Tuesday, August 13, 2013

New Steampunk World Begins in Lantern City Prequel Rise

Illustration from Rise, art by
Section Studios
Last year after San Diego Comic-Con, I interviewed Matthew James Daley, the writer of Lantern City, a steampunk inspired TV series he is developing with co-creators Bruce Boxleitner and Trevor Crafts. This year, after making the rounds of conventions all over the country, they returned to SDCC to announce Rise, a prequel novel.

Aside from my interest in the story and design, I am fascinated by the production’s strategic decision to build a grassroots following in the steampunk and sci-fi communities through social media and the convention circuit, which has worked for Sanctuary, a series that may have appealed to a similar audience. 

Lantern City is a walled city located in the parallel world of Jalta, which is ruled for better or worse by the Greys, an authoritarian dynasty. Love, politics, intrigue and opportunities for exotic steampunk inventions abound. Rise, a profusely illustrated prequel, tells the coming of age story of Isaac Foster Grey, and how and why he founds Lantern City. Here’s Matthew Daley talking about Rise, and how it fits into the Lantern City universe (warning – spoilers within):

KM: The illustrations are gorgeous. How did you connect with Section Studios ? What was your collaboration with them like? ("making of" video)

MJD: We first started working with Section Studios last year. They created all of the concept art for the television show and it was a natural progression for us to continue working with them.
    For Rise, they brought in twelve artists to complete the drawings. We met a number of times to hash out ideas, go over sketches, and finalize the finished product. It was a great collaborative effort and I’m extremely proud of all the hard work people put into it.

The Streets of Lantern City. Concept Art by Section Studios.
 KM: I love the descriptions of the steampunk style tech in parts of the story. Did your steampunk community advisers contribute to this?

MJD: They did not contribute to it, so I take your comment as a compliment. My approach to the steampunk elements of Rise were to think about where the technology was during the time period of the show and consider what the seeds of those ideas would be. Rise takes place about 115 years prior to the start of the show. The technology cannot be the same. Look at how advanced technology can become in a span of ten years, let alone 100, so things could not be too advanced.
    Another element to this was that the country where Lantern City is built, Hetra, is an isolated nation. They are more primitive than other cultures within the world. That’s one of the reasons that there is greater technology in the form of steampunk designs introduced later in the story.

KM: Since you mention that timeline, why did you feel it was important to publish a prequel novel?

MJD: The world of Lantern City is well established at the beginning of the show. There is a lot of the world that should be explained, but the television series is not the place to do this, so books work well. Rise and all follow-up books will show fans how Lantern City came to be. Seeds are planted early on that slowly germinate over decades. The prequels also help fans familiarize themselves with the world of Jalta.

Illustration from Rise, art by
Section Studios
KM: In Rise, you take the main character, Isaac Foster Grey, on a real Joseph Campbell journey, complete with revenge, sacrifice and hard moral choices.
   
MJD: Many writers are indebted to the research and writings of Joseph Campbell. His work is invaluable and I am a great admirer of The Hero With a Thousand Faces, The Power of Myth, and Pathways to Bliss. Besides Campbell, I have also found The Golden Bough by James George Frazer and The White Goddess by Robert Graves to be invaluable resources. In fact, these are better than any how-to writing book, other than The Elements of Style by Strunk & White.

Throughout the course of Rise, Isaac is ages eight through sixteen. One of the things that I worried about was making a sixteen-year old a believable adult; another layer to that was making Isaac a remarkable adult. He becomes a leader at such a young age and I attribute this to a few things. First of all, his circumstances are unusual. Few people experience so many things at such a young age. This forces him to mature much quicker. He is pushed to the extremes in many situations and, even when coming through scarred, he still makes it out alive. Secondly, he either is responsible or feels responsible for what has happened to him and his family, and instead of recoiling, he takes it upon himself to change things. Thirdly, he is destined for greatness. Circumstances might have sped this up, but he was always bound for amazing things.

KM: You set up a stark contrast between the personalities of Isaac and his brother, and then had Isaac kill his brother in an almost Biblical manner. This won approval from the fearsome natives, and also estranged him from his mother, setting him on his path in the military. Why all these traumatic events?
   
MJD: It was absolutely necessary for Isaac’s arc that he did something drastic that would haunt him the rest of his life. He has some guilt for not interfering when his father was killed, but it is nothing compared to the burden of killing his own brother. It certainly does have Biblical weight to it and that isn’t an accident. It was important to have the brothers be very different people. Readers will side with Isaac up to that point; the brother’s traits are slowly revealed and readers will become more sympathetic toward him just before he dies.

