did-you-know? rent-now

Rent More, Save More! Use code: ECRENTAL

did-you-know? rent-now

Rent More, Save More! Use code: ECRENTAL

5% off 1 book, 7% off 2 books, 10% off 3+ books

9781592572335

The Complete Idiot's Guide to Creating a Graphic Novel

by ;
  • ISBN13:

    9781592572335

  • ISBN10:

    1592572332

  • Format: Paperback
  • Copyright: 2004-07-06
  • Publisher: DK Publishing, Inc.
  • View Upgraded Edition
  • Purchase Benefits
  • Free Shipping Icon Free Shipping On Orders Over $35!
    Your order must be $35 or more to qualify for free economy shipping. Bulk sales, PO's, Marketplace items, eBooks and apparel do not qualify for this offer.
  • eCampus.com Logo Get Rewarded for Ordering Your Textbooks! Enroll Now
List Price: $18.95

Summary

You're no idiot, of course. You know that the graphic novel is the hot medium for all sorts of stories -- using pictures and words to portray everything from personal tales to action epics. It's an art form as limitless as your imagination -- so where do you begin? The Complete Idiot's Guide to Creating a Graphic Novel is for you -- whether you want to write, draw, or do it all yourself. It shows you exactly how to develop your concept into a story, a story into a script, and a script into a completely drawn graphic novel prepared for publication. Book jacket.

Author Biography

Nat Gertler is an acclaimed comic book editor, educator, and graphic novel industry expert. His serialized graphic novel, The Factor, was nominated for an Eisner Award, and his publishing imprint, About Comics, has released works by several New York Times bestselling authors. He is the author of seven Complete Idiot's Guides books.

Steve Lieber is an award-wining graphic artist who has professionally drawn Conan, Buffy, Superman, Star Trek, and Batman comics. Lieber recently completed work on a sequel to the graphic novel, Road To Perdition, which was the source for the 2003 Academy Award-winning film by the same name.

