Grant McLaughlin: For Comeback what role did you
play when it came to the creation of the world and the story?
Michael Walsh: I think initially Ed had
a pretty solid idea of the aesthetic that he wanted for the world.
In terms of the actual machinery and technology he basically said, “I
don't want this to be too flashy or too new-aged. Make everything
look a little bit run down. Make it look gritty.” He didn't
really give me anything too specific in terms of design, so I just
kind of went wild.
For example, when I went into designing
the actual time travelling room, in my mind I thought of how it could
exist and how there would need to be a power source, so there would
need to be a small air-proof room built around this power source, and
the idea for the room came out from there. I also wanted the power
source to be a nice, bright light source, so I designed that pillar
with transparent glass so you can see inside that there's something
that powers up that gets brighter and brighter and then, after the
bounce forward in time and as it powers down, the light fades.
|
Power sources in action. |
So I guess I kind of made a story in my
own head that I've never talked to Ed about.
GM: I'm looking at the issue as you
say this and I see exactly what you mean. I didn't even notice it
before you mention it, but yeah, it does exactly as you say.
Walsh: It's a small
detail, but I feel that it kind of dictated the way I designed the
room, and then in terms of the actual control panels and stuff, I was
just going for – not really corny – but kind of a 70s low-budget
film control panels with lots of levers and kind of crazy scientist
stuff, while also making it look as realistic as possible.
GM: On a similar vein, does Ed leave
you with a lot of freedom when it comes to your design and layout of the book's pages?
Walsh: He does. We talk pretty
much every day as I'm laying things out, and we're bouncing ideas off
of each other and he usually tells me what's coming up in the book.
I'll tell him if there's something I want to change in the script or
if I think that the script layout of a page could be changed in a way
to make it more dramatic or more narratively taut. We have a very
open working relationship where we're constantly bouncing things off
of each other. It's good, I think. It's healthy.
GM: Certainly the results in the comic are there to recommend the practice.
You mentioned the way you layout pages, and I find that you have a
really dynamic layout where no matter what's going on, things look interesting. Even your conversations between characters have a lot
of movement to them through the way that you place the focus in
panels. Where does that come from for you? What motivates that?
|
A lot of movement here. |
Walsh: After the first script, I
knew that the first, maybe, two and a half issues were going to have
a lot of dialogue in them and only a few small scenes of action paced
throughout, so I was trying to figure out a way to make conversation
interesting where it wasn't just talking head after talking head
after talking head.
My approach was to try to have
characters act as real people would. You know, if you sit in a room
and have a conversation with someone, you don't usually just sit
there and stare at them as you talk. People fiddle around with
things. They drink their coffee, smoke their cigarette. For
example, they have to light that cigarette, so while they're talking
I'll draw that into the conversation so that you have something to
focus on besides just the words on the page. I'll zoom in on objects. I'll
try and find something that I can have fun drawing in the scene,
because when you have fun drawing something, I think that comes
across to the reader and they'll enjoy that sequence more.
GM: I have issue #3 in front of me,
and the hotel scene towards the end of the issue strikes me as the
perfect example of this. The way you have it all moving around makes the scene feel as tense visually as it is dialogue-wise.
Walsh: Right. I really like
that scene. I remember that Ed had said in the script, “This is
three or four pages of dialogue, so if you can find a way to make
this interesting, go for it.” He had the layouts, but they were
very basic - “Back to Seth. Back to Mark. Back to Kelly.” For that one page, I thought it would be cool if we could build up
the suspense by having Seth try to light his cigarette but the
lighter's not working, and the frustration that he's getting through
there plus the intense dialogue of the scene would coincide to build
this really anticipation-filled page for the reader. Hopefully it
succeeded. It sounds like it worked, but we'll see I guess.
|
Our "heroes". |
GM: Well, it worked on my end! Switching gears, let's focus in on our two protagonists for a moment. When it comes to the character designs,
how did you come up with Mark and Seth?
Walsh: Me and Ed had talked a
little bit about what we were thinking for their actual designs and a
lot of times we would talk actors or casting but nothing be too
specific because I don't want to model anything after an actor. Personally I find that takes you out of a story if you're
reading a book and you're like, “Oh, there's Samuel L. Jackson.”