KM: I'm fascinated by the mythology you've developed with the Gods, spirit & animal guides, and mystical occurrences. It seems that Isaac has to conquer the land itself before he can help his people. What is the importance of the Gods & destiny in this world.

Matthew J. Daley at SDCC
MJD: Religion is essential to every society and it is no different in the world of Lantern City. One of the first things I did when I started to build out the world was to consider the different religious beliefs.
     I wanted to create an interesting dichotomy with traditional versus new beliefs. Isaac wants to believe in some of the old beliefs, whereas his father has no interest in them. Isaac’s desire for belief stems from many things: age, desire, circumstances, and ignorance. His beliefs will be explored further in the subsequent books.   
   The nature-based elements of Rise were extremely important to me. Lantern City is an industrialized megatropolis. Since Rise takes place before Lantern City exists, it was essential to show the conflict between the emerging industrial urban landscape and the natural world that had existed for thousands of years. There is a great fear of nature among most of the people in the story. This is not true for Isaac, even though he must face his greatest tests within the natural world. Before Isaac could become the founder of one of the greatest cities ever, he had to become a man in the natural world. This makes him more prepared, stronger, and more adaptable than most of the people he encounters.
    This is very similar to cultures that require young men to go into the wilderness, complete a task, and return as men. In a sense, this is destiny, because if you survive, you have a set of skills and experiences that set you apart from others. Technically, Isaac wasn’t forced into the wilderness, but that is where his destiny took him. Eventually, he will have to return to fulfill his destiny. 

KM: There are many myths about defeating an enemy/powerful animal and eating its flesh to absorb its power. Rise adds another with the story of Isaac and the Korbear.
   
Illustration from Rise, art by
Section Studios
MJD: I have always loved survival stories and stories pitting man against nature. Fiction has a way of romanticizing intense and often deadly encounters with nature and all that she contains. One of my favorite films from last year was The Grey. There are many reasons why I enjoy such works, but one of the primary reasons is that such experiences are foreign to me. I’m grateful for this, of course, though my fascination for such tales never wanes.
    As far as Isaac and the Korbear, I wanted to pit him against a nearly impossible force of nature in order to bring out his warrior side. He possesses savagery, as displayed when he kills his brother; he also has formal military training, but neither of these make him a warrior. It was absolutely necessary to have his back against the wall and his only chance for survival result from a total transformation. Another trick with this element of the story was to create an animal that was familiar enough for readers and yet still original. Hence, the Korbear. It’s bigger, more agile, more aggressive, and more vicious than our grizzly bear. To emphasize this I showed the Korbear defeating what seemed to be Isaac’s greatest threat, the White Wolf.
    Isaac’s eating the Korbear’s raw flesh was essential too, because it added both a spiritual element and a level of respect. This isn’t killing for the sake of killing or for sport: this is to survive. Finally, it was important to me that nobody witness Isaac’s feat of killing the Korbear only because it adds to his legend. Anyone that hears of the story will wonder, “did he really do that?”

KM: Let’s talk about the visual theme of lanterns. They pop up everywhere, from the title to technology. What do lanterns symbolize to you?

MJD:    As far as the use of lanterns in the world of Lantern City, it offers hope, it represents the possibilities of the unknown, and it is proof of progress. I hope that the symbolism isn’t offensively obvious.

KM: I thought it was interesting that you use a lantern as a portal between our world and Jalta. In Rise, it seems like the destination at the end of the portal is not entirely controllable. Whether it’s a technological flaw or the hand of the Gods, your characters will risk ending up in places they didn’t plan on.

MJD: It is something that isn’t discussed at length with the books or the show, but it is actually a bit of both. Each lantern will be based on the original blue prints, but built by someone else; since it is handcrafted, it will never be the same as the original (whether it be the actual parts or some of the details of the design). The world in which Lantern City takes place is scientifically advanced, but there are things that cannot be controlled. Those that want to push the boundaries must take leaps of faith through the portals.

KM: It was a refreshing contrast to hear the voice of Spruce, a person from our world circa 1970’s, react to what he sees in Jalta. Isaac, and generations later, Killian, will be aware that another world exists.  It’s intriguing to me that the ruler of Lantern City would be one of the only people that knows about the existence of our world.

