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MEGAZINE 400: Aleš Kot writes Devlin Waugh

The monumental Judge Dredd Megazine #400 is nearly upon us – hitting shops on 19th September, packed with Thrill-Power – including the latest exploits of everyone’s favourite vampire dandy, the dashing and debonair Devlin Waugh!

This special tale of the voluptuary vamp occult investigator comes to you courtesy of US superstar writer, Aleš Kot (The New World, ZeroJames Bond) and 2000 AD favourite artist Mike Dowling (Judge Dredd, Unfollow). Richard Bruton sat and chatted with them about their new Devlin Waugh story, ‘Call Me By Thy Name’…

Can you tell us a little about the story – is it just for this one issue, or will it be continued?

Aleš Kot: It’s a one-off, but it’s not a one-off. There’s a haunted building, but the building isn’t everything that’s haunted. There’s an orgy, but Devlin can’t quite stay. There’s a demon trapped inside a dildo, but how did he get there? These questions and riddles shall be answered, but some of the doors they open shall be walked through again, in the future.

Aleš, this is your first work over here at the house that Tharg built… were you already aware of 2000 AD in general, and of Devlin Waugh in particular and what was it that brought you to writing this particular vampiric dandy?

AK: I partially grew up reading semi-random translated Czech reprints of 2000 AD stories — and stories by many writers who started by writing for 2000 AD as well. 2000 AD is partially responsible for me!

And as for me and Devlin, ‘Swimming in Blood’ was one of those translated stories, and so, about a couple decades later…I mentioned wanting to write the character on the internet, 2000 AD caught wind of it, emails were exchanged, and…here I am.

Devlin just always felt right. We share large amounts of interests and attitude.

You’re only the third writer on the character, after creator John Smith, and recent writer Rory McConville – does it feel as though you’re stepping into some impressive shoes?

AK: I mean, John Smith is one of the best comics writers I ever read, so definitely. As for Rory’s work, I haven’t reread it enough to have a fully formed take yet, but I’m very much looking forward to doing that later this week.

How do you approach something like Waugh, with a voice and tone very much tied to one writer’s particular voice?

AK: You’re talking to a queer who once got so bored at an orgy that they spent most of their time on a sofa with a bottle of red, reading Necronomicon out loud while half-heartedly spanking a human chair. I also managed to swallow a ghost once, which is not a euphemism, at least not in this case. So it could be said I’ve got my qualifications.

It’s not really hard at all. Devlin’s basically a good friend I check in with whenever I want. We respect each other, and I think he’s got a bit of a crush on me.

Old Devlin is a hugely popular character with fans, right from his first appearance – what do you think is the attraction of the character?

AK: These are the first lines of Devlin’s publication history on Wikipedia, the arbiter of all truth:

2000 AD had mainly featured monosyllabic tough guys such as Judge Dredd and Rogue Trooper: people driven by either a sense of duty, or honour, or revenge. Waugh, by contrast, was a camp homosexual exorcist priest, employed by the future Vatican City, with medals in flower-arranging and Olympic high-diving, a bodybuilder’s physique and a cutting line in humour; his main motivation was simply to do “Anything to offset the dreadful ennui of it all!” Smith describes Waugh as a hedonist, “a languorous upper-class misfit, a fop, an ex-public schoolboy with a neat line in sarcasm. A lounge lizard. Imagine Noël Coward as played by Arnold Schwarzenegger”. Phillips visualised him missing a tooth like Terry-Thomas.

…what is not to be attracted to? AND he’s a vampire.

Mike, compared to Aleš, you’re an old hand at both 2000 AD and with Devlin, having become Devlin’s artist of choice, illustrating the last two tales, ‘Blood Debt’ and ‘Kiss of Death’, both written by Rory McConville. What is it about Waugh that you obviously enjoy drawing so much?

Mike Dowling: Devlin’s a real free spirit – his louche outlook changes the rules for him. If a monster invades his world he’s as likely to flirt with it as try and kill it and his somewhat amoral character adds to the fun. It’s a nice contrast from Dredd and some of the more stoic AD characters. It allows for more complicated outcomes than ‘good guys fight the bad guys, and win’.

Can you take us through the artistic process of creating Waugh, from initial ideas through to finished page? How was the collaborative process for you both?

MD: I pretty much just worked straight from Aleš’ script. I have a fairly simple process – working from rough sketches through to the finished page. Some of the art required a bit of lateral thinking though – Aleš has tricky structure for this one!

AK: I handed in the pages and Mike’s outdone himself!

And how was the experience of working for 2000 AD compared to US publishers?

AK: Just like at any company — if the editor and the team are all committed to making the best possible story and everyone puts in the work, it usually works quite well, and I’m happy to say that feels the case here through and through. I’m delighted to be working with the team and with everyone at 2000 AD, and I am being treated wonderfully.

MD: Agreed! – Everyone at 2000 AD seems totally committed to doing the best possible work. I wouldn’t want to generalise about American publishers but my experiences have been similarly positive.

What was your first 2000 AD experience as a reader?

MD: It’s hard to be sure! I read my brothers old copies from a young age – They were just lying around the house – as far as I knew 2000 AD was always there. Button Man and some of Mike McMahon’s Sláine art seem to rise to the top of the memory soup though.

AK: Oh, a few of those Czech-translated reprints…some D.R. and Quinch, Sláine, Johnny Nemo…I was hooked. I think I was about eleven years old.

Favourite 2000 AD strips/characters/creators?

AK: Devlin Waugh, Sláine, Indigo Prime, Judge Dredd, Nemesis the Warlock, Strontium Dog, Halo Jones…as far as creators go, Pat Mills, Garth Ennis, Carlos Ezquerra, John Smith, Sean Phillips, Edmund Bagwell, Frazer Irving, Alan Moore, John Wagner, Alan Grant, Simon Bisley, Colin MacNeil, Kev Walker, Chris Weston…as far as stories go, I’ll name just three that I want to reread the most right now: Sláine: The Horned God, Cradlegrave, and Batman/Judge Dredd: Judgment on Gotham.

MD: There’s so much to choose from! I like all of Aleš’ picks – I’ll add Button Man, Judge Anderson, the Mega-City Undercover stories and Ichabod Azrael. I really like Rob Williams take on Dredd – his collaborations with Chris Weston and Henry Flint are great. I also think John Wagner and Alan Grant deserve some kind of elevation for their amazing work down the years.

The bumper Judge Dredd Megazine #400 is out on 19 September!

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MEGAZINE 400: Eglington and Cook on the return of Blunt

The massive 400th issue of the Megazine hits shops on 19th September, absolutely packed with classic Thrill-Power courtesy of some of the best in the comics biz!

One of the highlights will be the return of Blunt from TC Eglington and Boo Cook, where we return to the lush organic delights of Getri-1 and discover just what’s happening with the surviving colonists and their mutie/uplift pro-tector, Blunt.

Richard Bruton talks to Eglington and Cook about psychedelic plant life, lush organic art-work, and whether humanity really is a virus…

Blunt II begins this September in the Megazine 400 for a new eight-part run. In the first series (Megazine 372-379), we were introduced to the lush and beautiful colony of Genti-1, complete with its Mega-City One colonists, uplifts, and the mysterious Blunt. What can you tell us about that first series and where you’re taking the story in this second part?

TC Eglington: The first series involves Blunt getting involved in a rescue mission to save a crashed ship and its essential supplies. He befriends Ilya, a feisty teenage girl determined to find her moth-er, but the mission soon descends into chaos as the planet’s sentient ecosystem fights back, creat-ing a virus that mutates the colonists into dangerous predators.

This second series explores more of the planet and how it has evolved, as well as aligning the story more generally with the Dreddverse. Blunt is again at the centre of things, but the dangers are greater and the scale of events larger, with the entire colony at risk of destruction.

