Welcome to a new installment of Comic Book Glossary! One of the aims of
the Comics Cube! has always been to help out the newer readers who
may be interested in, but aren't all that knowledgeable in comics, and
one thing everyone needs to know if they're interested are the terms.
Click here for the index!
Today's word is "bleed," and that's a general term in the print industry. In comics, it basically means when a drawing isn't contained by panel borders and "bleeds" out to the rest of the page. A bleed has several applications. Sometimes it's just used for a splash page.
Sometimes it's used when a sequence is taking place "behind" the panels on the page.
And sometimes it's used just for one panel.
But the effect is almost always the same: it's about involving the reader. Scott McCloud states in Making Comics that bleeds can open up a scene not just because it has more space, but because since we're so conditioned to treat panels as windows, if we can't see the frames, then it means we're through the window and into the world beyond it. In a way, it's kind of like zooming in without actually having to zoom in.
It's particularly effective when used in establishing shots.
All examples for this piece are from Frank Miller's The Dark Knight Returns!
Showing posts with label Glossary. Show all posts
Showing posts with label Glossary. Show all posts
Dec 4, 2012
Comic Book Glossary: Bleed
Featured In:
Bleed,
Dark Knight Returns,
Duy,
Frank Miller,
Glossary,
Making Comics,
Scott McCloud
Oct 2, 2012
Comic Book Glossary: Splash Page and Spread
Welcome to a new installment of Comic Book Glossary! One of the aims of the Comics Cube! has always been to help out the newer readers who may be interested in, but aren't all that knowledgeable in comics, and one thing everyone needs to know if they're interested are the terms. Click here for the index!
Today we take a look at two terms that tie into each other. A splash page is a term most of you are familiar with, and it really just means a page that consists of one big image. It's most often used in the beginning of a comic. Common practice will put it at the very first page, to get the reader's attention right away, as in this Steve Ditko–drawn page from AMAZING SPIDER-MAN #12:
Today we take a look at two terms that tie into each other. A splash page is a term most of you are familiar with, and it really just means a page that consists of one big image. It's most often used in the beginning of a comic. Common practice will put it at the very first page, to get the reader's attention right away, as in this Steve Ditko–drawn page from AMAZING SPIDER-MAN #12:
May 10, 2012
Comic Book Glossary: Polyptych
Welcome to a new installment of Comic Book Glossary! One of the aims of the Comics Cube! has always been to help out the newer readers who may be interested in, but aren't all that knowledgeable in comics, and one thing everyone needs to know if they're interested are the terms.Click here for the index!.
Today's word, dear Cubers, is POLYPTYCH. In the "regular" art world, a polyptych is one picture broken up into multiple sections. So it is with comics as well. Here's an easy example, from Alan Moore and Dave Gibbons' WATCHMEN.
Easy enough, yes? Dividing the singular background into multiple panels creates the feeling of time passing by, and it gives the letterers an easier way to orient the speech balloons (this is easy enough to read with the gutters; think about reading it without) and the artists a way to convey the entire background without having to draw it multiple times.
Here's an example from an Archie comic. Note that it's not limited to a horizontal direction, and that the artist didn't have to make these panels connected, but it just flows better that way. This way, he draws one set of stairs and Archie and Jughead can still show their journey from the second floor to the ground floor.
The polyptych is not restricted to backgrounds. You can use it on characters as well. Here's an example from Craig Thompson's GOOD-BYE CHUNKY RICE.
And here's another application of it: in this sequence from AMAZING SPIDER-MAN #561, Marcos Martin actually doesn't align the polyptych's panels and places the rest of the background behind the panels, so there's no empty space, but the placing of the panels still guides your eye toward the action and illustrates the passage of time.
You can view some more effects and applications of polyptychs in some installments of Comics Techniques and Tricks!
Today's word, dear Cubers, is POLYPTYCH. In the "regular" art world, a polyptych is one picture broken up into multiple sections. So it is with comics as well. Here's an easy example, from Alan Moore and Dave Gibbons' WATCHMEN.
