Monday, November 3, 2025

Dracula's Guest and Other Deadly Tales

Just published by Hungry Tiger Press comes my illustrated volume of five bloody stories by Bram Stoker, Dracula's Guest and Other Deadly Tales.

Today Bram Stoker is famous as the author of the classic vampire novel Dracula. Before that novel was published, Stoker cut the first chapter from the manuscript. That first chapter, "Dracula's Guest," is the title story in this new collection of the best of Stoker's short horror stories. Of course, the name Dracula has plenty of name recognition, which means publishers like to use it on book covers.

I first illustrated the story "Dracula's Guest" for publication back in the late 1990s. While not my favorite Stoker story, it provides a decent amount of spine tingling, and I've long been happy with my illustrations for it. So "Dracula's Guest" returns with my drawings of Jonathan Harker and his first experience with vampiric terror.

Stoker wrote the story "A Star Trap" as a chapter in a book about life in the theatre. The story originally saw publication not as a horror story, but as a theatrical anecdote. However, it's sufficiently gruesome to justify inclusion in a book of "deadly tales."

Illustrating this story required research into theatre history of the mid-19th century. Stoker himself was a 19th-century theatrical manager, who worked for the celebrated actor Henry Irving. Stoker's theatre knowledge permeates "A Star Trap." The mechanical device known as a star trap, a type of trapdoor used for shooting an actor up through a stage floor to appear dramatically and suddenly upon stage during a performance, is now illegal. Star traps injure and maim if not operated perfectly. Stoker well knew a star trap's potential and exploits it well in this story.

Understanding the workings of a star trap is vital to understanding Stoker's story, but most people these days have no idea what a star trap is. I used this terrific opportunity to let illustrations support the story. One of my illustrations for the book basically demonstrates how a star trap works. I drew the stagehands working the pulleys and the platform ejecting the actor into the air above the stage. Another illustration shows exactly what a star trap looks like in the stage floor. These illustrations provide readers everything they need to know about star traps in order to enjoy the story.

"The Judge's House" is one of Stoker's best short stories and has been widely reprinted because it's so deliciously creepy. Despite its familiarity, my opportunity to illustrate it justifies, I think, the story's inclusion in this new volume. I drew some pretty crazy rats to accompany Stoker's prose.


I began "The Judge's House" illustrations back in the late 1990s, but their intended publication was cancelled before I finished them. The new publication of Dracula's Guest and Other Deadly Tales gave me the perfect opportunity to pull my old illustrations out and finish them. They're among my favorite for this book.

Stoker's story "Gibbet Hill" has a fascinating history. In 2023, researcher Brian Cleary ran across a reference to "Gibbet Hill" in the archives of the National Library of Ireland. He found the story published in the December 17, 1890, issue of the Dublin Daily Express. This became international news--why? Because no one had remembered the story existed. It had been lost for over a hundred years. I read the newly re-discovered "Gibbet Hill" and found it sufficiently weird and unsettling for inclusion in Dracula's Guest and Other Deadly Tales.

Illustrating "Gibbet Hill" plunged me back into research. The story takes place in an actual geographic location, the Devil's Punchbowl in Surrey, England, that hasn't changed much since Stoker's day. Two monuments, one concerning an infamous 1786 murder, the other a Celtic cross commemorating the spot where the murderers were hanged, figure in the story. So, I included both monuments in my illustrations.

The final story in the volume, "The Squaw," might be my favorite of Stoker's short horror stories. Suspenseful in structure, the story features a character both sympathetic and highly dislikeable, an admirable and difficult feat in a story so short. Halfway through the story, the ending becomes obvious to any alert reader, but the unexpected mechanics of the inevitable end feature a delightfully cruel and satisfying complication. Though Stoker's casual use of the derogatory term "squaw" is unfortunate, it's appropriate in the context of the main character. The story's a gem.

"The Squaw" was another of the Stoker stories I illustrated for publication back in the 1990s. However, I significantly changed some illustrative material for this new volume, including cutting an entire illustration and adding a brand new one. See, back then, before the internet became a hugely useful research tool, I couldn't find a reference image of the Iron Maiden of Nuremburg, a notorious instrument of torture that figures prominently in the story. Several years after my illustrations were published back in 1997, I attended a museum torture exhibit that included a model of the Iron Maiden. Too late for my illustrations then, but I made a sketch of the Iron Maiden anyway, just in case I'd ever need an image I'd been unable to find anywhere else. Skip forward a couple decades, and in this new volume of collected horror stories by Stoker, Hungry Tiger Press offered me the opportunity to revise my illustrations for "The Squaw." So I did!

