Bone: Out from Boneville   (BeeWee 1415578508 $18.99, PA 0439706408 $9.99 list)
 

A Conversation with Jeff Smith

 

The members of BWI's Collection Development team recently conducted an interview with Jeff Smith, creator of the Bone series.

BWI: When did you first discover you had artistic ability, and when did you know that you wanted to be a graphic novel artist?

JS: Well, I always drew. As far back as I can remember, I've always drawn, but I don't think I ever thought, "I'm Michelangelo! And I'm going to be an artist!" or anything like that. I was just in it for fun, all the way up through high school. I never thought, "Oh, this is what I'm going to do for a living." I think my first thought was to be a comic-strip artist. That might be fun—to do something like Peanuts. But the first big book I saw was Pogo, and that was very exciting for me to see. Pogo is a comic strip of course, but it was collected in the 50s and 60s into big collections—big 150-page books. That was the first thing that got me. I actually went to the library and asked the librarian, "How is a comic made?" This is when I was nine. She actually helped me. She explained that it's drawn, first in pencil, then it's inked so that it can be photographed.

BWI: Do your illustrations now, the style of them, reflect the doodles and drawings of your youth?

JS: They do. I've drawn the Bone cousins, the three main characters, my whole life. I barely remember when I first started doing it, but if I look through some of the old stories that I used to draw, all the elements are there; the personalities are all there. Fone Bone is just trying to get through the day, Phoney Bone is greedy and bossy, and Smiley Bone is crashing through walls and upsetting the applecart. Even in the new stories, the drawings no longer look like they're done by a ten-year-old, but the stories are all about the same things: falling off cliffs, falling over waterfalls and into water. I never really grew up!

BWI: What books did you particularly enjoy when you were a child?

JS: The first children's book I remember that really, really got my attention was Maurice Sendak's Where the Wild Things Are. I suppose the quality of the drawings are a big part of it, but it was also the fact that the drawings were alive. There was a spirit inside the characters. Do you know what I mean? A light. Those characters were real and moving around and they were solid. But that was when I was pretty young.

BWI: What artist did you admire as a child, and whose work do you admire now?

JS: When I was young, I was very much into Peanuts, and so it was Charles Schulz. You knew what Charlie Brown was feeling; you could relate to what this little drawing was going through. In fact, I learned to read because I wanted to know what Snoopy was doing and what Charlie Brown was doing, and when Charlie Brown looked out at the reader with that little squiggly-line mouth, my stomach hurt. It was amazing to me. I also like Walt Kelly, who did Pogo, which I mentioned earlier. It was a beautifully drawn strip, with all these characters that were running around acting crazy in a swamp. . .these turtles and possums and alligators. But every one of the characters had his own personality—every one had a place he was coming from. When the turtle argued with the alligator, it didn't feel like one author was writing the script. You really felt like there were two different people arguing with each other, and that was just really fascinating to me. That was something I really tried to bring into Bone. So, when the Bone cousins are at odds, I try to have that same feeling: Even if you can't see the picture, if somebody reads it to you, you know which person is talking.

Nowadays, I'm still very much into comics. I like Paul Pope, who does graphic novels. His work just flows. There's a cartoonist from Canada by the name of Seth, who just had a piece in the New Yorker, and he's designing the Charles Schulz Complete Peanuts books. There's Jim Woodring. Fantagraphic just published The Frank Book. Those are just transcendent comics. I don't really know what he's talking about [laughter.] There's a lot of really good stuff out there right now.

BWI: Which part of the process of creating the comic book do you enjoy most?

JS: That's a good question. I'll give you a short answer: I like all the different steps in the creation and I hate them all, too, because you're never doing it on time, and as much as you love each step, you can't spend as much time fixing it as you'd like.

Generally, there is a moment when you layer it up from your first prose outline to the little thumbnails, and you start penciling it onto the real art boards at full size. Then you letter and then you ink it, and there's a moment where each page or sequence actually starts to work; it starts to really come to life. Because it can change as you go from what you picture in your head through these many stages of building it up, and you can see how one panel relates to another. As you begin to fill it in, it gets more solid; it can change the speed or the timing with which you read and absorb it. You have to make adjustments throughout the whole process, but there's a moment when you're not done yet—you've started inking and you can see it and it's working, and that's it. That's what you're going for. That's when it comes alive.

