The following interview with Dave Sim first appeared in Comics Buyers Guide #1267 in February 1998, and was conducted by Michael Cohen with Jimmy Gownley. Dave would have been 42 years old and Cerebus #227 would have just been published. This is the first reprinting of this interview since its initial appearance. Sincere thanks to Michael Cohen for making a copy of CBG #1267 available and for his permission to run the interview here.
FAX FROM ESTARCION
Dave Sim on the creative process, Gerhard's contribution, and whether it was all worth it.
Dave Sim on the creative process, Gerhard's contribution, and whether it was all worth it.
With justification, Dave Sim is a man who said
he's tired of answering
questions. He has done numerous
interviews in just about every
comics-related magazine and marathon on-line question-and-answer sessions, not to mention 20
years of replying to the letters
printed in Cerebus. He graciously consented to this interview but
clearly didn't want to reiterate answers he had already given time
and again; this focus is on his
creative process and the business end of self-publishing. The interview was conducted by fax from
October to December 1997.
THE MARKET FOR COMICS
CBG:
Dave, if in the last 15
years, Cerebus had turned unprofitable, what would have been your course of action?
Dave Sim:
That’s a very difficult question for me to answer --
impossible in fact -- because I had
to train myself very early to not deal in hypothetical questions,
particularly hypothetical questions about the past.
Also, it wouldn't just be me
having to decide "what now?"
since Gerhard has a lot at stake,
as well. If Gerhard is going to ask me about a course of action or
vice-versa, there has to be a genuine and demonstrable crisis afoot.
Otherwise, I’d just be interrupting
or he would be interrupting
there's. genuine work to
done.
The closest we came to any discussion like that was through the
"exclusives" war between Diamond and Capital, and Capital
subsequently going out of business. At that point the dialogue
was about "How much cash do we
have on hand and how long will it
last, at the present expenditure
rate, assuming that sales stay flat
and we have to reprint several of
the trade paperbacks?" We picked
a date about three months before
the "flashpoint" and agreed to talk
more specifically when we got
there.
When the date arrived, sales
had picked up and the slow sales
period we had come out of meant
we didn't have to reprint several of
the trades as early as we thought.
We're both pretty much in agreement that the best way to handle
any crisis in the direct market (at
least so far) is to get the next page
and the next issue and the next
trade paperback done.
Do you think price relating to value is a serious part of the
sagging market problem? You’ve
managed to hold the line at $2.25.
A change to $2.95 probably
wouldn't affect your sales, since
you’ve got a fairly addicted regular
readership. The question is: Is
$2.25 where you think the actual
entertainment value of Cerebus is?
That's a tough question to
answer without sounding as if I’m
indicting others. We've absorbed a
lot of paper increases and general
increases in the cost of doing business, because, well, in a lot of
ways I think Cerebus should still
be a buck. More than $3 in Canada seems like a lot of money for a
comic book to someone who
thought it was grand larceny
when they went from 25¢ to 35¢.
It's more important to me to know
that a substantial part of the readership would pay $2.95 than to actually have the extra 25¢ a copy in
the company bank account.
It's likely that we would have
another price increase before issue
#300, but I would hope it would be
the last one. If it's at all possible to
hold the line at $2.25, it would be
really nice to see that on the cover
of the last issue. Since Ger and I
are the ones running the show, it really doesn't matter how the price
is perceived -- too low or too high:
It's how we perceive the price. All
things considered, we both think
the price is about right. We'd have
to both decide it was too low or too
high before we would change it.
Currently what are the
payoffs to you from what you’re doing (outside of the vast fortune you
rake in)? What makes all that slogging worth it? Have you considered
what it's going to feel like when
you’ve put that last ink line on
#300?
Well, first of all, I can
think of half a dozen things I could
have done for the last 20 years 50
to 60 hours a week that would
have produced a much larger fortune than Cerebus has. I'd say the greatest reward is just having a
vehicle to explore what is possible
on a comic-book page and in the
comic-book medium. Particularly
when the story lends itself to a
new "tack" -- like Rick's Story.
Since I was intending to pull
out all the stops on the writing
side, dealing with good and evil --
or, in its context as an extrapolation of Guys, Good Guy and Bad
Guy -- in a very condensed 12-issue span, it allowed me to allow
myself as designer and penciller to
pull out all the stops, as well.
