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Making Time

by Cameron on July 23, 2011

We’re at Beta on the game at the moment, which means the end of the project is in sight and in a few months people will be playing the game that has been almost two years in the making. So, I’ve been doing some thinking about how much work goes into making entertainment, and how that correlates to how much time it takes to consume it.

Here’s a quick and dirty list I’ve made, using incredibly rough math:

Product Time to create Time to consume Ratio
Architecture 5 years (10 people working 6 months) 10 years 1 to 2
Humourous Quip 5 seconds 5 seconds 1 to 1
Fashion Design 6 weeks (3 people working 2 weeks) 2 weeks 3 to 1
Blog Post 4 hours (1 person working 4 hours) 5 minutes 48 to 1
Book 4 years (2 people 2 years) 2 weeks 104 to 1
Poem 2 weeks (1 person working 2 weeks) 30 minutes 672 to 1
Photo 2 hours (2 people working one hour) 10 seconds 720 to 1
Painting 1 week (1 person working 1 week) 10 minutes 1008 to 1
Webcomic 4 hours (2 people working 2 hours) 10 seconds 1440 to 1
Comedy Routine 1 month (2 people working 2 weeks) 30 minutes 2160 to 1
Sporting Event 150 days (50 people working 3 days) 90 minutes 2400 to 1
Web Video 3 weeks (3 people working 1 week) 10 minutes 3024 to 1
TV show episode 400 days (40 people working 10 days) 1 hour 9600 to 1
Stage Performance 40 weeks (20 people working 2 weeks) 90 minutes 11200 to 1
Music Album 5 years (10 people working 6 months) 90 minutes 29200 to 1
Sculpture 1 year (1 person working 1 year) 10 minutes 52560 to 1
Video game 80 years (40 people working 2 years) 8 hours 87600 to 1
Movie 400 years (200 people working 2 years) 2 hours 1752000 to 1

I’ve made giant, sweeping generalisations based on my limited experience with making these things, and I know there’s examples in each medium that break the numbers like a baby sticking a knife into a toaster. There are video games made by two guys in a week. There are movies that have taken five years with a team of 400 to make. There are webcomics that are churned out by a lone hack in fifteen minutes (ahem).

So what can we learn from the numbers, though? I’m not entirely surprised by them, especially the video game one. It probably explains why I get such a comparative buzz out of doing a comic that’s updated daily instead of being a small part of one video game a year or two. Comics being somewhere in the middle of the list makes sense in the fact that it’s feasible that anyone can do it, but not everyone does.

The better the ratio, the more accessible the task is – or at least appears to be. A lot of people comment on fashion. A lot of people write blog posts or think they can write a book.

Also, the better the ratio, the quicker the path to surface-level accomplishment is. And by that I mean. the feeling of having done something to a first pass level of detail without the novelty wearing off.

Anyone can make a webcomic, it’s easy, right? Just draw – heck you don’t even need that step these days – and upload it and wait for the money trucks to come in over the horizon. Of course, it’s not as easy as that. Making a success at anything, even a thing that has a nice low ratio – takes a phenomenal amount of dedication, skill and patience… and even then it might never work.

But hang on a second, let’s go further with these numbers – look what happens when you factor in the scale of how many people consume the work:

