Explore the minds behind NULLHUNTER in conversation with GUSTAFFO VARGAS & MICHAEL WALSH from Comic book Yeti Andrew Irvin

COMIC BOOK YETI: Gustaffo, it’s a pleasure to have you back for another chat to discuss this heavy-hitting piece of work. It’s also good to have Michael here for this conversation over your latest title together, Nullhunter!

GUSTAFFO VARGAS: It’s my pleasure! I’m always happy to be here to chat about comics!

CBY: So, Gustaffo, when we last sat down to chat about Anticucho, you were expanding upon your Peruvian cyberpunk universe. Michael, can you tell us a bit about the sci-fi world of Nullhunter, how the concept arose, and the manner in which you developed it individually, and together?

GV: Yes, my Anticucho graphic novel is now out in the wild, and more of my Peruvian Cyberpunk stories are in the works. Actually, Michael found out about my work thanks to my Peruvian Cyberpunk stories!

MICHAEL WALSH: I grew up enamoured with Greek mythology. The larger than life tales of tragic heroes and magical creatures really resonated with me as a comic-book addicted 10 year old. I’d often find myself renting out textbooks from the library and doing my own designs of the classic monsters and gods. At some point in my career I had the idea that I’d like to find a way to adapt these classic tales into comic-book form and find a way to do so that was unique and all-new. I’d also been planning a big cyberpunk epic and when I realized that these two ideas could synergize, Nullhunter was born. Once I found Gustaffo’s work and he signed on to the project, the world really began to take shape. It would not be the same without his incredible character and world designs.

CBY:  The team includes you two, and letters by Becca Carey. What sort of correspondence did you find worked best to make sure the project incorporated everyone’s insights and inclinations in a cohesive manner? How did you move it from initial conversations to completion over what sort of time frame?

GV: Since the beginning, Michael was very graphic about the mood and style he was looking for this story, there was a particular vibe we wanted to achieve. That started the conversation about films, books, comics and anything that would resonate with the story. Like piling up logs slowly to build a fire.

We started developing the project once we felt we were speaking the same language. There’s plenty of world building, we started with many character designs and did a 4-page pitch, Becca did the logo design and the letter style, and they were just amazing!

It’s only after the letter stage that you know a comic page is finished, and Becca is doing such amazing work; so consistent but so creative and organic at the same time. Following that we went ahead and finished the first issue, all this took around 4-5 months, I guess?

MW: As Gustaffo said, we all spent some time going through inspirational media like Blade Runner, Cowboy Bebop, Ghost in the Shell, John Wick… Before beginning in proper on the project. As with any comic book project it starts with a soft idea that is then redefined and solidified right up to the moment the issue goes to print. This one changed quite a bit over the course of its gestation as we found new and interesting ways to change magic to sci-fi.

CBY: I always figure, if you can reasonably explain the way things function in a narrative, world, it’s always good to go with the sci-fi rationale. So to set the stage without giving much away, your protagonist is a cyborg in a world where technological augmentation is used by a space-faring civilization. This is high concept sci-fi, bringing mainstay cyberpunk elements into a place where The Six Million Dollar Man meets The Lawnmower Man, and builds upon everything since. While I also see the scope of a civilization seemingly not unlike Dune, I don’t want to presuppose any further – tell us what you were both drawing upon when landing on the final draft of issue #1? What else should we keep an eye out for in subsequent issues? 

GV: This is Michael’s terrain, but I can say it feels like riding a roller coaster. There are characters and plots turning their cogs throughout the story and we jump into frenetic, action-packed wild rides.

MW: We’ll see all new versions of Hercules’ classic labours in a monster-of-the-week style storytelling. A lot of the world building is peripheral to Clay’s missions but as the story progresses we’re building up a clear character arc for Clay. It’s about a man finding himself and finding a family amidst a quest for revenge.

CBY: From what I’ve seen, it looks like Nullhunter is going to take place over a 12-issue run. How much of the total story arc and associated imagery was completed prior to beginning issue #1? 

GV: It’s definitely a long ride! There was plenty of exploration. I think the key element was to define visuals for Clay and Zays; that father and son relationship and antagonism shown in their designs would be an anchor for the world building. Once we figured those out, the rest was a more fluid process. Michael’s vision of this universe is incredibly rich, each description and suggestion of characters and elements are a spark to explore, to have fun.

Before starting issue 1 we had designs of all the main characters, the pantheon of Gods/Mega Corp directors, some creatures, vehicles and backgrounds.

MW: A lot of the big core elements were designs and conceptualized prior to issue one. As well as the end of the series and a few of the big defining moments for our hero, Clay. The issue-to-issue designs we’re tackling as we go, BUT the depth of the world has been laid long before even beginning on the project. There is a deep mythology and lore to this book that the panel-to-panel action only scratches the surface of. 

CBY:  It’s good to know the surface-level action is built upon a foundation you’ve truly thought through. I’m also curious (as I prepare an updated submission of my own), this release is coming out through Image Comics, so can you tell us a bit about how you ended up with Image as the publisher? What went into your submission package, and how did the conversation with Image about Nullhunter’s publication differ from conversations with other publishers (if there were any)? 

GV: That’s great to hear, I hope your submission is successful! That is all Michael’s magic.

MW: I’ve a longstanding relationship with Image and so as I developed Nullhunter I had Image central in mind as the publisher. They are the premier publisher for creator owned comics. Allowing each creator to maintain sole ownership of the property but also to succeed or fail on the merits of their work and the market. Even after having worked with Image on and off for over 10 years, I still submit pitches following Image’s standard guidelines that they list on the website. (Best of luck with your pitch).

