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Special Presentation: Steve Bissette
By Jonathan Ellis.
Steve Bissette is a true legend in our field. One of a select
group who had the guts to say 'fuck you' to the mainstream and go
their own way. Unfortunately, the comics industry recently had
to say goodbye to this great talent. In December of '99, Steve
formally announced his retirement after 23 years in the biz. Steve
spent those final few years working on his book TYRANT, a true labour
of love. Steve's final piece of work to see print was a SWAMP THING tale entitled
'Jack In The Green', which appeared in the recent Neil Gaiman collection
MIDNIGHT DAYS. You'll find
a goodbye on the bottom of the final page of that story from the man himself.
But that's not the end of Steve's story. While he did retire from
comics, he did it to go forward in his career. Since the publication of MIDNIGHT DAYS you can find Bissette working on Joe Citro's VERMONT GHOST GUIDE, for which he provides 40 B&W illustrations
of his birthplace and current home. "I grew up in the Northern region of the state," said Bisette in an interview with PopImage. "Lots of mountains and woodlands -- but I have settled in the Southern end
of Vermont to raise my own kids. Still pretty country, but I miss
the REAL mountains."
Bissette's recent ghoulish illustrations weren't his only foray into horror, a genre he loved as a youth. Steve recently just finished the final touches on some illos for BUFFY
THE VAMPIRE SLAYER: THE MONSTER BOOK with Christopher Golden and
Tom Sniegoski. Steve's work has also been appearing weekly since
August in the newspaper THE BRATTLEBORO REFORMER with his review
column "Video Views" with the occasional video-related
article. Steve has even been doing slide lectures around college
campuses with his presentation "JOURNEYS INTO FEAR: THE HISTORY
AND HERITAGE OF THE HORROR COMICS". In May Steve will be
a guest author and teacher at the New England Young Writer's Conference.
It seems bisette, despite retiring from producing comics, will continue to bring his expressive and detailed artwork to fans for a long time to come.
PopImage was recently granted a chance to talk to the man himself, and ask him about what we consider to be an important career in comics. We're happy to be able to present the first part of our interview with Steve Bissette, and we hope you enjoy it.
PopImage: What encouraged you to join the comics profession
and what was your first work?
Steve: My first comics were little hand-made minis before the
term "mini-comic" even existed. Drew them with my then-best friend
Mitch Casey back in the very early 1960s. We emulated the monster
movies we saw on TV. Some of them were actually crude hand-drawn
monster magazines, inspired by FAMOUS MONSTERS OF FILMLAND and
the like. What I remember really hooking me was an original story
Mitch wrote and drew, entitled ATTACK OF THE GIANT TSE-TSE FLIES.
That's when I really got the bug, so to speak. We sold our comics
at school for milk money.
What
I really wanted to create were movies. My friend Bill Hunter and
I used to make all kinds of Super 8mm short films, including some
crude animated and stop-motion clay animated stuff. Somewhere
along the line, though, I realized the daunting amount of money,
collaborative talent, and attending business necessarily involved
with genuine filmmaking wasn't an issue if I could apply myself
to DRAWING the movies I visualized in my imagination. That led
me back into drawing my own comics, which led me to pursue some
serious art studies in college.
My first pro work was drawing diagrams for the local Town Meeting
Report, and ads for the School Yearbook. First published comix
work was a full zine-sized comic called ABYSS back in 1976,
self-published with a group of friends in college. That was my
key portfolio piece for entry into the Joe Kubert School of Cartoon
and Graphic Art in the fall of '76. I graduated from the school's
FIRST-ever class. That's where I bonded with folks like Rick Veitch
(a fellow native Vermonter), Tom Yeates, John Totleben, Tim Truman,
and many others. While at the school, I landed my first pro work:
back-up stories in SGT. ROCK, which Joe edited at the time;
the color pinups in Kubert's short-lived oversized comic zine
SOJOURN; horror stories for Scholastic Magazines' WEIRD
WORLDS and BANANAS; and a trio of pieces for HEAVY
METAL. And that was BEFORE I had graduated!
You expressed an interest in movies and movie monsters as
a kid, have you ever tried or thought about following through
on this and actually working in the film industry? Seeing one
of your creations on the big screen?
