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Zubby Newsletter #17: Canadiana

HAPPY CANADA DAY to my fellow Canadians (or anyone looking to celebrate our country and ideals)!

Most Canadians aren’t rah-rah nationalistic and, with all the clichés around us being unassuming and apologetic, it would be easy to just let the holiday roll by without saying anything about what it means to me to be Canadian, but, in short-

Growing up Canadian taught me to collaborate, communicate, and care for others. This country has given me the incredible opportunity to find my place and thrive doing the things I love while taking care of those closest to me.

My grandparents came here seeking a better life for themselves and their children and, with determination and good fortune, they built it, bit by bit. The stability and kindness at the heart of what it means to be Canadian made their better future and mine possible.

Wherever I go and whatever I do, Canada is a crucial part of who I am and my storytelling voice (even if I camouflage telltale “Canadian-isms” enough to vanish amongst Americans when I’m south of the border).

Over the years my writing has focused on a lot of fictional places, but Canada does occasionally pop up in my work, most notably-

CHAMPIONS – The Champions are the young heroes of Marvel and I introduced a new Canadian teen hero named Snowguard to the team back in 2018. It made quite the ripple in Canadian news at the time and her first appearance sold through multiple printings.

If you want a done-in-one Snowguard story that encompasses what the character is all about, check out Champions Annual #1 co-written with Nyla Innuksuk and illustrated by Marcus To, reprinted in the Weird War One trade paperback.

ALPHA FLIGHT: TRUE NORTH – Alpha Flight is Marvel’s Canadian super team, first introduced back in 1979 as antagonists to the X-Men before getting their own series as heroes in 1983. Like a lot of Canadian comic readers, my brother and I collected Alpha Flight and enjoyed seeing places we recognized, even when they were spun out or exaggerated in fictional ways.

Getting the chance to write an Alpha Flight story in 2019 as part of Marvel’s 80th anniversary was an absolute blast. Max Dunbar’s always stellar art elevated a neat little mystery around Snowbird’s origin I wanted to explore and it turned out great.


More SDCC Exclusives


Colleen Doran illustrated an incredible Conan variant cover that will be on sale at the Titan booth at San Diego Comic-Con. I’ve been a fan of Colleen’s work for ages and it’s an honor having her contribute this piece as part of the new series launch.


Also, here’s my Diablo IV Barbarian. His name is “Conanza”-

When I showed this screencap online the always amazing Lar DeSouza took that name in a whole different direction


Links and Other Things

• The late Jesse Hamm’s breakdown of Alex Toth’s approach to inking is always worth reading and learning from.

• David Finch’s tutorial on using line weights is direct and helpful.

• Here’s a traditional east coast Canadian recipe for you- COD AU GRATIN (or, as the Newfies say it, “Cawd Grawt’n”). I’ve cooked this up several times for Stacy to remind her of home and it’s flavorful comfort food, especially in the colder months. Enjoy!

That should cover things for this week.

Jim

Zubby Newsletter #16: Cutoff, Colors, and Crazy Cardstock Creations

FOC – The Barbaric Cutoff is Here – Join Us!


Final Order Cutoff is the last chance for comic retailers to adjust their order numbers on books heading to print.

So, with that in mind, please allow me to beat the drum here one last time about CONAN THE BARBARIAN #1arriving in stores on Wednesday, July 26th.

This week is your last chance to pre-order a copy from your favorite comic shop and be guaranteed a copy will be waiting for you.

Our art team (Rob De La Torre, José Villarrubia, Dean White, Richard Starkings and the many incredible artists lending their skill to variant covers) has put together the Hyborian adventure of my dreams, delivering something really special on each and every page. This is one of the highest profile launches of my writing career and it would mean a lot to me if you pre-ordered a copy of #1, added the series to your pull box subscriptions, and/or let other people know that Heroic Signatures and Titan Comics are bringing the goods.

Thank you, as always, for your support!


Dramatic VS Literal Color

Looking at some recent comics and I notice a lot of cookie cutter color palettes: blue sky, green grass, brown bark, etc. The rendering is okay, but the dramatic impact is lacking.

Even when panels all take place in the same scene under the same lighting conditions, colorists should try to vary things up and improve the storytelling by using dramatic color.

Check this old school example from Uncanny X-Men #275

Pencils by Jim Lee. Inks by Scott Williams. Colors by Glynis Oliver and Joe Rosas. Lettering by Tom Orzechowski.

Notice how the yellow and blue KRUNCH panel stands out even though the palette choice isn’t ‘real’? If that panel was colored like others on the page (with a green T-Rex) it would be way less potent.

Here’s another page from the same issue:

That top panel’s cool color palette pushes it away from us visually and makes it less important than what’s below, creating a ‘fade out’ feel between scenes and locations. If the characters and environment were all rendered using local/true colors it could end up quite busy and readers wouldn’t know where to focus.

Digital tools are convenient, but some colorists seem to think that lots of rendering and realistic lighting = higher quality and that’s not always the case when it comes to successful communication and entertainment, panel by panel and page by page.

On the other hand, here’s an impressive coloring example from All-New X-Men #3:

Pencils by Stuart Immonen. Inks by Wade Grawbadger. Colors by Marte Garcia. Letters by Cory Petit.

Marte’s rendering is more ‘modern’, but he also has an eye for dramatic color choices that effectively move the reader through big moments on the page. It’s wonderful work and I’d like to see even more of that from modern comics over bad lighting effects, repetitive palettes, and an over reliance on texture brushes or photo textures.


Murder Is More Convenient Than Ever


The collected MURDERWORLD trade paperback arrived in stores last week!

If you missed the five connected one-shot issues Ray Fawkes (Constantine, Batman: Eternal) and I put together with artists Jethro Morales, Farid Karami, Luca Pizzari, Victor Nava, and Lorenzo Tammetta, now you can snag it in one spiffy volume and read our twisted Arcade-centered story from start to finish.