![]() |
That came from this site, which has been calling the technique "multi-panel pans." |
Easy enough, yes? Dividing the singular background into multiple panels creates the feeling of time passing by, and it gives the letterers an easier way to orient the speech balloons (this is easy enough to read with the gutters; think about reading it without) and the artists a way to convey the entire background without having to draw it multiple times.
Here's an example from an Archie comic. Note that it's not limited to a horizontal direction, and that the artist didn't have to make these panels connected, but it just flows better that way. This way, he draws one set of stairs and Archie and Jughead can still show their journey from the second floor to the ground floor.
The polyptych is not restricted to backgrounds. You can use it on characters as well. Here's an example from Craig Thompson's GOOD-BYE CHUNKY RICE.
![]() |
I particularly love this page because the polyptych's panels aren't completely aligned. I actually covered this here. |
And here's another application of it: in this sequence from AMAZING SPIDER-MAN #561, Marcos Martin actually doesn't align the polyptych's panels and places the rest of the background behind the panels, so there's no empty space, but the placing of the panels still guides your eye toward the action and illustrates the passage of time.
![]() |
Check out how the first panel is just an interior view of the corresponding spot on the continuous background. It's still part of the polyptych. And once again, I cover this here. Can you tell I love this technique? |
You can view some more effects and applications of polyptychs in some installments of Comics Techniques and Tricks!
Featured In:
archie,
Duy,
Glossary,
good-bye chunky rice,
marcos martin,
watchmen
Jun 9, 2011
Comic Book Glossary: The Masking Effect
Welcome to a new installment of Comic Book Glossary! One of the aims of the Comics Cube! has always been to help out the newer readers who may be interested in, but aren't all that knowledgeable in comics, and one thing everyone needs to know if they're interested are the terms.Click here for the index!.
One thing that I mention quite a bit here is "the masking effect," which I learned from Scott McCloud in his book, UNDERSTANDING COMICS
. The basic idea is that there are multiple levels of realism to one image. The characters would be drawn in a cartoony, blank style, while the background and surrounding objects would be drawn in a more realistic style.
For example, in the John Celardo–drawn TARZAN comic strips, which you can find on Comics.com, the little boy Ito, the point of identification for the young reader, is drawn with very few details on his face and a lot of expressiveness, while things like the elephant, the background, and even Tarzan himself are drawn with more realism.
Note also that Tarzan is more realistically rendered than Ito, but less so than the elephant.
The technique's intention is counterintuitive. The idea is that detail makes you a spectator, while the lack of such makes you a participant. I mean, when you see this, you project yourself. Anyone would:
But when you add even a tiny bit of detail to it, it becomes less universal. "Everyone" becomes "everyone with this kind of hat."
So there. The idea is very sound. Because you can relate to people, characters that are meant to be relatable get the cartoony treatment. You can't relate to an elephant (unless it's Dumbo), so the elephant gets more detail.
I see the masking technique used a lot. But it also applies to anthropomorphized animals, mainly because we can still project ourselves into them, as proven by Disney and Looney Tunes. Here's a Carl Barks Uncle Scrooge page. Cartoonyness with the characters draws us into the story as participants; detail in the background makes us appreciate the beauty.
And of course, the whole "the background has to be realistic" isn't a strict rule. The "masking" just comes from making the lead characters identifiable. This is why I've always preferred GOOD-BYE CHUNKY RICE to BLANKETS. One makes you a spectator, the other makes you a participant. (See a more detailed explanation here.)
Perhaps the most potent example of the masking effect is in comics' only Pulitzer Prize winner: Art Spiegelman's MAUS.
For those not in the know, the whole concept of MAUS is that it's Spiegelman interviewing his father Vladek about his experiences in the Holocaust. The Jews are portrayed as mice, while the Nazis are portrayed as cats. In an essay entitled "Little Orphan Annie's Eyeballs," found on THE COMPLETE MAUS CD, Spiegelman states:
In fact, the cartoon is an abstraction, similar to the word. Words generalize and stereotype meanings, and Spiegelman’s cartooning techniques only generalize and stereotype the events. The same sets of lines are used to express certain emotions. A basic v-shaped arch in place of the eyebrows conveys anger, while a straight line in place of the eye, as opposed to a big black dot, conveys squinting, which signifies that the character is joking, or telling a cheerful tale. The arrangement of repetitive sets of lines and dots can be used to classify the graphics in MAUS as well as language. In effect, Spiegelman succeeds in creating a new language, specifically for the novel. Each illustration was of the bare essence of what it tried to convey, and it made all the rest of the details up to the readers’ imaginations.
