Comic and Webtoon Story Ideas: A Working Creator's Methodology
For creators who are stuck. Real ideation methods from working professionals — plus 60+ curated prompts organized by technique, not by genre listicle.
By the COMICPAD Editorial Team — last reviewed May 2026
The Short Answer
Most “comic story ideas” articles are decontextualized prompt dumps — useful for five minutes, useless when you sit down to actually write. This page is different. It explains the methods working comic and webtoon creators actually use to generate stories: Neil Gaiman's “What If?” framework, Alan Moore's economics-first worldbuilding, Brian K. Vaughan's “know the last panel” approach, Kelly Sue DeConnick's mashup-and-flip technique, SIU's sketchbook-flooding approach to Tower of God, and the Pixar Story Spine. Plus 60+ curated prompts organized by genre and ideation method. Read straight through if you're stuck; bookmark and return when you need a specific tool. The goal is to teach you how to generate ideas, not just give you one.
Why Another “Comic Ideas” Page?
Look at what currently ranks for “comic story ideas” or “webtoon ideas” and you'll find variations on the same shallow listicle. Kindlepreneur's “50+ Prompts.” Robin Piree's “101 Comic Story Ideas.” Blurb Blog's “44 Idea-Starters.” Skillshare's “15 Inspirational Comic Strip Ideas.” All useful for a moment of inspiration; none useful when you actually sit down to write.
The reason these pieces fail at helping creators is that they treat ideation as a one-shot transaction: here's a prompt, go write. Ideation is a craft. Working creators don't reach for a prompt list when they're stuck — they reach for a methodology that lets them generate ideas on demand.
This page combines four things existing content doesn't: direct creator quotes from working professionals (Gaiman, Moore, Vaughan, DeConnick, SIU, Beaton, Andersen, Lee), mechanism-level breakdowns of the six ideation methods that actually work, structural analysis of the major comic and webtoon genres, and 60+ prompts organized by method rather than dumped randomly. Read it once for the methodology. Bookmark it for the prompts.
Where Ideas Actually Come From
Seven working creators on how they generate stories. Their methods differ; the common thread is that ideation is a practice, not a flash. Writers don't have more “ideas” than other people — they've trained themselves to notice and to capture.
Neil Gaiman's "What If?"
Neil Gaiman wrote a famous essay specifically about the question writers hate most: "Where do you get your ideas?" His answer is the touchstone reference for the field.
"The Ideas aren't the hard bit. They're a small component of the whole. Creating believable people who do more or less what you tell them to is much harder. And hardest by far is the process of simply sitting down and putting one word after another."
"The only difference between writers and other people is that we notice when we're doing it."
The actionable substance of his essay is a set of five question-frames he uses to generate stories: "What if...?" — "If only..." — "I wonder..." — "If This Goes On..." — "Wouldn't it be interesting if..."
His most-quoted mechanism: "Often ideas come from two things coming together that haven't come together before."
The reframing: ideas are infrastructure, not magic. Writers train themselves to notice. Generic people have just as many flickers of "what if?" — they don't write them down.
Alan Moore's Economics-First Worldbuilding
Moore's essay Writing for Comics (1985, republished with a 2003 reflection) is foundational. His central conviction: decide the core idea before writing the story. Plot follows premise; everything serves the central idea.
"Read good books — and read terrible books as well, because they can be more inspiring than the good books."
His distinctive worldbuilding move: he starts from the economic structure of a setting, not from character or plot. Watchmen's alternate 1985 begins with the economic and political consequences of Doctor Manhattan's existence — Vietnam won, OPEC defanged, Nixon's fifth term. The characters emerge from the world's incentive structure, not the other way around.
Why this matters: economic structure determines what kinds of stories are possible in a world. A society with cheap interstellar travel produces different stories than one without it. Most beginning writers reverse-engineer worlds to fit plots they want; Moore reverse-engineers plots from worlds.
Brian K. Vaughan — Know the Last Panel
Vaughan (Saga, Y: The Last Man, Paper Girls) has two principles that come up across nearly every interview.
"I don't like to start a story until I know what the last panel of the last page is going to be."
Saga's ending was decided before chapter one. This isn't about plotting every beat — Vaughan also admits "as soon as I type 'Panel One,' my well-laid plans turn into garbage." It's about knowing the destination. Knowing where you're going lets you find genuinely surprising ways to get there.
