Writer: Red Band

If asked why I decided to create a giant deadly beam of energy to wash across the planet every fourteen hours, I would have to say because I Hitchcock told me to. Hitchcock said the way your create tension is not to let the audience know five minutes before the end that a bomb was under a chair, you tell the audience that in the first moment, the first frame. Put that thing right up at the top of the hour with a little hand that says 59 minutes until it gets exciting.

So I created an enormous red death-beam that flashes around the planet, lasts long enough to be a problem and is regular enough to always be at the back of your mind.

The Red Band is visually interesting and psychologically engrossing. How do you deal with an inevitable and powerful force that shows up at an odd number of hours? If it was twelve and lasted for all of a second then you could just set your watch and call it for a second in the shade. But it happens every fourteen hours, lasts for two, then repeats. If you sleep too late one day you suddenly find yourself immolated in the street wondering why nobody else is around. Even if you are huddled in shelter there is the ominous glow permeating every crack.

Geiger counters flip out as it approaches and children wail and cry.

Bars get a lot of business. Step in to avoid the light and you have to stay for a few hours, shelter is for paying customers only.

In another way the Red Band gives solace, a period of Amish-style time where you really don’t get to do much work. A time you have to spend resting and thinking. A time for family togetherness. A time for a quick nap. An excuse to sleep in on certain days. A reason to find some quick bunker love.

As a storytelling device it makes it easy to maneuver characters and events. As we see in the first few pages of The Drop it has a polarizing effect on the scene. It creates a crowd and it destroys evidence. It is both a motivation and a shroud. And it makes the future world completely alien with nothing more than a quick background fill.

Artist: Changes

The Drop page 2 Pencil

The Drop page 2 Ink

The Drop page 2 Color

It is surprising the number of revisions a single page goes through from beginning to completion. Often when a page is first conceived there is a lot of disparity between how Rodney believes a page should look and what I perceive from his writings. When we first started working together Rodney used to write in very broad terms.  That changed fairly quickly as my first sketches to him were no-where close to his imaginings.  He began quickly writing about scenes and important concepts very specifically, describing in as much detail as possible how things should look, even occasionally sending reference. That has turned out to be helpful, even though sometimes even great detail  is not enough without face to face collaboration.

The process is a lot smoother then it used to be.  This is not the first project we have worked on together.  We have done several large pieces in collaboration.  From games to comics to simple stories, we have worked both big and small.  Some are more successful then others and hopefully Dirty Rain will be the first in a long line of successful comic book collaborations we will work together on.

-Plumb

Writer: Decay

I remember playing Dragon Warrior (now Dragon Quest)  IV when I was about 12 and sitting at home from a week of school. I had been playing the game tirelessly to get through all of it before I ran out of money on the old rent it for roughly 24-hours style model. And there is a section you get to in about the middle of the main story where you have been tooling about in this cave when suddenly you find a massive building underground. It blew my mind.

Similarly the underground world of Final Fantasy II (Nay, IV) and its underground tower and dwarven city. Or even recently in Fallout: New Vegas with the fallen civilizations and buildings of the Divide. Or way back to the classic The White Mountains by John Christopher when they discover the ruins of some Swiss city. The idea of ruins has been a long sought fascination for me.

The idea that there was something that came before. Some great works and powerful towering buildings that were left here by ancient and great peoples. Even though science will have us believe that without constant upkeep most things won’t last even a few hundred years, I like to put a little more fiction in my science fiction. Because who doesn’t dream of that moment when you see a great monument lying in a desert and realize this used to be the coast?

The decay you see in Dirty Rain is story-based. I don’t care how fast one thing would rust and fall apart in comparison to another. I only care about which artifacts permanence makes for a more intriguing story. (I do spend some time cobbling together some justifiable reasons why they would survive, mind you.) But seeing something familiar, something from our time in the future and watching people marvel at its wonder, especially when it is something innocuous like a dryer? that is the type of wonder we should hope to find in our own world.

So, hopefully you will see a few background items, a few scenes that blow your mind and make you dream of all that we haven’t found, all that we might have lost, all that we could hope to become.

Writer: Apologia

A quick explanation for all you, the Dirty Rain faithful, about what has been going on with the comic and blog and the website. All of the elements of the Dirty Rain project have been moving forward at an immensely plodding pace. Our goals, you see, are not tiny.

When we first started this project it was to do a run of three comics as indicated by industry professionals we met with at Comic Con International as being handy for developing a portfolio to show off the work of a writer and an artist in hopes of seeking industry employment. As the effort has gone forward we have increasingly realized that the Dirty Rain universe is a universe unto itself. There are pockets of information and plethoras of stories and people to unearth and expose.

