Monday, July 24

Structure: Wake the Devil

Here's a rough analysis of the structure of Michael Mignolas Hellboy: Wake the Devil.

My hopes were to find something that would help me in creating a structure view for the Comicbook Studio. Sadly I can't say that this exercise brought me something that I hadn't already thought about. It seems like Mr Mignola has structured his story pretty much the way I had suspected a well formed story to be constructed.

The analysis says nothing about the tapestry of themes or the unique juxtaposing of images that Mike Mignola is famous of. That analysis I'll save for later.

Thursday, July 20

Brainstorming Session

Here's a list of features that might (or might not) be helpful (or terrible harmful) to the process of creating a comic book. I am aware that I might be writing a "page twenty-one" (dead poet society) but at the same time I've got to be open to anything at this point however stupid an idea might appear.

The goal of this excersise is to find new qwerky ideas.
  1. Line that shows in which order the panels should be read also suggesting how each individual panel should be read.
  2. Timeline that specifies how much time has passed between different events/actions.
  3. A diagram that shows the dramatic structure of a comic book with raising and falling action.
  4. An easy commenting system that let's you attach comments to any part of the script, artwork or any other part of the comic book in production.
  5. Selecting a premise of the story on the form "Ill-temper -> leads to -> isolation".
  6. Adding proofs of your premise to the story.
  7. Mathematical calculation of inking strokes with both hard attributes (line weight, pressure, outlining etc) and relative soft attributes (distance, speed, control etc).
  8. Mathematical calculation of feathering.
  9. Thumbnailing using placeholders.
  10. Personal portfolio for each individual contributor.
  11. Page designer for panel layout.
  12. Possibility to use all existing material as a template for new material.
  13. Realtime resource sharing.
  14. Simplified scanning process. Would be top-notch to use OCR to identify coded information such as page number (for pages) , character (for turn-a-rounds) etc.
  15. Color analysis and charts over which colors have been used before on a certain title, character or object. We want the actual colors used in the coloring process, not the mixed colors that end up in the final artwork.
  16. Full wacom support.
  17. Using a bitmap to indicate line weight of inks. If this is done in realtime we can paint lightsources and use rendering colors to calculate the shape of the ink strokes.

The more I brainstorm the less I understand exactly what I mean but it's a fun exercise and I'm quite sure I got a few ideas that I will keep developing internally.

Wednesday, July 19

Story Vs Script

This is a very simplified versions of how I visualize a story versus how I visualize a script.

Every story/script would obviously have their own footprint, this is just an example in no way based on an existing comic book.

I'm quite sure I'll find something interesting if I would create a breakdown like this analyzing a mini series.

Friday, July 14

Comics Mindmap

To make it easier to see the whole picture when it comes to everything "Comic" I've created a draft of a Comics Mindmap. This inventory is far from complete, or accurate. I've tried not to draw too many conclusions at this point but rather just get the different concepts on paper.

I suspect that I'll keep working on this one for a long time. Later on I hope to be able to make conclusion about how to create an index, or a genome rather, over comic books and also find out how to best create a comic book studio suite.

Monday, July 3

The Big Triangle

Originally Invented by Scott McCloud "The Big Triangle" measures artwork according to visual resemblance (e.g., photography and realistic painting), iconic abstraction (e.g., cartooning) and picture plane abstraction ("pure" abstraction).

Above we have a Flash implementation of this map where the axis have been labeled abstraction, iconicity and realism. Each axis measures from 0 to 255 making it possible to generate an hexadecimal index much like RGB is handled.

Interesting enough since the map is triangular the sum of all vectors will always make 255.