I usually restrain the designer-penciller aspect so that it doesn't
interfere with or detract from the
writing. Since the story was going
to swing very far across many conventional boundaries of -- sanity,
for want of a better word -- it was
really the first time I let my designer-penciller self completely off
the leash.
Of course, by the end of my 10-
or 11-hour work day, I'm much
more aware of being one page closer to the end of an issue, one page
closer to March 2004. My biggest
concern is getting the page completely finished so I have a full
day to do the next page. For the
last hour or hour and a half, that's
uppermost in my mind. I have to
finish this page and not mess it up
in the last hour. The second
biggest reward is getting to see
what Gerhard has done with a
page I finished a few weeks before.
That's usually the last thing I do
in my work day: go into Ger's studio and take a close look at how he
solved his problem du jour --
what he decided to change, what
he decided to emphasize, what he decided to leave "un-backgrounded".
I think it was Howard Chaykin
who said that what interested him
in other people's work was how
they solved the problems that the
page presented. With Gerhard, I
know the finish is always going to
be meticulous, so I'm usually looking past that to the thinking he
did to solve the problems posed by
the page. He's quite a problem-solver, Ger is.
Issue #300, if I don't get hit by
the Bus of Damocles, is going to be
the same as all the other issues -- finished in stages. My part of #300
will be done, then Ger's part of
#300 will be done, then the "back
of the book" stuff on #300 will be
done, then #300 will go to the printer, then the blue lines for
#300 will come back, then the
printed version of #300 will come
back, then #300 will be in the
stores, then I'll have to write the
introduction and do my part of the
cover for the trade paperback for
the last book (Cerebus #266-300
and, no, I'm not telling you the title).
Then Ger has to do his part of
the cover of the last trade paperback, then the last trade paperback goes to the printers, then the
blue lines of the last trade paperback come back, then we have to
sign the first signature of the last
trade paperback, then the last
trade paperback comes back, then
the last trade paperback is in the
stores. I think you'll agree that
that’s a long time to "feel" anything -- even if I was inclined to
do so. Relief is about the only feeling I can picture when the last
trade paperback is in the stores.
Have you seen any encouraging signs in the comics biz
in the last six months?
I'd say the only encouraging signs that I've seen have been
I with a few creators and a few retailers who seem to have decided
that comic books are inherently
and infinitely better than music,
television, movies, toys, and card
games. Very few in both cases. As
for the doom and gloom among the
comics-creator crowd, one of the
best pieces of advice I ever heard
of came from an unusual source.
When Marlo Thomas was starting
her acting career, her famous father, Danny Thomas, gave her a
set of horse blinders and a card
that said, "Run your own race". If you have your blinders on
and are running your own race, I
don't see where doom and gloom
would have an access point to you.
Cerebus The Barbarian (November 1997)
Art by Dave Sim
|
Was there a point where
you no longer needed to use outside
reference to achieve the effects you
wanted? Do you still check out how
Bernie Wrightson achieved that
‘certain lighting effect or haul out
that book on period clothing design
or dig out your Burne Hogarth
anatomy books to see what those
pesky little muscles are supposed
to look like?
I definitely don't refer to
other people's artwork nearly as
much as I used to -- in terms of
"how do I create this or that effect?" I still look at Wrightson's
Black Cat when I can -- and my
Jeff Jones Idyll collection, Eisner's
Contract With God, Sienkiewicz's
Elektra -- but more to induce a
pleasurable state in my artist personality than anything else. Mmm, mmm, good.
How much work is done
on character and costume design before you commit things to the
page?
Character designs I usually let evolve over the course of
the storyline. I used to try to do a
lot of sketches of the characters
before introducing them, but they
evolve anyway, so it just seemed
like hitting a bucket of balls out at
the driving range before going out to play softball. It didn't hurt but it didn't help enough to warrant
making a fetish out of it.
Is there a conscious shifting from writer mode to artist
mode to letterer mode, or is the creator really all these at once (as
well as editor and publisher)?
A distinction that I actually make when I'm at work?
There is a definite distinction but
I couldn't say -- in any way --
that I "make" it.
Most times, starting a page, I
either know what it looks like or I
know what it has to say specifically, but I very seldom know both. If
I know what it looks like, I start
blocking in the pictures: The artist
is "in", and the writer is dormant
or has subsided below the threshold of my conscious awareness. If I
know the specific dialogue, I start
writing it left to right across the top of the page. The writer is "in",
and the artist has subsided below
the threshold of consciousness.