Boo Cook: The first series of Blunt was definitely a set-up story for the world, Blunt himself and the large ensemble cast. Now that the cast has been whittled down considerably we really get to see people coming into their own as their characters develop. Also, we get to find out what’s really been happening on the planet – in particular the full revelations relating to the mysterious tribe that appeared in the final episode of series one; without saying too much, there’s a reason they all have a *certain look*… on top of that there is the background thread of the whole Terence McKenna ‘nature is alive!’ vibe to the planet itself which ramps up considerably with dramatic ram-ifications.

And, if that wasn’t enough, the introduction of a well known third party adds layers of chaos even McKenna would struggle with!

The end to Blunt in Meg 379 left things hanging – was this a deliberate thing leading into this sec-ond series, or merely a tentative thing whilst you waited to see if the second series was happen-ing?

TCE: We knew at that time there was going to be a second series, so it seemed a good way to give a teaser for it. Also, there’s something satisfying about a grueling story of survival ending with the realization that the protagonists are out of the frying pan and into the fire.

How did you find the reaction to that first series of Blunt?

TCE: The reaction to the first series has been great. I think people loved the mix of wild action, gory mutations, and psychedelia. We consciously went for a different look and feel to previous colony stories. Hopefully that paid off.

BC: There’s a feeling that Megazine strips, particularly brand new ones, can go slightly under peo-ple’s radar in comparison to major strips in the weekly Prog. But, I’ve spoken to quite a lot of folks online and at conventions who seemed to really enjoy it – which has been great to hear. I think Tom and I are gaining a reputation for massive psychedelic mayhem with our collaborations and Blunt II certainly won’t disappoint on that score!

Boo, I was reading an old 2010 interview you did for the FPI Blog, where you talk of Damnation Station and it connecting with your “old skool sci-fi sensibilities; big bleak moonscapes, detailed space suits, wrecked spacecraft and tangible characters”. Seems to me, barring the tangible char-acters, you couldn’t get much further from that than the organic creations of Blunt?

BC: Well, wrecked spacecraft definitely have a part to play in Blunt II but those old skool sci-fi sen-sibilities can cover a lot of ground, amongst which aliens, mutants, and crazy worlds all play a big part!

Further on in that interview from 2010, you mention Blunt for the first time as a forthcoming co-creation between you and TC – so, how did the collaboration come about, and why did it take six years from that first mention to seeing it in Meg 372?

BC: Because we’re lazy gits! Seriously, drumming up a pitch for a whole new series takes a vast amount of work – from plot outlining, character fleshing out, world building plus all the visual con-cept work. It took me many, many drawings to finally come up with the face of Blunt too – he’s a man/beast of few words so his face really needed to sum up his attitude instantly.

The setting for the strip changed radically from the start too – initially the world was much farther on in terms of colonization, with Blunt running a business taking young hipsters from the big new city on ‘outback tours’ but many of the recognisable themes were in place. The actual pitching to editors takes a lot of time too and can introduce hefty overhauls into the mix – Matt Smith, for example, suggested that he’d be happy to give the strip a go if we could set it in the larger Dreddverse, a change that we were only too happy to make.

TCE: Originally, we wanted to create a sci-fi strip together that involved some of our favourite sci-fi topics. Blunt came about from a mix between story ideas I was working on and a character Boo had drawn that fitted the bill perfectly. That first concept was a planet where biotech meant every-body had started adapting themselves with living suits to enhance their bodies, but Blunt was the one exception – the kind of brute force of human nature that is completely resistant to change. He developed over time and the story changed to fit with the Dreddverse, as it fitted nicely with the Uplifts and the colony scenarios. I’m still not sure why it took so long to reach the printed page. We always seemed to have different things we were working on at different times, but eventually it came together.

It seems to me there’s an environmental fable wrapped in a bit of classic sci-fi going on with Blunt, plus the ideas of humans as an invasive species, sitting above any natural ecosystem, de-stroyers of all they touch. How much of this did you design into the initial ideas of Blunt and how much came through in its development?

TCE: I was really interested in involving an environmental aspect to the strip, as it seems a fitting subject for sci-fi. There was a tagline I used for the first story that ran along the lines of ‘Colonists try to adapt a planet for the benefit of mankind, only to find themselves adapted by the planet for its benefit’. Although it’s done in an extreme way here, it summed up the idea of humans sudden-ly finding themselves being radically changed by their environment. I like the idea that homo-sapiens might just be another stage of evolution, not the final product.

In this second series, I’ve kept some of those concepts going, particularly the idea of humans as an invasive species, and that maybe our impressive advances as a species are intrinsically connected with environmental damage. It’s like that George Bernard Shaw quote about all progress depend-ing on the unreasonable man. Here, humans are an unreasonable species.

Funnily enough, the first incarnation of Blunt we worked on involved humans trying to find re-demption from all their environmental destruction by using advances in genetics to de-extinct spe-cies, with the technology spiraling out of control. So I guess some of those ideas carried over years later.

BC: The great thing about coming up with a sci-fi tale is that it can be used as a microcosm, be that of the human condition or our relationship to a certain aspect of existence. With Blunt, obviously, humans are pretty slack about caring for their living environment so we thought it’d be a great start to have them attempt to terra-form a planet but have the planet terra-form them instead.

Also, there’s a lot to be said for using strong characters to create microcosms within microcosms to espouse further allegorical elements – something which Tom does with great aplomb. On top of that there is the over-arching McKenna vibe of all organisms being linked/part of a greater whole and awareness of this through psychedelics which is something we are eager to promote in a balls out action way as opposed to a whimsical, unicorn hugging fashion.

Boo, Blunt is certainly a departure of sorts from your previous work – the world building involved with a new strip is there of course, but the beautiful organic nature of the artwork is something that really sets it apart. Can you talk us through the ideas behind the design of the world of Blunt and some of your process in creating what we see on the page? Do I see elements, or at least a love of, Brendan McCarthy’s layouts and psychedelic imagery in your work on Blunt?

BC: Brendan has always been right at the forefront of my influences from an early age – his work on strips like Sooner Or Later, Chopper in Oz etc. hit me like a day glow freight train and it’s been lodged in my frontal lobe ever since. Getting the chance to have some tripped out fun with the visuals has been great, and there’s plenty more to come!

A strip like Blunt is very freeing in many ways – freedom from drawing anything regular or normal, which can be a little tedious for me at least, even freedom from drawing solid realistic anatomy as there are plenty of mutants in series two where I would literally draw a massive squiggle that fulfilled the compositional requirements of the page and turn that into a huge swaggering beast: maximum fun.

Also, I think Tom is quite happy for me to go off piste with the scripts a bit when it comes to the crazy stuff and I’ll add in a background made up of a tessellating network of the wee square mon-key guys (Splonges to be technical), or somebody getting a nasty case of ‘fractal fingers’. I guess that comes out of a process of thinking about how to portray the script, then once that’s safe think about it again, then REEEEAAAAAALLLLYYY think about it until you’ve pushed it almost off the edge of the plot cliff. All of which stems from the marvelous mind seeds planted by Tom.

And, finally, what’s coming up next for you both?

BC: I’m still involved with Elephantmen comic which has found a new home with Comixology, so expect more covers from there, plus Tom and myself are working on a typically messed up and psychedelic Dredd tale for the Xmas Prog. Plus, we’re hoping that Blunt II will go down well enough to merit a third outing… also, as I absolutely love working with Tom we have several new ideas in the long drawn out conception process that will be hitting the pitching zone soon. They will be probably be psychedelic.

TCE: We’ve just collaborated on a Dredd together, which is a real fun one. It’s a standalone tale that’s absolutely perfect for Boo’s art, full of weird visions, classic Dredd action, and some heroic eggnog.

