• Complain

Schmidt - The insiders guide to creating comics and graphic novels

Here you can read online Schmidt - The insiders guide to creating comics and graphic novels full text of the book (entire story) in english for free. Download pdf and epub, get meaning, cover and reviews about this ebook. City: Cincinnati, year: 2011, publisher: F W Media, Inc.;IMPACT;F W Media, genre: Detective and thriller. Description of the work, (preface) as well as reviews are available. Best literature library LitArk.com created for fans of good reading and offers a wide selection of genres:

Romance novel Science fiction Adventure Detective Science History Home and family Prose Art Politics Computer Non-fiction Religion Business Children Humor

Choose a favorite category and find really read worthwhile books. Enjoy immersion in the world of imagination, feel the emotions of the characters or learn something new for yourself, make an fascinating discovery.

Schmidt The insiders guide to creating comics and graphic novels
  • Book:
    The insiders guide to creating comics and graphic novels
  • Author:
  • Publisher:
    F W Media, Inc.;IMPACT;F W Media
  • Genre:
  • Year:
    2011
  • City:
    Cincinnati
  • Rating:
    3 / 5
  • Favourites:
    Add to favourites
  • Your mark:
    • 60
    • 1
    • 2
    • 3
    • 4
    • 5

The insiders guide to creating comics and graphic novels: summary, description and annotation

We offer to read an annotation, description, summary or preface (depends on what the author of the book "The insiders guide to creating comics and graphic novels" wrote himself). If you haven't found the necessary information about the book — write in the comments, we will try to find it.

From the creative minds behind your favorite modern-day comics ...

In this unprecedented, behind-the-scenes guide, former Marvel editor and current IDW senior editor Andy Schmidt and his superstar industry friends give you the inside track on creating engaging, professional-looking comic books.

Written for upcoming creative stars and comic book enthusiasts, The Insiders Guide to Comics and Graphic Novels covers the entire creative process from beginning to end, from fine-tuning a script to the nuances of camera angles, costume design and lettering. Youll learn not only how to emulate a camera pan, hit em with a splash page and shift into slow motion, but also WHEN and WHY to dip into that bag of graphic tricks for maximum impact.

The real-world guide to creating great comics!

  • Profiles and insights from John Romita, Jr., Neal Adams, Gene Ha, David Finch and John Byrne
  • Professional advice from top talents in the business, including writers Brian Michael Bendis, Geoff Johns and Tom DeFalco; inkers Klaus Janson, Karl Kesel and Mike Perkins; colorist Chris Sotomayor; and letterer Chris Eliopoulos
  • Expert instruction on every element of the creative process - writing, drawing, inking, coloring, page layout and scene design - and how they all work together

Schmidt: author's other books


Who wrote The insiders guide to creating comics and graphic novels? Find out the surname, the name of the author of the book and a list of all author's works by series.

The insiders guide to creating comics and graphic novels — read online for free the complete book (whole text) full work

Below is the text of the book, divided by pages. System saving the place of the last page read, allows you to conveniently read the book "The insiders guide to creating comics and graphic novels" online for free, without having to search again every time where you left off. Put a bookmark, and you can go to the page where you finished reading at any time.

Light

Font size:

Reset

Interval:

Bookmark:

Make

the INSIDERS GUIDE TO CREATING COMICS and GRAPHIC NOVELS

ANDY SCHMIDT

The insiders guide to creating comics and graphic novels - image 1

www.impact-books.com

Dedication

To my mother and father. You taught me to dream.

To my brothers, Arne and Craig, who dreamt with me.

To my wife, Alixthe dream that came true.

The Insiders Guide to Creating Comics and Graphic Novels. Copyright 2009 by Andy Schmidt. Manufactured in China. All rights reserved. No part of this book may be reproduced in any form or by any electronic or mechanical means including information storage and retrieval systems without permission in writing from the publisher, except by a reviewer who may quote brief passages in a review. Published by IMPACT Books, an imprint of F+W Media, Inc., 4700 East Galbraith Road, Cincinnati, Ohio, 45236. (800) 289-0963. First Edition.

Picture 2

Other fine IMPACT Books are available from your local bookstore, art supply store, online supplier or visit our website at www.fwmedia.com.


13 12 11 10 09 5 4 3 2 1

DISTRIBUTED IN CANADA BY FRASER DIRECT
100 Armstrong Avenue
Georgetown, ON, Canada L7G 5S4
Tel: (905) 877-4411

DISTRIBUTED IN THE U.K. AND EUROPE BY DAVID & CHARLES
Brunel House, Newton Abbot, Devon, TQ12 4PU, England
Tel: (+44) 1626 323200, Fax: (+44) 1626 323319
Email: postmaster@davidandcharles.co.uk

DISTRIBUTED IN AUSTRALIA BY CAPRICORN LINK
P.O. Box 704, S. Windsor NSW, 2756 Australia
Tel: (02) 4577-3555

Library of Congress Cataloging in Publication Data
Schmidt, Andy,

The insiders guide to creating comics and graphic novels / Andy Schmidt.

p. cm.

ISBN 978-1-60061-022-6 (pbk. : alk. paper)

1. Comic books, strips, etc.--Authorship. 2. Comic books, strips, etc.--Technique. I. Title.

PN6710.S34 2009

741.51--dc222008038212

Edited by Mona Michael
Designed by Wendy Dunning
Cover designed by Doug Mayfield
Production coordinated by Matt Wagner

Adobe Photoshop and Illustrator are either registered trademarks or trademarks of Adobe Systems Incorporated in the United States and/or other countries.

