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The
Page and How to Work It |
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- by Chuck Dixon
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- We had a great question on the
board about how to visualize a page to the best advantage of
the story. (Thanks, Ted!) How many panels, what arrangement of
panels, when's a good time for a splash or how do you decide
to go for a double page spread and like that.
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- It all depends on what you're
setting out to accomplish and who you're working with. There's
some basic page layouts that never fail and then there's Scott
McDaniel who breaks all the rules and makes it work.
YOU HAVE TO VISUALIZE THE PAGE IN YOUR HEAD.
Make a sketch using blocks if it helps. Then you have to decide
what it is you want the page to put forward. Is it a dialogue
heavy page? Is there a lot of action? The more panels per page
the more you have to be aware of your wordiness. You're restricting
the panel size on your penciler and thereby trading a lot of
room that would be for art in exchange for word balloons. More
panels also mean more panel gutters and they eat up space as
well. So if it's just a back and forth exchange and you've already
established your setting on the previous page then you can have
the characters yak their brains out so long as you don't require
much more action than walking down a street. If you finesse this
right you can go to six panels and it won't seem cramped. You
can go to eight or nine if your penciler is very strong on panel
composition as Dave Gibbons was on Watchman.
- But keep in mind the balance
between words and pictures. See the page in your head. If you
know the artist then you can visualize it easier. But don't expect
the page to come out in the end as you saw it in your head. The
artist will put his own spin on it. But at least you've considered
the task ahead of him and given him a firm guideline as to what
you're going for.
- IF THERE'S MORE ACTION THEN
YOU NEED LESS PANELS.
And less words! If it's a chase or a rooftop battle you
need to give your penciler room to move and show locations and
perspective and spatial relationships and all that stuff that's
so EASY to write and so damn hard to draw. You want to leave
a lot of this to the artist so he can make it flow easier. You
can suggest what you see as a big panel and that gets across
the emphasis you want. Or a big panel can simply give you a really
cool intro shot of a new villain or popular guest star or like
that. I mean, if Catwoman or Galactus drop by surprise you wanna
get them as much exposure as you can in their first shot. That
brings us to---
TO SPLASH OT NOT TO SPLASH?
Splash pages are for special occasions.
That big surprise ending cliffhanger where the last person in
the universe you'd expect to show up does indeed show up.
When some big guest star or villain is making his first appearance
in a long time.
You have a complex setting that will take a splash page to put
across.
You have an artist who does a damn fine splash page and why the
hell not? And wouldn't a big money shot of the Black Canary and
Batgirl wrestling look great matted and framed over your desk?
DON'T just throw away a splash on something unworthy. A number
of years ago, in a comic which shall remain nameless, I saw a
splash page of two people carrying a sofa up a flight of stairs.
Now, while this character moving into new digs may have been
of deadly serious importance to the story it made for a lousy
splash page.
DOUBLE PAGE SPREADS
I love the big spread if it's in the right hands. Especially
to open an issue. Some guys eat 'em up and some guys should never
go near them. A 2-pager takes a really ballsy artist to make
work. Other guys work better small.
But you'd better have some REAL strong visuals or these things
go flop!
Another reason to do splashes and spreads is that they jump out
at the guy leafing through your book at the Ol' Comic Shoppe
while he's trying to decide whether or not to buy your book.
LOTSA TINY PANELS
You can do action in lots of small panels as well. But there
has to be a different emphasis to make that work. Rising tension
is one.
Let's say Barbara Gordon comes home after shopping and wheels
through the living room. We see a sinister shadow on the wall
and know that she's not alone. We cut to her putting the yogurt
and Bud Lite away in the fridge. We cut back to a sinister figure
looming down the hallway. She's making a sandwich. The figure
is nearing the kitchen doorway. She's spreading the mayo and
we see something behind her looming nearer. She turns to look
over her shoulder in a tight shot with an alarmed expression
as a gloved hand reaches for her from the extreme foreground.
That's your page turn panel and you're out.
The IMPORTANT thing on a page like I just described is that the
panels have to all be the same size. If they're all different
sizes it won't work. Why? Cause you've set up a pattern that's
easiest to follow and drawn to the reader into what's INSIDE
each panel rather than looking at the page as a whole. This is
the equivalent of the quick-cut in a movie.
Oh, who's sneaking up behind Babs? It's Denny O'Neil telling
her to lay off the mayonnaise. "That crap'll KILL ya!"
WHEN ARE ALL BETS OFF?
When Joe Kubert or Johnny Romita Jr come to town. You don't wanna
tell those guys how to lay your work out 'cause they'll always
have a better idea than you will.
WHAT IF THE #$%&IN' ARTIST DOESN'T FOLLOW MY LAYOUTS?
It's a collaborative medium.
Encourage the guys who work with you to call you if they have
major changes. If you're working with a master like Graham Nolan
or Rodolfo Damaggio or Dick Giordano and they make changes then
those are probably for the best. These guys spend a lot more
time on each page than you ever will (unless you're the slowest
writer on the planet!). Graham will spend an entire DAY on a
page that took me a half hour to write. If he sees a way to make
it work better then God bless him and keep him. If your penciler
makes you look like a genius than who are you to complain?
Anything else is covered in the 10
Commandments.
Good luck!
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- Chuck
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