Product Time to create Time to consume Ratio
Architecture 5 years (10 people working 6 months) 10000 years (10 years x 1000 people) 1 to 2000
TV show episode 400 days (40 people working 10 days) 2000000 hours (1 hour x 2 million people) 1 to 208.33
Book 4 years (2 people working 2 years) 192.30 years (2 weeks x 5000 people) 1 to 48.07
Blog Post 4 hours (1 person working 4 hours) 83.33 hours (5 minutes x 1000 people) 1 to 20.8
Fashion Design 6 weeks (3 people working 2 weeks) 60 weeks (2 weeks x 10 people) 1 to 10
Humourous Quip 5 seconds 25 seconds (5 seconds x 5 people) 1 to 5
Sporting Event 150 days (50 people working 3 days) 625 days (90 minutes x 10000 people) 1 to 4.16
Video game 80 years (40 people working 2 years) 182 years (8 hours x 200000 people) 1 to 2.28
Webcomic 4 hours (2 people working 2 hours) 2.77 hours (10 seconds x 1000 people) 1 to 0.69
Movie 400 years (200 people working 2 years) 228 years (2 hours x 1 million people) 1 to 0.57
Music Album 5 years (10 people working 6 months) 0.85 years (90 minutes x 50000 copies) 1 to 0.17
Poem 2 weeks (1 person working 2 weeks) 0.29 weeks (30 minutes x 100 people) 1 to 0.16
Web Video 3 weeks (3 people working 1 week) 0.49 weeks (10 minutes x 500 people) 1 to 0.16
Photo 2 hours (2 people working one hour) 16.66 hours (10 seconds x 100 people) 1 to 0.12
Sculpture 1 year (1 person working 1 year) 0.09 years (10 minutes x 5000 people) 1 to 0.09
Painting 1 week (1 person working 1 week) 0.09 weeks (10 minutes x 100 people) 1 to 0.09
Comedy Routine 1 month (2 people working 2 weeks) 0.06 months (30 minutes x 100 people) 1 to 0.06
Stage Performance 40 weeks (20 people working 2 weeks) 0.17 weeks (90 minutes x 200 people) 1 to 0.00

Things change a lot – except for Architecture, which must be pretty cool to do. Look at how much work goes into less reward for many of these activities. Kinda depressing. Though the ones that are successful are the ones that can scale efficiently and have audiences that are way off the chart, statistically speaking. Funny Webcomic doesn’t make millions, but Penny Arcade does, because their audience is crazy more than mine and the “product” takes roughly the same amount of time to make.

Something to think about at any rate. What do you take from this?

      
[ 1 Comment ]

Z: The Game (iOS)

by Cameron on July 16, 2011

I’ve been meaning to do more with video camera for a while so I thought I’d use it to post some thoughts about the iOS version of Z, one of my favourite games of all time from the PC / Amiga days. I really like it!

But GEEZ LOUISE is video a pain in the ass. It only took ten minutes to record but there was so much pafff around encoding and uploading and waiting around. Eh, I’m gonna have to think a bit about streamlining how to make this.

      
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Another version of the voting…

by Cameron on June 6, 2011

After hearing all your feedback and thinking it through a bit, today I’ve rolled back to there being only five themes available to vote for.

And yet the world did not end! That was nice.

The main thrust of the feedback was that there are too many choices, and that people were just voting for whatever’s at the top of the list anyway, and it still didn’t solve the problem of themes I didn’t like being voted in.

So – I’ve reset the vote count, put up five themes to vote for, and they’re of my own choosing. So! Please vote for what theme you think I should do next and I will go make it. If there’s a theme you particularly want to see on the list just drop me a line and I will add it next week.

Hope that is OK! Please let me know what you think! :)

      
[ No Comments ]

Who were your greatest influences growing up?

by Cameron on May 28, 2011

I’ve been doing some thinking about how important early influences are on people, and how simply having a different set of inputs into your developing brain can radically change who you are, what you believe in and what you goals you set as a measure of success for when you are an adult.

Who were your biggest influences when you were growing up? For some people it’s family members, or musicians, or politicians or athletes. Mine were complete strangers a world away working in fields that I thought I would never be allowed to join.

Dave Sim

Dave Sim is a Canadian comic book artist most well known for creating, writing, drawing and self-publishing Cerebus for 300 issues over 26 years.

To say Dave Sim is the biggest influence in my young life would be a severe understatement. The scope and craft in his groundbreaking masterwork was a major achievement in the world of comics and he opened my eyes to the power and potential of the medium. Complex storylines, hidden Easter eggs, a cohesive story only possible when an entire run of a comic is written by one creator, heck even the way he did word balloons really changed the world of how comics are read and created. Further, he was one of the main instigators of the the comic creators bill of rights, which directly lead to creator owned comics becoming the standard and not just an aberration.