The bumper Judge Dredd Megazine #400 is out on 19 September!

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The new droids who burst out of Thought Bubble: Tilen Javornik

Every year, 2000 AD gives new writers and artists the chance to get their first work for the Galaxy’s Greatest Comic at the annual Thought Bubble convention in Leeds.

Put before a panel of top creators, prospective art droids have their work scrutinsed while would-be writers must pitch their own original Future Shock in just two minutes! They’re not for the faint of heart but the competitions have launched the professional careers of some of the newest talent to grace the pages of 2000 AD!

The competitions are happening again at Thought Bubble on 22-23 September and you can see the rules and download the art competition sample script here…

The 2016 art competition winner, Tilen Javornik, has gone on to have two Future Shocks in 2000 AD – ‘The Best Brain in the Galaxy’ in Prog 2023 with the 2016 writing contest winner, Andrew Williamson and ‘Terminal’ in Prog 2048, written by Rory McConville, himself the winner of the 2015 writer competition.

Richard Bruton caught up with Tilen to talk about flying in to take part in the Thought Bubble competitions…

How did you hear about the 2000 AD talent search and what convinced you to enter?

I had been following 2000 AD online, and found out not only about the competition that way, but also about the Thought Bubble festival itself. I didn’t need any convincing and booked my plane tickets immediately!

You flew into Thought Bubble?

Yes, I am based in Ljubljana, Slovenia, and entered a total of three times. The first two years I actually didn’t get past the first round, but I learned a lot from watching other people get critiqued as well as the feedback I received. The first year I mostly got tips on how to improve my anatomy skills, whereas the second year the feedback was more about composition and panel placement.

What did winning the competition mean for you and how important has it been for you to be published in 2000 AD?

I won on my third attempt, so it was a great learning experience. I got invaluable feedback eachyearthat I wouldn’t have improved without. Secondly, it was a big confidence booster. To see my name besides industry professionals that I admired was a big deal for me.

As for the competition itself, can you tell us a little about the actual process of entering, the preparation involved and the terror of pitching in front of the judging panel of experts?

The first part of the process [a first come, first served portfolio review] is finding out when and where the queuing is to take place, which is usually announced around mid-day. At this stage, one of the judges will have a look at your work, one-on-one. Based on that, the judge decides on the spot if you make it to the next round or not – those that do will then wait for the live judging event, which happens the next day.

The competitors each have to present their opening page on the big screen, and hear the panel’s critiques. This part is honestly my favourite, there’s always great levity in the way the process unfolds, so there’s really nothing to be nervous about– the worst thing that can happen is you walk away with free feedback from a table of hardened industry pros.

Since winning the competition, how do you think your work has evolved and where has the competition win and subsequent Future Shock strip taken your comics career?

I’ve drawn for 2000 AD once again after winning, and it was as rewarding as the first time. The win has helped me land a couple dream illustration gigs, however I’m still working on a comics career. It’s a slow process, and I’m trying to get better and faster with every other project I do.

What comics (or other writing/art) work have you done so far, and what’s coming from you we need to look out for?

I’ve worked for the role-playing-game industry, specifically for the Onyx Path (of Vampire fame). Look out for the Chronicles of Darkness books – the writer & artist roster is amazing, and if you’re into any sort of horror/psychological/drama comics (or fiction, really), you’ll love the RPGs as well.

What advice would you give to up and coming writers and artists about getting into comics in general, and the 2000 AD/Thought Bubble competition in particular?

I work digitally, so here’s a piece of advice that I learned the hard way: have your work printed out professionally, on quality paper. The judges are going to hold the line art in their hands, and you want the quality to be crisp. And once you’re up there, listen to what the judges have to say, they know what they’re talking about.

And develop a daily routine, even if it’s just one quick sketch. Learn to use reference. Patience is a virtue. Here’s a quote by Alec Worley: “Breaking in, as I discovered, is really more like seeping in.”

Finally, Tilen, who would be your dream character or comic to work on, 2000 AD or further afield?

Besides Dredd, you mean! I have always wanted to work on Dylan Dog, or something similarly Lovecraftian and weird.

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The new droids who burst out of Thought Bubble: Laura Bailey

Every year, 2000 AD gives new writers and artists the chance to get their first work for the Galaxy’s Greatest Comic at the annual Thought Bubble convention in Leeds.

Put before a panel of top creators, prospective art droids have their work scrutinsed while would-be writers must pitch their own original Future Shock in just two minutes! They’re not for the faint of heart but the competitions have launched the professional careers of some of the newest talent to grace the pages of 2000 AD!

The competitions are happening again at Thought Bubble on 22-23 September and you can see the rules and download the art competition sample script here…

Writer Laura Bailey won the contest, at the second time of trying, in 2017, and her first Future Shock, ‘Sunday Scientist’, appeared in Prog 2072, with art from 2017’s winning artist, Paul Williams.

Since then, she’s gone on to write a Terror Tale and a DeMarco P.I. story in the 2018 Sci-Fi Special and has a new DeMarco storyline coming up in a future Megazine.

Richard Bruton caught up with this rising star to talk about Thought Bubble, the terror of pitching live, and what winning has meant to her.

What did winning 2017’s 2000 AD & Thought Bubble writing talent contest mean to you?

Winning the contest was probably the most extreme amount of positive emotions I’ve ever felt in my life. It’s something I wanted so badly but in my heart of hearts thought it wasn’t going to happen. Even as the contest was unfolding, I sent out texts to my family saying it was a no go – I thought Tharg wasn’t into the story. Bearing in mind this was the second time I entered, I was doubly bummed out, and so to go from thinking that to being announced as the winner was a 0-60 U-turn!

And after that intense experience, how did finally seeing the pitch in print feel?

The feeling of being published was a calmer experience, but just as sweet. It’s surreal to see the Prog with your story inside, sitting on a shelf in your hometown W.H. Smiths or local comic shop. Seeing the artwork made from your own words is incredibly satisfying as well, I can’t think of one negative thing about the whole experience.

Going back to entering the contest, how did you hear about the 2000 AD talent search and what convinced you to enter?

When I first heard about the talent search, I was already considering pitching to Tharg through the mail but I figured the contest would be a much better way to go about it.

What are your memories of the actual process of pitching at Thought Bubble and the preparation involved?

If you’re one of the few people who get the chance to pitch [writers get the chance to show their ideas on Saturday and the best ideas are given the chance to pitch live on Sunday], you get instant feedback there and then, so even if you don’t win (like I didn’t do the first time around) you still come away with writing tips. As I was not successful the first time round, I spent the next year trying to make the story as hard as possible for the panel to reject. The method was to study the Future Shocks of the past, come up with as many ideas as possible, and then finesse them so they could stand toe to toe with my favourite Future Shock.

In regards to pitching itself, I turned up as early as possible. Spoke to nobody in the queue, put my headphones in and listened to the same three songs on my iPod, looking like a crazy lady rocking backwards and forwards. I was making sure I was focused on the task ahead as I was pitching without notes – wouldn’t recommend that approach unless you practise your ass off.

As a winner, what essential advice can you give to those writers who are thinking of heading to Thought Bubble this year to pitch?

The only advice I can give is study past Future Shocks, make sure your pitch is under two minutes, if you don’t win keep trying, and listen carefully to all the feedback given on the day.

Since your 2017 win, how has your career taken off and how do you think your writing has evolved?

It’s been less than a year since I started writing for 2000 AD and it’s been a steep learning curve with each script. My own shortcomings as a writer mean that, sometimes, what I want to get across is lost in translation. But, hopefully, my writing will continue to evolve with each script, into being a more direct representation of my thoughts and ideas.

