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J. H. Williams III: The Master of Non-Style

Among aspiring comic book artists, and even among recent professionals, finding their own style can become a true obsession. In a market as volatile as comics, where artists come in and out of fashion in the blink of an eye, achieving a unique and personal graphic mark can be a matter of life or death, and legions of cartoonists may spend years trying to define what mysterious flick of their wrist will allow them to create a drawing that is truly their own.

However, there exists a special category of artists who choose to have all graphic possibilities at their disposal and let their drawing adapt to the story. Among them, J. H. Williams III stands as a true titan. An artist who defied conventions and found his identity precisely in versatility and adaptability, thus breaking one of the most established dogmas in the comic world: the need for a recognizable and consistent style.

After turbulent beginnings in which he barely hinted at his imagination for diagramming, Williams established himself among fandom as Alan Moore’s collaborator on Promethea, where he gained great fame thanks to his versatility and inventiveness in page composition. A collaborator with the most prestigious writers in the market, Williams established himself as the main creative force behind Batwoman, whom he helped turn into one of DC Comics’ breakthrough characters of the last 20 years.

Humble but stubborn, Williams knew how to forge his own path by following his heart, always with sincere love for the medium that has given him so much joy. His career is an inspiring example for any artist seeking to expand their creative horizons beyond conventional limits. Get ready to immerse yourself in the fascinating visual universe of the man who reinvented the very concept of style in modern comics… J. H. Williams III!

Illustration by J.H. Williams III showing his characteristic page composition style
Emblematic work by J.H. Williams III with his distinctive visual experimentation

Humble Beginnings: The Boy Born to Draw

James Harold Williams III was born on December 18, 1965, in Merced, California, the son of an Air Force pilot. According to his mother, when he was just a baby, the first thing he did on his own was grab a pencil. From then on, he drew incessantly, copying heroes and villains from his favorite Marvel Comics, instinctively developing a skill that would mark his destiny.

The epiphany came on an ordinary day while browsing the comic book rack at the local store. There he came across an issue of Micronauts, the comic adaptation of his favorite toys. He was fascinated by Michael Golden’s detailed art and Bill Mantlo’s sophisticated story, to the point that for the first time he noticed the credits box on the first page, becoming aware that comics were created by artists like he could become.

Williams was so impressed by Micronauts that for months he visited the store every week looking for the next issue, not yet understanding how comic book publishing schedules worked. This innocent obsession would reveal from an early age a trait that would define his career: persistence and passion taken to the extreme.

When he told a comic-collecting friend how wonderful Micronauts seemed to him, his friend showed him another magazine he might also like: Uncanny X-Men, the new sensation at newsstands thanks to Chris Claremont’s ambitious scripts and star artists, first Dave Cockrum and then rising star John Byrne. The melodrama of Uncanny X-Men was a very different comic from Micronauts, but Williams loved it anyway.

Confirming the infinite possibilities for personal expression that comic books offered, he decided right then that his only goal and objective in life from that point forward would be to become a comic book artist, no matter what it took. A determination he would hold firm despite the obstacles he would face in the years to come.

Self-taught Training and the Struggle for Recognition

Unlike many of his contemporaries, Williams never had formal training in drawing, beyond some graphic design classes in high school. He learned to draw completely on his own, although at an early age he already demonstrated an almost instinctive mastery of the human figure, backed by a prodigious visualization capacity that would be fundamental in his later development.

After graduation, Williams worked tirelessly to make his way in the industry while working as a salesman and waiter to make ends meet. Living constantly on the edge of bankruptcy, he dedicated his nights to drawing mountains of samples that he sent to editors in hopes of getting his big break.

Although he had the minimum fundamentals needed to compose a page, during these formative years Williams struggled bitterly to find his artistic voice. Editors constantly told him to imitate the star artists of the moment, resulting in a frustrating pursuit, as these references had gone out of fashion by the time Williams returned with new samples the following year.

This constant pressure to adapt to ephemeral trends instead of developing his own visual language would, paradoxically, be the seed of his future revolutionary approach to style. Exploring various graphic approaches and visual techniques can be fundamental for artistic growth, something Williams would deeply understand later in his career.

One of Williams' early works, the comic adaptation of the movie Demonic Toys

Among his first professional works is the comic adaptation of the movie Demonic Toys, where some glimpses of his narrative talent could already be seen, although still within conventional parameters. These early commissions, though modest, allowed him to gain experience and confidence in the medium.

The Turning Point: When Frustration Becomes Revolution

In the mid-90s, Williams experienced a radical change in his professional approach. Tired of constantly chasing editors’ approval by trying to imitate popular styles, he decided to take a different path, encouraged by his wife Wendy.

In an act of creative rebellion, he drew two 40-page comics, including one written by his neighbor Chuck Austen, in completely different styles and with unusual narrative. This exercise in creative freedom would mark the beginning of his true artistic identity.

In 1993, with these samples under his arm, he presented himself at Wonder-Con in San Francisco. But instead of showing his portfolio to editors as he had done unsuccessfully for years, he made a decision that would change his career: he sought the opinion of an established artist. And not just any artist, but the legendary Howard Chaykin, famous for his work on Star Wars and American Flagg!.

