FoundryInk Academy

FoundryInk Academy

Fun, friendly walk-throughs for making and selling your comics.

Pick your path

Choose who you are and we'll show only the tutorials that fit. Your choice is remembered on this device.

Getting started

Open your studio and find your way around.

Making your work

Comics, books, drawing, and every tool on the page.

Publishing your first comic

From a blank project to a published issue readers can open. The whole path, one page at a time.

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Posting on strips.ink

Comic strips, and the three settings that decide whether the strips.ink feed ever shows them. Where your strips live, how to make the next one, and the step nearly everybody gets wrong.

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The Beatboard

Plan a comic as a row of story beats, dock your cast and locations onto each beat, set which page it lands on, then turn the whole board into the page script in one step. The first stage of the asset work spine.

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Write your comic script

For writers: script a comic or zine panel by panel on the Script tab. Panels, descriptions, dialogue, captions and sound effects, in standard comic-script format, numbered the way a letterer expects.

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Write a screenplay

For writers: the Script asset kind. Write a screenplay, stage play, audio drama or teleplay in standard format, switch Cinema / Stage / Audio / TV lenses over one document, and import or export Fountain.

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Draw right in your studio

The full manual: pens and Brush Studio, layers and blend modes, colour, selections, transform, adjustments, guides, text, and animation assist.

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Layout pens

A set of Creator Canvas pens that draw comic layout as whole shapes: panel borders, speech balloons, stamps, tails and caption boxes that meld into clean outlines. Built for laying out a page or a long vertical scroll.

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Animate a comic page

Give one comic page a moment of life. Turn on Animation Assist, draw a few frames as layers, use onion skin and riffle, then Set as animated art so it plays for readers (and prints as a still).

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Advanced authoring: the full studio tour

Every tool on a page, from adjustments and lettering to panels, overlays, and version history.

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Lettering

The Lettering stage: place speech balloons, captions and sound effects over finished comic pages. Basic and Advanced modes, the full balloon and effect set, balloons built from your script, and Muse placing them for you from your own words.

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Writing a book

Not everything is panels. Write prose, scripts, and anthologies in a real page-layout word processor.

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Interactive and online-only assets

Slideshows, comic strips, presentations, and no-code games, work that lives and plays in the browser.

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Visual novels

Branching, animated stories with choices and character sprites, built with no code at all.

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Build a playable game

Make a real 2D game that plays right in the browser, arcade, puzzle, platformer, or adventure, with no code.

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Point-and-click adventures

The full manual: walkable rooms, hotspots and verbs, inventory puzzles, a branching Ink story, FoundryScript, and importing an AGS project.

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Animate on the Stage

The no-code Flash-style animator inside visual novels: symbols, a timeline, keyframes, and tweens that make a scene move.

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Animate in the studio

The full animator's manual: scenes and a frame-by-frame timeline, drawing cels, onion skin, riffle play, holds, layered rows, and sound.

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Storyboards and timing

For animators: plan your keyposes on the Storyboard, chart the timing between them (spacing, holds, on ones or twos), and let it lay down blank in-between cels for you to draw. Honest hand-drawn timing, no auto-tweening.

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Video, bundles, and download packs

Three more ways to package what you make: stream a video, bundle assets together, or sell a pack of files.

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The video editor

A real multitrack video editor in the browser: import almost any footage, cut it on a timeline, grade and key and retime it, add titles and voiceover, then render and publish. The full manual.

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Make music

The Music Track asset kind: upload or build a track in the multitrack Audio studio, set artist, album and catalog metadata, add cover art and lyrics, and publish it to stream and sell.

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Podcasts and audiobooks

Two audio asset kinds that play in the browser: an episodic Podcast that can syndicate to Apple and Spotify, and a narrated Audiobook with chapters. What each one is, how the show fits together, and the settings that get you onto the directories.

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Import your back catalogue

Already have years of work? Bring a whole folder or zip of your comics, art, video and audio into your studio in one pass, then review everything before a single asset is created. Nothing goes public until you say so.

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Build your Codex

Your series' story bible: characters, locations, and a timeline that keep a long story consistent.

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Muse, your studio assistant

A guided companion for the setup and chores, so you spend more time making and less time clicking.

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Feedback and getting to all clear

Comment on pages, thread the discussion, and resolve every note so an issue is truly ready to ship.

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Animation course

Rows, bones, and keyframes, one friendly lesson at a time, from your first frame to a rigged character you can pose.

The animation course

The starting point for the whole animation course. What you will learn, how the studio is organised into rows, bones, and keyframes, the one big mindset shift, and how to move through the lessons.

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The animation studio, area by area

A full guided tour of the Animation studio: the stage, the tool palette, the Tool Options bar, the timeline, the row list, and the inspector panels, plus how to make an animation asset and open it.

