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We didn't have our Comic-Con badges yet, so it's understandable that she would be confused. But even after Dan said, "We're going to Comic-Con," she shook her head. As we stepped out of line, another woman, who also looked to be about sixty, called, "There's a UPS truck back there you can ride on!" We looked sheepishly down at our packages. The woman at the door of the bus (which we now understood was not, in fact, a hotel shuttle) must have felt sorry for us, because she said we could ride with them after all. As we got on, another sixty-something lady called "Postal service!" and laughed out loud. We tried to look inconspicuous, which wasn't that easy with the boxes and camera and tripod, not to mention the fact that we were a good twenty-five years younger than everyone else on the bus. Not exactly the demographic I'd expect to see at Comic-Con, but hey, age is just a number.


That's okay, because the panel itself was great. The large(ish) room was about half full, not bad considering that we were up against another panel about writing in games and that it was still early on the first day of the show. After a quick introduction by Dan, Dave Grossman led off, talking about the blank looks he gets when he tells people he designs games for a living, his process of getting to know characters, and design diagrams that look like the head and pigtails of Bubbles the PowerPuff Girl. Dave Bogan then showed how Bone and Sam and Max art evolves from the source material into fully-realized 3D worlds. Steve, looking dashing as always in his fedora, chimed in with several insights and sarcastic comments, then took the podium to talk a bit about his web comic. There was time for a brief Q&A before we were rushed out to make way for the next panel, which had an audience of five. As the door closed behind us, we heard the speaker's opening remark: "Gee, I sure know how to clear a room."






