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How to Build A Better Comic

Plotting Your Course - The Sketch


Step 0 - Why Sketch?

For the novice cartoonist, this may seem needless; it's just a bunch of extra work that yields no discernable rewards. However, sketching a thumbnail is actually far more valuable than you may think. The reasons for this are twofold: planning and storage.


Decisions, decisions... Which arm cannon should I choose? If I hadn't sketched multiple possibilities, I'd have gone with the first one that popped out. It would've sucked.
MEASURE TWICE, CUT ONCE!
First, it helps you plan out your comic before committing it to full-scale pencils and inks. There's nothing worse than looking at a finished product, ready for the scanner, and then coming to the realization that it just doesn't look right.

Sketching can help you select the best of multiple ways you can do a strip. Or, if you only have one idea, you can refine it until it "looks right."

THE IDEA BATTERY.
Second, if you have a great idea for a future strip, but have no time to flesh it out yet or are not in a point in a story arc where you can introduce it yet, then it helps to commit it to paper in sketch form. The reason? If you wait, you'll forget it.

In addition to saving an idea for later, it also helps to have an idea backup. Anyone who's had a case of cartoonist's block can tell you that it's not always easy to sit down, plan a strip from scratch, and do it up real nice in one sitting. The question of what to do this week/day/time/whatever is not an easy one to tackle sometimes. If you can go to a shoebox or folder full of stored-up ideas from the past, you can just say, "I'll do that one!"

The beauty part is that, if the shoebox is big enough, you can keep drawing ideas from it until your cartoonist's block is cleared.


Step 0.5 - The Committe Factor

If you, the artist, are working with a writer, then sketches are also important for collaboration. If the writer has described the layout of the page in detail, then sketching is not as important as it is in a one-man show. However, if all you have to work with is a series of actions and dialogue, then visualizing the possible layout and putting together a thumbnail or two might be good for sharing with your writer. That way, you two can bounce ideas off each other and share each others' strengths as well as difficulties.

Step 1 - Frame Layout

FIRST, GET AN IDEA.
Yeah, I know. It sounds like a no-brainer. First, though, there are some basic factors you need to consider when putting together each comic strip. Some deals with the format of your particular strip. Some also deals with the content. The layout and the flow are going to be heavily dependent on one question: What do you want this comic to do?

THE GAG STRIP
Whether your layout is a three- or four-panel strip or a full-page comic, the same principle applies if you are using your comic to tell a joke. Timing is everything. Make sure that the pacing is befitting the type of joke you want to tell.

Gary Larson's "The Far Side" comics told jokes mostly with ironic situations and strange juxtupositions that lent themselved to single panels. Stephen Pastis and his "Pearls Before Swine" jokes have long setups that usually require 3-4 panels. See the figure below:

This is a nice basic layout that lends itself to all three major parts of a joke:

  • THE INTRODUCTION (A guy walks into a bar. He orders his drink and begins eating a bowl of nuts.)
    The backdrop and context of the joke is given.
  • THE SETUP (The bowl of nuts at the bar keeps saying nice things to him. The guy asks the bartender, "What's up with this bowl of nuts?")
    The situation becomes unusual or the posibility of an unusual comparison or explanation arises.
  • THE PUNCHLINE (The bartender says, "That's because they're complimentary.")
    A humorous ending.
  • HIGH DRAMA, ACTION, OR SUSPENSE
    If you're in the business of doing comics that tell stories, the question you have to ask yourself is, what do I want to convey in this particular strip? Is it going to be exposition, giving some backstory on your antagonist? Will it reveal something surprising? Will it be a boatload of action?

    Set up the panels accordingly. Important actions or images usually go into bigger panels. It doesn't always have to be that way if the dialogue is what's important. See some of the examples here:

    IMPORTANT EXPOSITION REACTIONS TO A BIG EVENT BUILDING UP TO A SURPRISE


    Step 2 - Filling the Boxes

    Once you've figured out the structure of your joke, story, or fight scene, plan the important images that will fill the panels. Annotate as needed.

    Pay careful atention to:

  • Reaction shots - Anger, surprise, whatever. If there's emotion involved, make it visible.
  • Action shots - Make sure all the action has a nice flow and that it's not to busy.

  • Incidentally, here is a preliminary sketch of the scene I'll be using for the remainder of the tutorial. It's a very simple concept. A robot crashes through a wall and CyberJoe springs into action. We'll take this from sketch to fully-realized comic over the next few tutorials.

    Please note that the way I do things is not neccessarily the best way for all comics, and maybe not for your comic, but it has served me well and could serve you just as well.

    Continue on to Pencils and Inks!
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