HiDive has announced that they are picking up the upcoming mech anime ‘Alice Gear Aegis Expansion’ from the Japanese animation studio Nomad. The animated series is an adaptation of the 2018 RPG mobile game ‘Alice Gear Aegis’ from video game developer Pyramid. It is set to air in Japan in April 2023 with a debut in North America shortly after the release of the OVA titled ‘Alice Gear Aegis: Doki! Actress Darake no Mermaid Grand Prix.’
“In the mood for a sci-fi mecha anime? Then you don’t want to miss the alice gear aegis Expansion anime when we stream it right here on HIDIVE. But wait, we’ve got a special treat in store for all of you! We’re also streaming the OVA ahead of the simulcast,” HiDive said on their website.
The anime is directed by Hirokazu Hanai and written by Kenji Sugihara. Rikiya Okano handled the character designs for the series. The theme song “Dash and Go” was made by Aina Suzuki while Marina Horiuchi penned the ending song “Just a little bit.”
You can watch the trailer below:
The 2021 OVA was directed by Hanai with Okano returning to design the characters. Masahiro Okubo handled writing the scripts and singer-songwriter Zuntata composed the music.
“Centuries ago, mankind abandoned planet Earth after the Vice, a race of mechanical aliens, drove them from their home into a life adrift in space. Now resigned to starships forged of pieces of Earth’s shattered moon, the final hope for humanity lies in the hands of Actresses, young women born with the ability to wield the only weapons that can harm the Vice: Alice Gears, mechanical suits that can finally turn the tide against the alien incursion.”
The developers also produced the 2022 video game ‘Alice Gear Aegis CS: Concerto of Simulatrix’ for Nintendo and Sony PlayStation.
The Monday Night Wars are back! Mattel Creations has created a new crowdfunding project to make the iconic WCW Monday Nitro stage entrance into a premium playset for your Ultimate and Elite Edition wrestling action figures!
The playset was designed based on WCW’s original blueprints. There’s no denying that the entrance hits all the essential details, right down to the textured metallic WCW signs. The 40″ wide and 20″ tall stage comes with 100 LED lights that include “six pre-programmed sequences along with adjustable can lights make every entrance a spectacle.”
Wrestling fans can put their $400 down on the WCW Monday Nitro entrance starting on March 29. For this campaign to succeed, it must reach a minimum of 5,000 backers by May 5.
The Ultimate Edition WCW Monday Nitro Entrance Stage has multiple stretch goal tiers; each one includes an iconic wrestler. These unlockables start at 5,000 backers and end with 11K. The legendary wrestlers included throughout these tiers are:
Rey Mysterio
Nitro Debut Hulk Hogan
Diamond Dallas Page
Scott “Big Poppa Pump” Steiner
Ultimate Warrior
Photo Credit: Mattel Creations
“Once we reach 5,000 backers, the entrance stage will be funded and unlocked. We will also give backers an Ultimate Edition Rey Mysterio figure to recreate some of his signature high-flying moments.”
Photo Credit: Mattel Creations
“The clock is ticking! If we reach our first goal of 5,000 backers by April 7, everyone who joins will get an Ultimate Edition Nitro Debut Hulk Hogan figure as the Early Funding Bonus, brother!”
Photo Credit: Mattel Creations
“When we reach 7,000 backers, we’re unlocking an Ultimate Edition figure of one of WCW’s most beloved legends. The undeniable Diamond Dallas Page is ready to pull a diamond cutter out of thin air.”
Photo Credit: Mattel Creations
“When we reach 9,000 backers, we’ll unlock the Ultimate Edition figure of Scott “Big Poppa Pump” Steiner. Then you’ll get a piece of the Big Bad Booty Daddy.”
Photo Credit: Mattel Creations
“When we reach the pinnacle of 11,000 backers, we’ll unlock the one who hails from parts unknown: the Ultimate Edition Ultimate Warrior figure.”
