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Planning Your Novel | |
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The Novel World of Graphic Novels | |
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What's a Graphic Novel? (The Short Answer) | |
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Why a Graphic Novel | |
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Growing the Graphic Novel | |
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How Big Is Big? | |
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What's a Graphic Novel? (The Long Answer) | |
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What's Your Goal? | |
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For Money or for the Monet | |
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For Yourself or an Audience? | |
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Lone Hero or Superteam? | |
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One Big Book or a Plethora of Pamphlets? | |
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Don't Be a Goalie | |
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Creating a Creative Team Creatively | |
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Typical Titanic Team Members | |
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Collaborate Uniquely, Like Others | |
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Rating Goodness? Gracious! | |
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Creative Crew, Where Are You? | |
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The Benefits of Paying People | |
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Doing Right with Rights | |
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Doling Out Dollars | |
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What's It All About? | |
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Genres Are Generally Germaine | |
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Make a Theme-Filled Cupcake | |
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The Concept of Concept | |
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The Writer's Art | |
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Who, Why, and Huh? Interesting People and Events | |
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Who Are These Characters? | |
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Revealing Characters You Never Vealed | |
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Why Should Anyone Care? | |
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Example Characters: The Big Con | |
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What, Where, When, and Whatchamacallit? | |
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You're Nowhere Without a Place | |
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Time for Time | |
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Paperize It | |
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Plot-Checkin' Fricassee | |
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Pile On the Problems | |
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Combinations and Permutations | |
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Take Out the Garbage! | |
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Planning the Panels | |
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Pacing to the Pages | |
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Script Style: Every Which Way but Wrong | |
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Breaking the Page Window Is a Pane | |
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Set Your Scene | |
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Be a Remote-Control Cameraman | |
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Angles That Work Angelically | |
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How Loose Is Too Loose, Lautrec? | |
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Delicious Dialog | |
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Dallying with Dialog | |
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Captions Courageous | |
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Sounds Effective | |
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Mark Your Words | |
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A Bit of The Big Con: Script | |
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Putting It in Pencil | |
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Designing Your Characters | |
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Reading Is Fundamental | |
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Start at the Head | |
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Body Building | |
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Dressing for Success | |
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Your Work, It's Fantastic! | |
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Put It All Together | |
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Places, Things, and Other Dead Nouns | |
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Read That Script Again | |
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If You're Sticking Around | |
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Getting Real | |
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Making Stuff Up | |
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Getting Your Props | |
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No Sheet, Sherlock | |
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Decrypt the Script | |
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Different Sorts of Scripts | |
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Read Like a Writer | |
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Pick a Theme | |
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Using the Theme | |
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Motifs | |
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Harm Reduction | |
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Lovely Layouts | |
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Thumbs Up | |
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Left to Right, Top to Bottom | |
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Calling the Shots | |
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The Shape of Things to Come | |
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Timing | |
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Composition | |
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What If They Don't Fit Together? | |
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The Little Version of The Big Con | |
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Render for Real | |
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Some Art Supplies You Need | |
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Assembling Reference Materials | |
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Blowing Up Your Thumbs | |
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Letting Your Live Art Bleed | |
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Drawing for Graphic Novels | |
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What the Job Requires | |
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How to Learn to Draw | |
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Depth | |
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Acting Out: Finding the Right Gesture | |
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Let There Be Light | |
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Handing Off the Penciled Pages | |
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Stylize Yourself-Finding Your Voice | |
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Looking Back at Style | |
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Factors That Influence Style | |
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Taking Control of the Process | |
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Experiments Are Free | |
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A Bit of The Big Con: The Penciled Pages | |
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Polishing the Pages | |
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Old-Fangled Letterin' | |
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Tool Time | |
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Drawing the Alphabet | |
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Placing Them on the Board | |
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Balloons and Boxes | |
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Sound Effects and Clever Lettering Tricks | |
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Read What You Can About It | |
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Inking the Art | |
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Which Way to Work? | |
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Your Job, Should You Choose to Accept It | |
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Ways to Get Better | |
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Tool Time | |
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Changing the Pencils | |
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Ways to Ink | |
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Transitions and Textures | |
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Inking for Color or Black and White | |
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Books on Drawing with Ink | |
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A Bit of The Big Con: The Inked Pages | |
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New-Fangled Letterin' | |
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Lettere Requirements | |
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Founts of Fonts | |
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Pushing the Page In | |
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Putting the Text in Context | |
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Blowing Up Balloons | |
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Colors Besides Black and White | |
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Four Colors? Not Millions? | |
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Don't Paint Yourself into a Corner | |
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Showing Light and Shade | |
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Pick Your Crayons Carefully | |
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Colorful Computer | |
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Putting the Page in Place | |
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Flatting: Bad for Tires, Good for Colors | |
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Surrendering to Rendering | |
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Bring Out Your Book | |
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Pretty Please Publish Me! | |
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Pitching in the Strike Zone | |
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Picking Publishers to Pitch | |
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Convention Contention | |
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Honor an Offer? | |
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Right and Wrong Rights Deals | |
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Releasing on the Cheap | |
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Limiting Losses Rather Than Gathering Gains | |
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Photocopicomics | |
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Online Outlets | |
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Print-on-Polite-Request | |
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Put It Out Yourself: Printing | |
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A Single Spurt or Slowly Serialized? | |
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Pick a Perfect Printer | |
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Pre-Press with Success | |
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The Proof Is in the Proof | |
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Put It Out Yourself: Distribution | |
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Diamond: A Gem of an Operation | |
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Direct Distributors on Parade | |
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Dealing with Dealers | |
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Get Yourshelf in Bookstores | |
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Promoting and Publicizing | |
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Press. Release. Repeat | |
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Adding Ads | |
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The Conventions of Conventions | |
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Autographing Like a Superstar | |
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Appendixes | |
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Graphic Novel Publishers | |
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Graphic Novel Conventions | |
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Other Resources for Graphic Novelists | |
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Index | |