Cinema is a marvelous artform, and "Movies" are as seductive
as ever, but I stuck with comics, thank you very much. Before
I got into comics as my life's work and a profession, movies were
my first love; that's what I WANTED to be doing. But comics provide
a much purer storytelling medium, imposing far fewer hurdles between
the storyteller and the audience: what I write and draw IS essentially
what you read and see, really.
Like all media, working within the industry that has been constructed
around this medium can impose its own unique problems, but they
are far fewer, and to my mind far more condusive to creative self-expression,
than those the American movie industry has erected around cinema
as an artform. That was apparent to me in my early twenties, when
I began pursuing comics as my life path in earnest, and seems
even more obvious to me today.
Like almost all comics professionals in the 1990s, I've had my
brushes with Hollywood and the low-budget wanna-be outfits. I
won't go into too much detail here, other than to note my contribution
to the first TEENAGE NINJA MUTANT TURTLES sequel, SECRET OF THE
OOZE, featuring the snapping-turtle humanoid Tokka which was derived
from one of my sketches for the toy line. Peter and Kevin were
honorable in the end, but it wasn't a pleasant experience. Typical
of my experiences, I had to fight for what little I earned: screen
credit was promised but ultimately failed to materialize (Kevin
never got screen credit for coming up with Tokka's companion monster,
either) and there was no money, though I did earn some sweet royalties
and a credit (on the back of the board art on the blister pack)
on the Tokka toys, thanks primarily to the efforts of Steve Murphy
and Ryan Brown.
Far less pleasant were my experiences with RETURN OF THE SWAMP
THING, which lifted art by all the SWAMP THING comics artists
(myself and John Totleben included) for its title sequence, and
story and visual concepts from my run on SAGA OF THE SWAMP THING
with Alan and John. John and I had, in fact, managed to get some
sample art and monster designs into a preliminary production meeting
on the film, via friend and fellow ex-Kubert School student John
Bisson (whoÊ works with KNB FX in Hollywood). The producers loved
our work, but the nature of their contracts with DC granted them
ALL rights to ANY ST-related work "past, present, and future,"
so they were free to simply swipe what they wanted without engaging
our services. We weren't even invited to the film's premiere in
NY City, though I could have gotten in as a writer for FANGORIA
and GOREZONE (!!). I declined, and waited till the damned thing
came out on video. I didn't sleep a wink that night, I so loathed
what they'd done with our work.
When
Tundra was trying to extend all available properties into films
and TV, I declined, and contractually prevented them from exercising
any options on TABOO. When asked to justify my stance, I explained
that any film derived from TABOO would be inherently opposed to
the manifesto of the anthology: no producer would willingly finance
a film that lived up to TABOO's stated agenda, because it would
have to be an NC-17 or Unrated production by nature. Anything
less would end up being as tepid as CREEPSHOW or TALES FROM THE
DARKSIDE: THE MOVIE, and I had absolutely no interest in selling
TABOO or its contributors down the river in such a manner.
I also find Hollywood's relationship with the comics industry
and professional community of questionable merit, to say the least.
Am I the only one outraged by the entire Marv Wolfman / BLADE
legal monstrosity? I saw first-hand how the entire cartoon-movie-TV
show success of the TURTLES undermined the Mirage comics empire,
and surely others have noticed how movie/TV franchising have apparently
ground some prominent cartooning careers into the dirt (i.e.,
Dave Stevens with ROCKETEER, James O'Barr with THE CROW, etc.).
Control or lack of control, lots of money or little money, it
all seems to derail even the most inspired creators from their
path. I've gone on the record stating my opposition to the comics
community being so thouroughly enraptured with Hollywood, and
my disgust with the many real-life crimes and horror stories affiliated
with comics-to-film deals. When one dances with movie or TV interests,
it's a real dance with the devil more often than not. Back
in the mid-1980s, when I first met Clive Barker, he once told
me, "Oh, you'll be working in film, I just know it." I assured
Clive it wasn't going to happen, knowing full well he was already
on his way. It's very telling to me that only Clive's FIRST film,
HELLRAISER, made for comparatively little money at a time when
he desperately needed to create something unique in order to even
be able to make a second film, remains his best work. NIGHT BREED
and LORD OF ILLUSIONS are far more expansive and expensive enterprises,
but they carry little of the power of Clive's maiden effort, where
his voice rang loud and clear.
If Clive can't make the films he wants to make, who am I to
entertain illusions to the contrary? Do you really believe a film
with my name on it would have any relation to the film I would
WANT to make? No, I think it's impossible, unless you engage with
the medium and industry on ALL levels, as your primary means of
expression, the way a Martin Scorsese or David Cronenberg does.
