ARCANE FICTION LIMITED EDITION
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ARCANE
Looking ahead, we're exploring deeper AR and even VR storytelling with the help of mastermind Rob Shields-where you can step inside the world and interact with it. Think somewhere between a game and a comic.
We're not chasing Hollywood or selling IP. We're focused on building our own worlds, our way, with the right people beside us.
What kind of selection of comic books are you focused on now?
Right now, we're rooted in sci-fi-and we'll probably stay there for a while. We've got an incredible backlog of cyberpunk stories and twisted sci-fi fairy tales that could keep us busy for years. That said, we're not op- posed to branching out in the future. We have a couple fantasy titles in the mix, thanks to our amazing co- producers (shoutout to Altered State Adventures!) and their killer D&D-style adventure, Rathe.
On the flip side, we're actively exploring other ways to layer the story experience through VR- like using different QR codes to unlock alternate versions of scenes, hidden content, or sneak peeks. So when it comes to choosing which comic to move forward with, we're looking for stories with rich world elements and secrets we can hide inside the AR experience.
One thing's certain: it'll always be fiction, and almost always sci-fi or fantasy.
How do you collaborate with your artists and edi- tors about the comic books you release?
In todays world, I have to start with saying we only work with human artists, writers, and editors. People, not their tools.
We're also very intentional when it comes to art style. We're drawn to gritty, retro-future illustrations-think '80s Heavy Metal sci-fi-with expressive, detailed work that stays authentic to the theme and creators. We don't rush the process. We want our artists to be proud of their work.
It takes time to find the right fit, and when we do, we aim for long-term collaboration. Our lead artists typi- cally carry an entire season-not just covers. If able and willing, they head up the art direction across the whole production: comic pages, covers, pod- cast thumbnails, and AR assets for the motion comic.
We give our artists a lot of creative freedom. We choose them because of their unique style, and we trust them to lead. Many also act as their own comic editor, han- dling layout, character design, and even building their own teams of colorists and co-illustrators. It's a true collaboration-and one we take seriously.
Any exclusives you'd like to share? Any new comic books that fans can expect?