So I took the idea of their
personalities. They're kind of close in age. They're not really
that far apart in terms of their personalities. I mean, they are but
they aren't. They're buddies, but I wanted to make them different,
so one's dark and one's light. They're both wearing suits, but Mark
has the military lapels on the shoulders and he's got the tie – a
cleaner look. There's a lot of suits in it, so I had to find the
small differences to separate them.
GM: Looking at the pages of this
issue, who is doing the sound effects for Comeback? Is it you as the
artist or Ed as the letterer?
Walsh: I think that 99% - well
maybe not 99% - let's go with 85% of the time, it's the letterer who
does it; 15% of the time it's the artist. The first issue all the
sound effects were Ed, but I've always wanted to do the sound effects
myself. I had actually attempted to do them the first issue, but I
wasn't liking how it turned out. But then in the second issue there was a
point where I did something and I liked it, so from there on out, I
did all of the sound effects myself. Some of the stuff in issue #2
is me and some of the stuff is Ed. In issue #3 all of the SFX lettering is me. Ed's lettering is amazing and it was not a slight
to him at all. It was purely that I wanted to learn how to do that
and how to do that well so that, in the future, I have that control
over my own work and the way it comes out.
|
Krak, indeed. |
GM: Yeah, now that you mention it,
there is a bit of a transition in the sound effect stylings as the
book progress. It seems like the early instances have a bit more
of a polished look to them, visually speaking, whereas the ones in
issue #3 seem more--
Walsh: Organic?
GM: Yeah, that's the one.
Walsh: Yeah. Because I'm doing
all of the SFX lettering traditionally by hand on the paper,
when I scan it it's going to look like it was inked on the page, but
if the SFX are done digitally, they usually have that kind of
illustrator gleam to them [like in issue #1 of Comeback].
GM: For the series itself, what has
been the fun most fun part to draw?
Walsh: I like to draw – and
I'm trying to phrase this without sound too weird or creepy – but I
like violent action scenes. It's fun to draw the blood splatting
around and gunfire and evasive action, so there's a scene at the end
of issue #4 that's very action-heavy. It goes from almost kind of a
chase to a shootout and there's a big, long scene in that issue that
ends with something very unique that I don't know if it has been done
in a comic before, to be honest with you. I haven't seen anything
like this done in a comic – in terms of the way that said thing is
rendered. So that was fun just because I was creating something new
that I had never seen before. I'm also very curious to see what the
reaction to that is. It hasn't been coloured yet, but I'm excited to
see what Jordie does.
|
Turned out pretty well, no? |
GM: I believe it. And how does the
collaboration work between you and Jordie? When it comes to the
colouring do you just hand it off and leave it to her or--?
Walsh: For the most part. We
are very open with each other, as well. I Skype with Jordie quite a
bit while she's colouring the pages in case she has any questions or
in case I have anything I want to add in. Pretty much if there's
anything I had a specific idea for, I would give her a vague note
saying, “I think that the time machine power source light would be
a nice bright blue.” That was kind of my only note on those pages
[from issue #1]. There's a scene in issue #3 where they're in a
studio apartment for three or four pages and my notes to Jordie were: “There's no lighting in the room. The lights are coming from
a strip club next door from behind the blinds.” I guess I was
looking for some kind of garish neon strip club light sign and Jordie
just killed it on that sequence. I love how it turned out.
Usually my notes are very small. Most
of the time I don't really have notes for her. She just goes crazy
and does an amazing job.
GM: Yeah, no kidding. I hadn't registered how much work she does before seeing her in Comeback, but now I see her work everywhere, and she's always killing it. When I spoke with Ed, he mentioned that Jordie is
a bit more active when it comes to working on the covers for
Comeback. Could you elaborate a bit on that?
Walsh: Well, the thing with
the covers is that they're so graphic and flat that the colour plays a big part in them, and I don't think that people realize that.
Most of these covers are just a single figure with blocks. So if
that was a black and white cover, it would be pretty unimpressive.
The original art for them is not that visually appealing. It's just
black lines, squares, and one figure, so when I was showing off the
original art for them, it didn't have the effect of the print
cover because it didn't have the colour. So for the covers, I come
up with the layout and design for them, but Jordie will often send us
three or four samples of different ideas of colours, and we'll kind of
go back and forth with Ed to see what everyone thinks and what colour
palette everyone feels is the most suitable to the atmosphere of the
issue. I'd say covers at 50% me and 50% Jordie, because the colour
is just so important.