Although Chaykin pointed out several errors and weaknesses in his work, he also found many well-executed sequences, and was impressed by a crucial detail: Williams had a well-founded response for almost all of his observations. Nothing in his pages was accidental; each line had a deliberate narrative or aesthetic purpose. This awareness of his own work deeply impressed Chaykin.

The veteran artist assured him that he had enough skill to work professionally, and when Williams told him about his difficulties in capturing editors’ attention, Chaykin made a gesture that defines his legendary character: he got up from his chair, took him to the DC Comics booth, and began demanding loudly that some editor hire this young talent.

Williams left Wonder-Con with a pocket full of editors’ business cards and a new perspective on his career. After dozens of phone calls, he finally got his first jobs for DC, mainly fill-in stories for the Milestone imprint, concluding with his first significant work: the miniseries Deathwish, where his somewhat raw anatomy still hinted at his solid sense of composition and storytelling.

Brutal but efficiently narrated violence in Deathwish

Building a Reputation: The Formative Years at DC Comics

For the rest of the decade, Williams continued working for DC on various projects, mainly special assignments such as the American adaptation of Judge Dredd or the reinvention of Green Lantern in the Tangent event. His narrative skills developed steadily, especially when he teamed up with inker Mick Gray, who perfectly complemented his drawing style.

However, he remained internally frustrated by not finding a graphic language that felt truly his own. This search led to frequent confrontations with editors who resisted his increasingly bold and irregular compositions, fearful of alienating readers accustomed to more traditional narratives.

In 1997, his career took a decisive step with Chase, a series co-created with his friend Dan Curtis Johnson in which he collaborated on the plot for the first time. The series followed the adventures of Cameron Chase, a special agent of a shadowy secret government organization dedicated to monitoring the world of DC superheroes.

In Chase, Williams began to seriously delve into his innovative approach to page composition, revealing his admiration for the work of masters like Jim Steranko and Paul Gulacy. He began experimenting with irregularly structured pages in which he incorporated more and more elements of pure graphic design, merging visual disciplines that traditionally remained separate in the comic world.

This series managed to capture the interest of fandom and specialized critics for its visual and narrative freshness, but could not survive in the chaotic comic market of the late 90s, being canceled after only 10 issues. Over time, however, it would become a cult success and sowed the seeds of what was to come.

Page from Chase in which Williams incorporates graphic design elements and a very irregular grid

Chase represents a crucial point in Williams’ artistic evolution. Here we can observe how he begins to challenge the conventions of the traditional page, incorporating graphic design elements and developing a unique visual grammar. Mastering page composition can completely transform the narrative experience of a comic, a principle that Williams would take to its ultimate consequences in later works.

The Meeting with Alan Moore: The Creative Explosion in Promethea

After Chase, Williams continued to build a reputation in the industry by drawing the one-shot Son Of Superman with a script by Chaykin and doing some work for Marvel Comics on X-Man. His name began to resonate among professionals and editors as that of an artist with a unique vision.

This growing reputation reached the ears of Wildstorm editor Scott Dunbier, who was organizing the America’s Best Comics (ABC) imprint, British writer Alan Moore’s last major project in the North American market before his announced retirement. Dunbier and Moore were looking for an artist for the series Promethea, in which Moore planned to mix pulp action aesthetics with his metaphysical concerns about reality and his personal magical practice.

The search was not simple. Dunbier offered Promethea to several star artists of the time such as Brandon Peterson, Bruce Timm, and Alan Davis, all of whom ended up rejecting the proposal for various reasons. When it seemed they wouldn’t find the right artist, ABC cover artist Alex Ross mentioned Williams as a promising young talent who might fit with what Moore had in mind.

Williams enthusiastically accepted the offer to work with the most prestigious writer of the moment, and after showing him his samples and discussing the series by phone with Moore, he was selected as the artist for Promethea, the work that would definitively catapult him to fame.

In Promethea, Williams found a perfect canvas for his visual experiments. Moore gave him carte blanche to experiment as he pleased, constantly pushing him to stretch the limits of the medium. His page compositions became increasingly elaborate, with irregular layouts full of decorative details and bold design concepts that transformed reading into an immersive visual experience.

With growing confidence, Williams began to change the graphic concept every few pages to maintain visual interest, developing a narrative language that made constant use of the double page, taking advantage of the wider canvas to generate an almost infinite variety of innovative compositions.

Moore resonated deeply with this visual proposal and adapted his scripts to enhance Williams’ strengths, contributing ideas and visual possibilities to enrich his work, supported by his encyclopedic knowledge of various magical systems around the world. This creative synergy proved extremely stimulating for both, and Promethea became Moore’s most personal work within America’s Best Comics.

Page from Promethea in which Williams incorporates an entire decorative frame to the action

It was precisely in Promethea where Williams managed to resolve the professional dilemma about his style through a radical solution: deliberately renouncing having a unique style. After a decade of experimentation, he had a fundamental epiphany: he understood that his drawing was inevitably marked by his numerous influences, from John Byrne to Jim Steranko, through Frank Miller or Jack Kirby.

Instead of fighting against this reality, Williams decided to fully embrace it and turn it into his main strength. Throughout his work on Promethea, he began to deliberately change his drawing style according to narrative needs, adapting the aesthetics of each scene to perfectly fit its function in the story.

This approach reached its peak with the memorable sequence of twelve issues dedicated to exploring the spheres of the Kabbalah, each drawn in a radically different style, creating a reading experience totally unique in mainstream comics.

