Copyright © 2013 DC Comics. All related characters and elements are trademarks of and © DC Comics. WB SHIELD: ™ & © Warner Bros. Entertainment Inc. (s13) WATS30191 All rights reserved. Published in the United States by WatsonGuptill Publications, an imprint of the Crown Publishing Group, a division of Random House, Inc., New York. www.crownpublishing.com www.watsonguptill.com WATSONGUPTILL and the WG and Horse designs are registered trademarks of Random House, Inc. Selected artwork in this title appeared in previous DC Comics publications. Library of Congress Cataloging-in-Publication Data Potts, Carl. The DC Comics guide to creating comics : inside the art of visual storytelling / Carl Potts ; foreword by Jim Lee. — First [edition]. Includes index. 1. Comic books, strips, etc.—Authorship. 2. Comic books, strips, etc.—Technique. I. Title. PN6710.P68 2013 741.5′1—dc23 2012050026 ISBN 978-0-385-34472-2 eISBN: 978-0-38534473-9 Text design by Ken Crossland Cover design by Ken Crossland Cover art by Jim Lee (top images, front and back) and Bill Reinhold (bottom) Half-title page: Art by Adam Hughes Title page: Art by Ivan Reis This page and this page: Composed using art assets from DC Comics Style Guides v3.1 To those who love comic books/graphic novels and wish to create them or to better appreciate why comics are such a powerful storytelling medium. Thanks A number of people extended themselves to help make this book a reality. I would like to thank Jim Lee, Patrick Barb, Candace Raney, Josh Anderson, Whilce Portacio, Bill Reinhold, Will Rosado, Phil Jimenez, Denny O’Neil, and Marie Javins! Thanks also to Marco DiLeonardo, Michael Wooten, Fred Ruiz, Shelley Eiber, Jeanette Winley, Wanda Phillips, and Steve Korte for their efforts. CONTENTS Cover Title Page Copyright Dedication Thanks Foreword by Jim Lee Introduction Part One: The Art at the Heart of Comics Chapter One: Comics and Sequential Visual Storytelling Chapter Two: Your Brain on Comics! Chapter Three: Goals and Principles of Sequential Visual Storytelling Part Two: Affecting the Reader’s Experience Chapter Four: Reduction, Encapsulation, and Juxtaposition Chapter Five: All About Panels Chapter Six: Pages: The Big Picture Chapter Seven: Where Are We? Chapter Eight: More Ways to Enthrall Readers Part Three: Narrative + Art Chapter Nine: Narrative: Writing for Visual Storytelling Chapter Ten: Art: Drawing for Visual Storytelling Part Four: Putting It All into Practice Chapter Eleven: A Step-by-Step Process for Artists Chapter Twelve: Watching the Pros Work Afterword Glossary of Comics Terminology Contributors Also Available from the DC Comics Guide Series Index FOREWORD Nothing gives me greater pleasure than introducing the art of visual storytelling as presented by my mentor and art guru, Carl Potts. For the most part, everything I learned about creating comics can be divided into two periods: the time BC—also known as “Before Carl”— and the time after, which I call “conquering the deep, dark void.” In years 1 to 22 BC, I struggled to learn the art of visual storytelling. Just because you have a love for reading comics and some innate drawing talent, that does not mean you automatically qualify as a comic book artist. In fact, I think it works against you, because you think you know more than you actually do. You think that you draw better than your least favorite professional artist even if you can’t complete an entire page of panel-topanel continuity by yourself. Ever. That was me. But somewhere deep inside, I realized I needed to improve. (Because no one was giving me any work, right?) So I learned all I could about comics and visual storytelling through the few books that were available at the local library. However, it wasn’t until I met Carl through another Marvel Comics editor—the late, great Archie Goodwin—that I started on my true path toward enlightenment in the deep, dark void. Because that’s what art can be when you realize you need to start all over again. You have to drop any artifice or defensive shields (the ones you create to preemptively protect yourself from cruel criticism) and accept the fact that there’s a lot more to this artform than meets the eye. You have to learn the basics all over again. For real this time. With feeling. Wax on, wax off. And that’s where Carl served as my guide. My sensei. My Jedi master. And teach me he did: everything from “the 22 panels that always work” by Wally Wood to “how not to cross the line.” He gave me telephone book–thick tomes of photocopies from books explaining all the ins and outs of cinematic terminology and visual storytelling. Carl passed along handwritten memos explaining what I did well (not much) and what I did wrong (though constructively polite) as I turned in tryout page after tryout page. Carl laid out several of my biggest projects so that I could tryout page. Carl laid out several of my biggest projects so that I could work over his thumbnails. I absorbed all those lessons until I thought I was ready to snatch the stone from his hand—the initiation all new artists had to endure and complete to take a place at the vaunted table of professionals. Or maybe it was picking up the burning white-hot urn with your forearms and carrying it to the gates of the dojo. Or maybe he offered me one of two pills in his hands—one blue, one red. I don’t recall that with great accuracy; the endless training has that effect on your mind. But whatever the process, it worked. I emerged a comics professional, trained for the very first time—once again. I joke about the Zen mysticism of the whole process, but in truth, there is much seriousness to it all. I learned a great deal at the hands of my mentor, Carl. The years working with him set the baseline and foundation for much of my work even as I experimented, grew, and broke the very rules I was initially taught. Because the final lesson for all things creative is written thusly: Just because it works for you, that doesn’t mean it’s the only way of doing something. And I think that was Carl’s ultimate lesson imparted to me and one that is triply clear in this fantastic book you hold in your hands. There are rules and lessons to be learned, but comics are called art for a reason. The subjectivity of it is as clear and true as its objectivity, and that relationship is explored and demonstrated clearly in the chapters ahead. What took me years to learn can now be yours to enjoy in mere days. May your own journey in the deep, dark void be short and sweet. Jim Lee Burbank, California Art by Jim Lee and Scott Williams. INTRODUCTION From a very young age, I devoured all forms of storytelling, especially visual storytelling. I couldn’t get enough of films, TV, and comic books. As an adolescent, I’d watch Saturday morning cartoons on TV before heading outside to mow lawns. Most of the money I earned by cutting, raking, and bagging grass clippings quickly found its way into the cash registers of the local stores that carried comics. The works of comics masters Jack Kirby, Steve Ditko, and Joe Kubert, along with many others, entertained and fascinated me. I read and reread my comics until they began to fray. My early drawings were often inspired by the comics I consumed, but those sketches consisted mostly of single images. My initial attempts to string together sequences of panels often resulted in frustration. Connecting panels to tell a story proved much more difficult than generating individual and unconnected drawings. There was something I hadn’t yet grasped about creating comics, something vital that was related to but distinct from the individual panel drawings and the writers’ words. Although it was in plain sight, this elusive vital element of comic book creation was difficult to pin down. Though my genre and subject tastes expanded as I got older, my passion for all forms of storytelling, especially comics, remained strong. The thought of becoming a comics creator evolved from a fun fantasy to a career goal. Instead of producing only individual drawings, I again began to try to tell stories in sequential panels. Composed using art assets from DC Comics Style Guides. I encountered the term visual storytelling in comic book fanzines. It referred to something comic book artists did to present a story in sequential pictures. I’d discovered a term for the elusive element that helped make comics such an exciting medium. There was, however, no clear definition of the term and little information on the process comics creators used to tell clear, dynamic, and compelling tales. This elusiveness resulted because many comics creators use instinct or their gut feelings when picking which scenes to show and, just as important, which visuals not to show. They also use their creative instincts when framing, cropping, and sizing the selected visuals. Instinct again plays a heavy role when creators pick which angles to use, arrange the sequencing of panels, and decide on the relative emphasis to give each of the visual elements on a comics page. By the time I began my professional career as a comics artist, I was occasionally able to use some of those sequential visual storytelling instincts. More often than not, I was tapping into the subconscious lessons I’d picked up while consuming the works of comics masters and great filmmakers. Early in my career, while drawing comics for Neal Adams and Dick Giordano’s Continuity Studios, I also began drawing television commercial storyboards for New York ad agencies. This work forced me to learn to use very clear and straightforward visual storytelling. I started utilizing the techniques I picked up from my storyboard work when I drew my comics assignments. I could “feel” when the storytelling when I drew my comics assignments. I could “feel” when the storytelling was or wasn’t right, but I couldn’t always translate the reason into words. When I was hired as a comic book editor at Marvel Comics, it became vital that I communicate clearly with my collaborators to articulate effectively why a visual storytelling sequence was not working and to be able to suggest viable ways to improve the work. I closely examined the techniques that comics storytellers utilized instinctively. I also studied film and TV cinematography techniques and spoke at length with other comics professionals, gaining and sharing insights. In particular, the exchanges I had with Archie Goodwin, Jim Shooter, Jim Starlin, Walter Simonson, and Allen Milgrom contributed to my base of visual storytelling knowledge. Later, several books, including those by Joseph V. Mascelli, Will Eisner, and Scott McCloud, further expanded my knowledge. My thanks and a tip of the hat to all the people named above for helping me grasp and articulate various aspects of sequential visual storytelling more clearly. With the numerous aspects, points of view, and personal aesthetics involved in visual storytelling, the subject continually generates new concepts to explore and opinions to consider. This is true more than ever as tools evolve rapidly, as do print and digital formats for comics. Comics creators who are well versed in the subject of sequential visual storytelling are able to: • Tell clear, compelling, and entertaining comic book and graphic novel stories • Communicate effectively with their collaborators • Think their way out of creative problems when instinct fails • See new ways of approaching visual storytelling scenarios instead of relying on the approach to which they normally default Most books on creating comics concentrate on drawing and/or writing. With some notable exceptions, the subject of sequential visual storytelling usually is touched on only briefly. In The DC Comics Guide to Creating Comics: Inside the Art of Visual Storytelling, I will cover all the major creative elements that make comics, with a primary focus on sequential visual storytelling. The goal of this book is to help comics creators, especially developing artists and writers, quickly gain a solid foundation in the basic principles and techniques of sequential visual storytelling, the art at the heart of comics. If the book helps readers avoid the frustration and lost time that I experienced as a developing comics creator, its mission will have been achieved. YOUR COMICS PRIMER This selection of books will give you a great overview of most of the creative, historical, and cultural aspects of the comics medium. The Power of Comics by Randy Duncan and Matthew J. Smith (Bloomsbury Academic) The Five C’s of Cinematography: Motion Picture Filming Techniques by Joseph V. Mascelli (Silman-James Press) Understanding Comics by Scott McCloud (William Morrow) Framed Ink—Drawing and Composition for Visual Storytellers by Marcos Mateu-Mestre (Design Studio Press) Art by José Luis Garcia-López and Kevin Nowlan. PART ONE THE ART at the HEART of COMICS Sequential visual storytelling (SVS) is the art at the heart of comics. Without SVS, prose combined with pictures is just an illustrated story. Illustrated stories are great, but if creators want to make comics, they need to learn to incorporate the principles and techniques of SVS into their work. CHAPTER ONE COMICS and SEQUENTIAL VISUAL STORYTELLING Many attempts have been made to define what the comic book form is and is not. All sequential visual media, including film, TV, storyboards, and electronic games, have many elements in common. Each medium, however, has its own unique characteristics. For now, let’s concentrate on the creative elements that have to be present for a work to be considered a comic, whether or not those elements are unique to the comics form. Three key elements combine to make comics: Narrative + Art + Sequential Visual Storytelling = Comics Narrative is usually a story, but comics also include mood pieces, character sketches, abstract works, and instructional content. Art in a comic generally consists of drawings, paintings, or photos. Narrative and art without sequential visual storytelling (SVS) is not comics. SVS is the art at the heart of comics and other sequential visual media. So what is SVS? Basically, it consists of: • The visuals a comics creator chooses to show (and not show) • The framing, angle, layout, and rendering of the visual elements • The juxtaposition, order, and sequence of the visual elements • The emphasis that the visual elements are given relative to one another No matter how well they draw, artists who want to create comics need to employ the principles and techniques of SVS in order to tell clear and compelling stories. Pictures, even beautifully drawn pictures, that do not compelling stories. Pictures, even beautifully drawn pictures, that do not properly relate to one another in a narrative sequence do not make good comics. Comics writers also need to understand SVS in order to generate scripts from which their artist collaborators can easily work. New writers sometimes do not think visually and include inappropriate instructions in their scripts. For example, a naive writer may instruct the artist to show a character rising from a chair, running across a room, opening a door, and then exiting the room—all in one small panel. Unless this is a story that features the Flash and is told with multiple images of the character moving throughout the panel, it will be impractical for the artist to show this set of actions effectively in one panel. Writers steeped in SVS are able to communicate effectively with their collaborators and can tailor their tales to take full advantage of the comics medium. Comics* are an extremely versatile medium. They can target and appeal to any audience demographic. * In this book, the terms comics and comic books will cover graphic novels and manga as well. All comics creators need to understand how to visually tell clear and compelling stories. Photo by E. Potts. What Are Comics? In his groundbreaking work Understanding Comics: The Invisible Art, Scott McCloud defines comics as “juxtaposed pictorial and other images in deliberate sequence, intended to convey information and/or to produce an aesthetic response in the viewer.” Note that even though we normally assume that comics are a combination of words and pictures, McCloud’s definition does not mention words. In visual storytelling media it’s important not to confuse writing with words. A writer can produce a story that is totally “silent,” with no words on the page. Wordless comics are still comics, if they contain a narrative sequence. That said, the comics form generally involves the marriage of words and pictures. The terms comic books and comics are holdovers from the 1930s, when comics first appeared. Early comics were collections of humorbased newspaper strips. These two terms stuck even when new material that encompassed a wider range of genres and subjects took over the comic book format. Like other visual storytelling media (film, TV, video games, the Web), comics can tell stories in any genre and effectively portray almost any subject. There are, however, some subjects for which the comics format is not particularly well suited. Sometimes the suspense and wonder of seeing an event happen live in front of you is essential to the enjoyment of the performance. In such cases, the comics form may have difficulty capturing and conveying that essential suspenseful live element. When you watch a stage magician live, a major part of the thrill is being fooled and surprised in real time, with no media barriers between your eyes and the magician. Magic shows therefore lose some of their appeal on movie, TV, or computer screens, since there is always the possibility of after-the-fact special effects and editing being used. Therefore, the odds are that you will not see a comic book version of a live stage magic show or a juggling act or similar performances that rely heavily on the live element. Comics versus Moving Media Some of the differences between comics and moving media such as film and TV include: • Still media can only suggest motion. • Moving pictures can show both time and space. • Moving media formats usually have a consistently sized and proportioned frame/screen, whereas comics panels often vary in size and shape. That last point—the ability to change panel sizes and shapes— gives comics a major storytelling advantage when it comes to visual design, story pacing, and the ability to emphasize or deemphasize a panel’s content. CHAPTER TWO YOUR BRAIN on COMICS! When we read comics, the brain processes the pictorial and textual information, with both sides of the brain operating simultaneously. We internally verbalize the words while picking up much of the visual content subconsciously, essentially creating a movie in our brains. Visual Literacy Contemporary society is extremely visually oriented. Soon after coming into the modern world, children are exposed to a wide variety of visual media, including TV, movies, video games, computers, tablets, print and electronic story books, magazines, and billboards. Visual literacy—the deciphering, utilizing, and crafting of visual communications—is often vital to the success of personal or professional endeavors in today’s world. Reading comics requires and helps develop visual literacy. Readers of comic books expect to experience an entertaining story told in a clear and engaging way. That means comic book creators have to know how to structure a compelling story and create interesting characters and plots. Most important, they have to tell the tale in sequential panels, using visual literacy skills to combine graphics with words. Composed using art assets from DC Comics Style Guides. The Reader’s Experience Consumers enjoy the reading experience on a gut level, usually without consciously registering: • Whether they first read the captions/balloons or look at the visuals in a panel • What information they pick up from surrounding panels or adjoining pages within their peripheral vision • What assumptions they make about the story from the limited visuals and words the comics creator has chosen to present This is how it should be, at least upon the initial reading. If the readers have to stop to sort out some confusing aspect of the visual storytelling, they are taken out of the flow of the story—something comics creators strive to avoid. It is usually during subsequent readings of a comic that the audience begins to look behind the curtain a bit, taking more notice of comics creators’ techniques. Generally, comic book consumers absorb vast amounts of visual information without being fully aware of it. Readers pick up a lot of information while reading comics, much of it on a subconscious level. Using only the visuals, a total novice to comics and the DC Universe can pick up a lot of information, even from this relatively uneventful splash page from Justice League #3 (November 2011). Art by Jim Lee and Scott Williams. Reader Control When they were viewing theatrical films and, until relatively recently, television shows, consumers had no control over the pace of their viewing experience. Each person in the audience received a linear experience delivered at the same pace. Even though comics generally are produced to be enjoyed as a linear experience (this page is read, followed by this page, and so on), comics readers have the option to start, stop, pause (“freeze frame”), go back (review), and jump forward (preview) with ease. Even if all the readers of a particular comic decided to read the story linearly, each reader would still control the pace at which he or she digested the story, drank in the details, and (the creators hope) enjoyed the experience. Comics creators have tools they can use to try to control the readers’ pace through the story, and I’ll share them in Part Two. The Reductive/Additive Relationship between Artist and Audience A large part of the work of comic book artists is reductive. Out of all the possible scenes, characters, and actions to show the audience to advance the narrative, the artists pick only those they feel do the best job of telling the story. Artists must use their creative sensibilities within the practical limitations of the format to convey the tale. For example, if the script calls for “Wonder Woman leaping over a car,” the artist can break down the action in several ways. In some cases, these reduction choices are purely creative decisions on the artist’s part. In other cases, the number of pages the story is restricted to plays a role in the creative decision making. Though most readers experience comics on a gut level, comics creators should try to understand how the audience processes the reading experience. Doing this will allow the creators to affect the audience more effectively. If, after learning the principles and techniques of SVS, comics creators prefer to continue to produce their work using only their gut instincts, they can still do that. Then, if the creators run into storytelling problems that their instincts can’t solve, they will have the tools to analyze the work intellectually, ideally leading to a viable solution. The principles and techniques of SVS also can help creators spot areas where they are not taking advantage of the comics form and to communicate better with their collaborators. Learning the principles of SVS also will help beginning comics creators save a lot of trial-and-error time! The comics artist can show numerous images of Wonder Woman at every stage of preparing to jump, jumping, soaring over the car, landing, and continuing on her path, similar to the sequential frames in a film. Art by Will Rosado. Alternatively, the artist can choose to show far fewer selected images of Wonder Woman making the leap. Art by Will Rosado. If desired, the artist can show only one frame to visually express the jump over the car. The fewer figures that are shown, the more important each figure becomes. When using a single figure from a large sequence, it is vital to select the figure that best captures the full action, the figure that allows the reader to imagine easily the actions taking place before and after the selected figure. Art by Will Rosado. Filling in the Gaps Although the comic artist’s work is reductive, the comics reader’s experience is additive. Relying on the visuals in the comic, the readers have to fill in the gaps—they have to imagine what is taking place in the gutters between panels. The reader fills in what takes place in the gutters by using the information supplied in the story and, at least in part, by referring to his or her personal experiences. For example, if the artist creates a martial arts fight sequence, a reader with martial arts training may fill in the gaps with mental images that are different from those supplied by someone who has never set foot in a dojo. Similarly, a reader trained in traditional karate may fill in the gaps with visuals different from those of a reader trained in kung fu. To use an imperfect parallel from traditional cel animation, the comics creator is drawing key frames and the reader is the in-betweener, filling in the action between the key frames the artist created. This additive activity of filling in the gaps sometimes creates memorable images in the mind of the reader. It is fairly common for