Here’s what is included with the base playset:
Entrance tunnel lit by over 100 LEDs with 6 pre-programmed animated sequences, controlled by remote
Four sets of adjustable can lights for different lighting angles
Entrance tunnel features two authentic Monday Nitro signs
Two premium fabric WCW Monday Nitro banners, authentically scaled and textured WCW letter blocks
Realistic metallic colored grating on stage and ramp
Removable and repositionable entrance ramp
All bonus figures feature 30 points of articulation, additional hands and heads, and entrance gear
Premium packaging themed to WCW and the Monday Night Wars era
Most fantasy games in the modern day can trace their origins or their inspiration back to the Dungeons & Dragons tabletop role-playing game. Some of the biggest video game releases and even fantasy movies from the 80s and 90s have taken some level of inspiration from the franchise as well. But ever since a cartoon series from 1983 and a movie released back in 2000, there haven’t been many big Hollywood projects based on the Dungeons & Dragons (DnD) series. That is until Dungeons & Dragons: Honor Among Thieves, a movie set in a universe where many of the locations and aspects of modern DnD are rendered authentically for the first time. But rather than leaning on a more serious fantasy story, fans are treated to something that has a lighter tone with a sense of humor that will catch them by surprise.
The plot of the film follows Edgin Darvis, played by Chris Pine, who is on a journey to save his daughter Kira (Chloe Coleman) back from a former ally named Forge (played by Hugh Grant) after spending time in prison for two years. Edgin and his partner Holga (Michelle Rodriguez) escape prison and find that Forge has become a Lord of Neverwinter while acting as guardian for Kira. Yet at the same time, Forge has allied with a Red Wizard that plans on taking over the city for a cataclysmic purpose. In order to rescue his daughter, Edgin will have to find allies and undertake a quest that will coincide saving his daughter with saving Neverwinter from the Red Wizards.
The biggest thing everyone will have to do when seeing this movie is just accepting what is happening and roll with it. Unlike many other fantasy stories on film, Honor Among Thieves doesn’t take itself too seriously, despite having a few emotional and heart-wrenching moments that will stick out. There’s a big sense of humor that is littered throughout the film that will make you laugh more times than you realize, especially when you don’t see it coming. The humor may become too much in some cases, especially towards the middle of the story, but it won’t overshadow the moments that try to stay serious when the movie needs to be.
This also means not thinking too much about some the world itself in most cases. Unless you’re already familiar with aspects of Dungeons & Dragons as a player or longtime fan, you might be lost on some things that are referenced or brought up in conversations between characters. A lot of the names and rules for magic or spells might seem a little weird, but when taken at face value the scenarios that play out on screen can be fun.
Some of the jokes play off some of the stipulations for how magic is used by the sorcerer Simon, played by Justice Smith, which can be pretty funny. A lot of the personality of Chris Pine’s Edgin is rooted in humor and sarcasm, which plays off great with Michelle Rodriguez in some scenes. However, not every joke will always land as good as others and some conversations may come off as too tongue-in-cheek for the moment to remain interesting.
The bad guys of the film are interesting, specifically Hugh Grant’s Forge when things come to a clash with Edgin early on. The Red Wizards on the other hand are a bit shallower in comparison, with Daisy Head as the necromancer Sofina. There’s a creepy vibe from her on-screen that is comically obvious and can make some of the scenes look silly when she’s interacting with the unsuspecting nobles of Neverwinter. It can get to a point where it would’ve been far better to have her take on a more convincing disguise that didn’t make the common folk seem so stupid.
However, the oblivious caricatures of the noblemen could have been a conscious choice to keep a joke going, but it may not work for everyone. The same can be said for some dialogue between the heroes, where conversations might feel a bit out of place with their responses, coming off like people attempting to sound fantastical at a DnD table, rather than people being within the universe. This might be intentional as well but it’s never truly clear in most cases.
The best part of Dungeons & Dragons: Honor Among Thieves is the visual effects, for both the mystical creatures we see and the magical effects. There are a few battles that take place where magic is used and it looks fantastic. Whether it’s Simon using elemental spells against foes or the druid Doric (Sophia Lillis) changing into an owl-bear, the effects look really good. If you wanted to see some good-looking dragons on the screen, the movie has you covered. You’ll be surprised at how they appear.
A few scenes have the group going to places where the environment changes drastically, along with a giant foe chasing them, and the effects of how things transform look solid. Some scenes will stand out more than others for some viewers, but there isn’t a spot where the special effects take a nosedive in quality. Dungeons & Dragons: Honor Among Thieves looks consistently good throughout the entire two-and-a-half-hour runtime.