Williams’ passion for making each issue visually new, matched by Moore’s care and dedication in the scripts, turned Promethea into an unexpected sales success and a favorite of specialized critics. The series garnered dozens of nominations and won an Eisner Award for best single issue (for #10, the controversial “sexual magic lesson”), as well as a Harvey Award for best artist for Williams, who quickly established himself as one of the new favorites of the public.

One of the many pages of extreme experimentation in Promethea

Consolidation as an Elite Artist: Batman and Beyond

After the end of Promethea in 2005, Williams found himself in high demand at DC Comics offices. His versatility and ability to adapt his style to different types of narratives made him an invaluable asset to the publisher. During this period, he drew numerous covers, the first 6 issues of Desolation Jones with writer Warren Ellis, and even ventured to co-write a Batman story for Seth Fisher to draw.

Strengthening his graphic exploration even more, Williams began to ink himself starting with his first collaboration with writer Grant Morrison: the introduction to his epic saga of interconnected miniseries Seven Soldiers Of Victory. Morrison’s metatextual obsession synergized very well with Williams’ formal curiosity, generating pages of extraordinary visual richness.

In 2007, Morrison called on him again to draw The Black Glove, a key saga of his acclaimed Batman run. Here, Williams gave free rein to his most experimental instincts, changing styles between pages to immediately and effectively alter the tone of the narrative. Adapting the visual style to the specific needs of each scene can greatly enhance the emotional impact of a story, a lesson Williams had perfected in his years of experimentation.

His page compositions, especially the double spreads, reached a superlative level of graphic design, in which Williams managed to guide the reader’s attention safely and accurately despite the apparent visual complexity. Most surprisingly, despite the high level of elaboration in his compositions, Williams did not create thumbnails or preliminary sketches of the entire script before starting to draw.

His creative method consisted of approaching the composition page by page, deciding on the final layout only when he sat at the drawing board each morning. This spontaneity in the process, far from being an obstacle, allowed him to maintain a degree of freshness and flexibility that he considered essential for the final result of his work.

Graphic design applied in a double page of Batman: The Black Glove, in which his characteristic mix of styles is also present

The Batwoman Revolution: Defining a New Icon

A few months after Williams’ collaboration with Batman, Grant Morrison “killed” the Dark Knight in the story Batman R.I.P., which left a narrative void that needed to be filled in Detective Comics magazine. In 2009, Williams and writer Greg Rucka received the signal from DC that they would occupy that position with a project that had been brewing since 2006: Batwoman, a new and mysterious member of the Bat-Family.

Excited by the unique opportunity to visually define a relatively new character, without the historical baggage and expectations that accompany more established superheroes, Williams deployed his entire creative arsenal to bring Kate Kane and her heroic alter ego to life.

In Batwoman, Williams took his stylistic versatility to new levels, using it as a powerful narrative tool to clearly delineate the different aspects of the protagonist’s life. For scenes from Kate Kane’s civilian life, he employed a clear and luminous line, with bright colors and more traditional compositions that conveyed a sense of relative normality.

In contrast, sequences where Kate became Batwoman adopted a textured, almost pictorial realism, with a dramatic use of shadows and the color red as a defining element. These action scenes allowed Williams to show off with some of his most spectacular double pages, using extravagant but always perfectly readable designs, with a sublime narrative use of panel shapes.

The collaboration with Rucka proved as fruitful as his previous works. The writer managed to endow the new Batwoman with a solid and intriguing personality, in addition to making her one of the best realized and most significant LGBT characters in all of mainstream superhero comics, something revolutionary for the time.

Batwoman quickly became one of DC Comics’ greatest critical successes of its era, winning two more Eisner awards for Williams and establishing the character as one of the few genuinely innovative breaths of fresh air from DC in the 21st century. The character connected deeply with readers thanks to the combination of an emotional narrative and a visual approach that redefined what could be achieved in a conventional superhero comic.

Double page of Batwoman in which Williams goes all out to impact with all the resources at his disposal

From Drawing to Writing: Williams Takes Creative Control

Despite the unprecedented success he was achieving with Batwoman, in early 2010 the project faced a crisis when Greg Rucka, after constant disagreements with DC Comics, decided to leave the publisher, leaving the character without a writer. Williams was prepared to resign as well, considering that the shared vision he had built with Rucka was essential to the integrity of the project.

However, DC Comics, aware of the value Williams brought to the series, made him an unexpected offer: what if, in addition to drawing it, he also took on the responsibility of writing Batwoman? This proposal represented a completely new challenge for Williams, who until then had been recognized primarily for his visual skills.

After obtaining Rucka’s blessing and calling on his friend W. Haden Blackman as co-writer to share the narrative load, in 2011 Williams relaunched Batwoman as the protagonist of her own series within the ambitious editorial relaunch known as The New 52, which reset the entire DC universe.

The additional responsibility of handling the plot proved extremely stimulating for Williams. With the confidence given by his intimate knowledge of the character, he allowed himself to bring back his first creation, Cameron Chase, as a secondary character, establishing a connection with his previous work and enriching Kate Kane’s narrative universe.

Williams felt that the deep connection he had developed with Kate after hundreds of pages allowed him to approach the character’s inner world with the same naturalness with which he approached the composition of a page. His intuition proved correct, and Batwoman continued to be a critical success under his creative direction, earning him another Eisner award and an Inkwell award, consolidating him as one of the most respected authors of his generation.

