FoundryInk Academy Academy / Making your work
Making your work

Write your comic script

This one is for writers. Every comic or zine has a Script tab: a structured, format-aware editor where you write the issue one page at a time in standard comic-script format. You build each page out of real elements, panels, descriptions, dialogue, captions and sound effects, on the same page rows the artist draws on, with the lettering numbered the way a letterer expects. It is the words half of the book. Write dialogue here and it becomes a numbered lettering item ready to place, not a balloon the app draws for you, so this page is honest about where the writing ends and the art and lettering begin. Learn the elements, its views, and how it hands off, and you can script a whole issue from one place.

Read time about 20 min

1The Script tab

On a comic or zine you get a top-level Script tab, described simply as "Where you write the per-page script in one place." It swaps the old plain text box for a format-aware editor: instead of loose prose, you build each page out of real script elements, panels, panel descriptions, dialogue, captions and sound effects, laid out in the standard comic-script format an artist and letterer already read fluently.

The script is the plan before the art. Page by page, panel by panel, you decide what happens and who says what. Because the script is per page and one script page lines up with one page of the comic, the whole team works from a single source: you write the beat, the artist draws it, the letterer places the words later.

The Script tab on a comic issue, with the script beside each page.
The Script tab on a comic issue, with the script beside each page.See the full screen
This tab only shows on multi-page kinds, comics and zines. A prose book has its own manuscript editor, and single-image or media assets carry no script at all. No Script tab means the asset is not a multi-page comic or zine.
Pro note
Write the whole issue in script before anyone draws a line. Sorting out pacing and page turns in text is cheap; discovering a broken beat after the art is finished is not.

2Open it, and add pages first

Open your comic or zine issue and choose the Script tab, sitting alongside Content, About and the rest (its address carries ?tab=script). One thing trips people up: the script is built on your real pages, so you need pages before you can write a word. With none, the editor tells you plainly, No pages yet. Add pages to write a script. Head to the Pages view, add your pages, then come back and script them.

Once pages exist, each one is labelled to match your book. Body pages read Page 1, Page 2 and onward. Covers read Front cover, Inside front cover, Inside back cover and Back cover, with quick-jump chips (FC, IFC, IBC, BC) to skip straight to them.

The Pages tab, where an issue's pages are added before you script them.
The Pages tab, where an issue's pages are added before you script them.See the full screen
The Front cover in the Script tab, a blank page with no panels yet.
The Front cover in the Script tab, a blank page with no panels yet.See the full screen
Writing the script never creates or reorders pages. The page grid owns which pages exist and their order; the script just writes onto them. To change page count or order, use the Pages view.
Pro note
Rough out your page count before you script. Pros thumbnail the beats first so the story breaks cleanly at each page turn, then write into a page list that already reflects that shape.

3Two ways to see it

The Script view switch now gives you three ways to look at the same script. Page by page is the default: one page at a time beside its art, with Prev and Next and quick-jump chips, so you write against the actual drawing and check that a beat lands on its panel. Continuous shows the whole issue as one paged document, each page starting fresh, the familiar word-processor scroll, for reading the issue through, feeling the pacing, or editing a thread that runs across several pages. Rendered is a read-only, screenplay-formatted preview: your script laid out clean and in order, to read rather than edit. Draft page by page, edit across pages in continuous, then flip to Rendered to read it back as a finished script.

The Page by page view, one page at a time with Prev and Next.
The Page by page view, one page at a time with Prev and Next.See the full screen
The Rendered view lays the script out in standard comic-script format.
The Rendered view lays the script out in standard comic-script format.See the full screen
These are views of one script, not copies. Page by page and Continuous both edit the same script and stay in sync instantly; Rendered is a preview you read, not edit. Switch whenever the task changes.
Pro note
Write tight against the art in page-by-page mode, but do at least one continuous read before you hand off. Pacing problems that hide panel by panel jump right out when you read the whole issue in a single scroll.

4Break the page into panels

Panels are the backbone of a comic page. From the Insert toolbar, add a Panel and it lands as the header Panel 1, then Panel 2, and so on down the page. Give each one an optional Setting / environment line (say, "New York, 2013") to fix where and when the moment happens. Everything you write beneath a panel, its description, its dialogue, its captions, belongs to that panel.

Think of a page as a sequence of beats. How many panels a page holds is a pacing choice: a quiet page might breathe across three wide panels, a fight might crowd in six. Block the panels first, decide the rhythm, then fill each with what happens and who speaks.

Panel 1 with its Setting or environment line and the Insert toolbar below.
Panel 1 with its Setting or environment line and the Insert toolbar below.See the full screen
Panels number themselves in order as Panel {n}. Reorder or remove rows with each row's Move up, Move down and Delete controls, and the numbering keeps itself right.
Pro note
Block the whole page in empty panels before you write a word of description. Seeing the beats laid out tells you fast whether the page is rushing or dragging.

