Ian Flynn Interview

Ian Flynn is the writer of many beloved comic boo properties but may be best known for Sonic the Hedgehog. He graciously took the time to answer my questions about Sonic, his writing journey and new works coming out. Enjoy!

1. Who were/are your biggest comic influences? 

A few that immediately spring to mind are Jeff Smith, Peter David, Fabian Nicieza  and Joe Madureira. I’m certain there’s many, many more I’m forgetting.

2. What drew you to the comic medium? 

I think it’s the unique way it approaches storytelling. Straight prose is fine, but comics present their narrative with the art as much as it does with the text. How each element in each panel is designed invites you to linger and contemplate it. You can breeze through it or be meticulous.

3. You got your start by literally knocking on editor’s doors, what was your first job when they hired you for the company and how did you go up from there? 

I began with data gathering and consolidation on a freelance basis. I chronicled characters and events, compiling by narrative relevance and by published date. I collaborated with a professional friend of mine to pitch plans for the book as well. In a few short months I was offered the role of lead writer.

4. How would you describe your writing style and evolution? 

I have a hard time categorizing myself like that. I don’t think I can objectively step back and label myself by a style or say how things have changed. I am what I am, and that’s all I know.

5. You provide a variety of services like ad copy, localization, creative consultation etc. Do you find that it exercises different parts of your writer skills or do they overlap?

Definitely. Each one has an entirely different goal and builds from a different foundation. For instance, ad copy requires an understanding of the product and delivering that to as wide an audience as possible in a succinct and engaging way. Localization requires the same kind of understanding, but trying to convey its intent within a language and culture that might not perfectly sync, and often within the constraints of time or character limits.

6. Since you’ve worked on various IPs, are there different guidelines and editorial/fan expectation or do you find a lot of creative leeway? 

It varies between licensors. Some have been very flexible and open to conversation, while others have been very protective and defensive. Any  fan base will give you the same ranges of responses – delight, nit-picking, excitement, apathy – to varying degrees. Some are more welcoming and passionate than others, but there’s no singular trend I can find.

7. You’ve worked on various IP reboots like Jughead (2015), Cosmo, the Mighty Crusaders, the New Crusaders, etc. How do you balance keeping true to the characters and updating them for new audiences? Do you have a work that you’re particularly proud of? 

With any of those, the licensor usually has an idea of how they want the new vision prompted; they’ll have a specific set of criteria to shoot for. From my end, I try to find what was evergreen about the original premise and see how it works in the context in the new direction. Basically if I can have fun with it someone else is bound to have fun too.

8. Now to the comic, you’re most well known for, Sonic the Hedgehog! What continues to fascinate you about the blue speedster? 

There’s always a new story to share. There’s always some character dynamic that hasn’t been explored in a while or a lingering question to investigate. It’s an incredibly fertile ground for stories.

9. Similar to above, your work for Sonic transcends comics to video games and graphic novels. Do you approach each medium differently?  

A large part of it comes down to what the media can handle. You can do more in a minute of animation than you can on a single page. On the other hand, I have more direct control over the vision in comics than in games or animation. You have to understand the strengths of each medium and understand what kinds of stories they can tell best.

10. A few years ago, Sonic made the jump to IDW where you started plotting out more intricate story arcs. Have most of them been planned out or have you’ve sometimes changed an arc because the story was leading you to another direction? 

Generally speaking they’re planned from start to finish before committing to script. That way everyone involved knows the scope and expectations of the story from the start. Things have shifted during the scripting stages and when dealing with the finer details, but rarely do we have to heavily revise long-term plots late into their progression.

11. The final issue of the Extreme Gears arc is coming out May and next month, you’ll be introducing a new character, Phantom Rider? What can you tell us about this mysterious character? 

Evan Stanely is writing that story arc, and has been lead writer for the past few years. You’ll have to ask her.

12. Your original digital work, Drogune seems quite anime-inspired and is coming out with a book this year. Please explain what it is about? 

Drogune is a science-fantasy epic by me and Adam Bryce Thomas. After nearly twenty years of working on licensed material, it’s my chance to do something that’s my own. It follows the story of Wynd Tevan, a god in hiding, as she and her crew live on the fringe; trying to make ends meet while avoiding the forces of the tyrannical Galaxant. 

Basically it has everything I enjoy in my media consumption: action, adventure, dry comedy and deeply emotional drama. It’s about the family and life you make for yourself set to the backdrop of magic starships and islands floating in a poison fog. It’s a universe of own making that I love to get lost in, and I can’t wait to share it with everyone!


13. Do you have any other upcoming titles and plans to share? 

The Nine Lives of Klaws McGee is an all-ages adventure-comedy by me, Jonathan Griffiths and Reggie Graham. It has two digital issues completed, and may or may not be available for purchase depending on the state of my website when you’re reading this.

As for everything else, folks can follow by website (BumbleKing.com), Patreon (patreon.com/IanFlynnWriting) or my socials (@IanFlynnBKC) for updates on the myriad of things I have done or will be doing at any given time.

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