Creating a new comic book part 5

For this blog I'm going to dig into some of the lecture notes I used while teaching comic book production at the Vancouver Film School. While in point form, they should give you an idea of the types of issues a comic book creator needs to consider during the writing phase.

As discussed previously, storytelling is generally broken into these 3 parts or acts:

1. Beginning - Act I - 5 art pages with ads, 6 without
2. Middle - Act II - 8 art pages with ads, 10 without
3. End - Act III - 5 art pages with ads, 6 without

Ads, which run in many of the larger publications, often appear as “act breaks” similar to TV shows. Indies and graphic novels generally don't contain ads relying on the selling price to cover costs.

Plot-points [turning point] are events occurring at the end of acts that “spins” the action in a completely different direction. Generally speaking the three acts will cover the following:

Act I – Establishing

• Where and when is the story being told?
• Who is the protagonist, what do they want and will they get it?
• Who/what are the antagonists?
• What the story is about – establish the central question the story will answer.

Plot-point 1 – an event happens that sends the protagonist on a new pathway into…

Act II – Development

• Tests and trials – the protagonist is exposed to a series of tests and trials that must overcome/mastered to get what they want.
• A new “development” raises doubts about protagonist’s ability to achieve the goal.
• An event “educates” protagonist that they may be getting something different from what they set out for. This “learning” changes the character [something that doesn’t usually happen in comic books].

Plot-point 2 – Point of No Return/Lock and Load –central character commits, against all odds, to the goal.

Act III – Climax, resolve and out

• Protagonist is close to achieving the goal.
• The stakes are raised. Protagonist sees the goal but is faced with a final, overbearing obstacle.
• Faced with all-or-nothing, protagonist gives up everything for the goal.
• Point of deep shit – crisis point where everything is in jeopardy of being lost.
• It all comes down to the final moment and because of the protagonist’s final action they win or lose.
• Resolution and wrap-up. Tie up loose ends and “The End.”

Drama occurs when 2 or more characters are in the same circumstances with diametrically opposed reasons. Understanding the role they play in the story is key to creating a compelling dramatic work. Types of characters include:

• Protagonist – The main character. The person who undergoes the most change/progression.
• Modifier – functions to force and/or promote change and growth within protagonist. Used to create drama.
• Antagonist[s] – initiate plot events that create conflict and result in success or failure, dominance or submission, and life or death.
• Catalyst – Introduces a new situation or new information that demands a response from the protagonist, but who does not enter into face-to-face conflict with the protagonist.
• Thematic Spokesperson – a character who personifies a thematic issue and becomes the thematic spokesperson.
• Supporting – other characters that function as vehicles to illuminate and color in the main characters.
• Lesser Roles – characters with limited functions who contribute to the reality of the situations and provide necessary plot information.

Some of the physical attributes to consider:

• Are their names common or unusual?
• Are they attractive? Unattractive?
• Any disfiguring marks? Physical handicaps?
• How do they dress? Fashionable or not?
• Are they neat and clean or sloppy and dirty?
• How do they walk, sit and gesture?
• What is their body language?
• Do they have any unique mannerisms? Quirks?

Drama plays out in physical locations and characters interact with a number of items or props. Considerations on Sets & Props include:

• Script should establish set requirements.
• Review drafting/finishing styles to establish “look.”
• Camera, swipe file, and/or google – it’s not cheating if it works.
• Always have an eye on merchandise-ability.

There are a few good books available for comic creators including Alan Moore's Writing for Comics and Scott McCloud's Understanding Comics: The Invisible Art. The following notes reference these two as sources.

The comic writer needs an understanding of how their words will be rendered on the art pages by the artists. Anatomy of a comic book page is composed of some or all of the following:

• SPLASH PAGE – the first page of a story, with a large introductory illustration.
• OPEN LETTERS – letters drawn in outline, with space for color to be added.
• BLURB – copy which relates to a title.
• TITLE – the name of the story is.
• SPLASH BALLOON – an outline around lettering done in a jagged shape.
• PANEL – a single illustration on a page.
• GUTTER – the space between panels. A lot happens here – see Scott McCloud.
• SOUND EFFECTS – words like ZAP, POW, BAM, etc.
• THOUGHT BALLOON – copy that represents what a character is thinking.
• BUBBLES – the little connecting circles on thought balloons.
• DIALOGUE BALLOONS – the regular speech indicators.
• POINTERS – the connecting arrows on dialog balloons, showing who is speaking.
• BOLD WORDS or BOLD LETTERING – the words in balloons which are lettered heavier than the other words.
• CREDITS – just like the movies – where the names of those who made the book go.
• INDICIA [pronounced in-deé-shah] – the technical stuff showing who publishes the magazine and when and where – usually found on the bottom of the first page.
• CAPTION – copy in which someone is talking to the reader, but which is not within dialogue.
• ETC. – this medium remains fluid with new elements being introduced all the time.