Rise Book Cover.
MJD: What sets the television series in motion is three people from our world being transported to the alternate world of Jalta (known only to them, and a majority of the residents, as Lantern City). As soon as I was brought on board the project, I began to build out the history of the world. Through this, I developed what would eventually become Rise. The prequel books could certainly work well without having any dimension crossing, but it enhances the history and ties them into the television show. Readers need to know that the prequels will pay off while watching the television series and one of the best ways is to introduce this dimension traveling aspect.
    Readers don’t know much about the Spruce character by the end of Rise, though I hope he is memorable. He is obviously paramount to the founding of Lantern City and helping Isaac become the leader, but he is not motivated to rule alongside Isaac. His agenda is getting back to Earth.
   He is from the 70’s because he was a pilot during the Vietnam War. Having fought in that war prepares him for the chaos he faces in Jalta. I originally wrote him as a scientist, but he needed to be able to escape from a powerful army and fly airships; hence, he became a pilot. He could not be from the present day because he is transported to an earlier time in Jalta, whereas the character on the show will be in a more modern Lantern City.

KM: I saw a blurb on-line that there could be one or more prequel books like Rise. Can you hint at things to come?

MJD: There is great potential for a series of books. I have outlined six more books that are separate from the series and could potentially even write the television series as an epic cycle of books. The idea was born as a television show and it has grown to be much more.
    One of the benefits of books is that you can really expand the world and characters. All of the possibilities are exciting to all of us because building the world is so much fun.


Thursday, August 1, 2013

SDCC 2013 - Robert Williams & the Wheel 'O Fangs

Sculpture by Robert Williams.
Photo by Lord Cheez
One of the most stunning pieces of work on the SDCC exhibit floor was this huge wheel of teeth/fangs by Robert Williams displayed at the Gentle Giant booth. They had it situated so that you would be directly confronting it by walking toward it through one of the entrance doors and on the main aisle.

Meyer, Reynolds, Williams, Vitello & Stout
 At Williams' spotlight panel, the right people were there to discuss a whole overview of his career: Fellow cartoonist William Stout; Gwynned Vitello (president of Juxtapoz & Thrasher); Eric Reynolds (Fantagraphics, who will soon be publishing the collected Zap Comics) & Karl Meyer (president of Gentle Giant Studios). While everyone got a few remarks in at the beginning, it soon became clear that everyone wanted to know what was up with that sculpture on the floor. The panel became a conversation between Meyer and Williams about his goals and the process of creating the sculpture.

Williams said "My goal was to do something no one has seen before. Action & color to attract attention and get a reaction. The wheel is about that momentary feeling of not wanting to stand in front of it."

Sculpture by Robert Williams
Williams continued on, talking about the painstaking process of creating it. He plotted it out with a computer tech from his drawings. From this they generated a scale model. Williams worked on the model, revising. They scanned the model and generated a full size version out of foam. Williams revised this one, adjusting and adding pieces. The foam model was cut into pieces, cast and reassembled. Williams perfected the sculpture and began painting. Williams talked about the importance of underpainting, and how he built up transparent layers of color to give in depth and immediacy.

Here's a good interview by Kenny Scharf about Williams' sculptures on Juxtapoz.

SDCC 2013 - A Couple of Neil Gaiman Stories


Neil Gaiman
Neil Gaiman on meeting Will Eisner early in his career at the Will Eisner Tribute panel (joined by a stellar group: Paul Levitz, Denis Kitchen, Scott McCloud & Jeff Smith): "When I was getting into writing comics, I learned from Comics & Sequential Art. I gave Will a copy of Signal to Noise in an elevator. He was always supportive of young artists & writers... You would excitedly tell him about a brilliant new idea you came up with, and he would nod & listen, and then say "yes, when we tried that back in 1947, it didn't work because..."

Neil Gaiman & Denis Kitchen
At the Annual Kirby Tribute panel (another stellar group: Attorney Paul Levine, Mark Evanier & Tony Isabella), Neil talked about his first experiences with US comics as a child: "I was 7 when Marvel started reprinting anthologies... a few years later my Dad gave me a big box of Marvel Comics... Years later, I asked "Dad, where did that big box of Marvel Comics come from?" He said, "I'll tell you," and then a few days later he died. I never knew."

Neil Gaiman & Tony Isabella
Gaiman said he was particularly intrigued by the ads in the comics, "how do Father Sea Monkeys smoke their pipes underwater? How did the Americans get the technology for x-rays spectacles and make them so inexpensive that children could buy them for a dollar? If I could only get dollars in the UK, I could find out"!

Eisner panel - Levitz, Gaiman, Kitchen, McCloud, Smith
Kirby panel - Levine, Evanier, Gaiman, Isabella

SDCC 2013 - Archie Abroad

US Pop Culture Abroad -
Cesare Asaro, Kirstie Shephard,
Harold Buchholz & Adam B. Finer
I admit that I have not kept up with Archie Comics. I know people that collect & write about Archie with real passion. I was a fan when I was young. I read the books, watched The Archies and the Josie & the Pussycats spin-off on TV. My mom even took me to some obscure skating rink/performance space in Hart, MI to see an afternoon concert of “The Archies” on tour when Sugar Sugar was a big hit. Looking back on it, I can only imagine what kind of tour this must have been, driving by bus from tiny town to tiny town playing fairgrounds, parks and small venues all over the country. Small children screaming at the top of their lungs as soon as the do, do... doo, do, do... of Sugar Sugar started. Those performers must have had nightmares for months afterward. I digress...