Dracula's Guest and Other Deadly Tales contains more than 40 of my pen-and-ink illustrations for the best of Stoker's short horror, along with full-color covers also sporting my work. You can get your copy here at the publisher's webstore and wherever new books are sold. Happy frights!

Copyright © 2025 Eric Shanower. All rights reserved.

Tuesday, September 2, 2025

Dynamite Wizard of Oz

A brand new comics adaptation of the 1939 Wizard of Oz movie script is forthcoming from Dynamite Entertainment. Soo Lee adapts the story and draws the full-color art for a 128-page version of The Wizard of Oz that presents some unexpected visual surprises.

The publisher, Dynamite, launches a Kickstarter campaign soon. Click here for that.

One of my paintings will grace the cover of this new Wizard of Oz graphic novel. The three other covers to choose from are by Soo Lee (who did the interior art), Alex Ross, and Jae Lee.

I'd been wondering when this project would be published. Dynamite announced it as forthcoming some time ago, but then the largest North American comics distributor, Diamond, went into bankruptcy, throwing the US comics industry into commotion and threatening lots of comics publishers, including Dynamite.

So I'm glad to see this announced for publication at last. From the material I've seen, it's a fresh and unusual take on the 1939 MGM Wizard of Oz movie.

Copyright © 2025 Eric Shanower. All rights reserved.

Sunday, August 31, 2025

Shanower's Secrets of Professional Cartooning - No. 2: A Panel Layout to Avoid

Comics as an art form has few rules. If you can make something work, then it works. But I believe a cartoonist should never do a few particular things in comics. I’ll discuss one of them in this post.

Comics produced in North America are read in the same direction that text produced in North America is read—from left to right and from top to bottom. This reading direction is supremely important to know when you’re designing panels on a comics page.

Here’s the rule that I wish all cartoonists working for North American publication would follow: Don’t stack panels on the left side of page. Avoid this when you’re planning the layout of a comics page.

Here’s a diagram of what I mean:


Why should you avoid this panel layout? Because it defies clear communication.

Now, clearly the first panel to be read is the one on the upper left. But then, which panel is the second one? Is the reader supposed to read to the left? Or is the reader supposed to read down?

Well, I can’t tell you which is the second panel. There’s no way to know for certain. So I would never create this layout on a page. Don’t you do it, either.

I find instances of this layout again and again in published comics by professional cartoonists. When I do, I often have to read the panels in both sequences—both left to right and top to bottom—to figure out which one is correct. That necessity pulls me directly out of the story, and that’s exactly what you don’t want to do. Do not pull your reader out of the story.

This problem has some solutions that try to make the best of a bad situation.

Solution #1. You might be able to solve it with the lettering, if you have a speaking character continue dialog from panel one into the next panel by using an overlapping word balloon. But if the letterer is someone other than the artist, instructions to the letterer have to be communicated clearly and the work has to be double-checked. Below, you can see that Solution #1 leads from panel one to the lower panel on the left as panel two.

Here’s another example of Solution #1 using word balloons, with the second panel as the one on the right. To make the panel order perfectly clear, this solution necessitates a second word balloon continuation from panel two to panel three, because you don’t want the reader to skip panel three while reading from panel two down to the next tier on the page.


Solution #2: Another possible solution is to use arrows leading from one panel to the next. The arrows clearly tell the reader where to go. But using arrows is awkward, distracting, and went out of style decades ago. Once in a while, I'll see an arrow in a professionally published comic these days, but I advise you to dispense with arrows. Use clear, well-planned panel layout instead.

 


Solution #3: A third solution uses numbers to indicate the order that panels should be read. I think this is a terrible choice. They're ugly and confusing. Yes, if the reader follows the numbers, the story works, but the sense of entering the world of the story is destroyed. Numbered panels were a convention of early comic strips, but I don't see them used today. With good reason.

The example of Solution #3 below, as you can see, also uses an arrow. The cartoonist seems to realize that the number system doesn't work very well, so supplements it with an arrow. Confusion is added by the word balloon in panel three, which overlaps with panel one. (I'm sorry to say that one of my instructors in art school drew this page. It's early work of his. By the time he taught me, he'd had decades of experience as a professional cartoonist and would not have advocated these techniques.)