About the Author

Andy is a senior editor at IDW Publishing overseeing GI Joe and Star Trek - photo 3

Andy is a senior editor at IDW Publishing, overseeing G.I. Joe and Star Trek comics, among others. Andy is also the owner and operator of Comics Experience (www.comicsexperience.com), an education-based business dedicated to helping comic book writer and artist hopefuls fulfill their dreams. Most of his classes meet in New York or California. There is a distance-learning option for the writing course. Check out the website above to see if any of the courses or consulting are right for you. Andys freelance writing has been published by Marvel Comics, Th3rd World Studios, Markosia and BOOM! Studios.

Andy has been editing comics since 2002 when he started as an assistant editor under Tom Brevoort in the Marvel Heroes line of books for Marvel Entertainment. There, he lent his talents to everything from The Fantastic Four to The Avengers . He developed Madrox and later X-Factor with writer Peter David and artist Pablo Raimondi. Andy spearheaded the twenty-five-part, galaxy spanning space saga called Annihilation with a wealth of writers and artists. When he decided to leave Marvel, he was an integral part of the X-Men editorial team. His favorite projects there were Secret War , Madrox , Alias , Civil War , The New Avengers , Young Avengers , Ms. Marvel , Annihilation , The Pulse , Defenders , Union Jack , X-Factor and X-Men .

Before coming to comics, Andy designed and taught two college courses for Webster University in St. Louis on comic book storytelling. Much of what is contained in this book has been tried and tested out on his oh-so-unlucky guinea pigsahemstudents.

Andy is happy to have the good fortune to work in such a creative and fun industry, and to call many of his collaborators friends as well as colleagues. He lives in San Diego with his wife, Alix, and their son, Cale.

Acknowledgments

This book would not exist without the help and inspiration of Peter David, who invited me to write a guest spot in his book on writing for comics. Thanks for the opportunity, Peter. He introduced me to Pam Wissman at IMPACT Books, who massaged this project into existence and delivered it into the watchful care of editors Mona Michael and Kelly Messerly. Thanks also to Matt Bialy and Suzanne Lucas for working out all that contract mumbo jumbo.

Thanks to Carol Platt and Dan Buckley at Marvel Comics for allowing so much artwork to be used for this book, to Marco Chechetto for allowing the use of art from The Courier in the book and on the cover, and to John Romita Jr. for permission to use The Gray Area in the book and on the cover. John, youre the best in the business.

Thanks to all the contributors, especially those who wrote pieces for the book and gave interviews: Art Adams, Neal Adams, John Byrne, C.B. Cebulski, Chris Eliopoulos, David Finch, Gene Ha, Klaus Janson, Karl Kesel, Mike Perkins, Khoi Pham, Walt Simonson and Chris Soto-mayor. Thanks to Frank DAngelo for his assistance with the interviews.

Thank you to everyone who donated art files (without them, this book wouldnt look nearly so pretty): Gabriele DellOtto, Justin Ponsor, Laura Martin, Laura Villari, Mike Perkins, Pete Pantazis, June Chung, Brian Michael Bendis, Ed Brubaker, Tom DeFalco, Geoff Johns, Jos Villarrubia, Brian Reber, Chris Sotomayor, Jim Cheung, Bill Crabtree Frank DArmata and many, many more.

My deepest thanks to the people who taught me nearly everything I know about comics over the last few years, especially Tom Brevoort, Michael Higgins and Klaus Janson. This book and my own career would not have been possible without the three of you.

CONTENTS

How Comics Are Unique

Prose has the written word. Photography captures a moment in time. Radio brings us sound. Film breathes life into movement and brings it together with sound. And comicswhat do they do thats different?

Comics are the most powerful medium on the planet. Comics can have one authoras writer and artistone single mind and talent that creates the whole package. Only written prose shares this with comics. No other medium can so directly transmit the authors ideas and images into the mind of the receiver. Unlike the novel, comics transmit the images from the authors mind without translating them into descriptive phrases. In a novel, I have to describe the dark, wet, dreary forest with the sticky, muddy ground and hollow-eyed owls, but in comics I just draw exactly what my mind sees and show it directly to you, the reader. Even with photography, the photographer rarely makes up the landscape and so requires many outside elements to bring his photo to life. In television and filmforget about itactors, directors, writers, producers, editors and cinematographerseverybody gets his piece of the message.

The canvas size and shape can change in comics. Sure, with film, you can have widescreen or a square image, and with paintings and photography you can literally adjust your canvas size and shape, but with comics, the size and shape of the canvas can change from moment to moment. Once a film starts off in letterbox format, thats where it stays. The painters canvas doesnt change before your eyes. Once its done, its set in stone. The comic panel (sometimes called the frame or window ) can change from page to pagefrom panel to panel, in fact.

Unlike in film and television, there is no special effects budget. Your budget cap in comics is the imagination. Blowing up a planet costs a lot of money to put on film effectively, but in comics, its the cost of the art board, a pencil, and the time and effort. A summer blockbuster in a comic costs the same as a romantic comedy or noir detective story or Greek tragedy. The playing field is equal. We all work with twenty-two blank pages and our own wits.

Next page
Light

Font size:

Reset

Interval:

Bookmark:

Make

Similar books «The insiders guide to creating comics and graphic novels»

Look at similar books to The insiders guide to creating comics and graphic novels. We have selected literature similar in name and meaning in the hope of providing readers with more options to find new, interesting, not yet read works.


Reviews about «The insiders guide to creating comics and graphic novels»

Discussion, reviews of the book The insiders guide to creating comics and graphic novels and just readers' own opinions. Leave your comments, write what you think about the work, its meaning or the main characters. Specify what exactly you liked and what you didn't like, and why you think so.