Defining comics
Scholars disagree on the definition of comics; some claim its printed format is crucial, some emphasize the interdependence of image and text, and others its sequential nature. The term as a reference to the medium has also been disputed.
Will Eisner, who established the term sequential art and is considered to have popularised the graphic novel.
In 1996, Will Eisner published Graphic Storytelling, in which he defined comics as "the printed arrangement of art and balloons in sequence, particularly in comic books."[42] Eisner's earlier, more influential definition from 1985's Comics and Sequential Art described the technique and structure of comics as sequential art, "...the arrangement of pictures or images and words to narrate a story or dramatize an idea."[43]
In Understanding Comics (1993) Scott McCloud defined sequential art and comics as: "juxtaposed pictorial and other images in deliberate sequence, intended to convey information and/or to produce an aesthetic response in the viewer."[44] this definition excludes single-panel illustrations such as The Far Side,"Zanzibear", The Family Circus and most political cartoons from the category, classifying those as cartoons. By contrast, The Comics Journal's "100 Best Comics of the 20th Century",[45] included the works of several single-panel cartoonists and a caricaturist, and academic study of comics has included political cartoons.[46]
R. C. Harvey, in his essay Comedy at the Juncture of Word and Image, offered a competing definition in reference to McCloud's: "...comics consist of pictorial narratives or expositions in which words (often lettered into the picture area within speech balloons) usually contribute to the meaning of the pictures and vice versa."[47] This, however, ignores the existence of wordless comics.
Most agree that animation, which creates the optical illusion of movement within a static physical frame, is a separate form, though ImageTexT, a peer-reviewed academic journal focusing on comics, accepts submissions relating to animation as well,[48] and the third annual Conference on Comics at the University of Florida focused on comics and animation.[49]
Art styles
Scott McCloud, whose work
Understanding Comics identified the different styles of art used within comics.
While almost all comics art is in some sense abbreviated, and also while every artist who has produced comics work brings their own individual approach to bear, some broader art styles have been identified. Comic strip artists Cliff Sterrett and Gus Arriola often used unusual, colorful backgrounds, sometimes veering into abstract art.
The basic styles have been identified as realistic and cartoony, with a huge middle ground for which R. Fiore has coined the phrase liberal. Fiore has also expressed distaste with the terms realistic and cartoony, preferring the terms literal and freestyle, respectively.[50]
Scott McCloud has created The Big Triangle[51] as a tool for thinking about comics art. He places the realistic representation in the bottom left corner, with iconic representation, or cartoony art, in the bottom right, and a third identifier, abstraction of image, at the apex of the triangle. This allows placement and grouping of artists by triangulation.
- The cartoony style uses comic effects and a variation of line widths for expression. Characters tend to have rounded, simplified anatomy. Noted exponents of this style are Carl Barks and Jeff Smith.[50]
- The realistic style, also referred to as the adventure style is the one developed for use within the adventure strips of the 1930s. They required a less cartoony look, focusing more on realistic anatomy and shapes, and used the illustrations found in pulp magazines as a basis.[52] This style became the basis of the superhero comic book style, since Joe Shuster and Jerry Siegel originally worked Superman up for publication as an adventure strip.[53]
McCloud also notes that in several traditions, there is a tendency to have the main characters drawn rather simplistic and cartoony, while the backgrounds and environment are depicted realistically. Thus, he argues, the reader easily identifies with the characters, (as they are similar to one's idea of self), whilst being immersed into a world, that's three-dimensional and textured.[51] Good examples of this phenomenon include Herge's The Adventures of Tintin (in his "personal trademark" Ligne claire style), Will Eisner's Spirit and Osamu Tezuka's Buddha, among many others.
The language
As noted above, two distinct definitions have been used to define comics as an art form: the combination of both word and image; and the placement of images in sequential order. Both definitions are lacking, in that the first excludes any sequence of wordless images; and the second excludes single panel cartoons such as editorial cartoons. The purpose of comics is certainly that of narration, and so that must be an important factor in defining the art form.
Comics, as sequential art, emphasise the pictorial representation of a narrative. This means comics are not an illustrated version of standard literature, and while some critics argue that they are a hybrid form of art and literature, others contend comics are a new and separate art; an integrated whole, of words and images both, where the pictures do not just depict the story, but are part of the telling. In comics, creators transmit expression through arrangement and juxtaposition of either pictures alone, or word(s) and picture(s), to build a narrative.
