On an e-mail, friend of the blog Erenan inquires:
Below is my response.
Sadly it *is* mostly experience in developing an inner visual language. There are texts you could read and I do especially suggest "Understanding Comics" and "Making Comics" by Scott McCloud. But in that whole latter book he never once talks about bracketing and what panels mean. At least as far as I remember.
Hello,
I am not an artist by any stretch of the imagination, but I am nonetheless interested in learning about comic design. Specifically, I'm curious about how you feel you developed your ability, not so much in terms of the actual artwork, but rather in terms of layout, flow, what should be happening in the story when a page turn happens, how each panel should be framed, how large each panel should be, etc. Was this an academically learned skill or did it develop primarily through raw experience? If the former, then could you possibly recommend some sources to which I could turn for information about this kind of thing? If the latter, then am I out of luck except for the option of hunkering down and actually trying to put together a comic or two?
Below is my response.
Sadly it *is* mostly experience in developing an inner visual language. There are texts you could read and I do especially suggest "Understanding Comics" and "Making Comics" by Scott McCloud. But in that whole latter book he never once talks about bracketing and what panels mean. At least as far as I remember.
There's a lot of different approaches to what you're asking. I'll outline below some of my basic thoughts on the matter:
1. 90 degree panels = rational gaze / uneven panels = emotional gaze
1. 90 degree panels = rational gaze / uneven panels = emotional gaze
1b. 90 degree cuts = smooth exposition / radical cuts = action!
1c. Super straight panel outlines = super rational / hand-drawn 'shakey' panel outlines = more subjective
2. Fat panel outline = important or focused / thin panel outline = the reader will read faster through, best as part of a sequence. I made a mistake with ZX by having too fat 'default' panel outlines, mucking up the pace a bit.
1c. Super straight panel outlines = super rational / hand-drawn 'shakey' panel outlines = more subjective
2. Fat panel outline = important or focused / thin panel outline = the reader will read faster through, best as part of a sequence. I made a mistake with ZX by having too fat 'default' panel outlines, mucking up the pace a bit.
2b. Especially wobbly panel outline = can be an outburst or something else of questionable epistemology / NO panel outline = dream sequence, or limbospace, or a pervading moment in time in an otherwise sequenced event
3. long panel = takes more time to read, landscape perhaps, setting a scene / thin panel = makes the reader look at both IT and what came before it and what comes after it on the strip with 'one gaze' more. This is a useful tool.
4. background value to the page (behind the panels) being white = all as normal / background value being black = change of mood, possibly flashback or dream sequence. I play a lot with grains and gradients as emotional information to the reader.
5. How many panels per page tell the reader if the pace of the comic is to be fast or slow sometimes. Curiously, more panels per page make the pace slower, not faster. Comics are not music. There are two paces, to make it clearer. The inner pace of the story, and the outer, of the person reading the comic. More panels fragment the inner pace more, it's like slow motion. And they also make the reader spend more time on each page. The comic becomes laborious. Interestingly, there isn't a faster panel to make than single-panel-per-page. The act of turning the page excites the reader and makes them complicit. The more you can make them do it, the faster they'll read. But that's also how they sometimes don't pay enough attention or miss details. And you can make the reader pay for that. It's great!
5b. HOWEVER, if the page is full of panels but they're mostly empty or sparsely drawn, then the reader will pick up their pace, even if the pace of the comic will still be perieced as very slow. This starts to feel like an artsy film with long, laborious shots of walls, an empty street, the sky. Vice versa, single-panel-per-page comics where each panel is super-laboured on the rendering becomes a storybook. Imagine a few Gustave Dore paintings in a row. The reader will read that sequence very slow. But the inner pace could be three seconds. Good for injecting gravity in a sequence. Remember the car crash in ZX.
6. Furthermore the choices of how a page is constructed are not clearly about only pace. There's also aesthetic considerations of how the page looks 'on the whole', or to say, if you move a few feet away from the screen and look at it from afar, as if it's some sort of cubist painting. The balance of blacks and whites, so on. Some peculiar intuitive rules on construction, somewhat akin to compositional guidelines for painting seem to apply. This means there shouldn't be too many primary focal points on the page and they should be arranged in some harmony. Unless the artist is pushing it on purpose, which I enjoy.
5b. HOWEVER, if the page is full of panels but they're mostly empty or sparsely drawn, then the reader will pick up their pace, even if the pace of the comic will still be perieced as very slow. This starts to feel like an artsy film with long, laborious shots of walls, an empty street, the sky. Vice versa, single-panel-per-page comics where each panel is super-laboured on the rendering becomes a storybook. Imagine a few Gustave Dore paintings in a row. The reader will read that sequence very slow. But the inner pace could be three seconds. Good for injecting gravity in a sequence. Remember the car crash in ZX.
6. Furthermore the choices of how a page is constructed are not clearly about only pace. There's also aesthetic considerations of how the page looks 'on the whole', or to say, if you move a few feet away from the screen and look at it from afar, as if it's some sort of cubist painting. The balance of blacks and whites, so on. Some peculiar intuitive rules on construction, somewhat akin to compositional guidelines for painting seem to apply. This means there shouldn't be too many primary focal points on the page and they should be arranged in some harmony. Unless the artist is pushing it on purpose, which I enjoy.
6b. A different solution to this problem is setting up a utilitarian grid for the page that is always the same. Then the reader will stop looking at the page 'on the whole' and focus just on each panel. This makes the comic more cinematic, for good or worse. Check out Watchmen for very serious grid work, and some cheeky subversion of this rule too (forcing the reader to look at the page on the whole, or hiding meanings if they do at least).
There's a million other things, but we should talk with examples. Show me some pages you're interested (from any comic, not just mine) in if you want to discuss how they're constructed. Read more...