Showing posts with label Shane Berryhill. Show all posts
Showing posts with label Shane Berryhill. Show all posts

Saturday, March 28, 2015

A Special Note from Shane Berryhill

Hello, everyone. I hope you're all doing well.

Recently CHANCE FORTUNE OUT OF TIME, the last(?) volume in 'The Adventures of Chance Fortune' trilogy was published digitally at long last (with the paperback and audio editions to soon follow).

Here's the back cover description:

Time-travelers, steampunk robots, dinosaurs, Martian invaders, superheroes, and adventures beyond imagining await you in CHANCE FORTUNE OUT OF TIME, the latest volume in a series praised by Publishers Weekly, VOYA, Young Adult Books Central, and many others. The secret is out: alleged superhuman Chance Fortune is only a normal boy named Josh Blevins. Will his friends and teammates, the Outlaws, band together and accept Josh for who he is so that the future may be saved? Or will old prejudices divide and conquer, robbing Josh, the Outlaws, and the world at large of a chance for a better tomorrow? Find out in CHANCE FORTUNE OUT OF TIME, the long-awaited sequel to CHANCE FORTUNE AND THE OUTLAWS and CHANCE FORTUNE IN THE SHADOW ZONE.

As you can guess, Chance Fortune is a series for both the young of age and the young at heart.

You can order the book at Amazon  or at B&N.

If you happen to know any librarians and teachers, please tell them they can go through Follet School Resources or Crossroad Press directly to take advantage of deals and discounts regarding CHANCE FORTUNE OUT OF TIME.

Thanks in advance for your time, consideration, and help.

All for one! One for all!

Shane Berryhill

Thursday, October 23, 2014

Comic Book Kismet -- Writers and Artists Speak Out


It's time to revisit comic book writing since we haven't covered that in a bit. This week we're going to look at that particular kismet that happens between writer and artist, and how that is similar or different when the writer and artist is the same individual.

It's been said that the artist drawing the book is the primary audience for a comic book script writer. How does that change the way a writer approaches writing a story in that form?
 

Bryan J.L. Glass (Mice Templar): I write with an eye toward the visual. As my educational pursuit was to be that of a film director, I script my panel "shots" visually. Thus, I realize when I start writing any script that all of my visual descriptors are for the sake of the artist, who I must also allow the freedom of their own design sense (on MICE TEMPLAR and Furious, artist Victor Santos knows he has complete freedom to interpret as he will, knowing I only offer notes if I realize the script has been misinterpreted or an outright mistake applied).


Shane Berryhill (Sherwood, Texas): To write is human, but to pencil/ink/color is divine. Artists do all the heavy lifting in comics. So I try to make the job of of those I work with as easy as possible. You hear about comic book artists spending countless hours searching the web for art references. This is time they could have spent actually drawing. Therefore, I'm of a mind the writer should go the extra mile on the artist's behalf and scour the internet for them. I go looking for pics that capture the appearance/mood/feel of what I'm trying to convey with my words (After all, "a picture is worth...") and paste them directly into the script beneath the panel descriptions, labeling them as "art reference." I do this with the caveat that the pasted pics are simply to be a jumping off point for the artist.

Ron Fortier (Green Hornet): I totally disagree with the premise about the artist being the primary audience of any script I write. Sure, he or she is the first to read what I've put down, but I never consider them an audience. They are my collaborators in producing a finished product that is the story...both of us create together...me with words...they with pictures. Together we work to entertain the PRIMARY AUDIENCE...OUR READERS.

Rob Davis (Star Trek): Artists are the FIRST to see the script, but Ron's right. It's the readers who are "primary." The best comics are a synergistic sum of what each creator brings to the final product, meaning the outcome is larger than what each brings to the project.

Roland Mann (Cat and Mouse): I'll be the one to jump in and disagree. (not viciously, just food for thought) I've always said that a comic script is different from all others (duh, right?): it has two audiences: first, the artist. When comic writers compose the PANEL ART DESCRIPTION portion of the script, it's TO the artists and no one else (editors, included here, of course). Only hardcore fans seek out and read scripts. As writer, when I know the artist I'm working with (which is often), I tailor that portion of my script so that it speaks direction to him (or her). I want that portion of the script to be so strong that it creates a shared vision of what the final product should be. Even when I was an editor, it wasn't unusual for me to see the writer directly address the artist in the script: "Hey Darrick, as we discussed on the phone..." blah blah. The 2nd part of the script then, is for the consumer/reader. I think, the idea it all works for a final product is correct...just a different way of getting there.

Percival Constantine (FemForce): I'm going to agree with Ron as well. I don't think of the artist as the primary audience, I think of them as my collaborator. Even if the characters and the story are completely my own invention, the artist is going to have to bring those things to life on the page, and so it's important to respect the collaborative aspect of it.