Since winning I’ve written several stories for 2000 AD. I wrote a DeMarco story for the Sci-Fi special, and a Tharg’s Terror Tale called ‘Quilli’. Before the competition, I was publishing my own comics which were probably being read by about 20 people max… so it’s been quite a difference!

When it comes to your writing, what are your chief influences?

Preacher, The Fat Slags, Halo Jones and Junji Ito’s Tomie. The four comics of the apocalypse!

What would a dream writing job entail?

The dream character I’d want to write a story for changes every month. Obviously Judge Dredd, but probably right now I’d love to write a story for The Clown. Also, I had crazy fun writing my Terror Tale called ‘Quilli’, so it would be great to write another.

Finally, what’s coming up next for you?

At the moment I’m writing the DeMarco story for the Megazine, can’t say too much about it as it’s in its early stages. Part one is called “An eye…”.

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The new droids who burst out of Thought Bubble: Joe Palmer

Every year, 2000 AD gives new writers and artists the chance to get their first work for the Galaxy’s Greatest Comic at the annual Thought Bubble convention in Leeds.

Put before a panel of top creators, prospective art droids have their work scrutinsed while would-be writers must pitch their own original Future Shock in just two minutes! They’re not for the faint of heart but the competitions have launched the professional careers of some of the newest talent to grace the pages of 2000 AD!

The competitions are happening again at Thought Bubble on 22-23 September and you can see the rules and download the art competition sample script here…

The art winner for 2015 was Joe Palmer, who went on to provide art for a Tharg’s Future Shock, ‘Lifosuction’ written by the 2015 winner of the writing contest, Rory McConville.

You can find ‘Lifosuction’ in Prog 1972 and Joe’s second Future Shock, ‘An Inconvenient Tooth’, written by Martin Feekins, in Prog 2079.

How did you hear about the 2000 AD talent search and what convinced you to enter?

The first time I entered the competition, it was 2013. I think the first I heard of it was via the Thought Bubble website. I saw the ad and knew I wanted to give it a shot – it didn’t take much convincing for me to think it was a good idea, as it seemed like an amazing opportunity!

What did winning the contest and seeing your art in the pages of Prog 1972 with ‘Lifosuction’ mean for you?

Winning the art competition meant an awful lot to me. I was putting everything I had into improving my skills, and so it was to a certain extent validating to receive that kind of positive feedback. It was a very emotional moment as I remember. You deal with a LOT of rejection when pursuing a career in comics, and so to get a thumbs up once in a while really does mean a lot.

When the Prog came out I was extremely excited to see my work in print. I headed out to Forbidden Planet in London and grabbed five copies for myself and close family. It was a happy day!

As for the competition itself, can you tell us a little about the process, with the portfolio sessions and getting to the second day where your work was critiqued by the art judges in front of a live Thought Bubble audience?

As I mentioned before, I first entered back in 2013. I tried again in 2014, and won in 2015. I was pretty familiar with the process by this point as I’d watched the previous year’s panels and how they went down.

Essentially, as an artist, you draw a four page Future Shock (the script you follow is available on the Thought Bubble website) in time for the weekend of Thought Bubble and bring it to the 2000 AD table on the Saturday. They then select entrants for the second round of judging which takes place in front of an audience on the Sunday. In 2013 and 2014 I didn’t make it through the first round of judging, but I was determined and persistent so I came back for another go in 2015 and it paid off. As for the actual experience itself, it was nerve racking, but it’s nothing compared to what they have to go through in the writing competition!

How did you approach the creation of your Future Shock, ‘Lifosuction’, for 2000 AD, how did the collaboration and editorial process work for you?

It was a really smooth process, as I remember. I was working with the winner of the writer’s competition that year, and the script was clear and well written. Shout out to Rory McConville, who has gone on to write a huge amount of great stuff for 2000 AD and the Megazine since winning, and is still working for them currently. Rory’s script made my job really easy. Working with editor Matt Smith was also a breeze, and he gave some good notes which made my art better.

Since winning the competition, how do you think your work has evolved and where has the competition win and subsequent Future Shock strip taken your comics career?
I was working fully digital back then, and my art style has evolved considerably which is both a strength and a weakness. When you’re starting out as a professional in comics, it’s of benefit for editors to know what they are getting when they hire you. I’ve zigged and zagged stylistically as I’ve gotten to know myself better, and as a result it’s been a challenge to market myself as a particular style of artist. I did get the opportunity to illustrate another Future Shock for 2000 AD , which appeared earlier this year, and was a great experience.

What advice would you give to up and coming writers and artists about getting into comics in general, and the 2000 AD/Thought Bubble competition in particular?

To comic creators in general I would say my number one piece of creative advice is ‘get to know yourself’. What type of artist are you? What do you want to achieve? The clearer your goals are, the easier a time you’ll have as the path will be clearer to you. Be persistent beyond normal sane person levels. Work your butt off!

As far as entering the 2000 AD competitions goes, I would say that you have absolutely nothing to lose. Yes, it’s a bit scary and you might get rejected, but in the scheme of things that really isn’t that bad. If you want to make comics professionally, there is no clearer route to a paying job in comics than this competition. To the artists out there in particular- if you want to get a start in the industry, you need to find a way to get to Thought Bubble. At best, you will get professional work, and if you don’t win you come away with four new pages in your portfolio and solid advice on how to improve. If that doesn’t make you want to enter, I don’t know what will!

When did you first start reading 2000 AD, and who would you count amongst your artistic influences?

2000 AD was always a regular fixture in my house. My dad has bought every Prog and Megazine since Prog one, so there were always stacks of comics around. He’s still buying it to this day! As for influences, there’s way too many to mention, but to name a few off the top of my head: Katsuhiro Otomo, Mike Mignola, Moebius, James Harren, Bruce Timm, Daniel Warren Johnson, Fiona Staples, Mike Wieringo, etc., etc.

What comics (or other writing/art) work have you done so far, and what’s coming up for you in the future?

I recently self published my own one-shot called GRIND which I’m really proud of, and I am returning to work on a sci-fi webcomic called The Outrunners with writer Jonathan Gelatt later this year. Aside from that, I’ve worked on a ton of small independent projects.

I’m working on another one-shot at the moment, which I’m going to self publish again. I’ll also be exhibiting at Thought Bubble this year, and will have copies of my books available there. If you’re going to the show, come and say hello! Aside from that, I’m pitching a couple of projects to publishers and hustling to make a living!

See more of Joe’s work at his website!

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INTERVIEW: Simon Furman and Simon Coleby discuss THE VIGILANT!

Tomorrow sees the triumphant rebirth of some familiar faces from the 1960s and ’70s with THE VIGILANT!

This US-format one-shot title resurrects those classic heroes from classic Fleetway and IPC comics, including Adam Eterno, Steel Commando, Thunderbolt, and The Leopard.

You might remember the names, you might be too young, but either way, THE VIGILANT promises something spectacular; the birth of the ‘Rebellion-verse’!

You can buy The Vigilant from all good newsagents and comic book stores, as well as from The recent interview with yourself and Len O’Grady about colour art creation for Jaegir was a fascinating glimpse into the importance of the colourist. With O’Grady colouring The Vigilant, how has the collaboration gone this time?

SC: It’s been great, as always! Len always flatters my art, and he’s brought a whole new feel to this project. I don’t want to give anything away at this stage, but it has a very different ‘feel’ to our collaborations on Jaegir, and other projects. I think we’re both very happy with the way this one has turned out.

This has been described as an intro to what’s been called the ‘Rebellion-verse’. Are there plans for more Vigilant following this first issue? And if so,…who are your dream team Vigilant members you’d love to get your hands on?