Solution #4: Here’s a fourth solution. This choice works best of the so-called "solutions" I've proposed. It doesn’t confuse the reader, because the panel sequence flows left to right, no matter where the eye may be led within each panel. That's because the bottom panel on the left sneaks an arm between the first panel and the panel on the right. That bottom left panel becomes the only choice for the second panel because it lies in both reading paths that lead from the first panel. (So, it's not truly an example of the problematic layout I'm urging you to avoid.) Technically, it works. Still, I’d be reluctant to use this solution, because that little upright arm of the second panel might escape the reader’s notice.


Here's a second example of Solution #4. This example uses a much thicker arm sticking up between panels one and three. It works. But the reader's eye has to travel backwards in the second panel, so it still doesn't create an ideal flow.

So, those are some clumsy solutions to this problem. Use them at your own risk. I think the best choice is never to design a page with this sort of confusing panel order. Never.

 

 

HOWEVER—

—as I said at the top of this blog post, if you can make something work in comics, then it works. Maybe you can find a situation to turn this confusing panel layout into a strength. Maybe you’re telling a story about alternate worlds and you want to show those worlds splitting off into two different timelines from a single timeline. Panel one is the original timeline. The other two panels are the other two timelines and since neither panel has priority, you’ll be showing that neither alternate timeline has priority. If you can do something clever and clearly communicative with this panel design, more power to you. But that’s the exception to the rule.

Copyright © 2025 Eric Shanower. All rights reserved.

Monday, July 28, 2025

Shanower’s Secrets of Professional Cartooning - No. 1: Method Cartooning

Most comic books and graphic novels feature the human figure as a primary image. Superhero comics, autobiographical comics, slice-of-life comics, horror comics, romance comics—in all of these and more, drawings of humans appear in panel after panel. Anthropomorphic comics such as Uncle Scrooge and art spiegelman’s Maus, highly stylized representational comics such as Powerpuff Girls and Mark Beyer’s Amy + Jordan, as well as comics that combine both of these ideas, such as Bill Watterson’s Calvin and Hobbes and Sim and Gerhard’s Cerebus—all use figures that seem to move and act in the ways humans move and act. Even comics seemingly divorced completely from reality, such as Larry Marder’s Tales of the Beanworld, use figures derived from the human body and its movements.

So, while I’m confident that a comics story completely devoid of anything like a human figure or human reaction could be fascinating if handled carefully, it’s clear to me that we humans prefer to read comics about characters who look and act a lot like us.

Please note the “and act” part. It’s not enough for a cartoonist to have the basic knowledge of how to draw a human or humanlike body. He or she must have the skill to convey the way humans act.

Humans act with their entire bodies. Our physical frames express what we think and feel, sometimes without our intent. The way someone stands or sits tells a lot. It’s called body language, and conveying human action and expression is a necessary skill for any cartoonist seeking to communicate a story to a reader. Some body parts usually convey more information than others. Shoulders usually tell more than knees. (Of course, I realize that some people have body parts, even entire bodies, which don’t move or react. I don’t mean to offend anyone. I’m speaking generally here.)

You might think that one of the most expressive features is the eye. Time and time again, I hear or read references to a person’s eyes conveying information or emotion, even light. People say, “The eyes are the window to the soul.” This is, of course, impossible. Put simply, an eye is a ball with a cornea, pupil, and iris on one side and muscles on the other. It can’t convey anything—not alone, anyway. The most an eye can indicate is a direction of sight, and even that is in relationship to the rest of the head. There’s a reason that people think the eyes are so important. The eyes are a focal point for our understanding of other people. But what conveys the information or emotion, what gives us a look into “the soul,” is actually all the areas that surround the eye—the brow, the lids, the forehead, temple, and cheek—and how the muscles underneath these areas move.

Of course, cartoonists can and often do get away with using the iris to convey expression. They shrink it, expand it, make it go blank, add a jillion reflections of light, or insert shapes into it—skulls or hearts, for instance—that have bearing on the story. But these are usually exceptions; they wouldn’t have much impact or be able to communicate much information if they weren’t.

My point is that the expression of the eyes is usually not really in the eyes at all. It’s all around them. Cartoonists who grasp this idea can more efficiently and consistently convey the thoughts and emotions of their characters.

A character’s wordless communications are carried by more than just the eyes and the muscles and skin and hair of the features that surround the eyes. And while the face is probably the most expressive portion of the body, right in line behind the face are the hands.

