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Script (comics)
View on WikipediaA script is a document describing the narrative and dialogue of a comic book in detail. It is the comic book equivalent of a television program teleplay or a film screenplay.
In comics, a script may be preceded by a plot outline, and is almost always followed by page sketches drawn by a comics artist and inked, succeeded by the coloring and lettering stages. There are no prescribed forms of comic scripts, but there are two dominant styles in the mainstream comics industry, the full script (commonly known as "DC style") and the plot script (or "Marvel house style").[1]
The creator of a script is known as a comics writer.[a]
Styles
[edit]Full script
[edit]In this style, the comics writer breaks the story down in sequence, page-by-page and panel-by-panel, describing the action, characters, and sometimes backgrounds and "camera" points-of-view of each panel, as well as all captions and dialogue balloons. For decades, this was the preferred format for books published by DC Comics.
Peter David described his specific application of the full script method: "I break down each page on a panel by panel basis and label them as PANEL A, PANEL B, and so on. Then I describe what's in each panel, and then do the dialogue, numbering the balloons. I designate the panels with letters and the word balloons with numbers so as to minimize confusion for the letterer".[9] In addition to writing the scripts, Jim Shooter drew layouts for the artist in his early work for DC.[10]
Plot script
[edit]In a plot script the artist works from a story synopsis from the writer (or plotter), rather than a full script. The artist creates page-by-page plot details on their own, after which the work is returned to the writer for the insertion of dialogue. Due to its widespread use at Marvel Comics beginning in the 1960s, primarily under editor-dialogist Stan Lee and writer-artists Jack Kirby and Steve Ditko, this approach became commonly known as the Marvel method or Marvel house style.[11]
Comics historian Mark Evanier writes that this "new means of collaboration . . . was born of necessity—Stan was overburdened with work—and to make use of Jack's great skill with storylines. . . . Sometimes Stan would type up a written plot outline for the artist. Sometimes, not".[12] As comic-book writer-editor Dennis O'Neil describes, the Marvel method "requires the writer to begin by writing out a plot and add[ing] words when the penciled artwork is finished. . . .[I]n the mid-sixties, plots were seldom more than a typewritten page, and sometimes less", while writers in later times "might produce as many as twenty-five pages of plot for a twenty-two page story, and even include in them snatches of dialog. So a Marvel Method plot can run from a couple of paragraphs to something much longer and more elaborate".[13]
The Marvel method was in place with at least one artist by early 1961, as Lee described in 2009 when speaking of his and Ditko's "short, five-page filler strips ... placed in any of our comics that had a few extra pages to fill", most prominently in Amazing Fantasy but even previously in Amazing Adventures and other "pre-superhero Marvel" science-fiction/fantasy anthology titles.
I'd dream up odd fantasy tales with an O. Henry type twist ending. All I had to do was give Steve a one-line description of the plot and he'd be off and running. He'd take those skeleton outlines I had given him and turn them into classic little works of art that ended up being far cooler than I had any right to expect.[14]
The October 2018 issue of DC Comics' in-house previews magazine, DC Nation, featured a look at the creative process that writer Brian Michael Bendis and artists Ryan Sook, Wade von Grawbadger and Brad Anderson employed on Action Comics #1004, which included pages of Bendis' script that were broken down panel by panel, albeit without dialogue.[15]
Advantages of the Marvel method over the full script method that have been cited by creators and industry professionals include:
- The fact that artists, who are employed to visualize scenes, may be better equipped to determine panel structure.[16][17]
- The greater freedom this gives artists.[16][17]
- The lower burden placed on the writer.[16]
Cited disadvantages include:
- The fact that not all artists are talented writers, and some struggle over aspects such as plot ideas and pacing.[16][18]
- It takes advantage of artists, who are typically paid for art alone even though they are essentially working as co-writers.[18]
Kurtzman style
[edit]In a variation of the plot script, attributed to Harvey Kurtzman, the writer breaks down the story into page roughs or thumbnail sketches, with captions and dialogue jotted down inside the roughs. The artist (who is often the comic's writer as well) then fleshes out the roughs onto full-size art board. Writer/artists Frank Miller and Jeff Smith favor this style, as did Archie Goodwin.[1]
EC style
[edit]Attributed to William Gaines (Kurtzman's publisher at EC Comics), the EC style is similar to the Kurtzman style, except the writer submits a tight plot to an artist, who breaks it down into panels that are laid out on the art board. The writer writes all captions and dialogue, which are pasted inside these panels, and then the artist draws the story to fit all of this paste-up. This laborious and restrictive way of creating comics is no longer in general use; the last artist to use even a variation of EC style was Jim Aparo.[1]
See also
[edit]Notes
[edit]References
[edit]- ^ a b c Jones, Steven Philip. "On Writing Comics", Accessed Nov. 28, 2008.[dead link]
- ^ M. Keith Booker (ed.), Comics through Time: A History of Icons, Idols, and Ideas, Santa Barbara, California: ABC-CLIO, 2014, pp. 174 and 867.
