Dan Clowes: He-Man Comic Artist

Flaws


m: If you took issue thirteen versus issue one, what in the quality of work are you seeing that's a lot better?

d: Just on the surface, the artwork on number one to me looks hopelessly crude. I mean, it looks to me like I inked the whole thing with a toothbrush or something. With number one, I spent forever on this issue. It was the absolute best I could do. It took me like six months because I wasn't on a deadline since it was my first issue. But just in terms of the drawing and story- telling there's a certain clunkiness where I hadn't worked out a lot of the mechanics of comics yet. When I look at number thirteen, I see there's sort of an invisible sophistication to it that the average reader might not see, but I'm now aware of, where the characters seem more placed in their environment and there are subtle details that I'm executing that I wasn't even aware of with number one. On a general quality level, the later Eightball,s are a lot more what I was going for in the first place, and the first one was sort of an attempt at that.

m: That's interesting to me. I'd love to know if you could cite just one or two examples of the kind of subtle detail that you're getting more deft at.

d: It's sort of hard to talk about the old ones in terms of the lack of that, but I can talk about the new issues. This is very technical, but people who draw every day will understand this. In the Ghost World stories I'm dealing with perspectives that are really naturalistic. So if you look at things in the background there are generally two angles of perspective, which is a really complicated thing to figure out. But I think it gives it a more naturalistic look. It's like looking through a camera lens or something. And it's very complicated to figure out, especially when there's a bunch of figures talking in the panel; but it doesn't seem complicated, it seems as if this is a very simple way of drawing. In the first Eightball every background is sort of an approximation of a background; it's sort of ruled out in square angles in a very simple way; it's very flat, it's almost like you're looking at a diarama in the background or a backdrop or something. Whereas in the newer issues, there's depth to it, and it's as if there's a real world that continues on. And, you know, there's something to be said for a sort of flat backdrop sort of backgroun

d: It gives it this sort of forced claustrophobic fake look, but that wasn't really my intention; it was just that that was all I could draw comfortably at this point.

m: Does it also reinforce the sort of archtypal sort of imagery in Velvet Glove.

d: Yeah, I think it kind of worked to its advantage in the first couple of issues. I just feel a lot more confidence now. You could make up any scenario that would seem horrible to draw and I could grasp it and deal with it in some way. Whereas in the first issue, if I thought of something that was not going to be easy to draw, I probably would have written it out of the story [laughs]. So I just feel a lot more confidence and a lot more breadth of ideas. And I feel that my ideas are a lot more coherent at this point. I was sort of going on instinct in the first couple of issues, and now I think I'm more aware of the issues I'm trying to deal with, the larger goings-on behind the stories.