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 · 1,197 ratings  · 61 reviews
Beginning your review of The DC Comics Guide to Writing Comics
Diz
Jul 27, 2019 rated information technology liked information technology
This is an introduction to writing for the comics industry. The content covers some of the nuts of writing such equally Chekhov's gun and Hitchcock'due south thoughts on suspense, so those with some agreement of story writing and structure won't find much new here. Perhaps it would exist a good book for someone who is writing for the first time and hasn't read much about writing. For me, the best part of the book is that information technology includes a lot of inked DC comics without the colors. Those pages are cute to This is an introduction to writing for the comics industry. The content covers some of the basics of writing such every bit Chekhov'south gun and Hitchcock's thoughts on suspense, so those with some understanding of story writing and construction won't find much new here. Maybe it would be a good volume for someone who is writing for the first time and hasn't read much about writing. For me, the best part of the book is that it includes a lot of inked DC comics without the colors. Those pages are beautiful to await at. ...more
Wes Locher
Oct 05, 2010 rated it really liked it
The DC Guide to Writing Comics by Dennis O'Neil is a quick little romp through the utter basics of story structure, scripting, and dialoging.

Having been a huge fan of comic books for every bit long as I can call up, I've always had the desire to write and publish my own mainly just because I think it would be fun. For me, sequential fine art has always been a medium that ties together well-written prose with artwork that'southward exciting and and full of detail.

If yous don't know the commencement thing about writing co

The DC Guide to Writing Comics by Dennis O'Neil is a quick little romp through the utter basics of story structure, scripting, and dialoging.

Having been a huge fan of comic books for equally long as I can retrieve, I've e'er had the desire to write and publish my own mainly simply because I think it would be fun. For me, sequential art has always been a medium that ties together well-written prose with artwork that's exciting and and full of detail.

If y'all don't know the kickoff thing virtually writing comic books, and then I'd recommend this as an excellent place to starting time. Sure, O'Neil spends a lot of time on the very nuts of storytelling, informing the reader of what'due south necessary for Deed'southward I-Iii. While you lot might be able to option this up simply from reading a single issue or complete story arc in a current title, information technology'southward dandy to have a minor reference volume for your shelf that doesn't require you to thumb through hundreds of pages to detect the info you seek.

My favorite section offered up was that on scripting. Comic book scripting is one of those things that'south very much dependent on person preference or publisher. It helps the aspiring comic writer find the style best suited for him or her and provides interesting exercises in one's ability to adapt to any the project requires. For upshot, O'Neil juxtaposes his scripts with the finished product and then you can see how artist interprets the writer's ideas and direction.

Even if you lot have no desire to write a comic, this quick read will give you lot an appreciation for how the books are synthetic. If nothing else, information technology will remind you that fifty-fifty though information technology simply took you ten minutes to read a unmarried issue comic cover to embrace... the creative team spent weeks channeling their inventiveness into the medium.

It's of import to notation that regardless of the fact that Batman and Superman adorn the covers of this book, the suggestions, tips, and tactics inside are applicative to all styles of graphic storytelling. The section on plot structure alone should earn this a spot on whatever writer's shelf.

