The desk of Jake Parker

Rux Ryder Comic Pages

From the Making Comics Division

I've been chipping away at a new comic that will be in the Robots book. Here's the first 3 pages. I'm sharing the entire process and the rest of the comic on my patreon for those interested.

The comic in the SPACESHIPS book was directly connected to the book, in that I had Kepler breaking the 4th wall and was speaking to the reader part of the time.

This time for ROBOTS I decided to have my character unaware of the reader, but still have the story correspond with the rest of the guidebook. I think it'll still work just as well. Also, I can cut out the comic part and make a standalone comic with just it.

These are getting colored up by Anderson Carman and the finished pages I'm getting back look solid!

PATREON: If you want to see ALL the sketches, reference material, and prelim drawings I'm doing that go into the creation of drawings like these, become a patron today.

If you sign up this month I'll give you any of my digital artbooks of your choice. Just DM after sign up and I'll send you a download link.

You also get a 15% discount in my shop, and at the end of the month some patrons get all my working files to learn from and pick apart. Sign up here: LINK

-Jake

The Transfer and the Messengers

From the Drawings Unit

I've been working on these pieces on and off over the last month or so. I felt like my portfolio needed some fresh art, and I want to add some cool prints to the shop this year.

I'm exploring style and color with these. With the Messengers illustration, I designed it to look good in a kid's playroom or bedroom, and the other I was inspired by Mobieus and the Vaporwave microgenre.

These are available in the shop now starting at $20: LINK

PATREON: The amount of support on my Patreon ebbs and flows, but always overs around 125-130 people. I'd like to get that up to 140 this month. If you sign up this month I'll give you any of my digital artbooks of your choice.

You also get a 15% discount in my shop, and at the end of the month some patrons get all my working files to learn from and pick apart. Sign up here: LINK

Star Wars Art Dump

From the Drawings Unit

It was Star Wars day on Tuesday...but if you're like me, every day is Star Wars day in your heart. I decided to do some Star Wars fan art to celebrate. I'm really into Revisionist Star Wars and love taking a stab at what alternate versions could look like.

What's cool is the more I do my own unique take on Star Wars the more it informs me on how I should do my own work, Like Red Shift Renegades.

By the way, I'm getting a TON of positive responses to my new Renegades comic. If you haven't had a chance to read it, you can snag a digital copy here:

DOWNLOAD MY NEW COMIC HERE: LINK

-Jake

The Star Catcher

From the Art Department in cooperation with the Online Sales Unit

NEW PRINT!

I haven't updated my shop with a new print in well over a year. This is the Star Catcher, a reminder that you can't wait for your dreams to come shooting down to you on the ground. No, you need a lot of rope and the grit to go catch a them yourself.

Each print makes use of archival inks and quality paper stock to stand the test of time.

Two sizes:

- 16 x 20

- 11 x 14

Signed. Ships in an indestructible fat tube, packaged with love.

ORDER HERE: LINK

-Jake

Plastic Dinosaurs

From the Desk of Jake Parker

I got the PSNO Tyrannosaurus rex for Christmas and it's just a delightfully chunky little guy. Here he is compared to the Papo t-rex:

The PSNO is going for as-scientifically-accurate-as-possible while Papo is going for MoViE MoNsTeR! Both are great approaches to dinosaurs, but it is so refreshing to see a well fed t-rex that doesn't look like it's trying to fit into a new swimsuit for spring break.

One of the newsletter readers also ordered a sweet Ichthyosaurosaur and had it delivered to me, which was completely unexpected and made my day. Thank you!

-Jake

Rise of the Christmas Bots

From the Drawings Unit

Here's the full line up of Christmas Bots I did in December 2021. I love this mech-bot template I came up with because I think it allows for so much variation. The legs and arms and lower torso are a great base to build almost anything on.

I've made about 25 of them so far. They take about an hour each. They're a great warm up exercise, a palette cleanser when I'm burned out, and a nice little design puzzle to solve.

I think I'm just going to keep cranking out bots from time to time in 2022 so expect to see more.

-Jake

Robot Round Up

From the Art Department

I breathed new life in some old robot drawings of mine by adding color. I've been wanting to stay active on my IG account, but have little time to draw something new every day so I've been digging stuff out of my archive, tweaking them a little, and posting it up. Engagement is the highest it's been since Inktober. So there's your social media pro-tip for the day!

