Imagine being able to see something you have been working on a number of years slowly being brought to reality. In addition you get to work with a long time friend who sees the world through the same lens you do. And if that wasn’t enough, it affords the opportunity to work with some talented artists who really understand what you and your writing partner have envisioned. That was the situation our next guest has found himself in and he couldn’t be happier about it. So let’s find out the details as we welcome writer and co-creator of Space Bastards, Eric Peterson.
The Early Years
GVN: Thanks for taking a few moments to talk to us, Eric. As is my want, let’s start in the beginning. When did you take an interest in writing and who were your inspirations in those early years and did comics play a part?
EP: Yeah, my earliest memories are of drawing and writing comics. Ninja turtle comics. Star Wars comics. At like 13 I found 2000AD and then Alan Moore, Frank Miller, John Wagner and more. Probably a similar story that a lot of creative folks have. In high school I realized I probably would always be only so good as an artist, but I understood sequential art (thanks Scott McCloud!). And I definitely had a real need to always be creating some sort of visual story.
I went to film school, and became a TV producer for five years. In time, I quickly realized I really wasn’t someone who could be in love using the tools simply in ANY capacity. I sort of set out to do other stuff, but always work on comics even if nobody ever saw them. Visual storytelling, for me, became less about making it a career and more about something I do, because I literally cannot NOT do that. I go nuttier than I already am when I’m not creating, specifically on projects that I feel very passionate about.
The Evolution of Space Bastards
GVN: I have read that you have basically been working on your current endeavor, Space Bastards in one form or another since early on. What appealed to you about the characters and how did they eventually end up going “postal” so to speak?
EP: So when I was in film school I took old drawings of characters and comics I made when I was a kid, and Davey Proton always stood out to me. I wanted the opportunity to make short films in my garage or backyard on a spaceship set. It’s just what I wanted to do. Joe Aubrey, my co-writer and co-creator was really always around and helping out. Together Davey Proton was elevated into these Space Bastards short films.
Around that same time I was a Vertigo fiend, and I was really into Transmetropolitan. After our last Space Bastards movie I think Joe and I just got so tired of these 15 hour shoot days where we’re using every last favor from a friend, for something that would only be so good. At the same time, I had done 3 graphic novels (the JESUS CHRIST: IN THE NAME OF THE GUN series), along with some other smaller comic endeavors. So, I knew enough about comic craftsmanship to give making Space Bastards into a comic a real good effort. Luckily Darick Robertson (Transmetropolitan, The Boys) was willing to co-create with us and illustrate, and that really elevated Space Bastards to what it is today.
Working with Joe Aubrey
GVN: How did your collaboration with Joe Aubrey come about and what makes you a good mix?
EP: I met Joe 15 years ago through a mutual friend (who coincidentally ended up building props for the Space Bastards films, some of which also are depicted in the comic which is surreal for me). There were a lot of real close friends in my twenties who, luckily, really helped out with those films in a volunteer fashion. I was really fortunate there. At the same time, Joe was just that guy who would call me up at 1am and go: “I have an idea, check your email.” There would be a lengthy outline and we would laugh hard at the idea and then get to work. Joe was really a partner in this before we even sat down and said you’re my co-creator here, man.
In terms of what makes us a good mix, its so hard for me to detail. He will hate that I get this sappy. But if the multiverse is a thing then I’m not really sure that there’s another version of me out there who is fortunate enough to have found his own Joe Aubrey. I don’t believe there are two of this guy running around out there. That would be highly improbable. I’ve had many partnerships throughout my life and Joe and I have been through thick and thin and he hasn’t wavered. I cannot imagine being on this project without him, and he’s an amazing friend.
A Team of Artists
GVN: You have worked with a number of top flight artists on this project including Darick Robertson, Simon Bisley and Clint Langley. How has that process worked to best visualize your story?
