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Graphic Novels

Graphic Novels. ENG3C . Introduction. Graphic novels first appeared in the 1970’s. Often feature animals with human feelings, problems and adventures. Related to fairy tales, folktales, and myths. Do not necessarily need to feature a superhero and a villain. Inspiration in a Fairy Tale.

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Graphic Novels

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  1. Graphic Novels ENG3C

  2. Introduction • Graphic novels first appeared in the 1970’s. • Often feature animals with human feelings, problems and adventures. • Related to fairy tales, folktales, and myths. • Do not necessarily need to feature a superhero and a villain.

  3. Inspiration in a Fairy Tale • One method of creating a graphic novel is to retell a well-known story that includes personal touches like special twists, characters, or details.

  4. To create your own graphic novel based on a fairy tale, complete the following steps: • Browse the internet or go to a library and read at least five fairy tales that interest you • For each one, complete the following sentences: • My favourite part of this story is _______________. • My least favourite part of this story is _____________. • I wish that ________ in this story had _________. • Use some of all of these ideas as you update an old story into a new graphic novel.

  5. Manga • A style of Japanese graphic novels. • Characters are drawn with wide-open, round eyes from American comic strip and cartoon characters. • Characters in Japanese anime films are drawn this way. • They are read from right to left and back to front.

  6. Voice • Every writer has a style of writing that is unique to them- this is known as their “voice”. • Skilled writers learn how to change their voice depending on the subject and situation – like when creating a graphic novel.

  7. “You can’t just read [a graphic novel], you have to look at the pictures. Nor can you just look at the pictures – you have to read the book. That was not easy to achieve.” – Avi, author • The “voice” of a graphic novel is the combination of both its pictures and words. • Even the font used can convey meaning. • Words alone still communicate tone – i.e., whether or not the material is meant to be taken seriously or humorously.

  8. Thicker, darker letters indicate angry shouting or a frightening scene. • Larger lettering is used for explosions of noise coming from an explosion, lightning or a thundering roar.

  9. Visuals vs. Words • Be brief! – Written descriptions are placed within a regular panel, and the visual should be larger. For example… Writers at times set word limits for their panels

  10. At times writers decide to include panels that are word-less. • This technique allows readers to focus on the emotions visible on a character’s face or their body language in reaction to an intense situation.

  11. Zoom In & Out • Much like in a film, graphic novels use long-distance, middle-distance, and close-up shots of a scene.

  12. Colour • Can be used to notify the reader that a scene is real or a part of a character’s imagination. • For example… In Babymouse: Queen of the World!Babymouse’s daydreams of adventures all have pink backgrounds. During scenes of her reality, the pictures are drawn in black and white with only touches of pink.

  13. Characters • Find a good name! • The name for the protagonist of your story should portray an important quality of that character. • For example… Graphic novelist Linda Medley named her quick-witted heroine “Peaceful Hortense Elaine Warren” – the contrast between the meaning of her name and her personality highlights her tendency towards adventure.

  14. Weaknesses • No one is perfect, and that includes your graphic novel hero or heroine. • Villain • A villain provides a conflict or external problem that the hero must face. • A villain could take the form of: • An individual • A group of people who govern a community • A situation caused by human acts, like pollution • Difficulties that are outside of human control, like natural disaster or illness. • Motive • Villains commit evil deeds for different reasons.

  15. Minor characters • Develop a supporting cast. • Your hero or heroine’sinteraction with others tells a great deal about them.

  16. Point of View • Before you start writing your graphic novel, ask yourself: • Who will tell the story of your graphic novel? • How much do you want readers to know about the characters and what they think and feel? • Different types of POV: • Omniscient • First-person • Third-person

  17. Cliffhangers & Suspense • Do not let the excitement die after your engaging opening. • Continue the build of suspense by writing your graphic novel in ways that emphasize the dramatic events to come…

  18. Tips to Building Suspense • Thrills and Chills:Place characters in a race against time, or use foreshadowing. • Cliff-hangers: End a scene or chapter with a character in danger. • Keep interest high: Let readers know more than the characters do. • Character Conflict: Have characters dealing with more than one conflict, moving back and forth between the problems they are facing.

  19. Climax • A story’s built up suspense leads to a climax. • After a story hits its climax, the characters’ main problem(s) are for the most part solved. • If characters return to old lives, they will have learned something, conquered an enemy, or overcome a weakness (Hero’s Journey, anyone?).

  20. Tips to a Successful Ending • Climax must be dramatic. • Conclude your adventure – everyone likes a happy ending, but they’re not always believable. • Suggest new beginnings for your character(s).

  21. Tips to Avoid a Bad Ending • Bad endings include: • Those that fizzle out or end abruptly because you’re clean out of ideas. • Fail to show how the characters have changed in some way. • Are too good to be true. • Are too grim and depressing, leaving readers hopeless.

  22. Graphic Novel Film Adaptations

  23. The End

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