However, the same editorial interference that had fed up Rucka began to take its toll on Williams and Blackman as well. The publisher began forcing them to rewrite entire storylines at the last minute, compromising the narrative integrity they had carefully built throughout the series.

The breaking point came in 2013, when DC flatly refused to allow them to draw Kate’s wedding to her girlfriend Maggie Sawyer, a decision that Williams and Blackman considered not only as unacceptable editorial interference but also as a setback in terms of LGBT representation. Artistic integrity sometimes requires making difficult decisions in the face of external pressures, a lesson Williams learned firsthand in this experience.

Fed up with the limitations of working with characters that didn’t belong to them and compromising their creative vision, Williams and Blackman made the difficult decision to resign from the series and from DC Comics, ending their time on Batwoman.

Williams is always looking for some effect he hasn't done before, like this successful Batwoman sequence

The Return to Sandman: A Grand Farewell

Before leaving DC Comics definitively, Williams set out to complete one last project of enormous importance: The Sandman: Overture, the long-awaited prequel to Neil Gaiman’s masterpiece that had revolutionized the comic world twenty years earlier.

It was no coincidence that Gaiman personally chose Williams for a work of such magnitude. The British writer, known for his meticulousness when selecting collaborators, recognized in Williams the ideal artist to visually bring to life a cosmic story that transcended the limits of reality and imagination.

Gaiman not only selected Williams, but deliberately structured his script to make the most of his visual strengths. The story of Sandman: Overture unfolds through a succession of double pages that allowed Williams to unleash all his graphic instinct, creating compositions that are true visual delights and that redefine what is possible to achieve with the language of comics.

The result was a visual masterpiece that perfectly complements Gaiman’s narrative. Sandman: Overture not only satisfied the expectations of fans of the original series, but also presented to a new generation of readers the unlimited potential of the medium when literary imagination and visual innovation are fused.

The famous inhabitants of The Dreaming according to Williams' pen in Sandman: Overture

The Search for Creative Independence: The Path to Echolands

After Sandman: Overture, Williams’ presence in the mainstream comics market was considerably reduced for several years. His work was mainly limited to a series of illustrations for covers, designs for album covers for bands like Blondie, and the experimental art and music project The Sound And Pain Men with DJ Jay Zotos.

However, contrary to what some might have thought, Williams was not retired from comics. Throughout the decade he was quietly working with Blackman on an ambitious creator-owned project that would only see the light in 2021: Echolands, possibly the boldest graphic exploration of his entire career.

Published by Image Comics, a label known for its support of independent creation, Echolands follows the misadventures of Hope Redhood, a thief who escapes through a magical and bizarre world where beings and environments drawn in completely different styles coexist. This premise allowed Williams to take his capacity for stylistic variation to the extreme, creating a visual universe where each change of style has a narrative and conceptual purpose.

To reinforce the panoramic sensation that had become one of his trademarks, Echolands is drawn in landscape format, allowing extraordinarily wide double pages that Williams fills with detail and life on his own terms, never sacrificing narrative clarity.

This project represents the logical culmination of Williams’ artistic path: a work where he has total creative control, free from the editorial restrictions that had limited his expression in the past. If the goal was to create a visually unique comic that looked like nothing else on the shelves, Echolands achieves this in spades, establishing new parameters for what is possible in the medium.

Stylistic chaos and heterodox composition at its maximum expression in Echolands

The Legacy of a Visionary: Redefining the Limits of Comics

Currently J.H. Williams III lives in Las Vegas with his wife, working on the second installment of Echolands while listening to classic and alternative rock records all day. His superlative skill with the brush keeps him busy as an illustrator of variant covers for various publishers, but despite the fact that the most popular writers of the moment keep him in high demand, he chooses to dedicate his time primarily to his own work.

Williams seeks to create something that is properly his from head to toe, something that can take his philosophy of “non-style,” of permanent exploration, towards still unexplored horizons. This constant search for new forms of visual expression has made him one of the most influential artists for new generations of artists.

Williams’ main legacy to the world of comics has been to demonstrate that style doesn’t have to be an aesthetic prison for the artist. Discover how stylistic flexibility can open new narrative possibilities for your art by following the philosophy that has made Williams a revolutionary in the medium.

His approach to page composition has fundamentally transformed the way many contemporary artists approach visual storytelling. Williams taught us that page structure can be as powerful a narrative tool as drawing itself, and that the possibilities for innovation in this aspect are practically infinite.

Perhaps the most significant aspect of his career is that Williams has never stopped evolving. From his humble beginnings imitating his favorite artists to becoming one of the most innovative artists in the industry, his trajectory has been a constant process of reinvention and discovery.

In a world where the mainstream comic industry continues to favor homogeneity and predictability, J.H. Williams III remains as a reminder that the medium has unlimited expressive potential, waiting to be explored by those with enough courage to break with established conventions and find their own creative voice, even if that voice consists precisely in the freedom of not having a single voice.

For aspiring artists struggling to find their own style, Williams’ career offers an invaluable lesson: perhaps true style doesn’t consist of a constant graphic mark, but in the ability to adapt your art to the needs of each story you want to tell. Explore your creative potential without limits and break the barriers of the conventional by following in the footsteps of this visionary of modern comics.