In the former case, the writer is definitely dormant. The artist is
aware of the mood, the message,
the overall statement that the picture or pictures have to make but
has no internal communication
with the writer (that I'm aware of,
I should add -- it's very possible
that they're jabbering away like
rhesus monkeys below the threshold). The artist just keeps going
until he's reached a plateau. If the
artist is temporarily lost or satisfied with the "blueprint", the writer then takes over, using words to emphasize what the artist has rendered.
Usually, the writer and the letterer alternate at this point. The
writer is doing various readings of
the dialogue while looking at the face that is going to say the dialogue. The letterer is looking at
the same face and is translating
the words into characters --
glyphs -- of different sizes,
shapes, and textures.
Likewise with the balloons. The
alternating either leads to a
smooth narrative flow, or it just
isn't happening. Often it goes back
to the artist then. The writer and
the letterer give the artist the best
"reading" they can come up with,
and the artist takes his cue from
that. Everything is in service to
the writer, though. He's the final
authority -- which is why it's
carved in stone that the artist and
the letterer don't do anything except the simplest guidelines until
the writer is satisfied.
Otherwise, a pointless debate
ensues with the artist or the letterer defending a really cool face
or a really cool sound effect that
they are loathe to erase while they
try to persuade the writer to make changes to suit the needs of a
backlit silhouette the artist wants
to ink. If the writer says "erase it",
the artist or letterer has to erase
it. A few times the artist has kept
going and had to put the page
aside and start over, having wasted several hours of his and the
writer's time. The writer has my
dad's motto: "Be reasonable; do it
my way."
The writer always wants to say
more on the page than the page
will comfortably accommodate.
Writing one page a day is excruciating for a writer, which is why,
although the writer is the final authority, the actual final authority
is the story which is housed inside
the writer. A lot of times the narrative flow is going to be served
best by one small word in one
small balloon. Very tough on a
writer when all he gets to write
that day is one word -- which he
then has to write out 20 different
times in 20 different spots until it
suits the artist. The writer would
definitely rather be digging ditches at that point.
Is inking just a technical
exercise, or are creative decisions worked out at that stage?
To me, describing inking
as a technical exercise is like describing championship figure skating as "sliding around on the ice".
I don't think there are many creative decisions attached to it.
I find good inking to be all self-confidence and confidence in the
creative decisions that have been
made in the pencilling stage and I
think it's difficult, if not impossible, to have the required level of
self-confidence if you're still making creative decisions.
I'm curious how you rate
yourself as a comics artist. Do you
feel you’re in the same league as
Steve Rude, Jaime Hernandez,
Mark Schultz -- that on a pure
drawing skill basis you're one of
the best? Immodesty here will be
forgiven.
I can't say that any of the
names you mentioned intimidate
me. Like, "How embarrassing to
have my work on the same shelf
as these giants, these masters."
Rude and Hernandez have a far
more austere line than I prefer.
Mark Schultz is consistently the
best of the Frazetta-Williamson
school. That school didn't graduate
until Wrightson's Black Cat story,
from where I sit. It's all just personal opinion and personal preferences.
The last time I was actually
jolted by someone's work was David Lapham with the first few issues of Stray Bullets. Even though
I couldn't use it for anything, I
thought he kicked the austere-line
school up another grade or two.
The latest issue of Bone (#29, I
think) has kicked the austere-line
school up another couple of grades
from there. You can't fake lines
like that. You have to know what you're doing.
I think all cartoonists
have experienced the feeling of being creatively stuck on a certain
level, and, no matter how hard we
study, we can't make any improvement. Then suddenly we're doing
the best work of our lives and we've
magically moved up a level. Do
you experience this phenomenon
and, if so, do you have an explanation for it?
Oh, sure. That's really the
"sweet spot" that I'm looking for
when I'm easing up and bearing
down in reaction to sweating and
straining and being too casual. I
once heard from someone that
Mickey Mantle said that of the --
I don’t know how many -- career
home runs he had, he only got all
of the ball on two or three occasions. They talked about it during
one of the World Series games. Evidently, when you get the ball
square on the sweet spot on the
bat, you don't even feel the impact, it's that pure, that clean, that
sweet.
In my experience, if you continue to focus on easing up and bearing down when you hit one of those stretches, it makes them
last longer. Hemingway's immortal advice also applies: Quit when
you're going good. Don't pull an all-nighter, milking it dry. Walking
away from the board in a state of
peak confidence is going to do
more for tomorrow's work than trying to do it all today.
