I did a lot of magic shows growing up. My dad is a graphic designer so he helped me brand myself and create a logo. So I was just rollin' with the magician crowd for a while. But I was really young, 10 to 13, doing table magic and balloon animals at this Italian restaurant.

When I started out in the eighties, the idea of creating serious comics for adults was pretty laughable to most folks, and for the longest time it was hard to even explain what alternative comics or graphic novels were. Nobody seemed to understand or care. Not so, any longer.

When we were filming 'The Darkest Hour,' we didn't even know what the aliens were going to look like, we didn't even have a graphic reference. So it was definitely a big challenge to sell those kind of extreme moments when you're just generating them from your own imagination.

When I was 19, I went door to door selling long-distance phone service to put myself through school. I was studying to become a computer graphic technician. I always got strangers saying, 'You should model; you should act.' A co-worker finally said, 'Go see this acting coach.'

This is the launch of the 'Doctor Strange' film interpretation of - in my view - a classic, which has been interpreted many times by other graphic artists, and this is just our graphic interpretation of The Ancient One. I would say the whole approach is about a kind of fluidity.

In 2013, when it turned out that the plot of LaBeouf's short film 'HowardCantour.com' (2012) had been purloined from graphic novelist Daniel Clowes's 2007 comic 'Justin M. Damiano', the actor-director responded with a series of tweet apologies that also appeared to be shoplifted.

All the skateboarding brands that I was into had graphic T-shirts. In the '90s, there were different styles that went along with the different influences in skateboarding, whether that be hip-hop or rock and roll and grunge. And that's what I was into, so I was following all that.

Like 'Metro' and 'Motor,' 'Troublemaker' is written in first person. The only narration that happens is Barney speaking to the reader/thinking in her head. First person was a big challenge in the graphic novel because we want both men and women of all ages to enjoy 'Troublemaker.'

Many people think that being a graphic designer means going to an expensive art school and buying expensive software that will cost you thousands of dollars. This is so far from the truth. There are hundreds of online education centers that offer top-notch graphic design training.

In my office in Florida I have, I think, 30 manuscript piles around the room. Some are screenplays or comic books or graphic novels. Some are almost done. Some I'm rewriting. If I'm working with a co-writer, they'll usually write the first draft. And then I write subsequent drafts.

Way back before the 'Alex Barnaby' series was first published, we were talking with Dark Horse then about making it into a graphic novel of some sort. We just couldn't get it together at the time; we had too many projects going on. We weren't sure how we wanted to bring it forward.

I think there's as much violence, in a way, as a scene with two women having a cup of coffee in a Ruth Rendell novel - in terms of emotional violence and the violence you can inflict with language - as there is in the most graphic kind of serial killer/slasher novel you can think of.

We rely on editors of blogs or websites and television stations to supply us these images, and the filter is becoming very thin and very porous. The ratings race for TV and websites is incredibly fierce, and one of the ways of getting people to watch is through graphic violent images.

My real background was in art studies. At the beginning I was a painter, then I was this graphic designer, then I became an illustrator, then I was a comic artist. But for me it's a different way of expression, a different field of art. They're not separated; everything for me is related.

'Daredevil: Season One' is kind of in-between. On the one hand, sure, it's a graphic novel. But on the other, it's beholden to existing continuity, and we're still telling the story in issue-length chapters. So it's not that different to writing a miniseries, and I've done plenty of those.

I decided to go to school for advertising and graphic design. That was what I was gonna do but acting is that thing, it's like a splinter in your mind and you can't get rid of it. So I decided to move to L.A. a few years ago and it just snowballed into this thing called 'The Hunger Games.'

Even though there wasn't much damage, it's a disgrace that the skies over the imperial capital should have been defiled without a single enemy plane being shot down. It provides a regrettably graphic illustration of the saying that a bungling attack is better than the most skillful defense.

'Diary of a Teenage Girl' was my first American movie. It was my first movie in an American accent. It's based on a graphic novel, which was written in 2002 by someone called Phoebe Gloeckner. It was turned into a play by Marielle Heller, who then wrote it as a screenplay for Sundance Labs.

The script for what would eventually become my first graphic novel, 'Cairo,' sort of came to me in kind of a bolt of lightning within 24 hours of having moved to that city. Just a jumble of characters and narratives and interesting things that I was seeing and experiencing for the first time.

With the Larry Bertlemann portrait, I started with a photograph that I could use for it. I built the drawing's identity to serve as a graphic identity. After a number of sketches, I went into my own abstract vernacular of drawn lines and shapes to create the composition for the poster design.

The idea of the museum is to show my work since the start, and I wanted to show all of it, not just to choose between different pieces. They are grouped together in themes - minimalism, androgyny, black and white, graphic, flowers, and so on - from the earliest designs to the most recent ones.

Cinema isn't just a good medium for translating graphic novels. It's specifically a good medium for superheroes. On a fundamental, emotional level, superheroes, whether in print or on film, serve the same function for their audience as Golden Age movie stars did for theirs: they create glamour.

It is not a very difficult task to make what is commonly called an amusing book of travels. Any one who will tell, with a reasonable degree of graphic effect, what he has seen, will not fail to carry the reader with him; for the interest we all feel in personal adventure is, of itself, success.

