The toast and coffee made my kitchen smell like my mom's kitchen back home. My apartment is cool (it's 65 in here, just the way I like it) but I am cozy in jeans and a thermal and a hoodie and wool slippers.
So what now? Last year, Ru likened the morning-after-24-hour-comic-day to, well, the morning-after. You wake up next to something you got very well acquainted with, but in reality you're not all that well-acquainted with it. Hunh.
I don't know. I'm just rambling.
I haven't actually used my voice in a solid 48 hours. It's very weird. I'm going to walk into work on Monday and I know I'm just going to make croaking sounds.
Hey, Ru? 24-Hour Comic Day is just one of Scott McCloud's challenges-in-comicking. I have a copy of his excellent Making Comics, and it has a lot of great ideas for expanding the skill set of the comicker. I was thinking: maybe we could just take an hour sometime and hijack one of his shorter exercises for use here on
Some of the shorter ones are just stuff like...drawing everyday objects from memory, drawing a number of facial expressions and seeing if an audience can accurately interpret them, or--my favorite--quanto comics.
It's a one-off, one-panel jobbie where one person makes a title logo of something generic (McCloud suggests "Is That Your Dad?", "Blind Date", "Ignore It And It Will Go Away", "Closed Mondays", etc.) Another artist does this too--without telling you what her title logo is. Then, you SWAP! You have to draw a one-off, one-panel comic about her title logo, and she has to draw one for yours. (Mr. McCloud advises against getting too specific with the titles--he advises not writing down "Pope Benedict and Jamiroquai go Skydiving over Pennsylvania", for instance.)
Anyway. It sounds a little silly, but a lot of these mind-stretching exercises are actually really useful. The last two 24-Hour Comic events have taught me and