...more
Zane
Oct 17, 2008 rated it liked information technology
There is a common thought that you have to know the formula to break information technology. This book gives the formula to DC comics. It is sort of sad and demystifying, but for the most part maybe we could already see through it. I am glad DC is not overrun by this formula, merely I tin can definitely run into its presence. The author says every super hero story should start with action, so someone picking up your book will purchase it. Now I desire to go to a comic store and wait to see if that is the general rule. What if it is, and There is a mutual thought that you have to know the formula to break it. This book gives the formula to DC comics. It is sort of sad and demystifying, simply for the well-nigh part maybe nosotros could already see through it. I am glad DC is not overrun by this formula, only I tin definitely see its presence. The author says every super hero story should beginning with action, so someone picking up your book volition buy information technology. Now I want to go to a comic store and await to come across if that is the general dominion. What if it is, and I never noticed? Am I a bad reader? Also, the author makes the claim that most people don't read explanation boxes in comics. I find it difficult to believe that people are then lazy reading comics that they simply wait at pictures, read sound words, and a few voice balloons. That would too be lamentable. Anyhow, if you are interested in writing comics, this may give you some direction. Allow's just promise yous couple it with Alan Moore'southward condemnation of most of the things this volume suggests in his 'Writing for Comics.' ...more
Eugene booker
Oct 02, 2010 rated it it was astonishing
Books corking for any begging author, get all the trade from Denny Oneil.
It goes into things like story structre and writing graphic novels, brusk stories and the like. Reccomended for anyone who wants to know ho to write comics!
Kieran
Feb 27, 2021 rated it liked information technology
A basic guide to writing comics (note: accent on the writing - you lot won't detect anything almost artwork in hither). It's a good introduction, providing a high level overview, but never goes beyond the basics.
Samson
Jan 08, 2020 rated it liked it
a very clear guide to writing comics. It was technical for certain, but it shied abroad from incredibly dreary material. but at points information technology was dull
Stuart
November 10, 2015 rated it did non like it
This is actually a pretty terrible book. Much of that is considering I merely finished Alan Moore's book on writing so maybe he ruined it for me. But O'Neil is and then conservative in his ideas almost writing that he never actually suggests anything that would actually distinguish one as a better writer. Information technology seems similar a lot of what Moore considers in his volume to be irrelevant. And Moore was writing in 1985.

Truthful, a lot of what O'Neil does say sounds similar the lesson programme from your Middle School English teacher

This is actually a pretty terrible book. Much of that is considering I just finished Alan Moore's book on writing so maybe he ruined it for me. Just O'Neil is and so bourgeois in his ideas nearly writing that he never really suggests anything that would really distinguish 1 as a better writer. It seems like a lot of what Moore considers in his volume to be irrelevant. And Moore was writing in 1985.

True, a lot of what O'Neil does say sounds like the lesson plan from your Middle School English teacher. And as far as it goes I suppose that is fine. Generic but reasonable. Nevertheless he is and so afraid of advocating anything definite that it all comes beyond equally an do in vagueness and an unassertive +annihilation goes+ attitude, none of which is that helpful to anyone.

I get the idea he doesn't like printed literature much and he comes across like that sneering child who complains loudly about having to read annihilation in English class. What he does like is movies and he makes the analogy with them so often that when he finally admits that "comics are non movies" at the very, very end information technology sounds pretty hollow. The bibliography for example is near all motion picture books and that seems to transport the wrong message.

It is a DC Comics guide, merely he never gives much credence to anything that isn't Batman, Superman and a few Marvel titles. If this were written by Fine art Spiegelman, Jaime Hernandez, Dan Clowes, Moebius, Herge, Jodorowsky or Hugo Pratt the conception would be very, very different. It is a DC book merely this bias sort of seems symptomatic of how limited the book'due south vision is.

Graphically, the illustrations are informative and useful and it is a meliorate designed book than Alan Moore's in that sense just it could utilise something besides greyscale and the text should exist broken upwards more and the print size should be larger. Watson Guptill should know better well-nigh good volume design.

...more than
Daryl
Apr 29, 2012 rated it liked it
I spent some fourth dimension reading through this cover to cover, as I'g currently working on some comic book scripts and thought it might exist helpful. I didn't learn much from this I didn't already know. There were a couple of proficient bits, i on characterization (very similar to what an author or actor does in theatre) and one on script preparation -- going from plot to outline to prose (very similar to what I have been doing). Other than that, I found it very basic information on storytelling and some spec I spent some time reading through this cover to cover, as I'm currently working on some comic book scripts and thought it might be helpful. I didn't learn much from this I didn't already know. There were a couple of good $.25, i on characterization (very similar to what an author or actor does in theatre) and one on script preparation -- going from plot to outline to prose (very like to what I accept been doing). Other than that, I constitute it very basic data on storytelling and some specifics on comic book writing, simply nothing I hadn't already gleaned from years of comic book reading, and other sources on comics writing that I've read over the years. I suppose I shouldn't exist surprised as this book is older than most of the others I've perused in the past. I was torn between giving this one 2 or three stars, but hey, information technology's about comics and has lots of pretty pictures. The script examples O'Neil includes (far too many of his own, I felt) are always interesting. I especially liked seeing a Charles Moulton Wonder Woman script from the '40s (I'k guessing), and seeing how similar it was to 1 that could have been written today. ...more
Kevin
Swell for beginners

I won't get too deep into the book during this review. Just as someone venturing into the world of writing comics for the first time, this was an excellent read. Enough of helpful hints and important terminology. The thing that differentiates The DC Comics Guide to Writing Comics is that they actually showed pages of actual scripts and then, how that particular script was translated into a finished comic book page.