comics readers to retain clear images from a favorite comic book story for many years. When the readers finally review the actual comic, they are surprised to find that not all of the visuals they remembered actually existed on the page. The readers mentally generated some of the memorable visuals when filling in the gaps between panels. This demonstrates the power of the comics medium and the power that comics creators have. If they are presented with the right visuals, properly juxtaposed, readers can fill in the gaps of what occurs between panels with no conscious effort. On the basis of the two images in this example, readers can easily imagine the in-between actions as Superman ascends while throwing a punch. In his groundbreaking book Understanding Comics, Scott McCloud refers to the reader’s imagining of what’s occurring between panels as “closure.” Composed using art assets from DC Comics Style Guides. CHAPTER THREE GOALS and PRINCIPLES of SEQUENTIAL VISUAL STORYTELLING Sequential visual storytelling is not an exact art, but there are consistent concepts, goals, principles, and techniques that have evolved. Be truly objective in judging a new [visual storytelling] method or idea. Try it. If it plays—if it is acceptable—and the audience comprehends and enjoys it—use it. If it simply confuses, teases or even distracts the audience from the narrative—discard it! —Joseph V. Mascelli The principles of sequential visual storytelling are not hard and fast rules. Since there are usually multiple ways to meet each principle’s objectives, different artists can draw the same story, each utilizing the principles of SVS, but produce very different interpretations of the story. The principles liberate comics creators to tell their stories as effectively as possible while maintaining each creator’s unique approach, voice, and style. A solid foundation in SVS principles allows creators to experiment from a base of knowledge instead of from naiveté (a nice word for ignorance!). It is fine to “violate” the principles occasionally as long as doing so is a conscious decision made to impart a specific effect in the service of the story being told. Picasso’s abstract work probably would not have been as powerful or compelling if he had not had such a solid grounding in representational art. His knowledge of representational drawing gave him a firm base from which to abstract—he knew what he was abstracting from. The same concept applies to experimental SVS. If you know the basic principles, you can experiment in ways that still keep the reader immersed in your narrative. For all three elements that combine to make comics (narrative + art + SVS) it is best to keep a balance between the conventional and the inventional. (An inventional approach utilizes unconventional or unexpected panel design, layout, drawing techniques, or other visual approaches.) That means comics creators can utilize the standards and conventions of the comics medium that enable the audience to easily follow and understand the story while occasionally doing something outside the norm as long as it adds to the audience’s experience without being too distracting. I’ll explore the concept of balancing the conventional with the inventional more in Part Three. The overall guiding goal for the sequential visual storyteller is: Keep the reader immersed in the story or narrative. The goal is that simple. Executing the work to support that goal is not so simple! There are some key principles that comics creators can observe to help them reach the goal of telling clear and compelling stories. DC Comics titles like Legion of Super-Heroes strive to keep the reader immersed in the story. Photo by E. Potts. The Primary Principle Make All Creative Decisions in the Service of the Story. All the decisions that comics creators make (what to encapsulate and juxtapose from the range of visual storytelling possibilities), along with the executions of the artwork (drawing, design, script, color, lettering, etc.), should support the goal of keeping the reader immersed. When readers enter the world of the story, they suspend their disbelief and are immersed in the narrative. Creative decisions and executions that are at the expense of storytelling risk taking readers out of the flow of the story and breaking that suspension of disbelief. As Joseph V. Mascelli indicates in the quote at the beginning of this chapter, this should be avoided. The example of confusing panel and content layout shown on this page is not from a DC comic, but the page layout, panel designs, and figure placement have been re-created faithfully from DC Comics Style Guide art. Only the top third of the page’s content and the middle tier panel outlines have been re-created to illustrate the problems. However, the rest of the page continued with a string of similar issues. Comics artists are sometimes tempted to show off their drawing abilities at the expense of storytelling. The commercial viability of original art, unfortunately, sometimes plays a role when artists decide what to include on a page. Original comics art pages with large pinup shots of major characters are generally more marketable than “quieter” pages of original art. However, building a page around a large, beautifully rendered pinup shot of a character when the story needs an establishing shot for a new scene deprives the viewer of information he or she will need later to get a quick and clear understanding of what’s happening in the story. An artist’s top priority should always be to keep the reader immersed in the story. Inconsistent drawing levels and styles also can interrupt the readers’ immersion. Drawing ability and consistency will be covered in more detail in Part Three. The panel and content design for this example present a number of confusing eye-path issues for the reader. Composed using art assets from DC Comics Style Guides. Supporting Principle One: Be Clear Comics creators should make sure that readers: • Are visually supplied with all the information necessary to stay immersed in the story • Do not have to break their suspension of disbelief to try to figure out where their eyes are supposed to go to next or what the art is portraying • Don’t encounter unnecessary or distracting elements On occasion, the creator may want to be purposefully unclear or confusing. For example, if a character is delusional or disoriented and the creator wants the reader to experience what the character is going through, the visual content and/or the reader’s eye path can reflect the character’s confusion. Artists should strive to establish the cast, environment, and scenario clearly and keep the established environments consistent. Unless there is a story reason for making any changes to the environment a surprise to the reader, alterations to a scene setting should be clearly established visually. This is an establishing shot of Gotham City at night. Composed using art assets from DC Comics Style Guides. In this reestablishing shot, the same section of Gotham that was shown earlier in the story is now ablaze. Showing such a large and previously established area of the city on fire makes it immediately clear that the inferno is not confined to one or two buildings. Composed using art assets from DC Comics Style Guides. MAKING CHARACTER ACTIONS CLEAR Making the actions of the characters clear to the reader is vital. Whatever action (or inaction) a character is involved in needs to be shown from the correct angle so that the action is immediately clear to the viewer. shown from the correct angle so that the action is immediately clear to the viewer. If the script calls for a shot of Batman leaping up while holding a Batarang in one hand and his tether line in the other, an artist needs to figure out the best pose and the best angle on that pose to show the action clearly. In the image below, using a DC Direct statue inspired by Tony Daniel’s art from the Batman Black and White series and sculpted by James Shoop, you can view a possible pose from a variety of angles to see which ones best show the action clearly. Many artists do this by imagining a pose and mentally circling around it to see which angle best expresses the action. The first and second angles are both fairly clear, but the first angle looks more dynamic and the shapes of Batman’s head, the arm with the tether, and most of the Batarang are clear. In the third angle you see little of Batman’s body and the cape covers the leaping action, making Batman’s action unclear. The fourth angle is interesting, but Batman’s left arm is aligned with and covering his torso. Also, as a result of the overall similarity in the dark tones of Batman’s costume and equipment, the Batarang’s shape is not clear in this angle since most of the Batarang overlaps Batman’s cape. In the fifth angle, not only is the Batarang’s shape lost but the shape of Batman’s whole head is lost. The first angle looks like the best choice. Part of keeping a character’s actions clear involves keeping the character’s direction on the “stage” consistent. If a character is established moving from right to left within a panel frame, ideally, subsequent panels showing that character’s continuing action will maintain a right-to-left axis. Maintaining this action flow continuity is an important concept that does not get as much attention in comics as it used to. This is due in part to the influence of chaotic, quick-cut, documentary-like music videos and 3D game environments that have affected film, TV, and comics. Part Two will go into this subject in more depth. You can show action from a variety of angles and distances. Generally, comics artists should pick the shot that most clearly displays the action to the reader. Photo by E. Potts. On this page, Batman’s movement in each panel consistently has a left-to-right bias, making it clear that he is not changing direction as he travels through this sequence. Art by Jim Lee and Scott Williams from DC Comics Style Guides. Supporting Principle Two: Be Invisible Good visual storytelling is usually invisible to the reader. That is, if comics creators are doing their jobs well, the reader will be immersed in the stories and will not be consciously aware of the visual storytelling techniques the comics creators use. Distracting page design or confusing panel layouts that draw too much attention to themselves may be pleasing for the creator and the viewer on some levels. However, if these techniques draw the reader’s attention away from the story, they can break the reader’s suspension of disbelief and negatively affect enjoyment of the tale. When it comes to making their efforts invisible, comics creators can look to ballet for a parallel. Accomplished ballet dancers put tremendous effort into their performances. Many of the moves they execute are very stressful and painful. However, the best dancers make their performances look effortless. They do not want the audience to notice how hard they are working or how much pain they feel. Dancers who do show their effort or suffering during a performance may get some sympathy from the audience. However, by drawing attention to their effort, these dancers pull the viewers out of the performance’s beauty and its narrative. Artists sometimes spend a lot of time figuring out the best way to present a story and make their drawings just right. They can have many frustrating false starts and trash a lot of work before arriving at storytelling decisions and executions with which they are happy. Like great ballet dancers, comics artists should strive to keep the audience from seeing the blood, sweat, tears, strain, and pain they sometimes undergo when performing or creating. If creators do their jobs well, the readers will have no idea of the difficulties the creators endured while producing the stories. The creators’ choices and execution will appear seamless—seemingly selfevident as the best way to execute the stories! That’s the way it should be. Supporting Principle Three: Show, Don’t Tell Clearly show all the visual information so that the script does not have to include descriptive information. That way, the script, if any is needed, can concentrate on nonvisual information, additional detail, and subtext. In the example on the following pages, the script calls for the following: “Batman rides the Batcycle down a Gotham side street, straight toward the reader. The sunset sky burns red as a Gotham police airship hovers just above the building tops, its searchlight on Batman.” For most stories, the visual storytelling choices and execution should enable the viewer to tell what is happening from the visuals alone. For most comics, this level of clear visual storytelling is highly desirable. Part of showing and not telling is “setting up and paying off”: establishing visual elements in the story ahead of time if they will affect the narrative directly. If a character enters a room, the establishing shot should show where everything in that room is in relation to the character and to all the other objects in the room. Included in the establishing shot should be any visual element that will appear later in the sequence. For example, if later in the story a character retrieves a laptop computer that was sitting on his coffee table, the laptop on the table should be included in the scene’s original establishing shot. The mood of a scene or a character can be set up in advance so that it pays off later when that mood more directly affects the narrative. It is awkward when copy has to cover for information that should have been supplied visually. Composed using art assets from DC Comics Style Guides. When all the needed information is supplied visually, the copy can concentrate on subtext and/or information that visuals can’t easily impart. Composed using art assets from DC Comics Style Guides. Art by Bill Reinhold. PART TWO AFFECTING the READER’S EXPERIENCE For most comics projects, the artist has more power to affect the audience than do his or her counterparts who work in other collaborative visual media. That is the case because the comics artist often serves a number of roles that usually are split up between different people in other visual media, including the: Director Cinematographer Casting director Lighting director Set designer If the artist is also the writer of the comic, he or she serves as the screenwriter as well. When the artist designs the sound effects, he or she serves as a Foley (sound effects) engineer too. Thus, comics creators, who are not strangers to the concept of power being coupled with responsibility, have to wield all that visual storytelling prowess for good! Let’s take a look at some of the ways comics creators can affect the ways readers experience their stories. CHAPTER FOUR REDUCTION, ENCAPSULATION, and JUXTAPOSITION To a large degree, sequential visual storytelling is accomplished through the creative choices comics creators make regarding reduction, encapsulation, and juxtaposition. Reduction As stated earlier, a major part of a comics creator’s work consists of selecting “snapshots” from the overall narrative to show the reader. The artist must reduce the possibilities to a visual, or a sequence of visuals, that are encapsulated into panels. Many comics creators rely on instinct to choose which moments to encapsulate. Relying on instinct alone, however, may cause creators to fall into a storytelling rut, executing similar scenes the same way time after time. Analyzing how and why to encapsulate some parts of a narrative and leave other parts “between the gutters” can help creators stay fresh and innovative. Even if the creator wanted to, showing all the story’s events in relative real time would be impractical and might result in boring storytelling. For example, in a war story, much of a soldier’s time is spent digging and waiting in foxholes, cleaning weapons, standing guard duty, eating rations, and so on. Relatively little of the scenario’s time span will include the exciting external action of combat or dramatic interpersonal conflict that is usually the focus of the story. That said, important moments in a story often include scenes with little external action. If they support the story, panels that show landscapes, characters in silent contemplation, or other “quiet” scenes are at least as important as those featuring dramatic external action. For example, it may be important in a war story to show and contrast the extensive periods of inactivity with the bursts of terrifying action. In such cases, the comics creator needs to decide how best to show those mundane moments in a visually interesting way and how much space to devote to them relative to the rest of the story. The storyteller’s goal should be to isolate and show the movements that best support the narrative and build the story arc. Anything that does not contribute to that goal is possibly superfluous and probably expendable. Different artists may make different decisions about how to reduce on the basis of their personal creative preferences: which visuals they feel best convey and propel the story at the pace at which they want to tell it. Art by Will Rosado. When deciding what to show and not show, comics creators have to determine which parts of the overall narrative are expendable. Sometimes, even in action genres, periods of relative inactivity can give insights into characters, add mood, and provide a contrast to the scenes of overt action. Such is the case in this Sgt. Rock scene drawn by the late legendary artist, editor, and teacher Joe Kubert. Encapsulation Comics creators need to consider a number of factors when deciding what to encapsulate from a narrative. These factors include (but are not limited to): • Advancing the story: – Showing the information necessary to move the plot forward. • Establishing or reestablishing a scene, characters, or other information: – In most cases, the first time a setting is seen in a story or issue, the artist needs to establish the scene’s characters and physical environment clearly. Also, when an established environment or character has not been seen by the reader for a while during the course of an issue, it is good to reestablish that scene or character when the focus returns to that locale or character. This reminds readers of information they may have forgotten and also shows them if there have been changes since the scene or characters were last seen. In addition to the need to establish physical environments, creators need to establish the mood of the scene. • Suspense/tension: – Does the creator wish to conceal or only partially reveal some information to build suspense? • Emphasis: – What information should be stressed or made blatant to the reader and what information should be revealed subtly or subconsciously or even withheld? • Pacing: – At what pace does the creator wish the reader to experience the various aspects of the story? • Marketing: – Covers and some splash pages are designed, at least in part, to entice the viewer to pick up and purchase a comic. If the writer creates a full script, it is his or her job to make all the reduction decisions, sorting out which moments to show in each panel. Full scripts include descriptions of the visual contents for every panel on each page, along with all dialogue, captions, and sound effects. This is part of the reason writers need to understand the principles and techniques of sequential visual storytelling. In some cases, writers also make encapsulation decisions, describing how far the “camera” will be from the subject or subjects in the panel, how the shot will be cropped, how the panel will be shaped, framed, lit, and so on. However, in many cases, when working from a full script that does not go deeply into panel descriptions, it is the artist who will make the bulk of the encapsulation decisions. If the artist is also the writer or is working from another writer’s plot (as opposed to a full script), it will be his or her job to decide what to encapsulate and emphasize panel by panel. Doing so involves another group of decisions: • How close or far will the camera be from the subject(s)? • At what angle will the subject(s) be seen? • Which subjects will be of primary focus and which ones will be secondary? • In what shape and size will the panel be in which the subject is encapsulated? • How will the subject or scene be cropped and framed? • How will the subject be lit and rendered? • What sort of design balance works best? If artists need to show Superman flying over Metropolis in a single panel, they have to decide how to frame that scene: the angle of the shot, how to crop it, and how much of the page’s “real estate” it will occupy. For this page, the plot calls for five panels: 1. Superman flying over Metropolis in the daytime. 2. Close-up of Superman. Something has caught his attention. 3. A military helicopter is falling from the sky near a bridge. It trails smoke. 4. Superman streaks toward the helicopter 5. He supports the helicopter from underneath, letting it descend safely. If artists decide to open up the scene to give the reader more of a feeling of scope (and have the page space available to do so), they may use more space and alter the number of panels to achieve this effect. In the version of the page here, the first panel is opened up to give the reader a better feel of the scope of the city scene as Superman flies over Metropolis. The actions in the second and third panels are combined, as are the fourth and fifth panels. The last panel bleeds off the bottom and sides of the page, giving it greater scope and impact. There are numerous ways to get across the same information and to prompt responses in the reader. As long as the story is told in a clear and compelling manner, the decisions on how to encapsulate the content for compelling manner, the decisions on how to encapsulate the content for each panel are a matter of the artist’s personal aesthetics. The level of importance artists place on a scene and the number of pages they have to play with both affect the way artists frame the scene. Composed using art assets from DC Comics Style Guides. If page count and space allow, the artist (with his or her editor’s blessing) may use larger and/or more visuals to give the scene a sense of scope, elapsed time, and/or emphasis. Composed using art assets from DC Comics Style Guides. Juxtaposition The artist must combine the encapsulated visuals (panels) into a sequence on the page by juxtaposing them next to one another in a desired order. The order in which the panels are meant to be read should be clear. If a reader’s eye path does not follow the one that the artist intended, the reader will experience a very different, and probably confusing, story. In addition to juxtaposing the panels, comics creators juxtapose the copy elements (captions, word balloons, sound effects) with the visuals and with other elements within each panel. The addition of words to a panel creates a juxtaposition that can result in a range of effects. The juxtaposition of the chosen panels and other visual elements tells the story for the readers, along with the visual information the readers conjure in their heads when filling in the gaps between the juxtaposed panels. Sometimes the words are redundant and simply reinforce what the visual shows. Generally, this is not considered good form and usually is reserved for titles aimed at a young audience or for scenes in which a point has to be made absolutely clear. Complementary juxtaposition between art and words creates a fuller “picture” of the scenario for the reader, going beyond what either the visual or the words could produce alone. When the juxtaposition is contrasting, the visual and the text generate opposing feelings or present contradictory information and/or sentiments. When the juxtaposition appears to be unrelated, having no obvious connection, the reader may experience confusion, transcendence, profound insight—or make a poetic association. All images composed using art assets from DC Comics Style Guides. CHAPTER FIVE ALL ABOUT PANELS A comics panel is visual content that encapsulates a moment from a larger narrative. Panels usually juxtapose visual content with words. The edges of a panel are often defined by a border and are usually, but not always, rectangular in shape. Sometimes a panel will have no border or be contained only partially by a border. Vignettes are panels containing art that fades at the edges of the visual area. Inset panels are placed inside or superimposed on the frame of a larger panel. All images composed using art assets from DC Comics Style Guides. Panel-to-Panel Transition Types There are a number of types of transitions that occur between comics panels. These can be used to elicit varying reactions from readers. Comics scholar Scott McCloud established the following categories: Moment-to-moment: These types of transitions require very little closure on the part of the viewer. Closure refers to the action taking place between panels that is imagined by readers. Composed using art assets from DC Comics Style Guides. Action-to-action: Following the action of the same subject or subjects