I originally posted this up back in June 2007 on my old Livejournal site, but all of the advice in it still rings true so I thought I’d re-post it here on to my Jim Zub Blog as a way to make sure it stays archived.
Read on…
I don’t know where I first heard someone say “Everyone at cons not already in the industry is trying to break in”, but it’s a great description. Although it’s not actually true, it certainly feels that way. Attend any of the How-To panels at a convention and they’re always packed. Go to any of those panels and invariably the question gets asked:
“How do I break into the industry?”
If it was just about making comics, it wouldn’t even be an issue. Just go make comics. Post them up online or self publish them. Just like that, you’re in the industry.
What they really mean is:
“How do I break in with a publisher?”
Editors and creators should just have their answer to that question on a photocopied handout so they can save themselves endless repetition and add 10 minutes of better questions to the panel. I know that sounds callous and cocky, but hear me out.
Every time I hear this question get asked the answer is almost always the same: hard work, time and determination mixed with a bit of luck and good social skills. It’s almost always a letdown to the person asking because they already know that. They wanted the ultimate secret, some kind of industry handshake or way to stand out from the rest of the submissions.
So, barring just saying “hard work, time and determination mixed with a bit of luck and good social skills”, here’s some important things to keep in mind:
Just like any other occupation, you’ve got to have enough skill to take on the job and be a part of a company’s workflow as seamlessly as possible. So…
A) Have you worked on a comic before?
If the answer is “No”, you need to do so, even if it’s a webcomic or simple photocopied pages stapled together, to show that you can actually do the job and create comics.
If the answer is “Yes”, you need to ensure that it has a similar level of quality to the company you’re showing it to. Remember, you want to show them that you can near-seamlessly become a part of what they already do and be an asset. If your comic isn’t up to par with what they’re already doing, they’re not even going to consider you… in which case you need to create more comics until your samples are good enough.
I used to think 3-6 pages of sequential art would be enough to get a job as an artist, but I’m less convinced of that now. Doing a small number of pages doesn’t show the full spectrum of what the job entails. It may sound like a lot of work to draw a full 18-22 page story but if you can’t/won’t do that, how do you expect to do it day-in/day-out once you break in? If doing that all at once seems too intimidating, start with 6-8 page short stories.
If you create comics on your own, you’ll improve creatively and build up your work ethic. You’ll also get a chance to see if this is what you want to do with your career. Think of it as the minor leagues before you make your way up to majors. Once you have a body of work, it’s much easier to convince smaller publishers to take you on for new work or possibly publish the stories you’ve already created. The more you create, the better you’ll get at it and the more material you’ll have to show larger publishers.
Writers write, artists illustrate.
If you’re not working on it, you’re not growing.
B) Are you applying to the right place?
Does your artwork/writing/coloring/lettering/etc fit the publishers you’re sending submissions to? Again, this is about integrating with what a company already does. Be selective and choose publishers that mesh well with your style/mindset. A handful of targeted submissions are far more effective than shotgunning every publisher out there. Also, make sure you know the name of the person who will be receiving your submission so your cover letter doesn’t say “Dear Sir/Madam” or “To Whom It May Concern”. That personal touch can go a long way.
Do your research. You’ll save yourself embarrassment and an undue amount of rejection letters.
C) Are you getting socially involved in the industry?
In my experience, even if you have a great portfolio submission it won’t necessarily translate in to a job. Reread that. I know it sounds impossible and depressing but I’ll explain.
These jobs have an important social component. Editors and Art Directors prefer to work with people they know or people recommended by folks they trust – PERIOD. Major publishers generally accept submissions as a PR tactic. They don’t want to appear ungrateful to their fans, so they open the floodgates to submissions but ignore 99.99% of them. With so many experienced and skilled freelancers on the market they have NO reason to hire strangers who send samples out of the blue, no matter how talented they are. Untested talent almost always proves to be more trouble than they’re worth. You need experience and a push from friends on the inside to make it through that barrier.
People talk about being in the “right place at the right time”. What they don’t tell you is if you’re around for enough social interactions with industry people, you’ll create those right places and right times.
Attend a convention. Be friendly, accessible and professional. It’s easy to chat about comics, video games, RPGs and movies with folks at a con built from those hobbies. Keep your art/writing portfolio stashed away and just interact with people. The industry is small enough that the more people you meet, invariably, the better chance you’ll get some kind of social hook-up to a publisher you’d like to work with. You can’t force it. Just be a friendly person and don’t snub any one. You’ll make some lifelong friends who love the same things you do and slowly but surely get closer to your goal. It can take a while, but it works. Seriously.
So… after all that blah-blah this is the kicker, the most important sentence in this post:
Having great work and a social connection with people already working in the field is a rock solid way to break in.
This holds true for comics, RPGs, video games, animation… you name it. There are other ways and outright lucky breaks but you can’t count on those. A good and appropriate body of work coupled with a few solid social contacts is the killer combo. Once your foot is in the door, you can leverage that with more work/credits and contacts to climb up to where you want to be. Along the way you may realize a smaller publisher fits your work and gives you the creative fulfillment you always wanted. Your needs will constantly change as you learn and grow.
So, in brief: Go make stuff and go make friends.


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I’ll DO IT!!
That sir, is good solid advice. Speaking of social connections, do you wanna have lunch sometime it’s on me. Keep up the good work!
Thanks, Chuck.
My work schedule right now is absolutely slammed and when I do have time I try to get away from work chatter and spend it with family and friends. Maybe we’ll meet at a convention at some point and can socialize there.
Hi:
Thanks for the advise… but this works only for people that can attend comic cons or similar in the states. What about aspiring writers that live in other countries and have no possibility to attend those events? I’m asking because I’ve read from many artists that were hired by sending samples, but that seems not to work for writers. In fact, the majority of the USA companies do not receive written submissions (if not packaged together with art). In fact, I consider this policy as unfair and discriminative. Can you give some advice to this? Meaning, is there any other way to be considered than to socialize with the editors at cons? I understand reading samples takes a lot of time, but is it not part of the editor’s job to “discover” or attract new talents? (and by “new talents” I do not imply novelists, TV writers or any other writers that have entered other media and seem to be “offered” a gig writing comics, even if they haven’t done that before!). Thanks in advance for your answer and for your time.
Writers definitely have an uphill battle because, unlike an artist, it’s incredibly hard to take a quick look and see what a writer is capable of.
An editor’s job is to make sure their projects are completed by capable people who do the work and sell well. Testing and nurturing new talent is low on their list compared to their current ongoing projects. Trying new people is way more risky and difficult than using people who have a body of work and proof that they can hit the deadline. If someone has other writing work in other mediums (novels, TV, etc.) at least there’s proof they can tell stories, even if they’re not comic specific.
If you had a choice between people you knew could do the work and others who might not and your job depended on it, I think you’d choose the proven talent too. That’s not discrimination, that’s just common sense.
Your best chance seems to be creating your own comics and stories to use as platform to show that you can do the work rather than just sending in incomplete sample concepts or scripts. You need to prove you can write stories and deliver quality before people are going to pay you to do it. That’s the simple truth of it. I’m not saying this to be mean, just explaining the reality of it.
Jim:
Thanks for the answer and for being realistic. As far as I understand your comments and advice, I will try to put together a webcomic and run it for a while before sending another submission. Maybe with that kind of material as an introduction I will get some attention.
Thanks again for your patience and time to comment on this.
By the way, have a great year 2013!