Great for beginners

I won't get too deep into the volume during this review. But equally someone venturing into the globe of writing comics for the kickoff fourth dimension, this was an excellent read. Enough of helpful hints and important terminology. The thing that differentiates The DC Comics Guide to Writing Comics is that they actually showed pages of actual scripts and so, how that particular script was translated into a finished comic volume page.

...more
Mira Domsky
May 10, 2009 rated it really liked information technology
Definitely a useful handbook for amateurs, however, many of the examples of what a comic should look similar or exercise are so former that they don't apply to modern comic writing. Simply what do I know? I'1000 an apprentice, and O'Neil is a veteran. Definitely a useful handbook for amateurs, however, many of the examples of what a comic should look like or practice are and so old that they don't employ to mod comic writing. Only what exercise I know? I'grand an apprentice, and O'Neil is a veteran. ...more
Michael Scott
Dec 17, 2019 rated it really liked it
The DC Comics Guide to Writing Comics introduces the reader to writing for the comics medium. Overall, very expert cloth and much to learn.

Best bit: the in-depth give-and-take and examples about structure. (The detailed examples and discussions nearly them were as well good, but at this level I find writing idiosyncratic.)

Content: The book covers processes for writing (full script vs. the looser plot-first technique, preparing the complete script, writing for single issues, miniseries and maxiseries

The DC Comics Guide to Writing Comics introduces the reader to writing for the comics medium. Overall, very good material and much to learn.

Best bit: the in-depth discussion and examples almost structure. (The detailed examples and discussions about them were also good, but at this level I find writing idiosyncratic.)

Content: The book covers processes for writing (full script vs. the looser plot-beginning technique, preparing the complete script, writing for single issues, miniseries and maxiseries, graphic novels, adaptations, plus the Levitz Prototype of ever running multiple plotlines), the cadre elements of writing (story structure, grapheme building, drama and tension management, pacing, continuity for single and especially for multiple stories and characters).

Writing and instruction material: Overall, very good writing and first-class tips on writing, including an excellent if pocket-sized set of references. Mentions of Fraçois Truffault's Hitchcock interview, Scott McCloud's Understanding Comics and Reinventing Comics (which I think should be completemented with his 3rd, Making Comics, published in 2006), Will Eisner's Graphic Storytelling and Comics and Sequential Art, and, perhaps the nearly relevant for this volume's focus, Christopher Vogler' s The Writer's Journey and, all-time last, Robert McKee's Story.

Background: part of an ongoing personal project, I'chiliad traversing the collection of DC Comics Guides, focusing on:
+ pencilling (The DC Comics Guide to Pencilling Comics or The DC Comics Guide to Digitally Cartoon Comics, or this read),
+ inking (The DC Comics Guide to Inking Comics),
+ coloring and lettering (yup, The DC Comics Guide to Coloring and Lettering Comics), and
+ writing (The DC Comics Guide to Writing Comics).

...more
Ietrio
Aug 12, 2021 rated it it was amazing
In the past days I had the luck, or the misfortune to read a few books on comics from the Marvel gang.

I had the luck because under Disney, the Curiosity make produces constantly the some of the best movies each year. And DC, well, they are quite crap, despite the effort put by Warner.

I had the luck because with Curiosity characters at that place are glimpses of liberty. In the DC universe everything is about the fascist state and how the gods fight to keep the chains tight on the people's necks.

I had the mis

In the past days I had the luck, or the misfortune to read a few books on comics from the Marvel gang.

I had the luck because under Disney, the Marvel brand produces constantly the some of the best movies each year. And DC, well, they are quite crap, despite the endeavour put by Warner.

