I haven't updated my portfolio blog for a while as I've been too busy. So here goes - a new post! Working on a graphic novel leaves you very little time for other distractions, so trivial things like social networking and watching TV or playing video games have to be put aside - you have to maintain focus and be full of positive energy!
Work is continuing on Surface Tension at a fair old pace, and is coming more and more into focus on the page. The process of tanslating my script into actual comic pages is something that I am really enjoying, each day brings a new challenge and something new to design. I still have a lot of things to learn but I am super happy with the way things are turning out. I cannot wait to show the finished pages.
Here is just a small mysterious sliver of a panel from a page - a tiny enigmatic little preview that will mean nothing at this moment in time but will have greater meaning in September.
Tuesday, 12 March 2013
Wednesday, 9 January 2013
SURFACE TENSION - Titan Books - by Jay Gunn
I can now officially announce that the script that I have been working on for the past year has a title - SURFACE TENSION. I will be writing and drawing this series of thrilling comic books.
The book series will be published by Titan Comics, a new 'creator owned' label from Titan Publishing. Titan are a UK publishing/distribution company that also owns the chain of Forbidden Planet high-street stores that has links to the Film, TV, Video Games and Toy industries.
Titan have published many gorgeous high quality books from America, Europe and Japan. Everyone from Katsuhiro Otomo, Alan Moore, Neil Gaiman and Jonathan Ross have had works published by Titan... and then there is little ol' me. I am very excited to be working with Titan as their team of passionate editors have really embraced the story and have given me a lot of very good editorial support and really want the work to be the best it can be.
I will be creating Surface Tension under my pen name - Jay Gunn.
I cannot say too much about the story or its world yet, other and the fact that the first book will be released in September 2013. There will be more news and announcements as the launch date nears.
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| Burning the midnight oil, at work at my drawing board. |
The book series will be published by Titan Comics, a new 'creator owned' label from Titan Publishing. Titan are a UK publishing/distribution company that also owns the chain of Forbidden Planet high-street stores that has links to the Film, TV, Video Games and Toy industries.
Titan have published many gorgeous high quality books from America, Europe and Japan. Everyone from Katsuhiro Otomo, Alan Moore, Neil Gaiman and Jonathan Ross have had works published by Titan... and then there is little ol' me. I am very excited to be working with Titan as their team of passionate editors have really embraced the story and have given me a lot of very good editorial support and really want the work to be the best it can be.
I will be creating Surface Tension under my pen name - Jay Gunn.
I cannot say too much about the story or its world yet, other and the fact that the first book will be released in September 2013. There will be more news and announcements as the launch date nears.
Sunday, 16 December 2012
Signing contracts
So the day has come that my secret project is to be signed with a publisher. I'm off to sign the paper work later today in London.
It's an exciting day as it means the story that I have been chipping away at for the past year now has an official green light to go into production. I've worked on several iterations of the script treatment (which was an interesting experience) and now all parties are happy and the first episode has been signed off. I am having a lot of fun creating the world for this story and I can't wait to share it with you all.
In terms of theme, design and art it is a return to the things I love the best - sci-fi, fantasy and a dash of horror.
An official announcement is still some time away so I still cannot tell you anything more but stay tuned for more details as they happen.
"All things are connected..."
It's an exciting day as it means the story that I have been chipping away at for the past year now has an official green light to go into production. I've worked on several iterations of the script treatment (which was an interesting experience) and now all parties are happy and the first episode has been signed off. I am having a lot of fun creating the world for this story and I can't wait to share it with you all.
In terms of theme, design and art it is a return to the things I love the best - sci-fi, fantasy and a dash of horror.
An official announcement is still some time away so I still cannot tell you anything more but stay tuned for more details as they happen.
"All things are connected..."
Wednesday, 5 December 2012
ALIEN - The Original Art Edition
I was
only a child at the time of the release of the original Alien and I was super
eager to see the movie.