Writing for children, you do bear a responsibility to not include overt or graphic adult content that they are not ready for and don't need, or to address adult concepts or themes from an oblique angle or a child's limited viewpoint, with appropriate context, without being graphic or distressing.

My platform has been to reach reluctant readers. And one of the best ways I found to motivate them is to connect them with reading that interests them, to expand the definition of reading to include humor, science fiction/fantasy, nonfiction, graphic novels, wordless books, audio books and comic books.

'Luther' is absolutely a monster-of-the-week show. Although it's post-watershed and is rendered in intense graphic novel-style images, it's inspiration is not that different from 'Doctor Who' as in both cases you've got a trickster figure who fights the monster of the week and is eventually successful.

Sometimes, violent details have been eliminated from fairy tales simply because they were deemed too graphic. So one does not, at the end of Disney's version of 'Cinderella,' see the stepsisters' eyes get pecked and pecked by doves, because Disney wanted to market the story for wholesome family viewing.

Anyone who sets foot into the 'Watchmen' universe and isn't just a little nervous should be given a few days of electroshock therapy. I've always considered 'Watchmen' to be one of the best graphic novels ever written, and when it came out back in 1986 I was as blown away as everyone else. Just masterful.

Graphic Design, which fulfills aesthetic needs, complies with the laws of form and exigencies of two-dimensional space; which speaks in semiotics, sans-serifs, and geometrics; which abstracts, transforms, translates, rotates, dilates, repeats, mirrors, groups, and regroups, is not good design if it is irrelevant.

I wanted to create Rouje to bring together my talented friends - photographers, stylists, graphic designers - in a project to create my universe and perfect dressing. I did not want to call the brand my name, because I have other projects, and this brand is the result of the work of several people and not just me.

For someone in an alternative job, an alternative lifestyle, it's very hard to explain what I do. So I sometimes try and dumb it down as much as possible, so I'm changing what I do every time! So sometimes I'm in an Uber, and they ask, 'So what do you do?' and I say, 'I'm a comedian,' or, 'I'm a graphic designer.'

I began as a graphic designer. As part of my work, I created film symbols for ad campaigns. I happened to be working on the symbols for Otto Preminger's 'Carmen Jones' and 'The Man With The Golden Arm' and at some point, Otto and I just looked at each other and said, 'Why not make it move?' It was as simple as that.

No, no, I don't watch football. The last time I tried watching was the last Super Bowl. The problem I have is, you know, the graphic nature of my imagination; when I watch and see them meeting head onto head, helmet onto helmet, what flashes through my mind is what's going on in their brains. It's like torture to me.

I used to publish these stories in 32-page comics, and I would either do short stories or break the long ones up into chunks so there would be some variety inside the comic. But since then, people have been doing more and more long, standalone works, and the term 'graphic novel' has sort of become the codified term now.

'Troublemaker' is not an adaptation of 'Metro Girl' or 'Motor Mouth.' It is an original story. The hardest part was probably trying to keep the sound true to the novels. I always write in first person, and it was important to us that the readers of 'Metro' and 'Motor' be comfortable with the change over to a graphic novel.

I had come to the point when I realized it was unlikely that my film career was going to move beyond a certain level of role. And I was - because I had graphic instances of it - handicapped by the success of Star Trek. A director would say, 'I don't want Jean-Luc Picard in my movie' - and this was compounded by X-Men as well.

Telling stories with visuals is an ancient art. We've been drawing pictures on cave walls for centuries. It's like what they say about the perfect picture book. The art and the text stand alone, but together, they create something even better. Kids who need to can grab onto those graphic elements and find their way into the story.

I'm not sure how writers and artists of other graphic novels join forces, but this is how the process worked for me: First, I produced my final script. Then, Mark Siegel, my editor at First Second, assembled information about 10 or 12 different artists and had me look through their portfolios to see what kind of styles appealed to me.

I have been fully involved in designing my stage shows; it's important to me to do something really unique and almost off-the-wall to bring the music and the visuals together. I love design and actually went to school for a bit for graphic design, so it isn't so much 'pressure' for me; it's a way to be creative, and I really enjoy it.

I respond very well to rules. If there are certain parameters it's much easier to do something really good. Especially when readers know what those are. They know what to expect and then you have to wrong-foot them. That is the trick of crime fiction. And readers come to crime and graphic novels wanting to be entertained, or disgusted.

A new 'look' for any organization cannot be a papier-mache cover, tacked on with Scotch tape under the heading of 'beautification.' It has to be based on a probing examination of the company and the people who work for it. As a result, the eventual external visual design becomes the graphic extension of the internal realities of a company.

With comics, you don't have to worry so much about budgetary constraints. In film and television, however fanciful you want to be, someone can come up to you and go, 'Okay, this is going to cost X amount of dollars, and we only have so many days to film this.' With graphic novels, you can have that alien invasion you've always wanted to see.

When I was working at the game company, I wasn't just doing graphic design, I was doing the entire product management, so I would do the graphic design, I would create the advertisements, even the catch copies. I would figure out what kind of packaging and design of the packaging, so I was basically doing total product management at that time.

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