If you’re not a big Dungeons & Dragons fan or player, you can still enjoy watching Dungeons & Dragons: Honor Among Thieves. The movie doesn’t have a lot within it that will prevent anyone who isn’t a big DnD enthusiast from finding something cool-looking or interesting to follow the story. And yet things aren’t perfect in this fantasy adventure, especially with how things can become too silly when they don’t need to be. Luckily, none of that is bad enough to ruin the good stuff in Dungeons & Dragons: Honor Among Thieves. There are great visual effects that make this world of Dungeons & Dragons look very neat and interesting enough to warrant a return for a sequel. If you end up taking the plunge into this DnD adventure, just roll with it and you’ll have a good time.
Will you be watching Dungeons & Dragons: Honor Among Thieves in theaters? Do you play DnD with your friends? Tell us about everything in the comments and let your thoughts be heard, no roll for initiative is needed!
HBO Max dropped some “first look” images of their upcoming revival of ‘Clone High,’ an animated series for mature audiences from MTV. The original series ran for thirteen episodes in 2002 and featured clones of various historical figures interacting in a high school setting.
Most of the original cast is returning. Will Forte will return as Abe, Phil Lord as Scudworth, Chris Miller as JFK, but Mitra Jouhari will take over the role of Cleo.
HBO Max said in a statement, “From MTV Entertainment Studios, This Modern Refresh Of The Fan Favorite Series Will Debut Episodes Weekly This Spring On HBO Max.”
The additional new cast will include “Ayo Edebiri as Harriet; Vicci Martinez as Frida; Kelvin Yu as Confucius; Neil Casey as Topher Bus; Jana Schmieding as Sacagawea; Sam Richardson as Wesley; Mo Gaffney as Ms. Grumbles; Al Madrigal as Frederico; Danny Pudi as Dr. Neelankavil; Emily Maya Mills as Ethel Merman; Michael Bolton as Michael Bolton, Mandy Moore as Mandy Moore, Ian Ziering as Ian Ziering; Steve Kerr as Steve Kerr; and Jeffrey Muller, Kyle Lau, Dannah Phirman, and Danielle Schneider.”
Warner Bros. Discovery described the synopsis as follows,
“This modern refresh of the Phil Lord (“Spider-Man: Into the Spider-Verse,” “The Afterparty,” and “21 Jump Street”), Chris Miller, and Bill Lawrence (“Ted Lasso,” “Cougar Town”, “Scrubs”) hit series CLONE HIGH is set at a high school for clones of historical figures. After a high school that was secretly being run as an elaborate military experiment to clone the greatest minds in history was put on ice, the clones have been thawed out 20 years later to resume the experiment with new clone classmates – all while navigating a new set of cultural norms and overly dramatic teen relationships.”
The unfinished pilot for the revival was leaked online.
Netflix is doubling down on its anime expansion by making huge announcements regarding their content slate for 2023 and 2024. The streaming service has made strides by increasing its library with IPs from Japan and South Korea, which will include animated shows and original adaptions.
“Showcasing both current and upcoming titles, this year’s highlights include anime based on legendary IP like PLUTO and Onmyoji, as well as newly announced projects Ōoku: The Inner Chambers and Yakitori: Soldiers of Misfortune,” Netflix said in a statement. ” Returning to AnimeJapan 2023, Netflix showcased their diverse slate of current and upcoming anime including fan-favorites like PLUTO or newly announced series Ōoku: The Inner Chambers, delighting fans both in and outside Japan during multiple booth presentations and a star-studded stage event.”
‘Pluto’ is based on a manga written and illustrated by Japanese creator Naoki Urasawa. The Tokyo-based publisher Shogakukan released the series between 2003 and 2009 in eight volumes. Viz Media releases it in the United States. The anime was released as an original net animation from the animation production companies Genco, Tezuka, and Studio M2.
Netflix continued, “The broad lineup across genres like sci-fi, action and more includes newly announced titles Ōoku: The Inner Chambers (Coming in 2023), the first anime adaptation of the hit manga by Fumi Yoshinaga, or Yakitori: Soldiers of Misfortune (May 2023), an anime series adapted from a brand-new military science fiction novel by Carlo Zen, who made his debut with The Saga of Tanya the Evil. These and more titles are joining the previously announced Onmyoji (Coming in 2023), an animated series based on the world of Baku Yumemakura’s well-known tales about the ancient yin-yang diviner Abe Seimei, which is set for release later this year.”