You're able to portray an
amazing variety of subtle facial expressions. Where did the information to achieve these evocative expressions come from? Are they
something you just visualize? Is it
from close observation of people?
Mugging in front of a mirror? Or
is it trial and error on the actual
page?
Trial and error with occasional inspiration. I'm sure you
know the "sweet spot" I'm talking
about. Everything -- mood, message, statement, expression,
words, word shapes, balloons, texture, contour, composition, location of blacks, and linework --
everything just lands on the page
the way it's supposed to from the first pencil line to the last cross-hatching stroke. Siiighhh. Uh!
Where was I? Oh, expression,
right.
I definitely mug into my interior mirror. What does that expression look like? I don't have a mirror by the drawing board but I do
tend to try out the expression and
then follow the lines on my face
(it's getting easier to find the lines,
by the way) with my, fingertips. "When I go like this, what muscles
are pulling, where are they pulling
from, how hard are they pulling?"
etc. If it takes me an hour to capture Rick wincing, say, my face
will hurt from wincing by the time
I'm done. Visualization helps. Micromanaging helps, as well: treating it as if it's a page, getting all the elements there in light pencil
before I even consider tight pencilling.
I think one of the things that
keeps a lot of guys from really
working with expression is the
pretty female face. I don't know
who I heard the rule from, but
anything more than a few lines on
a woman's face was considered a no-no for years. Lines = ugly; no
lines = beautiful.
You could get away with a few
more lines on a man's face, but
only a few, or the contrast would
be too startling if you had a man
and a woman in the same panel.
Foster seemed to come closest to
the solution and he still worked
with a very limited range of lines
when it came to faces.
Raymond opted for no lines and
no expression on either men's or
women's faces with Flash Gordon
and seemed to modify Foster's solutions when he started Rip Kirby.
Williamson seemed to take the
best of the Flash Gordon Raymond
and the Rip Kirby Raymond.
When Neal Adams arrived in comic books, he seemed to say, "Oh,
the heck with this", and leaned
way into the "forbidden dichotomy" -- lots of lines on men's faces
and few or no lines on the women's
faces. Why not? On arrival there
was no one in the comic-book field
who outranked him in the pencilling, composition, realism divisions.
He'd achieve the balance
through trade-offs -- an extreme
close-up of a woman's face so he
could put more lines in without violating the basic contour. A lot of it
went into the mouth. The cheek
was a clean brush line and there
was nothing between the cheek
and the mouth, where he would
elaborately render the relationship between the top and bottom lip, the relationship between the
lips and the teeth. Of course, inside of two decades we had the Image boys showing why the dichotomy was forbidden. The men and
women look like two difierent species -- gazelles and elephants, no
less.
Do you think that good
graphic storytelling is a combination of good writing and good illustrating -- or is it something
that could be independent of those
technical skills.
Well, "good" is a very subjective thing. I think the seminal
point or area of creation is a mystery to all of us. "Where do you get
your ideas?" Consequently, the seminal point or area does exist
apart from the technical skills; then the technical skills are
brought to bear in putting that
seminal point or area down on
paper.
It always suffers in the translation, doesn't it? I know the creative work that I prefer -- and Roberta Gregory is a good example
-- is the work that retains enough of that seminal point or area of
creation that, no matter how much
is lost in translation to the original page, enough is "nailed down"
to make it very worthwhile. Ralph
Kidson's work is right near the top
of my list of favorites.
I certainly wouldn't use Naughty Bits to brush up on my anatomy. But there is certainly more
authentic portrayal of women in a
single issue of Roberta's work than
in the last five years worth of, say,
Cosmopolitan.
Could you explain a little
bit how you go about designing,
drawing, and coloring your covers?
Very much at odds with
conventional thinking, I design
the cover so as to give away as little as possible about what the issue is about -- nothing about
what the issue is about, if I can
manage it. I like the cover to have
significance only alter you've read
the issue. Ideally, I should be done
with the previous issue before I
have to come up with a cover for
the Diamond solicitation -- finish page 20 of issue #228 the Friday
before the cover to_#229 is due in
Timonium.
I have no idea how Gerhard colors the covers. But I think he does
a great job.
Cerebus is a work that is
extremely complex, both in form
and content. How do you balance
the desire for complexity and detail
with the "need for speed"?
With excruciating difficulty. This is definitely a game for
guys in their 20s and 30s.
