How to Write a Comic Book: A Complete Guide for Comic Creators and Writers

Graphic Novel Writing Guide

Table of Contents

So you want to learn how to write a comic book. Awesome. Comics are stories told with words and pictures. They can be short and funny. They can be deep and long like a novel. This guide speaks to content creators, new writers, and first-time authors. We’ll use simple words, clear steps, and real examples. You’ll go from idea to script, then to pages, and then to print or digital. By the end, you’ll have a plan you can follow.

What You’ll Learn

  • Comic book writing basics
  • How to turn ideas into a clear plot.
  • How to build strong, vivid characters.
  • Comic Book Script Format with a sample page.
  • Writing a comic book script
  • Writing dialogue for comics that feels real.
  • How to structure a comic book by page and scene.
  • Tips for art, lettering, and page design.
  • Paths for self-publishing comic books and launch plans.
  • A full step-by-step path from blank page to book.

Comic Book Writing Basics

Let’s define a few key words first.

  • Panel: One box on a page. It shows one moment.
  • Gutter: The space between panels. Your brain fills the gap.
  • Balloon: A bubble that holds a character’s words.
  • Caption: A box for narration or time notes.
  • Sound effect (SFX): Words that show sounds, like “KRUNCH.”
  • Splash page: A full-page image for big moments.
  • Spread: Two facing pages that work as one big scene.
  • Page turn: The reveal when a reader flips the page.

Comics mix words and art. You write the comic script. An artist draws the world. A letterer places words on the page. A colorist adds color. An editor keeps the book clear and strong. Some creators do it all. Many work in teams. Both paths are okay.

How to Write a Comic Book (Step-by-Step Plan)

This is your simple road map. Follow the steps in order. Move fast on some. Slow down on others. The key is steady progress.

Step 1: Pick your core idea and promise

Write one sentence that states your book’s promise.
Example: “A shy kid finds a magic pen and draws heroes to life.”

Keep it tight. This promise will guide every choice.

Step 2: Choose your target reader

Who is your main reader? Age, taste, and tone matter.
Example profile:

  • Age: 12–15
  • Likes: School drama, humor, light fantasy
  • Wants: Fast pace, bright art, clear stakes

Step 3: Pick a format and length

  • One-shot: 20–32 pages, one story.
  • Mini-series: 4–6 issues, one arc.
  • Ongoing: A long series with many arcs.
  • Graphic novel: 120–240 pages in one book.

Short is fine to start. Short helps you finish.

Step 4: Find your genre and mood

Action, mystery, romance, horror, slice of life, or mix.
Pick a mood: bright, gritty, funny, tender, eerie.
Write it down. Stick to it.

Step 5: Create a logline

A logline is a one-sentence summary.
Template: “When [problem] hits, a [hero] must [goal], or else [stakes].”
This keeps your plot focused.

Step 6: Build your main character

Give your hero a want (goal) and a need (lesson).
Add a fear, a flaw, and a skill.
Tiny example:

  • Want: Make the team.
  • Need: Trust others.
  • Fear: Letting people down.
  • Flaw: Hides mistakes.
  • Skill: Super fast reflexes.

Step 7: Sketch your world

List 5–7 locations you’ll use a lot: school, alley, roof, home, lair.
Now add more detail so the artist and reader feel each place. Write one or two lines on sights, sounds, and mood. Is the school bright or grim? Are the halls clean or covered with flyers? Is the alley wet, with dripping pipes and trash cans? Does the roof have a big neon sign and a windy edge? Is the home cozy, with warm lamps and a messy desk? Is the lair cold, with metal floors and green light?
Draw a tiny map of the town. Mark paths between spots. Show how a chase could move from street to alley to roof. Reuse sets to save time and keep costs down. The more you return to a place, the faster the pages go. Note the time of day and weather. The same alley feels new in rain, snow, or sunset. List key props in each place: lockers, ladders, vents, and a cracked window. Give every location one rule, like “no phones work in the lair.” These rules help plot and jokes.