BWI: Sounds like fun.

JS: That part is fun—worth doing.

BWI: How many hours do you work per day?

JS: Well, it changes. Cartoon Books is a little company. Bone is a full-time job for four people, including myself, and so I spend some time with my wife, who's my business partner, dealing with business things. We have to take care of non-artistic things. As far as just drawing goes, it depends. If I'm working, I'll just work when I have a chance—maybe three or four hours a day on the comics. But then there comes the time when you've really got to get to the printer, because once you've set distribution and printing into motion, the deadline comes. It was not unusual for me during the last ten years to spend big stretches of 20-hour days, taking four-hour catnaps at night, just to get it done. Not a fun part. [Laughter] It was worth it, though. I've never not thought it was worth it. After those big, long stretches, the book is done, and it's exhilarating.

BWI: Do you think that your work hours have increased since you've been publishing Bone?

JS: Oh, absolutely! In no job I ever had would I work twelve hours a day, let alone 20! Bone was just such a work of passion; it just fascinated me. I was interested the whole time I was working on it, so I could just go. And I wanted it to be right, especially once I got near to completing it. I put ten years into it, and during the last two years I thought: I've got to get it right. Sometimes that was more difficult than I thought, because it's a big story to tie together, but it was worth the extra time.

BWI: How have you structured your schedule so that your work is published on time?

JS: I think that I've done two things: One, I'm relatively dependable—not 100 percent. The other thing I did was I tried to change the expectation. Traditionally, comic books have been periodicals and, as the name implies, the book comes out for a set number of days and it's on the shelf until the next one comes. And you know when it's going to come. That's because comics for decades have been soap operas, never-ending adventures. What I tried to do was create the impression that every time a book comes out—it's a release! As if they were real books, even though they were effectively chapters. You wouldn't expect even Stephen King to come out with a book every month—although he might, I don't know! [Laughter] I tried to generate the idea in interviews that it'll come when it's finished, and that what's more important is quality. As long as I didn't wait too long, and it didn't take me a year to do an issue, it was pretty well accepted.

BWI: Do you read the comic strips in the paper?

JS: I don't. I used to when I was a kid; it was one of the most important things to me. Once I got into comic books, my interest shifted. I'm aware there are still good ones in there. I mean, I know Agnes by Tony Cochran is pretty good when I see it. But I think The Far Side and Calvin and Hobbes were the last ones I actually followed.

I really loved Doonesbury. He (Trudeau) used to draw four panels that were almost identical. He really drew them, he didn't Xerox—you know, draw one panel and copy it three times. There was always a subtle expression change in an eyebrow, or a mouth. And it was like acting! I do that in Bone: I try to do that Doonesbury-pacing of four panels that are really similar. And sometimes you can get a better joke out of it. It's actually harder to draw that, because if you don't do it right, the illusion falls apart. I just have to work harder to draw that same panel over and over again.

BWI: Where do you draw inspiration for the Bone adventures?

JS: I feel like if you're going to have a story with a beginning and a middle and an end, you need a basic structure, like a fairy tale: They get lost on a journey, they meet some friends, they have to face some big conflict and then have some kind of a resolution. Within that structure, I just took gags and little awkward moments from real life and usually exaggerated them or disguised them, so I could put them in the comic.

BWI: Speaking of real life, are you considered a comedian by your family and friends?

JS: [Chuckles] I don't think so. But, we laugh all the time here. I am just amazed that we get anything done; we just laugh all day at each other's jokes. So, I don't think that anyone would think of me as Mr. Funny Guy, but I definitely do have a sense of humor. I think I laugh more at other people's jokes than people laugh at mine, though.

BWI: When you began work on Bone, did you have the whole story in your mind originally, or did it develop as you went along?

