Sunday, October 21, 2007
24 Hr. Comic Book day 2007 and more (Part 1)
Man, after last years event I told myself that I wasn't going to that to myself again. 24 pages in 24 hours is a monstrous affair for many reasons: pacing, exhaustion, consistency and a pain int he fucking ass. I was pretty much useless for the whole week after the last time and my index finger was numb for about just as much.
So I told myself that this year a 12 Comic Book would be ideal. Way less hassle, plenty of time and I could take my time drawing whatever the panels needed. I also made other decisions, like using smaller paper (Michelle suggested this), no dialog whatsoever and no inking, just pencils.
So that plan ended up being a fucking good idea because even after a few hours in I was ahead by 3 PAGES and I was having a blast., the drawing quality was better than last years too, which I guess reinforces the notion that my inks don't match my pencil lines (yet). So, since I was going to be there for 24 hrs anyways and I was ahead by 3 pages at all times, I figured what the hell, lets go for 24 again.
I finished at 6: 30 am, about 3 and a half hours ahead of schedule! My friend Josh finished at the 10 am deadline and Michelle and Aaron left slightly early, at around midnight with 10 pages or so each (which is a great feat by itself, this shit ain't easy)
Needless to say, I'm as exhausted and in as much pain as last year. Fucking competitive drive....
I'll have the whole thing scanned later, we got pictures too ! (we finally bought a pretty decent Digital Camera)
In other news Ive been drawing a TON at work, which is great and actually helped a lot in getting this Comic Book done. I'm still not sure how the burnout from yesterday is gonna affect my work performance, but well see. Last year it wasn't so bad since I just came back to work and did grass or tree textures, but now that I'm doing characters, guns and environments its important that I stay motivated all day. Getting most of the concept responsibility so far has been a welcome challenge, my AD is a cool guy and I'm working pretty closely with the senior designer, so communication is going along smoothly and I'm grateful for that. I'm also helping another one of our Development Directors with a pitch for another game, so work wise this is all fantastic, couldn't be happier.
Theres more shit to talk about, from a delay in buying the condo to a good friend moving in with us soon, but I don't want to make this too long. More later.
So I told myself that this year a 12 Comic Book would be ideal. Way less hassle, plenty of time and I could take my time drawing whatever the panels needed. I also made other decisions, like using smaller paper (Michelle suggested this), no dialog whatsoever and no inking, just pencils.
So that plan ended up being a fucking good idea because even after a few hours in I was ahead by 3 PAGES and I was having a blast., the drawing quality was better than last years too, which I guess reinforces the notion that my inks don't match my pencil lines (yet). So, since I was going to be there for 24 hrs anyways and I was ahead by 3 pages at all times, I figured what the hell, lets go for 24 again.
I finished at 6: 30 am, about 3 and a half hours ahead of schedule! My friend Josh finished at the 10 am deadline and Michelle and Aaron left slightly early, at around midnight with 10 pages or so each (which is a great feat by itself, this shit ain't easy)
Needless to say, I'm as exhausted and in as much pain as last year. Fucking competitive drive....
I'll have the whole thing scanned later, we got pictures too ! (we finally bought a pretty decent Digital Camera)
In other news Ive been drawing a TON at work, which is great and actually helped a lot in getting this Comic Book done. I'm still not sure how the burnout from yesterday is gonna affect my work performance, but well see. Last year it wasn't so bad since I just came back to work and did grass or tree textures, but now that I'm doing characters, guns and environments its important that I stay motivated all day. Getting most of the concept responsibility so far has been a welcome challenge, my AD is a cool guy and I'm working pretty closely with the senior designer, so communication is going along smoothly and I'm grateful for that. I'm also helping another one of our Development Directors with a pitch for another game, so work wise this is all fantastic, couldn't be happier.
Theres more shit to talk about, from a delay in buying the condo to a good friend moving in with us soon, but I don't want to make this too long. More later.
