The Seven Basic Plots: Why We Tell Stories


Christopher Booker - 2004
    Using a wealth of examples, from ancient myths and folk tales via the plays and novels of great literature to the popular movies and TV soap operas of today, it shows that there are seven archetypal themes which recur throughout every kind of storytelling. But this is only the prelude to an investigation into how and why we are 'programmed' to imagine stories in these ways, and how they relate to the inmost patterns of human psychology. Drawing on a vast array of examples, from Proust to detective stories, from the Marquis de Sade to E.T., Christopher Booker then leads us through the extraordinary changes in the nature of storytelling over the past 200 years, and why so many stories have 'lost the plot' by losing touch with their underlying archetypal purpose. Booker analyses why evolution has given us the need to tell stories and illustrates how storytelling has provided a uniquely revealing mirror to mankind's psychological development over the past 5000 years.This seminal book opens up in an entirely new way our understanding of the real purpose storytelling plays in our lives, and will be a talking point for years to come.

All in Color for a Dime


Richard A. Lupoff - 1970
    The reprint from the 1970 Arlington House original sports an all-new introduction by Comics Buyer's Guide Editor Maggie Thompson and includes 16 pages of full-color comic-book art.

How to Draw Comics the Marvel Way


Stan Lee - 1977
    Stan Lee, the Mighty Man from Marvel, and John Buscema, active and adventuresome artist behind the Silver Surfer, Conan the Barbarian, the Mighty Thor and Spider-Man, have collaborated on this comics compendium: an encyclopedia of information for creating your own superhero comic strips. Using artwork from Marvel comics as primary examples, Buscema graphically illustrates the hitherto mysterious methods of comic art. Stan Lee’s pithy prose gives able assistance and advice to the apprentice artist. Bursting with Buscema’s magnificent illustrations and Lee’s laudable word-magic, How to Draw Comics the Marvel Way belongs in the library of everyone who has ever wanted to illustrate his or her own comic strip.

Come in Alone


Warren Ellis - 2001
    Part social commentary, part sitting at-the-feet-of-Socrates, part kick in the ass, COME IN ALONE was the column that would zig when you thought it would zag. This collection of all fifty-two columns includes Ellis' unique take on the comic book industry, features first-class interviews with top-flight comic book professionals, and even includes the legendary Old Bastard's Manifesto. Wrap this all up in an evocative and spooky cover by Brian Wood, and you've got a collection of commentary that midwifed the birth of the comic book industry into the 21st century.

The Sandman Companion


Hy Bender - 1999
    A fascinating mythology of horror and consequence, this epic masterfully combined intriguing literature with captivating art. THE SANDMAN COMPANION is an exhaustive guide to this legend. Revealing hitherto undisclosed information and behind-the-scenes secrets, this book features in-depth interviews, never-before-seen illustrations, character origins, and story explanations and analysis. Also including excerpts from the original proposal for the series, this handbook is the perfect complement to the Sandman graphic novels.

Framed Ink: Drawing and Composition for Visual Storytellers


Marcos Mateu-Mestre - 2010
    Using his experiences from working in the comic book industry, movie studios and teaching, Marcos introduces the reader to a step-by-step system that will create the most successful storyboards and graphics for the best visual communication.After a brief discussion on narrative art, Marcos introduces us to drawing and composing a single image, to composing steady shots to drawing to compose for continuity between all the shots. These lessons are then applied to three diverse story lines – a train accident, a cowboy tale and bikers approaching a mysterious house.In addition to setting up the shots, he also explains and illustrates visual character development, emotive stances and expressions along with development of the environmental setting to fully develop the visual narrative.

Whatcha Mean, What's a Zine?