The narration of a comic is set out through the layout of the images, and while, as in films, there may be many people who work on one work,, one vision of the narrative guides the work. Artists can use the layout of images on a page to convey passage of time, build suspense, or highlight action.[54]
For a fuller exploration of the language, please see Comics vocabulary.
Comic creation
An artist sketching a comics page
Comics artists are usually sketch a drawing in pencil before going over the drawing in ink, using either a dip pen or a brush. Artists may also use a lightbox to create the final image in ink. Some artists, Brian Bolland for example,[55] use computer graphics, with the published work as the first physical appearance of the artwork. By many definitions (including McCloud's, above) the definition of comics extends to digital media such as webcomics and the mobile comic.
The nature of the comics work being created determines the number of people who work upon its creation, with successful comic strips and comic books being produced through a studio system, in which an artist assembles a team of assistants to help create the work. However, works from independent companies, self-publishers or those of a more personal nature can be produced a single creator.
Within the comic book industry of the United States, the studio system has come to be the main method of creation. Through its use by the industry, the roles have become heavily codified, and the managing of the studio has become the company's responsibility, with an editor discharging the management duties. The editor assembles a number of creators and oversees the work to publication.
Any number of people can assist in the creation of a comic book in this way, from a plotter, a breakdown artist, a penciller, an inker, a scripter, a letterer and a colorist, with some roles being performed by the same person.
In contrast, a comic strip tends to be the work of a sole creator, usually termed a cartoonist. However, it is not unusual for a cartoonist to employ the studio method, particularly when a strip become successful. Mort Walker employed a studio, while Bill Watterson eschewed the studio method, preferring to create the strip himself. Gag, political and editorial cartoonists tend to work alone as well, though a cartoonist may use assistants.
Tools
An artist uses a variety of pencils, paper, typically Bristol board and a waterproof ink. When inking, many artists preferred to use a Winsor & Newton Series 7, #3 brush as the main tool, which could be used in conjunction with other brushes, dip pens, a fountain pen and/or a variety of technical pens or markers. Mechanical tints can be employed to add grey tone to an image. An artist might paint with acrylics, gouache, poster paints or watercolors. Color can also be achieved through crayons, pastels or colored pencils.
Eraser, rulers, templates, set squares and a T-square assist in creating lines and shapes. A drawing table provides an angled work surface with lamps sometimes attached to the table. A light box allows an artist to trace his pencil work when inking, allowing for a looser finish. Knives and scalpels fill a variety of needs, including cutting board or scraping off mistakes. A cutting mat aids paper trimming. Process white is a thick opaque white material for covering mistakes. Adhesives and tapes help composite an image from different sources.
Computer generated comics
Computers dramatically changed the industry, and today many cartoonists and illustrators create digital illustrations using computers, graphics tablets and scanners. Digital art has replaced traditional pen-and-ink drawings on an increasing number of comic books and strips. Some illustrators do a pencil sketch, scan it and then use different software programs to execute the finished art, enlarging sections of the drawing for detailed close work. To create comic book covers, Jim McDermott transfers his drawings to his computer and then develops digital paintings, and Dave McKean also has combined both traditional and the digital methods.[56]
In 1998, Pete Nash displayed fully digitized artwork on his Striker comic strip for The Sun.[57] Computers are now widely used for both coloring and lettering, forcing some comic book letterers to look elsewhere for work.Snuffy Smith cartoonist Fred Lasswell, a prolific inventor and early adopter of new technology, was one of the first cartoonists to email comic strips to King Features Syndicate and also pioneered the use of computer-generated lettering.
On the comic strip Blondie, computer technology makes it possible for the writer Dean Young, the cartoonist John Marshall and the art assistant Frank Cummings to collaborate even though they live in three different states. Marshall's studio is in Binghamton, New York and Cummings lives in Birmingham, Alabama, while Young alternates between Vermont and Florida. To capture the finely polished inking details seen in Blondie, Marshall works on a Wacom tablet linked to his Macintosh. First he draws a rough, sent to Young for review, and then it's back to the computer for the finished art, delivered electronically to King Features.