While comic books contain elements of novels and film, they are a hybrid of the two:

• Film is about visuals - i.e. show it don't say it
• Novels are about the narrator’s voice
• Comics are about visuals matched with the narrator’s voice.

Aspects of Communication - the choices you make determine the difference between clear, convincing storytelling and a confusing mess:

1. Choice of MOMENT – you have to decide which moments to include and which to leave out.
2. Choice of FRAME/SHOT – see below.
3. Choice of IMAGE – what to show and what to leave to the imagination.
4. Choice of WORD – above all else, err on the side of keeping the story moving.
5. Choice of FLOW – guiding the reader through and between panels on the page/screen. Determined by page grid, panel layout, shot choices, use of positive/negative space, use of color, choice and placement of words, etc.

Clarity of communication is paramount. Scott McCloud’s 6 Transitions include:

1. Moment to Moment – a single action portrayed in a series of moments. Slows the story down – good for detail and suspense. [Winding up to take a punch]

2. Action to Action – A single subject [person, object, etc.] in a series of actions. Efficient way of telling a story. You can only include one action per frame. [A series of punches or a man running]

3. Subject to Subject – A series of changing subjects within a single scene. Think of television and film. [Two people punching back and forth or a conversation]

4. Scene to Scene – Transitions across significant distances of time and/or space. Helps compress a story. [From the fight to the surveillance satellite to league of doom headquarters.]

5. Aspect to Aspect – Transitions from one aspect of a place, idea, mood, etc. to another – basically a montage. Used to create a sense of space and mood. [Prepping for a flight, meditating, dressing, gathering weapons…]

6. Non Sequitor – A series of seemingly nonsensical, unrelated images and/words. [Family Guy gags]

Types of Frame/Shots you use go a long way to helping or hindering your storytelling.

• CLOSE-UPS – the “camera” or reader’s eye has moved as close as possible.
• MEDIUM SHOT – reader’s view of the scene enables them to see the figures head-to-toe.
• ESTABLISHING or LONG SHOT– generally used to show the environment where the action is being played out.
• BIRD’S-EYE VIEW – by placing the viewer above the scene you psychologically “diminish” the object being seen.
• WORM’S-EYE VIEW– by placing the viewer below the scene so they are looking up you psychologically make the object being seen more powerful.
• SILHOUETTE – a drawing in which the details are obscured by solid black [or any other single tone or color].

Choice of Frame/Shots

• Depends on what story element the script calls for.
• Must work visually in the grid, 2-page spread and single page contexts.
• Choosing the right distance and angle from which to view the moment.
• Importance of establishing shots – gives the reader a sense of the place the action is happening in.
• How much detail is important?

Choice of Image

• Rendering the objects, characters and environments in frames clearly.
• Can the reader easily determine what the picture is?
• Can you tell from the characters expression what they are expressing?

Choice of Word

• Selecting words that add valuable info and work well with the surrounding images.
• Let words say what pictures can’t. Don’t duplicate words and actions.
• Don’t be afraid of silence … or narration.

As you can see, there's a lot going on that's beyond the scope of a simple blog post so I encourage you to check out the following books for more information:

Alan Moore's Writing for Comics by Alan Moore
Understanding Comics: The Invisible Art by Scott McCloud

Until next time



An award-winning designer, I'm best known for my illustration, animation and directing work with some of the best including Captain Canuck, Universal, Ikea and Nelvana's animated cult-classic "Rock & Rule." In addition to teaching comic book production and animation at the prestigious Vancouver Film School, I created the "Simply Accounting" name, designed Pigtronix's flagship musical effects pedal and launched both into successful brands.

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Book: Alan Moore's Writing for Comics
Book: Understanding Comics: The Invisible Art
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