Tag Archives: Planet of the Apes

19May/20

Craft: Roland Mann – Writing: Adapting “A Something” into a Comic.

Hey there, Silverline readers and comic creators! I was able to get a hold of a very important person at Silverline, our Editor-In-Chief Roland Mann. Roland has a long and storied career in comics that you can read about in his Creator Page. He has also worked on many projects that involved adopting other mediums to comics.

With the world now familiar with comics being adapted into phenomenal blockbusters, I wanted to look at what that process looks like going the other way. Here, Roland talks about what is involved when a writer is asked to adapt something else into a comic. – Tim

Adapting “A Something” into a Comic.

If you had asked me when I first started writing if I would do so many adaptations, I’d have told you no, that I was only going to write original stories. Stuff I’d conceived in my own head. Yet, as I look back, I’ve done quite a few adaptations: Rocket Ranger (PC game), Adventures of Huckleberry Finn (novel), Wizard of Oz (novel), Gladiator (novel; the comic was never published, but I did the work!), SadoMannequin (short film), The Remaining (feature film), and She-Devils on Wheels (B-movie)…more recently, my adaptation of Thumbelina. Then there are the works that seem to be adaptations, but are rather a “sandbox adaptation,” meaning I’m playing in the original sandbox, but I am writing original content. My Battletech and Planet of the Apes series fall into that category.

The first thing you have to consider when writing an adaptation is what exactly does the editor/publisher want. If they want an exact adaptation, that’s one thing. If you can take some creative liberties, that’s another.

Straight adaptation is a little easier, but not as creative. Adaptation with some creative liberties is what writers really want to do because—well, they get a little creative freedom.

When writing an adaptation, the first thing you have to figure out is what are the important parts? Generally, you can’t get every word of the original thing into the adaptation—so, what’s vital? And what can be cut? I like to take the original and write a summary of it. It’s not creative work, just take the thing… and write a detailed summary of it.

This is where I start looking at the scenes and make notes—“vital”, “important,” “be cool to have,” “if this is gone, no one will miss it.” Things like that. The next thing I do is examine the scenes and try to visualize how many comic pages that scene will need. Yes, it’s often guesswork, but you’re generally working with a set page number established by the editor/publisher. You know what you have to work with.

Then, I add all the pages up. If I have too many—which I always do, I look at the scenes marked “no one will miss” and start crossing through them. Generally, I keep a running tally so I know the page count. Sometimes, though, I’ll just remove all the non-essential scenes all in one swipe and then add it up. I’ll work my way down until I get to the page count desired by the editor/publisher.

My next step is to work on a page by page plot. The old Marvel method allows me to more accurately visualize what will actually happen on each page. Sometimes I find that I’ve allotted too many pages for a scene, or sometimes—more often than the other—I find that I haven’t allotted enough. But I’ll go ahead and do this for the entire story and see what the total page count is.

Once I’ve done the entire thing, I won’t go auto-delete things, but I’ll reexamine the scenes labeled as “be cool to have” and see if I can reduce the pages required. If they’re marked that way, it’s something that would be good to have, but maybe I shouldn’t devote so much space to it. In all honesty, this usually works for me to get it down to the required page count. If it doesn’t, though, I’ll go through those same scenes and try to determine which one(s) can be cut to make room. This has always gotten me there.

It’s still a lengthy process, but it’s a different one than creating a story from scratch. The main thing a writer should remember is that it’s your job to be true to the original, to capture the things from the original that fans love.

08Oct/19

Silverline Creator Spotlight: Barb Kaalberg

Each month we’ll be shining the spotlight on a Silverline creator and sharing their secret origin story, learning what makes them tick, and giving you the scoop on how they came up in the comics world.  

Up today is Barb Kaalberg, who inked a great number of comics for a wide variety of publishers. Some of her work has been seen in Impulse and Primal Force for DC Comics; Captain Marvel for Marvel; The Badger for Image; Planet of the Apes, Mantra, The Solution, Solitaire for Malibu.

Now, without further ado, we present to you…

10 QUESTIONS WITH… BARB KAALBERG

1. So, who are you and where do you hail from?
 
My name is Barbara Kaalberg, and I’m a comic book artist from the Madison, WI area.  I’ve been here since 1986 when there was a fairly sizable comic book community here, including Capital City Comics distribution and Kitchen Sink Press.  Steve Rude and Mike Baron were also a couple of locals, amongst others.
2. What would you say it is you do here?
 
I’ve been an inker for 30 years and I’ve just recently branched out into storytelling, too.  I say storytelling because I’m not a scripter.  There are more talented people out there (RA Jones, for instance) that script comics 10 times better than I, but I have ideas and stories in my head. It’s kind of daunting, stepping out of my wheelhouse and venturing into creating a whole book.  A lot rides on it.  I’m confident, however.  The name of the project is Divinity and I have a really, really good feeling about it.  I’m also the CFO of Silverline.
 