It was kind of a big deal. He was a big deal to me.

More than the talent displayed in the comic, he taught me the fundamentals of life and business that I use every day. Things like how important it is to maintain control of your work or how you don’t need a fleet of middle men to handle the ‘business side of things’. Moreover, he instilled in me a deep seated work ethic. He taught me to discard distractions, create something every day and never EVER miss a deadline. I applied that both in my comics work and in my fledging journalism career. I know for a fact that if not for the lessons he taught me I would have never amounted to anything.

Cerebus was a huge constant in my life for the better part of two decades. I don’t mind admitting that most of it went way over my head on the first or second or even third time I pulled an all-night complete read through, but I learned a bit more every time I tried. Cerebus was always there for me through crappy relationships or living dirt poor or being alone and it was the high point of the month.

Sim’s conversion to religion and its head-on collision with the Cerebus comic saw me losing interest in reading it and, subsequently, my interest in him as an artist and unknowing mentor. By then I had grown up, gotten married (which I’m sure he would have disapproved of anyway) and basically sorted myself out. I stopped reading it at issue 275, 25 issues short of the finale that I had been looking forward to reading since I was 15. Yeah, I was kind of surprised I let myself let it go by too.

Julian Rignall

Julian Rignall is a video game journalist that worked initially in the UK before moving to the US. One of his many career highlights is being one of the founding and longest-serving writers of the legendary Zzap! 64 magazine.

Let me tell you something about my home town. It is a God forsaken backwater that is stuck in the stone age. It’s mostly an industrial / manufacturing area and for a fat lazy kid who just wanted to play computer games and read comic books (like me) it was a scary place to grow up in.

When I was 13, I had no idea what I wanted to do when I became a grown up. If you wanted to make comics you had to live in New York and hang out with other comic artists, so that was obviously out. They didn’t have computers in my school so the idea of being a programmer or something just never occurred to me. So that left me with the jobs available in my local area. These jobs were all basically being a boilermaker or a house painter or a brick layer. These options scared the crap out of me.

Shortly after getting my own Commodore 64 (the first of many) I was reading my first issue of Zzap! 64 and really, really digging everything Julian Rignall was writing about these games. I’d read the occasional copy of the mag beforehand at school – the C64 was the gaming system of choice and the magazine was passed around a lot during lunch breaks. It become obviously pretty quickly to me that Rignall wrote exactly how I felt about the games I had played and I came to rely on his opinion before making that next big purchase at the games store. He really got what made you excited to be into computer games and what’s brill and what’s naff.

Then, like a bolt of lightning, I made a realization while I was reading a review of Apollo 18 of all things.

Reviewing video games is a job. It’s an actual job I can go do.

The concept of doing a job that didn’t require me to be outside doing actual, you know, work blew my entire freakin’ mind. It was the concept of being a knowledge worker. Something that my hometown still do this day finds weird and not really right. But man oh man, the idea of being a video game reviewer just excited me too much to bother worrying about the practicalities of it all. And it was something that I pursued relentlessly until it actually came together a decade later. And from there I had all sorts of amazing adventures and ended up getting into design and PR for even more crazy adventures and achievments.

All the while I was trying to just emulate how Rignall wrote…maybe it shows. I used the word Superlative a lot in my early stuff. At any rate, I owe pretty much my entire video game industry career to that guy. That’s a lot to be thankful for.

Jeff Minter

Jeff Minter is a video game programmer, designer and all round zarjaz dude who isn’t afriad to show the world what his passions are. He’s made a lot of great games including Space Giraffe, Sheep In Space and Attack of the Mutant Camels. Yeah, there’s lots of animals in his games and that’s no accident. He loves animals, lives on a big farm with a heap of them and shares them with the world via his work.