-Jake

It's tough raising baby dinosaurs

Hope you're doing good. There's so much amazing stuff in the world. Yes, we've got problems that need to be solved. Lots of them. But don't lose sight of all the good and cool around you. I try to follow Mary Oliver's advice:

Instructions for living life:

  • Pay attention.

  • Be astonished.

  • Tell about it.

My goal is to remember what I've seen and pass that along to you. My hope is it inspires you to go make and do good and cool things as well, so that there's even more of it to share. In that spirit, here's a recent illustration I made for fun.

Started out as an Inktober52 prompt drawing for "Tail" and then I liked how it turned out so much I decided to color it.

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You can see process stuff like this, including videos and hang outs all the time on my Patreon: LINK

Thanks,

Jake

I Stand Against Racism

The past couple of weeks has been a time of self-evaluation. Taking time to learn from the experiences of others and confront my own understandings and views. I’ve been having a lot of conversations with my family, my kids, my spouse, friends, and people I do business with about how we can be better and do better.

As the protests eventually subside and public attention moves to other matters, I will not forget my commitment to understanding and overcoming racism.

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In the middle of all of this I keep coming back to this quote:

“Injustice anywhere is a threat to justice everywhere. We are caught in an inescapable network of mutuality, tied in a single garment of destiny. Whatever affects one directly, affects all indirectly.“

Martin Luther King Jr wrote those words while in a jail cell in Birmingham Alabama.

I endorse King's message and in that spirit and without ambiguity:

I stand against racism.

Beyond what you see online from me, I am striving to promote equality and decency in every interaction I have. I am doing this in every corner of my life, not simply what you see posted online. I believe that what I do and say in person, when I step away from the computer, is much more important and has more influence than what I do and say here.

My hope is that if each of us does this our generation's legacy isn’t racism, prejudice, discrimination and hate but loving one another.

-Jake

The Minimum Viable Story

In my last video I closed with:

“It’s time for us artists to quit filling up our fields of creativity with rock piles and finely crafted stones. We need to build our cathedrals and create something a citizenship can support.”

In in that video I talked about one of the biggest problems facing creators today. Many you commented that you felt called out, and that I had nailed exactly how you were feeling. Several said that that video was what they needed to get started actually creating their project.

All of that is so great to hear, and it does me good to know people are taking positive action. Now that you’ve decided to actually make something, and are determined to finish it, some of you might have encountered something called “Pressfield’s Resistance.”

It’s that thing stopping you from making your project...that thing can come in every different shape or form. It can come from outside, and can come from within. It comes in the form of jobs, spouses, children, illness, apathy, fear, success, procrastination, self-doubt. There’s an endless supply of excuses you can lean on to halt the progress of your project. 

Steven Pressfiled wrote an entire book about it. It’s called The War of Art. You should read it. 

Individual forms of resistance each have their own solution, and I could get lost in the weeds real quick if I decided to tackle each of these here. Instead, I’ve got a mono-solution that can strengthen you against whatever kind of resistance has chosen you. I’ll get to that in a minute, but first...

The Cult of Finished

I have a saying: Finished, Not Perfect.

These three simple words have done more to advance my career than any technique I’ve learned, expensive tool I’ve bought, and influential friends I’ve made. 

What this means is that I don’t worry about making things perfect, I just worry about getting the project finished and out the door. The benefit from this is with each project I get better and better at each component of the process. The side benefit is I have a bunch of finished things out in the world. Each finished project it’s a triumph over resistance. It means I buried whatever kind of resistance that decided to go to battle with me.

A project has five stages, and each stage is met with some kind of resistance. 

The Project Path goes like this:

  • Idea Capture

  • Validation

  • Development

  • Creation

  • Ship

I project isn’t finished until it’s shipped. Your goal as a creator is to get it to that point where your idea is out of your hands and living it’s best self out in the world. 

Just because you’re good at this does not mean you don’t backslide and fall into traps. I’ve said before that I need to hear these words just as much as the next person. 

I’m talking about this because I have been, like many of you, stuck in various stages of Validation and Development on many projects for years. That’s where the world-building trap is.