As a writer, how does one make the process of translating your words into pictures as smooth as possible? What are the pitfalls comic book writers should avoid?

Ron Fortier: How do I help the artist? By making my exposition as clear as possible, to be willing to entertain a better idea or approach from the artist...and most importantly providing my artist with all the photo reference material I can to help them get into my head and see what going on in there. If I say this actor looks like Patrick Stewart, I provide pictures of Patrick Stewart. If I say the character is driving a 1930 Spider automobile, I provide pictures of that car. Again, I have an obligation to give him or her tons of stuff...which they can then use to tell our story.

Bryan J.L. Glass: All dialogue and visuals are always with a mind toward how the collaboration will resonate upon the reader!

Percival Constantine: You make things as clear as possible. If you have trouble describing something in words, then try to provide some sort of reference, again like Ron said. But at the same time, there's the danger of tying the artist's hands and you don't want to do that, either. It's important to know how the artist works and to establish a good working relationship, so you can play to each other's strengths. Also, although this isn't related to the art, as a letterer I feel obliged to mention this: be careful with the amount of words that you intend to put on the page. I've lost count of the number of projects I've lettered where the writer has several paragraphs of captions and dialogue that would be enough to fill an entire page of panels, let alone a single panel. 

For an artist, what can a writer do to help you see the images he or she is envisioning as he or she creates the script?

Rob Davis: Well, "first audience" perhaps. A good writer sets up a scene in the first panel of the scene and then allows the artist to work within that scene. Any items of foreshadowing for later in the story ("if a gun goes off in the 3rd or 4th act, it must be shown in the first or second act.") and specific items that need to be there to tell the story well should be included in the description. The emotional state of each character should be clear and any specific actions the characters need to or should take should be there as well.

What do you do as an artist when you see a different vision for a page or part of a story that you know can improve the final product over what was written?

Rob Davis: If it's a radical change I talk it over with the writer. If it's just a compression or expansion of the number of panels I go ahead and do it without consultation. I find a number of artists take far too many liberties with a writer's script without consulting them- sometimes to the destruction of the "beats" and through plot of the story. "The play's the thing," the story should be what dictates how a scene is depicted not what would make a "cool" or convention sale page. Comics is melding of words and pictures where both create a whole greater than the sum of its parts—or synergy.


For you revolutionary do-it-all folks, how does the process change when you're the sole creator, both writer and artist (not discounting the work of inkers, colorists, and letterers, of course, but we'll slice those roles in a later article)? Do you find the process more or less stressful? More or less enabling? How so?

Steven Cummings (Wayward): It's less stressful because I don't have to over draw my pencils and can write to my strengths.

Tuesday, May 13, 2014

Revisting Comic Book Arc Length -- Shane Berryhill

What determines the completeness of a comic book story arc of any length?

In the case of SHERWOOD, TEXAS, we knew from the beginning that we have a finite amount of issues to work with in regard to the first story arc. And that was perfectly fine. It meant the tale we were telling would be lean and mean and have no room for BS. But, traditionally, most stories occur in three acts. Ergo, there’s a beginning, middle, and end. But that doesn’t mean you can’t have a one act story or a twelve act story. A story’s complete when the tale is told. End of story (pun intended ;).

How do you work in the beginning, middle and end of individual issues against that of the central story's begging, middle and end?

In SHERWOOD, TEXAS, what I did was take a “fractal” approach to plotting the script. That is, I had a very general premise (ie, the central story: Robin Hood reimagined as a modern day biker epic in a Texas Border town) that comprises the full arc. Then, I broke that down into more concrete terms between issues. For example, I took that main premise and broke it down into five minor premises (the five issues comprising the first story arc). Then I repeated that for each page of each issue, then each panel of each page until the parts equaled the sum and vise-versa.

Let's look at writing for various length stories. From a plotting perspective, how is working on an anthology story (6-10 pages) different from working on a stand-alone issue story or a multi-part story filling several issues?

My first true published comics work was a three-page short that appeared in Grayhaven’s ‘Hey, Kids!’ comics anthology issue. Working with such a limited amount of pages forced me to be creative. So what I did was throw out what they’d actually brought me on board to write (haha) as I knew it wouldn’t work within the confines of the allotted page count. I realized that what I had to do was work in broad strokes that, not only told a complete story, but also offered readers an instant emotional connection to the character(s). So I wrote a Jack Kirby tribute that borrowed ‘devices’ from Thurber’s ‘The Secret Life of Walter Mitty.’ In essence, the space I had to work in defined the content and tone of the story I told. I think I did a decent job as, once Grayhaven saw the finished pages, they never even brought up the fact that the story wasn’t what they’d asked me to script, haha.