Step 8: Outline your story beats

Use a simple beat list. Keep each beat to one line.
Classic beats:

  1. Hook — Grab us fast. Show the problem or a tease.
  2. Problem — Name the goal and the main threat.
  3. First try — The hero acts, but it’s not enough.
  4. Bigger problem — Things get worse because of that try.
  5. Low point — The hero fails or loses hope.
  6. New plan — A smarter idea, a new ally, or a bold risk.
  7. Showdown — The hard choice and the big clash.
  8. Change and end — The hero changes; the world shifts.
    Write one sentence for each beat. Use clear cause and effect. If you have a B-plot, write a short beat list for it too. Make sure the B-plot touches the A-plot at the midpoint or near the end. Check stakes at each step. Ask, “What gets harder now?” Trim any beat that repeats the same idea.

Step 9: Break the story into pages

Think in pages, not just scenes. A page is a unit. Give each page a mini-goal or a small turn. Plan page turns for reveals and jokes. The last panel on the right-hand page should make readers flip fast. Save big twists for a turn.
Make a page budget. For a 20-page issue, give 2–3 pages for setup, 10–12 for rising action, 3–4 for showdown, and one strong last page. Spread scenes across pages so action breathes. If a scene needs six pages, ask why. Could it hit harder in four? Keep travel short unless travel is the point. Mark spreads in your plan. A spread takes two pages and is great for a big reveal or fight.

Step 10: Plan panels per page

Most pages use 4–6 panels. That’s a good rhythm. Big moments need big panels or a splash. Let key beats have space. Small talk and quiet clues can fit in 6 panels. Fast action may need 4 bold panels.
Think of panel size as time. Large panels slow down time and add weight. Small panels speed up and feel quick. Vary the size so the page has a pleasing beat. Use a simple grid when in doubt. Avoid too many odd shapes that confuse the flow. Leave room for balloons. A packed panel looks noisy and is hard to read. One action per panel works best.

Step 11: Write a quick thumbnail draft

Thumbnails are tiny page sketches. Stick figures are fine. Aim for clarity, not beauty. Draw boxes for panels. Mark where the balloons go. Add arrows to show reading order. Note camera angle if it matters: wide, medium, close.
Label each panel with a few words: “Sam slips,” “Pen glows,” “Door slams.” Count panels per page and note a bold image for the last panel. You’ll spot flow and pacing fast. If a page feels crowded, cut a panel or move it to the next page. If a page feels empty, add a beat or punch up a pose. Take photos of your thumbs and drop them into your script as guides.

Step 12: Draft the script

Use a clean Comic Book Script Format (see below). Write in the present tense. Keep sentences short. Put one clear action in each panel. Comics show moments, not long motion blur.
Set the shot only when it helps the story. Trust the artist for angles when it’s not key. List SFX on the panel where the action happens. Keep captions short and aimed at the mood or time. Name speakers the same way every time. If you need a prop to read clearly, say so. If you need room for a big balloon, note it. Leave a little freedom for the art team. They’ll often find a cooler pose or layout.

Step 13: Write dialogue that fits

Short lines read best in balloons. Aim for clear speech with rhythm. Use simple words. Drop filler like “well,” “um,” and “you know,” unless it shows character. Give each character a voice habit: a catch word, a pace, or a kind of joke.
Let the art carry what eyes and faces can show. Don’t describe what the panel shows. Trim lines until they snap. End panels with a tiny hook when you can: a surprise word, a doubt, or a dare. Read your dialogue out loud. If you gasp for air, it’s too long. Split it or cut it.

Step 14: Lettering-aware writing

Shorten captions. Avoid walls of text. One balloon, 10–20 words, is a handy guide. Two linked balloons can hold a longer thought, but keep it light.
Place the speaking order by panel layout: left to right, top to bottom. Put the first speaker’s balloon higher or more to the left. Avoid crossing tails if you can. Use bold for stress, sparingly. Save all caps for SFX or a big shout. If a panel is art-first, keep words minimal and let the image breathe. Mark whispers or uses the radio if needed, but don’t overdo styles.

Step 15: Get feedback fast

Share 3–5 sample pages with a friend. Pick a reader who likes your genre and one who doesn’t. Ask two clear questions: “Where did you get lost?” and “Which part hit hard?” Watch them read if you can. Note where eyes slow down.
Give a short form: rate clarity, stakes, and pace from 1–5. Invite one open comment. Thank them and don’t argue. Fix the rough spots first. If three people trip on the same panel, that panel needs work. Print a copy and read it on paper. You’ll spot new issues.