“Pop-Up” Doesn’t Quite Describe It


An advance copy of the Dungeons & Dragons: Ultimate Pop-Up Book arrived at our place this week and it’s a monster in all the right ways!

Stacy and I came up with the narrative and she wrote all the text. Award-winning paper engineer Matthew Reinhart built each scene and all the moving elements and Claudio Pozas tirelessly illustrated each piece.

The name “Pop-Up” doesn’t really encompass these paper creations. The locations unfurl from the page base, rising up to form incredible buildings and features!

Even more amazing, the page spreads can be folded out beside each other so that all five D&D interactive locations can be laid out simultaneously. When Stacy and I unleashed the full behemoth it took up our entire dining room table!


Talking Conan…in Portuguese!

Marco Collares and Duda Ferreira from the Conan the Barbarian Forum, a vibrant Portuguese language Conan community, chatted with me about the upcoming CONAN comic relaunch, working with the incredible Rob De La Torre and editor Matt Murray, and much more!

There’s a lot of great information about the new series in this interview so, to make it easier for English language fans to follow along, I put together a series of time-stamped links to my answers you can check out right HERE.


Classic Character + Classic Artist


The Comics On The Green comic shop has posted an exclusive CONAN THE BARBARIAN #1 variant cover illustrated by legendary artist MARK SCHULTZ (Xenozoic Tales, Conan the Cimmerian)!

Mark’s illustrations of Conan over the years have been incredibly iconic and powerful. I’m blown away that he created a new piece for our series launch (and even included the comic shop owner’s dog in there too 😀 ).

This variant is limited to 500 copies and you can pre-order it HERE.


More Limited Edition Covers

• Forbidden Planet (in the UK) has a limited edition Conan the Barbarian #1 cover (limited to 500 copies) with Rob De La Torre’s splash art from our Free Comic Book Day issue. In the U.S. it’s being offered by Jetpack comics.

• Since Conan debuts at San Diego Comic Con this year, there’s a limited edition cover with Conan in the San Diego Gaslamp District (limited to 2000 copies) with cover art by Christopher Jones.


Links and Other Things

• The incredible background art of the classic Looney Tunes animated shorts, especially designer Maurice Noble. As some who worked in background layout for animation, it’s nice to see this part of the artform spotlighted and appreciated:

• Famous comic artists drawing iconic characters. You can learn a lot just by watching how professionals confidently lay down their lines.:

That should cover things this time.
Jim

Zubby Newsletter #15: Comics Kintsugi

One of the Greats Has Left the Building

John Romita Sr. passed away yesterday.

He was an absolute legend, with iconic imagery that defined generations. A giant even amongst his peers.

When I close my eyes and imagine Spider-Man, it’s almost always a piece drawn by ‘Jazzy’ John. Thank you for so many great memories, sir.


Comics Almost Broke Me

Quite a few people in and out of the industry have asked if I’ve read posts from the #ComicsBrokeMe hashtag that’s been trending on Twitter.

Absolutely.

Unfortunately, barring a few extreme cases, a lot of this is not surprising to people who work in comics. I have a few stories of my own, just about everyone in the business does, and have managed to come out the other side with a career, so I have some advice but also need to stress that it’s deeply tempered with Survivor Bias

A lottery winner telling people to buy lottery tickets is tainted by their good fortune. It’s easy to tell people not to give up on dreams when yours is happening.

A creative career isn’t as random as the lottery, but luck plays a part, so take everything I say with that in mind.

• Treat others the way you want to be treated. Heck, be better than that if you can.

Kindness, patience, and clarity won’t always be reflected back your way, but it does matter and will benefit you far more over the long haul compared to diva behavior, anger, or greed.

Being kind, patient and clear does not mean you should take bad gigs for substandard pay. Part of that clarity has to include understanding what your time and effort is worth.


• When you’re starting out and unproven, the effort VS pay equation will be badly out of whack, especially when you’re competing directly with so many other hopeful freelancers willing to work for less than what they should.

With that in mind, having a day job and starting slow is not something to be ashamed of. Your chances of success increase the longer you keep creating and having stable income is a big, big part of how you can keep at it.

Putting all your chips (effort, health, financial well-being) down on a career filled with so much uncertainty is a bad idea. I know it’s frustrating because you want things to happen as quickly as possible, but the risks outweigh the rewards.

Trust me – Slow but steady is far better.

I’ve watched quite a few creators rocket past me (and, of course, felt a flash of jealousy in the moment) only to see them quickly crash because they risked too much, burned themselves out, or treated others like shit and it caught up with them.

Your future in a creative field will almost certainly be built over time with occasional bursts forward. It does not come down to one roll of the dice, one opportunity, or one failure. If you treat it that way, it becomes a self-fulfilling prophecy.


• There have been quite a few times where I felt my comic writing career might come to an end.

Opportunities drying up. Editors not responding to messages.

You can’t control those things. All you can control is your response to it and build safety nets to carry on despite it.

There are times when you need to push yourself and deliver under duress, but you can’t sprint all the time. You are the only one who can properly gauge your limits and communicate them accordingly.


• Having stable income outside of comic freelance work means I’ve been juggling two careers for a long time. That can be tough at times and absolutely leads to some late nights working, but it also means I am never cornered into terrible gigs or contracts that would screw me over.

I am very, very fortunate in that way and I know that, but I also made distinct choices in terms of work and savings to maximize my options and bolster my ability to keep creating over the long haul. Contrary to the romanticized version you may have internalized, being a starving artist sucks. Desperation leads to terrible decisions, stupid working hours, and long term career damage far more often than it turns into success.