I had the luck because with Curiosity characters there are glimpses of freedom. In the DC universe everything is near the fascist state and how the gods fight to proceed the chains tight on the people's necks.

I had the misfortune, because the Marvel gang is made upwards from people who tin can barely express themselves, Brian Michael Bendis, Andy Schmidt. And because they either don't want to share, or are incapable of going further than telling the globe how groovy their "award-winning" buddies are.

Amazingly, Denny O'Neil can write. Compared with the moronic statements that say nada Bendis manner, O'Neil is quite clear.

And the illustrations are supporting the text, and non like with Schmidt's books, always ready to sell you something else.

> Your audience really doesn't want to see the hero park his car, go out of information technology, get up some steps, check his mail service, open a door, walk down a hallway, hang upwardly his coat, get a beverage of water, blow his nose, yawn, sneeze, write "get nose drops" on the to-do list magneted to his fridge and and so saunter into the parlor where waits the killer robot. They want the confrontation with Mr. Clanky; that's what the story is about. Unless whatsoever of that other stuff will exist important subsequently, omit it. The essence of drama, and particularly melodrama, is compression. Show only what's important. So start the scene as late as possible and once the dramatic indicate is made, end it.

What a breath of fresh air, later Brian Michael Bendis' void reasoning!

It is an interesting text. It does not go as philosophically as Scott McCloud, and probably this is why you lot might similar its more than practical take.

...more
Karleen Elizabeth
I was required to read this Guide by Dennis O'Neil for my Writing Workshop Three: Comics college course. I knew nothing about comics and I don't read very many so this book was very helpful to me with all the definitions it has. I read a few reviews where people felt that it had to many definitions, but I recall for someone like me who knows zero about writing comics those definitions are important.

Now I did accept some issues with the mode that information technology was written and some parts felt a bit tedious to rea

I was required to read this Guide past Dennis O'Neil for my Writing Workshop Three: Comics college course. I knew nothing almost comics and I don't read very many and so this book was very helpful to me with all the definitions it has. I read a few reviews where people felt that it had to many definitions, but I think for someone like me who knows nada near writing comics those definitions are of import.

Now I did take some bug with the way that information technology was written and some parts felt a chip tiresome to read. In that location was also some things that were repeated in almost every section. Now, I know, repetition is the best way to remember things, but for a 128 folio volume, that is actually simply 115 pages, considering the bodily lesson material starts on page 11 and ends on page 125, it was a scrap excessive to me and I started to get annoyed with it. This is why I gave this volume iv stars rather than five.