The Trojan-horse principle: "Stories about other people's children are boring, so I had to Trojan horse it inside something more exciting." He wanted to write about parenthood; Saga is parenthood inside an interspecies-war-bedtime-story frame. The interesting genre is the wrapper; the real subject is what you actually care about.
His personal-commitment filter: only work on things that terrify or confuse you. If a project isn't personal, the months of work won't sustain you.
Kelly Sue DeConnick — Mashup and Flip
DeConnick's ideation is fundamentally remix-driven. She described Bitch Planet as "Margaret Atwood meets Inglorious Basterds" — a deliberate two-cultural-references collision used as the seed for the whole series.
The mashup wasn't generic. She drew from a specific source: 1970s exploitation films, particularly the women-in-prison subgenre. The genre conventions provided the shape; her feminist politics provided the substance.
Inversion as method: she instructed artist Valentine De Landro that unless a character was explicitly specified as white, they'd be a person of color — "flipping the White Default" as a structural creative constraint. This isn't representation policy; it's an ideation technique. Inverting a default forces every scene to do new work.
The takeaway: mashup gives you the seed; inversion gives you the spine. The two-step generates ideas that don't feel derivative.
SIU and the Sketchbook Flood
SIU (Tower of God) didn't have one big idea. He had thousands.
During South Korea's mandatory military service, in his downtime, he drew any character that came to mind. Over the service period he filled ten sketchbooks. The Tower of God premise — boy enters tower chasing girl who is everything to him — was one of hundreds of ideas that floated through those pages.
He then posted to NAVER's Challenge League amateur tier for six months until NAVER contacted him.
On characters versus plot: "Usually the story leads where the characters go first, but after a while, it's the characters who start leading the story."
The principle: idea-volume produces idea-quality. Generate without filtering. The good ideas reveal themselves only against the background of all the mediocre ones. Writers who wait for a great idea never have one; writers who produce a hundred bad ideas have ten good ones.
Kate Beaton and Sarah Andersen — Conflict and Daydream
Two webcomic creators with two complementary methods.
Kate Beaton (Hark! A Vagrant) on her collection technique: "I'm like a big magnet ball, running through the Internet, picking up things that I find interesting, and storing them away."
On where stories actually live: "I look at a situation or a life and pick up the areas of conflict to delve into, because that's where the most story is. If someone's happily married for 20 years, that's great, but it's not that funny."
Conflict-mining is the move. A character at peace with their life has no story. A character at war with their life — internal or external — has a story.
Sarah Andersen (Sarah's Scribbles) on time-protected daydreaming: idea generation is the hardest part of her process, taking "anywhere from minutes to days." She actively daydreams in the shower and on the subway. Ideation, for her, is a practice — not a flash of inspiration.
The takeaway: protected daydreaming time + a conflict-detector are the basic tools for sustainable creative output.
Stan Lee on What You Actually Care About
Stan Lee's idea generation was almost embarrassingly simple.
"Getting the idea is easy. The tough part is figuring out what can I do to this character to make the readers care about him?"
"You can only do your best if you're doing what you like to do. If you're trying to write to please other people, you don't know other people."
Constraint-driven invention is the secondary lesson. Lee created the X-Men partly because he'd run out of plausible origin stories: "I can't have them all be bitten by radioactive spiders." Mutation as a power-source was a structural shortcut to solve an editorial constraint, and it became the most enduring superhero franchise in publishing.
The takeaway: write what you genuinely care about. Constraint often produces the most original solutions.
Six Ideation Methods That Actually Work
Six techniques with mechanism-level explanations. Read all six. Pick one when stuck. Combine two or three when seriously stuck.
"What If?" Questions
The most universal ideation method, used by virtually every creator interviewed. The key isn't the question itself — it's the layering.
Specificity transforms a generic premise into a story:
"What if a person could fly?" — generic, no story yet.
"What if a kid in the Soviet Union in 1986 could fly?" — setting adds constraint.
"What if a kid in the 1986 Soviet Union could fly, and the KGB found out?" — antagonist creates story.
Each layer of specificity adds a constraint that makes the premise more story-shaped. The brain naturally answers specific questions; generic questions produce vague answers.
Gaiman's five framings work as different attack vectors on the same idea:
"What if...?" tests possibility. "If only..." reveals desire. "I wonder..." invokes curiosity. "If This Goes On..." extrapolates a trend. "Wouldn't it be interesting if..." finds the angle a reader hasn't seen before.