- ^ Randy Duncan, Matthew J. Smith (eds.), Icons of the American Comic Book: From Captain America to Wonder Woman, Santa Barbara, California: ABC-CLIO, 2013, p. 755.
- ^ Randy Duncan, Matthew J. Smith (eds.), Icons of the American Comic Book: From Captain America to Wonder Woman, Santa Barbara, California: ABC-CLIO, 2013, p. 539.
- ^ Brian Michael Bendis, Words for Pictures: The Art and Business of Writing Comics and Graphic Novels, Jinxworld, Inc., 2014: "If you are a graphic novel writer, only a handful of people in the entire world will ever see your script".
- ^ Harry Bingham, Writers' and Artists' Yearbook Guide to Getting Published: The Essential Guide for Authors, A&C Black, 2010, p. 84.
- ^ Contemporary Literary Criticism, Volume 195, Gale, 2005, p. 167: "(Full name Neil Richard Gaiman) English graphic novelist".
- ^ Ambiguity may arise with the term "graphic novelist" because it is also used to refer to the person who is both a comics writer and a comics artist; cf. M. Keith Booker (ed.), Encyclopedia of Comic Books and Graphic Novels, Santa Barbara, California: ABC-CLIO, 2010, p. 172: "William Erwin Eisner was a comic book creator, graphic novelist, teacher, entrepreneur, and advocate of comics".
- ^ David, Peter. "WHAT’CHA WANNA KNOW?", peterdavid.net, October 21, 2003
- ^ Shooter, Jim (2011-03-11). "Regrets?". jimshooter.com. Retrieved 2021-08-15.
- ^ Groth, Gary. "Editorial", The Comics Journal #75 (Sept. 1982), p. 4.
- ^ Evanier, Mark. Kirby: King of Comics (Harry N. Abrams, New York, 2008), p. 112
- ^ O'Neil, Dennis. "Write Ways: An Unruly Anti-Treatise", chapter in Dooley, Michael, and Steven Heller, eds., The Education of a Comics Artist: Visual Narrative in Cartoons, Graphic Novels, and Beyond (Allworth Communications, 2005, ISBN 1-58115-408-9); p. 187
- ^ Lee, Stan, "Introduction", in Yoe Craig, The Art of Ditko (Idea & Design Works, January 2010), ISBN 1-60010-542-4, ISBN 978-1-60010-542-5, p. 9
- ^ "Breaking Down a Page", DC Nation #5 (December 2018), pp 6-7. DC Comics (Burbank, California).
- ^ a b c d Field, Tom (2005). Secrets in the Shadows: The Art & Life of Gene Colan. Raleigh, North Carolina: TwoMorrows Publishing. p. 61.
- ^ a b Cordier, Philippe (April 2007). "Seeing Red: Dissecting Daredevil's Defining Years". Back Issue! (21). TwoMorrows Publishing: 33–60.
- ^ a b Cassell, Dewey (August 2006). "Talking About Tigra: From the Cat to Were-Woman". Back Issue! (17). TwoMorrows Publishing: 30.