from panel to panel. Composed using art assets from DC Comics Style Guides. Subject-to-subject: Switching the focus from one subject to another within the same general scene. Requires more work from the viewer to achieve closure. Composed using art assets from DC Comics Style Guides. Scene-to-scene: Transitions across large distances of time and space can require a lot of work on the part of the viewer to generate closure. Such transitions are often aided by captions or dialogue. Composed using art assets from DC Comics Style Guides. Aspect-to-aspect: Panels focusing on different elements of an idea, scene, mood, and so forth. Composed using art assets from DC Comics Style Guides. Non sequitur: These transitions do not have an immediate logical connection between the content of their panels. Panel 1: Composed using art assets from DC Comics Style Guides. Panel 2: Art by Carl Potts. Neil Cohn, a visual language researcher, identified several more transition categories: Inclusionary transitions use panels within panels and/or concepts within concepts to draw attention to elements that are part of a larger panel. Composed using art assets from DC Comics Style Guides. In overlay transitions, a superimposed visual element affects several panels. The superimposed element can be a panel, an isolated object, or copy (balloon, caption, sound effect). In this case, the falling Green Lantern ring overlaps all three panels and is the focus of the different characters appearing in each panel. Composed using art assets from DC Comics Style Guides. Embedded transitions follow multiple images of the same subject through a single panel scene. This example has no panel borders separating each incarnation of Clark Kent’s transition to Superman within the overall scene. Art by Phil Jimenez. In this great example of an embedded transition, top Hollywood storyboard artist and graphic novelist Marcos Mateu-Mestre uses panel borders, breaking up the character’s descent of the fire escape. Art by Marcos Mateu-Mestre from his book Framed Ink. © Design Studio Press. Panel Sizes The size and shape of a panel can affect the reader’s impression of elapsing time, the importance of the panel’s contents, and the panel-topanel transition category that is taking place. If a panel is preceded by and/or followed by smaller panels, it implies that the larger panel contains the most important or dramatic information in that sequence of panels. Long horizontal panels can give the impression of a slow pace due to the relatively long distance our eyes travel between left and right panel edges. Thin vertical panels give the impression of a fast pace as a result of the relatively short distance the eyes move between the left and right panel edges. Of course, the panel content can have a dramatic effect on the sense of time. The use of a series of long vertical format panels, showing the same tree as it changes through the four seasons, indicates time passing very slowly despite the short horizontal space in each panel. In the classic epic Watchmen, the artist Dave Gibbons often used pages composed of nine panels in three tiers, with each tier having three identically sized panels. This set a very even “pace” for most of the story. It also made the instances where Gibbons varied from the nine-panel grid greatly affect the reader’s sense of the story’s pacing, as well as the importance of each panel’s content. A grid of nine identically sized/shaped panels is used for keeping a steady pace. In this example, differing panel sizes are used to show things slowing down, speeding up, and finally slowing down to end on a long beat. Panel Borders Different panel borders and gutters can give various impressions. The border’s meaning often is affected by the panel contents and vice versa. Some possible impressions that borders can imply: normality, emphasis or importance, casualness, fantasy/dream, explosiveness (emotionally or physically). The same visual juxtaposed with different border styles can alter readers’ impressions of the content. Composed using art assets from DC Comics Style Guides. Panel Arrangements on the Page Making sure that page and panel designs are in tune with the readers’ natural eye path is vital. The reader should be able to follow the panelto-panel sequence intuitively. There may be rare cases in which a comics creator will purposely arrange panels in a way that confuses the reader’s eye path for a specific storytelling effect, such as imparting the same sense of disorientation that a character in the story is experiencing. However, in most cases in which the eye path on a page is confusing, the artist was careless, assuming that his or her thought process when laying out the page would be clear to the reader. In the West, the eye path is from left to right and then top to bottom. Stacking panels on the left side of the page creates uncertainty in the readers about where their eyes are supposed to go next. OVERLAPPING PANELS When needed or desired, overlapping can help lead the eye or establish connections. Panels, objects, copy, and sound effects can overlap on the page. In a pinch, overlapping helps direct the eye onto the correct path when the panel arrangement on the page does not make the eye path clear on its own. Such overlapping is, however, an inelegant solution and is best avoided by not stacking panels on the left side of the page. INSET PANELS Inset panels are placed inside or overlap a main panel to add emphasis, focus on detail, cut to a parallel action, and/or alternate the point of view. Make sure the placement of inset panels works with the reader’s instinctual eye path. Types of Shots There are many considerations in deciding how best to present the visual content for each panel in a sequential narrative. As Joseph V. Mascelli states in The Five C’s of Cinematography, “Proper camera angles can make the difference between audience appreciation and indifference. Every change in camera angle should count. Visual variety should be the keynote, so that the audience is kept interested in what’s happening and what will happen next.” DISTANCE Here, categorized by the distance of the subject to the camera, are some generalizations about the different types of shots that are used to encapsulate. Keep in mind that these are broad generalizations and that there are countless situations in which these various distance categories are used in different ways in the service of clear and compelling storytelling. However, in trying to figure out a way to approach encapsulating the visual elements specified in a script, these broad guidelines may prove helpful. Long Shots Generally used to establish or reestablish a scene, long shots show as much of an environment as is needed to establish where all the objects and characters are in relation to one another. These shots set up where the following sequence takes place and serve as a map of the scene so that no matter where the camera moves in succeeding panels or where the characters move within the environment, the environmental elements will be consistent. Artists often use long shots to establish a scene, showing where everything and everyone is in relation to each other. In this case readers are introduced to Batman (in full figure) seemingly alone in the Batcave. He looks determined and serious as he marches down the stairs. Readers don’t see the whole Batcave yet, but they see enough to tell it’s a large unfinished natural cavern with installations of modern industrial style work areas and equipment, including a gargantuan computer console. Composed using art assets from DC Comics Style Guides. Often, there will be more than one establishing shot at the beginning of a scene: one from a very long distance (the exterior of a building situated in its surroundings) and a closer shot in which the characters are established within the environment (often a room within the building). Occasionally, the order is reversed. When the story returns to a previously established scene after being away from that scene for a while, it is helpful to reestablish the scene with another long shot. A reestablishing long shot lets the viewers know where they are without the need for a caption and reveals any changes the environment may have sustained since it was last seen. Sometimes two long/establishing shots are used to introduce the scene. Here readers are introduced to the fact that Wayne Manor sits atop the Batcave. Composed using art assets from DC Comics Style Guides. Medium Shots Often used to show action, medium shots are closer to the subject or subjects in a panel. When people are the subject of a medium shot, they usually are shown from at least midthigh to the top of the head, if not in full figure. Medium shots can therefore show characters in action very clearly, assuming the artist is depicting the action from a suitable angle. Action does not just mean large, dynamic physical actions; it can refer to much more subtle acts, such as picking up a pen, walking across a room, or pulling on a shirt. Medium shots often are used to show action clearly. That’s why many of the shots used in sports coverage, especially instant replays of major game actions, are from a medium depth. Here Catwoman leaps down onto the computer console in near full figure. Composed using art assets from DC Comics Style Guides. Close-Up Shots Close-ups are great for showing reaction or detail. When the focus is on the characters, close-ups can be shots focusing on the midtorso to the top of the head or can be panels that focus totally on the head or face. When the shot is so tight that the face fills the frame, or close to it, it is called an extreme close-up. Close-ups also are used to show detail, including such things as the writing on a notepad, small items kept in a desk drawer, and the buttons on a cell phone. Artists often use close-ups to show characters’ reactions to a preceding event. Here we get an unexpected reaction out of Batman to Catwoman’s invasion of his secret sanctuary. Composed using art assets from DC Comics Style Guides. In extreme close-ups, a face or the panel’s subject fills most or all of the panel. Composed using art assets from DC Comics Style Guides. Sequences By properly combining these basic types of shots—long/establishing, medium/action, and close-up/reaction—comics creators generate panel sequences that range from simple to very complex. Artists can juxtapose the three basic distance shot categories to create narrative sequences. Here we begin with exterior and interior establishing shots, move on to a medium action shot, and finish with a close-up reaction shot. Composed using art assets from DC Comics Style Guides. POINT OF VIEW Comics creators can show the readers the story world through two different sets of “eyes.” Objective Shots Most panels are from an objective view, meaning the camera is placed wherever in the environment the comics creator deems appropriate and is unseen by any character. It is the eye of an invisible observer. Most shots are objective, from the point of view of an invisible and omnipresent observer. Composed using art assets from DC Comics Style Guides. Subjective Shots When the contents of a panel are seen through the eyes of (or over the shoulder of) a character, they are called subjective shots. They are taken from the point of view (POV) of a particular character. Subjective shots let the reader experience what the character is seeing. As long as a POV sequence of panels is maintained, the reader can see only what the character sees and is unaware of whatever the character cannot see. Composed using art assets from DC Comics Style Guides. HEIGHT ANGLES Several categories are used to describe the height level of the camera when composing a shot. The term angle also refers to the position from which the camera is seeing a subject, irrespective of height. High Angle Shots When it is looking down on a subject, a panel is categorized as being a high-angle or bird’s-eye view shot. High angles give the impression of a godlike perspective on the characters and environment. They also can create steep perspective and foreshortening (drawing an object to appear shorter than it actually is, when angled toward the viewer). Composed using art assets from DC Comics Style Guides. Medium Angle Shots If the camera and the horizon line of a panel are near the center of the frame, it is a medium-angle shot. Medium angles present a fairly objective view of the scale of various characters and objects. Subjects advancing or receding in distance still create foreshortening. Composed using art assets from DC Comics Style Guides. Low Angle Shots In a low-angle or worm’s-eye view shot, the scene is seen from a very low level. Low angles can cause steep foreshortening and make characters and objects look tall and imposing. Composed using art assets from DC Comics Style Guides. Tilt Angle Shots In a tilt shot, the horizon line is shifted so that it’s no longer at a 90degree angle to the page. This can instill a sense of suspense or unease. Creators should use tilt angles sparingly since their overuse will kill their uniqueness and become annoying to the reader. Composed using art assets from DC Comics Style Guides. MOVES Comics do not create the illusion of movement that film and TV do. However, sequential comics panels can emulate some of the camera moves used in moving media. Zoom Shots When a series of panels progressively move in on a subject, it is called zooming in. If the sequence goes in reverse order, with the subject progressively getting farther away from the camera, it is called zooming out. Zoom shots can be either objective or subjective. Zooming in or out on a subject in a multipanel sequence can add extra mood, action, or emotional emphasis to a scene. Zooms can focus on still or moving subjects. Art by Will Rosado. Tracking Shots If, in a series of panels, the camera moves within an environment, it is called a tracking shot. Tracking shots often are used to follow a moving subject through an environment, as seen in this example from Sgt. Rock. Art by Joe Kubert. Pan Shots If the camera pivots in place, revealing a series of shots in an arc, it is called a pan shot. When the camera pivots in place during a sequence, it is creating a pan shot. The above example is also from Sgt. Rock. Art by Joe Kubert. Montage A montage consists of visuals from different scenes, usually borderless vignettes, arranged together in a panel or on a whole page. Ideally, the visual elements should be arranged in a way that leads the viewer’s eye through the various vignettes. A montage is often used to review a lot of history or information or summarize previous events quickly. Sometimes a montage is used to give the impression of a character experiencing information overload, hallucinations, or dreams. The top and bottom sections of this two-page spread from Batwoman #1 (September 2011) are montages. Art by J. H. Williams III. Combinations Each page in a story contains a combination of panel categories. On this page from Batman #3 (November 2011), penciller Greg Capullo employs a nice variety of shots. Art by Greg Capullo and Jonathan Glapion. CHAPTER SIX PAGES: The BIG PICTURE Creating pages containing a series of juxtaposed panels requires a strong sense of design to keep the audience immersed in the narrative. Story Pages Each page of a story usually contains multiple panels arranged in a way that: • Propels the story forward in a clear and compelling way • Keeps the reader’s eyes moving in the correct path • Is a semi-self-contained unit of design • Is also part of a larger sequence The key is to make the reader’s eye path clear while telling the tale in a way that compels the reader forward. In Swamp Thing #1 (September 2011), artist Yanick Paquette uses stable rectangular panels as the story begins in the city. He then uses a variety of more complex panel sizes, shapes, and arrangements as he introduces the supernatural elements. Script by Scott Snyder, art by Yanick Paquette. Inventional Panel Arrangements Sometimes an unusual panel arrangement can help convey information effectively. The trick to inventional panel/page design is to use an unusual arrangement that does the storytelling job without being overtly disrupting to the reader’s experience. Script by W. Haden Blackman and J. H. Williams III, art by J. H. Williams III. J. H. Williams’s two-page spread from Batwoman #12 (August 2012) is another example of his inventional visual storytelling. Searching within a fun-house mirror maze where warped reflections mirror their confusion, the characters literally circle around the same issue that Wonder Woman is tackling elsewhere. The panel layout, along with the arrows built into the fun-house floor, ensures that the reader’s eye path is clear. Script by W. Haden Blackman and J. H. Williams III, art by J. H. Williams III. Covers The biggest marketing tool a comics creator or publisher has is the cover. A cover should entice potential buyers to grab that comic and take it to the checkout, whether in physical shops or online. Usually, the cover has to grab the potential buyer’s attention while competing with numerous other covers surrounding it on physical or virtual racks. Cover content usually falls into several categories. A dynamic or dramatic scene from the story contained in the comic. Art by Tony Daniel and Julio Ferreira. A symbolic cover that presents the characters and/or a situation that may or may not relate directly to the story inside that issue. Pinup-type shots of characters in dramatic poses or engaged in a dynamic physical action fall into this category. Art by Brett Booth and Norm Rapmund. A montage of elements from the interior story. Art by Walter Simonson. The cover for each issue of a title needs to have some consistency so that regular readers can easily find each month’s new issue on the racks. The consistency should include the logo design. However, the covers for a series should be different enough so that covers for successive issues are not confused with one another. If two covers in a row feature a pinup-style shot of the lead character or characters in a similar action pose, colored in a similar fashion, buyers scanning the racks may assume they have bought the latest issue of that title even when that is not the case. Unless there is a compelling creative or marketing reason not to, logos, while retaining the same design in every issue, should vary in coloring from issue to issue. This helps prevent the “I already have that issue” mistake from happening, especially on some styles of physical racks where only the upper parts of the cover are viewable. If there is a trend in the market to do covers with lots of detailed backgrounds and highly rendered dark coloring, a cover that has lots of light, open negative space will stand out. If the store racks are filled with lots of covers displaying medium shots of characters in combat, a cover featuring a really great close-up of a lead character (especially if that character has a captivating expression) can help a comic stand out. In most cases, a comics creator or editor can’t tell in advance what the competitive comics cover landscape will be like when a particular issue hits the racks. Therefore, while maintaining a consistent logo design, it’s a good idea for the art on the covers of an ongoing series to vary the types of shots, design balance, level of positive/negative space, and color palette from issue to issue. That way the consumer can easily differentiate the various issues of a title. Sometimes a big event taking place across a number of titles will prompt a publisher to use a similar layout, or trade dress, across the associated titles. This makes it easier for buyers who are trying to obtain all the issues involved in the event. CHAPTER SEVEN WHERE Are WE? Characters, vehicles, and other subjects often are shown moving through environments in sequences composed of numerous panels. Making sure the direction in which a subject is moving remains clear can be tricky when a wide variety of shots and angles are employed over a sequence of panels. There are techniques comics creators can use to keep those subjects and the reader properly oriented. Map Orientation Sequential visual storytelling media use rectangular formats, usually in the form of horizontal rectangles. The audience has grown up looking at rectangular maps where north is at the top, south on the bottom, east to the right, and west to the left. Viewers of visual storytelling media have this map orientation stored in their subconscious, and creators of visual narratives can use it to their advantage. If it’s important to the story that the character, the vehicle, or any subject is traveling in a specific compass direction, comics creators can position that object in the frame to reflect that direction. This will resonate with the map orientation in the audience’s heads. For example, cinematographers and directors of old Western films usually showed wagon trains moving west with a right-to-left bias within the frame, echoing the western direction of a map. Subconsciously, most of the audience associates a north-on-top directional orientation with rectangular formats. Wagon trains departed from Missouri and headed west toward California and Oregon. That is why, in many Western films, the wagons are shot heading to the left, or west. Art by Will Rosado. If the wagons gave up and headed back east, the directional bias of the wagons’ movement would change to left-to-right. Art by Will Rosado. It’s usually best to keep the action direction in a scene consistent. If a right-to-left flow is established in a scene, all subsequent shots in that scene should follow the right-to-left direction unless a new direction is clearly established. When the action moves directly toward or away from the viewer, it is called a neutral shot. Neutral shots can be used in any sequence, no matter which direction has been established for the scene’s action bias. However, when using a neutral shot, it is best to establish the action flow bias before the neutral shot or shots and then reestablish the action’s bias after a neutral shot or shots. All shots in a sequence of a wagon moving west—long, medium, and close-up—should maintain the right-to-left action bias. Art by Will Rosado. Directionally neutral shots show action moving directly toward or directly away from the camera. Note that in this panel, even though the horses are moving directly away from the viewer, the dirt trail they follow bends from right to left, maintaining the sequence’s action flow bias. Art by Will Rosado. Action Flow Continuity Action flow continuity involves establishing and maintaining the movement direction of characters, vehicles, and other objects in the story environment. Even when the viewer doesn’t consciously register contradictory action flow, it can be unsettling on an unconscious level. If, in a story, a character madly dashes around, looking all over for something in a chaotic fashion, showing the character changing direction from panel to panel in the frantic search sequence is actually good storytelling. Otherwise, it is best to establish and maintain each character’s action flow continuity. In film and TV, this concept is referred to as the 180-degree rule. When filming on a stage or a set, filmmakers usually establish a line, an action axis that runs through the scene. To keep the action flow continuity consistent, they keep the camera on one side of the action axis. They do not cross the line. It can help to think of the scene as being on a theater stage. The action axis runs along the rear wall of the stage, and so moving the camera beyond that line is impossible. It’s important to maintain the proper action flow continuity when characters head toward each other for a clash. In the first sequence, Batman and Killer Croc head toward each other, resulting in their meeting and clashing. In the second example, inconsistent action flow in the panels leading up to the clash makes it unclear if they are headed toward each other. Composed using art assets from DC Comics Style Guides. If a character is established moving from right to left in a panel, succeeding panels should maintain that right-to-left bias. If, during a series of panels, the character’s movement keeps changing, it can cause confusion for the readers. They may wonder if the character has changed direction even if that was not the comics creator’s intent. Composed using art assets from DC Comics Style Guides. If Batman is pursuing Killer Croc, then, as is shown in the first example above, both characters should maintain the same action direction bias in the sequence. If the inconsistent action flow of the second example is used, it is unclear if one character is in pursuit of the other or if they are headed toward or away from each other. Composed using art assets from DC Comics Style Guides. The gray area on the floor shows the semicircle that gives the 180 degree rule its name. The flat side of the gray area is the action axis. As can be seen by the positions of cameras 1, 2, and 3, filmmakers generally do not move the camera over the action