Weeell, if you're writing then you've already moved from the phase of abstract concepts on to the phase of concrete concepts, and ideas can be visual too, like, "I need an idea how to set up this scene".Yeahduff wrote:Read something by Bryan Lee O'Malley today that was interesting:
True? False?If you’re trying to write a comic, you should have images in your mind. Strong images. Not just words and ideas and abstract concepts.
But I do think that it's better when a writer is good at visual thinking. I mean all comic writers have been taught that comics should have visual part, but sometimes it really seems like they're going through motions with that. Like in many superhero comics I see that a lot of attention has been paid to quips that heroes will be saying but when it comes to action scenes, I don't see any imagination. I see once again folks standing in mid-air and exchanging hits. I also see a guy thinkling "Ok, I had a dialogue scene. Now I need to have an action scene".
I advocate for writers to be good at thinking visual because I think that would marry visual to verbal side more organically (like, I really don't want to feel like characters are talking in a strange location just because a writer thought "well let's give artist something to do") but I also advocate writer ultimately not being a stickler to what he imagined and giving the reigns to visuals to artist. Because I believe that's, ultimately, his job. It's more important to explain to artist what you tried to achieve with an image than to describe that image to him to the tiniest little details.
I do think that a writer who isn't a visual type can write a comic. But I believe that in that case, a back-and-forth collaboration would be more successful, where artist has an option to ask writer to edit some part that doesn't work or help him clear up things that weren't clear or find new graphic solutions for what doesn't work.
I do think than a thinking artist can do a lot to make a non-visual script pop out, but only if he's given a lot of freedom.
I also think that it's important for a writer to understand difference between a comic script and other kinds of script. A movie script, for instance, would have an awful pacing as a comic script, unless it's severely edited, and for comics, things like narrator or inner monologue come more naturally and may help bridge gaps.
Here is the process that I found ideal for my work and I almost always use it:
1. I draw a comic in thumbnails and sketches.
2. I type the comic to a script while keeping only the basic descriptions of visuals.
3. I do a few edits. If I want to add another scene, I might do it in thumbnails first too. I still try to keep visual descriptions loose, focusing on why I made some choice instead on describing details of execution.
4. I draw, where drawing doubles as the last edit.
First step is very important, it is very helpful when the first sight of any given scene is as a whole, seemingly similar to what it will feel like when it's finished.
But second step is also important because in it I reject first ideas of how visuals will look, which are always underdeveloped. It's specially good that I reject particular camera angles and stuff. I keep only the most abstract idea of the action that takes place.
By the fourth step, most of dialogues and plot are set in stone. What I might change in dialogues is, I may decide that rhythm is off when I try to draw the page, or the scene might end up too soon or too late... then I might do a bit of rewrite, drop a line or add a new one. I did this all the time in LWK.
As for visuals, my script might contain something like "X jumps from the first wall to the second wall". I don't have a solution to how these walls are positioned, if I had it during the first step I rejected it during the second step. This keeps drawing more interesting, but also leaves me more flexibility to decide what is best for a certain angle, page layout, whatever. Of course with this kind of process, it might turn out that it's impossible to set the scene the way I described it. That may require a bit more thinking or a bit of rewriting, but that's where the fun is.
A description may also contain character's feeling rather than description of his facial expression. Facial expressions are hard, it's another bridge that, I think, I have to cross when I get to it.
A reason why I keep editing things up until the page is finished is (apart from keeping things interesting) I don't always know what will work on page and what won't - I don't have that good an imagination to be able to envision the entire page, with bubbles and spotting blacks and all. But also, new ideas keep popping to me through phases, and often I come up with the best solution for some problem I had in the very last stretch. That's why I think it's beneficial to keep my options open.
But God's omnipresent and all-knowing, so you communicate with him with everything you do, say and think. He also knows what you need and what you desire and I'm not sure I believe that asking him directly is a way to get and of those fulfilled. I guess I just have a problem with the idea that special time of the day, body position, place, occasion or tone of inner voice (whichever of those your particular ritual requires) makes your thoughts somehow a more efficient communication with God. I guess I think that belief in God's omnipresence makes prayer superfluous, or rather more of a security blanket for people to reassure themselves of their own faith.robotthepirate wrote: Prayer is a direct communication with God; at best an exposition of your heart that lets Him into your deepest emotions and opens you up to hearing his voice, at worst merely a list of things you want, but a communication nonetheless. While there are plenty of Chistians who use litergy to help them to pray the moment that becomes empty words it is no longer prayer. I'm don't know who's given you the impression prayer is nothing but words or why.