Step 16: Revise your outline, then your pages

Fix the map before fixing the roads. If the story beats are off, no line edit will save it. Tighten beats. Raise the stakes with cost, time limits, or risk to a friend. Cut repeats. Merge two soft scenes into one sharp scene.
Then adjust pages. Improve page turns. Give key moments more room. Trim slow talk. Check that the hero drives the plot. Make sure each scene has a goal, a turn, and a new problem. Keep a change log so your team stays aligned.

Step 17: Build a team (if needed)

  • Penciler: draws the layouts and lines. Sets acting and framing.
  • Inker: finishes lines and shadows. Adds weight and depth.
  • Colorist: sets mood and focus. Guides the eye with light.
  • Letterer: places words and SFX. Protects flow and clarity.
  • Editor: keeps the story and clarity strong. Tracks style and deadlines.
    If you’re solo, set stages and review points for yourself. If you hire, view portfolios and ask for page samples, not just pin-ups. Write a simple deal: scope, pay, schedule, and rights. Set file types and page sizes now. Use one folder system for all pages. Share feedback at set times to avoid churn.

Step 18: Make an art brief

Write what the artist needs per page: mood, key props, recurring sets, and a few visual refs. Keep it short and useful. Add a one-page mood board for color and tone. Include model sheets for the main cast: front, side, and a few key poses.
List any rules in your world: floating trains, no guns, or magic in blue only. Add a “do” list (clean lines, bold shadows) and a “don’t” list (no tiny type, no tilt for every panel). For tricky scenes, write a three-line beat note: goal, turn, and emotion. Then let the artist plan shots.

Step 19: Proof and polish

Check balloon order. Check page turns. Check SFX. Read every page in order, then read only balloons to test flow. Fix typos. Align names, places, and rules. If Sam’s bag is blue on page 2, it should be blue on page 12.
Look for tangents where balloons or SFX touch heads or faces. Pull them away. Confirm credits, page numbers, and logos. Print one proof on paper. Colors shift on screens. Ask one fresh reader to scan for any last bumps. Make a final checklist and sign off on each item.

Step 20: Prep files for print or digital

Know your trim size, bleed, and safe area. Use your printer’s template if they have one. Keep key art and words inside the safe area so nothing gets cut. Export high-res print PDFs at full size with bleed. Embed fonts. For digital, export web-sized files that load fast but stay crisp.
Name files in a clear way: 01_cover, 02_page-001, and so on. Keep a backup in two places. Check spreads for seams across the gutter. If you sell on many platforms, read each site’s file rules. A few minutes here saves days later.

Creating a Comic Book Plot

A plot is what happens and why it matters. Keep cause and effect tight. Every choice should trigger the next event.

Simple plot chain:

  • Hero wants X.
  • Obstacle A blocks them.
  • They try plan B.
  • That creates problem C.
  • Stakes rise.
  • The final choice shows who they are.

Tips:

  • Give your hero a hard choice at the end.
  • Let the villain force change.
  • Make the middle messy, but not random.
  • Use small setups early. Pay them off later.

How to Develop Comic Book Characters

Characters drive the book. A cool plot fails if we don’t care.

Build a character sheet:

  • Name and age
  • Role in the story
  • One-line truth (core belief)
  • Goal and fear
  • Strengths and flaws
  • Look notes (hair, clothes, stance)
  • Voice notes (pace, slang, silence)
  • A secret (fuel for later scenes)

Show change:
Start and end your hero with a clear shift.
Example: “I must do everything alone” becomes “I can trust my team.”

Comic Book Story Ideas

A delivery driver gains five-minute time jumps.

  • A stray cat steals magic from a museum.
  • A chef fights monsters by cooking their weak spots.
  • A bored god opens a small-town repair shop.
  • A kid hears the thoughts of broken toys.

Pick one. Write a logline. Build your beats.

Comic Book Script Format (Simple and Clean)

There’s no single “right” format, but keep it clear and steady. Here’s a simple template you can copy.

TITLE: THE MAGIC PEN #1

PAGE 5 (5 PANELS)

Panel 1: Wide. School hallway. Morning rush. Sam squeezes through.

CAPTION (SAM): First day. Don’t trip. Don’t trip.

Panel 2: Close on Sam’s shoes. They step on a pencil. CRACK.

SFX: CRACK

Panel 3: Sam picks up the broken pencil. It glows faint blue.

SAM (thought): Huh?

Panel 4: The pencil hums. A tiny spark jumps to Sam’s hand.

SFX: BZZT

Panel 5: Sam pockets the pencil, wide-eyed. Bell rings.