Hands tell more about what a person is feeling and thinking than one might suspect at first. The sweep of a hand, the cocking of a finger—these are immediate messages. Even unimportant background characters will add to the texture and credibility of a scene if they are not merely standing with their hands held at their sides. They could be tugging at their clothes or running fingers through their hair. Is a character folding its arms across its chest protectively or placing its hands on its hips confrontationally? Even a character holding its hands at its sides might be posed in the perfect position to convey that it feels stiff or uncomfortable in its situation, or isolated and lonely.

Every character drawn on the page has thoughts, desires, goals, and a past. Those aspects ought to inform the drawing. Of course, you (and by “you” I now mean the cartoonists, aspiring and otherwise, among you out there) won’t generally have much information about the life of each background figure in a crowd scene, but vary the reactions among them according to the situation in the story, even if you don’t know them well. For example, if some superheroes are engaged in a slugfest three hundred feet above a city street, the crowd below might contain a redneck cheering on the action, a middle-aged man stunned by the violence, and a young mother concerned that—when the fighters slam each other into buildings—flying debris might hit the child she’s cradling in her arms.

Now, just about anyone can learn how to draw the human body, learn the relationships of one part to another, learn the skeleton and muscles and how they all move and work together. Acquiring this skill and craft takes patience and study, but it doesn’t necessarily make one a good cartoonist. Don’t think I’m belittling skill and craft. I’m not—they’re important. But they’re only one facet of drawing narrative art.

Whether you draw as naturalistically as Neal Adams or as representationally as Charles Schulz, in narrative art you need more than just the ability to draw well; you need to be able to imbue your drawings with the moods and attitudes of your characters. You’ve got to be able to bring those drawings to life.

How does one get life onto the page? It’s a tricky question, and in the end each cartoonist has to find his or her own singular way. But I’ll offer a couple techniques and ideas that I hope will help you on your way. I suggest you keep two things in mind—two things which are part and parcel of one another in successful narrative art. However, I’m going to try to separate them for discussion. One of these two things starts on the outside. The other starts on the inside.

The idea that starts outside, at its most basic, is mechanical. While drawing a character in a story, the cartoonist uses skill and craft to draw each particular feature of that character in the position that communicates as clearly and effectively as possible what the reader needs to understand.

Here are a couple of techniques that I sometimes use for drawing effective facial expressions and body language; techniques beyond the acquired knowledge of how to draw a humanlike body:

1) Use a mirror. If you’re having trouble capturing an exact expression or body movement, get in front of a mirror and assume the position you’re going for and copy it. I do this often. For drawing close-ups of hands, mirrors come in particularly useful when I can’t place my hand in front of my face in the position the drawing requires.

2) Use tracing paper. Instead of drawing and erasing over and over until the surface of your Bristol board is ruined, draw on successive pieces of tracing paper until you’ve achieved a satisfactory drawing. Transfer it to the final board by scribbling a field of graphite onto the back of the tracing paper with an old pencil, and then trace the lines directly onto the board. I keep the tracing paper drawing aligned with the drawing on the board by first taping the tracing paper to the board over the panel I’m working on and tracing the panel borders onto the tracing paper. Then I have guidelines to register the tracing paper back into position after I’ve removed it. Of course, if you draw digitally, you don’t need tracing paper.

Getting back to my main thread of getting life onto the page: the idea that starts on the inside is perhaps more important than the idea that starts on the outside. Call it sensitivity or emotion or life. It’s the quality of the cartoonist’s drawings that sucks the reader into the world of the cartoonist’s story and lets the reader believe—at least for the duration of the story—that the drawings the reader is viewing are reality.

A cartoonist draws a figure on the page. The line may be smooth or it may be ragged. The figure may be attractive or repulsive. The subject matter may be from real life or imagined. The drawing may be well formed or amateurish. The possibilities are infinite and not important right now. What’s important is that the figure has “life.” Not that it’s really alive, but that it commands the attention of the viewer, announces with conviction that it’s more than just lines on paper, that it has a story to tell.

I’m not sure this is a skill that can be taught. Maybe it’s really that elusive quality we call talent and it has to be inborn. I suspect that most cartoonists—especially those that have been drawing since an early age, and all the really fine cartoonists—draw this way instinctively. But inborn or not, instinctive or not, this skill can be cultivated, deepened, and refined.

In the late nineteenth and early twentieth centuries, Konstantin Stanislavsky of the Moscow Art Theater developed a technique for acting known as the Stanislavsky System, or, more popularly, Method Acting. I’m not going to go into all the details of “the Method,” but I’d like to offer some ideas of how Stanislavsky’s system can be applied to creating comics.