...more than
Aditya
Sep 09, 2020 rated it it was astonishing
Writer "Denny" O' Neil breaks downwards the different forms of comic Storytelling, from single upshot to mega series. A lot of parallels are drawn from Screenplays as well equally idiot box programs. He likewise breaks down the different approaches to scriptwriting used by the pros. He stresses the fact that there is no one right way to exercise things; whatever works is the right way. If yous are someone new to the arts and crafts of writing comics this volume volition requite yous plenty to build a foundation on, merely whether or not y Author "Denny" O' Neil breaks downwardly the unlike forms of comic Storytelling, from single issue to mega series. A lot of parallels are fatigued from Screenplays as well as television programs. He also breaks down the different approaches to scriptwriting used by the pros. He stresses the fact that there is no one right fashion to do things; whatever works is the correct fashion. If y'all are someone new to the craft of writing comics this book volition give you plenty to build a foundation on, but whether or non yous become good depends on you. As Denny says, "Writers learn to write by writing." ...more
Andrew Mills
Jul 09, 2017 rated it really liked it
Dennis O'Neil's volume offers smashing advice for writers who want to larn more near plot structure, story arcs, subplots and more than. I particularly liked when he compared and assorted to devices in other media (such as idiot box or movies), and pointed out limitations or unique benefits of the comics media. Dennis O'Neil's book offers great advice for writers who want to larn more near plot structure, story arcs, subplots and more. I particularly liked when he compared and contrasted to devices in other media (such as television or movies), and pointed out limitations or unique benefits of the comics media. ...more than
David Sparvero
This was a quick read merely it did offer some great information on various storytelling elements. I am glad I read it and did discover information technology somewhat helpful. At least half of information technology is full general information that was not new to me simply the authors commentary on the information was beneficial. And honestly, anything simply Dennis O'Neil is grat. This was a quick read but it did offer some bang-up information on various storytelling elements. I am glad I read information technology and did find it somewhat helpful. At least half of it is general data that was non new to me but the authors commentary on the data was beneficial. And honestly, anything but Dennis O'Neil is grat. ...more
James Hold
November fourteen, 2017 rated it did not like it
I didn't get much from this. The advice is pretty general: first with the ending, etc. Otherwise it's mostly a lot of definitions. O'Neil wrote this in a abrasive 'cute' fashion which did non assist. It's an oky starter, but Stan Lee's book is far superior. I didn't become much from this. The communication is pretty general: offset with the ending, etc. Otherwise it's mostly a lot of definitions. O'Neil wrote this in a abrasive 'cute' fashion which did not aid. Information technology'southward an oky starter, but Stan Lee'southward book is far superior. ...more than
Hank
Nov 22, 2017 rated it it was amazing
This is one of the all-time, most accessible books on the arts and crafts of writing (not merely comics writing) I have ever read. There is a great deal of application to other forms of writing that I am looking frontwards to working with, using the lessons here every bit inspiration.
Travis Webber
Sometimes I read how-to books, for the enjoyment of listening to skilled professionals talk enthusiastically virtually their hard-earned abilities and finely-honed workflows. This was a proficient book, but is pitched at a more than introductory level than I needed to scratch that itch.
Jim
Sep 07, 2020 rated information technology it was amazing
If you're thinking most writing comics, this is a slap-up book to add to your arsenal. I don't think whatever book is the exhaustive compendium for writing comics, simply this one is a great beginning! Written by the late Denny O'Neil (*sniff*), it has some keen basic advice for getting started. If you're thinking about writing comics, this is a cracking book to add to your armory. I don't think any book is the exhaustive compendium for writing comics, but this one is a great first! Written past the tardily Denny O'Neil (*sniff*), it has some neat basic advice for getting started. ...more than
Gabrielle Prendergast
The early capacity were very useful for my needs, the later chapters less so. That said, for someone with less writing experience, the later capacity offer a good grounding in storytelling techniques and conventions.

I admit a skimmed a lot of this merely will peruse it more later.

Shane
Jun 24, 2018 rated information technology really liked information technology
Solid book on writing comics. Covering many facets of the field.
Dennis Jacob
Adept for beginners. If somewhat knowledgeable this might non provide any new insights. Somewhat disappointing considering some of the astonishing writing O'Neil has done in his career. Good for beginners. If somewhat knowledgeable this might not provide any new insights. Somewhat disappointing because some of the amazing writing O'Neil has done in his career. ...more
Johnny
Mar 31, 2016 rated it it was amazing
Whether y'all actually want to effort your hand at writing comics or are just interested in how the product comes together, The DC Comics Guide to Writing Comics is an enlightening niggling book, profusely illustrated with real-life experiences and actual comics panels and pages. Best of all, information technology is written by Dennis (unremarkably known as Denny) O'Neill—both a classic comics writer and an influential editor of archetype comics.
The DC Comics Guide to Writing Comics underscores some of the lessons learned in Scot
Whether you really want to try your hand at writing comics or are only interested in how the product comes together, The DC Comics Guide to Writing Comics is an enlightening fiddling volume, profusely illustrated with real-life experiences and actual comics panels and pages. Best of all, it is written by Dennis (commonly known equally Denny) O'Neill—both a archetype comics author and an influential editor of archetype comics.
The DC Comics Guide to Writing Comics underscores some of the lessons learned in Scott McCloud'due south Understanding Comics and also fills some gaps. O'Neill talks near the "plot first" method of writing comics—preferred method of Stan Lee when he was responsible for so many of the Timely/Curiosity Comics—where a writer plots out a story and the creative person fills in a lot of the gaps. That works great if you lot have a Jack Kirby or Steve Ditko behind yous, but it may non work in today'south environment. The volume offers samples of total script pages and that is very helpful.
O'Neill explains the significance of splash pages to opening stories with a claw and full-page shots (interior one folio images—sometimes erroneously calls splash pages). He explains the classic iii-human activity formula and points out where you need rising action and where you need a denouement (and how brusque the latter should be). There is a discussion on suspense vs. surprise as a fashion of keeping the reader engaged, and urges moving on with the pace in every section of the story—even when calculation a sub-plot.