Table of Contents

Planning Your Novelp. 1
The Novel World of Graphic Novelsp. 3
What's a Graphic Novel? (The Short Answer)p. 4
Why a Graphic Novelp. 4
Growing the Graphic Novelp. 8
How Big Is Big?p. 12
What's a Graphic Novel? (The Long Answer)p. 13
What's Your Goal?p. 15
For Money or for the Monetp. 15
For Yourself or an Audience?p. 19
Lone Hero or Superteam?p. 19
One Big Book or a Plethora of Pamphlets?p. 22
Don't Be a Goaliep. 23
Creating a Creative Team Creativelyp. 25
Typical Titanic Team Membersp. 25
Collaborate Uniquely, Like Othersp. 29
Rating Goodness? Gracious!p. 30
Creative Crew, Where Are You?p. 34
The Benefits of Paying Peoplep. 35
Doing Right with Rightsp. 36
Doling Out Dollarsp. 37
What's It All About?p. 39
Genres Are Generally Germainep. 39
Make a Theme-Filled Cupcakep. 44
The Concept of Conceptp. 46
The Writer's Artp. 49
Who, Why, and Huh? Interesting People and Eventsp. 51
Who Are These Characters?p. 51
Revealing Characters You Never Vealedp. 54
Why Should Anyone Care?p. 56
Example Characters: The Big Conp. 58
What, Where, When, and Whatchamacallit?p. 61
You're Nowhere Without a Placep. 61
Time for Timep. 63
Paperize Itp. 64
Plot-Checkin' Fricasseep. 65
Pile On the Problemsp. 66
Combinations and Permutationsp. 67
Take Out the Garbage!p. 68
Planning the Panelsp. 69
Pacing to the Pagesp. 69
Script Style: Every Which Way but Wrongp. 70
Breaking the Page Window Is a Panep. 73
Set Your Scenep. 76
Be a Remote-Control Cameramanp. 78
Angles That Work Angelicallyp. 79
How Loose Is Too Loose, Lautrec?p. 80
Delicious Dialogp. 83
Dallying with Dialogp. 83
Captions Courageousp. 88
Sounds Effectivep. 88
Mark Your Wordsp. 89
A Bit of The Big Con: Scriptp. 93
Putting It in Pencilp. 103
Designing Your Charactersp. 105
Reading Is Fundamentalp. 105
Start at the Headp. 106
Body Buildingp. 109
Dressing for Successp. 110
Your Work, It's Fantastic!p. 111
Put It All Togetherp. 113
Places, Things, and Other Dead Nounsp. 115
Read That Script Againp. 115
If You're Sticking Aroundp. 117
Getting Realp. 118
Making Stuff Upp. 119
Getting Your Propsp. 121
No Sheet, Sherlockp. 122
Decrypt the Scriptp. 123
Different Sorts of Scriptsp. 123
Read Like a Writerp. 124
Pick a Themep. 125
Using the Themep. 126
Motifsp. 130
Harm Reductionp. 132
Lovely Layoutsp. 135
Thumbs Upp. 135
Left to Right, Top to Bottomp. 137
Calling the Shotsp. 139
The Shape of Things to Comep. 140
Timingp. 142
Compositionp. 143
What If They Don't Fit Together?p. 143
The Little Version of The Big Conp. 144
Render for Realp. 147
Some Art Supplies You Needp. 147
Assembling Reference Materialsp. 152
Blowing Up Your Thumbsp. 157
Letting Your Live Art Bleedp. 158
Drawing for Graphic Novelsp. 161
What the Job Requiresp. 161
How to Learn to Drawp. 162
Depthp. 165
Acting Out: Finding the Right Gesturep. 167
Let There Be Lightp. 171
Handing Off the Penciled Pagesp. 172
Stylize Yourself-Finding Your Voicep. 175
Looking Back at Stylep. 175
Factors That Influence Stylep. 180
Taking Control of the Processp. 181
Experiments Are Freep. 184
A Bit of The Big Con: The Penciled Pagesp. 189
Polishing the Pagesp. 199
Old-Fangled Letterin'p. 201
Tool Timep. 202
Drawing the Alphabetp. 204
Placing Them on the Boardp. 207
Balloons and Boxesp. 208
Sound Effects and Clever Lettering Tricksp. 209
Read What You Can About Itp. 211
Inking the Artp. 213
Which Way to Work?p. 213
Your Job, Should You Choose to Accept Itp. 214
Ways to Get Betterp. 215
Tool Timep. 216
Changing the Pencilsp. 219
Ways to Inkp. 220
Transitions and Texturesp. 222
Inking for Color or Black and Whitep. 223
Books on Drawing with Inkp. 223
A Bit of The Big Con: The Inked Pagesp. 225
New-Fangled Letterin'p. 235
Lettere Requirementsp. 236
Founts of Fontsp. 236
Pushing the Page Inp. 237
Putting the Text in Contextp. 238
Blowing Up Balloonsp. 240
Colors Besides Black and Whitep. 245
Four Colors? Not Millions?p. 246
Don't Paint Yourself into a Cornerp. 246
Showing Light and Shadep. 248
Pick Your Crayons Carefullyp. 249
Colorful Computerp. 250
Putting the Page in Placep. 250
Flatting: Bad for Tires, Good for Colorsp. 252
Surrendering to Renderingp. 253
Bring Out Your Bookp. 257
Pretty Please Publish Me!p. 259
Pitching in the Strike Zonep. 259
Picking Publishers to Pitchp. 261
Convention Contentionp. 263
Honor an Offer?p. 263
Right and Wrong Rights Dealsp. 266
Releasing on the Cheapp. 269
Limiting Losses Rather Than Gathering Gainsp. 269
Photocopicomicsp. 270
Online Outletsp. 273
Print-on-Polite-Requestp. 275
Put It Out Yourself: Printingp. 279
A Single Spurt or Slowly Serialized?p. 279
Pick a Perfect Printerp. 281
Pre-Press with Successp. 284
The Proof Is in the Proofp. 286
Put It Out Yourself: Distributionp. 289
Diamond: A Gem of an Operationp. 290
Direct Distributors on Paradep. 292
Dealing with Dealersp. 294
Get Yourshelf in Bookstoresp. 295
Promoting and Publicizingp. 299
Press. Release. Repeatp. 299
Adding Adsp. 304
The Conventions of Conventionsp. 304
Autographing Like a Superstarp. 306
Appendixes
Graphic Novel Publishersp. 309
Graphic Novel Conventionsp. 313
Other Resources for Graphic Novelistsp. 315
Indexp. 319
Table of Contents provided by Ingram. All Rights Reserved.

Supplemental Materials

What is included with this book?

The New copy of this book will include any supplemental materials advertised. Please check the title of the book to determine if it should include any access cards, study guides, lab manuals, CDs, etc.

The Used, Rental and eBook copies of this book are not guaranteed to include any supplemental materials. Typically, only the book itself is included. This is true even if the title states it includes any access cards, study guides, lab manuals, CDs, etc.

Rewards Program