• Underlying all of this are also extremes in terms of skill and quality levels.

A lot of people who aren’t professional quality cannot see the gap they still need to clear to be viable.

A lot of very skilled people undervalue their abilities.


• Being a skilled writer or artist doesn’t mean you’re a strong negotiator, good communicator, capable self-promoter, intelligent with your finances, or well organized. In fact, the more focus you have on creative refinement, the more those other areas tend to suffer

If a person or company offers terms you don’t like, figure out your threshold and when the pay/opportunity isn’t worth the effort.

If a person or company offers an opportunity too good to be true, it probably is and that means they can also take it away in an instant. Plan accordingly.


• Companies aren’t loyal. People can be.

Pay attention to good people you work with. Cultivate great working relationships. Celebrate successes. Commiserate over setbacks.

Be patient. Be kind. Be careful.

Build up your work, bit by bit. Slow and steady.

Hope for the best, but plan for the worst.

Comics almost broke me a few times over the years, but I’m not done yet.


The Shadow-Spider Returns!


Back in 2018, Sean Izaakse and I convinced the Powers That Be at Marvel to let us take the Champions to Weirdworld and, in the process, redesign each team member with a sword & sorcery-themed variant.

Champions #25 kicked off the storyline and it was a ton of fun.

Last week, Insomniac Games announced a Collector’s Edition of their upcoming Spider-Man 2 PS5 game and, lo and behold, our Miles Shadow-Spider outfit is one of the feature costumes. It looks so great!

If you want to read our Champions-fantasy tale with Shadow-Spider and friends, it was reprinted in the Champions: Weird War One trade paperback.


Links and Other Things

• Nathan Price did a deep dive review of Conan the Barbarian #0, analyzing the story structure, art, and broader themes. It’s nice and a bit humbling when someone really delves into your hard work like this.

• CBR has an exclusive look at our Conan the Barbarian #3 covers.

• Tom Brevoort’s latest newsletter here on Substack includes a ‘Welcome to Comics’ letter given to new freelance writers coming from other writing fields. Most of the advice in there is relatively obvious to experienced creators but if you’re just starting out it covers a lot of the basics quite well.

• Forgotten Realms creator Ed Greenwood has his own YouTube channel.

That should cover it for this time.
Jim

Zubby Newsletter #14: Clean Air Day?

Good news, everyone. Today is Clean Air Day in Canada. Meanwhile, wildfire smoke from the Great White North chokes the northeast-


Third Time’s The Charm


Tomorrow I’m flying to New Brunswick for East Coast Comic Expo, June 9th and 10th. This appearance has been a looong time coming.

Back in the olden days of 2018, I was announced as a guest for ECCE, but a Marvel summit (the one where our team planned out Avengers: No Road Home) fell on that same weekend so I had to back out.

In 2019, I was announced as a guest again, but D&D Live: The Descent fell on that same weekend and I had to be there for crazy Dungeons & Dragons stuff.

2020 to 2022…well, you know…

Which brings us to now – 2023! Finally, after five years, I’m heading to Moncton and am really looking forward to seeing friends and fans on the east coast.


Good Listening!


Over on the Graymalkin Lane podcast, we talk about the strange history of Sapphire Styx and how she became a pivotal player in my plans for Betsy Braddock back in the MYSTERY IN MADRIPOOR mini-series from 2018.

Give it a listen here: https://redcircle.com/shows/graymalkin-lane-the-podcast

I’m also guest on the latest episode of the mighty CROMCAST, chatting up a storm about the CONAN THE BARBARIAN comic relaunch, Canadian whiskey, the Hyborian Age, sword & sorcery, TTRPGs, and more!

Give it a listen here: https://thecromcast.blogspot.com/2023/05/season-18-episode-9-conan-in-comics.html


CONAN #1: Final Order Cut-Off Cover

Speaking of Conan-

The legendary Jae Lee illustrated a special CONAN THE BARBARIAN #1 cover just released as we soar toward our July 3rd Final Order Cutoff, the last day readers and retailers can pre-order the first issue

Mind-blowing stuff, as expected. I’m honored to have so many cool covers on this book.


Elden Things


My pals over at UDON just released pics of the incredible translated Elden Ring artbooks they’re releasing in September (volume 1 and 2), including a limited edition foil slipcase edition. Daaaamn pretty. I am sorely tempted to add them to my collection.


Links and Other Things

The Iron Sheik passed away today at age 81. His words of wisdom stay with me always-

Okay, that’ll cover it this time. Have a good week.
Jim

Zubby Newsletter #13: Technology is Wonderful…Until It’s Not

On Sunday afternoon, I stared at my laptop in genuine shock as it showed me I lost over five hours of writing work.

I was so stressed I gave myself a headache.

I re-opened my script file and it was from the day before.

Back-ups on my user profile roaming data were the day before.

Google Drive on the cloud was also the day before.

I checked and rechecked Word’s autosave folders and nothing was current. Absolutely maddening.

I imagined trying to explain to my editor and the art team that “my computer ate my homework” and how full of shit they’d think I was.

I tried to stay calm and methodically check every spot, but none of it was up to date. It was all from the day before and I was spinning in circles.

Finally, at my wit’s end I vent to Stacy. I’m so damn angry and don’t know how this happened.

Cool as can be, she says “Check OneDrive.”

“I don’t use OneDrive.”

“Check anyways.”

Wouldn’t you know it? Word switched the damn file over to OneDrive and didn’t save anything to my local machine.

I got the current file back, re-saved it to Google Drive and then emailed a copy to myself as a failsafe so I could stop my brain from whirling.

Crisis averted. Sanity returned. Deadline met. *whew*


Blood Will Flow

The Diamond Previews catalogue ran an interview with me about the CONAN THE BARBARIAN relaunch coming in July. I know I’m beating the drum like crazy here in my newsletter, but only because I’m so pumped for this launch.