Mark Todd - 2006
    They contain diary entries, rants, interviews, and stories. They can be by one person or many, found in stores, traded at comic conventions, exchanged with friends, or given away for free. Zines are not a new idea: they’ve been around for years under various names (chapbooks, flyers, pamphlets). People with independent ideas have been getting their word out since before there were printing presses.This book is for anyone who wants to create their own zine. It’s for learning tips and tricks from contributors who have been at the fore front of the zine movement. It’s for getting inspired to put thoughts and ideas down on paper. It’s for learning how to design and print your own zine so you can put it in others’ hands. Whatcha Mean, What’s a Zine? is for anyone who has something to say.

Alan Moore: Storyteller


Gary Spencer Millidge - 2011
    Alan Moore is one of the most important creative forces in the history of comics. His innovative works, which include V for Vendetta, Watchmen, and The League of Extraordinary Gentlemen, have become enduring features of the modern cultural landscape, inspiring countless artists, from writers and illustrators to graphic novelists and filmmakers. Moore has won more awards and prizes than can be named—including nine Eisners, seven Harveys, multiple Jack Kirby awards, and the only Hugo ever awarded for work on a comic. Drawing on new and unpublished interviews, as well as rarely seen art and photos, this is the first book on his work to have Moore’s cooperation and support, making it a must-have for his many fans and for anyone interested in the art of visual storytelling. Alan Moore: Storyteller is a survey of his expansive work, from his high-profile best sellers to rarely seen experimental projects, such as spoken word and performance art. Individual works are richly illustrated from Moore’s personal archives and paired with critical context. An audio CD will feature excerpts from some of Moore’s multimedia performances and songs, making this the Alan Moore handbook: a must-have for his many comic-book fans and anyone interested in the art of visual storytelling.

Story Structure Architect


Victoria Lynn Schmidt - 2005
    You'll find master models for characters, plots, and complication motifs, along with guidelines for combining them to create unique short stories, novels, scripts, or plays. You'll also learn how to:•Build compelling stories that don't get bogged down in the middle•Select character journeys and create conflicts•Devise subplots and plan dramatic situations•Develop the supporting characters you need to make your story workEspecially featured are the standard dramatic situations inspire by Georges Polti's well-known 19th century work, The Thirty-Six Dramatic Situations. But author Victoria Schmidt puts a 21st-century spin on these timeless classics and offers fifty-five situations to inspire your creativity and allow you even more writing freedom. Story Structure Architect will give you the mold and then help you break it.This browsable and interactive book offers everything you need to craft a complete, original, and satisfying story sure to keep readers hooked!

Ink Spots


Brian McDonald - 2012
    With inspiring wit and wisdom he will not only teach you how to be a better writer, but a more observant person and a better student in any field. You'll find yourself uncontrollably thinking deep thoughts about writing, film or anything else you are passionate about in life. Foreword by Glen Keane. "Listen to Brian, he has the unique ability to articulate what makes good writing." - Al Higgins, Writer "News Radio," "Malcolm in the Middle" and "Mike & Molly" "If you don't already have a mentor, here's one you'll love, in portable form." -- Steve Englehart novelist and writer of classic versions of dozen of comics series such as Batman and The Avengers "Brian's book is filled with insightful and useful gems for writers of any experience level. The only reason you'll want to put it down is to go start writing yourself." -- J. Elvis Weinstein writer/producer "Freaks and Geeks," "Mystery Science Theater 3000," "Cinematic Titanic" "Brian writes in clear, readily usable ways to improve your screenwriting. Like time-release story capsules they ignite and helped me over many movies and countless story bends. Give him a read, take a couple and repeat as needed." -- Ronnie del Carmen, story supervisor on UP and Finding Nemo, director and writer at Pixar Animation Studios. "I use Brian McDonald's books in my classes because I'm a student of his work. All teachers are students all the time. Brian hasn't forgotten that he occupies both a seat in the classroom and the spot in front of the classroom." -- Shawn Wong Professor, Department of English University of Washington

