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Creating a Graphic Novel

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ISBN-10: 1592572332

ISBN-13: 9781592572335

Edition: 2004

Authors: Nat Gertler, Steve Lieber

List price: $18.95
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Description:

Tools for creating the next great graphic novel! What do the movies Men In Black, Road to Perdition, Ghost World, and X-Men all have in common? Each started out as a graphic novel-one of the fastest growing segments of the book publishing industry. Now, here is the first book to provide a comprehensive and detailed look at the process involved in creating a successful graphic novel.
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Book details

List price: $18.95
Copyright year: 2004
Publisher: Penguin Group (USA) Incorporated
Publication date: 7/6/2004
Binding: Paperback
Pages: 352
Size: 7.50" wide x 9.75" long x 0.75" tall
Weight: 1.584
Language: English

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