The reason for this eagerness is due to the Heavy Metal
comic book adaptation of Alien. I had stumbled across the book when it had been
on display in my local branch of WH Smiths, flicking through its pages I was
captivated by the amazing imagery on display - it was like the best ever
edition of 2000ad I had ever seen! Also on display was companion book – The Book of Alien – which was full of photographs
of the titular alien and the spaceship designs. I was eventually steered away
from the books by a member of staff who then warned me that the books were not intended
for young boys of my age and was only for adults. Nothing could have made me
want to look at the book more than a warning by an adult – especially a comic book; it had become a forbidden
treasure.
A year
later I found a second hand copy on a market book stall. I pestered my parents
to buy the book for me, they had no idea that it was based on a hardcore (for
the time) 'X' certificate movie. I soon had the book in my possession and I
read it over and over, it made me more desperate to see the film.
I saved
my pocket money to buy copies of Starlog and Fantastic Film magazines just so I
could look at the photographs and concept artwork from the film.
The Alien
comic book with its graphic scenes of gore and adult language soon came to the
attention of the public moral guardians. The book was featured on the BBC
'Watchdog' program; a show where disgruntled members of the public complain
about what they consider foul in popular culture. All of this just heightened
the aura around the book and the film.
Years
later when I saw the movie it did not disappoint - At the age of twelve I had
become a ravenous Alien movie fan and Star Wars and Doctor Who were quickly
forgotten. I collected anything with the Alien logo on.
The book has been out of print for a good few decades and has now
been re-released in two editions by Titan Books - a copy of the book as it was
on its original release and the other being an over-sized hardback book known as
the 'Original Art Edition.'
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| The book is HUGE. I have used the bluray Alien box set as a size comparison. |
The
Original Art Edition is a reproduction of the actual original Walter Simonson
artwork for the Alien comic book. If you are a fan of Alien and original comic
art then this book is a must.
It is a huge book! The photos on this blog do
not do justice to the size of the book. The pages have been beautifully printed
to reproduce the exact size and detail of the original art boards (with the
print boundaries trimmed). Here we have the original artwork reproduced - warts
and all, it is the nearest thing to owning the actual original artwork. Luckily
for us Simonson kept all of his original Alien art boards, it is common
practise for artist to sell their original pages to supplement their meagre
income. You get to see the corrections, pencil lines and even coffee stains
that make up the original art - it is a fascinating process that you would not
normally get to see.
At the
back of the book is the original comic book script by Archie Goodwin (based on an
early draft of the movie script complete with deleted scenes) and an interview
with the artist who talks about the process of putting the book together. There
are also some very interesting 'try out' pages that Simonson submitted in order
to get the job of working on the book. These behind the scenes pages show us
what the artist imagined what the film might look like with no reference
photographs and only extracts of script to work from.
A
beautiful book from Titan and highly recommended for all fans of graphic art
and the Alien movie.
Monday, 5 November 2012
Shhhhh...
An update on my work. As some of you already know, I have been hard at work on writing and drawing a graphic novel. I cannot yet reveal the details of the story but I can say that I am in talks with a major well known publisher and I am very excited about the possibilities of this deal. All I will say is that if you like comics, film or TV then you probably own a number of gorgeous books by this publisher!
Over the past few months I have been bashing my script around and working on various redrafts, it's harder than you think writing a graphic novel! I had hoped to be drawing by now but I am taking some very sound editorial advice to make sure the script is as good as possible before commencing on the final artwork.
Here is a little sneak preview of the pencils from one small panel from a sample page.
I hope to reveal more exciting news as it happens.
Over the past few months I have been bashing my script around and working on various redrafts, it's harder than you think writing a graphic novel! I had hoped to be drawing by now but I am taking some very sound editorial advice to make sure the script is as good as possible before commencing on the final artwork.
Here is a little sneak preview of the pencils from one small panel from a sample page.
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| "Shhhhhhh!" |
I hope to reveal more exciting news as it happens.
Tuesday, 16 October 2012
Mike Singleton - RIP
The Lords of Midnight and Doomdark's Revenge
I was very sad to learn of the untimely death of veteran games
designer Mike Singleton on October 16th 2012. The Lords of Midnight
and its sequel Doomdark’s revenge were true ground breaking classic video games
and very much in my all-time top ten games list.