Script (comics)
View on GrokipediaIntroduction
Definition and Purpose
A comics script is a written document that serves as the foundational blueprint for creating sequential art, outlining the narrative structure, dialogue, action sequences, and visual instructions for artists and other collaborators. The following describes practices primarily in Western (especially American) comics, though similar principles apply globally with regional variations, such as in Japanese manga where integrated storyboarding (name) is common.[5] It transforms abstract story ideas into a structured plan for visual storytelling, specifying elements such as character movements, environmental details, and panel compositions to guide the production process.[4][6] The primary purpose of a comics script is to ensure coherence and efficiency in translating textual concepts into illustrated panels, fostering collaboration among writers, artists, letterers, and editors. By including estimates for page counts—typically 20–22 pages for standard issues—and pacing directives, it helps maintain narrative rhythm within the medium's constraints, preventing inconsistencies in tone, timing, or visual flow. This blueprint role is essential for aligning the creative team's vision, allowing artists to interpret and expand upon the writer's directions while adhering to the story's core objectives.[7][4][6] Unlike screenplays for film, which focus on shot descriptions, camera angles, and temporal progression, comics scripts emphasize panel-by-panel breakdowns tailored to the static, fixed-page format of the medium, where text such as dialogue and captions integrates directly into the artwork rather than being overlaid during post-production. This distinction arises from comics' unique combination of words and images as interdependent elements, requiring scripts to prioritize spatial composition and visual hierarchy over linear motion. As a prerequisite, comics scripts assume the medium's hybrid nature, where narrative relies on the synergy between textual and pictorial components to convey meaning.[8][9]Role in Comics Production
In the comics production pipeline, the script serves as the foundational document that follows initial ideation and plotting, providing a detailed blueprint for the narrative, dialogue, and visual elements before the penciling stage begins. This positions it as the bridge between conceptual development and artistic execution, guiding subsequent steps such as inking, coloring, lettering, and final assembly into the printed or digital product. Writers frequently revise the script in response to artist feedback during early production, ensuring alignment between textual intent and visual interpretation.[10] The script functions primarily as a communication tool in the collaborative dynamics between writers and artists, outlining panel descriptions, dialogue, and action to facilitate shared vision while allowing artists interpretive freedom in layout and composition. Ownership of the script and resulting work varies by publisher model: in work-for-hire arrangements common at major companies like Marvel or DC, the publisher claims full copyright, treating the script as commissioned material; in contrast, creator-owned projects at imprints like Image Comics grant writers and artists joint or individual ownership, fostering greater creative control. This variability influences how closely teams collaborate, with some opting for full scripts to minimize ambiguity and others using looser plot summaries to encourage artistic input.[11][12] The iteration process for scripts typically involves multiple revisions to refine pacing and fit production constraints, often starting with the writer creating thumbnail sketches to visualize page flow before sharing with the artist or editor for input. Editors may suggest changes to tighten dialogue or adjust scene lengths, while artists provide feedback on feasibility, such as modifying descriptions to suit visual storytelling. Scripts adapt to standard page constraints, averaging 5 to 9 panels per page to balance readability and artistic impact, preventing overcrowding that could dilute narrative momentum. These revisions continue iteratively until the script is approved, sometimes incorporating artist-contributed plot adjustments to enhance emotional depth or visual dynamics.[13][10][14] Legally, the script establishes the writer's primary credit as the narrative originator, documented in contracts that specify byline attribution and profit shares, though collaborative methods can complicate this by incorporating artist contributions to plot or revisions. In joint authorship scenarios, co-owners share exploitation rights but must account for each other's profits, potentially blurring credit lines if an artist's visual input significantly alters the story. Work-for-hire agreements often limit writers to credit without ownership, emphasizing the script's role in contractual deliverables rather than proprietary control.[11][12]Historical Development