axis. If a camera moves beyond the action axis (camera 4 view), it makes the characters or objects in the environment switch the side of the screen they are facing. Camera 4’s view makes it appear as though Batman is running away from his foe. Composed using art assets from DC Comics Style Guides. In a sequence in which the subject is established as moving in one direction, the Batmobile traveling right to left in this case, all the shots in the sequence, no matter what the distance or angle, should ideally maintain the established direction or be directionally neutral. Art by Will Rosado. When the action flow direction is not maintained, it can give the readers the impression (consciously or subconsciously) that the subject is changing direction. Art by Will Rosado. ESTABLISHING A CHANGE IN DIRECTION If in the course of a story a character or vehicle changes direction in its environment, it is best to show that change clearly. Ideally, comics artists should show the turn relative to the previous direction and establish the new direction. establish the new direction. When a subject changes direction in a story, the artist should show the turn (third panel) and establish the subject’s new directional bias. Art by Will Rosado. REVERSE ANGLES There are times when the camera has to travel across the action axis. In those cases, there are ways to minimize any disconcerting effects on the readers. Often, these reverse angles are done during sequences with multiple characters conversing while sitting and facing the same direction. They may be seated next to each other in a restaurant booth, in a car, on a train, in a plane, or on a sofa. After establishing the action direction, focus on a character who is facing the established direction. Then reverse the angle (hop to the other side of the action axis) to focus on another character when he or she is speaking or is otherwise the focus of the shot. End the sequence by reestablishing the original action flow direction. Including reverse angles in sequences that are “bookended” by shots of the established action flow direction helps keep the audience directionally oriented. When it is done carefully, action flow continuity can be maintained while incorporating reverse angles. Art by Will Rosado. If possible, when using reverse angles, keep the characters on the same sides of the panel as was established originally. In both of these panels, even though they are on opposite sides of the action axis, Robin remains on the left of the panel and Batman stays on the right. Art by Will Rosado. MORE OBSERVATIONS ON DIRECTIONAL CONTINUITY There are several other ways visual storytellers can think about and utilize action flow. Using the action direction in a picture to help tell a story is a very old concept. Alternatively, a creator might have all the protagonists in a story move with that natural left-to-right eye flow until the protagonist experiences a defeat, hits an obstruction, or experiences a reversal in his or her journey. When that occurs, the character changes direction and moves from right to left in the frame—against the natural eye path. The antagonists in the story would move in the direction opposite to that in which the protagonists move. This is an interesting approach, but it can be too restricting. Whatever action flow approach the artist uses, the action flow continuity should be a conscious and consistent effort and not haphazard. Do whatever works to tell the story in a clear and compelling way. Cultural Considerations As readers of Japanese manga are aware, in some cultures, people are trained to read from right to left before reading from top to bottom. Thus, if a comics creator is producing work for a foreign audience, it is a good idea to check on the reading conventions of that culture. THE IMPORTANCE AND RELEVANCE OF ACTION FLOW CONTINUITY TODAY Maintaining action flow continuity may be more important in moving media than it is in still media. It is, however, a concept that many comics artists and editors do not pay enough attention to. Unless there is a conscious decision by a comics creator to violate action flow continuity for a reason he or she feels supersedes the need to maintain that continuity, it is best to practice consistent action flow. Why might a comics creator purposely go against the established action flow bias in a sequence? One possibility is that the artist felt that prompting the reader to the next panel or the next page by using the direction of a panel’s action flow was more important than maintaining the action flow continuity within a sequence. In recent years, the use of—or even the knowledge of—action flow continuity or the 180-degree rule has diminished. This seems to be the case across all sequential visual media. At one point, maintaining action flow continuity was such a priority that if a film director screwed up the action bias while shooting, film editors would flop (create a mirror image of) the inconsistent shots to make the sequence consistent. However, doing that could generate other problems. A left-handed character might suddenly use his right hand for a while, or a character with a scar on one side of her face might appear to have a scar that migrated from one side of the face to the other and back! In such situations, the editor had to choose which was the lesser of two evils—inconsistent action continuity or the issues created when a mirror image was made of the negative. Sometimes artists feel it is important to urge the reader to go to the next page by having the action in the last panel of a page move from left to right. Script by Grant Morrison, art by Rags Morales and Rick Bryant. Why is action flow continuity/the 180-degree rule not observed as much today as in decades past? Here are some possibilities: • Classic visual storytelling and cinematography skills are not taught as often or passed on by mentors as much as in the past. • When viewing modern GPS, radar, or sonar and when experiencing 3D • When viewing modern GPS, radar, or sonar and when experiencing 3D game environment maps, the direction at the top of the frame or screen is whatever direction the user is headed at the moment. Thus, if a driver is headed south, the top of the GPS screen will be south, not north. This may gradually create an audience that can cope with some action continuity inconsistencies better than could those in the past. • Film/video making technology and the “surface flash” of quick cuts and other film/video techniques that help generate visual excitement seem to have taken precedence. MTV got hot in the mid-1980s by showing music videos, and many of the video directors used a documentary approach married to exciting surface flash techniques. However, unless there is a compelling reason not to observe consistent action flow continuity in any visual storytelling medium, it should be maintained. Doing this will help readers stay oriented on the conscious and subconscious levels. If a mirror image is created of a character to make it conform to the established action flow bias, sometimes problems arise. A character with an asymmetrical costume design, as is the case with Firestorm’s chest icon (correct in the left-hand image), will have his or her costume design flopped. If a character normally carries a weapon in the right hand, creating a mirror image will cause the weapon to switch hands. Composed using art assets from DC Comics Style Guides. CHAPTER EIGHT MORE WAYS to ENTHRALL READERS In addition to everything covered so far, comics creators have even more techniques at their disposal for affecting readers. Visual Metaphors or Themes If they are used in an artful way, design metaphors or visual themes can add an extra layer of creativity to visual storytelling. This may involve using a visual element or elements that repeat throughout the work to foreshadow or reinforce a specific mood or event. Creators can use weather, lighting, color, setting, panel border design, lettering, and other visual elements to do this. Water, especially falling water as seen in dreary rainy weather and tears, is a common metaphor for sadness in film, TV, and comics. Sometimes it’s interesting to go against the usual or clichéd expectations of the audience. If rain and tears are typically associated with depressing situations, try turning that expectation on its head. Visual storytellers also can use falling water as a symbol of rebirth and joy, as when spring showers help grow a lush green landscape or when tears flow as a mother and child are reunited. It’s usually better to be restrained when using design metaphors than to go over the top, hitting the readers over the head with your cleverness and drawing attention from the story instead of enhancing it. In his Batman Black and White story “Good Evening, Midnight,” Klaus Janson used several visual metaphors and themes. Food was used as a symbol of love at the beginning and end of the story. Each of the three settings in the tale had its own distinct weather. Echoing throughout the story are parents’ hopes for and fears about the vulnerability of their children. (See Chapter 15 of Janson’s The DC Comics Guide to Pencilling Comics to learn more about his thoughts and process for creating this story.) Klaus Janson’s “Good Evening, Midnight” uses visual metaphors and themes to enhance the effectiveness of the story. Script and art by Klaus Janson. Action/Reaction During sequences with two or more characters interacting, whether they are in a conversation or a shootout, some comics creators tend to cut back and forth between the characters, rarely showing both or all of the characters in the same shot. If the sequence does not include shots with both or all characters in the same panel, it becomes difficult for readers to know where the characters are in relation to each other and the environment. For example, in a gunfight between two characters, if the artist does not occasionally show where both shooters are in relation to each other and the environment, it will not be clear how far away the shooters are from each other, what environmental objects are nearby, or where the characters are moving within the environment as the scene progresses. Related to that point, some artists have a tendency to separate each action/reaction combination when they should at least occasionally combine action and reaction in one panel. One character can shoot a weapon, and in the same panel, another character can react to being hit by the shot. Or one character can verbally reveal some surprising news, and in the same panel, another character can react to the news. There are times when an artist may want to separate the action and reaction to create a bit of suspense. For instance, after one character fires shots, it is not clear if the target was hit for a beat or two. By picking from and skillfully utilizing all the visual storytelling techniques at their disposal, comics creators have a wide range of subtle to blatant ways to affect readers emotionally and propel them forward through the story. When actions and reactions in a sequence are always presented in separate panels, the reader can lose track of where the characters are (how close) in relation to each other and the setting. In this example from a Kamandi story written by Dave Gibbons and illustrated by Ryan Sook in the Wednesday Comics anthology, Sook’s original art was cropped to help make a point. The next graphic shows Sook’s original panel composition. Script by Dave Gibbons, art by Ryan Sook. When action and reaction are shown in the same panel during a sequence, the reader stays informed about the proximity of the characters and the artist can cut down on the number of panels needed to present the information. Script by Dave Gibbons, art by Ryan Sook. Art by Phil Jimenez and Andy Lanning. PART THREE NARRATIVE + ART Remember that narrative + art + sequential visual storytelling = comics. I’ve discussed SVS, so now the focus turns to narrative (story) and art. Most comics narratives are built around dramatic arcs, and so story structure will be a major topic. Some comics utilize photos or other visual elements for their art. However, the vast majority of comics are drawn using line art, and that’s what I’ll concentrate on. CHAPTER NINE NARRATIVE: WRITING for VISUAL STORYTELLING Even if comic book artists do not plan to write, they need to be able to work and communicate effectively with writers. Therefore, all comics artists have to know the basics of story structure, characterization, pacing, and other creative elements of telling tales. The first book in this series, The DC Comics Guide to Writing Comics by Denny O’Neil, is a great resource for writers and is highly recommended. What follows are some of my own thoughts to go along with Denny’s insights. Classic Story Arc No matter what form of media is used to tell it, a story usually has a classic arc structure. The vast majority of stories you’ve read or seen incorporate a classic story arc. Comics can employ other types of narrative too, including mood pieces, character sketches, abstract tales, and instructional and educational pieces. However, most stories generally follow an arc in which: • One or more protagonists encounter a catalytic incident that disturbs their status quo. • That incident propels the protagonist or protagonists actively into an escalating series of events or conflicts with one or more antagonists and/or other obstacles, whether physical or emotional. • The events reach a climax in which the conflict between the protagonist and the antagonist is resolved (at least temporarily) and the ramifications of the resolution are shown (the new status quo). There are many celebrated works of fiction that do not follow the classic story arc. However, the majority of tales that have stood the test of time as well as the most popular contemporary works of fiction generally follow this basic arc. Former DC Comics editor the late, great Archie Goodwin gave us a humorous insight into his creative process. Copyright 2013 by “The Estate of Archie Goodwin.” If you want to produce a story with the highest chance of reaching and affecting the largest possible audience, you should use a classic story arc. The classic arc allows for an attractive combination of the conventional and the inventional. Within the familiar classic story arc there are countless ways to generate tension, jeopardy, novelty, mystery, and so on, thus satisfying people’s contradictory needs for structure and novelty. Classic structure is the most gratifying story format for the largest possible audience and therefore the most popular type of fiction structure. Writers need to give readers what they expect, but not in the way they expect it. Characters (including their abilities, weaknesses, and knowledge), story situations, objects of power, and environments all should be set up as the story progresses. At the climax, some of the elements that have been set up should be used in a surprising way that is still logical in the context of the story. The knowledge, ability, and/or weapons that the protagonist picked up along the course of the journey can be used in an unexpected combination at the climax. THE PROTAGONIST A protagonist is the main character in and focus of the story. Most protagonists have heroic characteristics that are revealed, put to the test, and/or changed during the course of the story. There are some stories in which the protagonist is an antihero. In those cases, the protagonist is often pitted against heroic antagonists or against other nonheroic characters. Usually, the protagonist is changed in some way by his or her story experience. At the very least, the events of the story should reinforce the character’s original point of view. If the protagonist emerges victorious, the story has a happy ending. If the protagonist loses, the tale has a sad ending. If the ending is a mixture of positive and negative outcomes for the protagonist, the story has an ironic ending. In most cases, the protagonist is a character the reader can identify with on one or more levels, helping the reader vicariously share the aspirations, dangers, and adventures that the protagonist embodies and experiences. Composed using art assets from DC Comics Style Guides. Genre Expectations In the various action/adventure genres (Western, superhero, detective, sword and sorcery, etc.), there is almost always a final showdown between the main protagonist and the primary antagonist. The audience expects it and would be disappointed if the story did not contain a satisfying showdown. The trick is to add inventional elements to the expected showdown to make it novel and unexpected. In film Westerns, the showdown often takes place in the dusty street of a small town. Samurai films are very similar to Westerns. The classic Akira Kurosawa film Yojimbo, starring Toshiro Mifune, was one of several samurai films remade into American Westerns. Sergio Leone took Yojimbo and turned it into A Fistful of Dollars starring Clint Eastwood. In Yojimbo, the viewer knows that the bad guy is the only character with a handgun and that Mifune’s protagonist has only a knife and a sword. Before the showdown, we see Mifune’s character in a dilapidated shed. As a strong wind howls through the splintered walls of the shed, he passes the time by throwing the knife, pinning leaves that blow around the shed in unpredictable ways. Later, as the protagonist and the main antagonist approach each other on the street for the showdown, we expect Mifune’s character to seek cover as the bad guy begins to slowly draw the revolver from the large sleeve of his kimono. Instead of running or hiding behind cover, Mifune unexpectedly charges, allowing him to get close enough to the bad guy to throw the knife. The blade slices into the bad guy’s moving gun hand before a fatal shot can be fired. The audience knew it was going to come down to a fight between the good guy and the bad guy, but the execution of the fight provided a twist they were not expecting, even though it was set up by the scenes of Mifune practicing knife throwing on the wind-blown leaves. The audience got the showdown they expected, but not in the way they expected it: a mix of the conventional and the inventional. Internal and External Desires and Conflicts Most characters should have both conscious and subconscious desires that motivate them. Often, those desires are in conflict. For example, a character who consciously wishes that his or her actions were appreciated by others may subconsciously feel that he or she is not worthy of the admiration of others. This inner conflict can spark or intensify the character’s conflicts with others. Let’s look at Batman for an example. Judging from the bulk of the character’s publishing history, it’s clear that he is usually more comfortable as Batman than he is as Bruce Wayne. If you explore the reasons for this disconnect between the Batman and Bruce Wayne personas, odds are that you’ll discover one or more conflicts between the character’s internal and external desires. Batman’s conscious mission, his obsession, is to end crime and protect innocent lives, especially young lives. Witnessing the death of his parents as a child gave birth to this obsession. The character has few close relationships. Even Alfred, the person closest to him, usually is kept at arm’s length. In part, this is because Batman’s obsessive fight against Gotham City’s criminal element does not allow him enough time or mental bandwidth for close relationships. Such relationships would distract him from his mission. Also, the loss of his parents was so emotionally traumatic that Batman does not want to be in a position to feel that loss again, and so he keeps most others at a distance. Having maintained this social distancing for many years, the character has limited social skills. Outside the external formalities of public events and appearances, Bruce Wayne usually feels awkward in private personal encounters. He is comfortable only as Batman. One might sum up Batman’s conflicting desires in these terms: • His external (conscious) desire is to eradicate crime (particularly in Gotham). • His inner (unconscious) desire is never to stop fighting crime. Batman’s desires are in conflict. If Batman actually eliminated crime, he would have to stop being Batman, stop playing the difficult but largely rewarding self-made role at which he excels. Instead, he’d be left he would have to stop being Batman, stop playing the difficult but largely rewarding self-made role at which he excels. Instead, he’d be left as the civilian who was handed a fortune along with an inability to deal with others. In a way, the conflict is illogical since there is no way Batman, however hardworking and efficient he was, could totally eradicate crime. However, it may explain why Batman spends more time and resources literally fighting criminals than trying to address the conditions that help foster criminal activity. The conflict between these two desires takes shape when Batman occasionally tries to strike up a relationship with a woman. When he does get involved with women (Catwoman, Talia al GhÅ«l), the women are usually at least as damaged emotionally as Batman/Wayne is. These relationships are therefore doomed. Also, his external desire leaves him no time to learn how to have a “normal” healthy relationship. Whether or not you agree with the specifics of this particular Batman example, you can use it as a guide for how to figure out the conflict(s) between the external and internal motivations of the characters you write. Two characters who share a similar external/conscious desire can be quite disparate because of their differing inner/subconscious desires and the resulting conflicts between their external and internal desires. Characters who are the focus of long-running series usually evolve over the years to reflect the times and the inclinations of the changing creative and editorial personnel telling the tales. Whether you are working on an established character or creating a new one, figuring out the character’s conflicting desires will help make the character more interesting. This also will help you generate a lot of stories that consistently ring true for the character and the audience. Batman/Bruce Wayne’s conflicting internal and external desires drive the character. Script by Scott Snyder, art by Greg Capullo and Jonathan Glapion. WHAT ABOUT ROBIN? If Batman is devoted to protecting the young, how do we explain his teaming up with Robin? Perhaps, subconsciously, Batman rationalizes that exposing a boy to danger on numerous crimefighting missions is more than balanced by the concept that if young Bruce Wayne had possessed Robin’s abilities, he might have been able to prevent his parents’ deaths. Art by Jim Lee and Scott Williams. Theme Every comic book series and each story in a series should have a unifying theme. A theme should be something more specific than nebulous musings about “being human” or exploring “what freedom is” or similar meanderings. A thematic statement is best. It should be one or two sentences at most, and it should be a real statement. If a story works on multiple levels, there can be more than one valid thematic statement. Only one thematic statement is needed, however, to make sure all the plot elements tie into it and unify the tale. Ideally, the theme will contain a “primal” element, something about survival, freedom, love, or another basic human need or desire. Keeping in mind what was discussed earlier in this chapter about Batman’s internal and external desires, the theme for a Batman series might be: “Obsession for a never-ending mission will, out of necessity, cause the obsessed to ‘shortchange’ other people in their lives (not be readily available) and deny themselves the experiences, pleasurable and otherwise, that most people experience during their lives.” Batman was handed a fortune but no family. Alfred is a surrogate father but also an employee. Batman has no role models for traditional family structure or middle-class/lower-class financial values. In other words, he is disconnected from the experiences shared by most others. What would Batman do if there were no crime? Being obsessed allows Batman to avoid some of the areas of civilian life with which he is not comfortable. In many ways, as Batman, he is a more balanced personality than he is as Bruce Wayne. As Batman, he is an intellectual detective drawing on a broad range of knowledge while also being an elite athlete who incorporates cutting-edge technology into his work. The original Watchmen series was a long and very complex tale with multiple themes. I feel like living dangerously, so here is an attempt to nail down one of the major thematic statements of the series: Powerful authorities are predisposed to hypocrisy and corruption and in need of controlling supervision themselves—creating multiple layers of supervision, confusion, waste, and, ultimately, the instability that most authority strives to avoid. Or, as the Roman poet Juvenal said: Quis custodiet ipsos custodes? (Who watches the watchmen?) When working on a plot for a story, see if you