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"On The Merits of the Day Job"
by
Paul T. Riddell
It's
the most familiar mantra in the comics industry, at least among
the beginners and the wannabes. You know the one: "Man, if I didn't
have this day job, the work I'd put out…"
A couple
of weeks ago, I crashed a local comic show in Dallas, and had the
opportunity to talk to quite a few beginning comic artists. One
in particular had a portfolio full of really impressive work, and
pencils for his new project, which were about half-inked. "Hey,
I'd get more done if I didn't have to work, but you gotta pay rent,
right?" was his response, as if he was ashamed that he hadn't hit
the big time right out the door.
Rest
assured that he had no reason to be ashamed about this situation.
In fact, my argument is that everyone should have a day job in the
comics business and hold one for ten years, just to see if they're
all serious about the situation.
The
popular perception of artists and writers is that they're able to
live comfortably from the proceeds from their work. Never mind that
this cliché of writers making $37.50 an hour for freelance work
and artists being able to sell millions of dollars' worth of sketches
and paintings is a horrid myth perpetuated by dolts who couldn't
write or draw their way out of a pay toilet but figure that they
could get in on this great get-rich-quick scheme if they just had
an angle. This popular perception states that writers and artists
who have a real job are just waiting for their big break, else they
wouldn't be there, and never mind that their art might at best pay
for a meal at Burger King once a month. (I've been laid off several
times because my bosses had the attitude of "Oh, well, he has something
to fall back on," and I'm one of many writers who were turned down
for new jobs because the interviewer was certain that we'd pack
up and leave the moment we sold a short story.) Yeah, most of us
don't want to work a real job, but the option of a nine-to-five
office grind is a lot more satisfying than the option of starving
to death under a highway overpass.
Even
so, anyone trying to work and produce art knows the frustration.
You get up early in the morning, slog to whatever soul-draining
timewaster pays the bills, and hope that you have enough energy
to finish that story or that panel after you get home. By the time
you finally get up to speed at home, you take a look at the clock
and realize that you might be able to get in three hours of sleep
before you have to start the cycle all over again. And forget doing
art on the weekend: that's reserved for taking care of all of the
little things put off during the week, such as laundry or grocery
shopping. Don't even think of engaging in relationships with other
people during all of this: disconnecting the phone and ignoring
the doorbell aren't affectations. They're necessities for survival.
If
this is the case and working a day job is antithetical to the concept
of art, then why do I advocate that everyone in the comics business
have one? Well, that's simple. Like impending executions, day jobs
have a way of clearing the mind. More importantly, they have a tendency
to remove the wheat from the chaff fairly quickly. Anyone who can't
make a deadline while working another job probably won't make a
deadline anyway.
Just
imagine, for a moment, that everyone reading this had money coming
in from another source, obviating the need for a "real" job and
allowing all of us to stay home. We all like to think that we'd
use this time to work on our dream projects, and with those of us
with the discipline to do so, that's true. For the rest of us…well,
let's just say that things get in the way. It's easy to sit down
in front of the computer or drawing board and say that wonders will
issue forth, but then the phone rings, and a quick call turns into
three hours of chatting with someone who hasn't said hello in six
months. Go back to the board, and it's time for lunch, and why not
watch television while eating lunch? Two hours later, time for a
nap, and then run a few errands. Before you know it, the whole day
has gone by, without anything to show for it, and with no guarantee
that the same thing won't happen tomorrow or the next day or the
day after that.
In
fact, based on experience, I submit that giving beginning artists
a free lunch like this is the worst thing that could happen to them.
Firstly, it removes all incentive for artists with talent to keep
striving: after all, they now have all the time in the world to
improve themselves, so they don't try as hard to knock off their
rough edges. As for the rest, there's nothing more worthless than
an artist wannabe who has no incentive to draw (or ink, or write)
or get off the pot. I've seen at least a dozen beginning artists
ruined this way, either by well-meaning girlfriends/boyfriends or
parents who figure that the best thing they can do is subsidize
their darling so their darling has the time to pursue art. Invariably,
the end result resembled that old joke "What do you call a bass
guitarist who just broke up with his girlfriend?" (The answer is
"Homeless".) They have no finished work or nearly finished work
when the funds finally dry up, but they can't be bothered to do
anything else because "I'm an artist, man!"
With
this in mind, I thoroughly endorse the idea of every beginning artist
getting a day job. This applies for pencillers, inkers, scupltors,
Web designers, writers, and anyone of a creative bent. No handouts,
no subsidies, and no grants until after they're able to support
themselves from their crafts. No option of moving back home if things
get rough, and no spouses, significant others, or running buddies
to bail them out if they have a hissy fit and walk off the job.
For all intents and purposes, they're on their own for the next
ten years.
The
reasons for this should be obvious. Yes, balancing a job and a passion
is difficult, but coming home from work to spend the next eight
hours working on a comic isn't anywhere near as hard as coming home
to take care of kids or to study for night classes at the local
college. Having talent is one thing, but having the determination
to keep working on a dream, no matter how exhausted one gets, is
the seal of a real artist instead of a wannabe. Balancing both masters
also teaches discipline to stay with a project, and the necessity
of budgeting time so that the art gets done in the time allotted.
This also makes the artist consider exactly how badly does s/he
want to finish and produce something that just might be remembered
a week from yesterday. Working a really nasty job also stokes the
fire in the belly to work as hard as possible on the dream, if only
to escape from the horrors of a lifetime behind the counter at the
local Dairy Queen or Borders. And for the wannabes who would otherwise
squander time and materials, having a day job at least keeps them
off welfare.
Besides,
the idea of having time free to pursue one's craft still plays into
the cliché that art isn't work. Any creative endeavor requires effort,
and anyone who says otherwise obviously hasn't done any. Writing
or drawing is just as much a job as pumping gas or filing forms;
the obvious appeal for those serious about it is getting a regular
paycheck for doing what they would be doing anyway. Yes, professionals
make the work look easy, but they usually worked years to get to
that level, and their work habits are now sufficiently advanced
that they can get away with it. Only an idiot starts karate or dancing
classes and expects to be at the level of Bruce Lee or Fred Astaire
in a matter of hours, but otherwise rational people figure that
they can start writing at the level of John Steinbeck or Warren
Ellis. This is, of course, ridiculous, and the only way to attain
that level is through a lot of practice. Sitting around and waiting
for someone to discover you only works in the movies.
With
this in mind, artists shouldn't kvetch about the time that they
seemingly waste on gainful employment. Instead of bitching "Oh,
I had to squeeze this out after I got done with work," they should
exult to the heavens, "Look at what I did! Even that goddamn job
at Subway couldn't keep me down!" Even if they never achieve fame
or even recognition for their efforts, they're still ahead of the
wannabes who wait for a hand from the heavens to give them the break
they feel they deserve.

In
the miniscule time available between a day job as a technical writer,
editing SciFiNow.Com,
and numerous writing assignments, Paul T. Riddell also maintains
"The Healing Power of Obnoxiousness" at http://www.hpoo.com.

The Healing Power of Obnoxiousness - Paul T. Riddell's home on the net.
Savant Magazine - The fine folks at Savant also run columns by Paul. Make sure to visit Savant to check them (not to mention the rest of the site) out!
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