Minter, like Sim, was a huge influence on me growing up because he did his own thing and made a viable business around it. He wrote and published his own games and they were all unique. He introduced to me the concept of finding what makes you different and instead of shying away from it, embracing it and making it your trademark. I think of Minter and I think of shoot ‘em ups, fluffy animals and the integration of psychedelia into gameplay. Hopefully when you think of me you think of Commodore 64, chocolate milk and my love of all things Alyson Hannigan. It’s good to have those things to help identify yourself.

He also introduced me to a lot of great things that I would never have discovered otherwise. Things like how great it was to listen to Pink Floyd while watching computer generated light shows on your TV, the power and glory of Eugene Jarvis and this weird thing from Japan called Super Mario Brothers. All those things had a huge impact on me and changed the way I saw the world afterward.

For a lot of people they don’t get the chance to ever say thank you to people like these. I mean, it’s not like they were up the road or even knew who I was, right?

I met Sim once at a local comic store appearance in the mid ‘90s. I gave him some of the mini comics I had made (which were terrible, looking back, but hey), I said nice things about his work, he thanked me for coming out and signed my books. Afterwards I saw him again outside the store having a smoke and I got the chance to go all fanboy on him again. That was pretty damn cool.

I’ve exchanged a couple of friendly messages with Rignall over Twitter over the last few months, and he’s always been cordial and kind to his fans. I’m sure he’s tired of people pestering him about the good old days, though. :)

I met Minter at E3 2000. He was demonstrating Tempest 3000 on the Nuon system and I got the chance to talk to him about the good old days and thank him for everything he’s done. I even offered to buy him a drink to start trying to make up for all the games of his I had to pirate back in the day. Then many years later he sent me an email thanking him for a review I wrote of Space Giraffe saying it made his week to see it. That was a huge, huge deal to me.

Thanks again, you three. You were there for me when nobody else was and showed me the world that was out there while I was stuck alone in the suburbs. You saved me from being a boilermaker…whatever the hell that is.

So…who were yours? Did you ever get a chance to let them know what they meant to you?

      
[ 1 Comment ]

The New Voting System – Don’t Panic!

by Cameron on May 21, 2011
Today I made a big change to the way voting works on funnywebcomic.com so I thought I’d take a minute to explain what it means.

Voting for what you want next week’s comics to be about has always been a big part of what makes this site different from the other webcomics. I think it’s a good feature to have since it lets me know what stuff you like and forces me to flex different creative muscles each week.

For a while now I’ve been really frustrated with the practicalities of it. One of the big problems is that there were only five options presented each week – well, four really, since “Something New” was a permanent mainstay. This was fine in the old days when there were only a handful of themes in the archive but now there’s over fifty (good holy Christ how did THAT happen?!) and that means a lot of good ideas aren’t even presented as an option for months at a time. That’s become an issue lately since some of the most recent hits such as Presidog or Brendan Brewer disappeared off the polls and there wasn’t room for them to come back for at least six months. Someone who was new to the comic and found it through someone linking to Henry wouldn’t be able to vote for his return because of some archaic rule saying there should only be five options at once.

The other side of the coin was that I think some of the options people are voting for are only winning because the other options don’t appeal. I mean seriously guys, VIDEO GAME DESIGN FLOWCHARTS? You really want me to do THEM again for another week? Well, OK, I will, but I’m not convinced that’s a better option than Terry The Crappy Terrorist or White Teenagers With Problems and if they were on the list they would have beat out stupid flowchart comics that really aren’t comics at all.

So I’ve changed it so EVERY option is available for you to vote for. That way you always can vote for, say, Old Video Game Jokes every week and it’ll eventually return. And I can’t moan about how an idea I hate like flowcharts or lights out comics get voted in because at least you had all the options available.

What do you think? Am I nuts here?

      
[ 3 Comments ]

Time Management (or How I Learned To Stop Worrying And Learn To Love The Arm Tingling)

by Cameron on May 14, 2011

I’m a fairly busy guy.

