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Rediscovering and Old, Lost Book
an interview with Indigo Kelleigh

Continued
 

Q: The cartooning style in Circle Weave is a really fine combination of realistic and cartoonish elements. How did you evolve this style? Did you have specific influences?

Kelleigh: The visual style for Circle Weave comes from a lot of things, but I think it owes most heavily to Herge (whose comics I had only relatively recently discovered with the inexpensive hardcover Tintin collections), and a bit from various manga, such as Nausicaa Of The Valley Of Wind. The look I was going for was sort of an animated cartoon look, with flat colors and simple shading (which has of course become way more complex as the series continued). I have a lot of artists whose work I really love and try to incorporate little things into my own work, I can't name them all. Different artists influence my work, depending on the story I'm doing. Chutney Point has a whole different list of influences from Circle Weave, for example.

Q: Can you give us a step-by-step of how you create a page of Circle Weave? I especially want to know how you get your coloring effects.

Kelleigh: Well, it starts with the rough plot - a 2-line synopsis of the goings-on for that episode. From that, I'll do a sketchy rough layout on these pre-printed layouts I designed for myself, writing the dialog for the episode at that point. Then I go into Photoshop, again with a template that mirrors the pre-printed layout guides, and do the pencils based on my rough. I go through it again and more clearly define everything (my pencils are far tighter for this comic than they had ever been for anything else I'd worked on prior). Usually I'll lay the text down at that point, and place it about where I think it should be.

After that, I hide the text layers and start on the inks. I usually work with at least 4 layers in my file above the pencils - FG Inks, FG Colors, BG Inks, and BG Colors. This makes it a bit easier for me to do some of the layering stuff that I need to do. I'll often have additional layers for things like colored inks, smoke or steam effects, layers for glowing effects (since those are done with Photoshop's layer styles, they need their own layers), and so on.

The coloring effects are pretty straightforward - I just outline blocks of color and fill them in, then I go back through and add shadows and highlights where appropriate. I took some advice from Jenn Manley Lee and developed my own clearly-labelled color palettes for each character. That makes it a lot easier to keep the colors consistent from page to page. It also gives me a series of established palettes when it comes time to designing new characters.

For some sequences, like the underwater sequences or the Poguen-ha' Rhine scene at the end of Chapter Three, the whole episode is then given a color tint layer to give it a sort of monochrome look.

Some of the files can get pretty big, usually between 20 and 50 MB each.

Q: About how many photoshop layers in all do you end up with?

Kelleigh: I'll use episode 102 as my example. It's a unique case, because it introduces a large physical element (the Boglund) who has a number of accompanying effects, but it's a good example, I think. The layer breakdown goes like this:

12 layers of dialog (each 'paragraph' on its own layer)
1 layer of dialog balloons
1 layer of Panel Borders
1 layer for Colored Inks
1 for the Poguen Tattoo that's almost impossible to see in the final panel
1 for the Splashing Water outline
1 for the Splashing Water color
1 for Foreground Inks
1 for Foreground Colors
6 for the Boglund, including 2 just for the steam
1 for Background Inks
1 for Background Colors
1 for Pencils, this one's hidden

So, that's 29 layers, 15 of which contain actual art.

Q: I gather from the above that you do a lot of drawing within photoshop. Do you use a Wacom tablet? How do you feel about drawing with it? A lot of artists I've talked to say they have trouble getting used to it.

Kelleigh: It took about two weeks to really get the hang of it. I was more nervous about using color so much, since I'd never really drawn with color before - all my previous comics were black-and-white.

Q: Another photoshop question-- a lot of your captions and word balloons have a semi-transparent background, suggesting that they're 'psychic' communication and other things. How do you achieve this in Photoshop-- do you play with the opacity of the layer?

Kelleigh: Yeah, I do the balloon borders on one layer, then on a layer just below that I draw the fills and lower the opacity for it. I love using color in my dialog, and I'm glad I decided to do that for that 'Pooka' dialog.

Q: When you're rendering the artwork, are you preparing it for the possibility of future print reproduction? That is to say, are you creating the images at 300 BPI, and then converting them down to 72 BPI for the web?

Kelleigh: The working files are created at 11x7.25 inches, and everything is drawn at 300 dpi. I only reduce them as I'm putting the final image together for the site. For that I hide the background and pencils layers and do a select all/Copy merged (this way all the layers and text are selected in a flattened state at the same time).