SFX: RING RING

CAPTION: And then everything gets weird.

Tips:

  • One action per panel.
  • Set the shot type when it matters (wide, medium, close).
  • Put SFX on the action panel.
  • Use captions for thoughts or time jumps.

Writing Dialogue for Comics

Good dialogue sounds like real speech, but tighter.
Read it out loud. Cut extra words.
Let balloons “hand off” the scene like a dance.

Do:

  • Use short, clear lines.
  • Break long thoughts into two balloons.
  • Give each character a speech habit.
  • Use silence. A look can say a lot.

Don’t:

  • Explain what the art shows.
  • Put five ideas in one balloon.
  • Use slang you don’t know well.

Tiny example (bad → better):

  • Bad: “As you know, Dan, the time engine is behind that panel.”
  • Better: “Dan, eyes up. Panel. Don’t touch it.”

How to Structure a Comic Book

Structure is how scenes and pages fit together.

Issue structure (20–24 pages):

  • Page 1–3: Hook and goal
  • Page 4–10: Tries and turns
  • Page 11–17: Bigger trouble
  • Page 18–20: Twist or showdown
  • Last page: Cliffhanger or punch

Graphic novel structure (120–200+ pages):

  • Act 1 (25%): Setup, rules, and break into the journey
  • Act 2 (50%): Rising stakes, midpoint shock, low point
  • Act 3 (25%): Bold choice, final fight, change

End many scenes on a page turn. It keeps readers hungry.

Visual Storytelling: Make Pictures Do the Work

  • Show, don’t tell. If the art shows it, cut the words.
  • Vary panel size. Big panels slow down time. Small panels speed it.
  • Guide the eye. Keep balloon order left-to-right, top-to-bottom.
  • Use props. A cracked phone or torn badge tells a story fast.
  • Save splashes. Use splash pages for your biggest beats.

Working With Artists, Letterers, and Editors

Treat your team with care. Be clear. Be kind. Be on time.

Clear briefs:

  • What must be in the panel
  • Mood and action
  • Key props and faces
  • Camera angle, if it matters

Good feedback:

  • Start with what works.
  • Note the goal: clarity, emotion, or pace.
  • Ask questions, don’t command every line.
  • Keep comments short and grouped.

Need a deeper look at clean revisions and page reviews? See Comic book editing for a full walkthrough.

Page Design, Balloons, and SFX

Balloons:
Keep 10–20 words per balloon. Place them in reading order. Avoid crossing tails if you can.

Captions:
Use to set time or inner voice. Keep them short and strong.

SFX:
Make sounds part of the art. Size and style change impact: tiny “tap,” giant “BOOOOM.”

Reading path:
Plan how the eye moves. Left to right, top to bottom in most markets. Avoid diagonal chaos unless you want chaos.

Color and Mood

Colors carry emotion. Think in palettes.
Cool blues for calm or sad.
Warm reds and oranges for heat and danger.
Desaturate for flashbacks.
Keep character colors steady so readers don’t get lost.

Lettering Basics for Writers

  • Leave room. Don’t fill every panel with stuff.
  • Put the speaker’s balloon first.
  • Keep balloons off key faces when possible.
  • Use bold for stress, not for shouting.
  • Use larger fonts for loud, smaller for whispers.

Graphic Novel Writing Guide

A graphic novel is a long comic told in one volume. It feels like a novel in scope but uses panels and pages.

What changes vs. a single issue:

  • Longer arcs and deeper subplots
  • More room for quiet beats
  • Chapter breaks inside the book
  • Visual motifs that return (a scarf, a sign, a color)

How to plan:

  • Write a chapter-by-chapter outline (8–12 chapters is common).
  • Give each chapter a mini-goal and a punchy end.
  • Track A-plot (main), B-plot (support), and C-plot (personal).

Developing a Graphic Novel Concept

Start with a one-page concept sheet.

Include:

  • Logline
  • 3–5 paragraph summary (beginning, middle, end)
  • Main cast with 2–3 lines each
  • 3 sample pages of script
  • 2–3 mood images (style, palette, vibe)

This sheet helps you get buy-in from partners, artists, or a publisher. It also keeps you focused while you write.

Team or Solo: Choose Your Path

Team path:
You write. Others handle art, color, and letters.
Pros: High polish, shared workload.
Cons: Costs money. Needs clear management.