can come up with one or more thematic statements that all the story elements support. This will help assure that the work will feel consistent and whole to the reader. Self-Contained and Serial Story Structure A self-contained story is just that: a single tale meant to stand on its own. A reader should be able to read that particular story and experience a full and satisfying story arc. Each issue in an ongoing or miniseries comic book title should have a serial story structure. Ideally, each issue has its own arc while filling its role in the overall arc of the series. Denny O’Neil (with Paul Levitz) covers serial story structure in The DC Comics Guide to Writing Comics. Attracting and retaining new readers is vital to the future of the comics business. With industry sales a fraction of what they were fifteen years ago, it’s more important than ever to make each issue of a series a satisfying and welcoming experience for a new reader even if the issue is part of a larger, multi-issue story arc. Comics creators should be careful not to assume that their readers have years of series continuity in their heads. Even if a comics series ultimately will be collected into a trade paperback, each issue of the initial series should be structured to provide a satisfying experience for readers, both new and returning. Every issue, whenever characters, even iconic characters, are brought “on stage,” they should be introduced by name through dialogue, captions, signage, and the like. Their actions (including body language) and speech should give clear indications of their personalities, motivations, and short-term status quo. A visual introduction to their powers should be made. Every issue of a comic is someone’s first issue of that title and should be structured to be welcoming to new readers as well as entertaining to long-term readers. If a new reader tries to sample an issue of an ongoing title that is not structured to be a satisfying and informative experience on its own, there is a good chance that that reader will feel alienated and not continue with the series. The Dark Knight’s comics embody themes that keep the character and his mission consistent across multiple titles generated by a number of different creators. Art by Alex Ross. Letting the Story Write Itself Some writers like to come up with a basic premise for a story and then begin writing, assuming that the story will write itself and that a solid ending will evolve along the way. Very few writers are able to pull this off consistently. Many writers who think they can do it are fooling themselves. Their stories often meander and/or the endings are unsatisfying for the audience. For many writers, before they write a first draft, it is important that the initial story concept include a definite ending. As the writing progresses and the story evolves, that ending may change. However, there needs to be an end target to shoot for at the beginning or the story may wander aimlessly. Think of a car trip: You want to drive from New York City to San Francisco and plan to stop in Chicago and Denver along the way. You map out and follow the most efficient route. On the road west, you discover parks, museums, events, or other distractions. Even though you didn’t originally plan to stop at these interesting places, it was the route you were taking toward a planned destination that exposed you to them. If you’d just gotten in the car and driven haphazardly, you would not have found those particular points of interest and they would not have had the same context within the overall trip experience. It’s possible that in Denver you meet someone who tells you how fantastic Monterey is. You decide to make Monterey your final destination instead of San Francisco. It’s because you’d planned to go to San Francisco to begin with that you found out that you’d prefer to go to Monterey. Changing the ending of the story is okay if it makes sense, but in most cases writers need to have an initial destination in mind when they begin their journey in order to reach the destination and make sure it stays in context with the rest of the story. Most writers need to have a plot outlined before they begin writing the first draft of the script. That outline should include an ending even if the writer later decides to change the ending. Photo by E. Potts. Writing Approach Different writers have varying preferences for the way they approach writing. Each writer needs to do what works best for him or her. That said, be careful that what works best for you does not become an excuse to take the easy way out or to follow the same comfortable route you’ve traveled many times before. Do the preliminary work (work out a basic plot or pitch, gather and absorb the research, etc.) before you hammer away at the first draft. After you have your story pitch, write the first draft from the gut without obsessing about whether it conforms to a classic story arc structure. Odds are, if you are familiar with classic structure (instinctually or intellectually), you will be using a lot of that knowledge subconsciously as you write anyway. What you don’t want to do at this stage in the writing process is get robotic about hitting each plot point in a classic arc. Doing this may result in a dry, mechanical script and inhibit some of your inventional impulses. It also may prevent you from coming up with something valuable because the idea didn’t initially fit into a strict structure model. WRITER’S PROCESS Here’s a step-by-step approach that works well for some writers: • Before beginning work on the script, draft a rough story outline that includes a specific conclusion. • Do any needed research and make notes. • Write the first draft of the script from your gut. If the story veers somewhat from the outline, explore the new direction. You can always go back later and try a draft in which you stick to the original outline. • When you finish the first draft, match the major plot elements in the script with one or more of the classic story structure models and see where your story departs from the model.* • Wherever your story departs from the classic arc model, ask yourself as honestly as possible if the story would be better if it was altered to be more in line with the classic model—or if your initial approach is the best way to tell the story in the most compelling and creatively best way to tell the story in the most compelling and creatively satisfying manner. Usually, the former will be the case. However, once in a while, it is not. You may come up with an inventional story structure variation that tells your particular story in a more compelling way than the more traditional story structure could. A major consideration here is whether you are writing solely for your own satisfaction and expression or writing to grab the attention of a larger audience. * When working on serial stories, the structure will be altered somewhat from that used for a stand-alone work. See Dennis O’Neil and Paul Levitz’s comments on serial story structure in The DC Comics Guide to Writing Comics. FOR MORE ON STORY STRUCTURE AND WRITING, CHECK OUT … The Writers Journey: Mythic Structure for Writers by Christopher Vogler (Michael Wiese Productions) Story: Substance, Structure, Style, and the Principles of Screenwriting by Robert McKee (ReganBooks) The DC Comics Guide to Writing Comics by Dennis O’Neil (WatsonGuptill) Adventure, Mystery, and Romance by John G. Cawelti (University of Chicago Press) CLASSIC STORY ARC SIMPLIFIED Based on author, lecturer, and Hollywood story consultant Christopher Vogler’s work, here is a simplified version of a classic arc: • The story begins in the protagonist’s ordinary world. • The protagonist receives a call to adventure. • Often, the protagonist initially refuses the call. • Sometimes the protagonist meets a mentor who helps convince the protagonist to do the right thing. • The protagonist crosses a threshold of some sort and enters a special world. • In the special world, the protagonist encounters tests, allies, and enemies. • The protagonist (and allies) approach the major challenge in the special world. • An ordeal is experienced by the protagonist where he/she faces death on some level. • After successfully dealing with the ordeal, the protagonist takes possession of a reward of some sort (saved a life, gained key information, destroyed enemy’s resources, etc.). However, the danger of losing the reward still exists. • In the road back to bring the reward to the ordinary world, the protagonist is often chased and in great danger. • When about to cross the threshold to return home, the protagonist is once again severely tested. He/she has a closer brush with death and is changed or experiences a resurrection on some level. • Having been transformed by the experience, the protagonist returns home with the elixir or the reward. Reprinted with permission by Michael Wiese Productions The Writer’s Journey, 3rd edition, copyright © 2007 by Christopher Vogler, www.mwp.com CHAPTER TEN ART: DRAWING for VISUAL STORYTELLING The second and third books in this series, The DC Comics Guide to Pencilling Comics and The DC Guide to Inking Comics, both by Klaus Janson, are great resources for comics artists. Not only is Janson a highly respected veteran of the comics business with credits on many major projects, he has taught students at New York’s prestigious School of Visual Arts for many years. My goal in this chapter is to complement and expand on the information in Janson’s books. Drawing Ability Any art meant for consumer viewing that is not well drawn can negatively affect the reader’s experience. Whether the work is a humor story told in a “cartoony” style or an interpersonal drama drawn in a representational style, the reader of the work needs to be able to identify all characters, environments, and objects immediately. If the drawing is weak and readers keep being pulled out of the story experience to try to figure out what they are viewing, the comics creator has failed in the mission to keep them immersed in the narrative. If a well-drawn man is next to a very poorly drawn car, the difference in drawing levels will catch the attention of many readers, distracting them from the flow of the story. Also, artists who rely on a lot of photo reference need to have enough drawing ability to make sure all the photo-referenced art meshes well with the unreferenced drawings. The art must display a consistent level of drawing knowledge, detail, and rendering. A comics artist has to be more versatile than just about any other category of visual artist. Most fine artists and commercial artists specialize in one subject or a few subjects. They concentrate on portraits or still-life subjects, landscapes, product shots, and so forth. A good comics artist has to be able to draw anything real or imagined with the same high level of convincingness. An exercise that prompts artists to tackle and conquer difficult subjects begins when they generate a list of the objects they tend to avoid drawing. The lists usually consist of objects they do not enjoy drawing because of deficiencies in their current drawing skills. Often, the lists include animals of various types, vehicles, and complex scenes of buildings in perspective. The artists then tackle each item on the list, drawing it from different angles. The feeling of accomplishment after conquering a formerly avoided subject is fantastic. Sometimes, a subject that artists used to avoid becomes a specialty that they eagerly look forward to drawing. Early in my career as an artist, I did not pay enough attention to exterior settings, whether they were urban or rural. If a panel called for buildings or foliage in the background, I’d either make them up (not very convincingly) or find a photo reference from which to work. Little thought was given to the nature, age, and mood of the buildings or the types of trees. I then had the good fortune to be asked to ink several issues of a series Kevin Nowlan pencilled. Kevin’s pencils were very tight and well drawn. I learned a lot by inking his pages. One of the many things Kevin did well was give the urban buildings in the story a lot of character. The slum buildings were slightly “out of square” (the perspective was purposely off a bit), bricks were chipped, walls sagged, and the awnings were tattered. The decaying buildings cast foreboding shadows. When the scenes shifted to the modern sections of the city, all the buildings were straight, shining beacons of steel, masonry, and glass, very different in feel from the slums. Inking Nowlan’s work inspired me to think about settings more as characters. STORYTELLING LAYOUTS BY NONARTISTS To produce rough visual storytelling layouts, comics creators do not have to be highly polished artists. It’s fairly rare, but sometimes, with the approval of their collaborators, writers will do thumbnail breakdowns of the story to accompany the script or plot. As long as the writer can generate recognizable environments and characters (even as labeled stick figures) and has a knack for creating strong visual narratives, he or she can create roughs from which more polished artists can produce the finished art. The Nature of Line Most comic art is rendered in line. What do our lines represent? In Successful Drawing, the renowned illustrator, teacher, and author Andrew Loomis says, “The eye perceives form much more readily by contour or edge than by … modeling. Yet there is really no outline on form; rather, there is a silhouette of contour, encompassing as much of the form as we can see from a single viewpoint. We must out of necessity limit that form in some way. So we draw a line—an outline.” Line also is used to render forms within the outline of the figure, representing texture and shading on forms. Line often is used decoratively as well. Often, to the nonartist, the art that looks like it has the simplest or the least line work looks less impressive than art rendered with lots of lines. However, the lower the number of lines an artist uses, the more important each line becomes. This is because much more information has to be transmitted to the viewer through each line when there are fewer of them. Artists such as Alex Toth were masters of conveying lots of drawing knowledge and information with relatively few lines. In this moody Batman illustration, Jim Lee uses the buildings of Gotham almost as characters, reinforcing the mood of the protagonist. Drawing Style Ideally, an artist’s drawing style should consist of the design and rendering approach he or she chooses that best fits a particular project. For many artists, however, drawing style is in part composed of tricks they use to get around their drawing weaknesses. Sometimes these “cheats” consist of a highly detailed or “busy” surface rendering style that, ironically, represents an attempt to camouflage or disguise their weak knowledge of anatomy and/or drapery. Sometimes artists will use a lot of black areas in their art, not to create mood so much as to cover up areas they don’t feel comfortable drawing. Artists with strong drawing knowledge can use intense detail and/or lots of black in their work to great advantage since they are using these techniques on the basis of knowledge and not to cover up weaknesses. Examples of artists with very strong drawing skills who have a busy surface style or who use a lot of black areas include Art Adams and Mike Mignola, respectively. No matter what style or styles artists use, they should endeavor to gain as much drawing knowledge as they can so that their style is informed by knowledge and not used as a smoke screen to cover up lack of knowledge. FOR MORE ON COMICS ART AND DRAWING, CHECK OUT … For drawing comics specifically: The DC Comics Guide to Pencilling Comics by Klaus Janson (Watson-Guptill) The DC Comics Guide to Inking Comics by Klaus Janson (Watson-Guptill) The DC Comics Guide to Digitally Drawing Comics by Freddie Williams II (Watson-Guptill) For drawing in general: The New Drawing on the Right Side of the Brain by Betty Edwards (Tarcher) Successful Drawing by Andrew Loomis (Titan Books) To draw effectively with fewer and “simpler” lines takes as much or more drawing knowledge as drawing convincingly using detailed rendering. Here you can see examples by masters of both approaches. Art on top by Alex Toth. Art on bottom by Jim Lee and Scott Williams. An intimate knowledge of drawing underlies Art Adams’s highly detailed style. WHY COPYING SOMEONE ELSE’S ART FOR PRACTICE IS A DOUBLE-EDGED SWORD The fact that surface style is partially an attempt to cover up drawing deficiencies is one of the many reasons copying another artist’s drawing style can be problematic. Inexperienced artists tend to emulate the surface style of the artist they are copying, amplifying both artists’ drawing weaknesses. There are certainly a lot of things you can learn by observing the work of others, emulating another artist’s approach to drawing, and even doing some copying. As a general rule, the best a comics creator can be when copying the style or actual drawings of another artist is a second-rate version of the artist being copied. Artists who abandon copying the surface style of another artist to beef up their skills and forge their own creative path have a chance to surpass their idol’s accomplishments. Sometimes, as a training exercise, it helps to copy the ways others have simplified complex figures or objects, rendered various textures, or composed visual elements using methods that are new to the lessaccomplished artist. When copying the work of another artist as a learning exercise, comics creators need to make sure that they: • Pick the work of artists with real drawing knowledge. • Study how faces, figures, animals, buildings, or vehicles are constructed, lit, and rendered so they can draw (pun intended) upon that knowledge later without the need to copy. Mike Mignola’s use of black as a design and storytelling tool requires a high level of drawing ability. Drawing Exercises Drawing exercises can improve drawing knowledge. Here are a couple of them: • Make a list of all the subjects the artist normally avoids drawing. Every week, the artist tackles one of those subjects, drawing it from a variety of angles until he or she gets comfortable drawing the subject. • At least a few times a week, the artist picks a different subject (person, landscape, household object—whatever) and draws that subject in at least five totally different styles and/or media. The styles might include: – Dry brush – Blind contour drawing (aka leading-edge contour drawing) – Charcoal or Conté – Pen and ink – High contrast – Sculpture (clay or similar malleable medium): Sculpting is a key part of this exercise. Artists sometimes get comfortable drawing a subject from a certain angle and under specific lighting conditions. By sculpting a human figure, artists can: + Learn where their drawing knowledge is weak and needs beefing up. (Artists can’t cover up their knowledge gaps as easily on a 3D sculpture as they can by using rendering styles on a 2D drawing.) + Learn how the figure looks from all angles, including the angles the artist consciously or unconsciously avoids when drawing. This expands the number of angles the artist will feel comfortable drawing the figure from in the future. + Upgrade the ciphers for “objective reality” that artists program their brains with so that they can draw from “out of their heads” (without reference) more convincingly. + See how the subject looks under a variety of lighting conditions. Style Suitability Sometimes our initial assumptions about which art styles are or are not suited to which subjects can be overly limiting. Before Art Spiegelman’s groundbreaking graphic novel Maus was published, if I had been told that he was doing a serious story about the Holocaust in a cartoony art style with mice and cats in place of humans, I would have been skeptical, to say the least. Maus, however, turned out to be an amazing and successful work of comic art that appealed to a much wider audience than do most comics or graphic novel projects. Drawing the same subject in a variety of styles can help artists break out of their default rendering approach. Here, a photo of John F. Kennedy was rendered in pen and ink cross-hatching, blind contour line, and high contrast. Negative Space Negative space is the part of the visual in a panel that is outside and between the main areas of focus. It can be open, unoccupied space or large areas of white or black space, but it is often part of an object (such as a wall) that is cropped and lit in a way that draws attention to the areas of positive space instead of to itself. Negative space gives the eye relief from the clutter of too much positive space and when used properly can help direct the eye to the most important part of the panel. Composed using art assets from DC Comics Style Guides. Many new artists tend to fill all of the panel and page space they can with objects and line work. Designing panels and pages with negative space can give the reader’s eye some relief, focus the reader on the important positive space areas, and make life a bit easier for the artist. Artists need to make sure that they do not use negative space as a crutch to get out of drawing objects necessary to establish a scene or crutch to get out of drawing objects necessary to establish a scene or propel the story forward. Comics artists should make a conscious effort to use negative space in support of their visual storytelling. When a would-be comics artist shows me work that consistently lacks negative space, I’ll draw an empty horizontal rectangular panel and ask him/her to sketch “a man sitting in a room being lonely.” The majority of the time, the artist will sketch a figure that is dead center in the frame. Usually, that figure will fill much of the panel. Using the basic pose the artist sketched, I’ll draw the same rectangular frame, reduce the size of the figure and push it off to one corner of the panel. Just reducing the size of the figure helps impart a feeling of loneliness. The negative space adds to the sense of isolation. Doing this exercise helps illustrate (pun intended) how utilizing negative space is not only pleasing from a design standpoint, it can play a huge role in the storytelling. The slumping figure is off to the side in an asymmetrical design with the wall and floor creating a lot of isolating negative space. Even with the inclusion of the bed, window, and mirror, the design leaves a lot of “open” space. The wall and floor perspective lines also lead the eye to focus on the figure. Spotting Blacks The pattern of black areas in a panel or on a page should make an interesting pattern that also helps steer the eye to the main subject areas. Arranging these black areas is referred to as spotting blacks. Artists can easily check how the pattern of black areas on a page they are working on will look. By putting a piece of tracing paper or vellum over the work in progress and using a thick black marker to fill in all the anticipated black areas, an artist can plan black area patterns for the page. If the resulting pattern isn’t pleasing or functional, the artist can redo them without harming the layout or the original art. If artists are working digitally, they can add a new transparent layer to the art file and fill in the black areas on that new layer to see how they work. Sometimes, if some of the negative space in a panel is black, the black areas may overlap some or all of the panel’s negative space. Placing a vellum or tracing paper overlay on a page rough and using thick markers is a great way to test out possible black patterns for the page. If working digitally, the artist can test out black areas on a separate layer. Depth of Field In most cases, artists should clearly define the foreground, middle ground, and background planes to create a feeling of dimensional depth. They can use: • Tonal or color contrast • Atmospheric blur • Differences in outline contour thickness and/or in level of detail • A combination of these techniques Tonal or Color Contrast The foreground consists of dark cool colors. As you go farther into the background, the colors get increasingly warmer and lighter. Composed using art assets from DC Comics Style Guides. Atmospheric Blur Adding an atmospheric blur or haze over the background contributes to the sense of distance. Composed using art assets from DC Comics Style Guides. Outline Contour Thickness and Level of Detail Using a thicker outer contour line on objects in the foreground helps pop these objects forward. To make objects in the background appear farther away, try reducing the thickness and/or tone of the lines. Reducing the level of detail on objects in the background also helps create a sense of depth. Composed using art assets from DC Comics Style Guides. Combination Often combinations of these techniques are used. Composed using art assets from DC Comics Style Guides. There are times when artists may purposely want to meld or flatten the foreground, middle ground, and background planes. Batman is a “creature of the night” and often uses his dark costume