Yoshinaga’s ‘Ōoku: The Inner Chambers’ was an alternative history romance manga serialized in Melody magazine from 2004 to 2020 in 19 volumes. Viz Media also publishes this title in the United States.
Users who were paying for OpenAI’s premium ChatGPT tier may have had their financial information leaked. SFGATE laid out the details of the potential issue. OpenAI customers using the paid ChatGPT Plus service may be experiencing a glitch in the system, revealing users’ financial data to each other. Although this isn’t as major as an all-out breach, it is concerning.
On March 20th, OpenAI published a blog post detailing the events and what specific times the glitch was active. Users who were on the site between 1 AM and 10 AM PST on March 20th may have inadvertently made their personal info public:
“Upon deeper investigation, we also discovered that the same bug may have caused the unintentional visibility of payment-related information of 1.2% of the ChatGPT Plus subscribers who were active during a specific nine-hour window. In the hours before we took ChatGPT offline on Monday, it was possible for some users to see another active user’s first and last name, email address, payment address, the last four digits (only) of a credit card number, and credit card expiration date. Full credit card numbers were not exposed at any time.”
Thankfully, the entire credit card details were not shown. However, since many credit card companies use the same first eight or so digits, it does not take much effort to sus out the whole card number. Considering how prevalent credit card cloning and scamming have been over the past two decades, I’d suggest all ChatGPT Plus users get new cards ASAP.
According to the blog post, affected users should have been contacted by OpenAI already. Even with this issue being relatively minor, I wonder if AI had something to do with it. Has it become self-aware? Is the AI making purchases on your credit card?
Special thanks to my brother Toby for posting this story on LinkedIn.
His feature film Ashens and the Quest for the Gamechild is available on Blu-ray and DVD via Amazon. The sequel Ashens and the Polybius Heist can be streamed from Amazon Video.
Want to see more of Ashens? Check out some of my favorite videos from his YouTube channel below!
Check out our previous YouTuber interview, where we talked to Az from HeelvsBabyface! If you’d like to hear more accents associated with our friends across the pond, we’ve got exclusive interviews with DJ Slope and Larry Bundy, Jr.!
I think we’re on the other side of the worst of the ‘cancel culture’ witch hunts.
And I think we need to ask ourselves just how things got as ridiculous as they did.
From around 2015 through earlier this year, random ‘Twitter outrage mobs’ could make or break a career based on whispers, accusations, and the appearance that there was a massive amount of angry customers waiting to descend upon your business if you didn’t meet their demands or throw your employees to the wolves.
They hate Twitter now. Because Musk bad.
In my opinion, when Elon Musk purchased Twitter for $44 billion, two key things happened that turned the tide. First, a lot of the people who joined in on the cancel culture mobs loathe Elon Musk, and now Twitter can do no right. It’s seen as a once-sacred bastion of journalistic integrity compromised by “the alt-right.” Whatever that actually is.
And second, we learned just how many Twitter accounts were fake and how easily the algorithm could be gamed if you so desired.
So companies thinking that thousands of people were demanding the head of one of their employees were probably only dealing with maybe dozens of legit angry users and multiple sock puppet accounts.
Boomers let millennials run the show and didn’t ask enough questions.
Now, this is a theory on my part. But I think many companies had a massively distorted view of how angry “the internet” was based on information filtered through younger employees who typically manage social media.
To a young person who eats, sleeps, and breathes social media, being “disliked” is kryptonite. And if your job is to literally manage social media and a company’s online reputation, you’re going to try and identify people and things that are “problematic” to justify keeping yourself on payroll, right?
But the truth is that the vast majority of consumers aren’t as addicted to social media as a company’s social media manager, and in most cases, these tempests in a teapot would simply blow over.
But I do believe that social media managers and other PR people would vastly overinflate online Twitter drama and then run it up the chain of command. The boomer execs would listen, because hey, all these people are gonna boycott our products if we don’t toss Sally the TERF out on the streets, right? Our young social media manager knows what’s what because they just graduated with a degree in this stuff last Spring, so we’d better listen.
Except their actual consumers have no idea there’s any drama going on as they’re not perpetually on Twitter.
Cancel Culture hurt itself in its confusion.