Instead of but capitulating the class hero's journeying approach to both characterization and plotting, O'Neill offers a checklist of questions to be answered about all characters—not only the major ones. This checklist includes: i) What does the graphic symbol want? ii) Who or what does the grapheme love? 3) What is the grapheme agape of? and 4) What is the character's motive for condign involved in farthermost situations?

O'Neill objects to the tendency to use captions to narrate and expose the master grapheme's thoughts. He encourages dialogue as both the style to humanize characters, besides as engage the readers more fully. He quotes some great novelists to underscore the necessity of using dialogue early on and often. He urges writers to listen not simply to the significant of the words simply to "hear" the rhythm and dialect of the speeches. He warns that using humour in a story that isn't deliberately humorous must grow out of the situation and exist natural to the spoken communication of whatsoever character is delivering the quip or punchline.

The use of Scott Peterson's methodology for moving from idea to finished script was most helpful. If I ever do try to write a comic story, I'll be sure to utilize that method. It's worth the price of the volume (even if I did buy the book used). There is also a terrific fashion of treatment story arcs by using the Levitz paradigm. Once you see the illustration, you'll recognize information technology from a lot of television receiver series with continuing plots, sub-plots, and story lines.

This book portends becoming a reference to which I will return again and again. It'south helpful for whatsoever kind of author—even a game creator or game main in a part-playing game. The DC Guide to Writing Comics has become a permanent office of my library. Don't ask to infringe it.

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Benjamin
Another how-to guide, this time focusing on comics from ane primary. I've already flipped through Stan Lee's How to Write Comics: From the Legendary Co-Creator of Spider-Man, the Incredible Hulk, Fantastic Four, Ten-Men, and Iron Man, and so I think I've got an idea of how to write a "how to write comic books" volume.

I liked both Stan Lee's and Dennis O'Neil's books on how to write comics and they're pretty comparable: both accept sections on vocabulary, both discuss the importance of three-human activity structure,

Another how-to guide, this time focusing on comics from 1 primary. I've already flipped through Stan Lee's How to Write Comics: From the Legendary Co-Creator of Spider-Homo, the Incredible Blob, Fantastic Iv, X-Men, and Iron Human, so I think I've got an idea of how to write a "how to write comic books" book.

I liked both Stan Lee'due south and Dennis O'Neil's books on how to write comics and they're pretty comparable: both have sections on vocabulary, both discuss the importance of three-act structure, both talk over subplots and character. The main differences are that O'Neil'due south book uses DC comics every bit examples and Stan Lee'south uses Dynamite comics as examples--reward O'Neil. O'Neil's also feels a little more than instructional about writing, whereas Lee'due south had some focus also on selling, including a section from various editors on what they were looking for.

Overall, I idea this was a nice book, simply maybe aimed towards the aspiring comic author equally a first introduction to the concepts of structure and not doing horribly cliched accents.

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Levi
February 27, 2016 rated it it was amazing
Sometimes, in that location just is no school like the former-school.

In this book, Denny O'Neil covers the iii-deed structure, something I only vaguely understood, gives his ii cents on the diverse categories of comic volume series (miniseries, maxiseries, ongoing title, graphic novel, etc.), and gives understandable definitions to comic book terminology, such as panels, pages, story-arcs, and what-non. If I didn't like Denny O'Neil much before, I dear him now.

Though what I was looking for in this book (a guide t

Sometimes, in that location but is no school similar the quondam-schoolhouse.

In this book, Denny O'Neil covers the three-act construction, something I simply vaguely understood, gives his two cents on the various categories of comic volume series (miniseries, maxiseries, ongoing title, graphic novel, etc.), and gives understandable definitions to comic volume terminology, such as panels, pages, story-arcs, and what-not. If I didn't like Denny O'Neil much before, I dear him at present.