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J. H. Williams III: The Master of Non-Style

Among aspiring comic book artists, and even among recent professionals, finding their own style can become a true obsession. In a market as volatile as comics, where artists come in and out of fashion in the blink of an eye, achieving a unique and personal graphic mark can be a matter of life or death, and legions of cartoonists may spend years trying to define what mysterious flick of their wrist will allow them to create a drawing that is truly their own.

However, there exists a special category of artists who choose to have all graphic possibilities at their disposal and let their drawing adapt to the story. Among them, J. H. Williams III stands as a true titan. An artist who defied conventions and found his identity precisely in versatility and adaptability, thus breaking one of the most established dogmas in the comic world: the need for a recognizable and consistent style.

After turbulent beginnings in which he barely hinted at his imagination for diagramming, Williams established himself among fandom as Alan Moore’s collaborator on Promethea, where he gained great fame thanks to his versatility and inventiveness in page composition. A collaborator with the most prestigious writers in the market, Williams established himself as the main creative force behind Batwoman, whom he helped turn into one of DC Comics’ breakthrough characters of the last 20 years.

Humble but stubborn, Williams knew how to forge his own path by following his heart, always with sincere love for the medium that has given him so much joy. His career is an inspiring example for any artist seeking to expand their creative horizons beyond conventional limits. Get ready to immerse yourself in the fascinating visual universe of the man who reinvented the very concept of style in modern comics… J. H. Williams III!

Illustration by J.H. Williams III showing his characteristic page composition style
Emblematic work by J.H. Williams III with his distinctive visual experimentation

Humble Beginnings: The Boy Born to Draw

James Harold Williams III was born on December 18, 1965, in Merced, California, the son of an Air Force pilot. According to his mother, when he was just a baby, the first thing he did on his own was grab a pencil. From then on, he drew incessantly, copying heroes and villains from his favorite Marvel Comics, instinctively developing a skill that would mark his destiny.

The epiphany came on an ordinary day while browsing the comic book rack at the local store. There he came across an issue of Micronauts, the comic adaptation of his favorite toys. He was fascinated by Michael Golden’s detailed art and Bill Mantlo’s sophisticated story, to the point that for the first time he noticed the credits box on the first page, becoming aware that comics were created by artists like he could become.

Williams was so impressed by Micronauts that for months he visited the store every week looking for the next issue, not yet understanding how comic book publishing schedules worked. This innocent obsession would reveal from an early age a trait that would define his career: persistence and passion taken to the extreme.

When he told a comic-collecting friend how wonderful Micronauts seemed to him, his friend showed him another magazine he might also like: Uncanny X-Men, the new sensation at newsstands thanks to Chris Claremont’s ambitious scripts and star artists, first Dave Cockrum and then rising star John Byrne. The melodrama of Uncanny X-Men was a very different comic from Micronauts, but Williams loved it anyway.

Confirming the infinite possibilities for personal expression that comic books offered, he decided right then that his only goal and objective in life from that point forward would be to become a comic book artist, no matter what it took. A determination he would hold firm despite the obstacles he would face in the years to come.

Self-taught Training and the Struggle for Recognition

Unlike many of his contemporaries, Williams never had formal training in drawing, beyond some graphic design classes in high school. He learned to draw completely on his own, although at an early age he already demonstrated an almost instinctive mastery of the human figure, backed by a prodigious visualization capacity that would be fundamental in his later development.

After graduation, Williams worked tirelessly to make his way in the industry while working as a salesman and waiter to make ends meet. Living constantly on the edge of bankruptcy, he dedicated his nights to drawing mountains of samples that he sent to editors in hopes of getting his big break.

Although he had the minimum fundamentals needed to compose a page, during these formative years Williams struggled bitterly to find his artistic voice. Editors constantly told him to imitate the star artists of the moment, resulting in a frustrating pursuit, as these references had gone out of fashion by the time Williams returned with new samples the following year.

This constant pressure to adapt to ephemeral trends instead of developing his own visual language would, paradoxically, be the seed of his future revolutionary approach to style. Exploring various graphic approaches and visual techniques can be fundamental for artistic growth, something Williams would deeply understand later in his career.

One of Williams' early works, the comic adaptation of the movie Demonic Toys

Among his first professional works is the comic adaptation of the movie Demonic Toys, where some glimpses of his narrative talent could already be seen, although still within conventional parameters. These early commissions, though modest, allowed him to gain experience and confidence in the medium.

The Turning Point: When Frustration Becomes Revolution

In the mid-90s, Williams experienced a radical change in his professional approach. Tired of constantly chasing editors’ approval by trying to imitate popular styles, he decided to take a different path, encouraged by his wife Wendy.

In an act of creative rebellion, he drew two 40-page comics, including one written by his neighbor Chuck Austen, in completely different styles and with unusual narrative. This exercise in creative freedom would mark the beginning of his true artistic identity.

In 1993, with these samples under his arm, he presented himself at Wonder-Con in San Francisco. But instead of showing his portfolio to editors as he had done unsuccessfully for years, he made a decision that would change his career: he sought the opinion of an established artist. And not just any artist, but the legendary Howard Chaykin, famous for his work on Star Wars and American Flagg!.

