Erik Larsen has been involved in the comic book business since 1982, when he self-published his first comic, Graphic Fantasy, which contained the first incarnation of his most notable character, Savage Dragon. The character was simply called The Dragon on the cover.
He later
became a paid professional when his illustration of two of his other of
characters, Vanguard and Mighty Man, was published as the back cover of Megaton
#2 in October 1985. A Vanguard story and cover (fighting Savage Dragon, no
less) for Megaton #3 gave him the traction to make a sustained effort doing
what he loved, making comic books.
After working
for a couple of smaller publishers, he broke in to “The Big Two” when he was
hired to draw DC’s title Doom Patrol. After building a reputation at DC, Erik
was given the chance to work for Marvel comics. He then worked for both
companies until he was asked to take over the Amazing Spider-Man when Todd
McFarlane moved over to launch a new Spider-Man title in 1990.
In 1992, Erik
was one of the founding creators who formed Image Comics seeking more control
over their creative work. It was at Image that resurrected Savage Dragon, along
with Vanguard and Mighty Man. Although he has worked for both Marvel and DC
since the launch of Image Comics, he has continuously published Savage Dragon
for over twenty years.
If you want to
Google his name make sure you spell it properly, Erik Larsen, otherwise you
might get a historic Disney animator (Eric Larson) or a contemporary journalist
and author (Erik Larson).
© Luigi Novi / Wikimedia Commons |
PE:
What does it feel like to have published two hundred issues of a book that
you control creatively? To what extent
is an issue number arbitrary, could you keep going far beyond 300? How about 400?
EL: Or beyond. It would be nice to set the kind of record that people would look at and say, “Okay…maybe I’ll try for the #2 spot.” 500 issues plus would be pretty awesome but that’s going to depend on readers hanging in there. I can’t do this without them.
PE:
You helped Image attempt to bring back Supreme. Why did you take on that title?
EL:
It seemed like a good idea at the time. I had a take on it that I thought was
pretty fun and when Eric Stephenson and Rob Liefeld were talking about the
books I threw out my 2¢ and said, “well, this is what I’d do…” and they both
looked at each other dumfounded and proceeded to try and talk me into doing the
book.
PE:
What made it such an attractive project?
EL:
It had possibilities and I had a story to tell. There was also an unpublished
Alan Moore script and I’d never illustrated one of his stories so that was kind
of an attraction.
PE:
Were you surprised that no one has stepped up to take on Supreme after you
left?
EL:
Not really, no. None of the titles performed spectacularly and a few didn’t
really take off at all. Supreme really wasn’t attracting sustainable numbers.
PE:
What elements of your work do you keep consistent? How as a creative talent
do you make sure you do that?
EL:
Certainly I make an effort to keep the characters looking relatively the same
from issue to issue. There’s a certain dynamic that seems to be present. There
are certain things which just seem to stick.
PE:
Does that
mean the “humanness” of your characters just naturally occurs when you write
them? That the visual angles in panels are just unconsciously locked in to the
right dramatic effect? Panels connect together properly so they set the pace of
the story as you want it to flow? If so, how can I get me some of that?
EL:
It’s funny but it does almost work that way. A couple of lines of dialogue in
and it becomes clear what a given character would or wouldn’t do or say. They
“find their voice” and anything which contradicts that just seems wrong and
doesn’t ring true. With the art as well…that character wouldn’t
stand like that or move like that. It would be like putting the
Thing in a Spider-Man pose. It just looks weird and feels wrong.
You can
observe the same thing in the real world. There are people that carry
themselves as though they think they’re hot stuff and others who clearly have
less confidence.
As a
storyteller you develop a feel for those kinds of things and that’s a big part
of why some characters feel real while others seem so shallow in another
writer’s or artist’s hands. I can remember sending in notes when we were doing
the Savage Dragon cartoon because so much of the dialogue was utilitarian. It
got the characters from one place to another but too little of it showed
personality. You didn’t learn who the characters were through their dialogue
and in the real world you can’t help but learn that.
Overhear a
conversation and in half a minute you’ll be making judgment calls…that guy’s a
bit of an asshole. She doesn’t listen to anything he says. That kid really
wants attention. That sort of thing. It all adds up. It all means something and
if you’re doing your job well the reader will see the pattern and recognize the
characters. “That’s just like something Kill-Cat would do” and even fill in the
blanks (“I know just what he’s thinking”) based on past experience.