Q: I wanted to ask you about layout. The standard Circle Weave page is actually quite small, and yet you manage to fit a lot of story, a lot of action, and a lot of spectacle in it. Do you find yourself bumping up against that size limitation a lot?

Kelleigh: It always feels pretty big to me, since I'm working at a fairly high resolution. I also zoom way in when I'm drawing, usually at about 200% for pencilling and inking.

Q: Can you describe some of your strategies for encapsulating a complex scene in a limited space? Take for example, the scene where the courtroom of King Gael is visited by the emissary from Mulba. It's a complex scene, with many participants, lots of dialog, a flashback describing the ongoing war, and an angry parliamentary debate. How did you handle the layout to make all this manageable and understandable?

Kelleigh: The biggest key I think is to really think about what your characters are doing there, and figure out a way to let them make their point in as few words as possible. The Iscian/Mulban debate you mention was an example where I needed to do some serious exposition to make the whole rest of the subplot (and later the main plot) make any sense at all. I was worried that it went on for way too long (it was basically seven pages of dialog!), but I'm happy to know that it reads well when taken all-at-once. In all, I just try to keep the dialog feeling natural and make sure that if I have someone saying anything, there has to be a reason for it.

Q: Another very impressive scene is the ascent into the palace of Pogues, where you've used this tiny space to suggest enormous scale and fantastic splendor. How did you come up with this scene?

Kelleigh: This was another one of those scenes that had to introduce a whole culture as quickly as I could. I put them in the trees to illustrate their connection with the woods, and I made everything glow (even the Pogues themselves) to show that they had some magic left in them. I tried to make the whole Poguen-ha' Rhine appear to be this magical 'other world', and I was happy with the results. Making everything glow like that went a long way to achieving that effect, I think, though I should have shown more Pogues. As for the scale, like I said, I draw pretty small, so some of the huge panels that show lots of architecture felt pretty large to me. One trick that I did, and I'm sure there's a rule about this somewhere, is to draw only parts of things. Like all the architecture is these huge spheres, but you almost never see a whole sphere - just a small part of it, a corner here, some bit poking out from behind the tree - and I just let the reader fill in the rest of the sphere on their own. It might not have worked as well if the architecture wasn't based on a universally recognized geometric shape like that, now that I think of it. That part was just luck, I guess.

Q: You've hosted Circle Weave in various environments; first as a free webcomic, then as a subscription comic with Modern Tales, and now as a Bitpass comic. How well have the different distribution methods worked for you?

Kelleigh: It started as free, but I always had it in my head that I wanted to somehow make a living doing the comic. When Moderntales started up, it seemed like the best way to achieve that goal, and I think it could have been if I'd been updating more than once a week at best. It seems to me that the most popular comics are the ones that update daily or several times a week at least. I was never able to do more than once a week, and usually not even that often, so I didn't do as well at Moderntales as I'd hoped. Eventually I decided to go back to releasing the recent week for free, and putting the archives behind my own bitpass-wall, so people can read a full chapter at a time. That seems to be working out pretty well, and I'm happy with the control I have over how those chapters are presented.

Financially-speaking, I made more at moderntales than I have so far through bitPass, but I'm hoping that as I continue working and releasing new chapters that that might change. We'll see!

Q: What's been your experience with update frequency? As I recall, Circle Weave was a weekly comic for a while there.

Kelleigh: You had to bring this up... Yes, Circle Weave was pretty much a weekly for quite a while. After my daughter was born, and I got laid off of my job, I found that I had less and less free time to work on the comic, so it stopped coming out as frequently. That was one of the reasons I decided to leave Moderntales - I felt guilty for those subscribers who signed up for my comic and didn't get it in a timely manner. Now, I feel a lot less guilty about the fact that I've only been putting out about a page a month for the last six months. I'm still not happy about it, but I don't feel guilty. My dream, though, is to ultimately be able to support myself with the comic well enough that I can do about 3 episodes a week. I've done the math, and if I could work on Circle Weave full time I'd be able to achieve that, easily. It's a long story, and at the current rate I'll be long-dead before it's done. I'd really rather be here to see how it ends.

Q: How does Chutney Point fit into the chronology of your work? Did you work on it concurrently with Circle Weave?