Anyways, this summarizes our mission on the series and how easy it is to jump in-


Productivity, Quantity, and Quantity


In late 2013 I put together a blogpost discussing productivity that included a dorky bar chart showcasing how many comic pages I wrote each year from 2009-2013. A few weeks ago I decided to look at how my career and priorities have changed and what I’ve learned in the nine years since then.

Planning for the future is good, but looking back at the past with extra clarity is nice too.


Rule Breakers and Reprobates


Stacy and I don’t get a chance to watch much TV, but Ted Lasso has been a staple for us since it launched in 2020. As I mentioned in the past, that “screwed up characters doing their best with their heart on their sleeves” approach was a big inspiration for the Thunderbolts relaunch I wrote last year. It’s been a joy watching the characters and their dramatic turns play out on the screen.

Season 3 has been bumpy in terms of character development, pacing, and payoffs, but episode 11, Mom City, was a real high point for both this season and the series as a whole.

Coach Beard has been a character I haven’t been crazy about during the show’s run. Brendan Hunt is a compelling and capable actor, but Beard has always felt like the “weird wingman”, inscrutable and unflappable, both conservative and hedonistic without much rhyme or reason.

I didn’t understand why he had a laced-down work attitude that seemed rooted in logic but also ride-or-die backed up every strange decision Ted made. I didn’t understand his unbreakable loyalty for Ted mixed with the addictive and confrontational approach he had with other characters in the cast.

And then, in one amazing scene that seems to break all the rules by having a character flat-out tell us their past mistakes and current motivation, Beard became fully formed with way more depth than I imagined. It was so damn good that it rippled backward and made a bunch of key scenes from previous episodes far better, enriching the show on every level. I don’t know if the writers planned Beard’s back story like this from the start, and honestly it doesn’t matter, because it was just a knockout.

I have problems with some of the meandering plotlines and exaggerated characterization this season and worry whether or not the team can stick the landing in the final episode but, whatever happens, this piece was wonderful and left a real emotional mark on both of us.


Eisner Voting

The timeline for Eisner Award voting is quite tight and far more people in the comic industry are eligible to vote than many of them realize.

Voter registration ends on Friday, JUNE 2nd. The vote deadline is Friday, JUNE 9th.

Eligible voters include:

  • Comic/graphic novel/webcomic creators (writers, artists, pencilers, inkers, letterers, or colorists)
  • Comic/graphic novel publishers or editors
  • Comic historians or educators
  • Graphic novel librarians
  • Owners or managers of comic retail specialty stores

Click here to head to the registration form.

If you’re qualified to vote in the Eisners and put a vote in for Moon Knight: Black, White, and Blood #3  for “Best Single Issue/One Shot”, I’d really appreciate it.

Last year, Rick and Morty VS Dungeons & Dragons Deluxe Edition was nominated for “Best Graphic Album-Reprint” and it was a lot of fun being at the ceremony, but the lion’s share of that was due to Sarah Rockwell’s wonderful design work on the book, so having my name front and center on the nomination felt a bit awkward. This year’s nomination is more focused on the comic itself – the story and art – so I’m even more excited.


Links and Other Things

  • Over his lunch break, Richard Friend raves about Rob De La Torre’s artwork, including some thoughtful analysis of why Rob’s work looks so damn good. It’s far more than just the classic artists who influence him.
  • Comrade Bullski has a great Tweet thread that covers the tumultuous publishing history of Conan the Barbarian in prose.
  • Matthew Colville has a sharp rundown on how a Dungeon Master can enjoy prepping for a D&D session.
  • That should cover it for this week.
    Jim

    Zubby Newsletter #12: Art and Inspiration

    Our trip to the UK was a ton of fun, but it’s time to get back to business as summer projects and convention season ramps up in a big way-

    Marvel’s Art of Storytelling


    After San Diego Comic Con last year, I spent two days at the Proko art studio recording material for a secret project with Stan Prokopenko and his amazing team. This week that project was finally announced – Marvel The Art of Storytelling! This digital course goes through how comics are made, from story concept and writing through to design, finished line art, colors, lettering, and cover illustration.

    Even before that video shoot, we built an extensive curriculum, structuring a workflow and series of assignments to give both newcomers and skilled artists lessons and clear objectives to improve their comic storytelling skills and broaden their understanding of the production pipeline.



    Here’s a rundown of the major sections and which comic pros are involved:

    Jim Zub – Storytelling and Story Structure
    Ryan Benjamin – Penciling
    Mark Morales – Inking
    Mike Hawthorne – Basics of Cinematography and Perspective
    Aaron Conley – Page and Panel composition
    Alitha Martinez – Poses, Acting, and Performance
    Sanford Greene – Character Design, Team Design, and Action
    Daniel Warren Johnson – Environments
    Matt Wilson – Coloring for Comics
    Erik Gist – Comic Covers


    I’m excited to see a new generation of comic creators dive into the program and learn from our experience. The first lesson drops July 12th, and if pre-order you save 20%.

    Check out the trailer below-


    My Fantasy Influences


    People on social media have been sharing “Four fantasy books or series that had the biggest influence on you” and it’s been good fodder for discussion.

    There are others, of course, but the four listed below are a bi~ig part of my fantasy DNA. When I write sword & sorcery I lean into the feeling these series evoked in me as a young reader-

    • The CONAN series by Robert E. Howard showed me “low fantasy” – grit and violence in a world full of unknowable and dangerous magic with gods and devils who use mankind as tools in their cosmic machinations or ignore them altogether as kingdoms rise and fall.

    With each new story I get to write in the Hyborian Age, I dig back into the source material trying to capture that same excitement and intensity.