Although Chaykin pointed out several errors and weaknesses in his work, he also found many well-executed sequences, and was impressed by a crucial detail: Williams had a well-founded response for almost all of his observations. Nothing in his pages was accidental; each line had a deliberate narrative or aesthetic purpose. This awareness of his own work deeply impressed Chaykin.

The veteran artist assured him that he had enough skill to work professionally, and when Williams told him about his difficulties in capturing editors’ attention, Chaykin made a gesture that defines his legendary character: he got up from his chair, took him to the DC Comics booth, and began demanding loudly that some editor hire this young talent.

Williams left Wonder-Con with a pocket full of editors’ business cards and a new perspective on his career. After dozens of phone calls, he finally got his first jobs for DC, mainly fill-in stories for the Milestone imprint, concluding with his first significant work: the miniseries Deathwish, where his somewhat raw anatomy still hinted at his solid sense of composition and storytelling.

Brutal but efficiently narrated violence in Deathwish

Building a Reputation: The Formative Years at DC Comics

For the rest of the decade, Williams continued working for DC on various projects, mainly special assignments such as the American adaptation of Judge Dredd or the reinvention of Green Lantern in the Tangent event. His narrative skills developed steadily, especially when he teamed up with inker Mick Gray, who perfectly complemented his drawing style.

However, he remained internally frustrated by not finding a graphic language that felt truly his own. This search led to frequent confrontations with editors who resisted his increasingly bold and irregular compositions, fearful of alienating readers accustomed to more traditional narratives.

In 1997, his career took a decisive step with Chase, a series co-created with his friend Dan Curtis Johnson in which he collaborated on the plot for the first time. The series followed the adventures of Cameron Chase, a special agent of a shadowy secret government organization dedicated to monitoring the world of DC superheroes.

In Chase, Williams began to seriously delve into his innovative approach to page composition, revealing his admiration for the work of masters like Jim Steranko and Paul Gulacy. He began experimenting with irregularly structured pages in which he incorporated more and more elements of pure graphic design, merging visual disciplines that traditionally remained separate in the comic world.

This series managed to capture the interest of fandom and specialized critics for its visual and narrative freshness, but could not survive in the chaotic comic market of the late 90s, being canceled after only 10 issues. Over time, however, it would become a cult success and sowed the seeds of what was to come.

Page from Chase in which Williams incorporates graphic design elements and a very irregular grid

Chase represents a crucial point in Williams’ artistic evolution. Here we can observe how he begins to challenge the conventions of the traditional page, incorporating graphic design elements and developing a unique visual grammar. Mastering page composition can completely transform the narrative experience of a comic, a principle that Williams would take to its ultimate consequences in later works.

The Meeting with Alan Moore: The Creative Explosion in Promethea

After Chase, Williams continued to build a reputation in the industry by drawing the one-shot Son Of Superman with a script by Chaykin and doing some work for Marvel Comics on X-Man. His name began to resonate among professionals and editors as that of an artist with a unique vision.

This growing reputation reached the ears of Wildstorm editor Scott Dunbier, who was organizing the America’s Best Comics (ABC) imprint, British writer Alan Moore’s last major project in the North American market before his announced retirement. Dunbier and Moore were looking for an artist for the series Promethea, in which Moore planned to mix pulp action aesthetics with his metaphysical concerns about reality and his personal magical practice.

The search was not simple. Dunbier offered Promethea to several star artists of the time such as Brandon Peterson, Bruce Timm, and Alan Davis, all of whom ended up rejecting the proposal for various reasons. When it seemed they wouldn’t find the right artist, ABC cover artist Alex Ross mentioned Williams as a promising young talent who might fit with what Moore had in mind.

Williams enthusiastically accepted the offer to work with the most prestigious writer of the moment, and after showing him his samples and discussing the series by phone with Moore, he was selected as the artist for Promethea, the work that would definitively catapult him to fame.

In Promethea, Williams found a perfect canvas for his visual experiments. Moore gave him carte blanche to experiment as he pleased, constantly pushing him to stretch the limits of the medium. His page compositions became increasingly elaborate, with irregular layouts full of decorative details and bold design concepts that transformed reading into an immersive visual experience.

With growing confidence, Williams began to change the graphic concept every few pages to maintain visual interest, developing a narrative language that made constant use of the double page, taking advantage of the wider canvas to generate an almost infinite variety of innovative compositions.

Moore resonated deeply with this visual proposal and adapted his scripts to enhance Williams’ strengths, contributing ideas and visual possibilities to enrich his work, supported by his encyclopedic knowledge of various magical systems around the world. This creative synergy proved extremely stimulating for both, and Promethea became Moore’s most personal work within America’s Best Comics.

Page from Promethea in which Williams incorporates an entire decorative frame to the action

It was precisely in Promethea where Williams managed to resolve the professional dilemma about his style through a radical solution: deliberately renouncing having a unique style. After a decade of experimentation, he had a fundamental epiphany: he understood that his drawing was inevitably marked by his numerous influences, from John Byrne to Jim Steranko, through Frank Miller or Jack Kirby.

Instead of fighting against this reality, Williams decided to fully embrace it and turn it into his main strength. Throughout his work on Promethea, he began to deliberately change his drawing style according to narrative needs, adapting the aesthetics of each scene to perfectly fit its function in the story.

This approach reached its peak with the memorable sequence of twelve issues dedicated to exploring the spheres of the Kabbalah, each drawn in a radically different style, creating a reading experience totally unique in mainstream comics.