By depersonalizing the characters with simplistic depictions, it makes the message of the story matter more. One reviewer on the back of the book states that “the very artificiality of its surface makes it possible to imagine the reality beneath.” This is Spiegelman’s way of trying to show a story that is too disturbing and “profane to show directly,” and allows the reader to experience it from a safe distance. The open-ended nature of the visuals leaves the characters open for interpretation. Because of the lack of detail put into faces and figures, the readers are left to infer characters’ backgrounds, details, and personality, based only on the previous information given. By forcing readers into an interactive role, Spiegelman manages to keep them engaged in the tale should the biographic content grow to be tiresome.
And that's how the masking effect works. Remember this one, guys, because I tend to reference it a lot.
One thing that I mention quite a bit here is "the masking effect," which I learned from Scott McCloud in his book, UNDERSTANDING COMICS
For example, in the John Celardo–drawn TARZAN comic strips, which you can find on Comics.com, the little boy Ito, the point of identification for the young reader, is drawn with very few details on his face and a lot of expressiveness, while things like the elephant, the background, and even Tarzan himself are drawn with more realism.
Note also that Tarzan is more realistically rendered than Ito, but less so than the elephant.
The technique's intention is counterintuitive. The idea is that detail makes you a spectator, while the lack of such makes you a participant. I mean, when you see this, you project yourself. Anyone would:
![]() |
This and the next image are from xkcd. |
But when you add even a tiny bit of detail to it, it becomes less universal. "Everyone" becomes "everyone with this kind of hat."
So there. The idea is very sound. Because you can relate to people, characters that are meant to be relatable get the cartoony treatment. You can't relate to an elephant (unless it's Dumbo), so the elephant gets more detail.
I see the masking technique used a lot. But it also applies to anthropomorphized animals, mainly because we can still project ourselves into them, as proven by Disney and Looney Tunes. Here's a Carl Barks Uncle Scrooge page. Cartoonyness with the characters draws us into the story as participants; detail in the background makes us appreciate the beauty.
And of course, the whole "the background has to be realistic" isn't a strict rule. The "masking" just comes from making the lead characters identifiable. This is why I've always preferred GOOD-BYE CHUNKY RICE to BLANKETS. One makes you a spectator, the other makes you a participant. (See a more detailed explanation here.)
![]() |
BLANKETS. Very specific features. You're a spectator. But notice that Craig's features are less specific than Raina's. This makes it easier to relate to him. |
![]() |
GOOD-BYE CHUNKY RICE. A turtle and a mouse. You can see yourself in them. You're a participant. |
Perhaps the most potent example of the masking effect is in comics' only Pulitzer Prize winner: Art Spiegelman's MAUS.
For those not in the know, the whole concept of MAUS is that it's Spiegelman interviewing his father Vladek about his experiences in the Holocaust. The Jews are portrayed as mice, while the Nazis are portrayed as cats. In an essay entitled "Little Orphan Annie's Eyeballs," found on THE COMPLETE MAUS CD, Spiegelman states:
In MAUS, the mouse heads are masks, virtually blank... a white screen that the reader can project upon...I found myself drawing every panel, every figure ... so as to pare it down to an essence, as if each panel was an attempt to invent a new word.
In fact, the cartoon is an abstraction, similar to the word. Words generalize and stereotype meanings, and Spiegelman’s cartooning techniques only generalize and stereotype the events. The same sets of lines are used to express certain emotions. A basic v-shaped arch in place of the eyebrows conveys anger, while a straight line in place of the eye, as opposed to a big black dot, conveys squinting, which signifies that the character is joking, or telling a cheerful tale. The arrangement of repetitive sets of lines and dots can be used to classify the graphics in MAUS as well as language. In effect, Spiegelman succeeds in creating a new language, specifically for the novel. Each illustration was of the bare essence of what it tried to convey, and it made all the rest of the details up to the readers’ imaginations.
