Cocoon Year: Week 1 & 2 Recap
For those who weren’t in the know, this year is what I am going to call my ‘Cocoon Year’, where I establish my creative process by tracking and describing it. Seeing as social media is not extremely helpful for literally anything I’m doing, I’m cutting out small, social-media-friendly pieces in favor of developing larger projects. Chief among these projects is Warlock’d: To Hell, With Love.
Some of my friends have reached out to me about Warlock’d, concerned about its progress. I’m concerned too. I’ve had iterations of this cozy mystery graphic novel in various stages but never feel happy with the writing.
Progress is slow without feedback. Feedback is difficult to get. Either people don’t understand the project, won’t talk technical tips in an attempt to be encouraging, bash it subjectively, aren’t familiar with my target audience, or don’t understand that I’m deconstructing medieval pop culture stereotypes.
By the same token, at best I am an amateur historian, just like how, with RAWR! Dinosaur Friends, I was an armchair paleontologist. I’m making do with the information I have available to me. It’s not always the most up-to-date, largely text-based, and I do not fully understand the most complex parts of this time period. I fear sharing much for this reason.
Demons are difficult to talk about. For some people, demons are very real, present-day entities, for good or for evil or for silly. Demons are part of religious history, so religious and spiritual discussion inevitably crops up. From an art historian perspective, many demons are racist caricatures. None of these are safe subjects to talk about on a whim.
I have some friends that I would love to share Warlock’d with, but I fear wasting their time if the writing is not quite good enough. Luckily, I’ve been working really hard and this is getting easier. I often feel bad for wasting people’s time. If I get better at writing then it’s less of a waste for them.
It’s also hard to share progress for a project that oscillates between being an indie webcomic and a published graphic novel. I can’t ever tell how much I should share, and if things I’ve shared publicly hurt my chances of getting published (or if I even want to be published…I literally have everything I need to do a webcomic!)
With all this in mind, I participated in #DVPit this year and got so much attention on Warlock’d that I feel it’s best to query, at least a little bit, before I settle in on this project as a webcomic. Having a very polished and workshopped pitch is also good for indie development. I feel like sharing my progress shouldn’t hurt my chances, as long as I talk about my trials with writing, revisions, and synopsis hell. I may keep my character and cover artwork close to my heart until I get rejections from querying.
I have never once actually queried Warlock’d. I have taken it to workshops and reviews. There’s been interest from agents but I suffer the curse of perfectionism, as well as not knowing whether this project is an indie webcomic or not.
I also have some very wonderful friends who have taken an increasing interest in reading my work…and are even willing to read revisions. Once problem I had in a past writing group was that revisions weren’t allowed! It was so hard to keep track of people’s progress beyond slapping down the first draft. To me, revisions are where writing gains depth and interest. It hurts to feel like my critique went nowhere.
Ideally I could have this book picked up by a publisher and share my process in great detail on my blog. I fear marketing mishaps if I retcon something I worked on in this blog but honestly, I don’t know of anyone who’s ever blogged their graphic novel creation process from pitch to finished book. There might be a reason for this, probably that graphic novels are soul-crushing work. It’s something that still feels very helpful to me. SAWgust was very good for tracking a shorter project. Having a whole year might be great for tracking a longer project.
Game development is also a recurring distraction…I’m currently working on a little physics-based platformer where players wreck our house with our cat. It’s nice to get away from comics every now and then, although game dev is its own challenge. Having to wrap my head around how sprite cat heads work on a rotating circle body was the most recent challenge.
Anyway. In the spirit of what I want to do with my blog, my comics career, and my website, here’s a breakdown of how my first three weeks in 2024 went:
Cocoon Week 1
I started out with an existing synopsis that I’d written in October 2023. Several people read it. It was deemed ‘fine’ but not amazing. A big problem was character motivation. The villain felt evil for no reason. I had a reworked synopsis that I shared with no one for fear of it being too long. I wrote a ‘shorter version’ that, of course, became much longer. However, I feel pretty good about this long “short” synopsis. It feels more focused.
I have a lot of questions about cozy mystery structure. Initial research tells me a cozy mystery-style murder ought to have been committed for a specific and clearly-defined reason…but a lot of Warlock’d’s emerging themes involve a chaotic reality under a spiritual ‘veil’ that appends meaning and order where otherwise there is none. I’m leaving a couple parts of the story as accidents, but they do feel like temporary pins for the time being.
I also wrote a sample script to show off how Margo and Stone (formerly Pierre) interact. It’s pretty good and has been workshopped very intensely, but Stone’s motivation never feels strong enough via his dialogue. Maybe he’s too chill, or too masked. I wonder if I should lean into this and make it part of his devil-may-care attitude.
Margo, on the flip side, is the easiest dialogue in the world to write. She’s ranting in the same cadence as a barn swallow chirps. I find that the more I type freeform, run-on sentence, shitposty even, the more I hit Margo’s voice. She has been a fairly popular character in past versions of Warlock’d, so at least there’s some aspect of the project I understand.
Cocoon Week 2
I stalled out on remaking my sample pages. I had a version of the pitch in roughs/inking stage but the writing was too complex. This version tried to set up Tittivillus alongside Margo, and Stone’s character was just getting lost between them. As a result I was getting too precious about the art that was furthest along in the panels. Rewriting according to that art wasn’t producing a good set of sample pages. I’d also caught some illness in between starting and stopping the sample pages, and looking at it reminded me of feeling sick.
I worked on character designs instead. I’m not sure how many of these characters will fit into a pitch packet. They’re all mentioned in the synopsis, save for Tittivillus who goes into the story and then gets cut frequently. Poor guy. One cutesy idea I had was to format the characters like a suspect lineup, with lines behind their heads. I suppose I should do a pitch packet layout in InDesign. I want feedback on the text parts first.
I also stalled out on making a ‘cocoon year’ graphic for the blog, and thus postponed creating a blog entry for the week after. I think queueing content is a healthier thing to do than write up to the blog post deadline I set for myself. What I’d like to do is have 24 evolving ‘cocoon year’ graphics to show a caterpillar doing its thing, every other week until the end of the year when I see what the butterfly looks like. I really like Monarch butterflies so I’ll go with that.
To Do Next Week:
- Make Cocoon Year posts easy to update by prepping artwork.
- Slowly rebuild momentum on my pitch packet, especially the sample pages.
Care to read more?
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