Williams’ passion for making each issue visually new, matched by Moore’s care and dedication in the scripts, turned Promethea into an unexpected sales success and a favorite of specialized critics. The series garnered dozens of nominations and won an Eisner Award for best single issue (for #10, the controversial “sexual magic lesson”), as well as a Harvey Award for best artist for Williams, who quickly established himself as one of the new favorites of the public.

One of the many pages of extreme experimentation in Promethea

Consolidation as an Elite Artist: Batman and Beyond

After the end of Promethea in 2005, Williams found himself in high demand at DC Comics offices. His versatility and ability to adapt his style to different types of narratives made him an invaluable asset to the publisher. During this period, he drew numerous covers, the first 6 issues of Desolation Jones with writer Warren Ellis, and even ventured to co-write a Batman story for Seth Fisher to draw.

Strengthening his graphic exploration even more, Williams began to ink himself starting with his first collaboration with writer Grant Morrison: the introduction to his epic saga of interconnected miniseries Seven Soldiers Of Victory. Morrison’s metatextual obsession synergized very well with Williams’ formal curiosity, generating pages of extraordinary visual richness.

In 2007, Morrison called on him again to draw The Black Glove, a key saga of his acclaimed Batman run. Here, Williams gave free rein to his most experimental instincts, changing styles between pages to immediately and effectively alter the tone of the narrative. Adapting the visual style to the specific needs of each scene can greatly enhance the emotional impact of a story, a lesson Williams had perfected in his years of experimentation.

His page compositions, especially the double spreads, reached a superlative level of graphic design, in which Williams managed to guide the reader’s attention safely and accurately despite the apparent visual complexity. Most surprisingly, despite the high level of elaboration in his compositions, Williams did not create thumbnails or preliminary sketches of the entire script before starting to draw.

His creative method consisted of approaching the composition page by page, deciding on the final layout only when he sat at the drawing board each morning. This spontaneity in the process, far from being an obstacle, allowed him to maintain a degree of freshness and flexibility that he considered essential for the final result of his work.

Graphic design applied in a double page of Batman: The Black Glove, in which his characteristic mix of styles is also present

The Batwoman Revolution: Defining a New Icon

A few months after Williams’ collaboration with Batman, Grant Morrison “killed” the Dark Knight in the story Batman R.I.P., which left a narrative void that needed to be filled in Detective Comics magazine. In 2009, Williams and writer Greg Rucka received the signal from DC that they would occupy that position with a project that had been brewing since 2006: Batwoman, a new and mysterious member of the Bat-Family.

Excited by the unique opportunity to visually define a relatively new character, without the historical baggage and expectations that accompany more established superheroes, Williams deployed his entire creative arsenal to bring Kate Kane and her heroic alter ego to life.

In Batwoman, Williams took his stylistic versatility to new levels, using it as a powerful narrative tool to clearly delineate the different aspects of the protagonist’s life. For scenes from Kate Kane’s civilian life, he employed a clear and luminous line, with bright colors and more traditional compositions that conveyed a sense of relative normality.

In contrast, sequences where Kate became Batwoman adopted a textured, almost pictorial realism, with a dramatic use of shadows and the color red as a defining element. These action scenes allowed Williams to show off with some of his most spectacular double pages, using extravagant but always perfectly readable designs, with a sublime narrative use of panel shapes.

The collaboration with Rucka proved as fruitful as his previous works. The writer managed to endow the new Batwoman with a solid and intriguing personality, in addition to making her one of the best realized and most significant LGBT characters in all of mainstream superhero comics, something revolutionary for the time.

Batwoman quickly became one of DC Comics’ greatest critical successes of its era, winning two more Eisner awards for Williams and establishing the character as one of the few genuinely innovative breaths of fresh air from DC in the 21st century. The character connected deeply with readers thanks to the combination of an emotional narrative and a visual approach that redefined what could be achieved in a conventional superhero comic.

Double page of Batwoman in which Williams goes all out to impact with all the resources at his disposal

From Drawing to Writing: Williams Takes Creative Control

Despite the unprecedented success he was achieving with Batwoman, in early 2010 the project faced a crisis when Greg Rucka, after constant disagreements with DC Comics, decided to leave the publisher, leaving the character without a writer. Williams was prepared to resign as well, considering that the shared vision he had built with Rucka was essential to the integrity of the project.

However, DC Comics, aware of the value Williams brought to the series, made him an unexpected offer: what if, in addition to drawing it, he also took on the responsibility of writing Batwoman? This proposal represented a completely new challenge for Williams, who until then had been recognized primarily for his visual skills.

After obtaining Rucka’s blessing and calling on his friend W. Haden Blackman as co-writer to share the narrative load, in 2011 Williams relaunched Batwoman as the protagonist of her own series within the ambitious editorial relaunch known as The New 52, which reset the entire DC universe.

The additional responsibility of handling the plot proved extremely stimulating for Williams. With the confidence given by his intimate knowledge of the character, he allowed himself to bring back his first creation, Cameron Chase, as a secondary character, establishing a connection with his previous work and enriching Kate Kane’s narrative universe.

Williams felt that the deep connection he had developed with Kate after hundreds of pages allowed him to approach the character’s inner world with the same naturalness with which he approached the composition of a page. His intuition proved correct, and Batwoman continued to be a critical success under his creative direction, earning him another Eisner award and an Inkwell award, consolidating him as one of the most respected authors of his generation.

