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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.
...moreIt 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!
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 thanI 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 beginnersI 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.
...moreBest 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).
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.
...moreNow 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 thanI admit a skimmed a lot of this merely will peruse it more later.
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.
...moreI 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.
...moreIn 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."
...moreHis 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.
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