GM: Oh, definitely. And where did
the idea for these really parred down and aesthetically simple covers
come from?
Walsh: We had been talking
briefly before we started the series that we wanted to do something
pretty design heavy with the covers, and in our initial attempt we
kind of went overboard. It wasn't overboard to us - we liked it -
but I think in terms of marketing the book it might have been hard.
It was super graphic, almost verging on a book sleeve cover. It
didn't even really look like a comic at all. So we kind of parred
that back and we kept the graphic approach, but we made it more
appealing to someone who would be looking at a comic on a shelf from
two people they've most likely never heard of. I wanted it to pop
off of the shelf.
After we did the first cover – it
wasn't my number one motivation at the time – but after we did it, I
got to thinking that each of these boxes could be Mark going through
time. Almost like an x-ray effect of moving back through time. He's trying to grab that hand on the first cover to take them
to the future to save their life, right? Each subsequent issue I
just kind of played off the idea of the boxes being part of time
and reality, along with the characters on the covers. Each
issue cover actually is pretty telling of what's going to happen in
that issue or the next issue, but it's very subtle and very vague so
you have to read the issues to understand how it plays into it.
GM: Makes sense to me. What's your work
process like on this book? Do you get complete scripts when you work
on it?
Walsh: Not for the most part,
no. Mostly, I've been getting the scripts in chunks from Ed. I don't
think that's a preference for either of us, but with our
workloads and with Ed lettering so many books that's how it's worked
out. But I don't think it's been detrimental to the process in any
way. If anything, I don't think it's a bad thing to layout pages in
clumps of four or five, because then the next time you layout pages
you've got a fresh mindset and you're going to try something
different than you did in the earlier pages.
So I usually try and work scene to
scene, or if scenes are really short maybe two scenes. I'll lay it
out, send it to Ed, we'll talk about it and make sure everything is
cool on both ends, especially if I'm changing something from the
script where he might need to change dialogue or something like that.
So we'll talk about that, and then I'll go over and pencil it. I do
all of my penciling on a tablet and then I print it out onto an 11
by 17 paper. I ink everything traditionally, scan it back in, get Jordie and Ed to approve, and then send it to Joride where she
does her work. Usually I send Jordie the issues in halves so, like, 11 pages and then 11 pages. It seems to be the best effect
that way. She gets a clump to colour halfway through the month and
at the end of the month she'll get another clump.
GM: Cool. So does that mean that
there was a point in the process where you didn't know how the story
ended?
Walsh: Yeah, I think there was
a point that we were working on it where Ed might not even have known
how it ended. He only had a vague idea. I think we both had a vague
idea, but as we've been writing, it's been fleshed out and there have
been changes to the story that weren't initially there that just kind
of went with the flow of the project and kind of seemed organic with
how everything was going and where the characters were moving. I don't
want to sound cliché, but sometimes you can't control the way that
your own characters are going to act. You start writing or
working on something and as you get going it organically changes and
you just have to adapt to how you think it should be.
GM: Yeah, you realize that what you planned out just doesn't feel right anymore and you just have to roll with it.
Walsh: Exactly. So I do know how it ends right now. I'm
working on the fifth and last issue as we speak, so I'm kind of sad
and happy. It's nice to have something like this finished and under
my belt. I'm doing design work for the trade at the moment as
well and that's kind of exciting, so when the trade comes out that
will be all my creation. All the design work. A full
package.
I finalized the trade cover today and
that turned out pretty good. I think it should be solicited either this month or the next. We had an initial design that was done
probably a month and a half ago and then just in the last week I
really started to hate it so I retooled it quite a bit. I'm pretty
happy with it now. Well, I'm happy with it today, we'll see how I feel
tomorrow.
GM: Well hopefully it stays good in
your mind.
Walsh: Yeah. (laughs)
To Be Continued...
Come back tomorrow for more of this discussion as we verge into talking more about Michael's creative process, background, and history. There's still lots of interesting stuff to come, so we hope to see you back here tomorrow as we keep bending Michael's ear about all things comics. Feel free to let us know what you thought of today's part of the chat in the comments, should you feel so inclined. Are you picking up Comeback right now?
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