The Illusion of Life: Disney Animation


Frank Thomas - 1981
    The authors, Frank Thomas and Ollie Johnston, worked with Walt Disney himself as well as other leading figures in a half-century of Disney films. They personally animated leading characters in most of the famous films and have decades of close association with the others who helped perfect this extremely difficult and time-consuming art form. Not to be mistaken for just a "how-to-do-it," this voluminously illustrated volume (like the classic Disney films themselves) is intended for everyone to enjoy.Besides relating the painstaking trial-and-error development of Disney's character animation technology, this book irresistibly charms us with almost an overabundance of the original historic drawings used in creating some of the best-loved characters in American culture: Mickey Mouse and Donald Duck, Snow White and Bambi (among many, many others) as well as early sketches used in developing memorable sequences from classic features such as Fantasia and Pinocchio. With the full cooperation of Walt Disney Productions and free access to the studio's priceless archives, the authors took unparalleled advantage of their intimate long-term experience with animated films to choose the precise drawings to illustrate their points from among hundreds of thousands of pieces of artwork carefully stored away.The book answers everybody's question about how the amazingly lifelike effects of Disney character animation were achieved, including charming stories of the ways that many favorite animated figures got their unique personalities. From the perspective of two men who had an important role in shaping the art of animation, and within the context of the history of animation and the growth of the Disney studio, this is the definitive volume on the work and achievement of one of America's best-known and most widely loved cultural institutions. Nostalgia and film buffs, students of popular culture, and that very broad audience who warmly responds to the Disney "illusion of life" will find this book compelling reading (and looking!).Searching for that perfect gift for the animation fan in your life? Explore more behind-the-scenes stories from Disney Editions:The Art of Mulan: A Disney Editions ClassicWalt Disney's Ultimate Inventor: The Genius of Ub IwerksOne Day at Disney: Meet the People Who Make the Magic Across the GlobeThe Walt Disney Studios: A Lot to RememberFrom All of Us to All of You: The Disney Christmas CardInk & Paint: The Women of Walt Disney's AnimationOswald the Lucky Rabbit: The Search for the Lost Disney Cartoons, Revised Special EditionDisney Villains: Delightfully Evil - The Creation, The Inspiration, The FascinationThe Art and Flair of Mary Blair: An Appreciation, Updated Edition

Art and Fear: Observations on the Perils (and Rewards) of Artmaking


David Bayles - 1993
    Ordinary art. Ordinary art means something like: all art not made by Mozart. After all, art is rarely made by Mozart-like people; essentially-statistically speaking-there aren't any people like that. Geniuses get made once-a-century or so, yet good art gets made all the time, so to equate the making of art with the workings of genius removes this intimately human activity to a strangely unreachable and unknowable place. For all practical purposes making art can be examined in great detail without ever getting entangled in the very remote problems of genius."--from the Introduction

Letters to a Young Writer: Some Practical and Philosophical Advice


Colum McCann - 2017
    McCann asks his readers to constantly push the boundaries of experience, to see empathy and wonder in the stories we craft and hear.A paean to the power of language, both by argument and by example, Letters to a Young Writer is fierce and honest in its testament to the bruises delivered by writing as both a profession and a calling. It charges aspiring writers to learn the rules and even break them.These fifty-two essays are ultimately a profound challenge to a new generation to bring truth and light to a dark world through their art.

250 Things You Should Know About Writing


Chuck Wendig - 2011
    Let’s just go ahead and call that, “25 bonus tips,” shall we? Boom. Value added.)The book features sections such as:“The Transubstantiation of Trope,” “Why Bad Decisions Are A Good Decision,” “Nobody Sees Themselves As A Supporting Character,” "I Want To Buy The Semi-Colon A Private Sex Island," and “Plot Is Promise.”Contained within are things you should know about plot holes, self-publishing versus legacy publishing, "on-the-nose" dialogue, story versus plot, metaphors, copy-editing, killing darlings with a claw hammer, cursing like an undead pirate, and generally being a cranky and irreverent creative type.

Marvel Universe


Peter Sanderson - 1986
    Comics insider Peter Sanderson recounts Marvel's main story lines and delves into the lives of major characters, showing how different writers shaped their fates. The illustrations include scenes from ground-breaking stories, showcasing the best work of important Marvel artists.