JS: I did have the story in mind. It was my goal from the beginning to do in comics something I had only seen in prose. . .and that was to really pull off a giant epic narrative—a narrative that had its own weight and forward momentum. That being said, I couldn't plan out every page ten years in advance. I had a pretty loose outline and I had the ending, and in fact I wrote the ending before I started the actual comic book. I have the little page, that rough little last page drawn out in 1989, and I can put it against the last page that I drew about four months ago, and they're really close. It's the same joke—maybe a slight change, but not much.

But I got really lost a couple of times in the ten years because part of the story-writing process is to let the characters go, let the story go. As the adventure would take the characters in one direction, I would panic and go, "Where are we going with this?" I'd have to stand back from my desk with a sledge-hammer and knock the whole story back into shape and back on the road. But it always added to the story; I never felt like I got so lost that it was the wrong thing. It was just scary because I had to trust the story.

Was that a good answer or a bad answer?

BWI: It was great! A little bit ago you mentioned the character traits of the three cousins—do any of your personality traits translate into Fone Bone's personality?

JS: I think they do. I mean, when I read a comic that I really like, like Peanuts, I just know that part of Charles Schulz's personality is in a little bit of each character. You know that Lucy the fussbudget is part of his (Schulz's) personality. And when a cartoonist is really good, he is revealing aspects of his own personality that fit into the readers' as well. So, all the Peanuts cast kind of adds up into one person. There are some clues in there as to how that kind of storytelling works. As far as Fone Bone is concerned, I'm still. . .I'm just learning to keep going.

BWI: You originally published Bone in 55 individual comic books yourself. Now that publishing giant Scholastic has taken over the publication of Bone, how difficult is it to see your labor of love in someone else's hands?

JS: Well, I've had offers before to publish Bone and it just hasn't ever seemed right. When we were contacted by Scholastic, it was different. I think it has to do with the times: Graphic novels are being accepted by librarians, by school teachers, and bookstores. The time is right, and my timing was good in that I finished the book right at this moment so that it could make this leap.

I have to say the people at Scholastic "get it;" they did not come to us the way other publishers have and say, "Well, this is an interesting story, and my kid really loves these characters, and why don't we do it right and have an illustration on one page and text on the other?" Scholastic got it. They wanted to do the books as books and treat them as books, which may or may not seem miraculous to you, but I've been talking to comic book people and book people for years now, and the idea of treating a comic book like a book—it's radical. It shouldn't be, because it is literature; you read it from right to left, top to bottom, just like a prose book. Some of the story information is in the pictures, but it's still literature. There is a language and a symbology to it that is its own. From the beginning, Scholastic never wanted to do anything except treat Bone like a book.

I hope I'm communicating to you how intrigued I am with that notion. Instead of feeling like my characters are going off and leaving me, I kind of feel like the stories are graduating into the world, and I trust Scholastic. I think they're going to do a very good job.

BWI: You're coloring them for Scholastic—how did that feel?

JS: I'm very happy with it. I wasn't very into that idea at first. Scholastic would do it in color or not in color; they didn't care, but I had some friends who were trying to get me to do it in color. When I tried it, I realized there were storytelling elements that the color could bring to it. A friend of mine—Art Spiegelman—convinced me. His story Maus is about the Holocaust, and it works in black and white, but he felt that Bone was more like The Wizard of Oz and it needed color. So I did give it a shot, and once I did, I was very, very happy with the color. And we're doing the color ourselves here at Cartoon Books so I won't be surprised by it when I see it.

BWI: Were you surprised by Bone's success? When and how did you realize that it was a great success?

JS: I always thought there would be an audience for it because I was pretty sure that I wasn't the only one who grew up reading Uncle Scrooge Stories or enjoying Bugs Bunny, right? And, at the time The Lord of the Rings was something I really liked, but that was way before the movie and it seemed like nobody really talked about it. So, I was pretty sure there was some way to combine those elements and I would find a small audience. I had no idea that it would be read by children and adults and professionals and grandmothers and young couples together. That was a completely unforeseen effect of the book. Sort of knowing it's a success, I never believe that. I'm always worried that any minute now, everybody's going to lose interest in it. I'm not kidding. Sometimes it goes that way.