Early Practices (Pre-1940s)
In the era of newspaper comic strips from the 1890s to the 1920s, scripting practices were rudimentary and informal, often consisting of simple dialogue sheets or marginal notes jotted directly onto preliminary sketches by solo creators who handled all aspects of production. Pioneering artists like Winsor McCay, who launched Little Nemo in Slumberland in 1905, developed fantastical, dream-based narratives through meticulous personal planning, integrating story elements with artwork without reliance on separate formal documents; McCay's process emphasized visual storytelling, where textual elements like captions and speech were incorporated during the drawing phase to enhance the page's immersive quality.[15] This solo authorship model dominated early strips, allowing creators full control but limiting scalability as demand grew. By the 1930s, influences from pulp magazines and theater scripts began shaping rudimentary comics scripting, with creators borrowing prose outlines and dramatic scene indications to adapt serialized adventure tales into visual formats. Pulp writers, accustomed to detailed narrative outlines for short stories in magazines like Argosy or Black Mask, transitioned elements of this structure into comics adaptations, providing basic panel breakdowns and dialogue cues rather than fully visualized layouts; for instance, early pulp-to-comics efforts featured simple indications for action sequences inspired by theatrical blocking.[16] This approach marked an initial formalization, though no standardized "comics script" terminology existed, and ad-hoc descriptions remained common among artists like Hal Foster, who initially adapted Tarzan (1929–1937) using syndicate-provided text outlines with descriptive captions, expressing dissatisfaction with their constraints before gaining autonomy.[17] The lack of distinct scripting protocols reflected the medium's nascent stage, where creators transitioned from individual efforts to nascent team collaborations in superhero precursors, yet production stayed heavily reliant on the artist's intuition. Foster's shift to Prince Valiant in 1937 exemplified this evolution, as he scripted epic narratives solo using caption-heavy prose descriptions akin to illustrated novels, prioritizing historical detail over rigid panel scripting.[17] This informal method persisted amid growing commercialization, underscoring comics' roots in personal artistry before industrialized workflows. A key milestone occurred with the advent of the first comic books from 1933 to 1939, which predominantly featured reprinted newspaper strips requiring minimal new scripting; publications like Famous Funnies: A Carnival of Comics (1933) compiled existing material from strips such as Mutt and Jeff and Joe Palooka without original content creation, relying instead on licensing agreements and basic editorial assembly to fill tabloid-sized volumes.[18] This reprint-heavy model, driven by publishers like Eastern Color Printing, bypassed scripting innovation, focusing on aggregation to test market viability while early original efforts, such as those by pulp veteran Major Malcolm Wheeler-Nicholson in New Fun (1935), adapted prose-style outlines into hybrid formats with sparse panel indications.[16]Mid-20th Century Innovations (1940s–1960s)
During the Golden Age of comics in the 1940s, scripting practices evolved to meet the demands of rapidly expanding superhero titles across publishers, including Timely Comics, the precursor to Marvel. Writers increasingly used structured narratives to enable efficient collaboration with artists under tight production schedules. For example, at DC Comics, Jerry Siegel provided typed outlines for Superman stories, such as the 1940 seven-page script for "The Lumber Millionaire's Will" in Action Comics #33, which included scene descriptions and dialogue to guide the plot.[19] This approach provided blueprints that standardized the handoff from writer to artist in busy shops handling multiple titles monthly.[20] In the 1950s, EC Comics significantly influenced scripting norms through its emphasis on tight, self-contained plots tailored to horror and science fiction genres, where precise pacing was essential to build tension and deliver twist endings. Under editor Al Feldstein, scripts were often concise yet detailed, allowing artists considerable latitude in layout and panel composition to enhance visual impact—Feldstein himself frequently wrote directly onto art boards for seamless integration.[21] This artist-led flexibility within structured narratives became a hallmark of EC's output, producing hundreds of literate stories that demanded rhythmic escalation in short-form tales, setting a precedent for genre-specific scripting precision amid the Comics Code Authority's looming restrictions.