Kelleigh: I started working on Circle Weave in 1989 or 1990 I believe, and the first issue of Chutney Point was done in 1993, so they definitely overlapped. Chutney Point was always my 'back-burner' project, my fun relief from the seriousness of Circle Weave. It took about ten years to finish, and now that it's done I miss it.

Q: Chutney Point has a radically different style and story than Circle Weave, kind of a comedy of horror in the Edward Gorey vein. You remember I interviewed you when Modern Tales Longplay published Chutney Point, and at the time you said the story was inspired by Twin Peaks and cartoonist Richard Sala. Can you tell us more about how the story evolved?

Kelleigh: I honestly don't remember too much about the development of the story. It started with a phrase, "Linda Owns a Lighthouse", and grew from there. I know that one of the first things I did was get out a couple sheets of paper and design all the characters, their names and all their quirks. Then I figured out how long I wanted to make the story, and wrote out one sheet of typing paper for each issue. I tried to make sure that each of those characters had something to do in each issue, but I gave most of them breaks occasionally (something I learned from theatre). I didn't script the first half of the series, I just went off those rough plot sheets. It wasn't until I was halfway done that I realized that I needed to script out the rest to make sure it came to the right ending, otherwise who knows where it would have ended up. As it is I had to add 12 extra pages to get it all to fit.

Q: You mentioned theatre. Have you had background in the theatre?

Kelleigh: I used to do a lot of community theatre when I was a kid, and then some more in high school. The only acting job I got paid for, though, was a one-night gig as an extra for the film 'While You Were Sleeping', and they didn't even use me in the scene. It was cool, though, I got to stand behind the camera and watch them film, and I still got paid, so there you go.

Q: Speaking of theatre, you told me once that Chutney Point was written as 'a play for bad actors,' i.e. very melodramatic and overdone. Do you feel drawn to 'bad' acting and over-the-top stories?

Kelleigh: If it's done right, yes. One of my favorite directors is Richard O'Brien, creator of Rocky Horror Picture Show and Shock Treatment, a much better, but far less-well-known film that also features Brad and Janet. His combination of weird characters, fun and frantic music, and a strong visual sense is just great, and if Chutney Point were to ever become a movie, I'd want it to be a Richard O'Brien musical. I think we need more campy melodrama in our entertainment, otherwise it starts to feel less like entertainment.

Q: You mentioned the artist Herge as an influence for Circle Weave. Can you tell us what attracts you to his work?

Kelleigh: I love his clean line. Nothing is wasted, right? Every line makes sense in his work, and it's all there for a reason. He had this great ability to take a real-world object, anything from a fountain pen to a rocket-engine, and render it in this clean, simple way that was also quite accurate. His cars weren't minimalist cars, but they were drawn with very few lines. I haven't reached that level of simplicity with Circle Weave, and I don't think I'm going to, but I hope to with other works in the future.

Q: Another influence you mentioned, Nausicaa of the Valley of the Wind. Can you tell us a little about it?

Kelleigh: Nausicaa is this wonderfully layered environmental fable about the world AFTER the end of the world. It deals with the ways in which nature will take care of itself if left alone. Miyazaki is a great environmental supporter, and you can see that in Princess Mononoke as well.

Something else that Nausicaa has in common with that movie is the idea that the bad guys aren't truly evil, they just have their own priorities. Everything they do has a reason, and it might not be a reason that you agree with, but it makes sense to them. That's the best lesson I learned about writing 'bad guy' characters, and I've tried to carry that into all of my work since then. You can see it in Chutney Point, where the 'mad scientist' is really just a family guy who's trying to somehow get his youth back. You'll see it in Circle Weave, too. Everybody's just trying to do the right thing, but they all disagree on what that thing is, and who it's right for.

Q: You mentioned being a dad. Can you tell us about your family life?

Kelleigh: It definitely keeps me busy. All the time I used to spend on the comic has been absorbed by my daughter, something I'm sure most new parents can attest to. She's a great kid, though, and I've already gotten her hooked on drawing with a computer - I bought her a Mac Classic II with SuperPaint on it, and her new favorite activity is 'painting stripes', as she calls it.

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Tintin and Nausicaa of the Valley of the Wind images copyright 2004 by Herge and Miyazaki respectively.

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