The Mashup Technique
Combine two unrelated genres or references. Saga is Star Wars meets Romeo and Juliet meets Game of Thrones. Cinder is Cinderella meets cyborg sci-fi. Pride and Prejudice and Zombies is exactly what it says. DeConnick's Bitch Planet is Margaret Atwood meets Inglorious Basterds.
The mechanism: combination forces novel solutions the brain wouldn't reach through intra-genre extrapolation. If you're stuck writing within one genre, mash it with something distant.
Best practice: find the shared theme. Don't mash mechanically. Saga works because both source materials are about families surviving generational war. Cinder works because both source materials are about identity hidden under a constructed surface. Mechanical mashups produce gimmicks; thematic mashups produce stories.
Try it now: pick the genre you're stuck in. Pick a genre or source you love that's completely different. Find one theme both share. The intersection is your premise.
Reversal and Inversion
Take a familiar trope and flip exactly one variable. DeConnick's "flip the White Default" is a structural inversion: every default assumption about a character's identity gets reversed unless explicitly specified otherwise.
The villainess transmigration genre that dominates Korean webtoons is mass-scale inversion: the entire formula is "what if the villain had agency and foresight from the original story?" Once-doomed antagonists become protagonists scrambling to avoid the ending they read about.
Other inversions worth trying:
Chosen one → chosen against. The protagonist is the one prophecy says must be stopped.
Love interest pursues → love interest flees. The protagonist must catch a love interest who keeps walking away.
Haunted house's threat is supernatural → haunted house's threat is the visitor. The "ghost" is innocent; the protagonist is the disturbance.
Mentor figure → corrupting figure. The wise old teacher's actual goal is to break the student.
The mechanism: identifying default assumptions reveals what readers expect. Inverting one variable produces story tension that automatic narratives don't have.
Specificity from Observation
George Saunders is praised for "alertness not only to slang and jargon but the subtleties of private speech and its edges of snobbery, condescension, and class resentment." The same instinct generates stories.
"A coffee shop" is generic. "The Vietnamese coffee shop on East 6th where the owner watches Korean dramas on a tablet while customers wait" is specific — and the specific detail does the work. The reader sees the scene immediately; questions form (who watches? who waits? what gets overheard?); a story begins to form around the texture.
For comics specifically, visual specificity matters even more than prose specificity. The shape of the protagonist's apartment, the brand of cigarettes the antagonist smokes, the menu items in the background — these aren't decoration. They are the story.
The practice: keep a specificity notebook. Record specific details from real life — the way a particular shop smells at 7am, the sound of a specific kind of door closing, a stranger's exact phrase you overheard. They feed every story you'll ever write.
Counter to the common worry: specificity travels. Generic stories don't.
Constraint-Based Ideation
Stanford's d.school research is unambiguous: constraints help creativity, not hurt it. When teams hit a wall, d.school instructors add constraints rather than remove them.
The mechanism is an inverted-U curve. Too few constraints overwhelm — the blank page is the worst case. Too many constraints stop production. The middle is the sweet spot where the brain has enough scaffolding to generate but not enough latitude to dither.
Constraint examples for comics:
Length: 4 panels, 1 page, 8 pages, 22 pages. Force your story into the constraint.
Setting: single location only. The entire story must take place in one elevator, one kitchen, one parking lot.
Cast: maximum two characters with speaking lines. Everyone else is silent or absent.
Format: black and white only. No color rescue when composition is weak.
Time: written in a single sitting. No revisions. No going back to chapter one.
Voice: no dialogue. Or: only dialogue. Or: all narration. Each forces different storytelling muscles.
Visual: one color palette. One panel shape. One camera angle per scene.
Brian Eno and Peter Schmidt's Oblique Strategies (1975) — a card deck used during recording of Bowie's Low and "Heroes" — is the canonical constraint-as-creativity tool. Each card contains "a gnomic suggestion, aphorism or remark." When stuck, draw a card; obey it. There's no comic-specific Oblique Strategies deck in wide circulation, which is a notable gap.
One more constraint worth knowing: AI comic tools — including COMICPAD, Dashtoon, and others — can function as a constraint generator in your ideation process. Generate a rough visual draft of an idea you're considering before committing weeks to drawing. The AI version isn't the finished work; it's a low-cost way to see if the idea is alive. If the AI generation excites you, the idea is worth pursuing. If it bores you even in AI form, you've saved yourself months. This is one of several legitimate uses of AI in a working creator's pipeline.
The Pixar Story Spine
"Once upon a time there was ___. Every day, ___. One day ___. Because of that, ___. Because of that, ___. Until finally ___."