SF: Everyone’s thinking more Vigilant after the one-shot. There are just so many places to go, characters to involve, great concepts to delve into. Right now, The White Eyes are a cameo, but I’d love to more in that world. And we introduce two whole other teams of heroes in the course of the story, both of whom deserve more of a day in the sun. The problem with the Vigilant one-shot was not what to put in, but what to leave out. Dr. Sin and Death-Man (another new character) are our more overtly mystical characters, but there are others (both who guest-star in the one-shot and don’t) that I’d love to put together for a more supernaturally themed story. Honestly, this is just the tip of the iceberg. And more classic and much-loved characters might way come into the mix in the future. Which is looking very bright!

SC: There are several characters I’s like to take further, if the opportunity arose. Death Man and Yao are favourites, as is Steel Commando. We’ll have to see how things develop.

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INTERVIEW: Dan Abnett and INJ Culbard take it to the Brink

Humanity is on the brink in this tense, atmospheric series by Dan Abnett and INJ Culbard. Forced to leave Earth for the claustrophobic confines of orbiting ‘habitats’, the only people keeping a lid on the powderkeg are the Habitat Security Division.

In volume one of Brink, we met Carl “Brink” Brinkmann and Bridget “Bridge” Kurtis, two Hab Sec officers investigating bizarre deaths and possible religious cults.

In volume two, now on her own Bridge is a private security consultant hired to investigate the bizarre and mysterious reasons part-constructed habitat Galina is running late. Everything quickly goes very wrong and we’re treated to another stunning sci-fi procedural that takes tension and cinematic vision to a wonderful level.

Book 1 and Book 2 are available separately right now from the 2000 AD store or in a bundle pack.

In volume 1, we saw Bridget Kurtis uncover a plot to set humanity on a path off the orbiting habitats, but that investigation potentially ended her career. And then, of course, there was the ominous moment in the final episode, where Mercury went dark… It’s now six months later… Can you give us a quick recap of what’s happened in Brink so far, and what can we expect from Brink in this second volume?

Dan Abnett: In the nearish future, mankind is living in ‘the Brink’. Earth is dead, and the evacuated population is living in less than ideal conditions in deteriorating habitat space stations in the solar system. Things are grim: there’s very little personal space, and people are suffering deep psychological problems. Kurtis works for the HSD (Habitat Security Division) and she’s investigating ‘sect crime’, which is the activity of ‘cults’ and other subgroups who have developed strange, deluded ideas because of the psychological erosion of life on the Brink, leading to murder and other major crimes. Or ARE they just ideas?

There’s a deep, understated thread in Brink that all the unseen horror might be true. In book 2, Kurtis gets the chance to continue her investigations, pursuing threads left after the first case. It’s going to lead her into even darker places.

You’ve previously collaborated with INJ Culbard as the artist on Dark Horse’s Dark Ages, The New Deadwardians for Vertigo and the three volume Boom! Studios series, Wild’s End. How do you find the initial genesis of any series comes about?

DA: All of these projects have come about because we talk a LOT and develop ideas, just chasing things that mutually interest us (hence the diversity). We’d worked on US projects together, but also (independently) worked for 2000 AD. It seemed silly not to try and combine our efforts on a 2K strip. Brink came out of those conversations, and it was immense fun adapting our established working style to the format of five-page weekly episodes rather than 22-page monthly books. It altered the storytelling a lot and changed the dynamic of what we found we could do.

When Brink began, we were quickly introduced to the concept of the strip as a sci-fi police procedural taking place onboard the ‘habitat’ space stations holding the remnants of humanity. And in the two protagonists of Bridge and Brink, we had that classic buddy cop dynamic going on. Throw in the cult elements to the tale, and the simple shorthand of True Detective meets Outland comes to my mind. When you’re putting together the series, are those sorts of shorthand summaries something you consider, or are they (as I suspect) annoying when thrown at your work!?

DA: No, that’s pretty close 🙂 We find we like to boil things down to a very simple top line. New Deadwardians was “The Walking Dead meets Downton Abbey”, Wild’s End was “The War of the Worlds meets the Wind in the Willows” and Dark Ages was “Kingdom of Heaven meets Starship Troopers”. They are, of course, much more than those things, and nothing like a derivative as the top lines sound, but they are good anchor points to get the idea across.

INJ Culbard: The idea itself, the nucleus, is really almost nothing compared to the worlds and the characters that inhabit them. So, Wild’s End is really using the way survival stories and anthropomorphic stories both hold a magnifying glass up to the human condition, and the stories become about inner bravery, inner peace, inner turmoil etc. But you can’t really sell that idea unless you say ‘War of the Worlds meets Wind in the Willows’. And in contrast you have Dark Ages, we just happened to have two alien invasion stories run at the same time through different publishers just because that’s how it all worked out in the end, but the two stories could not be more different in their approach and execution, because of character.

You’ve taken a simple conceptual idea and really put a huge amount of detail into the story. How does this massive world-building come about in collaboration?

DA: Again, conversation. We also pick up on each other’s work as we go. I’ll write in something that Ian then plays with in the art, or he’ll draw something that I pick up on and develop in the script. Each of our projects has a huge amount of world building: we like to know how things work, even if that information doesn’t make it to the printed page.

INJC: The crime scene at the beginning of book one of Brink, on page one, was originally a static scene (in other words the body was lying on the ground, not floating in the air) but I remember ringing Dan up and saying it’d be cool if the body was floating. Because how do you lock down a floating crime scene in space? But then Dan later uses that device for a major scene. And going back to Deadwardians, we’d had this really long conversation about vampire biology and how the blood doesn’t flow, there’s no plasma flow, no fluid, it’s just still waters. Consequently, a grieving vampire ‘applies’ their tears by painting on running mascara, and that then becomes our bit of vampire lore. And all this comes from a lot of conversation, a lot of asking one another, ‘what if?’ and trying to come up with plausible explanations that sound cool.

The speed of Brink is something that sets it apart from many of the other series in 2000 AD. The police procedural nature of the tales means a lot of the story is very dialogue heavy, punctuated by infrequent action. Yet, there’s a massive sense of tension and excitement that builds through the tale. How did you approach the storytelling elements to make the slower pace (compared to other strips) work so perfectly?

DA: Yes, agreed. We knew from the outset it was going to be very talky, and wondered if that would make it a bad fit for the prog. It really doesn’t work like anything else in 2000 AD – it defies the usual conventions of a classic 2000 AD story. But we stuck to our guns, and I think the conversational pace is what builds the detail and tension, the ‘normalcy’, so that the violence, when it comes, is more effective. There’s also no narrative and no captions, the usual methods of delivering all the exposition and world building. We wanted it all to be in dialogue (and the ‘tag’s which identify things) so that there would be a certain amount of detective work required by the reader. I think that’s what makes the world immersive. There is no “Basil Exposition”, no info-dumping, no “as you know, Steve…” moments. You have to unlock it. And, to our delight, people REALLY liked it…

INJC: Seconded. There’s a lot of acting to be done when there’s little action. So it ends up more focused on subtlety and nuance. You have to sort of guide the reader through it and curate their emotions. I tend to watch actors performances with greater interest than car chases.

With Brink’s police procedural pacing, the necessary elements of the story are slow to build. How do you satisfy the seemingly conflicting demands of the slow-build and the serial structure?

DA: I try to make sure that there’s a rhythm to each episode, so that we learn something each time. There aren’t necessarily cliff-hangers, but there’s a sense of closure, or dread or of realisation.

Now, without really wanting to give away the huge twist in volume one, there’s no getting away from the fact that volume 2 is very much a solo tale featuring Bridge, now a security consultant away from the Habitat Security Division. At what point in creating Brink volume 1 did you decide on the path the series would take when it came to Brink and Bridge’s futures?