PE:
How important are Good and Evil to the telling of your stories? It is often
we hear about the root of all evil, but what is the root of all good? How can a creative talent work to show
that, or celebrate THAT?
EL:
I haven’t dealt a lot with absolute evil. Largely I go with the idea that
“everyone is the hero of their own story” and build off of that. The key is
motivation. Why do you do what you do? What do you want from that? Fame? Glory?
Love? Money? Comfort? Revenge? Satisfaction? Accolades? Sometimes it’s as
simple as a lack of imagination and a need with a given character. I’m hungry now. My family is hungry now. Our rent is due now. How can I
solve this problem now? And people justify their actions in any
number of ways. Stories flow from that.
PE: Working in creative professions can be very difficult without emotionally supportive people around you. Have you had any family or friends whose opinions of what you do changed over your career? Was it emotionally dramatic or anti-climactic to find that out?
EL:
Nothing has been all that dramatic. I was a kid that drew all of the time. I
started drawing comics for my own enjoyment when I was very young. So these
guys were pretty much used to the idea right out of the gate. In my immediate
family we all have our own interests and this is just dad’s job. My wife and
kids don’t read comics. My youngest read Scott Pilgrim and a couple other
things but not a lot. He’s the most interested in it. He’ll ask what I’m doing
and even offer suggestions. Plus, I have friends in and out of comics that I
can bounce ideas off of. That’s pretty great.
PE:
So you’ve
never had an uncle who badgered your parents to get you to get “solid work” in
construction or banking and then had to admit that you have done well for
yourself as a “kiddie book” artist?
EL:
Nope. Never. My dad refers to them as funnybooks at times but he calls them
that to be a goof. It’s not said in a way to demean them. My folks were pretty
supportive.
PE:
Along with Jack Kirby, who are the artists who have had a strong influence
on your style and work habits?
EL:
There’s a lot of Walt Simonson, Frank Miller, Klaus Janson and Terry Austin in
the mix. Herb Trimpe was an early influence--the first guy, really. I grew up
on his run on the Incredible Hulk. John Byrne came somewhat later. I channel a
lot of guys picking up effects here and there. When I was on Spider-Man I was
looking at Steve Ditko an awful lot. Jack Kirby is the big one.
PE:
What was the most outrageous fun that you had while working on a project?
Why was that? The people you worked
with, the subject matter, the publisher giving you freedom?
EL:
There’s no one breakout moment that I can point to. Certainly the unlimited
freedom I have now is incredibly liberating. I dipped my toe back into the
Marvel/DC pool a while back and the contrast is amazing--and I was given a lot
of freedom then--it’s just not the same thing.
PE:
Describe
the contrast you felt when you “dipped your toe back in the Marvel/DC pool?”
Was there something you used to accept as “part of the job” back in the day
that rubbed you the wrong way this time? Has work-for-hire changed that much or
has doing creator-owned work opened your eyes wider to creative freedoms
available to you?
EL:
There was a plot which we had set in motion and the editor realized, somewhat
late in the game, that was too similar to something which was going on in
another book with the same character and we had to scramble to make changes and
come up with an alternative that made some sense. I don’t think we were able to
quite pull that off and the end result was kind of a nonsensical mess. I
couldn’t help but think…this wouldn’t have happened in my own book. It may even
just be in my own head but the sense I got seemed to be that I needed to check
in regard to a lot of things.
At this point
I don’t think I could go back. I’m so lost. I really lost the thread on all of
these characters and don’t know where any of them stand. I’d have to just make
up new stuff for the most part and if I’m doing that…what’s the point? Why
bother? Why not just do it on my own in my own book where I don’t have to
answer to anybody?
PE: What change, since you started in this business, has made the biggest impact on you and your work?
EL:
Computer color and the advent of the internet has made the biggest impact. The
reality that I can scan in pages and email tiffs to be colored by a guy in
Greece is amazing. That I can make my own corrections in a computer program on
my own computer in my home is fantastic.
PE: As a successful artist you work in an
industry that chews up and spits out creative talents. The failed attempts at careers far outnumber
the success stories. What is the best
advice for beginning artists?
EL: Be humble. Be helpful. Make your deadlines.
Learn your craft. The guys who vanish do so for a reason. Either they’re not
very good or not very dependable or not easy to work with. It’s really hard to
break into comics--it’s incredibly easy to break out. Each job you do is the
job application to get your next job. If you do bad work or blow a deadline or
start being a headache--it’s very easy to walk away from you. You are easily
replaced.
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