of taking an idea
through to a script. Um, now bear in
mind that one of the strange things
about writing comics is, as far as I can
tell, there are probably as many ways to
write a comic as there are people in
history who have written comics. Um, I
do it my way. I'm sure everybody else
does it their way. But I can give you
how I do it and how I did it.
Saman 19. In Samman 19, this is uh the
first of the absolute Sam Man volumes.
It is huge. It is very heavy. You could
use it to stun a burglar if necessary,
which has always been my definition of
art. I had been to a performance of A
Midsummer Night's Dream.
I'd loved it. I'd forgotten how funny it
was. And it was an open air theater. And
there was something very strange and
magical about being outside as the play
began in daylight and moved into night.
What would be interesting
about Midsummer Night's Dream? How could
I do this? I thought, well, the the
first performance
of Midsummer Night's Dream outside with
Shakespeare
and Shakespeare's men, putting it on
before an audience
consisting of Oberon
and Titania and Puck and the fairy
creatures who would all be a little bit
more dark and dangerous than they are in
the play as a gift.
And I thought, I like that. that feels
like it's about something.
And it also felt
dangerous, felt odd. Nobody had ever
done anything like that in a monthly
comic. So then I reread the play, A
Midsummer Night's Dream, just made
notes, just put little pencil marks
where I thought lines would be important
because
I realized, of course, I was going to
have to have various layers of action
going on through the story. There would
be the play always ticking on. There
would be the front row of the audience,
which would be Morpheus, the Sandman,
the Lord of Dreams, and Oberon, and
Titania and Puck. There would be the
back row of the audience. I love the
idea of just a bunch of idiot fairies
commenting on the action and explaining
it to each other. I thought that'll be
fun.
And then I began.
The way that you begin, if you're me,
is you take some paper. You take a bunch
of sheets of paper. You staple them
together. I fold them over.
And I knew I had 24 pages. So, I
numbered 1 to 24.
And actually, all
I needed to know, I didn't fill in very
much detail in the middle. Normally,
I'll fill in roughly what's happening on
each page, but all I needed was starting
and ending on this. I knew that
everything else was going to be dictated
by the pace of the play. So, page one is
traveling. Page two, meet the Sandman.
Page three, set up. Wendle, open the
gate. Page four, the fairies are there.
And that's my first notes to myself.
So, as I begin,
I draw out roughly what is going to be
in each panel. And I'm not doing this
for any other reason than
because what I want to do
is know
how big a panel,
how much information I can ask an artist
to put in a panel. You're not going to
say, "Okay, this is a 12 panel page."
And on page seven, I want the entire
uh Plutonian space force coming in while
down on the earth, we can see uh little
Rodney and his dog running away and his
dog has got a flower. And you're going,
"No, you can't put all that information
on a 12 panel page. You have a very
small amount of information in each
panel. The panel here is the unit of
information
and they're small.
So, I begin
by just roughing things out for myself.
What you can see here is an ox pulling a
wagon and up on the hillside is the long
man of Wilmington and he's standing
there and he's holding a stick. And I
thought, what if it isn't a stick? What
if he's a gatekeeper? What if he could
open a door? And that's how the fairy
folk come out of the hill. So that's
already a visual for me, which means
we're planting it there right from the
get- go. So my little stick figures are
instructions to me. They are only seen
by me. If you do it like this, your
thumbnails will only be seen by you. You
don't ever have to show them to anybody
else. You definitely don't have to show
them to an artist who can actually draw.
And the dialogue that I write down here
is dialogue for me.
But mostly what it does is tell me what
the dialogue needs to do. It doesn't
need to tell me what the words are.
That's not what this is for. What this
is for is breaking down
the beats of the story for me.
It's telling me that my method of
storytelling, getting from one panel to
the next with a story, making something
that somebody who can read comics can
read as a story is going to work. That's
important.
If I have an idea for what people need
to be saying in a panel exactly, I'll
I'll note it down, but I will spend no
time at all trying to get it exactly
right because that's when you write the
script.