CBY:  Thanks, guys! It’s also useful to have you reinforce the message (keep note, readers at home) – stick to the templates publishers expect and don’t throw curveballs. So with a 12-issue run planned, you’ve created an entirely new universe – do you have other stories ready to expand upon in further issues? Or would you prefer this a tidy story arc that can stand alone in perpetuity while you both move on to your various other projects?

GV: I know Michael has a lot of great ideas for exploring more of this universe.

MW: Yes! The long-term plan, provided there is enough fan and retailer support, is to have three 12-issue arcs that each re-imagine one of the classic Greek myths. The next one would be Jason and the Argonauts seeking the Golden Fleece.

CBY:  Hard to find a more tried-and-true hero’s quest to build upon! Speaking to the story world, Michael, I don’t want to spoil anything for our readers, but you’ve introduced a range of metaversal biotechnology. What served as inspiration for this world (as far as other media or creators’ aesthetics), and what rules did you set for yourself in telling this story at a multi-level, interstellar scale? And Gustaffo, how did Michael get his intent across to you, and when did you know it clicked?

GV: One of the things I love about Michael’s writing is how he sets up a scene and quickly goes to the point of what happens, but at the same time leaves you room for plenty of interpretation. Michael came up with some ideas for the biotechnology and that led me to come up with another one that resonated with those. Creating this comic is a constant playful process of teamwork.

MW: There are no rules! If there was we would just plan to break them anyways. All of the tech is inspired by the classic Greek depictions of magic. For example… Zeus’ control over lighting is re-imagined as him controlling the terraformers that direct the weather of Olympos-controlled planets. Hercules’ godly is strength is now depicted as augmented strength from bionic arms implanted during the great merger. The hydra, instead of a many headed snake, is now a drug peddling gang that is all neurolinked to a singular leader.

CBY:  And the allegory runs thick! Gustaffo, I’ve read every piece of your work that I’m aware of, so I especially enjoy seeing you lending your style to the world of Nullhunter. Without spoiling too much, you get to employ a bit of biotech fauna, which is a subject you excel at (I’m sure your fans will enjoy it!) On that note, what sort of new visual ideas were you most excited to explore in the Nullhunter world, and what guidance or feedback did Michael provide as you refined his written intent with your illustrations? Did you change your technique at all for penciling, inking, or coloring since Anticucho

GV: Thank you so much, I’m so glad and grateful you know all my work!

The creature and character design is one of my favourite stages. Michael throws both crazy and inspiring ideas, so I play with those and sometimes end in a different crazy place and keep on exploring with back and forth ideas until we’re both happy. To be honest, we never know for sure what we will get and that makes it a very organic and stimulating process.  

My process and technique are similar to Anticucho, pencils, inks and digital colour, but the feedback from Michael is a big upgrade for the quality of the art in the story, being an artist himself, he has very keen and powerful visual suggestions.

CBY:  It’s good you’ve found it useful having another perspective to keep the project on-course and foster the continued evolution of your creative process. Okay, so we’ve got 11 more issues of Nullhunter to go, and you’re both multifaceted creators working on other projects; what do you both have in store for the fans that you can talk about, how do you keep everything organized at the present, and what wishlist projects do you next want to get off the ground in the future?

GV: Well, with 12 issues in total, there will be plenty Nullhunter for a while, ha! And trust me, the first issue is just the tipping point, we’re going wild with this saga. I also have more plans for my Peruvian Cyberpunk stories. I want to collect the Altiplano saga into one book, hopefully next year.

MW: I’ve been incredibly busy this year. Beside Nullhunter, I also have Universal Monsters: Frankenstein and The Sacred Damned hitting comic shops in October. I’ve got a huge project lined up for next year and will also be returning to The Silver Coin.

CBY:  It sounds like there’s plenty to keep our audience occupied reading in the near future. So, separate from Nullhunter and the work you’ve been referencing in its creation, what completely unrelated comics, movies, literature, music, etc. have you both been enjoying lately? What should our readers make sure they check out after giving your latest comic material a look?

GV: I’m very eclectic in my fiction taste. Comics: I just finished Esto No es Todo by QUINO, a celebration of great cartooning, also Alack Sinner from José Muñoz and Carlos Sampayo, a crime master class in black and white.

Books: I loved The Peripheral by William Gibson, very different and set apart from Neuromancer and other Cyberpunk stories. Zoo City by Lauren Beukes was an amazing sci-fi thriller in the heart of Johannesburg.

Films: I really enjoyed recently Bones and All, a moody love story with cannibals. Anatomy of a Fall with Sandra Hüller, the same actress from Tony Erdman, probably my favourite comedy (but it’s German, so it escalates to existentialism very quickly) and Athena, a very powerful urban thriller.

Music: I recommend listening to Café Tacvba and Bomba Estéreo.

MW: Comics: ULTRAMEGA! I’m always floored by James Harren’s work. His worldbuilding and action on this are beyond anything I’ve seen from this talented creator and I can’t wait to see where it all goes. Music: I’ve been obsessed with the new EELS album Being Dead. It’s a got a dancey, garage punk vibe and I can’t get enough of it. TV: I’ve really been enjoying The Penguin. Super sharp writing and incredible performances.Books: I finally finished the novel Shogun by James Clavell and really enjoyed it.

CBY:  Gustaffo and Michael, thanks for stopping by and sharing your insights, and if you’ve got portfolio, publication, and social media links to share with our readers, now is the time!

GV: Thanks for this, it was fun! Find me at my web page www.gustaffovargas.com, or Twitter @gustaffovargas (yes, I only call it twitter!), Instagram: @gustaffovargas and Bsky: gustaffovargas.bsky.social

MW: 

You can find me on X and Instagram at @mister_walsh

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