DA: Early on. We knew where we were going. We had a tight plan in mind for the first book. After that, well… once we had that first volume in hand, we realised we knew where we wanted to go afterwards. We now have much longer plans… and that’s thanks to the confidence that came with the positive reaction to book 1.

With Volume 2, your story has isolated Bridge, and the tone is completely different. Is this something deliberate for the story?

DA: Yes. Because the actual process of the story – the pace, the dialogue, the low-key atmosphere – we wanted to avoid making it repetitive, so the shift in tone was our only option. Not for nothing, Book 3 is now underway, and it represents yet another major shift in tone.

INJC: With Book 1 there was a real sense of people practically living on top of one another, all sardines. Book 2 goes for quite the opposite, right from Page 1, Panel 1, with a solitary figure lying on a sun lounger and a big open space above them. The actual space the characters inhabit is something that comes up quite a lot, so much so it became a key point working on book 3.

The violence in Brink, when it comes, is far from the normal violence we’re used to seeing in comics. It’s quick, nasty, very realistic, and leaves those affected in shock and scared. Again, is this something you decided from the outset, or is it something that came about during the telling of the tale?

DA: Definitely. It’s grim and nasty and, I hope, quite authentic, so the reactions need to be too. That matches the over all realistic tone, the conversational pace. It’s not gung-ho, high-octane action SF. I think it’s cosmic horror.

With Brink’s definite sense of confinement, of claustrophobia, with the closed in environment of the ‘Habitats’ and the whole police procedural style of things, we could have expected something dark, full of dingy corridors, badly lit space stations falling into disrepair. Yet, with Ian’s artwork, we get so much more. How would you describe what Ian brought to Brink and do you think the series would have been as successful with any other artist?

DA: I’m just in awe of what Ian does, both on the large scale and with the intimate character work. Colour is a particularly important part of this book, and he’s brought in fantastic ideas about that (in the same way, comparative space is vital to book 3, and he’s been ingenious with that). I think the series might have worked with another artist, but it wouldn’t have been this series. It would have been an entirely different thing in terms of tone and style – Ian defines the way this works, and let’s not forget it was developed between us. It’s fair to say there wouldn’t have been a Brink to offer to another artist. This is what we both wanted to do. We’re invested. It’s an absolute favourite poroject for both of us.

Ian, how did you approach Brink as an artist and can you give us some idea of your process involved in the creation of Brink?

INJC: I’d done about two or three episodes of Book 1 before going in to hospital for some major surgery, so I had this long extended time out for recovery, during which I had an epiphany. I remembered photographs from the 1980s of New York subway trains (the interiors of carriages all covered with graffiti) and photographs of Tokyo at night. That was it. I was also in this clinical environment for about a week, drifting off to the sleep to the sound of monitors beeping intermittently, that sort of eighties sci-fi ambience. So when I was fit and able to get back to my desk, I went back and redid those first episodes, and what I did was change the color scheme completely and cover everything in graffiti. I tend to think in terms of how characters effect the environment around them so this change was pretty significant for me. I was stuck indoors, on medication I didn’t want to be on and not feeling great… that’s practically everybody onboard Odette. I was there, man.

Whilst talking of the ‘habitats’, we have seen quite a few already with interesting names… Antioch, Hesperides, Kiros, Ludmilla, Odette, Phoros. Is there any rhyme or reason to the naming you want to share at all?

DA: There might be 🙂 But we might not reveal that for a while…

Finally, with the end of volume 2, we’re left with a mystery unfolding. It has that sense of being midway through the tale. How much more Brink have you got planned?

DA: Yes, it’s pretty much a trilogy. Book 3 “High Society” debuts soon. But the world is so rich, we’ve found we have strong ideas for at least three more volumes after that. We’ll see how the audience reacts. It all builds into one, big ghastly picture, whichever characters are ultimately around to witness that. We’d love to continue exploring the Brink.

Brink Book Two is out now from all good book shops, online book retailers, comic book stores and 2000 AD‘s webshop and apps!

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INTERVIEW: Emma Beeby and Babs Tarr get ‘The Feels’ for Judge Dredd!

No 2000 AD Sci-Fi Special would be complete without a look in from ol’ Joe Dredd, and this year’s special is no exception. Richard Bruton sat down to talk with writer and artist, Emma Beeby and Babs Tarr, about Dredd and what makes this Sci-Fi Special truly special…

Can you give us a quick, non-spoilery idea of what to expect from your Judge Dredd strip in the Sci-Fi Special?

Emma Beeby: It’s called ‘The Feels’ and is about a weaponised empathy drug. I don’t think I’ll give away more than that…

Emma, this is hardly something new for you and I imagine the “first woman to write Dredd” tag is a tiresome thing. But your work on Dredd has been praised far and wide, what is it about working on Dredd that you find so interesting?

EB: It’s a strange honour to be the first, and I think that putting a spotlight on a female creator helps get things like this issue to happen. I didn’t ever set out to write Dredd, and honestly I didn’t expect to enjoy it as much as I did. Dredd is really fun to write. He walks the line between hero and villain, comedy and horror. There’s something both disturbing and reassuring about getting into his head.

What do you think it is about Dredd that stands the test of time?

EB: There’s so many ways you can go in a Dredd story – Dredd interrogating everyone in a lift to find out who farted, to hunting serial killers, to world war, to over the top horror like the Dark Judges. The universe accommodates all of that, and he can navigate it all without it ever feeling out of character.

But as that trailblazer, both working solo and with that cheery chappy, Gordon Rennie, what does this Sci-Fi Special mean to you?

EB: I’m so excited to see this special, I can’t wait to see all these fantastic creators’ takes on these characters, not least Babs drawing Dredd – I love her Batgirl SO much. I remember I felt quite intimidated, being a woman writing such a legendary and masculine character, among all these male creators, but I was made welcome. It’s a great community of creators and fans and it feels like home to me now.

The history of Dredd has always been a mixture of longer form tales and shorts. Having been responsible for both, what is it that really makes a short Dredd, over and done in one issue, work?

EB: Length dictates the complexity of the story, but the rules are the same, and I follow the rules set by John Wagner. He has a list of things that should be in any Dredd story, even the short ones, which I keep to hand. I try to find something that I am excited to explore in the story. For this it was Dredd vs the over-emotional. For shorts, I go for comedy, or things that make him uncomfortable. I can’t help it.

Babs, as a comic artist from the USA, what experience have you had with 2000 AD and old stoney face?

Babs Tarr: The only experience I have with old stony face is this old-school movie with that epic costume and Stallone’s juicy lips under that iconic helmet! Visually it’s just so fun I had to jump at the chance to get to draw him. Especially since I feel that people wouldn’t expect me to, which just makes me wanna prove them wrong!

Were you already a fan and aware of the comic? If so, what strips or creators were your favourites?

BT: Totally new to it! I know my collaborators Cameron Stewart and Brenden Fletcher are big fans and Cameron even did a short story a couple years ago, but that’s the extent of it for me.

Babs, your work on Batgirl, Motor Crush, and various other comics brought a very different look to the page, is this something we’re going to see on this Dredd strip for the Sci-Fi Special?

BT: Since it’s only six pages I might actually experiment in a different style since I never really get to do that on my big ongoing series that I work on. I have all these thick gritty brushes, textures, and halftones I want to explore and Dredd is the perfect excuse to use those!

What are your thoughts about this all-female Sci-Fi Special?

EB: I think it’s a great move by 2000 AD that says all are welcome. As an anthology that has been groundbreaking and diverse in style and story for over 40 years, this seems completely appropriate. It’s going to be an incredible issue.

