Yearly Archives: 2012 - Page 4

Skullkickers Vol. 3 In Stores Now!

After a successful launch over the weekend at New York Comicon, I’m very proud to announce that Skullkickers Vol. 3: Six Shooter on the Seven Seas is available starting today at comic shops across North America.

The whole team worked their butts off on this third story arc and it really shows. If you’ve been enjoying the series, please show your support by picking up a copy of our latest collection and letting your friends know that we’re bringing the goods with each and every issue.


DIAMOND ORDER CODE: AUG12 0492

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NYCC Was Great

New York Comicon 2012 was a chaotic and exciting show – a satisfying finish to this year’s whirlwind convention season.

It also felt like a level-up moment. Edwin and I had a lot of great interactions with fans of Skullkickers. The good word of mouth and intense promotion we’ve been putting into it seems to be paying off, bit by bit. Having 3 trade paperbacks and a spiffy 1+2 combined hardcover works well, giving people enough material to start digging in to the series without feeling left behind.

Thank you to everyone who came by to visit, longtime readers and new readers alike. Thank you to my friends and colleagues at Bandai-Namco, Image Comics and UDON for helping make the show so successful and enjoyable.

Before the year wraps up I’ve got at least one more comic project announcement. I was hoping it would be unveiled in New York, but am okay with holding out a bit longer as momentum slowly builds.

I’m intensely excited for 2013.


(Photo from the Danger Booth at the Image Comics/Multiversity Party on Friday Night)

Skullkickers Custom Figurine!

SK mega-fan Jon Walsh had sculptor Travis MacIntosh put together this custom dwarf figurine. So amazing!

If you’re interested in commissioning one of your own, feel free to drop him a line via email.

Zub at ShiftyLook Programming at NYCC!

The UDON crew are writing and drawing a bunch of strips for the ShiftyLook webcomics portal, and ShiftyLook is going to have a totally amazing booth on the New York Comicon floor with signings, games, and much more! You can find the me at the Shiftylook Booth and Stage, #3374, at the following dates and times:

Thursday October 11
4:00PM – 5:00PM: Wonder Momo: Draw a Comic Live & Fireside Chat. Wonder Momo writer Jim Zub talks Wonder Momo while artist Omar Dogan draws live.

Friday October 12
11:00AM – 12:00PM: BMxWM: Bravoman x Wonder Momo. The Super-Unequalled Hero of Excellence meets the Battle Idol this Fall! Bravoman writer Matt Moylan and artist Dax Gordine join Wonder Momo writer Jim Zub and artist Omar Dogan on-stage to discuss ShiftyLook’s first ever crossover event.

2:00PM – 3:00PM: ShiftyLook Meet & Greet. ShiftyLook Producer & Editor-in-Chief Rob Pereyda introduces the NYCC crew. With Rob Paulsen, Chris Hastings, Anthony Clark, Jim Zub, Omar Dogan, Matt Moylan, and Dax Gordine.

Saturday October 13
12:00AM – 1:00PM: Wonder Momo Party. Wonder Momo writer Jim Zub and artist Omar Dogan hang out and talk about all things Momo!

3:00PM – 4:00PM: Bravoman: Cartoon of Unequalled Excellence. With voice of Bravoman Rob Paulsen, character designer Dax Gordine, writer Matt Moylan, writer-producer Jim Zub, and producer Rob Pereyda talk about ShiftyLook’s first animation project.

6:00PM – 7:00PM: ShiftyCast Live! NYCC Day Three. With guests Jim Zub (writer, Klonoa, Wonder Momo and Dragon Spirit) and Matt Moylan (writer, Bravoman) talk all about writing for Bandai-Namco.

Zub at New York Comicon This Weekend!

New York Comicon, the 4-day pop culture extravaganza, arrives this weekend and I’ll be there in a big way.

Edwin and I will be set up at Artist Alley Table W-11, and we’re very proud to be launching the Skullkickers Vol. 3: Six Shooter on the Seven Seas trade paperback at the show, along with a convention-exclusive sketch variant of Skullkickers #18, our latest Tavern Tales short story issue.

I’ll also be moderating another writing/pitching panel on Friday evening…

Writers Unite: Pitching and Writing Creator-Owned Comics
Date: Friday, October 12
Time: 5:15 pm – 6:15 pm
Location: 1A14
Speakers: Jim Zub, Charles Soule, Cullen Bunn, Justin Jordan, Ray Fawkes
Description: Creator-owned comics have grabbed the imagination of the comic-reading community all over again and publishers are looking for fresh ideas from a new generation of talent. Listen closely as creators Cullen Bunn (The Sixth Gun), Ray Fawkes (One Soul), Charles Soule (27), Justin Jordan (Luther Strode) and moderator Jim Zub (Skullkickers) discuss pitching their hit comic series to publishers and offer advice on how to climb to the top of the treacherous submission mountain, along with comic writing techniques and amusing anecdotes.

…and will also be appearing at the ShiftyLook booth area promoting Wonder Momo, Klonoa, Sky Kid and Dragon Spirit.

It’s going to be a great weekend and I hope to see you there!

How Do I Break In?

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 short stories: 1-3 pages, then 6+, building up your storytelling skills bit by bit.

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. 🙂

If you found this post helpful, feel free to let me know here (or on Twitter), share the post with your friends and consider buying some of my comics or donating to my Patreon to show your support for me writing this instead of doing paying work. 😛

Makeshift Miracle Vol. 1 Now on DriveThru Comics

Makeshift Miracle: The Girl From Nowhere is now available on DriveThru Comics as a digital download. If you haven’t had a chance to pick it up, now’s the perfect time to download a copy at 40% off the regular cover price.

Pathfinder #2 Reviews So Far

Pathfinder #2 arrived in stores yesterday and the response from reviewers has been really solid, which is always gratifying to see.

Ain’t It Cool News: “Zub melds these personalities into perfect usefulness on and off the battlefield.”

Unleash the Fanboy: “With this issue, I can safely recommend Pathfinder as a grade-A title. 5/5”

One Geek Nation: “Jim Zub is quickly becoming one my favorite comic book writers. 4/5”

Futile Position: “The characters have good interplay and the whole thing really does capture the feel of a role-playing game”

Read Comic Books: “The story has made me smile more than once, and that is saying a lot for someone who takes these sorts of stories seriously.”

Pathfinder Interview on the ComiXologist

I was a guest on the official comiXology podcast, the ComiXologist, where we chatted all about the Pathfinder comic series (issue #2 is in stores today), tabletop RPGs, my favorite creator-owned comics and more! Click on through and give it a listen.

Pathfinder #2 Preview

Comic Book Resources has posted up a 5 page preview of Pathfinder #2, arriving in comic shops on Wednesday. Check it out!