By depersonalizing the characters with simplistic depictions, it makes the message of the story matter more. One reviewer on the back of the book states that “the very artificiality of its surface makes it possible to imagine the reality beneath.” This is Spiegelman’s way of trying to show a story that is too disturbing and “profane to show directly,” and allows the reader to experience it from a safe distance. The open-ended nature of the visuals leaves the characters open for interpretation. Because of the lack of detail put into faces and figures, the readers are left to infer characters’ backgrounds, details, and personality, based only on the previous information given. By forcing readers into an interactive role, Spiegelman manages to keep them engaged in the tale should the biographic content grow to be tiresome.
And that's how the masking effect works. Remember this one, guys, because I tend to reference it a lot.
Jun 1, 2011
Comic Book Glossary
Greetings, loyal Cubers, and welcome to the index for Comic Book Glossary. One of the aims of the Comics Cube! has always been to help out the newer readers who may be interested in, but aren't all that knowledgeable in comics. So here we are, providing definitions for some comics terms.
Although other indexes on the Cube place the items in chronological order, it's only right for me to do this in alphabetical order, since it is, after all, a glossary.
Bleed
Gutter
Masking Effect, The
Panel
Polyptych
Splash
Spread
Transitions, Part 1 (action-to-action, subject-to-subject, scene-to-scene)
Transitions, Part 2 (moment-to-moment, aspect-to-aspect, non-sequitur)
Art Spiegelman's "Don't Get Around Much Anymore" utilizes many techniques all in one page. |
Although other indexes on the Cube place the items in chronological order, it's only right for me to do this in alphabetical order, since it is, after all, a glossary.
Bleed
Gutter
Masking Effect, The
Panel
Polyptych
Splash
Spread
Transitions, Part 1 (action-to-action, subject-to-subject, scene-to-scene)
Transitions, Part 2 (moment-to-moment, aspect-to-aspect, non-sequitur)
Dec 17, 2010
Comic Book Glossary: Transitions, Part 2
Welcome to a new installment of Comic Book Glossary! One of the aims of the Comics Cube! has always been to help out the newer readers who may be interested in, but aren't all that knowledgeable in comics, and one thing everyone needs to know if they're interested are the terms. Click here for the index!
Last week, we talked about the three most often-used transition types in comics. Now, we'll look at the other three transition types that aren't so widely used.
The moment-to-moment transition is like action-to-action, except that it comprises more moments and shows the action slower. So, for example, where an action-to-action transition may show a guy about to throw a punch in one panel and actually throwing the punch the next, the moment-to-moment transition would show each stage of the punch being thrown. Here's an example from Alex Toth's rare Batman work. From a certain perspective, this may look like action-to-action, but consider that most artists would probably omit the third panel, and it becomes moment-to-moment.
The aspect-to-aspect transition is one where a bunch of panels take place in one given moment. In this one-pager by Art Spiegelman ("Don't Get Around Much Anymore"), he shows a person's apartment and the various things in it. Each panel takes place in the same moment as the one before, and with this technique, he shows us the entire apartment unit. (On a side note, take note of the fact that each caption refers to the previous panel, which causes some disorientation.)
These two transition types are seen rarely in American and European comics, but very often in Japanese comics. A part of the reason is that manga is just typically produced in larger products than American and European comics, but another reason is just cultural. Western culture is very goal-oriented, while Japanese culture very much emphasizes the journey over the destination. Here's an example from Osamu Tezuka's SWALLOWING THE EARTH
, which could be either moment-to-moment or aspect-to-aspect, dependingon whether or not time is passing within these panels.
The final transition type is the one least-used, pretty much anywhere and by anyone. This is the non-sequitur, where the panels in sequence don't have any sort of logical connection. This is used mainly usually in experimental comics, and quite honestly, the only comic I can think of that actually uses it to service a longer narrative is the adaptation of PAUL AUSTER'S CITY OF GLASS, by Paul Karasik and David Mazzucchelli. In this sequence, Peter Stillman is narrating the backstory of the book. Stillman's not exactly all right in the head, and Karasik (who did layouts) and Mazzucchelli (who actually drew it) expressed this by attributing his speech to various non-sequitur materials.