5Describe the shot

Under a panel, add a Description element to tell the team what the panel shows. Its placeholder names the job: "Panel description, action, camera, notes to the team..." Write what the artist can actually draw. Concrete staging beats vague mood: not "she's tense," but "tight on her hands, knuckles white on the railing, low angle." Name the shot (wide establishing, over-the-shoulder, extreme close-up) and the beat inside it. A description can carry reference links, small pills with a label and a URL, so you can point at a pose, a location photo, or an earlier page. Keep your notes to the team honest and labeled: a real question, a hard must-have, or a soft maybe, so nobody guesses which is which.

A Description element under Panel 1, with its placeholder text.
A Description element under Panel 1, with its placeholder text.See the full screen
A description is direction for your collaborators, never words a reader sees. Anything meant to be read on the page (speech, narration, a sign) belongs in dialogue, a caption, or an effect, covered next.
Pro note
Give one panel one clear action. If a description needs the word "then," it is probably two panels fighting for one frame.

6Dialogue and who speaks it

Add a Dialogue element for a line of speech. Start with the Character field, which autocompletes from your issue's cast so names stay spelled the same way page after page. Then type the line in sentence case, and use the Bold button to wrap the words you want to punch, the way they will read bold in the balloon. Keep it to one balloon's worth of speech per line, and name the speaker every single time, even in a back-and-forth. A descriptor dropdown sets the delivery: leave it at (no call-out), or choose Off-panel, Whisper, Burst, Weak or Singing. Let that dropdown carry the tone rather than stuffing stage directions into the words.

A Dialogue element's Character field, filled from the issue's cast.
A Dialogue element's Character field, filled from the issue's cast.See the full screen
The call-out picker on a dialogue line.
The call-out picker on a dialogue line.See the full screen
The Character field is free text with suggestions from your cast, not a locked list, so a brand new speaker is fine, just type them in. It names who is talking; it is not an at-mention and it does not tag anyone.
Pro note
If a single line needs two breaths to say, it usually wants to be two dialogue elements. Splitting it now tells the letterer exactly how many balloons to draw.

7Captions and narration

A Caption carries words nobody is speaking out loud in the moment: narration, a title, or a character's voice-over. Add one, then set the subtype to say which kind it is. Reach for Caption (time & place) (or the dedicated Time & place button) to jump the reader across space or time with a classic location-and-date title like "New York, 2013". Use Narration for the storyteller's voice sitting over the scene, and Caption (voice over) when a character narrates over a different scene than the one they are in. Choosing the subtype keeps your intent clear on the page and gives the letterer exactly what each box needs.

A Caption element with its kind set to Narration.
A Caption element with its kind set to Narration.See the full screen
Pick the right subtype instead of typing the style into the text. The subtype tells the letterer which box to draw, and a narration box is lettered differently from a time-and-place title.
Pro note
Keep captions short and let the art carry the rest; a time-and-place title works best as a quick anchor, not a paragraph. If a line could be spoken aloud in the panel, it probably wants a dialogue balloon instead of a caption.

8Sound effects

Add an SFX element wherever a sound belongs, from the KRA-KOOM of an explosion to the whisper of a page turning. Write the sound the way it should read on the page and lean into onomatopoeia. Stretched vowels, doubled letters and hard consonants all do work, so let the spelling carry the noise. Because an effect gets drawn big and expressive, keep it short and punchy. A wall of letters kills the impact. If placement matters, say so in the panel description: note where a large effect should sit and what it overlaps, so the letterer and artist can make room. Sound effects are part of the lettering, so they get counted and numbered right alongside your dialogue and captions.

An SFX element holding the sound KRA-KOOM.
An SFX element holding the sound KRA-KOOM.See the full screen
An SFX is a lettering item, not a drawing instruction. It tells the letterer what sound to render; the size, colour and shape of it are a lettering and art decision made on the page.
Pro note
Say the effect out loud before you commit the spelling. If your mouth can make the sound, the letters are probably right. If it takes a breath and a half to read, trim it.

9How it numbers everything

Your page carries two separate counts, and this is where the script starts talking to the letterer. Panels number from 1 upward, straightforward. Lettering is the clever part: every dialogue, caption and sound effect is numbered continuously across the whole page, in reading order, regardless of which panel it sits in. So the third balloon on the page is lettering 3, even if it opens panel 2. A small readout tallies each page as {n} panels ยท {m} lettering. That continuous count is exactly what a letterer works from. It is how they match your script line to the balloon they place, so trust it and never renumber by hand.

The page header counts panels and lettering: Page 1, 3 panels, 5 lettering.
The page header counts panels and lettering: Page 1, 3 panels, 5 lettering.See the full screen
Because lettering counts in reading order, the order of your dialogue and caption rows within a panel is the reading order. Use Move up and Move down to set the sequence you want the balloons read in.
Pro note
When you hand a script off, the lettering numbers are the shared language between you and the letterer. Keep them clean and let the editor do the counting so nothing drifts out of sync.

10Read words off the art

Already have a lettered page, or a rough with dialogue scribbled in the margins? In the page-by-page view, where the script sits beside the page image, use Read text from art to pull the words off the current page, or Read all pages to sweep the whole issue. The nudge says it plainly: FoundryInk can read the words printed on your art and drop them in for you to tidy up. Free on every plan. What comes back lands as a single Description block. That is the fast part done. Now do the craft part: read it through, split it into real dialogue and captions, and tag each line so the letterer knows what is a balloon and what is a box.