Getting out of Development

When you look at your pile of carefully curated stones your instinct is to tell yourself you need to sit down and start writing your200 page epic graphic novel. I’m going to tell you right now: STOP. 

And I’m talking about comics today, since that’s what I like making, but as always, this applies to anything creative: A screenplay, film, web comic, podcast, novel, art show, album, play, etc

Sitting down today to write and draw your Akira, or your Smile, or your Amulet, or your Hellboy, or Your Bone will only lead to more world-building. That’s because you’re untested, weak, and easily distracted. This is simple to explain: Creating is hard and development is fun and easy.

Several years ago my son and I went with a group of dads and sons on a 4 day backpacking trip where the climax was summiting the tallest mountain in Utah. King’s Peak at 13,534 feet.

The trip was 50 miles of hiking through some of the most remote forests and and terrain in the continental US. It was also gorgeous. We carried everything on our backs which meant we had to be in peak shape to undertake this adventure without injury or failure. 

The preparation for this trip in August started back in April. Every Saturday we would meet in the morning and do little baby hikes. The first ones were no more than three miles. They took maybe a half an hour to complete. They were fun, but they also pushed us a little, and made us realize where the edge of our capabilities were. 

Early on the boys would complain that their feet hurt, or they were bored, or it was hard to breathe. 

As the months wore on we did longer and higher hikes. We climbed The Cascade Saddle,  Mount Nebo, and Mount Timpanogos. All 10,00 to 11,000 plus peaks. By the time we set out to do King’s Peak, we were more than ready. The boys practically ran up the mountain. 

I tell this story because your epic graphic novel series is King’s Peak and you’re trying to climb straight up it wearing a full pack without ever having gone on a short afternoon hike. 

This brings me to my Mono-solution: 

The Minimum Viable Story

I’m borrowing this from a business strategy outlined by Eric Ries in his book The Lean Startup. He calls it the Minimum Viable Product. The idea is that if you have a need to transport yourself from point A to point B. Instead of building a car from the ground up, not knowing if the car will even work in the end, you start by making a skateboard then upgrade it to a scooter, then add bigger wheels and a pedal system to it turning it into a bike, then adding an engine making it a motorcycle, then building out a car using the understanding you’ve gained all along the way. 

During each of these phases you test it to see if the product should be built to begin with. Testing evaluates if the initial problem or goal is solved in a manner that makes it reasonable to move forward.

The Minimum Viable Story is the most rudimentary barebones foundation of a story, yet is sufficient enough to have all the components of a story, and is something tangible a person can hold or consume.

  • Minimum: The most rudimentary bare-bones foundation of a story

  • Viable: Sufficient enough to have all the components of a story

  • Product: Something tangible a person can hold and/or consume

What this means in the context of this video is instead of writing and drawing a 200 page graphic novel, you start by writing a drawing a 5 page comic and moving up from there.

To be clear, you are not going to take the next couple years to write and draw a 200 page graphic novel. 

Start off doing a handful of 5-10 page stories, and once you’ve got those down do some 15-20 page stories. 

Then do a 50 page story. 

Then tackle your 200 pager. 

Here’s why. Doing a 200 page story in a couple years means it will take you a couple years to go through the project path just ONCE.

That means you only get one chance to learn how to fight against the resistance of validation. One chance to carry a project through development. One time to figure out a creative process. And one time to figure out how the logistics of shipping the thing. 

Instead, doing twenty or so smaller projects means that you go through the project path TWENTY times. Each time you go through the path you learn what works, what doesn’t, where you have friction, and full on resistance. And you get a small win every time you reach the shipping stage. 

Not only that, but you also become a better craftsman by refining your process each time. You become a better storyteller, because you’ve had to exercise your storytelling muscles in twenty different ways instead of trying to solve one big story over a longer period of time.

Imagine getting 200 pages into your graphic novel only to discover the idea isn’t all that original, or the characters are bad, or you’re not good at storytelling. 

With the minimum viable story approach, doing a 5 page comic has such low stakes that it takes away the fear that the project will fail. Perfectionism becomes less of a concern because who cares if it’s not perfect, you’ll be moving on to another one shortly anyway. And world-building becomes less of a trap because how much world building do you actually need to do for a 5 page story?