People ask how you write a comic script.
And a comic script is much more
complicated than a film script. In a
film script, you just say what happens.
And the director and the editor and the
storyboard artists, the camera people,
they're all going to decide how that is
told. That's not up to me as a script
writer. And in fact, if I give them too
much detail, they will probably get
grumpy. Um, in comics, nobody gets
grumpy because the function that you're
performing
as a writer of comics, of graphic
novels, in film terms, you're the
director
and you're the writer and you're the
editor and the artist gets to be all of
the actors, the director of photography
and the cameraman and the production
designer.
And so together you were a full team and
and finished off by the uh the letterer
who in this context I suppose would be
the sound person um and the colorist who
would of course be the grader. And now
we're getting silly. So
um for me a script is a letter. When I'm
writing a script I'm writing a letter to
the artist. I want that letter to
inspire them. I want that letter to
infuse them. I want that letter to
describe what we're doing and why we're
doing it and what this is about. And I
want to make them complicit in
everything that we do.
So, uh, fortunately in this Absolute
Samman volume 1, the script is actually
printed.
So, we begin with me just trying to set
the scene
for Charles Vess.
I set the scene. I say hello. I describe
some of the characters we're going to be
meeting. The Sandman, very tall, very
pale. If you like the goatee he had the
last time we saw him in this time
period, then keep it. I don't mind one
way or the other. And a little note to
the letterer. I said, Todd, this story
is going to be lettering heavy. I know
before starting. So, if you can letter
it slightly smaller than it's your
normal practice. Thank you. Ready? Me
neither. Here goes. And we begin just
with page one, panel one.
So, here I've got my little doodle to
myself. And one of the things I know is
I need more information in this panel
that I could fit into a smaller panel.
So, it's across the whole of the top
tier. And I describe it here. Long shot,
large panel, the South Downs on a late
summer's afternoon, fine weather. In the
background, small on a hillside, we can
see the long man of Wilmington. He looks
like he does now, except he's wearing a
hat of some kind or the outline of a
helmet. Originally, apparently, he had
one. A white chalk figure outlined in a
doorway cut into the turf on the side of
Windover Hill. Coming toward us,
following a rough path in the turf,
trotten to mud, is a procession of four
rough wooden carts. Three drawn by huge
Shia horses. None of your thoroughbred
Arab steeds here. One possibly drawn by
an ox or oxen. I've described this in a
certain amount of detail here, but you
don't need to cram it all in. Just bear
it in mind. So, at this point,
we get to page two, panel one. Long
shot. Shakespeare has turned to the
procession of people and carts hand on
his hips shouting hold fast we stop here
my friends Hamn go and wait with Condle
and the other boys but father
page two panel two Shakespeare walking
up the steep and grassy hill probably
from behind he's sweating if we can see
his face no dialogue Hamnet his face
slightly unreadable but definitely not
looking very happy fills the panel one
of the things I love about comics is the
silent panel
Um, in pros you cannot have a silent
panel. You are talking. But in comics,
you get moments when nobody is saying
anything, where everything is still. And
they act as punctuation.
They can act as a beat. They can act to
underscore something. They make your
audience, they make your reader
contribute. They bring themselves to a
silent panel.
What are the people saying? What does
this mean? How do they feel? When I was
reading out the script for Charles Vest,
there were things that fascinated me
that I put in there for him.
Lines of of things that are actually
impossible to draw. Even, you know, his
his
cloak is blowing in a non-existent wind.
Tell your artist things that
they can't draw, but they need to know.
And you can describe
all sorts of emotions, describe how
people look, describe how they react,
describe what they're thinking
because the artist knows. And that will,
with luck, make it through into the
pictures and into the story and into the
world.
The page for me in comics
is
your unit.
It's a unit in a way that it isn't
normally in pros. In pros, it doesn't
really matter how something is
pageionated.
