Page 7

July 25, 2011

Keeping in mind the criticisms I outlined in my last post I deviated from the script briefly to make the page you see above.

First and foremost I wanted to demonstrate some of the experimentation and noir stylings I promised in the planning stages. Scenes like this will feature more later in story but I felt that after the last module’s feedback providing an example of my intentions would be a good idea. There are other more substantial reasons for this addition aswell; I formerly spoke of a concern that introducing more heavily stylised elements later might seem jarring, appearing to be a complete change in style rather than a natural progression. Ideally this page will sooth the issue, easing such features in rather than snapping over at the drop of a hat.

In terms of narrative this also addresses a few minor concerns. Besides breaking up the scenes with Curt and providing a momentary change of pace, it also brings Scratch back to the reader’s attention after a short rather than long absence. The page is intended as a reminder she’s also on the way to the same spaceport for an as yet unknown purpose. Much like the stylistic elements it’s all foreshadowing for what’s to come.

As my research would suggest I borrowed art ideas from 100 bullets and Sin City most prominently here, taking a creative risk and using techniques I’m not so sure-footed with, eschewing detail in favour of stark light and shadow compositions. I wouldn’t say the lighting is exactly realistic, but it does remain plausible thanks to the tight alley – providing just enough credibility for heavy shadows in an artificially lit setting. Originally I’d planned to highlight more of Scratch’s face, but opted for an almost complete blackout as thematically it seemed more appropriate; with her motives as yet undetermined shadowing her features projects a disturbing sense of ambiguous menace, the only discernible parts being her prosthetic implants/replacements and a pair of determined eyes. Determination for what remaining to be seen.

While I’m happy with the overall impression the page gives I do have a few minor issues with it all the same. The figures themselves turned out pretty nicely but it feels as though too much space is wasted on the right side of the composition. Given the diagonal direction of the light it makes sense that the wall would be blacked out, but all the same if feels like more could have been done with that general area. I flipped parts of the panel layout and toyed with the idea of putting text bubbles in to the fill the space but ultimately there’s not much I can do to fix it. It does give the page a sort of stark intensity which I like but in future I should be more mindful of how I use the space.

Minor faults aside hopefully the page doesn’t do anything to upset the pacing of the main narrative and enriches rather than weakens the overall reading experience. I’ve got some way to go nailing down the exact style but at least now I’ve made a genuine stab at it.


Page 6

July 20, 2011

With this page hopefully we’re starting to get a bit more insight into Branch’s social workings. Besides an implicit suggestion that the cyborg population are confined to the station there’s also the matter of the word itself being taboo.

The main inspiration for this idea harks back to a college english lesson considering how formerly acceptable words gradually acquired negative connotations according to social conditions. For example, consider the word ‘spastic‘ and the negative connotations its garnered through continual misappropriation. Similarly the development of politically correct terms from ‘crippled’, ‘handicapped’ and ‘disabled’  to ‘having a disability’ might also be compared. It fascinates me that new wording designed to be acceptable nearly always accumulates the same unpleasant meanings given time.

An additional influence on this page was a story I heard from a foreign friend who – upon arriving in England for the first time – unwittingly used a racial slur deemed acceptable in their home country onboard a crowded train carriage. Similarly here, I wanted to highlight Curt’s ignorance of Branch’s customs by showing him put his foot in it a bit, while indicating troubled history behind the station and the cyborg itself; a sort of mass resentment and denial of the problems which surround them.

On the art side of things I’m quite pleased with the last panel depicting the camera/scanner view. The HUD was hand drawn like the rest of the linework (colours aside) but I inverted it to white in order to make it stand out and lend a believable sort of computerised quality. Besides that I’ll admit that the backgrounds are a little lacking this time around, though with more panels and pressure to speed up production it was pretty much inevitable. Much as I hate cutting corners I have to be realistic about what I can accomplish.


Page 5

July 8, 2011

Since I’ve been playing it safe with my colours up to this point I thought I’d try something I little more adventurous for this page to trigger a shift in tone. I figured that an orange lighting scheme would build upon the brown-grey complimentary pallette I’ve been using, while signifying a worrying furnace-like quality to the airlock: a signifier of bad things to come if you will. On a more basic level I’m also hoping it introduces more visual variety after the sterile (and frankly boring) pink-blues of  the docking tunnel.

I should also mention that I altered and cut down most of dialogue from the script here, as on second reading it just didn’t seem right. Originally the crewman spewed a load of techno talk about nausea and the compartment rotating but it occurred to me that a bored longterm employee would be unlikely to explain the science to such a tiny group of arrivals. Much as a bus driver doesn’t tell you to mind the step or explain the fares every time you board, so a station worker would be unlikely to bother with a lecture everyday.

On a more general note the backgrounds turned out nicely this time though character poses and anatomy came out a bit rigid – definitely something to work on improving in future pages.


Page 4

June 15, 2011

About time this thing saw an update.

Looking at the script now and the pages created thus far I have to admit this is something of a slow start; however I am going somewhere with these scenes as they’re establishing key aspects of the setting and giving overall context to what follows. Continuing from the last page’s character introduction, I’ve attempted to add some unease with the moment aside in panel 3 while I’m also quite pleased with the almost symmetrical look of the lower page and background.

I had to make a few tweaks in my working method again, mostly to accommodate the new method of creating dialogue but it’s definitely sped up production time and saved me a lot of trouble.


Font Upgrade!

June 8, 2011

Having finally got my hands on a workable program, I’ve been able to convert my font into a TrueType file and spare myself the hassle of cutting and pasting letters in one by one. Naturally this will save me a lot of time making pages but I also took the opportunity to refine my text into something a little tidier.

As the before and after hopefully shows I’ve cleaned up the lettering and resized it for an altogether more even appearance while keeping the slightly rough edged, hand-drawn look of the original scrawl which I desired. It strikes me as an improvement since it’s more legible now, while the old version seemed a little too broad giving the unfortunate impression characters were shouting at each other.

Thanks to Havi once again for helping me out on this one :)