The Lords of Midnight, first released on the ZX Spectrum in
1984, was the very first game that made me believe in a virtual world and that a humble video game could also work on a story telling level. Mike Singleton was a pioneer of game design and world building and this week the industry lost one of its great unsung heroes.
Every time I played this game I lived and breathed that world and its characters. The game felt alive with possibilities and a purpose and I obsessed about the open ended gameplay. The characters of Luxor the Moon Prince, Rorthron the Wise, Morkin and Corleth the Fey became my first believable video game heroes. I even kept a diary whilst playing my game, my encounters, battles and losses became my own personal folk tales. The game had a sense of literature that made me want to read books that had similar themes, I discovered Tolkein through my love of playing The Lords of Midnight.
Every time I played this game I lived and breathed that world and its characters. The game felt alive with possibilities and a purpose and I obsessed about the open ended gameplay. The characters of Luxor the Moon Prince, Rorthron the Wise, Morkin and Corleth the Fey became my first believable video game heroes. I even kept a diary whilst playing my game, my encounters, battles and losses became my own personal folk tales. The game had a sense of literature that made me want to read books that had similar themes, I discovered Tolkein through my love of playing The Lords of Midnight.
The first person view point gave the game a
realistic edge over the simple crude graphics of other games of the time. Looking out across the
frozen planes of Midnight and seeing mountains and forests as well as the distant
banner of great armies that I could travel towards made for an intoxicating chilly atmosphere of discovery and danger. Aided by
the fact I played the game in winter in a house with no central heating and on a tiny black and white telly all helped to make it feel as if I was traveling across a frozen world locked in perpetual winter. The
world and its layout of snow covered open plains, forests, mountains and citadels is still
indelibly etched on my mind, just as Tolkein’s Middle Earth was after reading
the Lord of the Rings books (which this game owes much to).
For those of you have
never played Lords of Midnight it was one of the first games to combine
strategy gameplay and AI with simple but beautiful first person graphics. The
game could be played as either, a straight adventure game, a strategic warfare
game or both. The aim of the game was to stop the forces of the evil WitchKing
from over running Midnight with his own armies. The player started out by
controlling a small group of characters that travel the world of Midnight
recruiting other Lords, these Lords also controlled their own armies. Once a Lord is successfully recruited (which was not always a given), their armies could be moved and controlled by the player. For its time the
graphics were ground breaking as was the details found within the game play.
Each Lord had his, or her own, strengths and weaknesses and morale, as well as allegiances
with other Lords. The game was turn based with the player moving his armies and
then the computer moving its own. The turn based nature made for very gripping
strategy game-play as you never knew what the next day/round would result in. This game made you think about your moves and each decision had an outcome in the field of battle.
Mr Singleton followed up the Lords of Midnight with Doomdark’s
revenge. Doomdark's Revenge featured more detail, more complex characters, objects and even changing weather conditions! He really
performed miracles on a tiny 48K of memory and simple 8 colour graphics.
Mike Singleton had always intended for the Lords of Midnight
series to be a trilogy but the third game was not forthcoming on the spectrum, I waited year after year for the third part, hoping. During that time I read an
interview with Mike Singleton about his plans for the third game - The Eye of the Moon. He
revealed the fate of some of the characters from the earlier games and that it would be set decades after the events of Doomdark's Revenge - I hung
on every plot reveal, as if I was getting insights into some great novel or a film series. I was that enthralled by the series of Midnight games.
A third midnight game was eventually released on the PC many years later but it seemed a shadow of its former glory and I did not play in case I ruined the memory of those first two cherished games.
A third midnight game was eventually released on the PC many years later but it seemed a shadow of its former glory and I did not play in case I ruined the memory of those first two cherished games.
Honestly, I loved
these original games, I still do. The none linear narrative and the attention to detail in the elegant yet complex game design, the mix
of strategy and adventure and even the striking packaging of the games were all very much ahead of their time - they were the Morrowind/Oblivion/Skyrim of their time.
When I eventually sold my Spectrum and all of my games, in order to upgrade to a Commodore 64, I still kept my copy of The Lords of Midnight. I still have this boxed copy somewhere in my house; a memento of more innocent times.