Originally Brian McDonald's framework, popularized by Pixar storyboard artist Emma Coats in her "22 Rules of Storytelling" list. Now widely used in screenwriting and comics workshops.
The mechanism: forcing the "because of that → because of that" structure prevents episodic drift. Each beat must causally follow from the previous. Beats that don't fit reveal themselves as missing connection — and tell you exactly where your story has a hole.
Application to comics: map your story to the spine before you outline pages. If you can't fill in a beat, you don't yet have a story; you have a premise. Premises become stories when every beat causally produces the next.
If your "Until finally..." is satisfying, you have a story worth telling. If it isn't, the premise needs work.
Genre-Specific Story Patterns
Genre patterns are tools, not formulas to obey blindly. Understanding the structural conventions of a genre helps you decide whether to follow them, subvert them, or borrow them across traditions.
Shōnen, Shōjo, Seinen, Josei (Manga Demographic Genres)
Manga genres are demographic, not thematic — they describe target audience, not subject matter.
Shōnen (boys, 10–18): chosen one or weakest-becomes-strongest, training arc, power escalation, friendship/rival dynamic. The formula works because the power-up curve maps onto the adolescent experience of growing competence. Defining example: Naruto.
Shōjo (girls, typically teens): meet-cute, slow burn, love triangle, misunderstanding, second-chance. The "tsundere" archetype is structural. Defining examples: Sailor Moon, Fruits Basket.
Seinen (adult men 18+): complex plots, political intrigue, psychological depth, mature themes. Less power-escalation, more moral ambiguity. Defining examples: Berserk, Vagabond, Monster.
Josei (adult women 18+): realistic relationships, career, family dynamics. Defining examples: Nana, Honey and Clover, Chihayafuru.
Note on cross-tradition use: shōnen tropes work in Western superhero comics; shōjo tropes drive K-drama-style webtoons. Genre conventions are tools you can carry between traditions.
Webtoon-Specific Story Patterns
Korean webtoons have evolved distinct narrative patterns over the past decade. The dominant ones:
Reincarnation/regression: protagonist returns to the past with future knowledge. A "second chance at life — a do-over." Identified as the most popular Korean webtoon subniche. The protagonist often carries memories of a past life full of regrets and is determined not to repeat them.
System/level-up: protagonist gains access to RPG-like progression mechanics that others can't see. Stats, quests, skill trees. Solo Leveling is the defining case. Fuses isekai with gaming convention.
Villainess transmigration: modern woman transported or reincarnated into a fantasy world as the villainess from a novel or otome game. Instead of following the original plot to her doom, she uses her knowledge to change her fate.
Office romance: workplace power-asymmetric romance, often CEO/secretary. The K-drama pipeline (10+ webtoon-to-K-drama adaptations) has amplified this.
Hidden ability/identity: protagonist conceals a power or true identity from peers. True Beauty, Solo Leveling, Tower of God.
Webtoon structure matters too: vertical scroll requires different pacing than page format. Long blank scroll equals dramatic time. One panel per scroll for emphasis. Sound effects integrated with art rather than overlaid.
Western Genres (Superhero, Noir, Sci-fi, Horror)
Superhero (American Monomyth): a community in harmony is threatened by evil; normal institutions fail; a selfless superhero emerges to renounce temptations and carry out the redemptive task; the hero then recedes into obscurity. Different from Joseph Campbell's classical monomyth because the American hero starts as an outsider, not a member of society.
Noir: femme fatale ("a dame with a past, a spider woman"), hero with no future, urban specificity, moral ambiguity. Personal emotions drive plot rather than puzzles. Greed, false ideas, immorality of urban life are the defining moral subject. Examples: Sin City, Stumptown.
Sci-fi: what-if premise extrapolated, technological consequence as central concern, alienation. Best practice — technology as metaphor for present-day anxiety, not gadget porn.
Cyberpunk: "lowlife and high tech." Plots center on AIs, hackers, mega-corporations; near-future Earth, not far-future galactic. Defined vocabulary: cyberspace, jacking in, ICE. Gibson's stylistic influences — punk attitude + Chandler-style noir prose + Burroughs/Ballard fragmentation.
Horror: slow burn dominates. Pacing "mirrors mental unraveling: gradual, uneven, and difficult to reverse." Each small disturbance compounds until the reader crosses a threshold without noticing. Unreliable narrator establishes credibility first, then lets cracks show.
