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Part 1 | Planning Your Novel | 1 |
1 | The Novel World of Graphic Novels | 3 |
What's a Graphic Novel? (The Short Answer) | 4 | |
Why a Graphic Novel | 4 | |
Growing the Graphic Novel | 8 | |
How Big Is Big? | 12 | |
What's a Graphic Novel? (The Long Answer) | 13 | |
2 | What's Your Goal? | 15 |
For Money or for the Monet | 15 | |
For Yourself or an Audience? | 19 | |
Lone Hero or Superteam? | 19 | |
One Big Book or a Plethora of Pamphlets? | 22 | |
Don't Be a Goalie | 23 | |
3 | Creating a Creative Team Creatively | 25 |
Typical Titanic Team Members | 25 | |
Collaborate Uniquely, Like Others | 29 | |
Rating Goodness? Gracious! | 30 | |
Creative Crew, Where Are You? | 34 | |
The Benefits of Paying People | 35 | |
Doing Right with Rights | 36 | |
Doling Out Dollars | 37 | |
4 | What's It All About? | 39 |
Genres Are Generally Germaine | 39 | |
Make a Theme-Filled Cupcake | 44 | |
The Concept of Concept | 46 | |
Part 2 | The Writer's Art | 49 |
5 | Who, Why, and Huh? Interesting People and Events | 51 |
Who Are These Characters? | 51 | |
Revealing Characters You Never Vealed | 54 | |
Why Should Anyone Care? | 56 | |
Example Characters: The Big Con | 58 | |
6 | What, Where, When, and Whatchamacallit? | 61 |
You're Nowhere Without a Place | 61 | |
Time for Time | 63 | |
Paperize It | 64 | |
Plot-Checkin' Fricassee | 65 | |
Pile On the Problems | 66 | |
Combinations and Permutations | 67 | |
Take Out the Garbage! | 68 | |
7 | Planning the Panels | 69 |
Pacing to the Pages | 69 | |
Script Style: Every Which Way but Wrong | 70 | |
Breaking the Page Window Is a Pane | 73 | |
Set Your Scene | 76 | |
Be a Remote-Control Cameraman | 78 | |
Angles That Work Angelically | 79 | |
How Loose Is Too Loose, Lautrec? | 80 | |
8 | Delicious Dialog | 83 |
Dallying with Dialog | 83 | |
Captions Courageous | 88 | |
Sounds Effective | 88 | |
Mark Your Words | 89 | |
9 | A Bit of The Big Con: Script | 93 |
Part 3 | Putting It in Pencil | 103 |
10 | Designing Your Characters | 105 |
Reading Is Fundamental | 105 | |
Start at the Head | 106 | |
Body Building | 109 | |
Dressing for Success | 110 | |
Your Work, It's Fantastic! | 111 | |
Put It All Together | 113 | |
11 | Places, Things, and Other Dead Nouns | 115 |
Read That Script Again | 115 | |
If You're Sticking Around | 117 | |
Getting Real | 118 | |
Making Stuff Up | 119 | |
Getting Your Props | 121 | |
No Sheet, Sherlock | 122 | |
12 | Decrypt the Script | 123 |
Different Sorts of Scripts | 123 | |
Read Like a Writer | 124 | |
Pick a Theme | 125 | |
Using the Theme | 126 | |
Motifs | 130 | |
Harm Reduction | 132 | |
13 | Lovely Layouts | 135 |
Thumbs Up | 135 | |
Left to Right, Top to Bottom | 137 | |
Calling the Shots | 139 | |
The Shape of Things to Come | 140 | |
Timing | 142 | |
Composition | 143 | |
What If They Don't Fit Together? | 143 | |
The Little Version of The Big Con | 144 | |
14 | Render for Real | 147 |
Some Art Supplies You Need | 147 | |
Assembling Reference Materials | 152 | |
Blowing Up Your Thumbs | 157 | |
Letting Your Live Art Bleed | 158 | |
15 | Drawing for Graphic Novels | 161 |
What the Job Requires | 161 | |
How to Learn to Draw | 162 | |
Depth | 165 | |
Acting Out: Finding the Right Gesture | 167 | |
Let There Be Light | 171 | |
Handing Off the Penciled Pages | 172 | |
16 | Stylize Yourself-Finding Your Voice | 175 |
Looking Back at Style | 175 | |
Factors That Influence Style | 180 | |
Taking Control of the Process | 181 | |
Experiments Are Free | 184 | |
17 | A Bit of The Big Con: The Penciled Pages | 189 |
Part 4 | Polishing the Pages | 199 |
18 | Old-Fangled Letterin' | 201 |
Tool Time | 202 | |
Drawing the Alphabet | 204 | |
Placing Them on the Board | 207 | |
Balloons and Boxes | 208 | |
Sound Effects and Clever Lettering Tricks | 209 | |
Read What You Can About It | 211 | |
19 | Inking the Art | 213 |
Which Way to Work? | 213 | |
Your Job, Should You Choose to Accept It | 214 | |
Ways to Get Better | 215 | |
Tool Time | 216 | |
Changing the Pencils | 219 | |
Ways to Ink | 220 | |
Transitions and Textures | 222 | |
Inking for Color or Black and White | 223 | |
Books on Drawing with Ink | 223 | |
20 | A Bit of The Big Con: The Inked Pages | 225 |
21 | New-Fangled Letterin' | 235 |
Lettere Requirements | 236 | |
Founts of Fonts | 236 | |
Pushing the Page In | 237 | |
Putting the Text in Context | 238 | |
Blowing Up Balloons | 240 | |
22 | Colors Besides Black and White | 245 |
Four Colors? Not Millions? | 246 | |
Don't Paint Yourself into a Corner | 246 | |
Showing Light and Shade | 248 | |
Pick Your Crayons Carefully | 249 | |
Colorful Computer | 250 | |
Putting the Page in Place | 250 | |
Flatting: Bad for Tires, Good for Colors | 252 | |
Surrendering to Rendering | 253 | |
Part 5 | Bring Out Your Book | 257 |
23 | Pretty Please Publish Me! | 259 |
Pitching in the Strike Zone | 259 | |
Picking Publishers to Pitch | 261 | |
Convention Contention | 263 | |
Honor an Offer? | 263 | |
Right and Wrong Rights Deals | 266 | |
24 | Releasing on the Cheap | 269 |
Limiting Losses Rather Than Gathering Gains | 269 | |
Photocopicomics | 270 | |
Online Outlets | 273 | |
Print-on-Polite-Request | 275 | |
25 | Put It Out Yourself: Printing | 279 |
A Single Spurt or Slowly Serialized? | 279 | |
Pick a Perfect Printer | 281 | |
Pre-Press with Success | 284 | |
The Proof Is in the Proof | 286 | |
26 | Put It Out Yourself: Distribution | 289 |
Diamond: A Gem of an Operation | 290 | |
Direct Distributors on Parade | 292 | |
Dealing with Dealers | 294 | |
Get Yourshelf in Bookstores | 295 | |
27 | Promoting and Publicizing | 299 |
Press. Release. Repeat | 299 | |
Adding Ads | 304 | |
The Conventions of Conventions | 304 | |
Autographing Like a Superstar | 306 | |
Appendixes | ||
A | Graphic Novel Publishers | 309 |
B | Graphic Novel Conventions | 313 |
C | Other Resources for Graphic Novelists | 315 |
Index | 319 |
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