Though what I was looking for in this book (a guide to writing comic book scripts) wasn't the nearly useful affair I found in the volume (that distinction belongs to the three-act structure), it was refreshing to larn at the anxiety of a real master of the art. O'Neil definitely knows what he's talking about, more than a rank apprentice such as myself.

To finish everything off, he supplies a wonderful listing of books for further reading, which I intend to look into in the future. I definitely adopt this book to "The DC Comics Guide to Creating Comics." That book used hideous prune art in a one-half-butted imitation of the excellent Scott McCloud's book. This is definitely a example of "onetime and superior."

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Eric England
Jul xix, 2015 rated it really liked information technology
The DC Comics Guide to Writing Comics by Dennis O'Neil is a fun and informative read that provides much helpful advice to novice writers. While the book is a bit basic and aimed at those truly starting in the field of writing, there are plenty of useful tips that aid whatever writer working in all mediums. I found that the Levitz Paradigm was an intriguing and innovative means of structuring multiple plot lines for an ongoing comic series. I think it could besides work well for telly and other seri The DC Comics Guide to Writing Comics by Dennis O'Neil is a fun and informative read that provides much helpful advice to novice writers. While the book is a bit basic and aimed at those truly starting in the field of writing, there are enough of useful tips that aid whatever author working in all mediums. I found that the Levitz Paradigm was an intriguing and innovative means of structuring multiple plot lines for an ongoing comic series. I recollect it could also piece of work well for television and other serial mediums that tell comprehensive stories. I as well found some of Dennis O'Neil's suggestions on characterization to be extremely rewarding and plan to use them in my ain writing. The book is fourteen years sometime and some of the data about the comic book industry is quite dated. New forms and conventions have entered this storytelling medium and some types of stories, like the adaptations, are no longer done in a broad-scale fashion. Yet, despite all the changes, this book has plenty solid advice that it will keep to serve its instructional purpose. ...more than
Tyler Hayes
Mar 10, 2016 rated it it was astonishing
Not only the best book on writing comics I have ever read, but one of the best books on writing. O'Neil approaches characterization, three-human action structure, and other pillars of the craft with a simple, conversational tone that brings the cadre ideas across in a style that is neither intimidating nor difficult, and really makes the reader experience like he is hither to help them tell their stories in the best way they can. Some of his advice is very specific to comics (most notably the script format), only a Not merely the best book on writing comics I have ever read, but one of the best books on writing. O'Neil approaches characterization, three-act structure, and other pillars of the craft with a simple, conversational tone that brings the cadre ideas across in a way that is neither intimidating nor hard, and actually makes the reader feel like he is here to assistance them tell their stories in the best fashion they tin. Some of his advice is very specific to comics (most notably the script format), but a lot of information technology is just practiced for writers in general; I've been writing and making (a trivial) money off it for nigh-on a decade and this was however a revelatory experience for me. I was a ameliorate writer at the end of this book than I was at the beginning, and most more importantly, I felt like the world really wanted me to succeed at it. Recommended for whatsoever writer; all merely mandatory for any writer who wants to write comics. ...more than
Dennis "Denny" O'Neil was a comic volume writer and editor best known for his piece of work for Marvel Comics and DC Comics from the 1960s through the 1990s, and Group Editor for the Batman family of titles until his retirement.

His best-known works include Green Lantern/Green Arrow and Batman with Neal Adams, The Shadow with Michael Kaluta and The Question with Denys Cowan. As an editor, he is principall

Dennis "Denny" O'Neil was a comic book author and editor all-time known for his work for Curiosity Comics and DC Comics from the 1960s through the 1990s, and Grouping Editor for the Batman family of titles until his retirement.

His best-known works include Greenish Lantern/Green Arrow and Batman with Neal Adams, The Shadow with Michael Kaluta and The Question with Denys Cowan. As an editor, he is principally known for editing the various Batman titles. From 2013 unti his death, he sat on the board of directors of the clemency The Hero Initiative and served on its Disbursement Committee.

...more

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"A worthy editor has one main directive: to brand the artistic people look skilful. To exercise this, he must sometimes demand further work. He doesn't do it casually. Retrieve, more work for you means more than work for him, as well. If" — 0 likes
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