Five Questions with Tom Waltz
Tom, before working on GENE SIMMONS HOUSE OF HORRORS your biggest comics project was CHILDREN OF THE GRAVE. That story was about a squad of elite U.S. soldiers encountering supernatural phenomenon, while "Crude," your story for HOH, also deals with a military squad. Do all your stories revolve around soldiers?
Not all my stories revolve around soldiers, but many of my stories do have some type of military element to them, even some of the stuff I did when I was writing superhero prose for Cyber Age Adventures (www.ihero.net). I guess—considering my own background as both a Marine and a National Guard soldier—it's only natural that I tend to lean creatively in the direction of the military genre. The old saying states to write what you know, and after 11 years of service, the military is most definitely something I know. That said, I've never actually been a member of an elite special forces squad like Team Orphan in CHILDREN OF THE GRAVE are a part of, nor in Delta Force like the soldiers in my GENE SIMMONS HOUSE OF HORRORS #1 short story "Crude." I did spend some time near the frontlines with my Marine unit during Desert Storm, but the kind of over-the-top action I include in my stories comes strictly from my imagination or is taken from stories other members of the Armed Forces have shared with me about their own personal experiences. I've never been Rambo by any means, but I do know some brave folks who come pretty close in real life.
Since joining Simmons Comics Group and taking on more day-to-day responsibilities in the comics realm, how has your perspective changed (if at all) in relation to the craft?
First and foremost, I've learned that there is a true art to editing, something I'd never even thought possible before. I'll always be a writer first, but coming into Simmons Comics Group and IDW as an assistant editor has opened my eyes to just how fun—and demanding—being a comic book editor can be. From approving treatments to assigning writers and artist to working directly with letterers and the other production folks—all the while with numerous deadlines looming—being an editor is, ironically, like being in a military unit. Tons of high stress laced with individual goals that can only be accomplished successfully with the willing help of others. Teamwork, camaraderie, constant challenge—it's been definitely more than I bargained for, that's for sure, but absolutely in a good way. Oh, and I don't mind all the comp copies I get of the IDW books, either. I mean, they pay me to do this AND give me free comics to boot. Geek Heaven, man!
Many of the SCG creators have indirect communication with the Big Man himself, but you are the conduit through which that information flows. As a KISS fan, what is it like working closely with Gene?
Gene Simmons has turned out to be everything I expected him to be—and everything I never expected him to be. Let me explain.
I've been a KISS fan for many, many years and, to me, Gene, like the other members of the legendary band, has always represented a larger-than-life personality—an ax-slinging (well, a bass ax, at least) rock warrior full of piss, vinegar... and fire and blood, of course. I can't tell you how many hours I spent as a lad back in Clinton, Michigan, listening to KISS ALIVE II over and over again, staring at the awesome fold-out cover the LP had on the inside depicting the band in all their blazing glory on stage. I won't deny I was geeked as hell when I found out I was going to get to meet and work with one of those very characters in real life—The Demon, no less!
And, as I said, Gene, in person, still upholds that image for me in many ways. He is larger-than-life, he is intimidating in many ways... he is full of piss and vinegar (he hasn't spit any blood or fire at me, though... yet). Like him or not, Gene is a living legend and carries himself as such. Do I always agree with him? No. Does he frustrate me sometimes? Sure. But the thing is—and this is what I didn't expect—despite what you read about him (which usually comes from folks who have NEVER met him and know absolutely nothing about him besides what they've been told by others who likewise know NOTHING about the man), there is always a method to Gene's singular madness. He's straightforward, tells you what he wants, what he expects and, most importantly, WHY he expects it. He gives reasons and is always open to other opinions—and has even bowed to EIC Chris Ryall and myself on a few occasions when we countered his desires with different ideas of our own. That not only makes Gene a businessman (as most folks know him to be), but a damn good one, to boot.
And, Gene is also one of the biggest comic geeks I've ever met. The guy knows funny books and loves to talk about them and, now, create them. Knowing his heart is truly into this project as much as it is definitely makes the whole thing all the more enjoyable for me. Plus, I got to hang at his friggin' huge house—how cool is that?!
In "Crude," the story begins with a soldier suffering from what the reader may assume is Post Traumatic Stress Disorder. Did your experience in uniform inspire any pieces of this story?
I've never suffered from PTSD, so I can't say I brought any personal experience into that aspect of the story. I did, however, spend many days in the middle of Kuwait's burning oil fields during my time in Desert Storm and know firsthand how devastating that act of sabotage was to the environment and the soldiers, Marines, airmen and sailors who were in the area at the time. To say it was terrible would be a gross understatement. It was days upon days of breathing toxic fumes, covered in oil-soaked rain, never seeing the sun because the constant black smoke that was filling the skies blotted it completely out. It was nasty business and something I've never forgotten and something I always wanted to write about in some shape or form. "Crude" gave me that opportunity.
This one is a "gimme"—what will you be working on next for SMG?
Well, I'll have another short story appearing in GENE SIMMONS HOUSE OF HORRORS #3 (with artist Ricardo Sanchez) called "Head Over Heels," which is a Sci-Fi love story with an insectoid twist. I'm also excited to be working with my CHILDREN OF THE GRAVE creative partner, artist Casey Maloney, on the ongoing Simmons Comics Group title ZIPPER. The first issue of that series will hit store shelves in October 2007. I'm also writing the limited series INDY—RACE OF THE GALAXIES for SCG (illustrated by German Torres), which we also hope to have out on the market in 2007. And, of course, I remain very active in the day-to-day editing responsibilities for all SCG titles, including DOMINATRIX, written by Sean Taylor and illustrated by Flavio Hoffe, which makes its debut in August. So, yeah, I'm a busy boy... and loving every minute of it.