Of course, the biggest blow to cancel culture has been in the many recent instances of it backfiring… massively. Because at the end of the day, money still talks.
J.K. Rowling was just supposed to whither up and disappear because Twitter was mad at her. The online outrage arguably lead to even bigger sales for Hogwarts Legacy, which itself is leading to a renewed interest in Harry Potter all across the board.
Johnny Depp proved in court that he wasn’t the wifebeater that Amber Heard claimed he was.
Dave Chappelle confronted his detractors head-on, and his comedy specials went on to be some of Netflix’s highest-viewed comedy specials ever.
Rick & Morty co-creator Justin Roiland was fired from every one of his gigs based on charges of domestic abuse… which were ultimately dropped. I’m waiting for the lawsuits.
Gina Carano was dumped from The Mandalorian over some tweets, but the support from many of her fans and co-stars lead to her bouncing back fairly quickly.
And that’s not even mentioning multiple instances of “canceled” comic book creators, journalists, and video game developers rebounding in a similar fashion. For many, cancel culture had the opposite effect. It actually gave their careers a boost as it rallied people behind them.
Some left-wing celebrities like Sarah Silverman have come out against the left’s use of cancel culture, and more and more people from both sides of the political spectrum are fed up with it. There’s even a high-profile podcast series showing the parallels between modern-day cancel culture and literal witch hunts.
The adults weren’t paying attention. Or they just wanted to save their own necks.
Which takes me back to my original thought. Just how was this allowed to happen in the first place?
“Twitter is not a real place,” Dave Chappelle famously once said. And he’s right. It never was. But it was allowed to destroy lives and careers nonetheless.
Simply put, the “adults” weren’t paying attention. They weren’t paying attention because the people being canceled maybe weren’t big enough to come across their radar. Maybe they were aware of it but stayed out of it as it didn’t directly affect them.
The worst of it is that some “adults” were well aware of what was going on, but said nothing as they didn’t want to be the next target.
Whatever the case may be, this could’ve been stopped years ago. It should’ve been stopped years ago. And in the years to come, people will certainly “misremember” how it all went down.
It’s kind of funny how some people who were effectively blacklisted are suddenly “cleared” now that the tide is turning. While that’s fine and dandy going forward, I don’t think anyone who was on the receiving end of a “cancelation” attempt will forgive and forget anytime soon.
Comic books can often be a team effort, and teams sometimes break apart. While it’s challenging to build a readership and make money in the medium, one of the biggest stumbling blocks has always been the creative team getting along long enough for it to happen. While there are many pitfalls to collaborations, here are Comic-Com 101’s Top 10 Mistakes to Avoid in Creator Collaborations.
Defining the term
When you enter into a collaboration with someone creatively, you’re also entering into something financial. Collaboration is not a situation where one person pays the other. That is a work-for-hire situation. If you are paid, you are the employee and should follow the lead of the boss who is paying you. Collaborators are sharing the work and sharing the glory. Avoiding these pitfalls is crucial to the continued success of your project.
Photo Credit: DALLE2
10. Doing Things in Secret: When collaborating on the project, you are essentially parents. The kid is your comic. One parent does not make a significant decision with the other parent without alerting them, so doing things secretly on that project is a no-no.
You may get along well and trust each other, which is fine. But it’s crucial to alert each other whenever you’re doing something to or for the project if it’s a true collaboration. Even if your partner is going to dismiss it and say, “No big deal. I don’t know why you tell me these things.” It’s important because, at some point, these tiny changes might become critical should the stakes get higher in your collaboration. (i.e., Should your comic start making actual money.)
In any working relationship, expectations are created. If your artist works hard on a cover and the publisher suddenly replaces it with a variant cover without alerting the artist— This could cause an unexpected reaction from the artist who expected his great cover to be the focus of promotion. Don’t let that kind of surprise damage your working relationship; lay the groundwork. “Hey, I’m talking to this artist about doing a variant cover for us. I think it could help our sales.” Odds are, if you tell the artist ahead of time, it’ll be no big deal. It’s the surprise that often sets people off, especially if they are nervous or insecure about their position. Don’t be secretive, and you won’t have a problem.
9. Not Having a Procedure: Collaborators need a procedure for producing the comic. This creates stability in your working relationship and expectations on both sides. For instance, one may be the writer and the other the artist. The writer in the first two issues writes scripts; the artist draws it in, say, two months. This becomes your procedure.