BT: It’s cool that it creates opportunities. I have an established comic career so I don’t need the exposure, so I took this project on cause it sounded fun. BUT if me being part of it helps shine light on new and existing female creators then I’m happy to be a part of it! My hope for the future is that we don’t need niche things like ‘all-female’ specials to give girls jobs in comics. That goes for every other minority in the industry as well.

Any thoughts on your next work for 2000 AD? Any plans in place already?

EB: Gordon (Rennie) and I have more Survival Geeks stories coming up, there will interdimensional comic-cons, a world of slashers, and maybe some familiar faces returning, too.

BT: None yet! Next arc of Motor Crush (from Image Comics) starts in a month or so, so I’m enjoying my time off and taking on fun things like this!

The 2000 AD Sci-Fi Special is out in the UK on 20 June and out in North America in July. Pre-order a copy now from the 2000 AD webshop…

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INTERVIEW: Future Shock with Tillie Walden

Just as having Dredd in everything 2000 AD related is a must, there’s always space to find a Future Shock as well – and the 2000 AD Sci-Fi Special is most definitely no exception.

It’s also a great chance to get fabulous new talent into the pages of 2000 AD. And there’s no more phenomenal talent than Tillie Walden.

Since her debut graphic novel, The End Of Summer (2015), she’s had four more graphic novels published: I Love This Part (2015), A City Inside (2016) and the coming-of-age memoir, Spinning, in 2017.

Richard Bruton caught up with the talented young artist as she was waiting for a flight out from Bogota Book Festival. Very tired, she still found the time to chat about the future, about shocks, and about working at 2000 AD for the first time…

Tillie, for those who don’t already know your incredible body of work, can you give us an introduction to who you are and what you do?

Tillie Walden: Sure! My name is Tillie Walden, I’m a cartoonist from Austin, TX and I currently live in Los Angeles. I’m a graduate of the Center for Cartoon Studies, and I’ve published four graphic novels as well as a webcomic. My fifth book comes out this fall.

Your first graphic novel, The End Of Summer, was published right here in the UK first by Avery Hill Publishing in 2015. How did that come about?

TW: It was! I had to go to England to get my start. Ricky Miller, who is half of Avery Hill Publishing, found my work on Twitter. We’ve traced it back to thinking that it was Mike Medaglia, possibly, who retweeted one of my tweets, and that’s how Ricky saw my work. He sent me an email after looking at my website, and the rest is history.

To be “discovered” so young, still in High School, could have been a stumbling block for many. Now, at the wise old age of 21, how do you think you handled the accolades at such a young age?

TW: I don’t how I handle it, really. I try to be as grateful as possible while also keeping a lot of boundaries around myself to keep myself sane. I suppose if I had thought of the accolades as some sort of pressure it might have made me stumble more, but I never felt like that way, thankfully. It’s funny to think of how I felt about all this just a few years ago, at 19. I remember feeling so confused about it all. The attention made me want to curl up and hide.

Your four graphic novels span genres so effortlessly. From the high fantasy of The End Of Summer, through the often claustraphobic tale of two young girls in I Love This Part, to the exploration of aging in A City Inside, and finally the highly personal memoir of your years skating in Spinning, you seem perfectly at home in so many genres. Do you have a particular favourite style, genre, or is it simply however the latest idea takes hold?

TW: It’s really about the latest idea. Or about how I’m feeling/what’s going on in my life in that moment. My genre choices are always a reflection of that moment in time. I do particularly enjoy doing things not based in reality, I love an excuse to just make shit up. I think it also helps that I’ve never worried much about the genre jumping. I just tell myself that no matter what kind of story I’m telling, it’s still a story by me. So it will naturally find a way to fit with my other work. It’s all from my heart, so even if the setting is wildly different, I think the stories will always connect with one another.

Your latest project, On A Sunbeam, debuted as a webcomic, and will be adapted into a graphic novel for later release. Why the decision at this stage to release it online initially?

TW: I’m impatient. I wanted to make On a Sunbeam and have it immediately out in the world, and webcomics are very immediate. Also, they’re free. I loved that I could finally offer something to all my followers without asking for their money. It felt very liberating. Webcomics have an accessibility that breaks down a lot of barriers, and can reach a lot more people. People who can’t find their way into the traditional publishing space have this option where no one can turn them down, it’s wonderful.

Going back to Spinning, what made you switch from the ice to the comic page?

TW: Haha, because comics are fun and ice skating SUCKS. Just kidding. But not really. I’ve always liked intense things, doing things that demand a lot from me. And I got that in skating, but ultimately that world really wasn’t for me. And comics were perfect for me because they are ridiculously demanding but I can do it without being cold or having to wear makeup and be judged.

Onto this latest UK work, can you give us a quick idea what the Future Shock in the 2000 AD Sci-Fi Special is about?

TW: Hmm, it’s about a postal worker. And possibly a monster. That’s all I will say.

As an American, how aware of 2000 AD were you growing up? Did you know anything of the ideas behind Future Shocks before getting this latest gig?

TW: I had never heard of it! But I also didn’t know what Batman was for a long time either, so I was very cut off from comics in general. I knew about it from Ricky Miller, of Avery Hill Publishing. He has schooled me on all the cool UK comics and culture and he was who I first heard about it from.

What research/reading did you do for your Future Shock before setting about writing and drawing it? Did you spend time going back over the classics, or did you just dive into it?

TW: I just dove right in. Logistically, I had no time to do anything but that. I was working on this comic while I was in the middle of moving to Los Angeles, and starting a new graphic novel, so I just had to jump in and pray for the best.

I can’t imagine shifting gears to write the Future Shock was necessarily a problem for you, as your work includes many shorter tales as well as your graphic novel length works, but were there any unique challenges in writing your Future Shock?

TW: I had to sort of remind myself how to do a short comic, since I’ve been so engrossed in long form for a while. But it wasn’t too hard, it’s just a different kind of focus.

After this first appearance in 2000 AD, would you possibly think of creating something new for 2000 AD in the future?

TW: If I’m being honest, I can’t imagine any more drawing than what I’m already handling right now. I’m working on two graphic novels simultaneously and I’ll think about cool characters some other day. I’m lame, I know. But in the future, sure!

You might have seen some of the reactions (good and bad) online to the idea of an all-female Sci-Fi Special…

TW: Lol, people are very stupid. Oh no, the ladies are making comics together! Their periods are going to sync up! Haha, ok, but in all seriousness. I think it’s great, and it’s about time, for a leading sci-fi comic like 2000 AD to bring in more female creatives. I get a little sick of the labels, being in the all womens issue, being on the all womens comic panel, etc. It’s as if we can’t be taken completely seriously without some sort of ‘special lady’ label attached to it. But, it’s a good opportunity, and I’m happy to be a part of it.

The 2000 AD Sci-Fi Special is out in the UK on 20 June and out in North America in July. Pre-order a copy now from the 2000 AD webshop…

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INTERVIEW: Alex De Campi and Sam Beck on Rogue Trooper

Born in the Souther gene labs, and thrown into battle as a G.I., Genetic Infantryman, Rogue Trooper has long been a fan favourite character for readers of 2000 AD. Now, along with Canadian artist Sam Beck, and after bringing chaos and devastation to the movieworld of Dredd in The Dead World over in the Megazine, Alex De Campi brings her unique vision to one of 2000 AD‘s greatest sons.

What can we expect from this latest adventure of Rogue Trooper in the 2000 AD Sci-Fi Special? Richard Bruton asks the questions…

The last time we saw Rogue Trooper in the pages of 2000 AD was Prog 2050 where Paul Robinson and Leonardo Manco brought him back once more, along with the idea of his hunt for the Traitor General. Is this latest Rogue tale a continuation of that one-off, or something all of its own?

