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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
Panels
individual pictures with image and/or text
develop different parts of the story: plot, characters, setting, theme, symbols, foreshadowing
Gutter
space between framed panels
action between panels is inferred
Frames
lines and border that frame panels, many variations
frame design can reinforce events in panels
Tiers of Panels
row of panels, reading left to right and top to bottom
Bleed
when picture bleeds to end of the page, often devoid of words
Splash
full page illustration surrounded by border
can also bleed
Spread
image spanning two or more pages, often devoid of words
Text Codes
frames and effects used on the written text
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
Thought Bubble
shows characters’ thoughts
Balloon Tail
point to whom the character is connected to, can show speaking inside and outside the picture
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
Sound Effects
words that give a sense of sound and noise, usually stylized to show emphasis or properties of noise
Grawlixes
symbols that together imply obscenities, censorship/something naughty
Graphically Enhanced Text
special graphical treatment to make words stand out
often highlights onomatopoeia, impact of words, can show singing
Technical Codes
how the image is presented on the page (designed & framed)
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
Medium/Mid Shot
shows characters and body language
shows movements, gestures, facial expressions, emotions
Close Up
shown in large view
usually a character’s face - emphasizes character over setting
Extreme Close Up
very large view - smaller portion of larger object
can be uncomfortable to the reader
Eye Level
characters seem at eye level - neutral perspective means mimicking how we see people in real life
Bird’s Eye View
angle that looks down on the subject
can make character seem vulnerable/weak/frightened, dramatic angle
Worm’s Eye View
angle that looks up at a subject
shows the size/significance of a character - makes them seem heroic/powerful/dangerous
Graphic Weight
describes how some images draw the eye more than others
creates contrast
Light Focal Weight
the “lightness” of an area
can enhance darker parts of the image
Heavy Focal Weight
graphic heaviness of an area that draws the reader’s eye
Color
its presence (or lack of it) can make a statement - carry various weights
heaviest to lightest visual weight: red, blue, green, orange, yellow
Bold/Brilliant Colors
draw the reader’s eye - create high impact
Symbolic Codes
non-verbal communication showing internal state of character, usually seen with caricatures - exaggerated parts of a character
Body Language and Posture
position of a character’s body or limbs, can communicate various emotions
Gestures
movements of a part of a character’s body - usually head/hands - to express meaning
Facial Expressions
movement/position of a character’s face muscles - universal
Emanata
lines/squiggles that emanate from an object/character to show states of being