 Stanislavsky’s central principle was “emotional memory.” Emotional memory is the concept of taking a memory of your own past, an experience you’ve had, and calling into the present all the emotions from that memory, basically reliving mentally and emotionally in the present your past experience, and—this is the crux—letting those emotions inform your body and actions.

Actors use emotional memory and how it affects their bodies to inform the roles they play on stage and in movies. Cartoonists have to go one step further. They have to transfer what they’re experiencing in their bodies onto the page.

This is the point where the two ideas I’ve been explaining—the inside and the outside—get tied together. It’s what I’ll call Method Cartooning—using the emotional memory to produce the reaction, and then using the cartoonist’s observation and skill with the pencil to recreate that reaction on the page.

At the same time, one also has to make sure the reaction is appropriate to the character one is drawing. But if the script is clear and the character is well defined, this shouldn’t be a stumbling block. If there’s dialogue, that can help lend particularity to the character and story you’re drawing. In fact, while using your emotional memory to help produce a genuine reaction in your body, speak the script’s dialogue.

Have you ever noticed someone sticking his or her tongue out or otherwise making faces while drawing? A subconscious reaction to what’s being drawn on the page is reflected physically. I think Method Cartooning comes from the same place in the subconscious, but it’s more useful because you’re harnessing the reaction consciously rather than letting it remain in your subconscious.

Now, I’m not talking about overacting. Flinging your arms and legs about is fine for some situations, and, in fact, extreme movements are often appropriate in superhero comics. But I find it’s the subtle reactions—a tilt of the head, a shift of the eyes, a minute change of the mouth—that using the emotional memory and physically acting the experience really help reveal. Method Cartooning also helps avoid stock poses and other habits of drawing that risk becoming moribund through overuse. A varied pacing, a combination of large movement and subtle reactions, reproducing something close to the rhythm of real life, will help inject life into the story.

In fact, if I think a scene I’m drawing is getting boring, if the characters just stand around and refuse to look alive, I use Method Cartooning. I stand up, speak the dialogue aloud, and see what happens to my body both on the inside and out. It’s never failed to produce something. I may not use what results, or a better idea might occur, but if not, I know that at least the drawings won’t be boring.

Copyright © 2005, 2007, 2025 Eric Shanower. All rights reserved.
A version of this column was originally published on Buzzscope.com, November 2005.


Tuesday, July 1, 2025

Indigogo Campaign for Horror Anthology

Today, the crowdfunding campaign for Of Dread, Decay, and Doom went live! This forthcoming horror anthology of short stories seeks your support.

I can think of many great reasons to support this book, including stories by Jonathan Maberry, Casey Stegman, and Alex Grecian. But there's so much more, including a new Oz short story by yours truly.

My story, "Courage," takes the Cowardly Lion back to the forest where he originally killed a giant spider to become king, as The Wonderful Wizard of Oz relates. The new horror lurking in the forest—a threat from beyond the solar system—is ten times as frightening as the old one. Will the courage the Lion got from the Wizard of Oz be enough to defeat it?

I wrote "Courage" a couple years ago, intending it for a horror anthology of stories based on classic children's literature. Unfortunately, "Courage" didn't make the cut. I revised the story and submitted it elsewhere, but the openings for horror stories related to L. Frank Baum's The Wonderful Wizard of Oz proved to be few. It wasn't finding a home. I wasn't surprised. It's an unsettling story grounded solidly in Baum's text. But it stands outside the traditional whimsical tone of most of my Oz writings. (Even though, in a group of cartoonist colleagues last summer, I mentioned the story and ended up laughing at the way the melding of Oz and horror made my quick summary of the story sound like a joke. But the story itself is no joke.)

Earlier this year, editor Jendia Gammon contacted me to ask whether I might be interested in submitting a story to one of her Stars and Sabers Publishing anthologies. I sent in "Courage" with the expectation that the story wouldn't fit Jendia's needs. But it was just the sort of thing she was seeking. "Courage" will appear in Of Dread, Decay, and Doom. I hope you'll read it and experience some enjoyable shivers.

Jendia Gammon and Gareth L. Powell have gathered the best new short horror from a wide swath of talent. Of Dread, Decay, and Doom debuts from Stars and Sabers Publishing in October 2025. Support the book's campaign today and reserve your copy.

Here's the link to the Indigogo campaign for Of Dread, Decay, and Doom: https://www.indiegogo.com/projects/of-dread-decay-and-doom-a-horror-anthology#/

Copyright © 2025 Eric Shanower. All rights reserved.