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Layers and rows

Rows are your layers. This page names every add-row type, explains what each is for, and shows how stacking, reordering, naming, and hiding rows compose a whole animated scene.

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The timeline, top to bottom

Timeline literacy: the playhead and frames, the Frame readout, the four views (Frames, Channels, Sequencer, Motion Graph), keyframes, Auto-key, scrubbing, and the Play, Stop, and Loop transport.

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Publishing your animation

In FoundryInk, exporting means Publish. A full walkthrough of what publishing does, what readers get (it plays inline, nothing to install), becoming a Short, choosing a cover, and an honest look at the in-engine frame and GIF exporter.

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Prep your art for rigging

Turn a character into a puppet by drawing it as separate parts: upper arm, forearm, hand, torso, head. Where to cut, how to overlap at the joints, how to name parts, and how to get everything rig-ready.

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Bring Your Art Into the Studio

Already have artwork? Bring each piece into the Animation studio as its own Image row, place it, stack it in depth order, then turn it into a posable bone-mesh puppet with Rig this image. The fastest path from a finished drawing to something that moves.

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Lip-Sync and Switch Layers

Give your character a talking mouth. Draw a set of mouth shapes as sub-layers, show one at a time and key it, map each shape to a sound in the Phoneme shapes table, then let the mouth hold each shape until the next key. A full, practical guide to lip-sync in the studio.

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IK Targets and Reach

Stop rotating bones one at a time. With inverse kinematics you drag a hand or foot and the whole limb bends to follow. Learn tip-dragging, IK targets on the end of a chain, Max stretch for reaching, and planting feet and hands so they stay put.

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Bone Dynamics and Secondary Motion

Let hair, tails, cloth, and ears move on their own. Tick Dynamic on a bone and tune Stif, Damp, and Inert so those parts lag behind the body and settle with a natural spring. The finishing touch that makes a rig feel natural instead of stiff.

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Warp, Squash, and Skew

Bend a whole piece of art with the Warp tool: drag its four corners on the stage to squash on a landing, stretch on a leap, and skew into perspective. Learn what the four-corner cage can do, where it stops, and how to team it with bones.

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Bendy Shapes and Tails

How to build a tapered, organic bendy part, a tail, a rope, a lock of hair, that curls and sways. FoundryInk has no curver layer, so this is the full workaround: draw the shape, taper it with Line Width, run a bone chain through it, Flexi Bind the points, and add Dynamic for natural sway.

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Smart Bones

Teach one bone to fix another's ugly bends automatically. Type an action name, add a smart bone, set its control bone and dial range, record the corrected end pose, and now rotating that control bone scrubs cleanly through the whole fix. The cure for folding elbows, mushy blinks, and collapsing fists.

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Pose and Key Your First Move

Your first real animation, start to finish. Switch to Animate mode, turn on Auto-key, pose the rig at one frame, move the playhead, pose again, and watch the studio fill the in-between. Block the big extremes first, preview, then refine. What Auto-key, Freeze, and Relative actually do.

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The Motion Graph

Where timing becomes feeling. See a value plotted as a bendable curve, then reshape how it travels between keys. Every interpolation mode explained by feel: Linear, Smooth, Step, Ease in, Ease out, Ease in/out, Noise, Cycle, Bounce. Add and reset curve handles for fine control. Spacing and easing are weight and snap.

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Animation Cycles and Loops

Animate one lap and repeat it. Use the Cycle interpolation mode to repeat a walk or an idle, the Loop transport toggle to preview it, and per-frame Hold to work on ones or twos. Build a seamless cycle where the first and last pose match. Note: the absolute versus relative cycle toggle is not surfaced, but Cycle covers the common case.

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Vector drawing tools

A full tour of the Draw group inside Draw and rig: dropping points, closing outlines, sketching with Freehand, and the helpers that push, roughen, and weld your points. This is where every vector character begins.

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Editing points and curves

Shape the lines you drew: round and sharpen with Curvature, snap corners with Peak, soften with Smooth, thin with Simplify, and transform whole selections with Scale, Rotate, Shear, and Perspective. Turn rough points into a line that sings.

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Filling and styling shapes

Turn closed outlines into solid, coloured shapes. Stage curves into amber and Fill, restyle with the Paint Bucket, stack with Raise and Lower, and dress every shape in the Shape style panel with fills, outlines, gradients, and swatches.

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Masking and hidden edges

The real way to clip without masks. Group masking is not in the vector editor, so this page teaches the tools that are: Hidden Edge to tuck seams, overlapping shapes to fake clipping, and the reference-dimming toggles that only look like masks.