I have a day job that involves the corruption of innocent youth through the creation of video games. It’s a pretty good job full of creative challenges and I can’t wait for you to see what I’ve been working on lately when it’s revealed at E3 in a few weeks.

A few weeks ago I’ve also helped start a PR company for independent video game developers who want help getting the word out about their game. This has been more successful than we though it would be initially and has resulted in a lot of after hours work, but it’s going to lead to some really exciting things!

I also like to spend quality time with the wife and cats, because they are what it’s all about, you know. ‘Nuff said.

And then of course there’s this darn comic…

I’ve been putting a lot more effort into the comic over the last few months, I hope it’s been noticable. Probably not, nobody reads stupid comics, ha. But at any rate the hours needed to make comic have been getting longer and combined with everything else it was really starting to turn me into a miserable old grump.

No, wait, that’s being too kind – I was being a stressed out asshat. An absolute nightmare to be around.

Now if thIs was any other comic this would be the inevitable blog post where the artist says they’re taking a break (that they never return from) or going to change to a less frequent schedule (that they stick to for a week before taking a break that they never return from). But not THIS idiot. Instead I’m trying to work smarter and manage my time better so I’m not up till 1 in the morning every night working on a comic I’m not happy with anyway.

Last week I set aside two hours on a Saturday to write the following week’s comics. It was awesome. No distractions, no stressing out about a deadline and having to come up with something I cam draw that morning, just me in my hammock watching the cats and writing. And then during the week I drew the comics.

It was AWESOME. I got all the comics done by Thursday with tons of time to spare. I felt so much more relaxed. When it was time to draw, I could just DRAW instead of waste half my time trying to think of the joke. The jokes turned out better. The art turned out better. I spent the week much much happier and more productive on my other tasks. The hours I spend on it may not have changed but splitting the time into writing and drawing separately has worked out great.

Plus it’s always nice to start the weekend on the hammock.

      
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How Do You Make Webcomics?

by Cameron on May 3, 2011

On the final day of Supanova Brisbane last month the friendly folks at Ultima Java came by and asked me to talk into the camera a bit about anything I wanted.

So, I chose to talk about the clubs you need to join and the permissions you need to get from people before you can make a webcomic.

Enjoy!

      
[ 3 Comments ]

PRESIDOG ANNOUNCES BIN LADEN IS DEAD

by Cameron on May 2, 2011

OH PRESIDOG

      
[ 1 Comment ]

Supanova Brisbane Report

by Cameron on April 9, 2011

Wow.

Maybe it’s just a side effect from it being my first con I spent as an exhibitor instead of a visitor or worker, and I’m full of fresh faced enthusiasm, which will be worn down to a bitter stub over the years, but I had an amazing time at Supanova!

“Doing” the con has been on my to-do list since I started Funny Webcomic, but work commitments kept me from this for the past two years. I was determined to make up for lost time this year, and boy howdy did I make good on that promise.

First of all, this is what my table looked like:

Pretty neat, huh? Yeah. Big thanks to Brad Daniels of Groovy Gravy for letting me share his Artist’s Alley table. Groovy Gravy is a good book, the new issue has a new three page Plant-Man + Flowerin’ story in it. I’m kinda bummed since I lost my freebie copies but I hope to buy another copy soon.

The first day was a “preview” day, meaning that crowds were very light compared to the upcoming weekend. That being said, I don’t think I ever really spent more then thirty seconds without talking to people that came by the booth to check things out. I gave away a lot of flyers, too. It was always cool handing someone a flyer and seeing them laugh at one of the comics on it. A really nice success came on Sunday afternoon where someone walked by, clearly not interested in being sold something, and within 30 seconds of me handing him the flyer he had a good laugh at the sample comics and bought a Funny Book Comic. SCORE.

