Scott McCloud

Scott McCloud (actually Scott McLeod, born June 10, 1960 in Boston, Massachusetts, United States) is an American comic book artist and theorist. World famous McCloud was his theoretical works on the comic, which he produced as a kind comic: Comics read correctly from 1993 ( re-edited 2001) and comics reinvent - How imagination and technology are revolutionizing an art form by 2000.


After attending college, he began in 1982 in the comic book publisher DC, but was his first comic there not accommodate because he did not want to give up copyright and licensing rights. Therefore His superhero series Zot originated on an independent publishing house. In addition to his comic work McCloud is a professor of digital media at MIT Media Lab and the Smithsonian Institute. He lives with his wife and two children in California.


In his most important book to date, read comics right he studied in the form of a continuous Comics the theory of the medium comic. Due to the congruence of content and form received his theoretical explanations immediate image force and intelligibility. After an introduction to the history of the medium comic in particular, and to the fundamentals of visual and sequential aesthetics, communication and narration in general, he describes its effect also in relation to other art forms and shows by the way its magic and diversity on. The work is today, with Will Eisner's Comics and Sequential Art to the standard works of comic research.

Reinventing Comics from 2000 includes the comic developments of the 80s and 90s, who overthrew the media in a crisis and can research the authors for possible ways out by the digital revolution. He is concerned about the development of comics as an interactive medium in the Internet age. This work was highly controversial and will be discussed. On his website he demonstrates the practical possibilities offered by the Internet and the comic book advocates also utilize the same.

Scott McCloud is the inventor of the 24 -Hour Comics. In this variant of comic drawing it comes to draw a complete 24-page comic in the course of 24 hours.

Works (selection)


  • Zot!
  • Destroy!
  • Superman Adventures 2-13

Read Comics properly

  • Read Comics properly. 1st edition. Carlsen, Hamburg 1994 ISBN 3-551-72113-0
  • Read comics right - The invisible art. 5th edition, changing revision. Carlsen, Hamburg 2001 ISBN 3-551-74817-9

Comics invent new

  • Reinventing Comics - How imagination and technology are revolutionizing an art form. 1st edition. Carlsen, Hamburg 2001 ISBN 3-551-74793-8

This volume is a comic fiction book about the medium of comics.

At over 240 pages McCloud describes the resulting in the 80s and 90s crisis of American comics and looking for ways out. He describes the impact of the digital revolution on this medium will have.

In the first part ( " windmills and giants" ), the author presents those nine revolutions before that started his generation of comic book creators, but have not yet completed:

  • Comics as Literature
  • Comic Art
  • Copyright
  • Production conditions
  • Public perception
  • Education institutions
  • Gender equality
  • Representation of minorities in society
  • Differentiation index

The second section ( " Take the Wave" ) focuses on the opportunities and challenges facing the media have to make in the face of technological changes:

  • Digital Production ( Production of comics by digital means )
  • Digital distribution ( the distribution of comics by digital means )
  • Digital Comics ( The development of digital comics with Comics )

The book was published in 2000 and in Germany in Carlsen Verlag available. It's " really read comics - the invisible art" a continuation of Scott McCloud's first tangible comic.

Make comics

  • Comics make - All about Comics, Manga and Graphic Novels 1st Edition. Carlsen, Hamburg 2007 ISBN 978-3-551-78649-4

This volume is an analysis of the creation and an introduction to the creation of comics. It introduces, among other things, the tools of the comic artist, the distribution channels (eg print and webcomic ) and drawing techniques.

It is not a direct successor of the above books, as it relates more to the craft and a textbook than that it wants to analyze Comic scientifically. Stylistically striking compared to his former property, comics are the intermediate sections, notes on the preceding chapter, which have not been executed as a comic.

The book was published in 2006 under the name MAKING COMICS published by Harper Collins.