BWI: Well, it is very popular with our customers.

JS: Good, I'm very glad to hear that. I guess you're just hearing my artistic, neurotic side coming out.

BWI: Now that the Bone series has come to an end, do you have any plans for anything else and have we seen the last of the Bone cousins?

JS: The story is finished, so I don't plan to do anymore. Hopefully I'll be able to come up with some excuse to draw the cousins again, because I just can't imagine not, but I don't think I'll ever place them in a story that's directly a sequel to Bone. . .because there's no sequel to Moby Dick, at least that's the way I see it. [Laughter]

I have a few 200-page stories that I want to do—shorter pieces that involve other topics that I'm interested in, and some other characters that I'm working on. The thing I'm working on right now is an old 1940s character, from DC Comics, Captain Marvel. I'm doing a 200-page story, kind of revisiting some of the elements from the golden age of superheroes and updating them a little bit. I'm having fun doing that.

BWI: Now that you know so much about publishing comics and graphic novels, have you ever considered publishing another artist's work?

JS: In the past, we did publish some other people's stuff, but it's difficult since we're such a small company. We created Cartoon Books just to publish Bone because I couldn't get anybody else to publish it at the time, but it takes so much energy and resources to publish just Bone that it's very difficult to publish somebody else. I don't think we'll do that in the future.

BWI: How do you feel about the proliferation of series graphic novels, and how does that proliferation affect quality of the genre overall; if it does?

JS: That's actually a very good question and I'm not sure I have a great answer, but overall I'm pleased with having more graphic novels series on the shelves. There must have been a point in the mid-60s in the music industry when they shifted from the little singles over to albums, and I think that shift did two things: it gave artists more creative freedom, and I think it also created higher profit margins, and thus a better revenue flow for the retailers who were selling them. So all in all, I think it floated all the boats. I think the same thing's happening here now: We've gone from these little periodicals that have no shelf life to graphic novels. For the first time in cartoon's or comics' history, we have a format that can be restocked-something that's meant to be put on the shelf and restocked once the stores have sold out. And, just like in music, not all of it is great, but I think that the good ones like Maus or From Hell will be restocked and will begin to form a core library of classic graphic novels. Even in manga, there are works like Nausicaa and Akira that transcend their particular categories and are great works. I guess what I'm saying is that I'd rather have this period of proliferation with some bad stuff in it than none at all, because I think it's better for everybody—the artists and the stores.

BWI: That's a good answer. You told a story at the Mid-Ohio Comic Convention in Columbus about the interesting deal you made with your wife. Would you share that with us?

JS: The story was that I was turning 30 and when you approach that milestone you kind of reassess. And, I thought, if I'm ever going to do this Bone story, I've got to start. And I'd thought about the comic strips—I had tried to do it in animation, and I discovered the independent comic book market. I thought that might be the way to do it. And so I had to convince my wife to let me sell my animation studio to my partners and live on her salary for a year. That was the deal: one year. I'll do six issues of the comic and we'll know in a year if it's got any chance or not. And if it doesn't, I'll go apply for a job at Disney or something and get back into animation. And she agreed to that. We'll give it a shot. One year.

And I did it, and the sales were terrible on the first issue and they were really terrible on the second edition and went down from there. And then, I think on the fourth or fifth issue, I got a couple of phone calls from Neil Gaiman, who even then was doing Sandman and was at the top of the comic book game. He gave me some words of support, and so did a few others: Dave Sim, and Don Thompson, who's editor of Comics Buyers Guide. I had a little write up in the Comics Journal. And that was enough to let us think there's something to this. And then suddenly the sales doubled on issue number six, and that was enough to go forward to a seventh issue, and then every issue after that for almost two years doubled; the sales were exponential.

So then my next job was to talk my wife into quitting her job in Silicon Valley and making comic books with me. [Laughter] And that was even harder to talk her into. But once she did, then things really took off. And that's the story of Bone! [Laughter]

BWI: Thank you very much for talking with us.