And the reason that I sit here and I
break everything down, the reason that
all of what I'm doing here is to tell me
what fits on a page, how it works on a
page, when you're turning the page, when
you're not turning the page, is so that
beat forbe
I'm in control and I go, good. The page
is the unit. The panel in comics is a
single illustration. you need another
illustration next to it, another panel
in order to make it comics.
It only starts to become comics at the
moment where the reader begins to fill
in
between what happens in that panel and
what happens in the next panel.
Sometimes
you can use the page in an incredibly
powerful way. You can surprise people.
Um, you can make somebody see something
that they haven't seen before.
For example,
in Sandman number 7, probably the
nearest thing to a classical
superhero versus super villain battle
that there ever is in the entirety of
Sandman, where Dr. D this this skeleton
headed monstrous creature
has the Sandman's ruby
in which the Sandman's power is and he
says this is your life and I'm crushing
it with my hands and he crushes it and
destroys it and there's a huge explosion
and we go over the page and now there's
just a tiny figure against a completely
white background. And we move in and
we're still in this completely white
background.
And Dr. D says, "I did it. I killed him.
Whoever he was, whatever it was, it's
dead. The ruby. The ruby's gone, too. I
feel so strange." He does a little
speech about how I rule it. I'm I'm the
king of dreams of everything. It's
funny. I always thought when I became
king, I thought there would be applause.
I thought somebody would say something.
and he's standing there floating against
this pure white background. And we go
over the page
and we go over the page and we realize
that he is standing and the palm, the
white white palm of Morpheus, the
Sandman's hand. And that's what we've
been seeing. And Morpheus says, "Thank
you, John D."
And I had forgotten how much of my power
I'd placed in that ruby. And when you
you smashed it, it all came back. And
it's a moment that I could not do. I
could not pull that off without being in
control of when the pages are turned.
And actually, when we did the the
graphic novel version of this, we then
had to create this one page where you
get the tiny tiny figure of Dr. D
hanging in the air.
because we needed that page turn always
to exist. The problem
with comics is you cannot put something
important
on a right- hand page or you can't put a
plot surprise on a right- hand page
because people are going to see it as
they turn the page.
They may not be looking at it. They may
not be trying to see it, but they will
kind of see it. So, if it's going to be
a surprise, if it's going to have
impact, put it on a lefthand page. Let
people turn the page and find the thing.
So, there are there are geniuses in
comics who write and draw and letter and
color and do everything themselves. uh
people like Chris Wear who you look at
or or Art Spiegelman um
they are brilliant.
I am not that brilliant. So in order to
create comics I need people who can do
things and I have collaborators and we
all work together. We all work together
to create something. Let's let's look at
Sandman 19 again. It's a a lovely
example. Now the way that comics
traditionally are done was it would be
drawn out first of all in pencil and
once penciled it would go to the
letterer and the letterer in ink would
letter
draw the word balloons put the lettering
inside them and then that would go back
to the artist or go to a different
artist to ink and inking is not
coloring. Inking is the process of going
over the pencil lines in black India ink
in order to create something that is now
reproducible. Shooting from pencils
never really works because you lose a
whole lot of detail. So the first and
most important collaborator on this uh
which is Charles Vess and Charles
pencled and Charles inked and
fortunately we have some of Charles
beautiful pencils here and he uh part of
the fun of Charles's pencils
is looking at how he laid something out.
We have the the oxen. We have the four
carriages here. We have uh one covered
up some with people in them. You can't
really see what the props are. They're
walking alongside a wall. It definitely
looks incredibly Sussexy. He then took a
much smaller version of what I did after
that was tell the next four panels in
evensized panels. And Charles
being an artist and having much more
design sense than I do just told this
little sequence.
He puts one panel smaller in set. We see
Shakespeare and Hamnet walking ahead of
the oxen and Hamlet says, "But father,
you said that we will be performing the
new play tonight. Where shall we play it
if not in an inn? I have no idea, but we
will know soon. Keep your eyes on the
road ahead, lad. but father and sooner
or later
it would be colored in and would look
look like this. And then you do have
another artist working on this page. In
this case, it's an artist named Steve
Olif.