I had no idea, but according to the international marketing specialists on this panel, the 1950’s and Archie are the idealized perception of America in a lot of countries.  Kirstie Shepard (Curio & Co.), the moderator, told us that 1950’s America has positive cache around the world, and that their most successful international campaigns reference vintage ads. She said (wild understatement) that there is a big difference between perception and reality.

Other interesting commentary from these panelists, who included Cesare Asaro (Finding Frank & His Friend); Harold Buchholz (Sr VP Archie Comics) & Adam B. Finer (Universal Pictures, NY Film Academy): 
  • Happy Days is very popular in Italy because it reminds people of the liberation after WW2.
  • In some markets, Captain America is called “The First Avenger.”
  • The international market is quickly overtaking the US market.
  • Internationally, people don’t always get the punchline of a joke, but visual humor translates well in most regions.
  • We have so many sequels because companies are buying name recognition. Marketing an unknown property is very expensive.
  • Japan is the first post-apocalyptic country, and is obsessed with Robots! Robots! Robots!
Harold Buchholz (Sr. VP Archie Comics) explained that Archie is absolutely equated with US pop culture. People read Archie to try to figure out what it’s like to go to high school in the US.  Archie is the most popular foreign comic in India. The Best of Archie 1,000 page collection is the #1 best selling juvenile book in Canada. He explained that large compilations like this include stories selected from the entire run of Archie from the 1940's to the present. An Archie social media game is #1 in Nicaragua. This Halloween, they are publishing a book called Afterlife with Archie (trailer) by Roberto Aguirre-Sacasa (Archie with zombies).

Monday, July 29, 2013

SDCC 2013 - Considering the Zombie Apocalypse

I've always been mildly curious about the zombie apocalypse. Aside from the absurdity of it, I am really curious why current pop culture seems relentlessly obsessed with zombies and post-apocalyptic settings. I've gone to panels at PCA/ACA and heard sincere academics talk about films like Zombieland in brain-melting theoretical terms and left feeling as unenlightened about this phenomenon as I was when I walked in. So, when I went to the Apocalyptic/Zombie: It's the End of the World as We Know It panel, I wasn't expecting much. I was very pleasantly surprised.

Sagers, Browne, Mogk, Cole, Stenson, Averill and Yancey
Moderator Aaron Sagers (MTV/CNN) herded a group of thoughtful,witty, snarky and outright funny authors of the genre through a wide ranging discussion that would frequently crack up the whole panel, and the audience. Every time anyone would say something serious about the mythology/theory of zombies, the entire panel would bust out laughing over the absurdity of the idea. The authors included S.F. Browne (I Saw Zombies Eating Santa Claus); Matt Mogk (Everything You Ever Wanted to Know About Zombies); Nick Cole (Old Man & the Wasteland); Peter Stenson (Fiend); Alan Averill (The Beautiful Land) and Rick Yancey (The 5th Wave). Commentary was fast and furious. In my notes, I was unable to keep up with who was saying what. Still, there were some good thoughts:

Why are zombie/post-apocalypse projects so popular?
  • You can do anything. All the rules are gone. Nobody is going to say "don't steal that helicopter."
  • Working out anxiety about nuclear disaster
  • Zombie stories are not about monsters - they are about you. Siege stories.
  • Zombie movies are among the cheapest to make: one trashed out location, a bunch of friends and a make-up team and you've got a movie.
Modern zombie movies adapted from vampires and the voodoo zombies. Romero's Night of the Living Dead was inspired by the novel I am Legend.

Why do zombies crave brains or eat people in general?
  • It's not logical (laughs). A zombie's mouth can not open wide enough or bite hard enough to get through a human skull.
  • Appropriation of bodies/community.
  • Virus wants to replicate, drives them to continue.
Important survival skills?
  • Example of Katrina - New Orleans a beautiful city full of lovely people - but it became Thunderdome in 3 days.
  • Darwinian. Survival of fittest.
  • Need to stockpile things you can barter
  • Knowledge you accumulate most important. How-to's of fixing things, what you can eat, first aid, survival. 