However, the same editorial interference that had fed up Rucka began to take its toll on Williams and Blackman as well. The publisher began forcing them to rewrite entire storylines at the last minute, compromising the narrative integrity they had carefully built throughout the series.

The breaking point came in 2013, when DC flatly refused to allow them to draw Kate’s wedding to her girlfriend Maggie Sawyer, a decision that Williams and Blackman considered not only as unacceptable editorial interference but also as a setback in terms of LGBT representation. Artistic integrity sometimes requires making difficult decisions in the face of external pressures, a lesson Williams learned firsthand in this experience.

Fed up with the limitations of working with characters that didn’t belong to them and compromising their creative vision, Williams and Blackman made the difficult decision to resign from the series and from DC Comics, ending their time on Batwoman.

Williams is always looking for some effect he hasn't done before, like this successful Batwoman sequence

The Return to Sandman: A Grand Farewell

Before leaving DC Comics definitively, Williams set out to complete one last project of enormous importance: The Sandman: Overture, the long-awaited prequel to Neil Gaiman’s masterpiece that had revolutionized the comic world twenty years earlier.

It was no coincidence that Gaiman personally chose Williams for a work of such magnitude. The British writer, known for his meticulousness when selecting collaborators, recognized in Williams the ideal artist to visually bring to life a cosmic story that transcended the limits of reality and imagination.

Gaiman not only selected Williams, but deliberately structured his script to make the most of his visual strengths. The story of Sandman: Overture unfolds through a succession of double pages that allowed Williams to unleash all his graphic instinct, creating compositions that are true visual delights and that redefine what is possible to achieve with the language of comics.

The result was a visual masterpiece that perfectly complements Gaiman’s narrative. Sandman: Overture not only satisfied the expectations of fans of the original series, but also presented to a new generation of readers the unlimited potential of the medium when literary imagination and visual innovation are fused.

The famous inhabitants of The Dreaming according to Williams' pen in Sandman: Overture

The Search for Creative Independence: The Path to Echolands

After Sandman: Overture, Williams’ presence in the mainstream comics market was considerably reduced for several years. His work was mainly limited to a series of illustrations for covers, designs for album covers for bands like Blondie, and the experimental art and music project The Sound And Pain Men with DJ Jay Zotos.

However, contrary to what some might have thought, Williams was not retired from comics. Throughout the decade he was quietly working with Blackman on an ambitious creator-owned project that would only see the light in 2021: Echolands, possibly the boldest graphic exploration of his entire career.

Published by Image Comics, a label known for its support of independent creation, Echolands follows the misadventures of Hope Redhood, a thief who escapes through a magical and bizarre world where beings and environments drawn in completely different styles coexist. This premise allowed Williams to take his capacity for stylistic variation to the extreme, creating a visual universe where each change of style has a narrative and conceptual purpose.

To reinforce the panoramic sensation that had become one of his trademarks, Echolands is drawn in landscape format, allowing extraordinarily wide double pages that Williams fills with detail and life on his own terms, never sacrificing narrative clarity.

This project represents the logical culmination of Williams’ artistic path: a work where he has total creative control, free from the editorial restrictions that had limited his expression in the past. If the goal was to create a visually unique comic that looked like nothing else on the shelves, Echolands achieves this in spades, establishing new parameters for what is possible in the medium.

Stylistic chaos and heterodox composition at its maximum expression in Echolands

The Legacy of a Visionary: Redefining the Limits of Comics

Currently J.H. Williams III lives in Las Vegas with his wife, working on the second installment of Echolands while listening to classic and alternative rock records all day. His superlative skill with the brush keeps him busy as an illustrator of variant covers for various publishers, but despite the fact that the most popular writers of the moment keep him in high demand, he chooses to dedicate his time primarily to his own work.

Williams seeks to create something that is properly his from head to toe, something that can take his philosophy of “non-style,” of permanent exploration, towards still unexplored horizons. This constant search for new forms of visual expression has made him one of the most influential artists for new generations of artists.

Williams’ main legacy to the world of comics has been to demonstrate that style doesn’t have to be an aesthetic prison for the artist. Discover how stylistic flexibility can open new narrative possibilities for your art by following the philosophy that has made Williams a revolutionary in the medium.

His approach to page composition has fundamentally transformed the way many contemporary artists approach visual storytelling. Williams taught us that page structure can be as powerful a narrative tool as drawing itself, and that the possibilities for innovation in this aspect are practically infinite.

Perhaps the most significant aspect of his career is that Williams has never stopped evolving. From his humble beginnings imitating his favorite artists to becoming one of the most innovative artists in the industry, his trajectory has been a constant process of reinvention and discovery.

In a world where the mainstream comic industry continues to favor homogeneity and predictability, J.H. Williams III remains as a reminder that the medium has unlimited expressive potential, waiting to be explored by those with enough courage to break with established conventions and find their own creative voice, even if that voice consists precisely in the freedom of not having a single voice.

For aspiring artists struggling to find their own style, Williams’ career offers an invaluable lesson: perhaps true style doesn’t consist of a constant graphic mark, but in the ability to adapt your art to the needs of each story you want to tell. Explore your creative potential without limits and break the barriers of the conventional by following in the footsteps of this visionary of modern comics.

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