Solo path:
You do it all.
Pros: Full control. One vision.
Cons: Slower. Steeper learning curve.

Pick the path that suits your time, budget, and skills.

Self-Publishing Comic Books

You can publish on your own. Many creators do.

Digital-first:
Release on your site or platforms that host comics.
Pros: Low cost. Fast.
Cons: You must market it yourself.

Print-on-demand (POD):
Upload print files. Books are printed per order.
Pros: No big print bill up front.
Cons: Per-book cost is higher.

Offset print:
You print many copies at once.
Pros: Lower unit cost, better paper options.
Cons: High upfront cost and storage.

Direct sales:
Your site, shows, and local shops.
Pros: Best margins.
Cons: You handle shipping and stock.

Retail/distribution:
Work with distributors and stores.
Pros: Wider reach.
Cons: Lower margins, more rules.

Marketing Your Comic

Start early. Keep it simple and steady.

Before launch:

  • Share character sketches.
  • Show 1–2 finished pages.
  • Build a small email list with a sample PDF.
  • Ask a few creators for blurbs.

Launch week:

  • Post a 5–8 page preview.
  • Run a live draw-and-chat stream.
  • Offer a bonus pin-up or mini zine.

After launch:

  • Share reader photos and fan art (with permission).
  • Pitch a seasonal tie-in to blogs or local press.
  • Keep posting one page or panel per week.

For deeper trade steps and distribution options, read our Comic book publishing tips.

Money, Time, and Scope

You can start small. A tight 20-page one-shot can teach you more than a giant epic you never finish. Set a budget and a schedule you can keep.

Example schedule:

  • Month 1: Outline and script
  • Month 2: Thumbnails and revisions
  • Months 3–4: Art and letters
  • Month 5: Proof and print

Example small budget (if you hire):

  • Cover art: modest fee
  • Interior art per page: varies by artist and detail
  • Letters per page: varies
  • Proofreading: small project fee
  • Print test: small run or POD setup

Costs vary by artist, scope, and region. Get quotes. Start lean.

Legal and Rights Basics

  • Copyright: You own your script and original art unless you sign it away.
  • Work-for-hire: The hiring party owns the result. Read contracts.
  • Collab deal: Put rights, credit, and pay in writing.
  • Licenses: If you use someone’s IP, you need permission.

Keep files and agreements organized. Label every version.

Production Specs You Should Know

  • Trim size: Final page size (like 6.625 “×10.25” for many floppies).
  • Bleed: Art that runs off the page (add ~0.125” past trim).
  • Safe area: Keep text inside this margin.
  • Resolution: 300 DPI for print, RGB for web previews (print uses CMYK).

Ask your printer for a template. Test print a few pages at home.

Accessibility and Reading Comfort

  • Use readable fonts. Avoid thin scripts for the main text.
  • Keep the balloon contrast strong against the art.
  • Don’t bury key text over busy backgrounds.
  • Mind color blindness. Make contrasts clear.
  • Use alt text and transcripts for digital previews when you can.

Common Mistakes (and Fixes)

Too much text in panels
Fix: Cut in half. Split into two panels or two balloons.

No clear goal for the hero
Fix: State what they want on page one or two.

Confusing page flow
Fix: Rework panel order. Guide the eye with layout and balloons.

Same panel size forever
Fix: Vary the size for pace. Big for big beats, small for quick beats.

Weak endings
Fix: End issues and chapters with a turn, twist, or choice.

Tools and Templates

  • Script: Use plain text or a word processor with styles.
  • Thumbnails: Paper, tablet, or simple drawing apps.
  • Version control: Save with dates and page ranges.
  • Style guide: Make a one-pager with character looks, color notes, and naming rules.

Tiny Stories You Can Use Between Scenes

  • “Dad drew capes on my homework margins. I kept the habit.”
  • “I worked late at the diner. I inked on napkins.”
  • “The bus broke down. I wrote issue #1 in the drizzle.”

These short notes add heart without adding bulk.

Quality Checks Before You Print

  • Names, places, and powers are consistent.
  • Page numbers and credits are correct.
  • Balloons read in the right order.
  • SFX match actions.
  • Spelling and grammar are clean.
  • Export print PDFs with bleed and crop marks as required.

Print one proof copy. Read it on paper. You’ll catch new things.