Your 5 page story is a proof of concept. Not only does it test the characters and the world out, but it also tests you out. You’re actually showing that you can make something. And lastly, your testing out the audience for it. If someone loves the 5 pages you’ve created, they’re going to want another 5 pages. On the flip side, if all you get are yawns, then you can easily drop this idea and move on to something else.

Getting it done

Your ultimate goal with these stories is just to FINISH them and move on to the next. The perfection will come over time. 

Real quick, lets insert a comic into the Project Path. 

  • Idea Capture

  • Validation

  • Development

  • Creation

  • Ship

Idea Capture: You’ve got a spark of an idea for your story. It was sparked from a doodle you drew, or something you experienced, or a cool image you saw on pinterest. The thing is, it sparked something in you that thought, “I can do something with this!” 

Great, now write down your first impressions of that. You can capture ideas all day long, save them in a book, or a sketchbook, or files on your computer. If you tuck it away and forget about it, that’s good. It probably wasn’t worth your time. If, however, you can’t stop thinking about it, it means you NEED to work on it. Take it to the next level.

Validation: Next you’re going to cobble together something presentable with it. It could be some character designs, or a really great piece of concept art that captures the essence of the idea you captured. Write up a brief synopsis. Share this with some people. Share it online, or to friends. The reason for this is to see if anyone gets your vibe. If you get some good feedback on it, move to the next level. Don’t get stuck doing world-building here. 

Development: This is where you’ll start plotting it out, nailing down the conflict and resolution, figuring out story beats, finding your character arcs. Then write your story. As you write, do concept art and world building based on what the story needs. Once you’ve got a solid story, and some designs move on.

Creation: Now it’s time to put ink to paper and start knocking out finished pages. Save some of the concept art and world building for this stage. You can even do it right on the page. Color it, letter it, and figure out all the extra bits needed. Like a cover image, a title design, and a foreword or afterword about the project. By the end of this stage you should have a finished colored story. And when you do it’s time to ship it

Ship: This is how you distribute this to people so they can read it. You might want to print it and sell it on your website, or make a PDF available for download. You might want to just post it on social media, free for everyone to read. Now you become a huckster, figuring out the best way to get the most amount of eyeballs on your project.

Once you’ve done all that, time to start over on the next one.

Before you start though, I would do a post mortem. This is a way to consolidate what you’ve learned on this project. You do this by writing down what went right, what went wrong, and how you’re going to improve things for the next project.

Remember, creativity involves missteps and imperfections.   

It all comes down to this: Keep envisioning your cathedrals, but start by building a few thatched huts. Move up to a log cabin, then a brick house. Once you’ve got a few of those under your belt, THEN craft your cathedral. 

I want you to do it. Your stories want you to do it too. 

“The work wants to be made and it wants to be made through you.”

- Elizabeth Gilbert

I’ll close with an excerpt from one of my favorite books on art and creativity: Art & Fear

“You make good work by (among other things) making lots of work that isn’t very good, and gradually weeding out the parts that aren’t good, the parts that aren’t yours.”

How are you going to do that? You have to make stuff. You have to finish stuff. You have to put it out into the world. You have to get that feedback and learn what works for your audience and what doesn’t. And perhaps more importantly what works for you and what doesn’t. Then apply that to your next project. 

Eventually you’re going to make something that you love, that the world loves, that the world NEEDS, and that YOU NEED.

-Jake

The World Building Trap

It’s a problem I see in myself fall into all the time. And I don’t think I’m alone in this.

Like you, I dream of a future when I can spend the majority of my work day doing nothing but crafting my graphic novel. (And I say graphic novel, but for you it could be anything creative: A screenplay, film, web comic, podcast, novel, art show, album, play, etc).

However, when I do have time to work on it, instead of sitting down to write and draw this graphic novel, what I find myself doing is endlessly preparing for it. Instead of writing my story, I write out my character’s known wants and hidden needs, and how those things are going to be just outside of their reach until they are fundamentally changed by some external force, or I come up with a clever plot device, or I think up an exciting set piece for the climax of the plot, or (and this is my favorite) I draw them in a cool pose. All of these things are noted down in an idea journal or safely kept in a sketchbook and tucked away until I get time to work on it again.

