Graphic Novel Terms

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Last updated 4:26 PM on 8/27/26
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34 Terms

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Codes & Conventions

the organizing grammar & structure of the visual media world, building blocks of media, unique for each medium

form & structure for graphic novels

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Panels

individual pictures with image and/or text

develop different parts of the story: plot, characters, setting, theme, symbols, foreshadowing

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Gutter

space between framed panels

action between panels is inferred

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Frames

lines and border that frame panels, many variations

frame design can reinforce events in panels

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Tiers of Panels

row of panels, reading left to right and top to bottom

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Bleed

when picture bleeds to end of the page, often devoid of words

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Splash

full page illustration surrounded by border

can also bleed

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Spread

image spanning two or more pages, often devoid of words

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Text Codes

frames and effects used on the written text

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Speech Balloon

enclose print-text words within a visual boundary that divides artwork from the printed-text, varies in appearance

alternate to show conversation or merge to show the same topic

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Thought Bubble

shows characters’ thoughts

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Balloon Tail

point to whom the character is connected to, can show speaking inside and outside the picture

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Caption Box

rectangle or square boxes that contain information about a scene or character or act as a narrator

location & time, internal monologue, spoken & editorial

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Sound Effects

words that give a sense of sound and noise, usually stylized to show emphasis or properties of noise

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Grawlixes

symbols that together imply obscenities, censorship/something naughty

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Graphically Enhanced Text

special graphical treatment to make words stand out

often highlights onomatopoeia, impact of words, can show singing

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Technical Codes

how the image is presented on the page (designed & framed)

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Extreme Long Shot

images that show objects/people in a small scale - looks like we are far away

can show setting - landscape, crowd of people, environment

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Medium/Mid Shot

shows characters and body language

shows movements, gestures, facial expressions, emotions

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Close Up

shown in large view

usually a character’s face - emphasizes character over setting

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Extreme Close Up

very large view - smaller portion of larger object

can be uncomfortable to the reader

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Eye Level

characters seem at eye level - neutral perspective means mimicking how we see people in real life

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Bird’s Eye View

angle that looks down on the subject

can make character seem vulnerable/weak/frightened, dramatic angle

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Worm’s Eye View

angle that looks up at a subject

shows the size/significance of a character - makes them seem heroic/powerful/dangerous

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Graphic Weight

describes how some images draw the eye more than others

creates contrast

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Light Focal Weight

the “lightness” of an area

can enhance darker parts of the image

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Heavy Focal Weight

graphic heaviness of an area that draws the reader’s eye

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Color

its presence (or lack of it) can make a statement - carry various weights

heaviest to lightest visual weight: red, blue, green, orange, yellow

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Bold/Brilliant Colors

draw the reader’s eye - create high impact

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Symbolic Codes

non-verbal communication showing internal state of character, usually seen with caricatures - exaggerated parts of a character

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Body Language and Posture

position of a character’s body or limbs, can communicate various emotions

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Gestures

movements of a part of a character’s body - usually head/hands - to express meaning

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Facial Expressions

movement/position of a character’s face muscles - universal

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Emanata

lines/squiggles that emanate from an object/character to show states of being