I'd be hard-pressed to think what else the non-sequitur could be used for.
These definitions are, once again, from Scott McCloud's UNDERSTANDING COMICS!
Last week, we talked about the three most often-used transition types in comics. Now, we'll look at the other three transition types that aren't so widely used.
The moment-to-moment transition is like action-to-action, except that it comprises more moments and shows the action slower. So, for example, where an action-to-action transition may show a guy about to throw a punch in one panel and actually throwing the punch the next, the moment-to-moment transition would show each stage of the punch being thrown. Here's an example from Alex Toth's rare Batman work. From a certain perspective, this may look like action-to-action, but consider that most artists would probably omit the third panel, and it becomes moment-to-moment.
The aspect-to-aspect transition is one where a bunch of panels take place in one given moment. In this one-pager by Art Spiegelman ("Don't Get Around Much Anymore"), he shows a person's apartment and the various things in it. Each panel takes place in the same moment as the one before, and with this technique, he shows us the entire apartment unit. (On a side note, take note of the fact that each caption refers to the previous panel, which causes some disorientation.)
These two transition types are seen rarely in American and European comics, but very often in Japanese comics. A part of the reason is that manga is just typically produced in larger products than American and European comics, but another reason is just cultural. Western culture is very goal-oriented, while Japanese culture very much emphasizes the journey over the destination. Here's an example from Osamu Tezuka's SWALLOWING THE EARTH
The final transition type is the one least-used, pretty much anywhere and by anyone. This is the non-sequitur, where the panels in sequence don't have any sort of logical connection. This is used mainly usually in experimental comics, and quite honestly, the only comic I can think of that actually uses it to service a longer narrative is the adaptation of PAUL AUSTER'S CITY OF GLASS, by Paul Karasik and David Mazzucchelli. In this sequence, Peter Stillman is narrating the backstory of the book. Stillman's not exactly all right in the head, and Karasik (who did layouts) and Mazzucchelli (who actually drew it) expressed this by attributing his speech to various non-sequitur materials.
I'd be hard-pressed to think what else the non-sequitur could be used for.
These definitions are, once again, from Scott McCloud's UNDERSTANDING COMICS!
Dec 12, 2010
Comic Book Glossary: Transitions, Part 1
Welcome to a new installment of Comic Book Glossary! One of the aims of the Comics Cube! has always been to help out the newer readers who may be interested in, but aren't all that knowledgeable in comics, and one thing everyone needs to know if they're interested are the terms. Click here for the index!
Last time, we discussed a gutter, and how the reader interaction with comics comes from it. Today, we'll discuss some of the transitions that take place in those gutters. Scott McCloud defined six main transition types in UNDERSTANDING COMICS (essential reading for those who want to know more about the technical aspects of the medium), and we'll look at three here.
The most often-used transition type by any storyteller is the action-to-action transition. This is pretty self-explanatory. It's when you show one character doing something in the course of two panels. This is essential for anyone who wants to tell a story properly. Case in point: Wonder Woman flips Superman, drawn by Jose Luis Garcia-Lopez. (Read my analysis of the execution of this scene here.)
The next most used transition type is subject-to-subject. This is when you keep things in the same scene, but the subject of the panel changes. Obviously, this is important to keep the scene interesting (especially, I'd argue, when people are talking). Here's a sequence from THE ESCAPISTS, written by Brian K. Vaughan and drawn by Steve Rolston.
And the next most-used type is the obvious scene-to-scene. Unless your story all occurs in one place and no one moves (it's happened), the scene has to change. Here, you've got Steve Ditko jumping around the Marvel Universe for an opinion on Spider-Man (note the lack of borders, although the gutters are implied, to show a montage effect).
Comics can and have been told using just these three transition types. But what if you want to achieve another effect? Say, a larger sense of place, more buildup? Well, next time, we'll look at the three scene transitions that are used significantly less!
Thanks to Scott McCloud and UNDERSTANDING COMICS for his definitions!
Last time, we discussed a gutter, and how the reader interaction with comics comes from it. Today, we'll discuss some of the transitions that take place in those gutters. Scott McCloud defined six main transition types in UNDERSTANDING COMICS (essential reading for those who want to know more about the technical aspects of the medium), and we'll look at three here.