Starter Pitch Email (If You Query an Artist)

Subject: Writer seeks artist for 20-page one-shot

Hi [Name],
I’m writing a 20-page action fantasy called The Magic Pen. Tone is bright, with snappy dialogue and big splash moments. I can pay [range]. I’ll share a 5-page script and thumbnails. If you’re open, I’d love to see your rates and timeline.

Thanks for your time,
[You]

Keep it short. Be kind. Follow up once a week.

Sample One-Page Scene (Script + Visual Thinking)

PAGE 10 (3 PANELS)

Panel 1: Medium. Rooftop at dusk. Sam faces the bully, Max. Wind tugs at jackets.

SAM: You can keep the crown, Max.

SAM: But leave my friends alone.

Panel 2: Close on Max’s crooked smile. He lifts the magic pen.

MAX: Make me.

Panel 3: Wide. Sam steps forward. The pen sparks. A sketch-dragon curls from the air.

SFX: FWWWWSSSH

CAPTION: Time to stop hiding.

Note the fast pace. Few words. A clear build to a turn.

The Mindset That Helps You Finish

  • Start small.
  • Share pages early.
  • Fix the big stuff before tiny tweaks.
  • Keep your weekly promise: “Two pages this week.”
  • Celebrate small wins: a page, a scene, a chapter.
  • Done beats perfect.

About Arkham House Publishers

We help creators plan, write, and publish comics. We work with first-time authors and seasoned teams. We guide scripts, layouts, and production so your pages read smoothly and look sharp. We keep the process simple, caring about your deadline and your voice.

What we do:

  • Story shaping and script coaching
  • Page-by-page development notes
  • Lettering guidance and page flow checks
  • Production proof checks and file prep
  • Launch planning for web and print

Conclusion: You Can Do This

How to write a comic book is not a secret! It’s a clear set of small steps. Pick an idea. Build a strong lead. Outline, thumbnail, and script with short, sharp lines. Keep page turns hot. Get feedback and fix the big bumps. Choose a publishing path that fits your time and budget. If you want steady help from a friendly team, Arkham House Publishers is here. We’ll review your idea and map your next steps. Start today.

Answering a Few of Readers’ Concerns

How to write a comic book step by step?

Start with a one-line promise and a logline. Build your cast with goals and flaws. Outline eight to ten beats that show change. Break those beats into pages with strong page turns. Thumbnail each page to test the flow. Draft the script using a simple Comic Book Script Format. Write short, clear balloons. Get feedback on five pages. Fix the outline, then the pages. Write a sample and read it on paper. Finish the script, then move to art and proof.

How do I create my own comic book?

Pick a length you can finish, like a 20-page one-shot. Write a tight outline and a five-page script sample if you draw, thumbnail, and pencil your pages. If you hire, find an artist whose style fits your tone. Keep your notes short and useful. Letter a test page early to check the space. Use print-on-demand for a few copies or publish digital-first on your site or a platform. Share a preview. Ask for feedback. Keep going until the book is done.

What are the 5 basic elements of comic book writing?

Five key elements are character, goal, conflict, turns, and theme. A strong character wants something and faces hard blocks. Conflict pushes them to change. Turns happen at page ends and act breaks. A theme is the big idea under the plot, like “trust beats fear.” Add clear settings and props to support these elements. Simple panels and clean balloons help readers feel every beat.

How much does it cost to start a comic book?

Costs vary a lot. If you draw a letter, your cost can be very low—just tools and time. If you hire, plan for art and letters first. Rates depend on skill, detail, and page count. Printing adds more. To start small, try a 12–20 page one-shot and a tiny print run or digital-first release. If you are looking for affordable comic book writing and designing services, then consult Arkham House Publishers.

Can anyone publish a comic book?

Yes. Many creators publish on their own. You can post online, sell at shows, or use print-on-demand. You don’t need permission to publish your original work. You’ll need clean files, rights to all art and fonts you use, and a plan to reach readers. Start with a small, finished book. Share a preview. Ask for honest feedback. Grow one project at a time.

Cherie Griffith

Cherie Griffith is a storyteller with a deep passion for visual narratives and creative expression. She believes comic books are a powerful way to blend art and words, capturing stories that inspire and entertain all ages. With experience in both writing and collaborating with artists, Cherie enjoys guiding aspiring creators on how to bring their unique ideas to life. In this article, she shares practical advice and insights on the exciting process of writing a comic book.