Mr. Dozo

The Dozo story has taken a turn, and will now probably run over 4 issues.

I’ve finished storyboarding issue 1, have outlined parts of issue 2 so will be posting panels at various intermissions of the progression of this blog, along with original sketches and 3D scenes and renders. Speaking of which, that’s another reason why there’s been a delay with updates, I’ve been busy with research for the 3D aspects of the design — ie, designing the graphics for the look of the architecture of the scenery and preparing its construction.

In the meantime, here are a few items that I’m developing for the story.



A 3D rendered image of one the vehicles used in the story.

For some reason, when visualising the setting for the story, I decided to have it in the 1950s. I’m not sure why, but maybe it’s because when I look at the main character, he looks like someone from that era (maybe he reminds me of someone from an old black and white movie), so that’s what I’m going with, design-wise.

The 1950s ‘Chevrolet Pickup’ featured here is something I occasionally look at for inspiration. Not everything in the story will be from that era, as I wish to have ‘artistic license’, so-to-speak and don’t want to paint myself into a corner – no pun intended – but it will have that look.


This one came out of the Wall Stories project that I’m doing with my creative partner Olga.
I felt that it was strong enough to hold its own as a stand-a-lone project, so that’s how I’m running with it.

It concerns a down-on-his-luck clown who - after years of trying to break through to the big time, still cannot catch a lucky break. A classic scenario of “close, but no cigar!”

The original Mr. Dozo sketch, 2013.



My creativity using traditional media predates my use of computers, and since I have no training in the creation of comics, or graphic stories, as I like to call them, I find myself developing techniques that suit my own working methods.
That can be seen here, where having an organic, self-evolving character and story means that to a certain extent, it writes itself. Meaning, the more I develop aspects of the story (thumbnail sketches, scene/plot ideas, graphical or character elements), the more things develop according to the rules of that world. And that’s it, that’s the key. If you’re going to invent a world for your story, be free and creative enough to expand on it as you see fit. But remember, if you’re going to create your own world, as the creator, you need to know the ‘laws’ parameters of how that world works. Are the characters human or just based on human characteristics? Does your world adhere to the laws of ‘known’ or accepted physics? Does it have a social order similar to something we would recognise? Is technology a part of your world? Etc., etc.

These are the sorts of questions you should be able to answer or at least consider, because the deeper or more extensive your back-story, the richer your characters, settings, sets, props and story. Your world doesn’t have to initially make sense to us, the reader, but it does have to make sense to the laws of the universe within that, or surrounding that world.

A brief sketch of one of the panels from Volume I.

I’ve got the look of the coat in my head, so it’s just a question of keeping at it – drawing, almost chiselling with a pencil – till it looks how it should, which is not the old doctor’s coat that it appears to be now.

Another sketch of Mr. Dozo, taken from a thumbnail.

I’m still working on the head, tweaking it here and there to get the right look. Over the next few weeks I’ll play around with different expressions – well, more head positions than expressions, as face-wise, he doesn’t have that much going on.

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