On that note I know a special effects man who worked with
Chris Warner on the designs for Aliens: Ressurection, have you
ever thought about something along those lines?
Again, I've been approached, and I've flirted with it, but no,
it's a pretty remote possibility for me. Chris Warner is one in
an honorable pantheon of cartoonists who successfully work in
production design, creatur-design, illustration and story-boarding
for movies. Among them are Jean "Moebius" Giraud, Ron Cobb, Michael
Ploog, Paul Chadwick, Ricardo Delgado, and Bill Stout... what
a line up! In fact, Bill Stout ended up working on the Disney
dinosaur movie I was once, for a day or two, approached to work
on. The problem was TYRANT, to work with Disney,
you must sign away all rights to the work you do for them, and
TYRANT presented an apparently irreconcilable conflict
of interests legally. I certainly wasn't going to compromise the
work I'd already published in order to log a few weeks on the
Disney project. The legal issues are really complex, and make
comic-book work-for-hire issues seem comparatively simple.
Also, in order to work in films, I'd have to live full or part-time
in Los Angeles, or be willing to commute. Right now, that isn't
feasible. My children come first, and Vermont remains my home.
Maybe later in life, if they'll have me, or if the opportunities
present themselves, I'll have something that may fly in movies,
but it would have to be something tailor-made for the industry.
I've no interest in playing the games necessary to survival or
a profitable (in dollars and cents terms only) existence working
with films.
I find comics much saner, much more fulfilling, and much more
in keeping with who I am, how I live, and where I chose to live.
No more movie questions, please. Let's talk about comics!
On November 17, 1988 at the Northampton Summit you partcipated
in the creation of the first draft of a bill of rights for comic
creators, which promoted "the rights and dignity of creators everywhere".
this served as an important progression in the evolution of independant
publishing, but how did it specifically influence your own career
and your approach to a project? what impact do you believe it
had on the industry?
The Creator Bill of Rights had a profound impact on my own subsequent
career and how I deal with business matters relevant to creative
properties and propriety. I insisted upon including the complete
Bill (and Scott McCloud's notes on the document) as an appendix
to COMIC BOOK REBELS because I felt a mainstream public record
of the event should exist, outside the short-term venue of periodicals
like THE COMICS JOURNAL and THE COMIC BUYER'S GUIDE. The Bill
is, to my mind, a significant turning point in the history of
the industry and, for its impact upon subsequent generations of
creators, the medium.
The Bill was the first clear statement of what rights we intrinsically
"own" when we put pen to paper. It's hard to convey today how
muddy those waters were prior to that statement. The European
comics world and the American underground movement understood
and embraced the ethics of creator ownership, but the mainstream
comics industry had persistently undermined any discussion of
the matter. Were there a simple reference library available, I'd
refer you back to Dick Giordano's interview in THE COMICS JOURNAL
in which he argued the companies were required to hold copyright
(ha!), or news reports on the entire First Comics debacle from
the mid-1980s, when they had actually convinced some pretty prominent
comics creators that legally the company had to hold the copyrights
to work published in order to "protect" them FOR the creators
(hogwash!). Precious few writers and artists really understood
what they were signing away and what they indeed owned by law
PRIOR to signing away their rights via individual contracts or
blanket work-for-hire contracts (such as the one I signed at Marvel
back in 1977). Indeed, the publishers themselves, in their arrogance
and powerful grip on the status quo, didn't fully grasp the issues,
either, as is being borne out by recent developments in Marv Wolfman's
BLADE lawsuit.
The Bill of Rights was a bold and necessary clarification of rights
and ownership issues that had been (often deliberately) obscured
for decades, and its impact cannot be minimized. The most clearcut
impact is, arguably, the wave of self-published work that followed.