Using this schedule allows you both to create deadlines, schedule the printer, and schedule comic-cons and other promotional events. It also allows you to know when something is going wrong. For example, if a writer has yet to send you a script in four months or an artist is a month over the deadline, it’s time to meet to evaluate what is going wrong.
Initially, I wanted to do four books a year with The Pineys, and I’ve settled into three because it works better for my cover artist and me. Doing four would’ve been pushing it and allowing little time for marketing and promotion, which is crucial to my business model. With the twelfth book on the horizon, we both know when things are due. Until something changes, this is our procedure: I release a book in March, July, and October. Better a reliable schedule than something up in the air.
Photo Credit: Pixabay
8. Not Vetting Your Collaborators: Artists are volatile. Sometimes it’s a phase that fades, but some people are just a-holes forever. You also may find great talent and do a great project but not get along personally. You need to understand with whom you’re getting involved.
Being collaborators is like being married. You’re going to have to talk, and you’re going to be around each other. If you can’t find a way to get along, it’s best not to start before investing time and money in a project. But how do you vet another collaborator?
Talk in Person
Physically meeting is ideal, but sometimes you meet collaborators online, and the distance is too great. One of my clients always insists upon us having sessions over Facetime. I didn’t understand it initially, but now I see the advantage. Seeing a person’s face when they talk gives you cues you wouldn’t otherwise get.
Do a Smaller Project First
My work on The Webcomic Factory allows me to vet artists in short runs on webcomics first. When I’m looking for an artist for a more significant project, I already have a stable of reliable artists to contact.
Always Act Professional
I’ve been guilty of playing fast and loose with my professional contacts because, like many creatives, I have a desire for all that crazy creative energy to come together and make everyone rich. That’s not realistic. Worse, if you somehow hit the lottery and stumble upon a hit that way, when it’s time to get serious and make some real money, your creative team will still think screwing around is the way to do it.
Creative teams that make big projects and real money act professionally or, at least, get more professional as the project makes more money. Some rock bands go on to make great albums after their first hit, while others let the fame and money tear them apart. By acting professionally from the beginning, you avoid this pitfall.
Photo Credit: Pixabay
7. Reacting Emotionally to Problems: This is the single worst thing you can do in a working relationship. Flying off the handle, yelling, throwing stuff across the room in a rage— None of it helps. No matter how bad the situation gets, maintain a professional level of dialogue.
Even if your collaborator completely goes off the rails and destroys the project, you have to think of your future and reputation outside of that project. Losing control will likely fuel what’s happening, especially if your collaborator has gotten emotional.
By maintaining a level head, you can salvage the situation. For example, some people fly into a rage and then regret it afterward. You can use that regret to put in place the procedure to avoid that emotional rollercoaster. Then if it happens again, you can point to the first agreement (calmly) and say, “I’m sorry. We already discussed this, and you agreed to X, Y, and Z.”
If the worst does happen and you end up in court, keep your professional demeanor. Your former collaborator won’t look good admitting they chucked a lightbox across the room in a fit of rage while you calmly explained the deadline was two weeks past.
Photo Credit: Pixabay
6. Entangling Relationships: In the world of comics or music or film, or any creative endeavor, you often want to work with your friends. Sometimes those friends become more than just friends, and you end up working with significant others and spouses. It can work, but it often puts a strain on both the working and friendship/romantic relationship.
My best advice is, don’t do it. Ever.
Doing creative stuff with your friends or S.O. is a lot of fun, but doing it for money— Especially when that money starts supporting the lifestyle, is a significant change in the paradigm and one that most relationships don’t survive. You might be the exception. You might be both very professional (or took my various articles to heart) and are so on the same page that it works. The chances are, however, very slim.
If, however, you fall into it— Maybe you start doing something for fun, and it just explodes into a business that supports everyone involved— You need to begin to have serious talks about everything in this article. Resentment is likely to build, especially if someone is doing the grunt work while someone else is basking in the glory.
In comics, doing the art tends to be the grunt work, while the writer has more time to promote and do interviews and podcasts— It’s much easier to be Stan Lee as a writer than an artist. Art is more time intensive and will likely stay the same in the next 20 years.