The most often-used transition type by any storyteller is the action-to-action transition. This is pretty self-explanatory. It's when you show one character doing something in the course of two panels. This is essential for anyone who wants to tell a story properly. Case in point: Wonder Woman flips Superman, drawn by Jose Luis Garcia-Lopez. (Read my analysis of the execution of this scene here.)
The next most used transition type is subject-to-subject. This is when you keep things in the same scene, but the subject of the panel changes. Obviously, this is important to keep the scene interesting (especially, I'd argue, when people are talking). Here's a sequence from THE ESCAPISTS, written by Brian K. Vaughan and drawn by Steve Rolston.
And the next most-used type is the obvious scene-to-scene. Unless your story all occurs in one place and no one moves (it's happened), the scene has to change. Here, you've got Steve Ditko jumping around the Marvel Universe for an opinion on Spider-Man (note the lack of borders, although the gutters are implied, to show a montage effect).
Comics can and have been told using just these three transition types. But what if you want to achieve another effect? Say, a larger sense of place, more buildup? Well, next time, we'll look at the three scene transitions that are used significantly less!
Thanks to Scott McCloud and UNDERSTANDING COMICS for his definitions!
Nov 7, 2010
Comic Book Glossary: Gutter
Welcome to a new installment of Comic Book Glossary! One of the aims of the Comics Cube! has always been to help out the newer readers who may be interested in, but aren't all that knowledgeable in comics, and one thing everyone needs to know if they're interested are the terms. Click here for the index!
Last time, we discussed what a panel is. All right, you know that space in between two panels? That's called a gutter, because, well, it looks like a gutter.
There's the easy part. The more complicated part is what I'm going to say next, and that's the fact that gutters are the foundation of comics.
See, one drawing, that's a drawing. An editorial cartoon? That's a cartoon. FAMILY CIRCUS? That's also a cartoon. Those aren't comics - at least not the way that "comics" are defined, which is a sequential combination of words and pictures, or, as Scott McCloud put it in UNDERSTANDING COMICS, "juxtaposed pictoral and other images in deliberate sequence, intended to convey information and/or produce an aesthetic response in the viewer."
The word "sequential" is key here, and it means that one picture has to follow another and tell the story. Okay, so Roy Lichtenstein's stuff, even though they were copied from comics? They're not comics.
Well, except for this one. See, this one involves a gutter.
Granted, Lichtenstein didn't seem to understand that for a foot to press down on the pedal to open the garbage can, you actually have to, you know, press down on the pedal. But hey, hacks will be hacks.
Okay, so, anything that delineates the separation of one moment from the other is a gutter, whether you're as straightforward as Ty Templeton:
Or as fancy as this scene by Jose Luis Garcia-Lopez (the purpose of this scene being to be disorienting anyway):
Essentially, just because you can't see the gutters doesn't mean there aren't any there - they're just tiny and you can't see them, but if you can delineate one moment from the other, they're there.
Gutters can also be used to split a panel with just one background, to imply the passage of time between both panels, as demonstrated here by Craig Thompson and GOOD-BYE CHUNKY RICE:
Okay, now, some comics scholars believe that the power of comics is all contained within the gutter, as it's what makes comics interactive. Comics are a big "fill in the blanks" medium, where the gutters are the blanks. For example, take this sequence from TOM STRONG #13, by Alan Moore and Pete Poplaski:
See, it's up to you to decide how hard Tom hit Paul, just how far Paul fell and how on fire he is. It's this kind of interaction between the story and the reader that sets comics apart - after all, even novels don't force you to interact in the same way. (Not that I'm saying one is better than the other.)
Obviously though, some gutters offer less interpretation than others. It all depends on the type of panel-to-panel transition, and we'll look at some of those next time!
Last time, we discussed what a panel is. All right, you know that space in between two panels? That's called a gutter, because, well, it looks like a gutter.
![]() |
From NEW TEEN TITANS #38, by Marv Wolfman, George Perez, and Romeo Tanghal |
There's the easy part. The more complicated part is what I'm going to say next, and that's the fact that gutters are the foundation of comics.