Even to this day I always hoped and dreamed that maybe Mike would make a new Midnight game in the style of the original two. I knew he was working on an update of the original game to play on the IPad and using touch controls with improved AI and graphics (though hopefully not too improved). It is a game that I still am still eager to play again, like visiting an old friend. I had hoped that if the remake had performed well enough Mike would have properly concluded the trilogy by making Eye of the Moon in the same style.
When I eventually sold my Spectrum and all of my games, in order to upgrade to a Commodore 64, I still kept my copy of The Lords of Midnight. I still have this boxed copy somewhere in my house; a memento of more innocent times.
Even to this day I always hoped and dreamed that maybe Mike would make a new Midnight game in the style of the original two. I knew he was working on an update of the original game to play on the IPad and using touch controls with improved AI and graphics (though hopefully not too improved). It is a game that I still am still eager to play again, like visiting an old friend. I had hoped that if the remake had performed well enough Mike would have properly concluded the trilogy by making Eye of the Moon in the same style.
Rest in peace Mike Singleton and know that you made many gamers happy during those dark 8 bit winter months of 1984 onwards. You showed us that games were capable of producing stories, characters and open ended game-play. You have influenced a generation of designers, coders and artists. Your legacy in the
history of video games will live on.
You made two of my favourite games and for that, I thank you!
You made two of my favourite games and for that, I thank you!
Long live the Lords of Midnight!
Here are extracts from the original Crash Magazine review of The Lords of Midnight from 1984.
Beyond have produced a game of immense complexity that
transcends the simple word-matching of the mainstream adventure and in many
respects more resembles a strategy war game. Many features of the game are new
or are developed to an elaborate degree setting new high standards in Spectrum
software.
The cassette is accompanied by a lavish booklet giving thorough and very sound playing instructions. When I say you will need them, and you most certainly will need to read some of the hints given, I mean this as a compliment to the inventive depth which pervades the whole project.
Although this game is so complex it is difficult to review in the few days available there is one feature which impresses on the very first frame of the game. The graphics which show your journey through the land of Midnight are little short of stunning. The panoramic views are drawn in full perspective and consecutive moves see mountains, forests, hills, citadels, towers and fortresses rising in stature as you approach or fade to distant outlines as you leave. The screen as a whole is very well presented as if designed by a graphic artist. There is no crude split on the main screen but instead a pleasing mixture of superb views of the scene, tastefully redefined characters for the text, a heraldic shield depicting the crest under which your character fights, and highly decorative and detailed representations of the numbers and type of foe you might come across. These last are the best I’ve seen on the Spectrum.
Possibly the most pleasing aspect of the Lords of Midnight is its wonderfully coherent storyline.
You initially have control over four characters: Luxor, Morkin, Corleth the Fey and Rothron the Wise but as you progress such characters as the Lord of Shimeral and the Lord of Brith and their armies add support to the forces of the Free.
If I run through a typical game it may show you some of the great features it has and perhaps some tips if you’ve already got a copy.
My tactics, and remember you’ll need them as this is very much a strategy game, involved building up armies at the Citadel of Shimeril guarding the western route into the tranquil south-east and at the Keep of Athoril which overlooks a major route south.
At the end of the seventh day at nightfall, when looking throughout the eight compass directions, I could see the silhouettes of the towers, citadels and armies that surrounded me, my thoughts turned north to Morkin who I now knew had this very day penetrated deep into the dark Mountains of Ugrorn, into the Tower of Doom and at this very moment was wondering how he might get back with that precious object held tightly within his grasp. He had the Ice Crown.
| Difficulty | 8 |
| Atmosphere | 10 |
| Vocabulary | N/A |
| Debugging | 10 |
| Overall Value | 10 |
Sunday, 14 October 2012
Dr Who meets Moebius
Been meaning to do this for a while now. Late last year there was a Moebius Meme going about the internet. I believe the meme was started by a chap called Brandon Graham (who writes the wonderful Prophet comic book series, published by Image). For this meme artists are given free reign to recreate the Moebius Starwatcher artwork, there have been many weird and wonderful reinterpretations posted online. Here is my addition, Starwatcher as seen through the filter of 1970s Dr Who.
Doodled in pencil with digital colour.
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