Planning Your Novel | p. 1 |
The Novel World of Graphic Novels | p. 3 |
What's a Graphic Novel? (The Short Answer) | p. 4 |
Why a Graphic Novel | p. 4 |
Growing the Graphic Novel | p. 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 Monet | p. 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 Goalie | p. 23 |
Creating a Creative Team Creatively | p. 25 |
Typical Titanic Team Members | p. 25 |
Collaborate Uniquely, Like Others | p. 29 |
Rating Goodness? Gracious! | p. 30 |
Creative Crew, Where Are You? | p. 34 |
The Benefits of Paying People | p. 35 |
Doing Right with Rights | p. 36 |
Doling Out Dollars | p. 37 |
What's It All About? | p. 39 |
Genres Are Generally Germaine | p. 39 |
Make a Theme-Filled Cupcake | p. 44 |
The Concept of Concept | p. 46 |
The Writer's Art | p. 49 |
Who, Why, and Huh? Interesting People and Events | p. 51 |
Who Are These Characters? | p. 51 |
Revealing Characters You Never Vealed | p. 54 |
Why Should Anyone Care? | p. 56 |
Example Characters: The Big Con | p. 58 |
What, Where, When, and Whatchamacallit? | p. 61 |
You're Nowhere Without a Place | p. 61 |
Time for Time | p. 63 |
Paperize It | p. 64 |
Plot-Checkin' Fricassee | p. 65 |
Pile On the Problems | p. 66 |
Combinations and Permutations | p. 67 |
Take Out the Garbage! | p. 68 |
Planning the Panels | p. 69 |
Pacing to the Pages | p. 69 |
Script Style: Every Which Way but Wrong | p. 70 |
Breaking the Page Window Is a Pane | p. 73 |
Set Your Scene | p. 76 |
Be a Remote-Control Cameraman | p. 78 |
Angles That Work Angelically | p. 79 |
How Loose Is Too Loose, Lautrec? | p. 80 |
Delicious Dialog | p. 83 |
Dallying with Dialog | p. 83 |
Captions Courageous | p. 88 |
Sounds Effective | p. 88 |
Mark Your Words | p. 89 |
A Bit of The Big Con: Script | p. 93 |
Putting It in Pencil | p. 103 |
Designing Your Characters | p. 105 |
Reading Is Fundamental | p. 105 |
Start at the Head | p. 106 |
Body Building | p. 109 |
Dressing for Success | p. 110 |
Your Work, It's Fantastic! | p. 111 |
Put It All Together | p. 113 |
Places, Things, and Other Dead Nouns | p. 115 |
Read That Script Again | p. 115 |
If You're Sticking Around | p. 117 |
Getting Real | p. 118 |
Making Stuff Up | p. 119 |
Getting Your Props | p. 121 |
No Sheet, Sherlock | p. 122 |
Decrypt the Script | p. 123 |
Different Sorts of Scripts | p. 123 |
Read Like a Writer | p. 124 |
Pick a Theme | p. 125 |
Using the Theme | p. 126 |
Motifs | p. 130 |
Harm Reduction | p. 132 |
Lovely Layouts | p. 135 |
Thumbs Up | p. 135 |
Left to Right, Top to Bottom | p. 137 |
Calling the Shots | p. 139 |
The Shape of Things to Come | p. 140 |
Timing | p. 142 |
Composition | p. 143 |
What If They Don't Fit Together? | p. 143 |
The Little Version of The Big Con | p. 144 |
Render for Real | p. 147 |
Some Art Supplies You Need | p. 147 |
Assembling Reference Materials | p. 152 |
Blowing Up Your Thumbs | p. 157 |
Letting Your Live Art Bleed | p. 158 |
Drawing for Graphic Novels | p. 161 |
What the Job Requires | p. 161 |
How to Learn to Draw | p. 162 |
Depth | p. 165 |
Acting Out: Finding the Right Gesture | p. 167 |
Let There Be Light | p. 171 |
Handing Off the Penciled Pages | p. 172 |
Stylize Yourself-Finding Your Voice | p. 175 |
Looking Back at Style | p. 175 |
Factors That Influence Style | p. 180 |
Taking Control of the Process | p. 181 |
Experiments Are Free | p. 184 |
A Bit of The Big Con: The Penciled Pages | p. 189 |
Polishing the Pages | p. 199 |
Old-Fangled Letterin' | p. 201 |
Tool Time | p. 202 |
Drawing the Alphabet | p. 204 |
Placing Them on the Board | p. 207 |
Balloons and Boxes | p. 208 |
Sound Effects and Clever Lettering Tricks | p. 209 |
Read What You Can About It | p. 211 |
Inking the Art | p. 213 |
Which Way to Work? | p. 213 |
Your Job, Should You Choose to Accept It | p. 214 |
Ways to Get Better | p. 215 |
Tool Time | p. 216 |
Changing the Pencils | p. 219 |
Ways to Ink | p. 220 |
Transitions and Textures | p. 222 |
Inking for Color or Black and White | p. 223 |
Books on Drawing with Ink | p. 223 |
A Bit of The Big Con: The Inked Pages | p. 225 |
New-Fangled Letterin' | p. 235 |
Lettere Requirements | p. 236 |
Founts of Fonts | p. 236 |
Pushing the Page In | p. 237 |
Putting the Text in Context | p. 238 |
Blowing Up Balloons | p. 240 |
Colors Besides Black and White | p. 245 |
Four Colors? Not Millions? | p. 246 |
Don't Paint Yourself into a Corner | p. 246 |
Showing Light and Shade | p. 248 |
Pick Your Crayons Carefully | p. 249 |
Colorful Computer | p. 250 |
Putting the Page in Place | p. 250 |
Flatting: Bad for Tires, Good for Colors | p. 252 |
Surrendering to Rendering | p. 253 |
Bring Out Your Book | p. 257 |
Pretty Please Publish Me! | p. 259 |
Pitching in the Strike Zone | p. 259 |
Picking Publishers to Pitch | p. 261 |
Convention Contention | p. 263 |
Honor an Offer? | p. 263 |
Right and Wrong Rights Deals | p. 266 |
Releasing on the Cheap | p. 269 |
Limiting Losses Rather Than Gathering Gains | p. 269 |
Photocopicomics | p. 270 |
Online Outlets | p. 273 |
Print-on-Polite-Request | p. 275 |
Put It Out Yourself: Printing | p. 279 |
A Single Spurt or Slowly Serialized? | p. 279 |
Pick a Perfect Printer | p. 281 |
Pre-Press with Success | p. 284 |
The Proof Is in the Proof | p. 286 |
Put It Out Yourself: Distribution | p. 289 |
Diamond: A Gem of an Operation | p. 290 |
Direct Distributors on Parade | p. 292 |
Dealing with Dealers | p. 294 |
Get Yourshelf in Bookstores | p. 295 |
Promoting and Publicizing | p. 299 |
Press. Release. Repeat | p. 299 |
Adding Ads | p. 304 |
The Conventions of Conventions | p. 304 |
Autographing Like a Superstar | p. 306 |
Appendixes | |
Graphic Novel Publishers | p. 309 |
Graphic Novel Conventions | p. 313 |
Other Resources for Graphic Novelists | p. 315 |
Index | p. 319 |
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