A generation that may have aspired (as prior generations had)
to simply working for Marvel or DC understood they COULD own their
own work, and proceeded accordingly. Unlike prior generations,
they had powerful examples of successful creator-owned characters:
the Turtles arguably most prominent among them and visible in
literally every walk of life, along with the titles that had inspired
Peter Laird and Kevin Eastman to create and retain ownership of
the Turtles: CEREBUS, ELFQUEST, etc. The Bill of Rights followed
in the wake of such sterling examples of self-publishing (and
let us not forget, the negotiation sites for the Bill were financed
by Dave Sim and, subsidizing the Summit itself, Peter and Kevin),
anchoring the movement with a declaration of independence that
was remarkably clear and insightful. However, it's important not
to be simplistic about the issues of propriety it addressed. Self-publishing
remains the most direct means of maintaining one's autonomy and
independence, but many publishers (including DC, Dark Horse, etc.)
subsequently addressed creator-ownership issues via imprints like
Vertigo and Legend. Frank Miller, Mike Mignola, Neil Gaiman, etc.
found havens for work they owned with the very mainstream publishers
they had already established themselves with.
Many creators continued to sign away their rights -- but the
environment did shift. If one signs away essential rights to original
creations (as opposed to licensed properties: i.e., STAR WARS,
ALIENS, etc.), there's a new ability to negotiate more $ for those
rights being signed away. For those who continued dabbling with
work for hire jobs (myself included, though only occasionally),
there was no confusion over the ownership, clearer contract negotiations,
and again, one expected more $ for such a job given the rights
issues. In every way, the Bill broadcast a clear understanding
of the creators' proprietary rights, a polemic essential to the
changing times.
Sadly, many of its authors and proponents have turned their backs
on the Bill. I would site Kevin and Peter's handling of Mirage;
Kevin's HEAVY METAL CD-ROM debacle; the race for Hollywood with
properties like THE CROW (what a tale there, with so-called creator
rights advocates like Tundra and Kitchen Sink at its core); Alan
Moore's work for Rob Liefeld and the Image partners; Dark Horse
Comics' Hollywood courtship and the ongoing abuse of their perceived
proprietary role over work legally owned by individual creators;
etc. These are rather tragic events, especially in light of the
Bill (and Kevin and Peter's role in its drafting) -- but at least
the legal issues are clearer, and more fully understood by the
comics community. It's harder to get away with the kind of slippery
shit that used to be unquestionably status quo. For myself, the
Bill informed decisions about work I would and would not do, and
under what conditions I WOULD be willing to sign away my rights
to work. It steered me toward a greater understanding of work
for hire, and instilled a drive to self-publish the work most
important to me (i.e., TYRANT).
TYRANT, the return to 'childhood inspirations' series, the
extensively researched story of the life cycle of a dinosaur,
how do you extensively research something like that? Who were
your resources? doctors? historians? books? etc.
Since the second issue, my research has been pretty intensive.
I started the project off working from "layman" texts -- you know,
the kind of books any of us can pick up in a library or well-stocked
bookstore. I had precious few contacts within the professional
paleontological community, and relied primarily on what books
I had in my own library. Once TYRANT #1 saw print, however,
I had something to SHOW people, and quickly expanded my contacts
within the scientific community. Primary among them was a young
paleontologist named Michael Ryan, whom I met through Mark Schultz
(XENOZOIC TALES). Michael's a great guy, and he was the
first to take my work seriously and offer to help. Through Michael,
I joined the Society of Vertebrate Paleontology, and have been
able to attend three or four of their annual fall gatherings and
network with other paleontologists. The learning curve has been
a steep one.
By
1995, I had considerably expanded my library to embrace current
scientific papers, academic texts (VERY dense reading), the SVP
publications, and all the cutting-edge books as they are published.
It can be a pretty daunting task, and sometimes quite expensive,
but it's fascinating and rewarding reading, by and large. God,
I made SOOOOOOOOOOOO many mistakes in TYRANT #1 and 2!
I could spend a lifetime redrawing and rewriting what I've already
done, but that would be counterproductive. From #3 on, I felt
a little more grounded in the available research.
There was a satisfying bit of cross-fertilization, too: I contributed
three illustrations to Philip J. Currie and Kevin Padian's definitive
ENCYCLOPEDIA OF DINOSAURS (Academic Press, 1997), returning long-overdue
favors to Michael Ryan by illustrating two of his chapters for
the book. That also represented the first artwork I've done which
was rigorously inspected, revised, and approved by the experts
themselves, lending my dinosaur reconstructions a credibility
I intended to extend into the ongoing work on TYRANT.

Due to the range, and depth of the interview with Mr. Bissette, we'll be presenting the interview in multiple parts. Look for the second part of this interview in the June edition of PopImage. Until then, please check out his site, accesible via Comicon.com.

Jonathan
Ellis is Interviews Editor
at PopImage.
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