Slice of life: no central plot required. Texture replaces tension; multi-character relationships are structural backbone. "Emotional ties with the characters" and atmosphere are everything.
For a deeper dive on how the four major comic traditions differ in format, reading direction, and industry economics, see our reference Manga vs Comics vs BD vs Webtoons.
60+ Prompts (Organized by Method)
Prompts grouped by the ideation technique they invoke. The prompts that work invoke embodied, specific experience; generic prompts produce generic stories. Use these as starts, not finishes — your specific details will do most of the work.
"What If?" Prompts
Generative questions in Gaiman's framing. Each starts a story whose answer is the story.
- What if a child's imaginary friend turned out to have been someone's actual deceased sibling?
- What if a city had a citizen who was technically immortal, but only because nobody had thought to kill them?
- What if you woke up with a memory you'd never lived?
- What if every job had to be done by the person who wanted it least?
- What if everyone in your family was a stranger one morning and only you remembered?
- What if the protagonist of your favorite childhood book was now the same age as your grandmother?
- What if a single letter — handwritten, no return address — arrived for someone every Tuesday since 1973?
- What if a town had a rule everyone followed without remembering when it was made?
- What if your reflection started disagreeing with you?
- What if every conversation you'd ever had was being recorded — and now someone else was reading the transcript?
Memory-Based Prompts
These invoke embodied experience. They produce stories that feel true because they are.
- Write about a moment when you knew something had ended before anyone else did.
- The time you lied and got away with it — and what it cost you anyway.
- An overheard conversation you've never been able to forget.
- A friendship that ended without ever ending.
- The last thing your grandparent said to you before they were no longer themselves.
- A summer that felt different from all the other summers, and you only realized why years later.
- The first time an adult told you the truth.
- A song you can't listen to anymore.
- The job you almost took.
- The person you almost married.
Emotion-Based Prompts
Specific emotional states make better stories than generic ones. Aim for the emotion you can't quite name.
- Write a character whose entire existence is built around concealing one emotion you can't name.
- A character experiencing genuine relief for the first time.
- A character who can't access an emotion everyone else seems to have.
- The shame that doesn't fit anywhere — that you don't even feel justified having.
- A moment of unexpected tenderness from someone you'd written off.
- The grief you feel for someone who isn't dead.
- The pride that arrives years too late to matter.
- A character whose anger is actually about something completely different.
- The exact feeling of recognizing that you've become your parent.
- Love that's already over but neither person has admitted it yet.
Object-Based Prompts
A specific object becomes a story when it changes hands or context.
- A single object that has outlived its owner — the story of the next person who finds it.
- The item you can never throw away even though you should.
- An object that belongs to someone you haven't met yet.
- The thing your grandmother kept in the drawer that nobody ever opened.
- A photograph found in a thrift-store book.
- A wedding ring discovered in an apartment that was never the wearer's.
- A coin nobody can identify the country of.
- A letter that was never sent.
- A child's drawing taped to a refrigerator that doesn't belong to the child's family anymore.
- A house key for a lock that doesn't exist.
Place-Based Prompts
Specificity of place creates believability. Specificity of time within a place creates story.
- A place that exists only at one time of day — a bar at 4am, a school hallway at 2pm, a particular bench at sunset.
- The room a stranger walks into expecting nobody — but you're there.
- A location where two parts of your life that don't belong together happen to meet.
- The corner store from your childhood, exactly as it was, but the year is 1973.
- A waiting room where everyone is waiting for something different.
- A train you didn't choose to be on.
- A house everyone in your family has dreamed about but nobody has ever lived in.
- An island that appears on no maps.
- The exact intersection where your life would have gone a different way.
- A room your character has never seen but somehow remembers in detail.
Genre-Specific Prompts
Genre conventions provide structure; specificity provides life. Each prompt below leans into a genre's expected shape.
- Shōnen: A trainee at a magical academy realizes their assigned rival is actually weaker than them — and has been pretending for years to survive.
- Shōjo: Two college roommates have been writing each other letters for three years. They've never spoken aloud. Today one of them is going to break the silence.
- Webtoon (regression): You wake up at age seventeen knowing exactly how every decision of the next twenty years plays out. Today is the day you decide whether to live them again the same way.
- Webtoon (villainess): You wake up inside a novel you read in middle school, as the antagonist who dies on page 312. You have until then to change the ending.
- Superhero: Your power is to know exactly when each member of your family will die. You've never told them. The first date is next Tuesday.
- Noir: A private investigator takes a missing-person case and realizes thirty pages in that the missing person is herself.