SDCC 2013 - CAC Defines Superheroes

CAC co-founders
Peter Coogan & Randy Duncan
Got pulled in too many directions, and didn't make it to as many of the Comic Arts Conference panels as I would have liked this year. The two I saw were really excellent!

The first, Geek Therapy: How Superheroes Empower All of Us, explored the many different ways people are using the good qualities of superheroes to inspire and empower people to heal mentally and physically.  I was pretty surprised to see the conference schedule show up on Psychology Today (posted by panel moderator Travis Langley) but SDCC has become such a media behemoth you can never predict where it's going to appear anymore. Panelists included Patrick O'Connor (Chicago School of Professional Psychology; Comicspedia) and Josue Cardona (Geek Therapy Podcast), Laura Vecchiolla and Elizabeth Smith (also from Chicago SoPP), and Frank Gaskill and Dave Verhaagen (Southeast Psych).

Many beautiful stories, and a welcome emphasis on the positive traits people can connect with enhance their lives. I loved the question, "What is right with people?" (as opposed the usual "What is wrong?") and the effort to build on the positive traits a troubled or ill person might already have. Positive superhero traits were listed as resiliency, strength, courage and overall happiness (the traditional Superman is used as an example).

What is a Superhero? Peter, Robin,
Stanford, Dana, John & Randy
The second panel, What is a Superhero?: Professional & Scholarly Views featured contributors to the new book, What is a Superhero? (Oxford University Press) edited by Peter Coogan (Institute for Comic Studies) and Robin Rosenberg (Huntington Post) with Randy Duncan (the Power of Comics) moderating.

Pete Coogan (Superhero: The Secret Origin of a Genre) defined the elements that make up a superhero: selfless, pro-social mission; superpowers or other extraordinary abilities or skills; codename & costume often signifying powers and/or origin; often has secret identity; can be distinguished from characters from related genres by generic conventions.

John Jennings (University at Buffalo) talked about the power of memory, and asked the audience to think about the circumstances surrounding the first time they experienced comics; In the newspaper? On a drugstore spinner rack? With family or friends? Which character? etc... I enjoyed this exercise because I clearly remember my father teaching me figure drawing using Captain American and Wonder Woman as models. They were exaggerated, yes, but I was probably all of 5-6 years old, and they held my attention. Comics have always been part of my life.

Stanford Carpenter (Institute for Comic Studies) talked about the responsibilities of power, and how superheroes often face sacrifice and/or self-denial. He used the example of Professor X, a powerful psychic with dreams of mutant/human co-existence. His mutant power is so strong, he could just change everyone's minds, yet he struggles allow everyone free will and often gets in trouble for psychically influencing the minds of his students and colleagues. In this way he is always struggling with elements of his larger goals and his own essential nature.

Dana Anderson (Maine Maritime Academy) provided a graphic designer's analysis of superheroes. He talked about how we subconsciously equate "good" with symmetry & balance, for example the stereotypical superhero stance, feet planted apart and hands on hips, or the commonly symmetrical costumes they wear. He pointed out that heroes costumes are often primary colors on a color wheel, and villains are often dressed in secondary colors. He also did a study of logos and chest emblems.

Robin Rosenberg laid out the four types of villain/hero relationships, and how these bring out the best in the hero:
  1. Straightforward Criminal (bank robbers, etc). Motivated by material gain & power. Straightforward action on the hero's part.
  2. Vengeful Villain. Conflict is personal. Wants to eliminate or be superior to the hero. Only happy when orchestrating a crushing defeat when the hero is at the height of their powers. Battle of wits or brawn, intensity builds.
  3. Heroic Villain. Altruistic, believes they are fighting for a good cause. Here the hero has to deal with their own conscience and ethics.
  4. Sadistic Super Villain. Gets kicks out of wrecking havoc, death, torture, inflict pain on innocents. Hero often has to "fight dirty" by getting into the villain's twisted mind-set to fight them. Hard moral choices.
A lively discussion followed as a series of slides were shown and the audience debated if a character was or was not technically a superhero.

Wednesday, July 24, 2013

SDCC 2013 - Sequart TV: Gaiman, Claremont, Image Comics

While I was aware of the publications of Sequart Research & Literary Organization, I had no idea they had produced a series of documentaries about comics companies, artists and writers. Titles include Comics in Focus: Chris Claremont's X-Men; Diagram for Delinquents: Fredrick Wertham and the Evolution of Comic Books; The Image Revolution; Warren Ellis: Captured Ghosts; Grant Morrison: Talking with Gods, and a newly begun film featuring Neil Gaiman. They played several of these trailers during their panel at SDCC and I was surprised by the quality of them. I was told at a party later that they are still looking for distribution. See the Sequart site for more info.