I quickly hit upon the idea of drawing sketches of any character people request – as long as they wear a pot plant on their head. That usually got a chuckle and  they turned into the big surprise hit of the show for me. After I made a few to keep looking busy I had some on display (Wolverplant, Guy Gardener as The Green Plantern, Homer Plantson…I did a sketch of Pikachhu and that was a big hit with female audience members.) people would come up and ask if they could get one, too. And they gave me money. YAY MONEY. Big thank you to everyone who came for a sketch, I hope you liked them! I did a ton of them for people including Ghost Rider, Black Cat and even someone’s pet dog.

Two copies of the mini were lost due to me handing people it to look at, and they just walked off with it – maybe they thought it was free. I ended up having to make a quick “Comics about old video games: $2″ sign to place on them to stop this happening again. Live and learn!

All in all, I had about an hour, tops, where I wasn’t crazily busy drawing, talking to people about Funny Webcomic, or selling books. The time whizzed by so fast. I miss the insanity!

It was so awesome to meet everyone who stopped by our table to say hi – especially so when it was someone who has already read the comic! I was so fortunate to have great table neighbours – particularly the aforementioned Brad, and Anthony Pike who does cool cartoony comics that were a lot brighter and happy looking than a lot of the dark gloomy fare on offer, and the amazingly talented Paul Mason who does a comic called The Soldier Legacy, which has a lot of Jack Kirby (and in my mind, some John Severin) in its DNA. Big hellos to the friendly and talented folk at Ultima Java who I’m sure will be hosting their own table at the next show.

So…

I’ll be back next time. It’s way too early to go to the interstate shows, but I think this is a good base to start building another local show appearance. Thankfully the awesome folks at Supanova announced that they are starting a new show in Gold Coast next year, and another show in Brisbane in November!

I’ll definitely print up some more Funny Book Comics, but I need to find a local printer or some way to eliminate the crazy shipping costs from America. I want to get the second Funny Book Comic out by then, too, so I have something new to sell. If anyone out there can suggest a local printer, I’m all ears.

This con has energized me so much for this year. I really feel like 2011 is going to be a turning point for Funny Webcomic. I have a lot of great plans for this and I really can’t wait to see what’s around the corner.

I hope you’ll be along for the ride.

      
[ 2 Comments ]

SEE YOU AT BRISBANE SUPANOVA!

by Cameron on March 26, 2011

I am so excited right now I can’t even tell you. Well actually I can tell you. So I shall!

I will be having my first convention experience as a comic artist guy this weekend at the Supanova convention in good ol’ Brisbane, Australia. Supanova is always an awesome time and this weekend is going to be MASSIVE. There’ll be tons of cool stuff to check out, play and maybe even take home with you if you play your cards right.

HERE’S WHERE I’LL BE, PLEASE COME AND SAY HI AND OFFER ME COOKIES:

I’ll be sharing the booth with my pals at Edge Comix who make the very spiffy Groovy Gravy anthology. I’ll be the fat guy throwing rocks at the Anime cosplay booth attendants. Ha ha just kidding kids don’t throw rocks.

So? What will I be selling? Well feast your eyes on THIS COOL COMIC JUNK:

Funny Book Comic, the first year of Funny Webcomic collected in one handy-dandy volume with extra material and commentary, will be on sale for you to enhance your life with. It’s 110 pages of pure comicy awesomeness!

AND IF THAT WASN’T ENOUGH:

PLANT-MAN #1 – NOW IN SUPER FUN COMIC FORM! This is a BRISBANE SUPANOVA EXCLUSIVE comic that includes some of Plant-Man + Flowerin’s earliest (and wackiest) adventures. It’s going to be RIDICULOUS.

LAST MINUTE UPDATE! I’ve made a special mini comic called BLOW THE CARTRIDGE that will also be on sale at the show – a small collection of Old Video Game Jokes – it looks great in print!


PLUS if that wasn’t enough Groovy Gravy #13 will also be on the table, which includes a brand new, never before seen three page Plant-Man + Flowerin’ story!

Of course I will sign the CRAP out of everything, and award passerby with HIGH FIVES. YEAH!!!!!!

Brisbane RNA Showgrounds. April 1 to 3. SEE YOU THERE!

      
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