ADC: It’s another one-off, set during the original hunt for the Traitor General. In terms of approach, my story is mainly told from the perspective of the troops Rogue and his pals meet, with Rogue as this sort of avatar of hope/victory for them, but you know, the Army always fucks you in the end.

What approach did you take when coming to Rogue?

ADC: Rogue is a perfect character, in the way that Judge Dredd is. They can exist forever, and there’s always something new to do with them, because they’re vehicles to tell specific kinds of stories. For Judge Dredd, it’s crime/urban stories. For Rogue, it’s war stories. I don’t think you need to try to mess with the character — I mean, sure, you need to understand them, and why they are great tragic heroes, but forcing them to have arcs or trying to be the writer who leaves a big tally mark on their history by changing their status quo? I just don’t think it’s necessary. I love war stories. Grew up on ’em. Read a ton since. And the chance to write a Hurtgen Forest (WWII)/Michelin Plantation (Vietnam) story with Rogue? Oh hell yeah.

Did you look back to the classic tales and spin out a tale of the lone cowboy?

ADC: I mainlined like 800 pages of classic Rogue before writing this eight-pager. Overkill? Possibly. Regrets? Zero.

Are we going to be seeing a return of all the old faves, including Rogue’s companions; Helm, Bagman, and Gunnar?

ADC: It’s not a Rogue story without Helm, Bagman and Gunnar. Yes, they all play important roles in this story.

Did you pitch for Rogue, or was it something editorial asked if you would like to take on?

ADC: I asked for Rogue, specifically. Rogue has always been one of my favourites of all my years reading 2000 AD. And since by the time the summer special comes out, I’ll have had three Dredd stories in the Megazine, I felt like pitching Dredd would have been taking a chance away from someone else. Hell, I’m only the second woman to write Dredd after Emma Beeby, and this way, we can let in a third to Dredd Club. It was even more tactical than that, to be honest. I think there are a lot of casual fans or keyboard clowns worried we birds are somehow going to soften up the joint (note: these people clearly aren’t acquainted the amount of casual hyper-violence in my work). And I don’t know what everyone else is doing for the Sci-Fi Special, we haven’t compared notes or anything. So I just wanted to write an old-school, violent noir of a war story with Rogue — first, because I love stories like that, seriously, this is my wheelhouse — and second, because I wanted to stick two fingers up to all the whiners with the rejected future shock pitches who are mad that *girls* are getting a free pass at their faves. I mean, like I haven’t been writing comics professionally for 10 years or anything.

Alex, seeing as your last 2000 AD work, the incredible Dredd movieverse tale Dead World, gave us a very definitive end to that tale, can you reassure us that you’re not planning on doing something similarly final with Rogue Trooper?

ADC: Oh no! Fret not. I’m leaving Rogue open and available for more writers to carry on with (also because I want to write more Rogue stories!). Again, I don’t have to be That Writer, who leaves a permanent mark on Rogue. If I do, I want it to be because of a great story, not because of a cheap trick like offing him.

As for Dead World, we were asked to have a definitive ending by Tharg. It was planned as the last movieverse story and Tharg wanted it to go out with a bang. Initial suggestions were even more permanent, as it were, but I chose that specific ending because honestly it’s the worst thing that can happen to Dredd. We have a moment where Judge Fear puts Dredd in what he THINKS is Dredd’s worst nightmare, but it isn’t really. The way we end the book is.

Your recent Image series, Twisted Romance, was a wonderful example of how the writer can adjust style and tone for the artist involved. As I understand it, you didn’t know that Sam was your Rogue Trooper artist when writing. How does this affect your creative process, if at all?

ADC: Some comics you work in strong collaboration with the artist; some you just script and hope. It works out either way, to be honest. Because Rogue is such a known quantity with such a rich visual history, I was more writing to Rogue than I was writing to Sam’s art style, just as Sam will no doubt be drawing to the established world of Rogue than carving out something new. I think I do good scripts either way. I’ve written entire original graphic novels without an artist attached. Both ways of working are fun. But think of it this way: whereas if Sam and I were doing a collab on a new story, I would have spent a shit-ton of time learning Sam’s style, what she’s strong at, what she tends to avoid, how many panels per page she is comfortable with, et cetera, with this story I spent my research time immersing myself in Gerry Finley-Day and Alan Moore classic Rogue, and weeping over the glory of the line art. Chris Weston’s a friend, and someday I’m going to drag him into doing a short Rogue run with me… once he’s done his current work with Rob.

Sam, as a Canadian artist, what experience of 2000 AD have you had?

Sam Beck: Not a whole lot beyond Judge Dredd, which is a shame, because after being approached to do the art for the Rogue Trooper story I did some reading and there are a lot of really fun stories. I hope as a Canadian artist I can help introduce 2000 AD’s character to readers in North America.

Did you have any awareness of Rogue Trooper and his rich artistic history before coming onboard for this tale?

SB: I didn’t, but thankfully Rogue Trooper‘s history meant there was a lot of really good source material to read and research before beginning to draw anything. Rogue Trooper was a really unique challenge for me, and I like a challenge. So I’ve done my research, and I hope that my art brings something new and exciting to the table.

The Sci-Fi Special this year has received an awful lot of attention, good and bad, for featuring an all-female assembly of creative talent. What are your opinions on this as an all-women special?

ADC: Normally I’m against the ghettoization of women in comics. It’s not healthy to present us as something separate and new, when to be honest we’ve been there since the very beginning (Ramona Fradon gets held up as one of the first, but really she was a second generation — a lot of the 1930s strips were created / drawn by women). I refuse to participate in Women in Comics panels, because after the immortal words of Neko Case, I’m not a woman in comics, I’m a writer in comics, don’t Peggy Olsen me, MFers.

But! But, saying that, I really feel Tharg is making a genuine effort to jumpstart a lot more female involvement in 2000 AD. And it’s not like they’re just picking random chicks off the street — we’re all longstanding professionals with really stellar track records. And 2000 AD has always been open to women. Tharg’s been at me for a good decade to get my shit together and pitch. But here’s the funny thing: if you’re a member of an under-represented group of any kind, and you don’t see people who are like you working at a company, you sorta don’t prioritise pitching that company. So a lack of diversity becomes a self-fulfilling prophecy unless the company jumpstarts a serious commitment to it, like 2000 AD is doing now.

The Sci-Fi Special is going to do a lot of cool things. As noted, I was already three Dredd stories in when asked to be a part of the Special so I’m not really a new entry into the hit parade. But a lot of others are. The Special is going to bring a lot of other women in to what will hopefully be a longstanding relationship with 2000 AD. That will encourage even more female creators in future, because they can look at the book and say, oh, we’re welcome here. And it’ll encourage female readers, too, to start or renew their relationship with the Prog or the Meg. And we can do all this without softening things up. We don’t want that. That’s not anybody’s ambition. We wanna write mushy shit, we can do that just fine on our own, we don’t need to do it with Dredd.

And comics works via small circles of people who know and trust each other. So you get some new blood in, they start reaching out to their friends or saying ‘Hey Tharg, can so-and-so draw this?” or “This writer is amazing, you should look at them”, and soon enough, you get a lot of really exciting voices and visions adding to the book. Not that the existing talent isn’t great — because holy shit, it really is, I mean how can anyone doubt, with that Williams/Weston Judge Dredd: Fit For Purpose running in the Prog — but everything needs to keep evolving to best survive.

And this is ultimately what the Summer Special is: a declaration of strength.

SB: The short answer is it’s good, and I’m happy for the opportunity. The long answer is, you should introduce diversity and new-talent at anytime without having to create a special publication for it. But the all-female special is a big statement and it’s going to garner attention, which is never a bad thing.

The 2000 AD Sci-Fi Special is out in the UK on 20 June and out in North America in July. Pre-order a copy now from the 2000 AD webshop…