But longer doesn't necessarily mean better. Writing is about cutting out whatever's unnecessary. Even when writing a multi-issue story arc, every panel of every page should be driving the reader forward to the story's completion. Anything that doesn't do that arguably needs to be left on the editing room floor. You're only doing your job as a writer if the reader keeps turning pages to see what happens next.

Monday, March 17, 2014

Shane Berryhill and the Outlaws

If you don't know Shane Berryhill, you're missing out on one of the most down to earth guys I know. He's also one hell of a writer, who likes to hit the convention circuit pretty hard, so you should definitely look him up. Oh, and he's gonna be part of this year's Free Comic Book Day celebration with his new book from 12 Gauge Comics. But enough of me talking about him. Let's go straight to the horse's mouth.


Tell us a bit about your latest work.

SHERWOOD, TEXAS, my creator-owned comic with the 12-Gauge Comics team, is a re-imagining of the Robin Hood legend as a modern day biker gang epic with spaghetti western style. The Free Comic Book Day edition drops 5/3/14 with a BOONDOCK SAINTS co-feature. Tell your comics retailer to order “Item Code JAN140051” (Heck, tell them you want the series at large!). You may learn more about the FCBD edition here: http://www.freecomicbookday.com/Home/1/1/27/1042?stockItemID=STK634422

What are the themes and subjects you tend to revisit in your work?

Heroes and Villains, I suppose, as my published work to date has been aimed predominately at a younger audience (My first prose novel, CHANCE FORTUNE AND THE OUTLAWS, was a NY Public Library ‘Book for the Teen Age.’ Another novel of mine featuring kaiju and young outsiders, DRAGON ISLAND, was praised by Wired Magazine’s Geek Dad). SHERWOOD, TEXAS certainly has heroes and villains, but—as it’s adult-oriented—I’m enjoying being able to dabble in Game of Thrones style-shades of gray. “Rob Hood” (aka, “Loxley”) may be the hero of the piece, but this first story arc has him engaging in some pretty ruthless behavior (It will be up to the reader to decide if Hood’s actions are warranted or not). And even my villain, “John Prince,” holds his family dear (at least, in his own way).

What would be your dream project?

My dream project? I’ve got about a hundred of them, both in regard to creator-owned stuff and licensed properties (In regard to the latter, check out my Valiant Kindle Worlds story, X-O MANOWAR: THE GOLDEN CIRCLE, in which I give Aric the Visigoth is own personal Ragnarok—an ending that may very well also be his/the X-O armor’s beginning: http://www.amazon.com/X-O-Manowar-Golden-Circle-Novella-ebook/dp/B00EQENA3K). But what would make me happier than anything would to be able to write, create (and direct and produce?!) full-time.

If you have any former project to do over to make it better, which one would it be, and what would you do?

To look back is madness.

What inspires you to write? 

Anything and everything. But the truth is, I’m helpless to do otherwise.

What writers have influenced your style and technique?

Ol’ Stevie King is why I decided to try my hand at writing—or, at least, he was telling the kinds of stories I enjoyed and wanted to emulate. George RR Martin has shown me how to take a character from Point A at the beginning of a chapter and lead them to Point B at the chapter’s end in a way so their motivations are on display/the action has impact. But as far as my nuts and bolts style—when I’m writing prose for adults (and even when I’m not), my favorite is the minimalist, no bullshit style found in a lot of detective fiction (Lean and mean, baby!). Specifically for me, authors like fellow novelist and comics scribe Charlie Huston or James Sallis (I love DRIVE!), John D. McDonald, etc., etc. (I get competitive with myself, trying to paint as big a picture as I can with as few words as possible). When it’s working, I’m able to induce some Bradburyian-style poetry into my work, as well (In all humility).

Where would you rank writing on the "Is it an art or it is a science continuum?"

Why? They are two sides of the same coin, and one helps the other. The late Frank Herbert, author of the bestselling DUNE saga, talked about how, when he’d come back and read what he’d written over the course of a week, etc., he’d be unable to tell what he’d written while in the “zone” and what he’d written while he was out of it.

Any other upcoming projects you would like to plug?

The second arc of SHERWOOD, TEXAS with 12-Gauge Comics is on deck. Daniel Hillyard--the artist on SHERWOOD’--and I have another creator-owned comics project in development. Further down the road, I’ll be publishing a novel with Ragnarok Publications (check out my story, HEARTLAND, in their KAIJU RISING: AGE OF MONSTERS anthology) called BAD MOJO (Think “Harry Dresden combined with the Dukes of Hazzard”). If you’d like to keep up with me and my work (and I hope you do), you may do so via Facebook, Twitter, and shaneberryhill.com.