Acknowledge the Change
Gather your team, have a meeting, and acknowledge the change in the relationship. Hopefully, everyone can come to a consensus. Some participants only want to do these sorts of projects for fun, and once money comes into the picture, it becomes too much work for them. The novelty wears off, and complaints start piling up.
Doing creative stuff is fun, and doing creative things for a living is fun but also a lot of work. You can’t live in an artistic dream world while the bills go unpaid and angry fans demand your next issue. Hopefully, if you do part ways as co-workers, you can still maintain your friendship and relationship.
Photo Credit: Pixabay
5. Breaking the Rules: Once you set up a procedure and a professional way of doing things, don’t flaunt your own rules. It might be fun and funny, but it can alienate your collaborator badly and damage your working relationship.
If it happens accidentally, apologize, even if no offense was taken. Sometimes, things happen, deadlines get missed, and people have life events that conflict with work and even real-life emergencies. Most people can forgive you when you break the rules under those extreme and rare circumstances. They are less likely to forgive if, for instance, you agree not to argue with fans online and then get caught doing just that.
And if you don’t hold yourself to your own standard, how do you expect anyone else to do the same? Even if your partner breaks the rules and you’re tempted to even the score, don’t do it. Maintaining the moral high ground can give you the leverage to steer your collaborator away from causing more problems.
4. Not Communicating: One of the biggest problems collaborators have is that they do not communicate. If you don’t regularly talk to your collaborator, the vacuum is going to be filled with something— Usually new expectations. Artists especially need this contact.
Artists work on a drawing board for hours a day, creating images. They tune out the world while drawing, and this isolation keeps them from human contact sometimes. Regularly contact your collaborators and keep it friendly, light, and professional.
Too much contact can be a bad thing too. I’ve had artists who considered me a close friend in a short time. They would ask personal questions and put personal things into the comics without consulting me first. That’s too much, and I was forced to keep an artist at arm’s length to keep him from prying into my life too deeply. Unfortunately, he had difficulty separating friendship and working relationship, and eventually, we parted company.
Have meetings and/or regular contact. It’s just a good idea if your collaborator starts having problems outside the project. Whether it’s divorce, getting fired from a day gig, or their kid is sick— You’re not interested in prying; your job is to manage the project when your collaborator has a crisis. Unfortunately, some people just aren’t happy unless they’re in a perpetual crisis. (This is why you must vet collaborators.)
Photo Credit: Mezco
3. Allowing Problems to Fester: This won’t be an issue if you communicate. You should be trying to resolve your problems as they arise.
Unfortunately, creative types love to live in their own worlds, and the temptation is to ignore problems and hope they disappear. That often works for a short time, but you may not see your collaborator’s resentment growing. If you don’t address a problem when it’s fresh, it can fester and destroy your project and the relationship with your collaborator. (Remember when I talked about entangling relationships?)
Regular meetings and talks can alleviate much of this unless your collaborator thrives under constant drama. Sometimes your collaborator will need to be forward more, and they’ll stay quiet rather than rock the boat. If you sense a problem, encourage them to come forward and talk about it sooner rather than later. Have an open-door policy of talking to your team when they need you.
Recently, I had an artist worried about backlash on a particular comic he had drawn. It was related to a hot-button issue in the news, and he worried that he would offend people. He lives in another country, so I gave him more context about that issue. This quelled his worry, and it was all good. Had I ignored him, he might have felt slighted.
New problems are typically minor problems. Long-standing problems, however, become a part of the atmosphere in which you work. Don’t allow that to happen if you can help it. That atmosphere can be poisonous and detrimental to the project.
2. Not Having a Contract: I am not a lawyer. However, I have signed contracts and written a few for myself and my artists. Almost any agreement, no matter how well written, can be litigated. You want to avoid court at all costs with your collaborators. It’s expensive and will drive a wedge in your previous relationship.
The purpose of the contract (at least for collaborators who aren’t lawyers) is to get down on paper the same rules, procedures, money, etc. I’ve been talking about. Any concern, no matter how small, should be addressed and put in writing. There are vital things you need to make clear:
Money
True collaboration means equal risk and equal reward. As I see it, the Artist/Writer dynamic breaks down like this: The artist is doing the drawing, which will probably take a good month for an issue. Since most pro-level writers can crank out a script in three days or less, that gives writers more time to pick up the slack on the other end, they will probably be the ones doing promotion, marketing, and talking to the printer or publisher. Artists can be involved too if they want, but they often don’t have the time. It’s on the writer to keep them in the loop enough so they feel like the whole project is staying on track. That’s why you have meetings, regular contact, and these contracts.