    • The FAFHRD AND THE GREY MOUSER series by Fritz Leiber delivered a similar “magic beyond understanding” bent, but the warrior and thief duo had their own flair for troublemaking and problem solving that stuck with me.

    Skullkickers, the sword & sorcery series that helped propel my writing career, plays with the same kind of adventuring duo who somehow triumph against foes way beyond them in scope and power and that’s definitely by design.

    • The DRAGONLANCE series by Margaret Weis and Tracy Hickman is high fantasy in the Tolkien/Lord of the Rings vein, but it arrived at the perfect time for me when I was young – a new epic trilogy that made Dungeons & Dragons ‘real’ – bringing the abstraction of game rules and encounters to life with memorable characters and lots of heart.

    Although my Legends of Baldur’s Gate heroes aren’t involved in the same kind of world-shattering threats as the Heroes of the Lance, I’m always looking to channel the warmth and comradery Tracy and Margaret brought to their adventuring party.

    • The FIGHTING FANTASY series by Steve Jackson and Ian Livingstone clicked for me, with its choose-your-own-adventure structure and TTRPG-centric combat, but DEATHTRAP DUNGEON towers above the rest. A labyrinth full of ingenious traps and its competitive gladiatorial spectacle drove my imagination into overdrive.

    My first Conan the Barbarian story arc, called “Into the Crucible”, is an homage to Deathtrap, plunging our favorite Cimmerian into a similar lethal tournament with the added challenge that he’s also in a foreign country where he doesn’t speak the local language.


    A Freakish Discussion

    I spoke to Jed Keith at Freaksugar in-depth about my work on the Conan the Barbarian relaunch, over 2000 words covering my previous Hyborian Age writing, how the new series came about, and more. Check it out.


    Links and Other Things

    • I’ve been checking out episodes of the Cromcast, a podcast dedicated to Conan and other pulp adventure stories and in a few weeks I’ll be a guest on the show. It’s fascinating listening to early episodes where the hosts are just starting to dig into the original Conan prose stories with very little knowledge of the lore and compare that to more current ones after 18 seasons worth of episodes analyzing these classic tales and joking around with each other.
    • Last week I made Pasta alla Zozzona, an obscure pasta sauce that combines elements and flavors from 4 different classic pasta dishes, and it turned out great!
    • Okay, that should cover it this time.
      Jim

    Zubby Newsletter #11: Forty-Seven

    Today’s my birthday. 47.

    Things are good.

    Stacy and I are still in the UK, spending a few days sightseeing in London after a fun trek to Wales for the Swansea Comic and Gaming Convention. It’s our first overseas trip since October 2019 and feels both familiar and strange getting back to it.

    I relish these times where we get to wander and explore, chat and laugh, prioritizing just the two of us for a little while. I want to carve out more time for that in the days ahead.


    • Moon Knight: Black, White, and Blood #3 was nominated for an Eisner Award. That was an unexpected little birthday present. If you’re qualified to vote and willing to send one our way for ‘Best Single Issue/One Shot’, our whole team would appreciate it.

    • IGN has lettered preview pages for Conan the Barbarian #1. So damn proud of this book. If you haven’t pre-ordered yet, remember to pop the series on your pull list at your favorite local comic shop or online retailer. These Days of High Adventure are going to be something special.


    Short and simple this time.

    Be good to each other.

    Jim

    Zubby Newsletter #10: Hither Came Comics

    BLUESKY: Thanks to a kind reader, I’m now set-up on Bluesky social. If you’re on the new platform, you can find me there at: jimzub.bsky.social

    Free Comic Book Day at Third Eye Comics was bonkers, easily one of the most amazing comic events I’ve ever been a part of. From 8:30am to 12:30pm I signed over 1200 copies of Conan the Barbarian #0 and a couple hundred other books (my creator-owned series, super hero stories, and D&D aplenty) bought or brought by readers. At the same time, my social media was blowing up with excited messages from readers at other locations who picked up the prequel issue and enjoyed it as well. What a rush!

    Here’s the last sprint of signatures I did before wrapping the signing up-

    With all the hard work our team has been putting into the series, getting this kind of enthusiastic response really makes it all worthwhile. Thank you for reading and spreading the word about Conan’s return. I’m even more excited for our issue #1 launch coming in July.

    If you want to get a signed Conan #0 and won’t be seeing me at an upcoming conventionThird Eye still has some copies available for mail order.


    CONAN #0 online for FREE

    If you missed your chance to grab a physical copy of Conan the Barbarian #0 from your favorite local comic shop, fear not, adventurers – you can enjoy the digital version absolutely FREE right here:

    Kindle/comiXology – CONAN THE BARBARIAN #0

    or here:

    TITAN Comics – CONAN # 0 PDF Download

    Please share those links everywhere you can!

    Now that our zero issue has been released, there’s a fan mail address listed in the back for the upcoming letters page. If you read our pulp-infused prequel, please send a message to Heroic Signatures via chainmail@conan.com to let them know what you think of it!


    Chaos Machine

    Last week saw the release of D20 or Die!: Memories of Old School Role-Playing Games From Today’s Grown Up Kids, a book of essays about discovering tabletop role-playing games in the 70’s and 80’s. I wrote the Foreword and it’s a tale in which my first D&D character, a little dwarf with grand ambition, learned a grim lesson about paying attention…er, I mean, I learned the lesson, he just paid the price for it.

    I have so many great memories and ridiculous stories thanks to TTRPGs and it was fun waxing nostalgic here.