3. Where might Silverline readers have seen your work previously?
 
Hoooooo Boy, that is a long, long list, my friend.  I’ve worked on something like 200 books from companies all across the spectrum, from Eternity, Malibu, WaRP Graphics, Now Comics, Innovation, Acclaim to Dark Horse, DC and Marvel. Probably some other companies that I’ve forgotten.  You can see some of the stuff I’ve done on the Comic Book Database, although they have a tendency to leave out a lot of independents and kickstarter stuff, which has been what I’ve been doing the last few years.   http://www.comicbookdb.com/creator_chron.php?ID=2238
4. Many creators at Silverline have been in the comics industry for years — what’s kept YOU plugging away at comics? What do you enjoy most about the medium, as well as your specific trade?
 
The love of this crazy industry and the people in it is what keeps me going.  I had to leave for personal reasons back around 2000 and I missed it like phantom limb.  It wasn’t easy (by any means!) to come back in 2014 after 15 years of being out of the game, but comics  is like the chickenpox virus – once it’s in your system, in never really leaves.  I love the comics industry.  It’s crazy, unpredictable, passionate, complex, frustrating and so much fun.  It’s full of the most AMAZING people! Another thing that keeps me going is ego.  Every artist wants recognition and acceptance.  I have bouts of terrible self doubt and self confidence.  I’m always striving to feel like what I do measures up even fractionally to many of my peers.  I’ve realized that this is a struggle that will never be won but it drives me to keep trying.
5. What was the first comic you remember reading that made you think, “Hey, I could do this!”
 
Elfquest by Wendy Pini.  I discovered Elfquest in the mid-80’s.  I was already a pretty good amateur painter, working in acrylics, when I was reading her black and white comics.  I realized I could take my brush skills and turn them into inks.  I’d been reading comics since I was a teenager. I worked in a pharmacy and one of my jobs was to rip the covers off of unsold comics so they could be returned to the retailer and then I was supposed to throw the body of the comics away.  Yea, I threw them away . . .  right into the trunk of my car.  Anyway, I digress, I’d read comics for years but it wasn’t until I really looked at this B&W comic did I SEE the art.  Really look at it and study the lines.  That was it for me!
6. Who were some of your earliest influences on your trade?
 
Without a doubt, Dick Giordano.  The first year I went out to SDCC I took a portfolio of everything including the kitchen sink.  Sketches, painting, stuff I’d done in high school.  It was embarrassing.  I had NO idea what I was doing.  Editors crucified me, as they should have.  But Dick was giving this seminar on inking and it was amazing.  I took notes like I was getting graded for it.  It was like my Holy Bible.  Then I looked at inks from Wally Wood, Bernie Wrightson’s ‘Frankenstein’, Joe Simon and other greats.  I gravitated toward controlled inks like Mark Farmer’s  more than loose, organic inks like Bill Sienkiewicz because it came easiest to me.  I practiced for a year and went back out to SDCC with a better portfolio and got a job right off the bat.
7. What was the first comic you ever worked on professionally? 
 
You are going to laugh, but the first thing I ever did was NOT inking, but grey washes.  I think it was Chris Ulm who hired me to do the washes for Eternity’s ‘Tiger-X’.  He asked me if I could do grey washes and I told him no problem.  I lied through my teeth.  I’d never water colored in my life.  I worked in acrylics.  The minute I stepped off the plane from SDCC I headed for the library and checked out around 6 books on watercolors.  Did about 2 or 3 issues of washes before they started giving me inking gigs which, honestly, I was 10 times better at (and even that wasn’t that good) Eternity jobs (like Planet of the Apes) led to Malibu and that was when things really took off.
 
8. Follow up Q — Can you still read that comic today without wincing?
 
Oh, Hell no.  The washes were bad enough but the first couple of books I inked, Jack the Ripper (Eternity), are absolutely cringe inducing.  I’m surprised they kept me on, but it paid off for them in the end to have the patience with me to get better.
9. If you could go back in time and give your younger self one piece of advice that would help them better navigate the comics industry, what would it be?
Don’t compromise your principles.  It happened a couple of times that I let things slide that I shouldn’t or took a job or two that weren’t worth it.  My biggest regret, however, was leaving the industry all together for 15 years.  Yes, the reasons were for my family but, looking back, there were probably ways that I could have kept my hand in.  I lost so much ground and there are so many new faces, now, that I don’t know and they don’t know me.
10. After you die, would you rather your memory be memorialized with an overpass or a parking lot? 
 
An overpass, for sure!  Much more traffic than a mere parking lot!  It’s all about staying in the public eye, right?
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Barb is currently busy inking Cat & Mouse as well as co-writing and inking her creator owned project Divinity, coming soon.