The reward is simple, depending. In my case, I’m the writer and the publisher of many of my projects. That’s more work, plus I’m putting out the money for the printing, website, etc. Artists must put up half that capital if they want half the reward. That’s how business works. Otherwise, you can’t complain when your collaborator has to take a more significant cut to reimburse himself. He took a bigger risk.
Collaborators work for a percentage. Get that down on paper what that means. It should mean a portion of the net profit— i.e., profit after the costs are covered. This also means costs have to be approved. You can’t charge a sushi lunch daily to the project, or it’ll never make any money. (Typical costs include printing, advertising, and some art supplies.)
Image from Pixabay
1. Not Planning for the end:
Working relationships end. Whether that’s because the project is over or you’ve had it with your collaborator doesn’t matter— Work that into the contract. Believe me; it’s a helluva lot easier working out how you’ll part company when the project is just starting rather than when you’re angry at each other.
Again, details are essential. Who owns the rights? Can both of you do a comic with the same name and concept, or can neither of you without the other? What happens to the leftover stock?
Are there royalties, and for how long will they be paid?
Having the plan to do an amicable split means that when the time comes, you go your separate ways without involving lawyers. If you’ve communicated, kept in regular contact, had a procedure, and kept things professional— Hopefully, this all goes according to plan, and everyone walks away feeling good about the situation.
I’ve seen creative teams tear themselves apart at this stage, and I have to shake my head. All relationships are temporary, especially working ones. What were these guys thinking?
Nothing lasts forever.
Unfortunately, when the money dries up, things can fall apart quickly. If your collaborator is spending money frivolously because he thinks the next four issues are going to cover his lifestyle— You’ll thank your lucky stars you had this clause in a contract if things fall apart.
The comic may simply end, and your artist or writer may be off doing something else. I’ve had artists poached by other comic book companies, and it’s okay. It was more money, a bigger project— We’re all freelancers, and I would do (and have done) the same thing. In this business, you have to move to where the money is.
For writers/publishers like myself, it’s best you retain the rights and plan for artists to leave you. It’s just the nature of the business. If you keep good ties, your former artist becomes successful and gives you a hand when you need work or exposure. If not, at least you’ve maintained a level of professionalism that builds your rep as someone great to work with.
Conclusion: Collaboration can be a rollercoaster. I’ve seen them become an absolute Hellscape for those involved, while others are simple, easy-breezy. Follow my advice; hopefully, you will be in the latter camp.
That’s all for now, fanboys. See you at the next comic-con!
It has been nearly a year since Super7 announced the next wave of Star Trek: The Next Generation ReAction figures. Then, out of nowhere, the company announces Wave 3, consisting of nothing but characters from a single episode: Elementary, Dear Data.
This third episode from the second season took place mainly on the holodeck. It saw Captain Picard, Worf, La Forge, and Data solving a Sherlock Holmes-styled mystery. Unfortunately, a simple misworded command to the holodeck’s computer adds an advisory to the simulation that can easily outwit Data instead of Sherlock Holmes.
OK, the episode was more about Data, Picard, and Dr. Pulaski. However, you can’t pad out a wave with only two known characters and someone who disappeared after a few episodes. It is odd that we don’t get a Moriarty figure with this wave, considering he is a major player in not only this episode but an overlying dilemma when it comes to the show’s questions about artificial intelligence.
The Star Trek: The Next Generation holodeck figures are light on accessories. Picard comes with a cane. Data has his pipe. Geordi’s sole accessory is a journal.
Each figure in this wave is priced at $20. They’re available right now to ship.
Image Credit: Super7
Image Credit: Super7
“In this episode, an attempt to provide Data with a challenging role playing game scenario on the holodeck backfires when another character in the game accidentally becomes self-aware. Suit up for a Victorian-era mystery and transport your collection to a fantastical new dimension.”
Which special one-off episodes from Star Trek: TNG would you like to see get the ReAction figure treatment? Come to think of it, which special guest appearances would you like to see turned into figures? Should we get multiple waves of Jeffrey Combs cameo ReAction figures? I’d buy them!