And Steve colored this comic. And one of
the things that he was doing was make
everything darker as things went on. It
starts on a glorious summer's day. It's
going to head into dusk and then into
darkness.
And Steve Olaf's coloring
was really elegant. It just he didn't
work on Sandman for very long, but when
he did, what he gave us was absolutely
magic. It was lettered by Todd Klene.
Todd is a glorious letterer. I think he
now has won more awards for lettering
than any other living human being. Uh he
won them, a lot of them through Sandman.
And what was what was almost cruel of me
was when I discovered everything that
Todd could do, I'd make him do those
things. So we got to the point where
every member of Dream's family of the
Seven Endless had a completely different
lettering style. So many of the
characters who turn up would have their
own lettering style. Um, I like the idea
that you can kind of hear the lettering
in comics. You're having to do a sort of
moment of sinthesia there. Any sound
effect you see, whether it's a flack or
a plop, um, it's going to be written and
yet you're taking it as a sound.
and that you need somebody like Todd to
actually pull off for you.
And then there are invisible
collaborators. There's my editor Karen
Burgerer. And Karen was a fabulous,
fabulous editor. She looked at the
script. She normally didn't have much to
say about the scripts.
um because she liked them. Saman 19 her
reply to me was look I don't understand
Shakespeare particular I'm not a big fan
of Shakespeare
I'm not sure what the heart of this
story is
and I thought right okay
and I had to stop and think between my
first draft on the script and my second
what was the heart what was it really
about and you can call that theme
but Really, it's just what's it about?
What does it mean? Why is this story
important?
Theme at the end of the day is just why
should we care? Why should you care? And
I had an editor whose opinion I trusted,
loved, and respected who was saying to
me,
why should I care about all of this?
And I thought, well, actually,
the heart of this story is Hamnut. is
this eight-year-old boy who I brought
onto the stage who's watching his father
having this wonderful successful
career but isn't really connected to him
who's going to be seduced
by Tatana and who dies a few years after
and who maybe I can if I write it right
I can leave his death almost ambiguous
as if maybe he was taken away by the
ferry
And I wrote a conversation.
I took one page. I only had really one
page left to do things in. So I took
that page and I wrote a conversation
where one of the actors who's playing
Hermier says, "You must be very proud of
your father." H proud. I suppose he's
very distant, Tommy. He doesn't seem
like he's really there anymore. Not
really. It's like he's somewhere else.
anything that happens. He just makes
stories out of it. I'm less real to him
than any of the characters in his plays.
Mother says he's changed in the last 5
years, but I don't remember him any
other way. Judith, she's my twin sister.
She once joked that if I died, he'd just
write a play about it. Hamnut.
Come on, lady. I'm back on in a minute.
Mother ordered him to have me for this
summer. It's the first time I've seen
him for more than a week at a time than
I remember. But we live 5 days ride from
London up in Warikshire and see him
seldom.
All that matters to him. All that
matters is the stories. And the actor
says, "I would be proud of him if he
were my father."
And just that moment of heartbreak at
the center of the story is what gives it
its drive. It's why should you care?
Because at the end of the day, you're
seeing this beautiful, wonderful thing.
The first ever performance of Midsummer
Night's Dream, a play that has given joy
to hundreds upon thousands of people,
probably to millions of people. One of
the greatest beauties of the English
language. And you're also watching the
sorrow of a small boy whose father is
out of reach, who isn't there. He's down
in London making plays.
And if he died, his father would just
make a play about it and call it Hamnet.
And that
that was Karen. That was Karen as a
collaborator who is invisible just
saying, "Why should I care about this
story?" And I thought about it and that
was what I gave her. And if there's a
reason why it won the awards, it's not
from the technical cleverness. It's not
Charles Vest's beautiful drawings. It's
not the wonderful Steve Olaf colors.
It's that moment where everything comes
together, where Charles Vest draws,
Steve Olaf colors, Todd Klene letters,
that little six panel conversation
and we break everybody's heart.
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