HOW TO DRAW AND SELL... COMIC STRIPS

by Alan McKenzie

Titan Books £9.99, ISBN 1-85286-899-6

How to Draw and Sell Comics pic

Writer and editor Alan McKenzie presents an invaluable guide to creating and selling comic strips. Packed with artwork and illustrations, many of them specially commissioned and drawn by renowned artist Steve Parkhouse, the book takes you stage-by-stage through the journey from concept to printed page, including tips on equipment, technique, style and selling your work. Revised and updated to include recent advances in computer technology and an up-to-the-minute overview of the comic book marketplace, this is quite simply the only book you'll need to become a comics professional…

 

REVIEW (from Kimota #8)

Every comic’s fan, from the earliest age, dreams of drawing comics. Most even try their hand, practising for the big day when they will have time to devote to it. From there it is surely a small step to riches and fame.

This book brings the comic wannabe down to earth. You will not get rich and it will be hard work, but if you are determined and your drawing is good enough, you could possibly make enough to live off. Not encouraging, but practical, and that’s what this book is all about. For the determined and just curious, Alan McKenzie spells out the basic concepts, from equipment, to pencilling techniques and lettering. With a good grasp of this book a starter comic artist would be able to talk on equal terms with professional comic artists and editors, essential for picking up the more obscure and useful tips.

This is a fully revised book, taking more modern examples to show but more critically showing the greater use of the computer in the world of comics. Not only does the writer need a computer but more and more comic artists are finding a Mac invaluable for creating original images at a fast rate. Drawing packages are described, but it is inevitable that this newest addition is the area most likely to date the fastest, what with the impossibly fast evolution of computer hardware and software these days.

The necessary technical details make reading a bit dry if you are not droolingly enthusiastic about the subject. But for the comic fan and artist, who is tempted to try to get into drawing professional comics, this book is essential. If nothing else it may determine if they have the stamina.

Graeme Hurry

 

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