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Combining shapes

How to merge and cut forms without booleans. Liquid-shape add, subtract, and clip are not present, so this page teaches the supported way: overlapping filled shapes to merge, leaving an inner curve out of the fill to cut a hole, and Raise and Lower to stack.

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Draw a Whole Character

The full drawing workflow, start to finish. Pin a reference, trace clean outlines, fill them into shapes, style with a reusable palette, and stack a whole character back to front, all in the studio's vector surface.

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Rigging Vectors vs Images

Why vector bones bend the actual curves for smooth limb flex, while image rows pivot at a hard seam. Learn Bind Points versus Flexi Bind, tune reach with Bone Strength, and pick the right approach for each part of a character.

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Smart Bones for Vectors

Turn a corrected pose into a single dial. Use the Actions panel, a control bone, and a dial range to fix clean elbow and knee bends on vector art, plus blinks and mouth shapes, so one rotation drives a whole flawless motion.

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Rig a Whole Character

The full rigging walkthrough. Draw a complete skeleton with Add Bone, set names, parents, and lengths, isolate the head, limit knee and elbow rotation, Flexi Bind every limb, add IK targets on hands and feet, and add dynamics on loose parts.

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Animate a Vector Character

Perform your rig. Switch to Animate mode, pose with the Pose tool and Auto-key, block the extremes first, refine the timing, turn smart bones and switch mouths as you go, and preview constantly. One full shot from blocking to polish.

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Vitruvian Poses

Give a limb alternative poses that bending alone can never reach, like an arm swinging up to point straight at the camera, and switch between them right on the stage.

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Parallax and the Camera

Give your scene real depth: set how fast each layer drifts with a Depth value, then push a camera through it with Track, Zoom, and Roll for a shot that feels three-dimensional.

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Timeline Tools in Depth

Master the four timeline views, markers and inserted frames, stepped playback, two-way onion skin, and every interpolation mode from Linear to Bounce.

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Control Bones

Make one bone automatically drive another. Set Angle from, Scale from, or Position from with a Ratio, and get automatic secondary motion with no extra keyframes.

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Particle Effects

Fill your scene with rain, snow, sparks, and dust. Add an emitter, shape it with Rate, Life, Gravity, and more, swap in your own sprites, and key it to appear on cue.

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Frame-by-frame Layers

The oldest trick in animation, done by hand in the studio. Add an Art row, draw one frame, step forward, draw the next, and label every drawing by its job (key, breakdown, extreme, tween) so your scene reads clean before you tie it down.

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Fake Physics With Dynamics

There is no whole-scene physics engine here, and that is fine. What you actually reach for in character animation is per-bone Dynamic springs: tick one checkbox, tune three dials, and loose bits bounce, lag, jiggle, and settle on their own while you animate the main pose.

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Automate Without Scripts

Scripting is a desktop-only surface and is not in a browser studio. The good news: the things you would script are built right in. Control bones drive secondary motion, smart bones fold a whole pose onto one dial, Dynamic bones handle the physical stuff, and Actions stamp reusable motion.

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Reuse Motion With Actions

Record a wave or a walk once, then stamp it onto the timeline whenever you need it. The Actions panel is your library of reusable motion: name it, record it on the Mainline, and Apply it over and over. Never animate the same wave twice again.

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References and live instances

Rig a character once, then drop it into any scene as a live instance that updates everywhere when you fix the master. Plus importing a rig from a file, and fading a reference image to trace over.

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Quad warp meshes

Bend a whole piece by dragging its four corners. Squash, stretch, skew, and fake perspective with the Warp tool, learn where a four-corner cage shines, and combine it with bones where you need organic bending.

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Brushes and linework

Line quality is half the character. Use FoundryInk's brush system and your own imported brushes, shape strokes with Line Width, get variable and tapered lines, and keep a character's linework consistent across every scene.

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Layer comps and presets

Save which rows are showing as a named comp, then flip between versions of a scene with one click. Great for day-and-night passes, alternate outfits, and hiding guides before you publish.

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Making money

Tips, subscriptions, prices, print, merch, commissions, affiliates.

Getting paid: tips, subscriptions, and prices

Free is great. When you want to earn, here are the three ways money reaches you, and the one setup step first.

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Get hired: go freelance

Turn on Available for hire, publish services with priced tiers, and take paid jobs from studios through escrow. Your one Collaborate profile grows; there is no second profile and no bidding for scraps.

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Earn from reads (Gold)

Reading itself pays you. Here are all the rules to earn from the Gold read-share pool, and exactly how the split works.

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Market your work

No ads allowed, so growth is a different game: bring your own audience, be findable, and be loud everywhere else.

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Prints, merch, and commissions

Take your comic off the screen: sell it in print, add merch, and open your desk for custom work.

