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What is the graphic Novel?
Graphic novels are, simply defined, book-length comics. Sometimes they tell a single, continous narrative from first page to last; sometimes they are collections of shorter stories or individual comic strips. Comics are sequential visual art, usually with text, that are often told in a series of rectangular panels. Despite the name, not all comics are funny. Many comics and graphic novels emphasize drama, adventure, character development, striking visuals, politics, or romance over laugh-out-loud comedy.
The popularity of graphic novels is only growing as more people become familiar with works in this appealing and diverse format. A thriving market for graphic novels and rich cross-cultural influences mean that more experimental, innovative, high-quality stories and art are available now than ever before. Readers have a wide variety to choose from, so readership is no longer limited to fans of superhero escapades or slapstick humor. In addition, greater access to graphic novels—such as graphic novel collections in public and school libraries—certainly contributes to their current popularity.
Visual parodies, satires, political cartoons, and straightforward funny drawings have been around for centuries, but it took the rise of the newspaper industry in the late nineteenth century to bring comics into everyday American households. From newspaper funny pages rose magazines devoted entirely to comics and superhero stories, and from these magazines rose book-length collections of previously published comics. However, most comics historians agree that the first real graphic novel was Will Eisner’s A Contract With God and Other Tenement Stories published in 1978.2 Decidedly adult in its images, themes, and language, Eisner’s book spoke to the generation that had first grown up with superhero comics in the 1940s and 1950s.
Underground comix artists like Harvey Pekar and R. Crumb inspired the early graphic novelists. (Comix, by the way, is an alternate spelling of comics that deliberately differentiated these artists from the respectable, Comics Code-obeying, mainstream comic books.3) Many later graphic novel writers and artists got their start at places like Marvel and DC Comics drawing and writing superheroes like The Fantastic Four and X-Men. Comics writer Stephen Weiner considers Art Spiegelman’s Maus ( 1986), Alan Moore’s Watchmen (1986), Frank Miller’s Batman: The Dark Knight Returns (1986), Neil Gaiman’s Sandman (1990), Gilbert and Jaime Hernandez’s Love and Rockets (1994), and Avi’s City of Light, City of Dark: A Comic Book Novel (1993) to be among the 100 great graphic novels public libraries should consider.
http://www.ipl.org/div/graphicnovels/gnsHistBasics.html
The popularity of graphic novels is only growing as more people become familiar with works in this appealing and diverse format. A thriving market for graphic novels and rich cross-cultural influences mean that more experimental, innovative, high-quality stories and art are available now than ever before. Readers have a wide variety to choose from, so readership is no longer limited to fans of superhero escapades or slapstick humor. In addition, greater access to graphic novels—such as graphic novel collections in public and school libraries—certainly contributes to their current popularity.
Visual parodies, satires, political cartoons, and straightforward funny drawings have been around for centuries, but it took the rise of the newspaper industry in the late nineteenth century to bring comics into everyday American households. From newspaper funny pages rose magazines devoted entirely to comics and superhero stories, and from these magazines rose book-length collections of previously published comics. However, most comics historians agree that the first real graphic novel was Will Eisner’s A Contract With God and Other Tenement Stories published in 1978.2 Decidedly adult in its images, themes, and language, Eisner’s book spoke to the generation that had first grown up with superhero comics in the 1940s and 1950s.
Underground comix artists like Harvey Pekar and R. Crumb inspired the early graphic novelists. (Comix, by the way, is an alternate spelling of comics that deliberately differentiated these artists from the respectable, Comics Code-obeying, mainstream comic books.3) Many later graphic novel writers and artists got their start at places like Marvel and DC Comics drawing and writing superheroes like The Fantastic Four and X-Men. Comics writer Stephen Weiner considers Art Spiegelman’s Maus ( 1986), Alan Moore’s Watchmen (1986), Frank Miller’s Batman: The Dark Knight Returns (1986), Neil Gaiman’s Sandman (1990), Gilbert and Jaime Hernandez’s Love and Rockets (1994), and Avi’s City of Light, City of Dark: A Comic Book Novel (1993) to be among the 100 great graphic novels public libraries should consider.
http://www.ipl.org/div/graphicnovels/gnsHistBasics.html
Introduction tasks
Click on the picture above and create TWO charatcers - One male and one female. Save them and upload them to your weekbly under the heading 'Introduction task'
Click on the above picture and read the report making notes as you go. You will gain a better understanding on the Graphic Novel.
Research and guidance for your LO1
Genre
Comics through the years
Please ask to see and take pictures of the Alice in Sunderland by Brian Talbot and Palestine by Joe Sacco
Graphic Films
Flip book ideas
Ideas on how you should present your flip book
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Idea generation
Character building
Click on the picture below for guidance on how to create your characters - You must have at least 2 characters but more would develope into a better plot with more layers potentially leading to a distinction grade
Typical plot narrative
Differnt types of layout in a graphic narrative book or magazine
Ideas on how to make your trailer
CONSIDERATIONS
Remember you also need to look at the following once you have decided on your narrative
Cost, available resources; quantity; audience; target market; quality factors; codes of practice; regulation; legal issues, e.g. copyright; ethical issues, e.g. decency, representation, cultural sensitivity, clearances, health and safety
Justice framed: law in comics and graphic novels - Guidance on the law within Graphic Narrative to help with your consideration section - read and print screen / reference the eithical and legal issues
Cost, available resources; quantity; audience; target market; quality factors; codes of practice; regulation; legal issues, e.g. copyright; ethical issues, e.g. decency, representation, cultural sensitivity, clearances, health and safety
Justice framed: law in comics and graphic novels - Guidance on the law within Graphic Narrative to help with your consideration section - read and print screen / reference the eithical and legal issues
Pre-production
- Storyboards
- Script
- Sound bites