to blend into Gotham City’s nocturnal urban environment. To show this, artists sometimes purposely meld the foreground, middle ground, and background planes. Art by Jorge Zaffino. Tangents A tangent occurs when the edges of two or more objects in a panel just touch or are so close that they are almost touching. It is better to have objects either overlap significantly (which can help create a feeling of depth) or separate them so that there is a significant distance between them. Tangents are visually awkward areas where the edges of objects just touch or almost touch. Here, the top of Batman’s cowl ears touch the line of the roof in the background. The angle of Batman’s ears also matches the edge of the roofline. Additionally, Catwoman’s heel just touches the outer edge of the roof line. Composed using art assets from DC Comics Style Guides. Many comics creators are a bit blind to the tangents in their own work. However, they can spot tangents readily in the work of others. Therefore, artists can help one another by checking each other’s work for tangents. Holding the work up to a mirror or flopping the image by using imaging software also helps an artist spot tangents and other drawing issues. Through overlapping and/or separation, you can eliminate awkward tangents. Composed using art assets from DC Comics Style Guides. Cropping Figures As a general rule, when you are cropping a figure, strive to avoid cropping at a major body joint. It looks awkward when an arm is cropped at the shoulder, elbow, or wrist or when a figure is cropped at the waist or neck. Cropping a figure at major joints (shoulder, neck, elbows, waist, knees, wrists, and ankles) creates an awkward look. Composed using art assets from DC Comics Style Guides. It usually looks better when the figure is cropped between major joints. Why it looks awkward or unsettling for a figure to be cropped at a major joint is unclear. The reason may well be more psychological than aesthetic. When cropping a figure, do so between major joints of the body. In this example, the figure’s arm is cropped between elbow and wrist and the leg is cropped between knee and ankle. Composed using art assets from DC Comics Style Guides. Design Balance The two main terms describing the way subjects are arranged or balanced within a picture are symmetrical and asymmetrical. Symmetrical balance occurs when all the objects/positive spaces are in the middle of the panel or are evenly distributed throughout the picture. Asymmetrical balance occurs when objects/positive spaces are distributed off center and/or unevenly within the panel. Symmetrical balance: All visual elements are evenly distributed throughout the frame. Composed using art assets from DC Comics Style Guides. Asymmetrical balance: The visual elements are unevenly distributed throughout the frame. Composed using art assets from DC Comics Style Guides. UNDERSTANDING BALANCE Symmetrical designs often impart a feeling of formality, stiffness, or solemnity. Asymmetrical design can impart a wide range of feelings. To grasp the concept of design balance, it helps to have a literal interpretation of the term balance. Imagine the bottom of the picture frame as the surface of a seesaw or teeter-totter with a fulcrum under the middle Now imagine that all the positive space objects within the panel fall to the bottom of the panel, pushing their relative sizes and weights down on the teeter-totter. Keep in mind that the farther away from the center/fulcrum that an object is, the more downward pressure it will exert on the teeter-totter. In this case, the seesaw in the panel above remains balanced since all the positive elements are evenly distributed. The seesaw in the panel to the left tips to one side, meaning that it has asymmetrical design. Composed using art assets from DC Comics Style Guides. You can counterbalance a large object near the center of frame with smaller objects positioned farther to the opposite side of the frame. The same-size object, when placed slightly off center of the fulcrum, does not exert as much immediate downward pressure on the seesaw as does the same object placed far out to the side on the end of the seesaw. Composed using art assets from DC Comics Style Guides. As a result of leverage on the seesaw’s fulcrum, the big heavy helicopter, placed slightly off center, would theoretically be balanced by Batman standing on the far opposite end of the seesaw. Composed using art assets from DC Comics Style Guides. Balanced Asymmetrical Design There is a subcategory to asymmetrical design: the seemingly oxymoronic balanced asymmetrical design. Balanced asymmetrical design occurs when the positive space elements are arranged unevenly throughout the frame but would still balance out the seesaw because of the way the various object sizes are placed in relation to the fulcrum. As noted above, the farther away from the fulcrum an object is, the more downward leverage it has. Thus, a large object close to the fulcrum can be balanced out by smaller objects that are farther away from the fulcrum. The medium and smaller visual elements, when placed far to one side, can balance a large element that is slightly off center of the seesaw’s fulcrum. When an artist is doing early panel design sketches, breaking the visual elements down to different-size geometric forms can make the balancing act easier. Composed using art assets from DC Comics Style Guides. DESIGN BALANCE VARIETY Comics artists should incorporate a variety of design balances in a story so that the work doesn’t fall into a visual rut. Also, artists can use the different types of balance to add emphasis and aid storytelling. For example, artists may use a series of balanced panels, but when the characters reach an upsetting conclusion, the artists switch to an asymmetrical design to emphasize the mood. Or the artists may introduce a scene of a dictator’s rally with stark symmetry and show a ragtag group of heroes going up against the dictator in asymmetrically designed panels. The Rule of Thirds For many centuries, there have been theories on how to divide space in the most aesthetically pleasing way. Since at least the time of ancient Greece, the golden section (aka golden ratio) has been touted as an ideal to strive for. Loosely related to the golden section and easier to understand is the rule of thirds. As Marcos Mateu-Mestre notes in his excellent book Framed Ink, dividing the frame into thirds both horizontally and vertically shows the strong compositional points for placing subjects within the frame. The crop tool in recent versions of Adobe’s Photoshop shows the divisions by thirds as users adjust the selected area to be retained after the crop. A golden rectangle can be cut into a square and a smaller rectangle with the same aspect ratio (proportional relationship between width and height). After dividing the frame into horizontal and vertical thirds, try placing one or more characters or major objects of focus where (or near where) the lines intersect. This can help create strong compositions. Composed using art assets from DC Comics Style Guides. The lines in Photoshop’s crop tool that divide the image into thirds horizontally and vertically help the user easily crop the art in a way that places the major visual elements at the intersections if so desired. Composed using art assets from DC Comics Style Guides. Facing Pages In the West, when readers open a comic in which two story pages are viewable simultaneously, they generally read the pages in the correct order, processing the page on the left before moving to the page on the right. However, a reader’s peripheral vision may pick up information from the right page as he or she reads the left page. Therefore, some comics creators may wish to move major plot twists, big reveals, or other visual surprises from the latter part of a page on the right side to the next page. This will prevent that visual information from being picked up by the readers until they turn the page. It is not always possible for artists to tell for sure which pages in a story will face each other. Some comics have scattered advertising, promotion, public service, and letters pages. The placement of these nonstory pages is often not in the artist’s control, and their position in the comic may not remain consistent from issue to issue. Most facing pages are meant to be read individually, left page first and then the right page. Good page design makes sure the reader’s eye path is intuitive. Script by Scott Snyder, art by Greg Capullo and Jonathan Glapion. Double-Page Spreads Occasionally, a story may call for a double-page spread where the two facing pages are designed to be one large page. This requires that the artist check with his or her editor to make absolutely sure that the facing pages needed for the double-page spread will indeed be facing each other. Some double-page spreads consist of one giant panel that spans both pages. Other double-page spreads contain multiple panels. This two-page Justice League spread with art by Jim Lee and Scott Williams is one large panel, creating a big impact on the reader. This two-page spread with art by Jim Lee and Scott Williams, also from Justice League, creates a big impact while containing multiple panels. Bleed Pages A bleed is where the art extends to the very edge of the page instead of being contained in the frame that normally is recessed in from the page’s edge. The bottom panel art runs, or bleeds, off the printed page on the bottom and sides. Composed using art assets from DC Comics Style Guides. Like most special effects, bleed pages can be overused. When they are used too often, the specialness and emphasis that a bleed lends to a panel or a page is lessened; it becomes the rule instead of the exception. Another problem occurs when facing pages bleed into each other in a way that confuses the reader’s eye path. Readers may have to stop momentarily to decide if the artist is trying to lead them across both pages as though they are one giant page or if each page should be read individually in the customary way. If individual facing pages both have bleed art that meets in the middle of the spread, each page should have its own distinctive color scheme and panel layout. Otherwise, as is the case with the top panels in this example, readers may have to stop momentarily to decide if they should read across both pages or if each page should be read individually. Script by Geoff Johns, art by Jim Lee and Scott Williams. Caption and Balloon Placement Coloring and lettering greatly affect mood, characterization, and storytelling. Read Mark Chiarello and Todd Klein’s The DC Comics Guide to Coloring and Lettering Comics for a lot of in-depth information on these topics. There are two main approaches for placing copy elements in a panel. The first approach butts copy up against panel borders: Some creators prefer that captions and balloons be pushed up against panel borders to preserve as much of the panel’s real estate for the art as possible. Composed using art assets from DC Comics Style Guides. The second approach recesses copy away from panel borders: Other creators like having captions and balloons “floating” in from the borders, surrounding the copy elements with the art or color within the panel. The theory here is that recessing allows the reader’s eyes to fill in the copy areas with the surrounding art when the reader is not actively reading the copy. Composed using art assets from DC Comics Style Guides. When balloons and captions are butted up against a panel border, in effect, they become part of the border, creating an odd-shaped frame for the panel’s visual content. Recessing balloons and captions in a little from the panel border maintains the panel border’s original clean rectangular shape. The caption and balloon placement approach a creator uses can affect the “frame” format of a panel. There is no right or wrong approach. It’s a matter of personal aesthetic taste. Comics creators should consciously decide on the copy placement style they want to use instead of placing copy haphazardly. ICONS AND SYMBOLS Symbols and icons juxtaposed with the art and/or words in a panel can add another layer of meaning. Emanata is a term used to describe marks or icons that express a thought, emotion, or action. Sometimes they are contained in a balloon, but often they hover near a character without a balloon or other containment. Emanata juxtaposed with a visual can impart a distinct feeling. Composed using art assets from DC Comics Style Guides. Art by Whilce Portacio and Richard Friend. PART FOUR PUTTING IT ALL into PRACTICE New comics artists are often unsure how to take a script and turn it into a comic. There are many decisions to be made on what visual information to show and how best to show it. Confusion and frustration can result. Having a clear methodology can help alleviate that frustration and streamline the process. CHAPTER ELEVEN A STEP-by-STEP PROCESS for ARTISTS Okay, roll up your sleeves, grab a pencil, and get ready to learn the process for turning a script or a plot into a comic. Working from a Full Script When working from a full script, the number of story pages, the number of panels per page, and descriptions of the visuals contained in each panel are spelled out for the artist. Sometimes the artist will envision changes to the story or feel that rearranging the pacing will improve the project. The artist should get approval from his or her editor or collaborators before making changes. When working on the storytelling layouts from a full script, the main compositional decisions an artist will have to make include: • Angles, layout, dynamics, depth of field, and so on • Where to provide room for lettering, along with some aspects of the juxtaposition of visuals and copy • Relative emphasis of the panels and their content on each page • Pacing, primarily through panel sizes and shapes since the panel count per page already has been decided by the writer • Panel design balance, negative space, primary/secondary focus, black patterns Though many, but not all, of the creative decisions will have been made for the artist by the scripter, the comics artist will still have to execute—to draw the story. Working from a Plot When working from a plot or from a hybrid between a plot and a script, artists have a lot more input into the story, its execution, and its presentation than they do when working from a full script. Remember, when working from a plot, the artist will be making the decisions on what visuals to encapsulate and show the audience as well as what visuals to leave out. Step-by-Step Method for Artists The following step-by-step methodology may be helpful when an artist is working from a plot or a loose script. It highlights many of the decisions that artists have to make. These decisions and the resulting creative executions determine how the audience experiences the story. Remember, the ultimate goal of the visual storyteller is to keep the audience immersed in the story. • Read the plot thoroughly: – Make notes of any questions you might have about the story. – Highlight all information that can/should be shown visually. (Look for the nouns and verbs!) – If initial ideas for visuals hit you, do small, simple thumbnail sketches. • If needed, communicate with the collaborator/editor to get responses to any questions you have about the story. • Write story page numbers on the plot, roughly figuring out how much of the previously highlighted information can comfortably fit on each page of the comic. If you haven’t used up all the pages allowed for the job, go back and decide what story elements you want to give more space to. If you run out of pages to work with before the entire story is accounted for, figure out which story elements can be combined, edited down, or cut altogether. • Do a second reading of the plot: – If you did not do so upon the first reading, draw thumbnail sketches of ideas for any visuals that pop into your head, including ideas for panel arrangements on the pages, scenes, and character poses. – Note any visual reference you’ll need to research. • Identify the key visuals that each sequence will need to propel the story forward. • Draw rough page schematics (empty panel arrangements) indicating how many panels each scene will need per page: – Remember that at or very near the beginning of each scene, there should be an establishing scene. – When a character is introduced for the first time in the issue, include a full-figure shot of that character. If possible within the context of the story, try to introduce characters actively to establish their personalities, moods, and abilities visually. Also, soon after a character comes on stage, include a close-up. – Identify information that needs to be visually established or set up earlier in the story so that it can play a larger part later in the tale. – That way, when you are through examining the script, you can revisit the sketches and decide how viable those initial visual thoughts were. • Draw thumbnails of ideas for panel contents on the basis of the visual information that was highlighted earlier. • Arrange the panel thumbnails to compose pages that are based on the page schematics: – Adjust where needed to make page design and eye flow work. – Work out where captions, word balloons, and all other lettering will go, making sure all will be intuitively read in the correct order. • Look up needed visual reference. • Design characters and setting environments, if needed. • Create page roughs for each story page on 8 ½-inch × 11-inch paper. • Do finished pencilled art on a full-sized art board or on the computer. THUMBNAILING As they read a prose novel, screenplay, or comic book script, most artists generate mental visuals—they can’t help it! As they read a script or plot, comics artists often draw very simple thumbnails (small rough sketches) to make a record of these initial mental visuals. The sketches can be in the margins of the plot/script or on a separate sheet of paper. Thumbnailing is a form of brainstorming. As with all forms of brainstorming, many of the initial ideas may not prove useful to the story for various reasons (e.g., poor design, wrong angle, too clichéd). However, some of the nonuseful thumbnailed ideas may act as springboards, spawning other ideas that could be more helpful. REFINING THE ROUGHS After working out the initial visual storytelling on page roughs and before moving on to drawing finished pencils on full-size art boards, artists should review the roughs to make sure that they: • Selected the best angle, eye-level height, and distance for each shot to convey accurately the visual info to move the plot forward, show action clearly, and indicate the mood (happy, sad, ironic, suspenseful, horrified, humorous, etc.). • Clearly established the cast of characters and the environments and reestablished them when they were reintroduced after being offstage for a while. • Kept the focus of each panel/page on the primary information and/or action while including elements that are lower on the scale of immediate importance. • Maintained consistency of established visual information (didn’t contradict or ignore established environments). • Created the right story pacing by using internal panel composition along with the size, shape, and/or number of panels in each sequence. • Used an interesting variety of design balances, compositions, black patterns, and open/negative space. patterns, and open/negative space. • Established and maintained action flow continuity. • Left appropriate and well-designed room for titles, word balloons, captions, sound effects, credits, and other lettering. • Effectively used a design metaphor or visual theme (if one was used). • Did not create awkward tangents or crops. ESTABLISHING-SCENE BASICS Remember the basics for establishing a scene: • Usually requires a long shot. • Establish the cast in full figure. • Make clear where everyone and everything is in relation to each other. • Set up the scene so that subsequent panels will be able to maintain action flow continuity within the established environment. • Sometimes have two shots: one exterior showing a dwelling and its surroundings and then an interior shot where most of the sequence will take place. Doing page roughs on 8½-inch x 11-inch paper is easier when each sheet has a page border with margins wide enough to show bleeds, and on which standard panel border dividers have been indicated. Draw one up and use a copy machine to print as many as you’ll need. Photo by E. Potts. TRANSFERRING FROM PAGE ROUGHS TO BOARDS There are several ways in which an artist can transfer the page roughs onto the full-size art board to produce the finished pencil drawings for a page. The artist can: • Replicate the page roughs by drawing them freehand onto the fullsize board. • Blow up the page roughs in a copier so that the main art area is 10 inches x 15 inches, and then light-box the roughs onto the full-size art board. • Use an opaque projector to cast an enlarged image of the roughs onto the full-size board for the artist to trace from. • Scan the page roughs into a computer and draw finished art in layers on top of the roughs using Photoshop, Manga Studio, or other graphics software. As artists grow in experience and confidence, they can begin to skip the page-rough stage, jumping from the thumbnail stage to working on the full-size finished art. Some experienced comics creators can mentally image and organize so well that they can go from reading the plot to immediately drawing on the full-size art boards with great results. Others prefer the more methodical staged approach outlined on this page. For sketching thumbnails, this arrangement of four pages on a single sheet of 8½-inch x 11-inch paper is handy. For those who prefer doing larger thumbnails or who like to work their way up from small thumbnails, to larger layouts, to full-size finished art, this single-page template on an 8½-inch x 11inch sheet is very helpful. CHAPTER TWELVE WATCHING the PROS WORK In this chapter, three highly accomplished comic book artists have drawn the same three-page sequence, showing how personal and different each artist’s work can be while observing the same principles of strong visual storytelling. At the end of this chapter, I have also included my interpretation of the sequence. See how each artist transforms a page of words into dynamic visual storytelling. The Artists • Whilce Portacio • Bill Reinhold • Phil Jimenez From Script To Art The artists’ work includes their comments on the decisions they made, including if, when, and why they felt that a goal they were going for required that they do something outside the general storytelling principles and techniques outlined in this book. Here is the three-page plot from which all the artists worked. Examine and learn from the similarities and the differences among the various artists’ interpretations of this plot. Whilce Portacio Version Whilce Portacio was born in the Philippines and spent time in Hawaii, Midway Island, and New Mexico before settling in the San Diego area. Breaking into comics’ professional ranks in 1984, Whilce began inking over the pencils of Frank Cirocco, Chris Warner, and Art Adams at Marvel. His first professional pencilling work was on a short sequence contained in the first issue of Strikeforce: Morituri. After that, he received a series of increasingly high-profile assignments at Marvel, including The Punisher, X-Factor, and The Uncanny X-Men, becoming one of the most popular comics creators in the process. As one of the founders of Image Comics, Whilce created and produced Wetworks and several other titles for that imprint. More recently, he has drawn highly successful runs for various Batman projects, Spawn, Journey into Mystery, and The Incredible Hulk. He currently is working on a new creator-owned title, Non-Humans. WHILCE PORTACIO’S COMMENTS The first thing I do is read the whole plot from a reader’s point of view just to enjoy the story. I do this to get a feel for what basic emotion(s) the writer may want to convey with the story. When I read it the second time, I go slowly and carefully, as an artist, to see how I want to visualize the written story. I mentally visualize the images I want to draw. Generally, if I can easily “see” a story in my head as I read, it means there will be ample room on the page to visualize it. Of course this is the perfect situation. In most cases, however, there will be some scenes, sometimes whole plots, which will require a lot of panels to convey the action properly. Instead of sketching small layouts, I like to do my roughs on the fullsized original art board. That way I get an exact feel for how I am filling the page. During this first pencil on paper stage, I am less interested in the flow of the page than I am in working out the correct number of panels needed to convey the action that the story calls for. For me, visually conveying clear action is more important than flow on the page. I am confident that if I later feel there is a major “flow” problem, I can fix it by reworking the composition of that panel. My first attempt at laying out the story is based on instinct and My first attempt at laying out the story is based on instinct and concentrates on making the action clear. I read the scene description and ask myself what panels are needed to tell the action. Even at this stage I try to think of which actions are truly necessary to show and which can be pushed to the background—or which we can do without. At every stage of this layout process I strive to identify the actions that I can edit out and still have the story remain clear. This, hopefully, allows me to have the maximum space to draw the story I want. Page 1 It is quickly evident there is a tremendous amount of action and background detail in this plot. I go into editing mode and try to squeeze action together. This is especially the case on the last two pages, where there is so much action that I fear losing any emotional grip on the reader because every panel must be so small and technical (interaction of cars, trucks, and buildings). So there are very few panels of our hero as he struggles to save the day. Since the first page is relatively simple, I try to get in my big shots of the hero there in case I won’t have space later. Page 2 Page 3 As I get into the last two pages, I see there is very little space to have panels that cut back to our hero. I keep this in the back of my mind. At this point the clearness of action is the top priority. Invariably I end up with pages containing panels of similar size. This can be remedied in the next stage. Now that all the action is on the page, I can clearly see where I need to adjust my layouts. Next, I take the layouts into Photoshop since it’s faster to edit and shift panels digitally than to redraw everything by hand. (Deadline, deadline —always in the back of the mind.) I add emotional feeling and alter the panels digitally than to redraw everything by hand. (Deadline, deadline —always in the back of the mind.) I add emotional feeling and alter the pacing by adjusting panel size and composition and, in some cases, combining two panels into one. Overall I am happy with the layouts. There wasn’t as much of a squeeze for space as I anticipated, but I am worried about two points: 1. There is little room to make the story personal by showing Batman in the last two pages. 