    Appreciation and Insight

    I recently did an interview with Tess Curious from the Curiosity Project and was really impressed with the engaging variety of questions we covered. Even though I’ve done a couple hundred podcast interviews over the years and thought I was ready for just about any kind of question I might get, this interview includes some unexpected and genuinely thought provoking ones that will stick with me:

    • What are the three things you value most in life?
    • Tell me a memory that shaped you.
    • Tell me about something that once existed, but now does not.
    • What, if anything, is perfect?
    • What do you suck at?
    • What are you great at?
    • Do you say “I love you” too much or too little?
    • If you could name a hot sauce, what would you call it and why?
    • What are you most proud of?
    • How do you deal with failure?
    • If you were on a starship, what position would you hold?
    • If you could give just one piece of advice, what would that be?

    Give it a listen.


    The Wordysmiths Panel from TCAF 2023


    Jamie Colville recorded the panel at TCAF that Ryan North (Fantastic Four), J. Torres (Teen Titans Go!), and I were on where we spoke to moderator Mark Askwith (Space Channel) all about our comic writer careers – How we got our start, the many ways the industry has changed, indie projects VS commercial ones, quitting the day job, failed pitches, and more. Give is a listen.


    Links and Other Stuff

    Eike Exner has some fascinating insights about the origin of manga, demystifying a few historical assumptions that have been erroneously repeated many times over the years.

    Kenzo and Mayko at Love Life Drawing have an archive of great tutorials focused on their namesake on their YouTube channel and website. With my current crazy schedule I haven’t had time to do any life drawing for several years, but I want to dive back into it, so the material here will be really helpful.

    Until next time-

    Jim

    Zubby Newsletter #9: It’s Gonna Be Maaay

    May 1st, already?! My god, this year is an absolute rocket…

    This Saturday – Free Comic Book Day!


    Saturday, May 6th is FREE COMIC BOOK DAY and that means CONAN THE BARBARIAN #0 is finally unleashed at your favorite local comic shop! This free prequel issue has an all-new 12-page story (that will not be in issue #1) that acts as both a prequel and mission statement for a new era of Hyborian adventure.

    Our entire creative team is pouring blood, sweat, and soul into this new series, so make sure you pick up a copy of #0 for FREE, let us know what you think of it, and then put in your pre-order for Conan the Barbarian #1 charging forth in July.

    The response we’ve been getting from readers and retailers even before the launch has been incredible. I can’t wait for everyone to check this out.


    Also arriving in July – the trade paperbacks for RICK AND MORTY VS CTHULHU and UNBREAKABLE RED SONJA. If you missed those mini-series in single issues, it’s the perfect time to snap up the softcovers.



    I spoke to George and Reilly from the Hypothetical Island podcast all about strange scenarios involving lycanthropic ewoks and gnashing teeth, and then after that we chatted all about Conan the Barbarian.

    For the Hyborian fandom, if you want to skip the preamble and get right into the Conan stuff, fast forward to the 19 minute mark of the episode.


    Adventures Overseas

    Next week, Stacy and I head to Wales for the Swansea Comic & Gaming Convention happening May 13-14. It’s our first overseas trip since Fall 2019, so we’re excited to be heading somewhere new and have built in a bit of extra time for exploration and relaxation, especially with my birthday coming up on May 18th.

    It feels a bit surreal getting back on the convention circuit in a big way, but it’s exciting too. You can keep track of signings and conventions I have confirmed on my website right here.


    Seneca 2D Grad Films

    In addition to comic writing and other creative projects, some of you may not know that I’ve been teaching drawing and storytelling courses at Seneca College (now Seneca Polytechnic) since 2004.

    Each year, the 2D Animation stream splits into production teams and puts together a series of original animated short films, giving our soon-to-be grads solid production experience before they head out into the industry. Every aspect of these films, from initial concept to design, direction, animation and post-production, is handled by the students with staff mentors like me providing feedback along the way.

    Here are the Seneca 2D Animation grad films for 2023. I’m really proud of these crews and all the hard work they put into each production:

    HOMEGROWN

    END OF THE LINE

    CLOUDED

    On Tuesday, May 2nd at 6pm is the Seneca Creative Arts and Animation grad show called Coalesce. If you’re in the Toronto area and work in film, animation, art, theatre, or music and want to see what our grads are capable of, feel free to register for a free ticket and stop by.


    Chicken Karaage – You Will Crave It

    During the height of the pandemic I craved the fried chicken Stacy and I had when we traveled across Japan. Chicken Karaage isn’t heavy or greasy like a lot of deep-fried food – the batter is thin and crispy while the meat inside stays tender and incredibly flavorful.

    It took me several tries to find the right recipe and get that ideal savory crunch, but once I finally got it, I was thrilled. It’s a dish I love having as part of my cooking skillset.

    There’s a tweet thread from last year where I went through the karaage cooking process complete with photos of each step. Here’s a text summary:

    • Use deboned chicken thighs (leaving the skin on for extra flavor and crunch), cut them into two-bite size pieces and marinade them in a mix of sake, soy sauce, a sprinkle of sugar and some squeezed juice from fresh cut ginger. If you’re short on time you can marinade the chicken pieces for 15-20 min and it’ll work fine, but 4-5 hours in the fridge or even overnight is better.
    • The dry dredge is super important. You’ll probably have to shop at an Asian grocery store to find potato starch, but it’s worth the search. Some online recipes say you can substitute corn starch and, yes, it will still make tasty chicken with some crunch, but it won’t taste quite like real-deal chicken karaage.

      Even when I found potato starch and followed recipes I found online, it wasn’t quite as flavorful as the karaage I had in Japan. Zack Davisson solved the missing piece of the puzzle for me – He suggested I add a a bit of powdered chicken stock to the potato starch and it worked wonderfully! I haven’t seen any recipes that include this crucial step but, trust me, it brings out a lot of extra flavor.

    • Coat each piece generously with the potato starch + powdered broth mix. Don’t leave any chicken exposed. Let the pieces sit on a wire rack (so air can circulate above and below) for at least 10 min to really let the starch adhere.
    • You can use a deep fryer to cook the chicken, but I just use a steel pot with peanut or canola oil on the stove. Make sure the pot you’re using is no more than half full to avoid spills or splashes!