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Partnering as an affiliate

Let promoters send readers your way for a cut, and track exactly what each partner brings in.

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Crowdfund your series

Fund the next book before you draw it, with tiers made of real assets and progress that updates itself.

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Galleries and print storefront

Show off your art in portfolios, and sell the pieces as real prints readers can hang on a wall.

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Coupons

Discount codes for a launch, a con, or a thank-you, scoped exactly where you want them.

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Disputes and refunds

The rare hiccup, handled fairly. How refunds and replacements work, and how to resolve one kindly.

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Shops and retail

Find real comic shops near you, list your own on the directory, and offer your issues to retailers at a wholesale price.

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Reader tablets

The kiosk tablets FoundryInk places in venues: a walk-up reader reads your free issues in full, buys digital with just an email, tips you with no platform cut, and can unlock a comic they own on the tablet for an hour from their phone.

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Growing your audience

Get discovered, then build a community that comes back.

Getting discovered

Publishing is step one. Here's how new readers actually find your work, and how to help them.

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Inktober

Draw one prompt a day through October. FoundryInk gives you a calendar studio, the official list plus sub-genres like Gobtober and Spooktober, a Browse showcase, and sales with no platform fee on your Inktober prints and originals.

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Drawlympics

drawlympics.com is FoundryInk's competitions site: daily drawing challenges like Inktober, the annual Inky Awards, and endless walls of the art people make for them. Same account, and your entries land in your own studio.

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Pinning

Two kinds of pin, one idea: keep one thing at the top. Creators pin a standout asset to the top of a studio, project, or campaign page; readers pin the studios, series and games they love so new drops surface in one place.

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Managing your audience

Once readers arrive, keep them close: broadcasts, a healthy posting rhythm, and a roster you actually understand.

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Run a reader poll

Ask your audience a question and let them vote. Build a poll in the Create wizard, pick who can vote (free followers or paying subscribers), and watch the results come in on your studio page and the Browse Polls rail.

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Start a reading group

Give readers a room to read your series together, chat, and leave notes page by page.

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Events, cameos, and reader rewards

Turn readers into a community: put yourself on the map, send characters romping across Browse, and reward the regulars.

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Grow reach with easter eggs

Surprise is shareable. Hide cameos to catch, subliminal flashes, and after-credits rewards that make readers say "did you see that?"

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Frames and breakouts

Two ways to stand out: wrap your avatar, banner and pages in a decorative frame, and let a character crawl right off your cover with a breakout that shows on every Browse card.

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Share your favorite part of FoundryInk

Every studio, series, issue, and profile has a Share button. Here's how to spread the word in a tap.

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Host an AMA

Open the floor. Run an ask-me-anything, let readers upvote the best questions, and answer live.

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Moderate your community

The full moderator's handbook: roles, channels, room identity, message tools, and sanctions that know their limits.

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Create reader challenges

Set a goal, award a badge. Give your readers something to chase and a trophy when they catch it.

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Curate a Reader's List

Build a shareable list of great comics, your own and other studios', to lift friends' work or share your critic picks.

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Run your studio

Tune it, staff it, and run it like a media desk.

Fine-tune your studio

Turn off the features you don't use. A focused studio is calmer for you and clearer for readers.

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Collaborate with your team

Bring in writers, artists, and editors, then keep everyone moving with roles, a task board, and a shared calendar.

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The Storyboard

The issue's Storyboard view: lay every page out on an infinite planning board, then think on top with sticky notes, arrows, roughs, pose references, and comment pins. Never printed. Live when your team needs it.

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Work together, live

The whole team playbook: the Work Shelf on every asset (tasks, member chat, notes), presence, private chats, and drawing or planning together in real time with a live seat.

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Find collaborators

Comics are a team sport. Meet writers, artists, and critics, connect, and message them, all in one console.

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Hire a freelancer

Bring a pro into your studio for a paid job: find them in Collaborate, agree terms, sign, fund an escrow, review deliveries, and release payment when the work is right. No job boards, no bidding.

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Open your own media desk

Run a studio like a newsroom: publish news and posts, feed them to Browse, and build a subscriber base.

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Premium and FoundryInk access

The deeper toolset: the assistant, the Codex, and full IP import, and how the layers stack.

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Read your stats

Your studio keeps score for you. Learn what's working, and exactly where readers drop off.

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The Research Center

Zoom out past your own studio to the whole market, genres, pricing, and trends, all anonymized.

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Becoming a critic and reviewing

Love reading and have opinions? Claim a critic handle, give a Crisp or Faded verdict, and build a following.

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The Collaborate Console

Five tabs, one workroom: your profile, finding people, connections, messages, project channels, and the docked messenger.

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For readers and your account

See it from the reader's side, and make FoundryInk yours.