2. The end panels are very small, giving them very little significance as a resolution. Now I must look over the layouts and try to reclaim some space to remedy these two points. PAGE 1 ADJUSTMENTS Panel 1: The plot asks for a lot to be established here. The best way to try to handle the required elements is to distribute them on different visual layers. The order of priority is: • Batman and Gordon • The policemen/cars • The fuel truck Notice that I draw one boarding gate in full in the far background and then suggest other gates by showing just parts of them. I also don’t need to clearly show three police cars. Panel 2: This is a typical establishing shot of an airport tower and airplane on approach. I keep in mind the need to compose the panels in a way that allows space for the writer to add captions and/or dialogue balloons. If I leave little room to add captions or balloons, the copy may end up covering important parts of the drawing. Panel 3: Knowing I will have precious little space to show Batman, I choose to insert his and Gordon’s faces here in an unconventional way. It makes them stand out and therefore hopefully gives them prominence on page 1 so that the readers are less aware they see very little of Batman later on. Panel 4: Since I am trying to gain space in pages 2 and 3, I transfer Panel 4: Since I am trying to gain space in pages 2 and 3, I transfer panel 1 from page 2 (the plane landing panel) to here. Because it is next to a full shot of the airplane, I don’t have to show the full plane in this panel, just the landing wheels touching ground. Page 1 PAGE 2 ADJUSTMENTS Panel 1: In the original version, panel 1 and this panel played real well with each other. In the original panel 1 (now the last panel on page 1), the plane lands on the left-hand side of the panel. With this panel, the plane is now fully on the ground and is in the middle of the panel, indicating it has traveled farther in space than it was in the prior panel. I would have a note for the writer to make sure Gordon says “the plane is passing us by” just to be clear. passing us by” just to be clear. Panel 2: Now we have the fuel truck hitting the baggage truck, and to make sure we understand the relationship of this action with the plane, I choose to use the same angle of the plane in the prior panel, just zoomed in a bit. Panel 3: This is a shot of the Batmobile hitting the fuel truck with the police cars behind showing the relationship the plot called for. Notice that I make sure the fuel truck is oriented in a direction toward the established direction of the taxiing airplane with Batman coming in from the opposite direction. Panel 4: As the truck is flying up into the air, I start to change the position of the camera. At this point in the story the drama is about to switch from the airplane being hit by the fuel truck to the fuel truck sliding into the passenger terminal. Panel 5: The camera position has now completed its movement and is showing that the danger is now pointed toward the passenger terminal. Panel 6: This panel was transferred to this page from page 3. The panel visually plays better here because it zooms in on the previous panel, showing the true danger Batman must avert. Page 2 PAGE 3 ADJUSTMENTS Panels 1, 2, 3, 4, and 5: I move up all these panels to fill in the extra space I now have. For action clarity I make sure the fuel truck is always going left to right and Batman is going the opposite way. Panel 6: Now with room for a new shot of Batman I choose to end the scene with Batman in his Batmobile and the cheering crowd behind him; notice again Batman oriented right to left. Page 3 AUTHOR’S COMMENTS ON WHILCE PORTACIO’S PENCILS Whilce first establishes the airport terminal and introduces the characters in dramatic full figure. He chose to establish the incoming plane separately. We get a hint of the Batmobile on the right. On the lower section of the page, Whilce utilizes a variation of an overlay transition. With the Batman and Gordon figures separate from but overlapping the second and third panels, the impression is that the characters are observing the events in those two panels even though characters are observing the events in those two panels even though each panel is from a different angle and the action happens sequentially, not simultaneously. Page 1 Since the police vehicles were not shown on the first page, Whilce establishes that police cars are present in the first panel. There is a lot of content and information in this panel. Ideally, it would have been nice if the Batmobile on the left were farther from the camera. This would allow us to see more of the Batmobile and clearly establish the vehicle. Whilce establishes the plane, baggage train, and fuel tanker in the first panel. Because the artist maintains the relative positions of the various vehicles (plane on the left, baggage train in the middle, tanker on the right), the action taking place in the second panel is clear. If the second panel shot had been positioned from the other side of the action axis, the relative positioning of the vehicles would have changed, very possibly confusing the reader. Whilce makes sure the reader doesn’t encounter any such problems. By moving the first panel from the third page to the bottom of the second page, Whilce not only gave himself more room to work with on the third page but ended the second page with a more personal and emotional threat to the civilians in the terminal. Page 2 On the third page, Whilce clearly shows the Batmobile skidding in front of the sliding fuel tanker with the front of the vehicle angled to the left. That directional bias is maintained throughout the rest of the page, helping the viewer follow the action through a variety of shots and angles. He ends the page with a panel projecting a sense of accomplishment to wrap up the sequence. It includes a relatively large head shot of Batman, something the action-packed plot hadn’t allowed for since the first page. something the action-packed plot hadn’t allowed for since the first page. Page 3 Bill Reinhold Version A lifelong Illinois resident, Bill Reinhold graduated from Chicago’s American Academy of Art in 1982. After he worked for several smaller comics publishers, Bill’s profile in the comics business began to rise with his work on The Badger for First Comics in the mid-1980s. His work caught the attention of editors at larger publishers, and Bill was soon receiving pencilling and inking assignments from Marvel on The Punisher, The Silver Surfer, Daredevil, The Prowler, the Earth X trilogy, and Spider-Man. Along with writer Mike Baron, Bill co-created Spyke for Marvel’s Epic line of creator-owned titles. At DC Comics, Bill has produced art for a variety of titles, including Batman: Legends of the Dark Knight, The Book of Fate, Challengers of the Unknown, Green Arrow, and The Brave and the Bold. He pencilled and inked the recent revival of Magnus, Robot Fighter for Dark Horse Comics. Bill’s work often incorporates impressive dry brush and ink wash techniques. For this three-page story, Bill demonstrates his start-to-finish art process, from initial thumbnails to page layouts, to pencils, and finally to finished inked pages. BILL REINHOLD’S COMMENTS When I first get a script, I like to read it straight through to get an understanding and feel for the story. I generally save note taking or rough sketching for a second read. If it’s a full script, a lot of the panel-to-panel storytelling has been done under the writer’s control. As an artist, working from a plot or rough script can be very rewarding. The freedom of choices can really fuel the imagination. On my first attempt at thumbnail layouts for a story I don’t worry about panel size or page design. I just try to visualize each scene from different angles. I sometimes close my eyes and imagine being a camera revolving around a scene looking for the right shot. I have even used props, toys, and so on, to simulate a scene so I can look at it from different angles. How many pages I have for any scene will help me decide what best to emphasize. I could use ten panels to show a plane decide what best to emphasize. I could use ten panels to show a plane landing, or just one. Then there is the entertainment value. A lot of small panels can be fun and tell a story, but sometimes a large shot is best for drama or the cool factor. It’s all about making choices that will serve the story best. This short Batman sequence had many challenges. Carl’s plot has a very cinematic feel that made it a lot of fun to draw. A lot of reference was required for airports, planes, police, and the diverse crowd at the airport. For reference, I used everything from materials I’ve collected over the years to online videos of planes landing. I also used a mirror to work out poses for the characters. Page 1: I chose to take half the page to show the expanse of the airport and a detailed view of buildings, vehicles, and an overview of our players. However, as I continued on the story, I felt that Batman and Commissioner Gordon were getting too little attention. With a longer story I could have easily detailed the scene and shown our players dramatically. But I had to choose. A smaller first panel would still tell the story and establish the scene, leaving me room for a larger panel with Batman, Gordon, and the police watching the plane land. I think this better put the viewer at the scene. Page 2: We begin with the plane passing the gate and everyone going into action. Batman is already long gone by the time Gordon yells at his officers to pursue. After I established the chase scene and all players, instead of another outside objective view, I took us inside the Batmobile, getting Batman’s POV of the tanker ramming the luggage train. After the Batmobile slams into the fuel truck, I set up the next page as the Batmobile travels around the sliding tanker. Page 3: As the truck’s cab dislodges from the tanker, the Batmobile slides into place, attempting to block the tanker from smashing into the airport terminal. Inside the terminal we view the panicking crowd. The Batmobile’s straining brakes lock its smoking tires. I decide to get personal again with inset panels portraying a panicked girl and a determined Batman straining to stop the tanker’s momentum. For the last panel I first chose to show Batman’s success from the cheering crowd’s POV. Instead I decided to show the halted tanker and a triumphant Batman with Gordon approaching. Smoke still billows from triumphant Batman with Gordon approaching. Smoke still billows from the brakes and tires. I imagine that Batman is summing up the situation as he and Gordon decide their next move. I’m sure the tanker driver is being handcuffed as they speak. When I’ll be inking my own work, I prefer to draw in a loose pencil style. That way I can see a lot of my underdrawing, helping me make final structure, line weight, and black placement choices while I’m inking. AUTHOR’S COMMENTS ON BILL REINHOLD’S THUMBNAILS Bill’s initial tiny thumbnails combined rough ideas for major panels and simple schematics showing how the panels would be arranged on the page. Next to many of the sketches he noted the information contained in each panel, making sure that he captured all the information from the script. As he did on the page 3 thumbnails, Bill sometimes will try sketching the same shot from several angles to find the best one to show the action in a way that is both clear and dynamic. Author’s Comments on Bill Reinhold’s Layouts Bill moves on to do tighter layouts, drawing each page at 5 inches × 7 inches. On the first page, the splash panel clearly establishes the airport and where the various characters, buildings, and vehicles are. This sets up all the visual elements that will soon come into play. Even though each panel is packed with visual elements, Bill incorporates room for dialogue and captions as well as leaving some open space for eye relief. Since the first panel is such a long shot, Bill comes in progressively tighter in the next two panels, fully establishing the two major characters, Batman and Commissioner Gordon, while advancing the action of the plane’s landing, taxiing, and turning. Page 1 On the second page, Bill uses an inset panel with a close-up of Gordon reacting to the plane moving away from its assigned gate. After establishing that the Batmobile is to the left of the fuel tanker truck in the second panel, Bill maintains that relationship in the third panel until clearly showing Batman maneuvering his vehicle around the right end of the skidding tanker. On all three pages, Bill had to deal with compressed time—depicting a lot of time and action in a very tight page and panel count. This situation was perhaps most extreme on the third page. As Bill stated regarding the sequence in which Batman uses the Batmobile’s brakes to stop the tanker from crashing into the crowded terminal, “I could’ve used five or more panels for that scene, demonstrating movement with various close-ups.” Artists often are forced to reveal a lot of action and information in less space than they would like. When faced with such situations, the better artists find a way to pull it off, as Bill did here. Lesser visual storytellers will show part of the action and hope the writer will cover the gaps in visual clarity. Page 2 On page 3, in the middle tier of panels, Bill incorporates two inset panels over a scene of Batman desperately trying to stop the tanker from crashing into the terminal. The first inset shows several of the helpless innocent civilians whom Batman, in the second inset, struggles so determinedly to protect from the potential disaster. Page 3 Author’s Comments on Bill Reinhold’s Pencils After they are done to his satisfaction, Bill copies the layouts, enlarging them to the standard 10-inch × 15-inch original art size. Using a light box to trace the work, Bill transfers the layouts to the finished art boards. When the basic forms have been transferred to the boards, Bill tightens the pencils. However, when inking his own work, he usually does not pencil very tightly. For this job, he produced tighter pencils than he normally does. Page 1 When it comes to figuring out the placement of black areas (spotting blacks), Bill says, “It varies for me. If it strikes me in the thumbnail/rough stage, I’ll sketch in the black areas; otherwise I’ll work them out in the pencils.” Page 2 Page 3 Author’s Comments on Bill Reinhold’s Inks Bill inked his pages, giving readers a clear demonstration of the steps for creating comic art from start to finish. When inking his own pencils, Bill sometimes uses ink wash, a difficult and somewhat lost technique in which the artist uses diluted ink to make a gray tone painting. Bill also occasionally uses a dry brush inking technique to add texture to his work. Dry brush involves draining the brush of much of its ink before applying it to the page so that instead of a clean black line flowing off the brush, the ink breaks up into rough streaks and spots. You see some of this on page 1 in Batman’s cape in panel 3 and in the cast shadow toward the bottom of the page. Page 1 Page 2 Page 3 Phil Jimenez Version A native of Los Angeles, Phil Jimenez moved to New York City and attended the School of Visual Arts. His first professional work was for DC Comics in 1991, when he contributed a few pages to the War of the Gods miniseries. Phil’s’ highly detailed style combined with his solid storytelling soon won the admiration of fans and fellow pros alike. At DC Comics, Phil has drawn and written for many highly popular projects, including New Titans, JLA/Titans, Planetary/The Authority, Tempest, Wonder Woman, Adventure Comics (featuring the Legion of Super-Heroes), and the megaseries Infinite Crisis. He has recently worked on Fairest for DC’s Vertigo imprint. Previous work for Vertigo included The Invisibles, Swamp Thing, and Otherworld. For Marvel, Phil has produced work on Astonishing X-Men, New X-Men, and The Amazing Spider-Man. A comics creator dedicated to sharing his knowledge with others, Phil serves as an instructor at his alma mater, the School of Visual Arts, where he teaches life drawing. He is also a mentor for design students at the Cooper-Hewitt National Design Museum. For the three-page Batman sequence, Phil did tight layouts and shared his thoughts on his process. PHIL JIMENEZ’S COMMENTS When I first read a comic script, I tend to avoid the dialogue, as it’s not my general interest so early on. What I’m initially looking for is plot, action, locales, and numbers/types of characters I’ll be expected to draw, because I think about and approach action-heavy scenes differently than I might intimate conversational scenes and because those differences will affect the amount of time I’ll be sitting at my drawing table. That is to say, I try to budget my time and energy depending on what I’ll be expected to draw and how much research and “thought time” will be devoted to each page. (The irony, of course, is that no matter what I’m expected to draw, I never really get any sort of head start on the material; I tend to do a lot of “thinking” and lots of research until I have no choice but to start, and invariably, I’ve not left myself enough time to no choice but to start, and invariably, I’ve not left myself enough time to complete the assignment and therefore rush through to the end.) The first thing I noticed reading this script was how reference-heavy the pages were and how I wouldn’t even be able to block out the action without finding the reference first—the specifics in the reference would actually determine composition on some of the pages, so I needed to know the size, scale, and look of the locations before I broke the pages down in thumbnails. Thus, I started scouring my books and the Internet to find photographs of airports and airport terminals, planes, and the fuel truck that I could use while breaking the pages down. Page 1 Page 1: I love establishing shots. I love creating environments for characters to interact with. It’s sort of like giving actors a stage or set to play on; the more of a world I give them to react to, the more emotion and range I can get out of them and the better and more clear the storytelling experience for the reader. On this page, I took the opportunity to break a two-panel page into three, which may or may not have been necessary. But I wanted to give a distanced shot of the airport to show us the terminal and Gotham City behind, as well as establish the airplane landing, which was an a distanced shot of the airport to show us the terminal and Gotham City behind, as well as establish the airplane landing, which was an important part of the script. In the establishing shot, I scribbled in some foreground objects from the reference first, then placed Batman and Commissioner Gordon in the scene, backs to us—once again, at a scale that helped establish size, distance between objects, and the characters’ relationships to the objects around them. Also, on my initial thumbnails, I started laying in areas of solid black with a simple black marker to start building a sense of depth and space and mass and an overall “graphicness” to the page. In the third panel, I went in close on Batman and Gordon at a slight worm’s-eye view. My tendency is to try to draw at least one close-up of the lead characters early on to really give readers a connection to them. Also, it’s compositionally opposite to the larger, distance-establishing shot—creating two simple shapes to oppose/contrast the multitude of figures and numerous shapes happening in the panel above. Page 2 Page 2: Page 2 holds an enormous amount of action. It was tricky breaking the page down, and it took several passes before I was able to figure out how to get it all in a few panels. Part of it is just getting the action down in as many panels as I think it requires. I’m figuring out the action in my head by figuring it out on the page. Note that the plane that we establish arriving at the airport on page 1, panel 1, lands on page 2, panel 1. I’m paralleling action and panel shape to provide continuity between panels. panel 1, lands on page 2, panel 1. I’m paralleling action and panel shape to provide continuity between panels. Ultimately, I pulled the camera back and up—way up—to give readers another establishing shot of the plane, the police cars, and the airport terminal itself. These are BIG objects that dwarf human beings, and I wanted to remind readers of that by giving them another sense of scope, even in a smallish panel. Close-up on Batman and Gordon again. In contrast to the third panel of page 1, the characters are now reacting, turning as they hear something roaring at them off panel. I kept the panels and shapes here long and rectangular; part of this is to mimic the “widescreen” effect that has become so popular in comics. Also, any sort of ornate design would have made it nearly impossible to compress the action into the page and still make it clear. Simple panel shapes and a simple narrative stream give the readers the most bang for their buck. I moved some action from page 1 to page 2 to give it more “surprise.” This is what Batman and Gordon are reacting to—a truck barreling through a luggage carrier, which is torn apart by the truck cabin. Batman leaps into the Batmobile in the next panel—note how I drew Gordon in the foreground but left plenty of room for Batman’s cape and the Batmobile. Also, in nearly all of these panels, I try to include competing “invisible diagonals” compositionally by cocking the camera and laying in the vehicles and figures at discernible angles. These create a tension that elevates the sense of movement and excitement on the page even though the panels are so simply laid out. The last two panels are long and big; this is where the Batmobile sideswipes the truck and knocks it over. Because car action is hyperdependent on movement and because there is no movement on the static comic page (why I generally eschew that kind of action in a comic book), I wanted to create long shapes and use speed lines to suggest the kinetic frenzy of the action. I also wanted to leave the biggest panel for last to showcase the explosive outcome of the collision. Page 3 Page 3: An easier page compositionally, so I ended up going big again. Four panels or so. The first panel is big to showcase the interior of the terminal and the people threatened within. Through the windows, we see Gotham City in the background, once again reminding the reader where the characters are in relation to the larger world around them (and giving the airport a proper Gothic, creepy backdrop). The rest of the page serves the story fairly simply with an overhead shot of the Batmobile pushing the trailer to its complete halt. I chose a bird’s-eye view here for both composition and ease of storytelling shot of the Batmobile pushing the