Read text from art and Read all pages below a page in the Page by page view.
Read text from art and Read all pages below a page in the Page by page view.See the full screen
Words read off the page art, ready to tidy into script elements.
Words read off the page art, ready to tidy into script elements.See the full screen
This reads art into the script, never the other way round. It drops raw text in as a Description for you to clean up and re-tag; it does not decide dialogue from caption, and it never touches the art.
Pro note
Reading the art is a great shortcut for restructuring an existing page, but expect run-on text where a balloon ended and the next began. Read it aloud once and the breaks tell you where each speech and caption really starts.

11Save, print, and hand it off

The editor holds your edits until you press Save changes. Watch the {n} unsaved page(s) counter at all times: it tells you exactly how much work is still in the buffer. Get in the habit of saving after each page, and always save before you leave the tab. When the issue is ready to hand off, use Print / PDF to lay the whole script out in standard comic-script format and save a clean PDF for your artist or letterer to work from. Prefer .txt when you just need the raw words with no formatting, for pasting into another tool or archiving the dialogue. A teammate without edit rights can still open the script read-only, so sharing never risks accidental changes.

Save changes beside the unsaved page counter.
Save changes beside the unsaved page counter.See the full screen
The Print / PDF button for handing the script off.
The Print / PDF button for handing the script off.See the full screen
The editor saves on your press, never automatically, so the {n} unsaved page(s) counter is your friend. Save before you switch pages or leave the tab. The script is stored per page, right alongside that page's art.
Pro note
Send letterers the PDF, not the raw text: standard formatting tells them at a glance which lines are captions, dialogue, or sound effects. Keep the .txt for your own reference and revision passes.

12Where the script fits

The script is the words half of your book. Every line of dialogue, caption and sound effect you type becomes a numbered lettering item, ready for a letterer to work from. What the script does not do is place balloons on the art for you. A lettering item can become a placed balloon later, but that happens as a lettering step on the page, not something the script does on its own.

The delivery descriptors (Off-panel, Whisper, Burst and the rest) are chosen to match the balloon styles, so the hand-off stays clean. Character names autocomplete from your issue's cast, tying the script to the same characters your Codex and Storyboard already know.

Who can write it: anyone with an author role or higher on the project. There is also a member Specialty of Writer (and Artist), but that is a routing label for what someone is doing. It does not by itself grant edit access.
Pro note
Write the script as one source of truth: the artist reads it to know what to draw, the letterer reads it to know what to place. Keep it tight and both halves stay in sync.

Script your first page

The loop, in order. Links into the app. Saved on this device.

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Questions writers actually ask

No. The script is a writing surface: your dialogue, captions and effects become numbered lettering items for a letterer to place later. Nothing you write here draws a balloon or changes the art. The delivery descriptors (Off-panel, Whisper, Burst, Weak, Singing) are chosen to match the balloon styles so that hand-off is clean, but placing the balloon is a lettering step on the page.

Five elements: Panel, Description, Dialogue, Caption and SFX. Dialogue carries a Character and a delivery descriptor; a Caption has a subtype (Narration, Character, Time and place, Voice over), with a dedicated Time and place insert. That is the complete set. There is no Scene heading, Action or Note element, and no slash command or shortcut: you click the Insert button.

The pages have to exist first. The script is built on your real page rows, one script page per comic page, so an issue with no pages shows "No pages yet. Add pages to write a script." Add your pages on the Pages view, then script them. Writing the script never creates or reorders pages.

Panels are numbered 1 upward. Every lettering item (dialogue, caption, effect) is numbered continuously across the whole page in reading order, whichever panel it sits in, which is the standard a letterer works from. The per-page readout shows it as "{n} panels ยท {m} lettering". Reorder rows to change the reading order.

In the page-by-page view, FoundryInk can read the words printed on your art and drop them into the script for you to tidy up, free on every plan. Use Read text from art for one page or Read all pages for the issue. It lands as a Description block for you to sort into dialogue and captions. It reads art into the script, never the other way, and never touches the art.

Save changes (a counter shows unsaved pages), then use Print / PDF for a clean copy in the standard comic-script layout, or the .txt download for the plain words. Someone without edit rights opens the script read-only, so you can share it safely.

No. Editing the script needs an author role or higher on the project. There is a member Specialty of Writer (and Artist), but that is a label for task routing, it marks what someone is doing on the issue, and does not by itself grant edit access. The Writer persona in this Academy is just a lens; the permission is the project role.

No. The Storyboard is a visual planning board (pages, sticky notes, roughs). The script is the written words of the issue, panel by panel, on the Script tab. They connect through your cast (character names autocomplete from the same Codex cast the Storyboard knows), but they are different surfaces for different jobs.

Go write a page

Panels blocked, descriptions the artist can draw, dialogue named and delivered, captions and effects numbered the way the letterer expects, all on one Script tab beside the art. That is a real comic script, and it hands off clean.

Where next?