See, one drawing, that's a drawing. An editorial cartoon? That's a cartoon. FAMILY CIRCUS? That's also a cartoon. Those aren't comics - at least not the way that "comics" are defined, which is a sequential combination of words and pictures, or, as Scott McCloud put it in UNDERSTANDING COMICS, "juxtaposed pictoral and other images in deliberate sequence, intended to convey information and/or produce an aesthetic response in the viewer."
The word "sequential" is key here, and it means that one picture has to follow another and tell the story. Okay, so Roy Lichtenstein's stuff, even though they were copied from comics? They're not comics.
Well, except for this one. See, this one involves a gutter.
Granted, Lichtenstein didn't seem to understand that for a foot to press down on the pedal to open the garbage can, you actually have to, you know, press down on the pedal. But hey, hacks will be hacks.
Okay, so, anything that delineates the separation of one moment from the other is a gutter, whether you're as straightforward as Ty Templeton:
Or as fancy as this scene by Jose Luis Garcia-Lopez (the purpose of this scene being to be disorienting anyway):
Essentially, just because you can't see the gutters doesn't mean there aren't any there - they're just tiny and you can't see them, but if you can delineate one moment from the other, they're there.
Gutters can also be used to split a panel with just one background, to imply the passage of time between both panels, as demonstrated here by Craig Thompson and GOOD-BYE CHUNKY RICE:
Okay, now, some comics scholars believe that the power of comics is all contained within the gutter, as it's what makes comics interactive. Comics are a big "fill in the blanks" medium, where the gutters are the blanks. For example, take this sequence from TOM STRONG #13, by Alan Moore and Pete Poplaski:
See, it's up to you to decide how hard Tom hit Paul, just how far Paul fell and how on fire he is. It's this kind of interaction between the story and the reader that sets comics apart - after all, even novels don't force you to interact in the same way. (Not that I'm saying one is better than the other.)
Obviously though, some gutters offer less interpretation than others. It all depends on the type of panel-to-panel transition, and we'll look at some of those next time!
Oct 21, 2010
Comic Book Glossary: Panel
Welcome to the first installment of Comic Book Glossary! One of the aims of the Comics Cube! has always been to help out the newer readers who may be interested in, but aren't all that knowledgeable in comics. Click here for the index!
We'll start out with the basics. See the boxes that contain the pictures? Those are called panels.
Panels are, as Art Spiegelman calls them, the Ur-language of comics, the basic building blocks of the medium. They control the action. While "panels" are typically thought of as boxes, a panel can actually take on any shape, such as a television screen, seen here from Frank Miller's BATMAN: THE DARK KNIGHT RETURNS:
To index cards, seen here in Will Eisner's THE SPIRIT.
Whatever panel you choose, just make sure it suits that particular moment in your story! For example, here's Neal Adams, tilting the panels diagonally so it gives an increased length for the falling Beast:
And changing the panel size alone can change the amount of tension in any given scene, as proven here by Steve Ditko in one of the greatest and most important Spider-Man moments of all time:
You can view some more effects of different panel shapes in some installments of Comics Techniques and Tricks!
We'll start out with the basics. See the boxes that contain the pictures? Those are called panels.
![]() |
CALVIN AND HOBBES by Bill Watterson |
Panels are, as Art Spiegelman calls them, the Ur-language of comics, the basic building blocks of the medium. They control the action. While "panels" are typically thought of as boxes, a panel can actually take on any shape, such as a television screen, seen here from Frank Miller's BATMAN: THE DARK KNIGHT RETURNS:
To index cards, seen here in Will Eisner's THE SPIRIT.
Whatever panel you choose, just make sure it suits that particular moment in your story! For example, here's Neal Adams, tilting the panels diagonally so it gives an increased length for the falling Beast:
And changing the panel size alone can change the amount of tension in any given scene, as proven here by Steve Ditko in one of the greatest and most important Spider-Man moments of all time:
You can view some more effects of different panel shapes in some installments of Comics Techniques and Tricks!
Featured In:
Batman,
Bill Watterson,
Calvin and Hobbes,
Dark Knight Returns,
Duy,
Frank Miller,
Glossary,
Spider-Man,
Spirit,
Steve Ditko,
Will Eisner,
X-Men
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