In a practical manual filled with sample art and insider secrets, a former editor for Marvel Comics shares his expertise with aspiring comic artists and graphic novelists, covering all aspects of creating comics from the original concept; through the process of writing, drawing, inking, and coloring; to how to find a collaborator and a publisher. Original.
This isn't a tutorial book that teaches you how to draw, but more of a guide to the process of creating comics. Its goal is to help readers understand what it takes to create them, and the various storytelling techniques employed. It's sort of similar to Stan Lee's How to Draw Comics but presented differently.
The topics covered are the basics such as reading scripts, page layout, camera angles, character acting, pacing, inking, coloring and other stuff. They are covered well, but in some instances it could do well with more in-depth explanation and more examples (even though there are plenty enough). There are a couple of one-page artist profiles which are interesting to read.
If you want to learn how to draw, you've to find some other books.
After *Comics Experience Guide to Writing Comics: Scripting Your Story Ideas from Start to Finish*, the start is bad. The Author is the same self-publish amateur with bad photos made by family members. Now, even in 1970s a maker of comics could have found a photography school student to pay with a burger and fries, or a few comic books stolen from the editor's office. But that would imply creativity, and based on previous work, Schmidt doesn't have much.
So he's an overseer, owner, and check his website maybe you'll buy something.
*Insider Comics Terms* are from other domains. But the guy has to fill up the pages with something to meet up the quota.
Next chapter: *Telling the Story With Visuals*
> So you want to be a comic book storyteller. What does that mean? > > Boiled down, it’s fairly simple. It means you have a job to do and that job is to tell the story.
A storyteller is someone who has a job to tell a story. Mind blowing.
What would be the unique task of such a mind blowing person?
> You have two priorities: > 1. Communicate clearly to the reader. > 2. Entertain the reader. > > Nothing else matters.
That is something unique to *Telling the Story With Visuals* and not found in say film, or novel.
And because it is something unique to the comics, the guy will give examples from popular movies. Smart.
> Sometimes, It’s Necessary to Establish Everything
Right. In this case, this guy might help you a lot if you are living in some remote jungle village. Otherwise, simply trying to make your own will teach you more this Bozo can express in three lifetimes.
And giving him one more chance was a bad idea.
Chapter: *Breaking In to Comics*
He opens:
> Getting started in the comics industry isn’t easy, but it’s not as confusing and mystifying as many would have you believe.
Just to make sure, he has a crap photo at a convention.
And again, don't forget to buy his courses. No. Thank you.
Some very practical tips I hadn't found in other books. Unfortunately the examples in the book are all superhero comics and all the creators featured work on superhero comics. I believe they were all men as well though maybe there was a woman I'm forgetting.
This is a ok crash course for people wanting to understand the basics of comic creation, but it really should be called The Insider's Guide to Creating Superhero comics.
Growing up I didn't read a lot of comics, it was something I didn't know existed beyond the sunday funnies in the newspaper and reference in cartoons/movies/ect. Now that I got friends who draw the things I've been looking at comics more and more and even started wanting to try my hand at a comic just for laughs. My attempt went terribly, especially where panel placement and organization was concerned! This book explained it all quite well in an 'easy to understand' way that wasn't boring, it also touched on inking, coloring, editors, publishers, pencilers and Script-writers, as well as the tools of the trade and 'hidden' knowledge, like how comic pages are a bit bigger then you'd think and have things called 'cut-off lines' before they go to print and shipped to the store shelves for your enjoyment.
Being a know-nothing about comics myself, I'd say this is a great first-stop for people who want to give comics a try and can't afford art colleges or are too young for college courses just yet. The book does focus on the big Comic industry people, Marvel and DC, but the info seems like it's be good for any group your looking at, even Manga publishers.
Of the new books on comics creating (1995- present) this is one of the better (top 3 or 4)books. The insights here aren't for the beginner though.
There's a chapter by Mike Perkins on Inking. [He illustrated my first published work] There's a chapter by Sotomayer on Colouring. He's currently the best. Eliopolos talks about computer lettering. I'm not a fan of computer lettering, but he does know lettering theory, so that was good.
I'll be going back to re-read this in the future (after 24Hour Comic Day.) I didn't have the full time this book deserves. I am glad 24HCD prompted my checking out the new creating comics books in the Library.
This book isn't for everyone. Just the serious creator that's learned from the intro level books.
Overall a good how-to book. I learned a bunch of new techniques that I'm looking forward to trying out in my own comics. But they probably shouldn't have included 'graphic novels' in the title, as virtually all of the examples featured your typical, grotesquely muscled super heros, and the instructions are geared to traditional comic book work (i.e., separate pencilers, inkers, etc.) rather than indie artists who have to balance all of those steps on their own. If you're not interested in mainstream super hero comics, this probably isn't the best book for you. Still, there is some good information to mine from this. It makes a good companion to Drawing Words and Writing Pictures by Abel and Madden.
An aesthetics focused approach, showing how to interpret and create sequential graphic art. The book covers a large variety of topics in easy to read, short, double-spaced, graphically ordered pages with illustrative pictures. A great reference for writers working with illustrators, just-readers, and amateur illustrators starting out. Well organized and well done!
A very thorough guide that's made me completely rethink the way I view comics. I ever make it big in the comics business (fingers crossed, people) this book will be one of the reasons why.