SECRETS OF THE LIBRARY: Why are there comic books at the library?

The popularity of graphic novels, manga, and traditional bound comic books is on the rise, particularly among tweens and teens. It is clear that kids can’t get enough of “Black Cat,” “Daniel Boom: Loud Boy,” and “Bone.” The whole phenomenon seems to have some parents raising eyebrows, questioning if these titles even count as reading material.

The answer is yes. Yes. The comics count. The stories in these volumes are packed with as many complex characters and intricate story lines as half of the fiction books on the shelves. As personal friend, freelance artist for DC Comics, and long time comic collector, Thor Badendyk points out, novelists such as Charles Dickens originally released his novels in short articles in weekly and monthly magazines. And, some of these comics are novels, just novels with a lot of illustrations. What’s more, comics expose readers to visual art, and are especially enticing to visual learners who otherwise might not be reading at all. Librarians and teachers around the country are beginning to embrace comics as they are appealing to even the most reluctant readers.

How to Write Comics & Graphic Novels : Types Of Layouts For Comic Books

Learn what types of layouts are available to make better comic books in this free instructional graphic art video. Expert: Dan Head Contact: www ...

Writing for Comics and Graphic Novels with Peter David (Writing for Comics & Graphic Novels)

Impact

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A must have for all comics, fantasy and sci-fi fans wanting to write their own comics or improve storytelling techniques, this revised edition focuses on comics, graphic novels and the updated market, particularly superhero and fantasy genres. Instruction is easy to follow, even for beginners. New content to the book includes ten brand-new pages of specific questions from aspiring fans that read the first edition, covering a range of current and updated topics. Readers will also find useful a comprehensive chapter on the do's and don'ts of breaking into the comics business by Andy Schmidt, senior editor at "IDW", owner of a consulting company for aspiring comics professionals and author of "The Insider's Guide to Creating Comics and Graphic Novels". The revised edition also includes a brand-new introduction by Peter David as well as a new foreword by renowned comic's artist George Perez.

The Insider's Guide To Creating Comics And Graphic Novels

Impact

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"There's more to dynamic storytelling than lighting tricks and breaking panels. Mostly, it comes from the heart and gut. The absolute refusal to let anything go onto the page without knowing why it goes onto the page and how it will affect readers."

From the creative minds behind your favorite modern-day comics ...

In this unprecedented, behind-the-scenes guide, former Marvel editor and current IDW senior editor Andy Schmidt and his superstar industry friends give you the inside track on creating engaging, professional-looking comic books.

Written for upcoming creative stars and comic book enthusiasts, The Insider's Guide to Comics and Graphic Novels covers the entire creative process from beginning to end, from fine-tuning a script to the nuances of camera angles, costume design and lettering. You'll learn not only how to emulate a camera pan, hit `em with a splash page and shift into slow motion, but also WHEN and WHY to dip into that bag of graphic tricks for maximum impact.

The real-world guide to creating great comics!

  • Profiles and insights from John Romita, Jr., Neal Adams, Gene Ha, David Finch and John Byrne
  • Professional advice from top talents in the business, including writers Brian Michael Bendis, Geoff Johns and Tom DeFalco; inkers Klaus Janson, Karl Kesel and Mike Perkins; colorist Chris Sotomayor; and letterer Chris Eliopoulos
  • Expert instruction on every element of the creative process--writing, drawing, inking, coloring, page layout and scene design--and how they all work together

Comic Book Design: The Essential Guide to Creating Great Comics and Graphic Novels

Watson-Guptill

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With film adaptations of legendary comic books and graphic novels hitting the bestseller lists, the medium of comics has never been more popular. To create your own comic book or graphic novel, you need to know the techniques, rules, and tips exclusive to the comic trade.

In Comic Book Design, Gary Spencer Millidge, the award-winning creator of the Strangehaven comics, guides you through. . .
•Creating story line concepts and original designs
•Designing characters and creating background locations
•Drawing in pencil and ink or digitally
•Page layout and grid structure
•Lettering, word balloons, and Color
•Covers and publication design

With profiles of leading comic artists such as Chris Ware and Chip Kidd, and examples right from the most successful comics on the market, Comic Book Design is the must-have for every beginning comic book artist.

Making Comics: Storytelling Secrets of Comics, Manga and Graphic Novels

Harper Paperbacks

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Scott McCloud tore down the wall between high and low culture in 1993 with Understanding Comics, a massive comic book about comics, linking the medium to such diverse fields as media theory, movie criticism, and web design. In Reinventing Comics, McCloud took this to the next level, charting twelve different revolutions in how comics are generated, read, and perceived today. Now, in Making Comics, McCloud focuses his analysis on the art form itself, exploring the creation of comics, from the broadest principles to the sharpest details (like how to accentuate a character's facial muscles in order to form the emotion of disgust rather than the emotion of surprise.) And he does all of it in his inimitable voice and through his cartoon stand–in narrator, mixing dry humor and legitimate instruction. McCloud shows his reader how to master the human condition through word and image in a brilliantly minimalistic way. Comic book devotees as well as the most uninitiated will marvel at this journey into a once–underappreciated art form.


Scott McCloud's Understanding Comics was published in 1993, just as "Comics Aren't Just for Kids Anymore!" articles were starting to appear and graphic novels were making their way into the mainstream, and it quickly gave the newly respectable medium the theoretical and practical manifesto it needed. With his clear-eyed and approachable analysis--done using the same comics tools he was describing--McCloud quickly gave "sequential art" a language to understand itself. McCloud made the simplest of drawing decisions seem deep with artistic potential.

Thirteen years later, following the Internet evangelizing of Reinventing Comics, McCloud has returned with Making Comics.

Designed as a craftsperson's overview of the drawing and storytelling decisions and possibilities available to comics artists, covering everything from facial expressions and page layout to the choice of tools and story construction, Making Comics, like its predecessors, is also an eye-opening trip behind the scenes of art-making, fascinating for anyone reading comics as well as those making them. Get a sense of the range of his lessons by clicking through to the opening pages of his book, including his (illustrated, of course) table of contents (warning: large file, recommended for high-bandwidth users):


The Halo Graphic Novel

Marvel

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Marvel and Bungie team up to create The Halo Graphic Novel HC based on the best-selling video game. The graphic novel brings the Halo universe to life for the first time in the sequential art medium in a 128-page, full color, high quality, jacketed, hardcover graphic novel. Stories include: "Last Voyage of the Infinite Succor" by Simon Bisley and Lee Hammock. When communications from a Covenant agricultural support ship are mysteriously terminated, an Elite Commander and his squad of Special Forces are sent to investigate. In "Armor Testing" by Ed Lee and Jay Faerber, the only way to test Spartan armor, is to send a Spartan. The question is what's really being tested? In Tsutomo Nihei's "Breaking Quarantine," the untold tale of Sergeant Johnson's escape from the clutches of the Flood menace is revealed! Finally, Moebius and Brett Lewis' "Second Sunrise Over New Mombasa" tells of the subtler, more dangerous fights taking place on the streets of New Mombasa and in the hearts and minds of men. Cover by Phil Hale. Gallery art created a number of elite artists including Rick Berry, Geof Darrow, Scott Fischer, Sterling Hundley, Craig Mullins, George Pratt, Juan Ramirez, George Staples, Justin Sweet, John Van Fleet and Kent Williams.