      Use a thermometer to check the temperature. The oil should be between 325° and 350° F before the first fry starts.

      Yes, first fry. We’re triple frying these pieces for maximum crunch and flavor! The meat is encased in the potato starch batter so the outside gets crisp while the meat inside steams, keeping it moist and tender.

      Don’t overcrowd the pot. You need space to keep the heat up and let the hot oil circulate around each piece. Fry the chicken pieces in batches and put them on your wire rack between each round.

      Approximately 30-45 seconds for the first fry.
      Approximately 1 min for the second fry.
      Approximately 1-1.5 min for the third fry.

    • After the third fry, put the chicken pieces in a large mixing bowl with a paper towel to wick off any excess oil and then sprinkle on some salt so it attaches to the hot chicken.

      The traditional pairing with karaage is a wedge of lemon and kewpie mayo with a sprinkle of 5-spice on top. Japanese beer is a proper addition as well. 🙂

    • Essentially, I follow this video recipe (but add a bit of powdered chicken broth to the starch) and it really hits the spot – bringing back the full karaage sensory experience I’d been missing from Japan:

    Also, don’t just ditch the cooking oil after you’re done. After the oil cools down completely, carefully pour it through a fine mesh strainer (to get rid of particulates) into a bottle or jar and keep it for next time. You can re-use the oil 4-5 times without any problem.


    Links and Other Stuff

    • This history and analysis of the storytelling and panel choices from Bernard Krigstein’s famous EC Comics short story is really compelling, made even more impressive by the fact that this is the first video on this gent Matttt’s YouTube channel. If he keeps up with content this good it’ll definitely be a channel worth following.

    That should cover it this time.

    Jim

    Zubby Newsletter #8: Soul Stirring

    A different format this time, as I dive into anecdotes and analysis about one of my obsessions-

    What Is It About Those Souls?

    Hidetaka Miyazaki, the developer of Elden Ring, is one of TIME Magazine’s Top 100 Most Influential People in 2023, only the second video game industry person to ever make it on the list (The first was Shigeru Miyamoto, the creator of Mario, Donkey Kong, and Legend of Zelda).

    Even though “Soulsborne” titles have been lauded and influential in video game circles for years, Elden Ring broke through with a level of mainstream success no one could have predicted. It launched to sales numbers that eclipsed the lifetime sales of most other FromSoft titles and has fueled a surge of interest as gamers go back to rediscover the rest of the “Souls series”: Demon’s Souls (2009)Dark Souls 1-3 (2011, 2014, 2016)Bloodborne (2015), and Sekiro (2019).

    These games have an infamous reputation for being difficult and obtuse, cultivating a fandom obsessed with their challenging game play, mysterious lore, and strange characters.

    That rep is rightfully earned:

    • They are difficult, especially compared to most other video games on the market.
    • The game play is obtuse and in-game instruction is minimal.
    • The fandom is obsessed and many enjoy deep-diving into lore, symbolism and connectivity in the games, implicit or implied.
    • The characters and their in-game plot lines are quite strange.

    And yet, Souls games are also incredibly compelling.

    I didn’t try any of them until 2018 when my friend Ray Fawkes (who I’ve known since college and collaborated with on Murderworld) heaped praise on Dark Souls, telling me how fierce and fascinating the series was. With a level of glee I’d rarely seen in him before, he wove a narrative about his hapless hero stumbling through gloomy corridors, being ambushed by monsters and doing everything he could to survive in the face of near certain death. Violent sword and sorcery is certainly my jam, so I snagged Dark Souls Remastered, installed it…

    …And did not see the appeal at all.

    Dark Souls seemed crafted from a bygone era of video gaming, one where clear instructions and an intuitive user interface were not a priority. The cinematic opening promised epic adventure, but the starting area in-game was a cramped dank prison filled with tricks, traps, and asshole enemies ready to gank me at a moment’s notice. The action felt awkward and unresponsive, the world seemed small, and I wondered what Ray saw in this that I was somehow missing.

    Eight months later, Playstation had a sale on digital games and on a whim I picked up Bloodborne, not realizing it had the same development team as Dark Souls. The twisted gothic setting grabbed my attention and I waded in, unsure if this would be a repeat of my first Souls experience.

    Bloodborne is cut from the same cloth as Dark Souls and, in theory, it should have repelled me the exact same way, but it didn’t. Don’t get me wrong, the game still felt weird and kicked my ass, but the atmosphere was so rich and locations so interesting that I stuck with it, creeping forward street by street and section by section, struggling to make progress but compelled to keep trying.

    I must have spent at least four hours completing the opening section of Yharnam, the sprawling Stygian labyrinth where Bloodborne begins. My character died dozens of times, but my attitude around those deaths changed. It became apparent to me that the game was consistent in its approach and I was the one making foolish mistakes each and every time.

    What felt like poor design when I played Dark Souls for the first time began to slowly fall away, revealing something far more intentional. As I explored Bloodborne further, a message started to emerge through the din. It was simple, but also demanding-

    “Are you paying attention?”

    • Are you paying attention to the environment around you – looking carefully at where you’ve been, where you are, and where you’re going?
    • Are you paying attention to the enemies you encounter – how they sound, how they move, and what they’re capable of?
    • Are you paying attention to your character – especially the speed and reach of your weapon as you attack?
    • Are you paying attention to your inventory – the items you pick up, their description and purpose?

    Many video games want the player to feel empowered right from the start, giving them clear goals and, with a bit of effort, the abilities to achieve them. There will be a certain amount of hand-eye coordination involved, but where you have to go and what you have to do when you get there is rarely in question. These games want to please you.