There’s a creed attributed to medieval quarry workers that I think is applicable here:

“We who cut mere stones must always be envisioning cathedrals.”

I think that’s a great way to look at this problem.

I want you to imagine you’re standing out in a field and all around you are rocks of every size. You want to create a shelter for yourself so you pick up a rock, examine it, and realize it would be perfect for the archway of a door. You find several big rocks and realize they would be great for the foundation. Soon you have a massive pile of rocks, each rock has a designated spot in the dwelling you’re wanting to build. 

You start to lay them on top of each other and you soon realize you’re no architect and that this house could easily come crashing down on top of you. You decide you better study up on how to build houses better. The more you learn about how to build a house the more you realize just how hard it is to create one. You go back to your rock pile and decide some of these rocks are way too rough to be usable so you start chipping away at them crafting beautiful stone blocks. 

Soon you realize that some of the rocks aren’t going to work so you toss them out and go searching for replacement rocks. Meanwhile, as you study architecture more your simple house idea becomes less and less appealing and you want to build a cathedral. You then realize you don’t have enough stone blocks for a cathedral so you go out to find more suitable rocks and start chiseling away at them. Years pass and as you stand back to look at your work it’s evident that you never started building your cathedral, but have worked tirelessly to build a massive pile of stones. 

I worry that people are spending too much time envisioning cathedrals, and not enough time building them. 

This is the world-building trap in a nutshell: You think you’re making something, but in reality you are stalling. 

There’s three problems I think are causing this. 

Problem 1: Social Media and Dancing with Infinity. 

Here’s the perfect storm we find ourselves in right now. 

  1. It’s never been easier to share your art with the world.

  2. There’s never been a stronger appetite for new things than there is now.

  3. The ability to support yourself from a fanbase has never been more accessible. 

We live in this incredible age where it’s never been easier to get your art out into the world.  The tools we have available to us now make it easier than it’s ever been to create something, push a button, and have it be available to everyone.

Likewise, there’s never been a stronger appetite for new things than there is now. There’s a reason there’s multiple streaming services not for just tv and film, but for books, comic books, audio books, and music too. These services have given rise to bingeing culture, showing us that the need for entertainment is insatiable.

What’s also intoxicatingly appealing is that the ability to find an audience and support yourself from them has never been more accessible. 40 years ago you needed 100,000 people to actively buy your books in order to make a comfortable living. Today you just need 1000 true fans making the pressure to create and to be prolific even more important. 

The eye of this perfect storm is social media.

Social media favors anything that can be consumed in seconds. There is a temptation with social media to, as Seth Godin calls it, “dance with infinity.” What he means by that is when you post a drawing on instagram there is a chance (small, but still there) that it could be seen by everyone in the world. This causes artists, myself included, to cater their work to the algorithm. 

When you are trying to perform for the algorithm you end up being very busy making easily digestible art instead of making important, lasting work. Godin says, “Dancing with infinity isn’t free, and if you do it too long, it’s corrosive.”

Most social media algorithms favor accounts that upload engaging content frequently and in return shows your posts to more accounts. The need to constantly upload to stay in favor of the algorithm and have access to more of the feeds of your followers means you need to crank out something postable multiple times a week. Postable does not mean finished, it just means good enough to get a like, a comment, or a new follower. 

Many social media platforms also favor images that catch the raw or intimate moments. Or moments that look raw or intimate, no matter how fabricated they are behind the scenes.

Over the years I’ve completely transformed the way I do art to meet the needs of the Instagram platform. I’ve discovered that photos from my sketchbook outperform finished, polished work I do in photoshop. I’ve switched from media that takes me a longer amount of time to make a piece to using media that allows me to make something “finished” in 30 minutes to an hour. This is all so I can share something postable 4-5 days a week. 

Before social media my online time was spent on my blog, surfing other blogs, and on various forums I participated in. I was limited to what I could access from my computer, which means I didn’t always have this gnawing attraction to a computer in my pocket and I could spend the rest of my day thinking, processing and creating. Consequently, I would spend a few days on an image, post it on the blog, a few forums, and the rest of the week my creative free time was spent filling sketchbooks with ideas.