[21] The Silver Age of the 1960s further innovated scripting at Marvel, where editor Stan Lee pioneered a plot-first method to accelerate production amid growing demand. Lee would provide artists like Jack Kirby with brief synopses, allowing them to develop visuals and layouts before he added dialogue in a final pass—a workflow adopted starting with Fantastic Four #1 in 1961 and later termed the "Marvel Method."[22] In contrast, DC Comics maintained adherence to detailed full scripts that specified panel breakdowns and captions upfront, reflecting a more rigid, writer-dominant process.[22] This divergence highlighted emerging flexibility in collaborative dynamics. Post-World War II industry growth spurred standardization through the assembly-line production model in bullpen-style environments. Publishers like Timely and others relied on talent pools to fuel output, treating completed scripts as paid work products submitted for approval before art assignment, which streamlined operations.[23] This professionalization ensured consistency across titles while accommodating the era's high-volume demands.Script Formats
Full Script Method
The full script method, also known as the DC style, is a comprehensive approach to comics scripting where the writer delivers a complete, detailed document outlining every element of the story prior to the artist commencing work. This format structures the narrative on a page-by-page basis, specifying panel counts, visual descriptions, character actions, dialogue, captions, and sound effects (SFX) to guide the artistic interpretation precisely. For a typical 22-page comic issue, the script document itself often ranges from 20 to 40 pages in length, accounting for the expansive descriptive content needed to convey the writer's vision.[24][25] In the process, the writer first develops the full script independently, discussing the story concept with the editor if required, before handing it off to the artist, letterer, and other collaborators. This method has been the standard at DC Comics since the company's early days in the 1930s, contrasting with more collaborative plot-first approaches elsewhere in the industry. A notable practitioner, writer Peter David, employs this technique by breaking down each page panel-by-panel—labeling them as PANEL A, PANEL B, and so on—while including detailed action descriptions, numbered word balloons for dialogue clarity, captions, and precise SFX placements to streamline production for the team.[26][27][28] The full script method offers advantages in precision, allowing the writer to enforce tight pacing, consistent visual fidelity to the intended narrative, and meticulous control over layout and transitions, which is particularly beneficial for complex narratives like decompressed storytelling that rely on deliberate rhythm and expansive panel sequences to build tension or atmosphere.[29][30] A basic template for a full script excerpt, following established professional formats, might appear as follows (adapted from standard industry examples):INCREDIBLE HERO #1
Written by [Writer Name]
PAGE 1
PANEL 1 - Wide [establishing shot](/page/Establishing_shot) of the bustling city skyline at [dusk](/page/Dusk). Skyscrapers pierce the orange sky, with the hero silhouetted on a rooftop ledge, cape billowing in the wind. Below, traffic snakes through the streets.
CAPTION (NARRATOR): In a [city that never sleeps](/page/City_That_Never_Sleeps), shadows hide more than secrets.
SFX: WHOOSH (wind)
HERO (1): Another night, another fight waiting in the dark.
PANEL 2 - [Medium shot](/page/Medium_shot) on the hero's face, determined expression as he scans the horizon. A distant [explosion](/page/Explosion) lights up the [skyline](/page/Skyline) in the background.
SFX: BOOM! (distant)
HERO (2): Sounds like trouble. Time to move.
PANEL 3 - Dynamic action shot: Hero leaping off the rooftop toward the explosion, body streamlined in mid-air, [city](/page/City) blurring below.
CAPTION (NARRATOR): But some battles are personal...
INCREDIBLE HERO #1
Written by [Writer Name]
PAGE 1
PANEL 1 - Wide [establishing shot](/page/Establishing_shot) of the bustling city skyline at [dusk](/page/Dusk). Skyscrapers pierce the orange sky, with the hero silhouetted on a rooftop ledge, cape billowing in the wind. Below, traffic snakes through the streets.
CAPTION (NARRATOR): In a [city that never sleeps](/page/City_That_Never_Sleeps), shadows hide more than secrets.
SFX: WHOOSH (wind)
HERO (1): Another night, another fight waiting in the dark.
PANEL 2 - [Medium shot](/page/Medium_shot) on the hero's face, determined expression as he scans the horizon. A distant [explosion](/page/Explosion) lights up the [skyline](/page/Skyline) in the background.
SFX: BOOM! (distant)
HERO (2): Sounds like trouble. Time to move.
PANEL 3 - Dynamic action shot: Hero leaping off the rooftop toward the explosion, body streamlined in mid-air, [city](/page/City) blurring below.
CAPTION (NARRATOR): But some battles are personal...