So every month we ratchet up the expectations we have for ourselves and for the comic. We make certain that what we are building isn’t fly-by-night or a one shot but instead we bury the supports in thick bedrock and marshal our forces against the oncoming storm of time and tide.

Dirty Rain has evolved and we have taken our seeds and planted them in hopes that in ten years people will still be reading an interacting with the world. The characters may change. The stories may be about new locations outside of the premiere area of Nu Boston. But the world will still be there, gritty and gaping and with an intent to drag you towards the searing red light outside and the iridescent rain it leaves behind.

So, if you are anxious to see more and more Dirty Rain, then stay tuned. It might not be coming out quickly, but we are building momentum and we are pushing a lot of ideas with the power of our determination and your faithful shoulder-into-it support.

Artist: Sacking Monday’s

The Drop page 3 Pencil

The Drop page 3 Ink

The Drop page 3 Color

I have been watching a ridiculous amount of famous artists showing everyone how they digitally color comic books.  I have seen men in shirts and ties adequately describe what every shortcut in Photoshop is capable of, as well as unkept and likely unwashed individuals tell me to feel the color in a comic and let it “pop”.  After countless sessions of professional coloring advices I believe I can sum it up with, its all a bunch of crock.

I have have been creating art for different mediums for well over fifteen years.  In all that time I have actually learned very little in any of my artistic classes.  I graduated with a bachelors of Art and am finishing up a Masters that relates to the field and despite all of these courses and classes that are attempting to teach me how to better my artistic skill, I seem to have picked up very little in their walls.

I have drawn the little circles and shaded them to look 3d.  I have sketched the live models who constantly twitch and never look as good as they do on television art classes. I have held my morals strong for some pieces of art, and discarded those same morals for the chance at a bigger pay check.  In the end I have come to the conclusion that art is any shape or form is not about the tips or tricks that you are taught in art class.  It is not about the bored models they want you to draw, or the grand ideals they want you to emulate.  It is not even about the B.S. they make you spout to defend why you used certain colors or shapes instead of others.

Being an artists is about experience.  When you create a work of art you are pouring all the years of experience you have achieved out in a visual smorgasbord of blargh. You don’t spill all this experience out into every piece, but you use pieces and chunks to define your work.  When I draw a trench coat I am remembering the way it looked on that homeless man I passed while I lived in Georgia.  When I draw a subway I am using the colors I saw while traveling through the Seattle transit system.  Each place you visit and each piece of life you can remember is regurgitated into your work whether you want it to or not.  That is why when asked to draw a table to a smattering of artists in a room, you will get a different table from each one.  I think this aspect bothers writers to some degree, because you never get it quite right for them.  They wanted a table and you ended up drawing them a TABLE.

Writer: Tension

Comics, or sequential art to the high-minded, are a media that does a lot to make you do even more. Most of the action happens in the spaces between the panels and the world extends far beyond the page to create universes populated with your ideas of what is happening or has happened elsewhere. The story and art before you are merely fragments of a larger whole sewn together over time.

In creating Dirty Rain as a noir mystery set in a future where things are less than kind, I tried to take it a step further and make each page a fantastic and unknown place. Just as you digest the work put in front of you there is a wonder at how the events will spiral and change next. From the first page you are tossed headlong into a situation you don’t want to see, everywhere around you are events are unfolding that if you had your way wouldn’t be. As an audience you are subject to being complicit to events and you wonder why the hero isn’t doing much about it.

Tensions doesn’t play fair. It builds and it snaps and disregards the wants of the reader and the writer collectively. Too much waiting and the audience gets bored or feels cheated, to little and there was nothing at stake to begin with. For tension to work it has to make the seat uncomfortable, has to be a rock in the shoe, has to be the persistent beeping in the background that you want stopped but don’t always hear right away.

With Dirty Rain: The Drop, I’m hoping to introduce the world and characters to the audience in plodding, nail biting, paces. Make you look around and wonder at how this stuff got here, wonder why and why and why, but never doubt that an answer is just the next page over.

And there are answers. Woven in the threads and painted on the walls and lurking beneath the streets. You just have to turn the page and find them.

Artist: Dirty Color

The Drop page 2 Pencil

The Drop page 2 Ink

The Drop page 2 Color

Of all the steps in creating a comic book that haunt my dreams on cold nights, the coloring of pages disturb me the most.  It is not the actual coloring that causes me to wake up in a cold sweat, but there is a barrier in between picking up a Photoshop brush and awkwardly smearing it across an ink covered page.  It’s as if you are disturbing a perfecting sculpted masterpiece of black and white with your garish display of color.