    In comparison, many older video games could feel opaque at times due to awkward design or limitations of fidelity, but there was also a gratifying surge that came with figuring things out on your own or having a friend pierce the veil of confusion alongside you.

    Souls Games issue a distinct challenge to the player. They establish a foundation of consequence inside a harsh environment that will try to destroy you. It can be extremely frustrating at times, but the commensurate satisfaction I feel as I figure out each piece of the puzzle and overcome each challenge delivers old school gaming delight magnified many times over.

    Bloodborne requires careful planning before each major encounter and then quick thinking once the action kicks in. The game constructs a deliberate atmosphere of mystery and dread before violently unleashing new tests on the player as the environments twist around and through each other.

    You can stumble through the whole game and even complete it with no idea why you have to slay these creatures and escape this nightmare, or you can slow down on the journey and start to see tiny threads of motivation and emotion woven into conversations and item descriptions that hint at a larger tapestry, fascinating questions and themes lying just out of reach.

    You can rail against the darkness all by yourself or summon help, either through AI-controlled NPCs who are fulfilling their own mysterious plot lines, or via online multiplayer fighting alongside fellow human hunters looking to take down their prey.

    I fell in hard, conquered Bloodborne and the Old Hunters expansion, and then played through the other Souls titles (and several other games inspired by them). Once that was done, I went back and ‘platinumed’ many of the games, completing every achievement, no matter how demanding or obscure.

    Demon’s Souls was the first game in the series and it shows. At times it struggles to execute on its vision for combat and exploration, but it can also be surprisingly confident in game play precepts that will be honed in future titles.

    The Dark Souls trilogy iterates on that original game, expanding character possibilities and the types of encounters it throws at you while also broadening the narrative scope of its epic fantasy world. The environments have branching paths that coil around each other or ‘hub’ locations that act as waypoints so you can choose which way you want to head next. Many of the boss battles are epic and the final decision you’re given, to renew the world with fire or send it spiraling deeper into darkness, feels well earned.

    Sekiro is a more focused narrative set in a mythical version of Sengoku-era Japan. It has extremely demanding combat that requires meticulous timing, but also generates an adrenaline surge like no other video game I’ve played before.

    I’ve enjoyed them all. These are worlds to be explored and challenges to be relished.

    Which brings things back to Elden Ring and the TIME Magazine article about its creator.

    Elden Ring is a culmination of sorts. It’s an ambitious and massive open world version of Hidetaka’s previous games. While it has the most content to uncover and can be extremely challenging, it also benefits from 13+ years of design experience, balancing that feeling of uncovering a mystery with abundant character options you can use to traverse and conquer the many challenges set before you.

    Souls Games are the peaty scotch of video games – a powerful flavor and acquired taste that many people are never going to enjoy no matter how it’s packaged or presented.

    As much as I rave about Souls as an experience, the rawness of the design and age of the engine used to build these games can also hamper them at times – There are weird game play systems that don’t become clear unless you look up a guide online and enemy AI that can be deliberate and fiendish one second and then dumb as rocks when taken out of the combat parameters or specific environment it expects. At times Souls fans hand wave some really weird-ass aspects of these games, chalking even genuine programming and optimization errors up to intentional design to a degree that borders on the delusional. There’s a lot of duct tape holding these monstrous beauties together.

    Elden Ring’s scope can also be quite overwhelming at times. The open world approach doesn’t allow for a focused path that carefully amplifies the threat, scene by scene. That means its challenge level swings wildly depending on how you build your character and which way your wanderlust takes you; One moment you’re effortlessly trouncing enemies, the next you slam into a proverbial wall and are sent sprawling to your doom.

    Despite all that, you’re never trapped. There’s always another direction to go or location to unearth, giving you the chance to earn experience elsewhere and come back to claim victory down the road. The journey is vast and it can be both breathtaking and ridiculous multiple times within the span of a single play session.

    Elden Ring isn’t my favorite Souls game (Bloodborne’s eldritch tendrils still have a powerful hold on me), but I’m glad it exists and has introduced millions of people to these games. I’m also glad Elden Ring has won so many awards and gained so much mainstream attention. I wouldn’t say it’s an experience everyone needs, but I do think there’s gold in them thar hills if you’re looking for a challenging and thoroughly satisfying video game rush…

    …Just be prepared for a wee bit of obsession if it finds its mark, the kind that makes you pump out a 1600-word essay about it instead of promoting your own work.

    Speaking Of Eldritch Horror and Promotion…

    Over on my Patreon, I posted up the script for Rick and Morty VS Cthulhu #4 (of 4), the climactic conclusion to our epic nihilism VS narcissism battle as Rick Sanchez tries to stop the Cthulhu Mythos from infecting his dimension and destroying his family.

    There are now almost 300 scripts on my Patreon page, a deep archive of my comic writing where, for the price of a fancy coffee, anyone can dig in and compare what I wrote to the final published version, along with pitches, frequently asked questions, interviews, and more.

    My Patreon page grew out of more than 40 free writing and industry How-To articles I wrote over on my main site (check the right-hand column labelled #ComicsSchool for links to the most popular articles), covering common questions around how to break into comicshow to write a project pitchhow to find an artist to collaborate with, the economics of creator-owned comics, and much more. Even as the industry has changed and continues to change at a rapid pace, a lot of that information has remained evergreen.

    Talking to a Pair of Rogues

    I spoke to the gents at the Rogues in The House podcast all about sword & sorcery, Conan the Barbarian, historical fantasy, and more.

    For those of you who are hardcore fans of the Hyborian Age, our Conan chatter gets underway at the 28 minute mark of the podcast. The other stuff is great too, but if you’re focused on that aspect, now you know.

    Okay, that’s more than enough this time. Have a good week.

    Jim