trailer to its complete halt. I chose a bird’s-eye view here for both composition and ease of storytelling reasons. Then we have the final shot of the cheering passengers in the terminal. Once again, I chose fairly tight close-ups of the human beings in the story to connect readers to the people they’re reading about and hopefully bring all that action home on a more human level. AUTHOR’S COMMENTS ON PHIL JIMENEZ’S LAYOUTS Phil likes to incorporate compositional diagonals that help lead readers’ eyes back and forth across the page. For example, on page 1, the approaching plane travels left to right. In the second panel, the angle of the runway and terminal perspective move the eye right to left. In the third panel, the direction of the character’s gaze prompts readers to move left to right once again and on to the next page. On the bottom of page 2, again Phil uses the diagonal created by the vehicles to lead the reader to the next page. The last panel of page 3, however, is a neutral shot of the relieved crowd of passengers. This stops readers’ eyes, signifying the end of the action sequence and allowing readers to catch their breath momentarily. Phil sometimes places a higher priority on leading the eye with page design than on maintaining consistent action flow continuity. However, if the storytelling generally remains clear, emphasizing design elements becomes a matter of creative preference. Author’s Version I knew this plot was jam-packed with a lot of information for three pages. It wasn’t until I tried doing rough layouts for the sequence myself, however, that I realized just how difficult a task it was going to be. Trying to show everything clearly in the space allowed was daunting. Page 1: The first panel, the splash panel, is also an establishing shot. My first inclination was to do a long shot from above the airport to give the reader a clear look at the airport’s layout and set up the sequence’s future action. However, such a long shot would mean that the characters would be seen too small to really establish clearly. That would mean having to establish the characters fully in succeeding panels. To establish both the characters and the airport setting simultaneously, I settled on this layout. The ground-level angle allowed me to establish depth by means of overlapping and scale. The skyline of a major city is seen in the background. Batman’s cape, Commissioner Gordon’s coat and hair, and the flag on the control tower show us that it’s windy. Clouds stream across the sky. We see some of the Batmobile behind Batman, but probably not enough to really establish the vehicle, especially since it is a major element in the action that follows. I would pull the Batmobile out to the left a bit to show more of it if I took these layouts to full pencils. The angle of the terminal building and Gordon’s position to the right of Batman help create an asymmetrical pyramid design with Batman’s head at the apex. Since we read left to right, even the landing plane’s wing helps lead the eye toward the main characters, as does the direction of the ascending plane in the background. One of the visual storytelling problems was how to get across that the plane is landing. Planes assume the same nose-up position when taking off and when landing (the wheels under the wings touch down first, and then the nose descends and the front wheels make contact with the ground). Since the plane’s position alone couldn’t indicate whether it was landing or taking off, I used an upward curve on the contrails and engine exhaust to indicate that the plane was descending. The panel fits in all of the establishing scene information while still having a fair amount of open space (sky). There is room for a title and credits. having a fair amount of open space (sky). There is room for a title and credits. This is a case where the reader will look at the panel for a few moments, absorb the info (mostly subconsciously), and then move on without realizing how much went into working out the storytelling and composition of the panel. This is how it should be. The second panel establishes the faces of the two main protagonists and gives them space to fill the reader in on nonvisual aspects of the scenario through their dialogue. The third panel with the ground traffic director in the foreground sets up the taxiing plane’s turn and uses the ant-sized protagonists to fill in more details. Page 1 Page 2: In panel 1, I wanted to show the plane clearly changing direction and its orientation to where Batman and the Gotham lawmen were stationed on the runway. To do this, I used a long down shot. Even though it’s very small, the jet fuel truck is also set up, positioned between the boarding docks. The close-up of Gordon in the second panel shows his reaction to the plane missing its gate and continuing down the tarmac. It’s hard to tell in these pencil roughs, but the plane is reflected in his glasses. In the third panel, Gordon and his men scramble to get into their cars in these pencil roughs, but the plane is reflected in his glasses. In the third panel, Gordon and his men scramble to get into their cars to follow the plane. Batman, however, is already roaring after the plane in the Batmobile. On the right, the fuel truck begins moving toward the plane as the aircraft finally turns to dock at a gate farther down the terminal. Far in the background, a tractor-towed baggage train is also pulling out, headed for the arriving plane. The fuel truck plows through the baggage train in the fourth panel, sending the tractor, driver, and luggage flying. This shot could be seen as a zoom in on the fuel truck and baggage train from the previous panel. It took a while to figure out a good angle to show the Batmobile slamming into the truck’s cab and diverting it. I’m still not sure if this is the best solution. In the sixth panel, the Batmobile slides in front of the rolling fuel tanker. Bill Reinhold pulled off a similar shot much better in his version of the story. The hand in the foreground leads us to the next page, where … Page 2 Page 3: … one of the panicked passengers has his hand plastered against the window while he yells a warning to the others in the terminal. To get some depth and give the impression of a lot of panicked people, I used cropped overlapping figures reacting as the Batmobile attempts to stop the fuel tanker from slamming into the terminal. To show the skidding Batmobile and fuel tanker approaching the terminal with the Gotham police in pursuit, in panel 2 I used another long down shot. The previous shots of the tanker and the Batmobile terminal with the Gotham police in pursuit, in panel 2 I used another long down shot. The previous shots of the tanker and the Batmobile heading toward the terminal had the action moving right at the reader. It’s not easy to convey most types of movement when the action is coming straight at the reader. Therefore, I felt it was past time to make the action clearer. We see the pursuing Gotham police cars chasing the skidding tanker. I was tempted to include an inset panel of Batman’s foot pushing hard on the Batmobile’s brake pedal. With so much info and action crammed into three pages, it was hard to figure out how to show the Batmobile successfully braking to a halt. It may be hard to tell in the roughs, but panels 3 through 6 focus on a Batmobile wheel as it progressively slows to a stop. The multi-imaging of the wheel/tire decreases over the sequence, and the smoke from the burning tires stops streaming back as the car comes to a halt. Since the car is no longer moving in panel 6, the smoke drifts straight up. Gordon and his uniformed cops arrive after Batman has exited his vehicle. The battered tanker sits still. The amount of information in this three-page sequence could easily have filled twice the number of pages. However, comics artists don’t always have the luxury of telling the tale in the space they feel is ideal. Page 3 AFTERWORD These days, the potential comic audience has a nearly limitless array of diversions that vie for its attention and dollars, including movies, TV, video games, and the Internet. To grab the attention of a large audience today, whether in print or digital formats, comics creators need to have the skills to tell great stories in interesting, clear, and compelling ways. Polished drawing and rendering skills are great, but unless they are combined with strong stories and sequential visual storytelling skills, the short attention span of today’s comics audience may well cause sales to fade instead of grow. Great stories, well told, will help compel a large audience to spend its money and its time on comics. When in doubt about whether your visual storytelling decisions are solid, remember that your ultimate goal is to keep the reader immersed in the narrative. Anything that detracts from that should probably be avoided. Now that you have a solid grounding in the basic principles and techniques of SVS, continue to expand your visual storytelling knowledge and skills. Read the sources suggested throughout this book and discover new sources of information. If you have some new insights, please let me know. I am always looking to expand my knowledge. You can reach me at cpotts1@hotmail.com. You also can leave messages on my blog, “General Eclectic”—just go to www.carlpotts.com. Looking forward to hearing from you! Art by Alex Ross. Art by Steve Ditko. GLOSSARY of COMICS TERMINOLOGY Creators working in other sequential visual media—including film, television, and electronic games—share many concepts and terms with those who work in comics. Terms for certain related concepts between media are sometimes used synonymously even though they do not mean quite the same thing. These terms include frame and panel as well as shot and angle. Angle The viewpoint from which the creator chooses to show a shot. Major categories include bird’s-eye/aerial shot, medium/neutral shot, and worm’s-eye/low shot. Tilt shots (aka canted angle shots) occur when the horizontal frame is not parallel with the horizon. Balance A design term. There are three main categories of balance: symmetrical/balanced, asymmetrical/unbalanced, and balanced asymmetrical. Most often refers to the design balance within a panel but also can refer to the design of a page or spread. Bleed A panel or image that “bleeds” off the edge or edges of a page. The art is cropped by the physical edge of the printed page instead of by a border recessed from the edge of the printed page. Border A line that defines the outside edges of a panel or page. Different styles of borders can affect a reader’s perception of the panel’s contents, indicating whether the contents represent “normal reality,” a dream, a flashback, a fantasy, and so forth. Continuity Maintaining consistency of all narrative elements so that there are no discrepancies. Can refer to consistency in plot, series, fictional universe, characterization, environments, action flow direction, and so forth. Also refers to the sequential order of the narrative. Crosscutting Alternating panels or sequences between two or more scenes to indicate parallel action. Emanata A term coined by Beetle Bailey creator Mort Walker. Marks or icons that express a thought, emotion, or action. Sometimes contained in a balloon but often hover near a character without a balloon or other containment. Encapsulate To pick and encase a key moment of a narrative to show in a panel. Can also imply condensing as well as encapsulating a moment. Establishing Shot Usually a long shot at or near the start of a scene to establish who and where all the characters are in relation to one another and the scene’s environment. It also can establish the general mood and situation of the scene. Scenes usually need to be reestablished when they are returned to after a significant absence. Frame Often used synonymously with panel. It also can mean a single frame from a film. However, for both film and comics, the term also can apply to the part of a larger visual that the artist has chosen to show the reader—a long, medium, or close-up shot—and from what angle. The frame is defined by the outside edges of a panel that typically is established by a border. Gutter The space between panels. The space is usually white or negative space, but in some cases it may consist of positive space if the gutter is between panels that are inset or superimposed over a larger panel. Icon A visual element, usually a simplified drawing or symbol, that represents an idea, person, place, thing, or action. Inset Panel A panel placed inside or superimposed over another panel. Juxtapose To place panels next to each other, thus creating a relationship between the panels and modifying the meaning of each panel’s contents through its association with a neighboring panel or panels. The term also refers to the combination of words and pictorial elements within a panel and in comics in general. The meanings of the juxtaposed text and pictorial elements are modified through their association. Montage An arrangement of “independent” visuals or vignettes in the same panel. Often used to represent events or actions that are being condensed and summarized. Sometimes indicates various events happening simultaneously. Motion Lines or Speed Lines Lines that indicate movement of a character or object. Can be applied to the object in motion (usually seen in the West) or to the surrounding environment (often done in manga). Neutral Shot Where the main action in a panel moves directly toward or directly away from the viewer. Sometimes referred to as head or tail shots. Page An entire leaf of a printed comic book (approximately 6 ½ inches by 10 inches in the traditional American comics format). For electronic media, a page is whatever fits on a display screen at one time (including scrollable areas). Pan When the “camera” pivots on one spot to reveal more of a scene, or to follow the action of a subject in an arc. Panel A visual, often accompanied with words, which encapsulates a moment from a narrative. Usually a rectangular box and often contained by a border. Panels sometimes have no border or are only partially contained by a border. Occasionally, panel content will overlap other page visual elements or fade at the edges (vignette). Planes The depth that the visual elements in a panel have in relation to each other and to the camera. The depth levels, or planes, usually are broken down as foreground, middle ground, and background. Reverse Angle A panel that is “shot” approximately 180 degrees from the previous panel. Often used when two characters involved in conversation are sitting next to each other while facing in the same direction (as in a car, plane, train, etc.). Sequence A series of sequential panels that constitute a scene or an event in a narrative. Shot The distance at which the creator chooses to show a subject or scene. The major categories are the long shot, medium shot, and closeup. Moving shots are shots modified by tracking (sequentially indicating lateral movement across a subject or scene), zoom (sequentially moving in or out from a subject or scene), fade (sequentially clarifying or obscuring a subject or scene), and so on. Splash A large panel, often a full page, at or near the beginning of a story or issue. Often serves as the beginning of the story (even if it is preceded by a prologue). The title and creative team credits for a story often appear on a splash page. Spread Panel(s) or visuals that spread across two facing pages. Subjective Shot Shows a view through a character’s eyes or over the shoulder (OTS). Similar to the view for “first-person shooter” games. Tier A horizontal row of panels. Traveling Shot When the “camera” moves through space. CONTRIBUTORS Arthur Adams, Joe Bennett, W. H. Haden Blackman, Brett Booth, Doug Braithwaite, Rick Bryant, Greg Capullo, Nick Cardy, Tony Daniel, John Dell, Steve Ditko, Julio Ferreira, Mark Fredrickson, Richard Friend, José Luis Garcia-Lopez, Dave Gibbons, Jonathan Glapion, Gene Ha, Russ Heath, Hi-Fi Design, Sandra Hope, Adam Hughes, Klaus Janson, Phil Jimenez, Geoff Johns, J. G. Jones, Scott Kolins, Joe Kubert, Andy Lanning, Jim Lee, Francis Manapul, Marcos Mateu-Mestre, Mike Mignola, Rags Morales, Moritat, Grant Morrison, Kevin Nowlan, Eddie Nunez, Yanick Paquette, George Perez, Whilce Portacio, E. Potts, Norm Rapmund, Bill Reinhold, Ivan Reis, Eduardo Risso, Will Rosado, Alex Ross, P. Craig Russell, Miguel Sepulveda, James Shoop, Walter Simonson, Scott Snyder, Ryan Sook, Ardian Syaf, Alex Toth, J. H. Williams III, Scott Williams, Jorge Zaffino Art by Doug Braithwaite and Bill Reinhold. Also Available from the DC Comics Guide Series The DC Comics Guide to Coloring and Lettering Comics The DC Comics Guide to Pencilling Comics The DC Comics Guide to Inking Comics The DC Comics Guide to Writing Comics The DC Comics Guide to Digitally Drawing Comics INDEX A abstract works, 1.1, 9.1 action axis, 7.1, 7.2 Action Comics action direction action flow continuity, 3.1, 7.1, 7.2 action/reaction Adams, Art, 10.1, 10.2, 12.1 Adams, Neal Adventure Comics Adventure, Mystery, and Romance (Cawelti) angles, itr.1, 3.1, 10.1, 11.1 high angle shots low angle shots medium angle shots reverse tilt angle shots antagonists art, 1.1, 8.1, 10.1 bleed pages caption and balloon placement copying someone else’s cropping figures depth of field design balance, 10.1, 11.1 double-page spreads drawing ability, 3.1, 10.1 drawing exercises drawing style facing pages icons and symbols nature of line negative space rule of thirds spotting blacks storytelling layouts by non-artists style suitability tangents asymmetrical/unbalanced design balanced atmospheric blur, 10.1, 10.2 B balance asymmetrical/unbalanced design balanced asymmetrical design between conventional and inventional, 3.1, 9.1, 9.2 symmetrical/balanced design balloon and caption placement Baron, Mike Batman, internal and external desires of Batman: Legends of the Dark Knight Batman Black and White series, 3.1, 8.1 Batman Confidential Batman #3, 5.1, 10.1 Batwoman #12 Blackman, W. Haden, 6.1, 6.2 bleed pages Book of Fate, The Booth, Brett borders, 5.1, 5.2, 5.3, 5.4 brainstorming Braithwaite, Dougie Brave and the Bold, The Bryant, Rick C caption and balloon placement Capullo, Greg, 5.1, 10.1 casting director Challengers of the Unknown character sketches, 1.1, 9.1 characterization Chiarello, Mark cinematographer Cirocco, Frank classic story arc, 9.1, 9.2 close-up/reaction shots, 5.1, 5.2 comics, defined commercial artists complementary juxtaposition continuity, 3.1, 7.1, 7.2 conventional and inventional, balance between, 3.1, 9.1, 9.2 covers creative decisions, in service of story cropping figures D Daniel, Tony, 3.1, 6.1 DC Comics Guide to Coloring and Lettering Comics, The (Chiarello and Klein), 10.1 DC Comics Guide to Digitally Drawing Comics, The (Williams) DC Comics Guide to Inking Comics, The (Janson), 10.1, 10.2 DC Comics Guide to Pencilling Comics, The (Janson), 8.1, 10.1, 10.2 DC Comics Guide to Writing Comics, The (O’Neil and Levitz), 9.1, 9.2, 9.3 DC Comics Style Guides, 2.1, 3.1, 3.2, 3.3, 4.1, 5.1, 5.2, 5.3, 5.4, 7.1, 7.2, 9.1, 10.1, 10.2, 10.3, 10.4, 10.5, 10.6, 10.7, 10.8 depth of field, 10.1, 11.1 design balance, 10.1, 11.1 direction, establishing change in director distance categories Ditko, Steve, itr.1, afw.1 documentary films, 7.1, 7.2 double-page spreads drawing ability, 3.1, 10.1 drawing style dry brush inking technique Duncan, Randy E Eastwood, Clint educational pieces Edwards, Betty Eisner, Will emanata encapsulation, 3.1, 4.1, 4.2 establishing shots, 5.1, 5.2 extreme close-ups F facing pages Fairest Ferreira, Julio film, differences between comics and fine artists First Comics first drafts, 9.1, 9.2 Five C’s of Cinematography, The: Motion Picture Filming Techniques (Mascelli), itr.1, 5.1 Foley (sound effects) engineer foreshortening Framed Ink—Drawing and Composition for Visual Storytellers (MateuMestre), itr.1, 5.1, 10.1 frames (see Panels) Friend, Richard full script, working from G Garcia-Lopez, José Luis genre expectations Gibbons, Dave, 5.1, 8.1 Giordano, Dick Glapion, Jonathan, 5.1, 10.1 golden section Goodwin, Archie, itr.1, 9.1 graphics software Green Arrow gutters, 2.1, 4.1, 5.1 H happy endings height angles high angle (bird’s-eye view) shots I icons Image Comics inbetweener, reader as Infinite Crisis, 8.1, 12.1 ink wash inset panels, 5.1, 7.1 instinct, itr.1, 2.1, 4.1 instructional content, 1.1, 9.1 internal and external desires and conflicts inventional and conventional, balance between, 3.1, 9.1, 9.2 invisibility, of good visual storytelling Invisibles, The ironic endings J Janson, Klaus, 8.1, 10.1, 10.2 Japanese manga Jimenez, Phil, 5.1, 8.1, 12.1, 12.2 JLA/Titans Johns, Geoff, 10.1, 10.2, 10.3 Judas Coin, The Justice League, 2.1, 10.1, 10.2 Juvenal juxtaposition, 1.1, 2.1, 3.1, 4.1, 10.1 K key frames Kirby, Jack Klein, Todd Kubert, Joe, itr.1, 4.1, 5.1 Kurosawa, Akira L Lanning, Andy Lee, Jim, fow.1, 2.1, 3.1, 10.1, 10.2, 10.3, 10.4, 10.5 left-to-right bias, 3.1, 7.1 Legion of Super-Heroes Leone, Sergio Levitz, Paul, 9.1, 9.2 lighting director line, nature of line art logos long/establishing shots, 5.1, 5.2 Loomis, Andrew, 10.1, 10.2 low angle (worm’s-eye view) shots M magic shows map orientation Mascelli, Joseph V., itr.1, 3.1, 3.2, 5.1 Mateu-Mestre, Marcos, itr.1, 5.1, 10.1 McCloud, Scott, itr.1, 1.1, 2.1, 5.1 McKee, Robert medium/action shots, 5.1, 5.2 medium angle shots Mifune, Toshiro Mignola, Mike, 10.1, 10.2 Milgrom, Allen mirror image montage, 5.1, 6.1 mood pieces, 1.1, 9.1 Moore, Alan Morales, Rags Morrison, Grant N narrative, 1.1, 1.2, 3.1, 8.1 classic story arc, 9.1, 9.2 genre expectations internal and external desires and conflicts negation of the negation protagonists, 9.1, 9.2 self-contained and serial structure story pitch (logline) theme writing approach negative space, 10.1, 11.1 neutral shots, 7.1, 7.2 New Drawing on the Right Side of the Brain, The (Edwards) New Titans non sequitur Nowlan, Kevin, itr.1, 10.1 O objective shots 180-degree rule, 7.1, 7.2, 7.3 O’Neil, Denny, 9.1, 9.2, 9.3 outline color thickness, differences in, 10.1, 10.2 overlapping panels P pacing, 9.1, 11.1 pages, (see also step-by-step process for artists) bleed covers double-page spreads facing panel arrangements on, 5.1, 6.1 pan shots panels, itr.1, 1.1, 1.2, 3.1, 3.2, 4.1, 4.2, 4.3, 5.1 (see also step-by-step process for artists) action direction action/reaction arrangements on page borders, 5.1, 5.2, 5.3, 5.4 camera moves caption and balloon placement combinations design balance, 10.1, 11.1 double-page spreads gutters, 2.1, 4.1, 5.1 height angles inset, 5.1, 7.1 inventional panel arrangements montage negative space overlapping point of view sequences, 1.1, 5.1 sizes and shapes transition types types of shots, 5.1, 7.1 vignettes, 5.1, 5.2, 5.3 Paquette, Yanick Picasso, Pablo Planetary/The Authority plot, working from point of view Portacio, Whilce, 10.1, 12.1, 12.2 Potts, Carl Potts, E., 3.1, 3.2, 9.1, 11.1 Power of Comics, The (Duncan and Smith) protagonists, 9.1, 9.2 R Rapmund, Norm rectangular formats reduction, 4.1, 4.2 reductive/additive relationship between artist and audience, 2.1, 2.2 reestablishing shots Reinhold, Bill, 3.1, 12.1, 12.2, con.1 reverse angles right-to-left bias, 7.1, 7.2 Rosado, Will, 2.1, 4.1, 5.1, 7.1, 7.2, 7.3 Ross, Alex roughs, refining rule of thirds S sad endings Samurai films scene basics, establishing screenwriter sculpting sequences, 1.1, 5.1 sequential visual storytelling (SVS), (see also pages; panels) components of encapsulation, 3.1, 4.1, 4.2 goals and principles of reduction, 4.1, 4.2 set designer setting up and paying off Sgt. Rock, 4.1, 5.1, 5.2 Shoop, James Shooter, Jim shots, types of Simonson, Walter, itr.1, 6.1 sizes and shapes of panels Smith, Matthew J. Snyder, Scott, 6.1, 10.1 Sook, Ryan Spiegelman, Art splash page spotting blacks, 10.1, 12.1 spreads Spyke Starlin, Jim statement, thematic step-by-step process for artists establishing scene basics Jimenez example Portacio example refining roughs Reinhold example thumbnailing, 11.1, 11.2 transferring from page roughs to boards working from full script working from plot story pitch (logline) story structure, 8.1, 9.1, 9.2, 9.3 storyboards subjective shots Successful Drawing (Loomis), 10.1, 10.2 Swamp Thing, 6.1, 12.1 symbolic covers symbols symmetrical/balanced design T tangents Tempest theme thumbnailing, 11.1, 11.2 tilt angle shots tonal or color contrast, 10.1, 10.2 Toth, Alex tracking shots trade dress transitions between actions between elements between moments between scenes between subjects between unrelated elements inner panel-in-panel superimposed TV, differences between comics and U Understanding Comics: The Invisible Art (McCloud), itr.1, 1.1, 2.1, 5.1 V Vertigo imprint vignettes, 5.1, 5.2, 5.3 visual literacy visual metaphors and themes Vogler, Christopher W War of the Gods Warner, Chris Watchmen series, 5.1, 9.1 Wednesday Comics Western films, 7.1, 9.1 Williams, Freddie, II Williams, J. H., III, 6.1, 6.2 Williams, Scott, 2.1, 3.1, 10.1, 10.2, 10.3, 10.4 Wonder Woman Writers Journey, The: Mythic Structure for Writers (Vogler) writing approach Z Zaffino, Jorge zoom shots