Not too long ago I interviewed Sarah Millman, Author of the graphic novels Heart of Time and NPC Tea for a university assignement; So in anticipation of her new kickstarter, raising funds for the final issue of Volume 1 of NPC Tea, I was able to get permission to publish that interview!
If you are someone who loves urban fantasy, mythical creatures and cute cafes; NPC Tea is the graphic novel for you! Set in a small cafe in Wales, a human named Hannah comes across Cardiff's least favourite tea shop; she soon realises that not everything is as it seems. If you wish to support Sarah and her projects I will leave her Kickstarter link at the end of the interview!
Interview
Growing up what were some stories that inspired you or made you think that maybe you wanted to go into the creative field of work?
Sarah: I read a lot as a child - I remember particularly enjoying Redwall and the Mortal Engines series, and I always enjoyed making up stories but never thought I could take it up as a profession. Comics and especially manga were a great escape (I loved Pokemon, Inu Yasha, El Hazard, Geobreeders and Blade of the Immortal). I was drawn to things that subverted your expectations, and were really character driven - I ignored the genre most of the time, and just inhaled any comics I could get my hands on. I loved the variety of manga and that they seemed less restricted to genre than western comics.
It would annoy me that comics, especially in the early 2000s, was seen as a thing for boys. Everything that I enjoyed wasn't advertised or shown as being made for me, so the fact that I could make a career out of it never even crossed my mind. Back then the internet was so new and so it was difficult to see how anyone got into an industry like that. It was only when I started at university that I saw how it could be done, and worked out exactly what I wanted to do.
I see on your kickstarter that you’ve worked for a number of clients such as The Beano, Rebellion, and Kookie Magazine, how was it working for larger publications verses working on your own projects such as Heart of Time or NPC Tea?
Sarah: It's very different, and I like that. It's great to have a lot of freedom when it comes to self-published work, though there's a lot of pressure - I'm my own editor, letterer, publicist etc. If something goes wrong, or if I lose confidence in the message or the story itself, then it's all on me. When it comes to professionally published work, it's great to have a safety net, and a fresh set of critical eyes to just tell you if your work isn't good enough or needs changing. Having a good idea of how much I'd make and when is incredibly helpful, too, as with self-publishing you're never quite sure how well your work will sell. When it comes down to it, though, I prefer having the freedom to publish to my own schedule, and having a more direct link to my readers - publishing with a bigger company can feel a little impersonal at times.
I also saw that you had worked in the games industry as an artist and writer, what was that like and how did that experience help with your own future projects? Also if someone were looking to get into the gaming industry, how did you come across the opportunities?
Sarah: I don't think I'm a great person to talk to about that as I worked for an indie company, and my experiences were rather mixed. I got in through a friend of a friend, and interned there for free for six months before getting a contract. Which obviously isn't great... It was a busy environment and crunch was a regular thing. It's easy to be exploited in an industry like that - it made me a lot stronger in terms of knowing my rights and how and when to stand up for myself. There were good elements too, though: working on such short projects was an excellent exercise, and being part of a pipeline was fun (I now organize my files beautifully because of it, as my printer can attest). There was also loads of variety. In my time at that company, I did 2D art, animation, writing, voice acting, story editing, HR... but I was only trained in the first one.
I had a bad experience working in games but not everyone does - I think I was unlucky. Games is a massive, vibrant community just like comics. In terms of looking for opportunities, the best way to get in (in my opinion) is just by being friendly and getting involved where you can, like at events, game jams, local meetups etc. Having the right skillset is a given - if you know a little bit about programming and how a game gets made then that obviously helps.
Do you still work freelance or part time jobs or do you solely work on your own projects now?
Sarah: At the moment most of my time is taken up finishing my current self-published project, though in 2020 I hope to get a better balance of pro and indie work. It would be nice to take a break from the pressure of self-publishing, but it's difficult to switch off and not write my own projects.
At the moment, I'd say I do about 80% self published, 20% freelance, but it varies a lot month to month. The past two months I've been solely on my own projects, with my patreon and etsy on the side.
What sort of schedule do you keep for yourself and your work and how has it changed through out your writing career?
Sarah: It's constantly changing! It's a lot easier to schedule art and comics production for me - when the script is done and edited, I can get two pages of lineart done a day. It's easy to work out from there, but writing is a lot harder. If I'm not in the "zone", writing can go at a snail's pace. I've also been known to knock out a script overnight, but taking months to edit and thumbnail it. Up until recently I still did crunch - that is, working all hours to get a project done - because I'm quite an anxious person. But I'm now forcing myself to work more regular hours - so a usual day can be 10am-1pm, lunch, 2pm-7pm, dinner and an episode of Terrace House, then 9pm to about 11pm (depending on how well work is going and how much I have to do). It's very hard as a freelancer in this kind of industry as it's easy to overwork, and as it's so enjoyable it's hard to switch off. When I'm not working I'm usually thinking about work, or what to write next, and that's not ideal!
In terms of your art and writing early on, Did you study any creative subjects in school such as art or creative writing? Or are you self-taught?
Sarah: I've always drawn, and people assumed I'd do art - but I didn't have the confidence in it. The first story I wrote in school was a Pokemon fanfic, which naturally didn't go down well, and I don't remember doing any significant creative writing after that as my high school didn't offer it. I wrote my own stories for myself outside of school, that I deleted as a teenager out of embarrassment (though I wish I'd kept them now).
I studied Fine Art, Media Studies and English Lit at A-Level, then went on to a foundation fine art diploma, and from there did an academic Film Studies BA course... for two weeks. I dropped out because I realized I'd made the wrong decision, and switched over to Illustration at Bristol the following year. Again, I just did what my tutors thought I should do, and was told that I shouldn't write as I wasn't good at it.
While I gained a lot of knowledge from my courses and school, most of what I know is self-taught or things I've pursued myself. I did a masters in Animation after my degree, where I made my first comic, and everything since then has been trial and error. With writing and making comics, everything I've learned is from reading and studying comics myself. So it's a mix of the two for me - but I think even if you study art, a lot of it comes down to your own studies anyway. Art education is really useful for critique and advice, but unless you study something that explicitly offers practical skills (like animation, for instance) there isn't a lot being taught in my experience.
Thank you to Sarah for agreeing to talk to me!
Sarah's Kickstarter: https://www.kickstarter.com/projects/milmo/npc-tea-volume-1?ref=user_menu
Sarah's Twitter: https://twitter.com/Heart_of_Time