I normally sit in front of my screen for a good 10 to 15 minutes convincing myself that an inked page needs color, that it cannot stand alone in its pristine inked state and that color will add so much more to the piece then it would ever have with just ink.  Usually the color wins that battle, sometimes it does not. In any case coloring a page takes the most time out of all the steps required in creating a comic page, at least for me it does.

With penciling most of your time is taken up with finding good reference and redrawing mistakes. The actual penciling is fairly quick once you know what you are actually drawing.  Inking feels like it is taking forever but is probably the quickest of the steps depending on how well you penciled the piece.  Coloring is a process of layer after layer of retouching and changing things around.  Does this color get lost in this color, do these colors complement one another, is that one too dark, is this one too light.  The list goes on and on, and at the end of the day as you stand back and stare at all the work you have done.  You realize that you can take your inked layer and start fresh and using the exact same methods as before create an entirely different piece of art using entirely different colors.

-Plumb

Writer: The Second Issue

Now that pages from the first issue are being posted online, the first issue is waiting to be printed, and the sites updates are rolling out, it is time to begin scripting the second issue.

We’ve learned a lot from out work on the first issue, processes to save time without cutting corners. Ways to make the pictures in our heads come alive on the page. Ways to communicate between the writing side and the art side of the hybrid behemoth that is the craft of sequential art.

The most helpful hint is to hit up some Google images and attach them along with the scripting when I’m looking for modifications on a certain object or costume idea. If you decide to work with someone who communicates with visuals it becomes necessary to communicate in the same vane.

The second issue is the middle of a trilogy, so as you might imagine it gets pretty dicey for our heroine. We will continue to lay down sections of the world and introduce factions and major players of the world. There number of characters within the Dirty Rain world isn’t small, but you need a lot of fodder when several of them drop dead every other issue…

Look for some interesting updates and new character bios in the next few weeks. And as we are a small group of creators, feel free to toss us some comments and questions, we will most certainly not glare at them in contempt.

Writer: Interruptus Constantus

The hardest part with being a freelance self-employed self-published creator is that nobody anywhere is watching out for your level of productivity. Whether you get up at 3 pm and eat cereal out of the box or pop up bright and early at 6 am and start pounding the keys, there isn’t anyone about to reinforce what you are doing.

Which isn’t news. This isn’t a profound set of statements about the functioning of the human condition. But it is made worse by the people around you. The structured work-a-day people who regularly get up each day, do a prescribed set of activities and then get to some leisure time. Often they perceive even a dedicated and regimented freelancer as someone who always can move things around and create an opening in an ambivalent and nebulous schedule.

Which is true on any given day. Less true when you total up all the given days and find out that someone or another has dropped by and caused interruptions for the past 28 days out of 30. And the two non-interrupted days are always the days you had off and didn’t intend to do anything with anyway.

Couple this with the fact that any given writer has an amount of time spent on ‘staring at the wall’ or ‘navel gazing’ or simply ‘looking less than busy’ as a way of processing information and stringing together ideas and suddenly even when you are working people cannot tell the difference. The mental space is shattered and you are out hours of passive work.

In creating Dirty Rain I have spent a lot of time watching crime films and apocalyptic diatribes from around the world. Sure it looks like I’m just sitting on the couch watching television. But what I’m really doing is dissecting the diagetic tropes of genre and repackaging them to present in a holistic topography of my own creation.

Or.

Or I’m just watching television.

Artist: The Process

The Drop page 1 Pencil

The Drop page 1 Ink

The Drop page 1 Color

The more and more I work on Dirty Rain the more respect I have for comic book illustrators. The process of penciling, inking and coloring is a very time consuming task and each by themselves a full time job. I have attempted to stay as traditional as possible throughout this process despite creating the whole comic book digitally. Creating a page from start to finish is running me around 30 hours a page and though I hope I can pick up the pace as I get more into the groove it is still daunting.

I find that personally I enjoy penciling the most. I am able to be a lot freer in my strokes and ideas and play around with layout and the presence of the illustration.  Inking is much more rigid, I am attempting to perfect and correct my pencil illustrations and add some of the grit and dirt of the Dirty Rain world.  Coloring is almost after the fact in some instances. With most detective worlds a monochromatic scheme dominates as artists attempt to portray the seriousness of the crime involved and the loss of color from the world from the protagonists point of view. Dealing with murder everyday takes the sparkle out of life in general.

With Dirty Rain I am attempting to show the dirt and the grit of a post-apocalyptic world but show some instances of life and color amidst the grime. Boston is a very vibrant city and I hope that in my glimpses of it you can see the remnant of that vibrancy amongst the decay of radiation and destruction.

I think Rodney wrote a great intro to the story, we get to see some of the horror of a world gone wrong right away with a sacrifice and the personal thoughts of our main character.  I hope everyone enjoys the story and the mystery as it unfolds.

-Plumb

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