EP: All of the artists have been really amazing to work with, and it has been surreal. I’m a longtime fan of all them, and we also just get along real well. Just a great group and they’ve taught me so much. In terms of the process itself, I felt it best to only specifically write the scripts once we’ve confirmed that the specific artist is on that specific story. We typically outline an entire year at a time, and our outlines are really detailed. A 28 page script may be a 10 page outline. But once I know; “Oh, this is a Clint Langley story.” I’ll go only read Langley ABC Warriors or Slaine comics for like a few weeks just so that I’m writing a script specifically with their visual language in mind.
In terms of choosing who works on which corner of the universe and cast, really Joe and I discuss that in great length ahead of time. We’ve been really fortunate in not having to compromise anywhere with Space Bastards. We really can go; “Simon wants to work on a story, what is the best Bisley story we have in us?”
The Partnership with Humanoids
GVN: You are now working with Humanoids to publish your work. How did that partnership come about and how have they been to work with on the project?
EP: They’ve been amazing. I never really figured we’d get a publisher as a partner who, across the entire team, understand the book what we’re trying to accomplish. It’s been really great. The partnership came via Comic-Con visits and going the normal route of submissions, and then meeting in person to discuss in more detail. Humanoids really stood out to me based on the caliber of their previous books. At the same time, they’re also allowing us to make the best comic that we have in us, and they understand the unique roads that making this sort of book requires.
Upcoming Kickstarters
Joe and I are able to release director’s cut hardcovers via Kickstarter every few months that present the stories in a very unique and purposeful reading order along with some exclusive content. I think people who read the monthly issues and people who also read the hardcovers will get two very distinct experiences when journeying through the first year of Space Bastards. I’d love to see both readers in a conversation together comparing notes, haha. These hardcovers are gigantic. Volume 2 launches on Kickstarter on January 18th, and I got to ring in the New Year here the best way possible: receiving the printed books and getting them ready for the Kickstarter.
Nothing beats opening a new volume for the first time and seeing it in person. The funds we raise via these hardcover Kickstarters are specifically used to help fund the artists for future Space Bastards issues. It’s what allows us to create this, and so I think its wonderful and also very forward-thinking for Humanoids to partner with us in this unique way. It enables us to really allow the fans themselves to support future Space Bastards stories.
Space Bastards, the Game?
GVN: Thanks so much for your time. Final question, of a rhetorical nature. Space Bastards has become more popular than you could have imagined. So much so that a game developer has approached you about adapting it into a game. (I can imagine a multi-person first person shooter where everyone is a Space Bastard, competing to deliver their packages by any means necessary.) Would that be anything you would even be interested in? And if so, what kind of input would YOU insist on?
EP: I’m a major gamer and Joe is too. I’ve always envisioned SB as a GTA in space, heist based missions amidst an open world setting where you are free to engage in your own shenanigans on a scale, thankfully, that you cannot do in real life. I’d love to be involved in ANY capacity, especially writing and play-testing. The gaming industry is so nutty right now, though too. AAA games launch incomplete, and really I find myself playing most of those like once the GOTY version is out with all the DLC and everything. So far the only pieces of Space Bastards that exist are all pretty uncompromised and even though I’d absolutely love for there to be a SB game, a SB cartoon, etc– I think I’d also rip my hair out just trying to guarantee that SB remains solid across all formats.
GVN: Thanks again, Eric and we look forward to following Space Bastards when it drops in January from Humanoids.
EP: Thanks so much for the good questions! Readers can find more info on Spacebastards.com or via @space_bastards on Twitter if they want to jump on board this rocket ship.
So the next time you wonder where the package you have been expecting is, feel fortunate that you are not being charged every time your parcel changes hands, like in Space Bastards. You can find Space Bastards where great comics are sold. Also, look for the interview we did with Eric’s partner in delivery mayhem, Joe Aubrey here.
Senior Writer at GeekVibesNation – I am a 50 something child of the 70’s who admits to being a Star Trek/Star Wars/Comic Book junkie who once dove head first over a cliff (Ok, it was a small hill) to try to rescue his Fantastic Four comic from a watery grave. I am married to a lovely woman who is as crazy as I am and the proud parent of a 18 year old boy with autism. My wife and son are my real heroes.