About once a year I would do a short full color 15-20 page comic that would take a couple months of work. I’d share this on my blog, or save it to be collected in an anthology I’d be putting together with friends.

Ironically, this much slower pace of creation made me create things that were way more important and lasting. 

Posting a work-in-progress of a comic page garners way less engagement than a cool original character design, and a cool character design gets way less likes than fan art. (Fan art has its own pros and cons, which I talk about here.) When you’re getting more engagement from single iconic images, it’s so much easier to post a character or a spaceship and give a little back story than it is to actually write that into a story. 

This can fool you into thinking you’re making something, when in actuality you are putting another rock on your rock pile.  

And that’s what I have been doing for the last 6-7 years: Way more world-building and way less storytelling. 

Problem 2: Input overload.

The other side of the social media coin is that there’s SO. MUCH. COOL. ART. For artists this can lead to an especially creativity-paralyzing activity: reference diving. This is where you spend hours on pinterest, artstation, pixiv, deviantart, and instagram favoriting, bookmarking, and organizing cool ideas that you’ll harvest later for your story. 

I think there’s a problem with doing this too much. Seeing all this cool art and ideas tricks your brain into thinking you are participating in the creation of that art. When in reality you’re not participating at all. You’re cataloging and correlating, not creating. Downloading other people’s ideas is good for jumpstarting your imagination, but relying too heavily on this practice creates derivative ideas and adds little value to a final project. It’s just more rocks on a rock pile. 

I’m all about filling your creative bank account. I think that’s important. But an over reliance on indirectly experiencing things through the lens of another creator can dull your creativity. Truly unique work comes from basing it on  actual experiences you’ve had. 

Likewise, spending all your time just having experiences can kill creativity too. For every inhale, there must be an exhale or you’ll pass out and die. 

In a nutshell, we have an input output problem, in that there’s way too much of both. And they feed right into this last aspect of the world-building trap.

Problem 3: Fear

This part of the trap is easy to fall into because: world building is fun and easy.

When you’re world-building you get excited because the project has limitless potential. However, the more you work on the actual story the less potential it has. The more you define what it actually is, the less of an exciting nebulous thing it is. As it takes shape you realize that it will become a concrete flawed thing. 

It’s scary and hard to accept that what you’re making could be...just bad. If you never make it, then it will never have the chance to be criticized and found lacking. This is letting fear guide your creative process and it causes you to stick to building out the world even more. You explore lore, dive into history, and flesh out background characters. You create a living breathing world for any story to happen in.

If you never actually make it, it can never fail.

I have a handful of projects that have suffered from this trap. With SkyHeart I even designed an actual world before I sat down to write the story.

The world-building trap is dangerous because I think it ultimately leads to creative impotence. 

If you spend enough time not creating, your creative muscles atrophy and they become useless when it’s time to actually sit down and write. I don’t want this to happen to you. I want creators to actually create things. I want your stories to be out in the world, and for you to be finding an audience who genuinely loves your work, not just passively “likes” your posts. 

As a creator it’s time to take some personal inventory here. How do you know if you’re caught in the world building trap?

Ask yourself this:

  1. Are you downloading more than your uploading? Meaning, how often do you use social media to get inspiration vs to share something?If you’re downloading way more than you’re uploading, you might be stalled out creatively. Limit your exposure to other art and try to spend more time creating things you can share

  2. When you do create are you just adding something to your pile of rocks, or are you actively making something finished that you can sell, offer a download of, or invite people to experience? If you are more worried about that post’s engagement that day, than you are worried about building an authentic audience for your final project you might be dancing with infinity instead of making something important. 

I have more in depth solutions and strategies for how best to use social media and how to create more which I’ll be sharing in future posts. But for now, I just wanted to make you aware of this trap and hopefully inspire you to make some positive change in your creative habits.

I honestly think this is a serious problem for our society. There’s a book I love called the Life of Pi, written by Yann Martel. In the author’s note at the beginning he says,

"If we, citizens, do not support our artists, then we sacrifice our imagination on the altar of crude reality and we end up believing in nothing and having worthless dreams."

It’s time for us artists to quit filling up our fields of creativity with rock piles, and finely crafted stones. We need to build our cathedrals and create something a citizenship can support.

Thanks for reading,

Jake

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