I console myself continually
that the two full decades are done
and that I will never again have to
do a full decade of a monthly comic book. The back cover of issue
#225 was only a slight exaggeration. I'm more than a little dazed
every night when I leave the studio. Given that I don't have the
stamina I used to, I have to wonder if I have seven years of stamina left. Since I wasn't issued with
a stamina gauge when I started
this little experiment, I guess it
will take about six years and 11 months to know the answer.
Cerebus At The Local Tavern (Commission, 2001) Art by Dave Sim and Gerhard |
How has your working
relationship with Gerhard evolved
over the years?
I wouldn't say that the
working relationship with Gerhard evolved at all. The first day he
was working in the studio on the
first page of issue #65, he did a
really half-assed job because he
was so intimidated. I wasn't happy
with it, and that was nothing compared with how unhappy he was
with it. I basically said, "Well, we'll try again tomorrow."
He got over the opening-night
jitters pretty quickly; then it was a
matter of both of us learning contrast. The characters came out more if I stuck to mostly white and shades of gray and left him
black and shades of gray. I had followed the ongoing debate about
creators' rights for many years
and, on the creative side, that
seemed to come down to jurisdiction. Good work comes from confidence, and confidence comes from
jurisdiction: turf.
Apart from telling Ger or doing
a rough sketch of what I pictured
in the background, he had to have
complete jurisdiction over the
backgrounds or he would have no
source for the necessary self-confidence and couldn't, as a result,
produce his best work.
I think that's a key point that a
lot of people miss. We don't produce the work together; we produce it separately. I don't think
the team would've lasted five
years, let alone 12 years (and
counting), if Ger had to come running into my studio every time he
put something on the page for my
approval. "No, the flying buttress
has to be more open. That cross-hatching is too tight; the window
should be taller; the building
shouldn't look that old; it should
be more of a Tudor style."
It is evident that Gerhard's role has grown over the years,
from "Backgrounds by Gerhard" to "Cerebus is copyright Dave Sim
and Gerhard." How did Gerhard's
position shift from assistant to co-creator and co-copyright holder?
On the business side, the
creators' rights thing figured
prominently. As we got to a point
where Ger had worked on the majority of the Cerebus pages (issue
#130), it seemed to me unethical
to continue as employer/employee.
Any business decision I made
would affect his 10 years of creative work, so it was only ethical
that we became business partners. We have a mutual veto over decisions. If we both don't agree, then
we keep going the way we've gone up until now.
ON THE FUTURE
Have you had any success in marketing Cerebus overseas (non-UK) and will you pursue this in the future?
No, Ger and I really have no interest in translations. How would you translate Harrison Starkey's Liverpudlian lilt into French? Even assuming it could be done, how could I verify any translation, being unilingual? Who would do the lettering? The biggest obstacle is the loss of control, speaking for myself. To self-publish a translation I would have to start a foreign company, hire people to run it, etc. Otherwise, I would just be a cartoonist signing a contract with a publisher, which I ruled out as an option a long time ago.
Do you think the lack of a single definition for the much abused term graphic novel is detrimental to the maturation of this art form?
As I said before, I consider Cerebus to be a graphic novel, and think a persuasive argument can be made that a lack of a definition of what is and isn't a graphic novel could very well be holding us back. It would be pointless for me to define what a graphic novel is, in my view, because I'm so far removed from the popular viewpoint on the subject. It would be like asking a guy who makes 80-pound pizzas how much a pizza should weigh to be called a pizza. If your own preference as a creator is for graphic novels of 200 or more pages, then I think you should do graphic novels of that length and forget about what other people are going to call them. you could probably finish writing and drawing several of them before anyone begins to discuss the subject seriously.
I conceived Cerebus as a graphic novel of 6,000 pages, because I believed and believe that it takes at least that number of pages to even aspire to the structural validates of a really good prose novel. I haven't changed my mind. Cerebus is a graphic novel that is three-quarters completed, in my view.
There are funny little side-shows, of course. Gary Groth has declared Cerebus invalid, because it's "a comic book about an aardvark". By the same logic, Maus is "a comic book about mice and cats". All I can do is smile. As Capote said, "The dogs howl but the caravan rolls on."
2 comments:
Thanks for posting this AMoC and to Michael for allowing it to be posted!
For those curious who don't have time to look - Cerebus' last issue did indeed have $2.25 US on the cover.
Fun interview.
Might I add that that drawing of Cerebus holding a brew is probably the best visual depiction of the feeling of krunk that I've ever seen.
-Wes Smith
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