- Horror: A new neighbor moves in next door. Everything about them is normal except that they refuse to look at one specific window of your house.
- Sci-fi: First contact has happened. The aliens have nothing they want from us. They are here to deliver a message — and then leave.
- Cyberpunk: You're a freelance memory thief. The job is to steal a memory the client doesn't know they have.
- Slice of life: A coffee shop in a neighborhood you've never been to. Three regulars. One Tuesday morning. Tell the whole story.
When You're Truly Stuck
If you've tried multiple methods above and still can't move, the block may not be about ideas at all. Three diagnostic questions, in order:
Is the block actually about ideas, or about fear of finishing? Most creators who say “I can't think of anything” mean “I'm afraid the thing I make won't be good.” The Sarah Andersen counter is exposure therapy: force yourself to make mistakes. Draw only with permanent ink. Publish the rough draft. Send the unfinished version. Perfectionism dies in public.
Are you comparing yourself to other creators? Up to 70% of creatives experience imposter syndrome. Social media shows everyone's highlight reel without the years of practice, the failed pages, the moments of doubt. Compare yourself to your work from a year ago, not to a stranger's best published work.
Have you tried the constraint move? When you're stuck, add constraints rather than remove them. Four panels only. One color. One location. One emotion. The brain produces more imaginative solutions when options are limited than when options are unlimited. This is the most counterintuitive finding in the creativity research literature — and the most reliable.
The honest framing from Brian K. Vaughan: “As soon as I type ‘Panel One,’ my well-laid plans turn into garbage.” Working from a plan is the goal; finding the real story in revision is the practice. You don't need the perfect idea before you start. You need an idea that's good enough to start with.
And Stan Lee's anchor: “You can only do your best if you're doing what you like to do.” If you're trying to write a comic you don't actually want to read, that's the block. Write the thing you wish existed.
Why Specificity Travels (Don't Worry About “Universal”)
Creators often worry about “exportability” — will my story travel? Will readers outside my culture get it? Should I make this more universal?
The counterintuitive truth: specific cultural content travels more reliably than “universal” content. The Jang & Song glocalization research on Korean webtoons concluded that webtoons succeed globally precisely because they maintain Korean cultural specificity, not despite it.
Saga is set in deep specific worlds — Wreath, Landfall, Phang, each with its own economics, religion, and aesthetic. It's globally beloved. Bitch Planet is set in a viciously specific patriarchal dystopia with detailed prison-industrial-complex worldbuilding. It became a feminist touchstone. Kate Beaton's Hark! A Vagrant mines 18th-century history specific enough to be obscure — and built a global audience exactly because of that obscurity.
The failure mode in writing is genericization, not over-specificity. Generic characters in a generic setting having a generic conflict don't resonate anywhere. Specific characters in a specific setting having a specific conflict resonate everywhere — because specificity reads as truth.
Practical implication: write what you actually know specifically. The neighborhood you grew up in. The grandmother whose specific phrases you can hear right now. The job you worked at 19 that nobody outside your industry has heard of. Your specific details are not a barrier to readers — they are why readers will care.
Further Reading and Sources
Primary references
- •Neil Gaiman — “Where do you get your ideas?” essay at neilgaiman.com. The touchstone reference for the question.
- •Alan Moore — Writing for Comics (1985, with 2003 reflection). Foundational craft text.
- •Brian K. Vaughan — interviews at Comic Book Resources, Paste Magazine, and others on Saga's development.
- •Kelly Sue DeConnick — interviews on Bitch Planet's development at CBR.
- •SIU — Tower of God origin interviews at The Comics Beat.
- •The Pixar Story Spine — Brian McDonald's framework, popularized by Emma Coats's “22 Rules of Storytelling.”
- •Brian Eno and Peter Schmidt — Oblique Strategies (1975). Card-based creativity unlocker.
- •Stanford d.school — Bob Sutton on how constraints help creativity.
- •Jang & Song (2017) — “Glocalization” research on Korean webtoon international success.
Related reading on this site
- → How to Write a Comic Script — the next step after you have an idea
- → Comic Inking Techniques — craft reference for visual execution
- → Comic Lettering Guide — typography craft reference
- → Manga vs Comics vs BD vs Webtoons — the four major comic traditions
- → Watchmen analysis — case study in deliberate craft decisions
- → Akira analysis — case study in worldbuilding specificity
- → Personalized Comics Buyer's Guide — when you're commissioning rather than making
COMICPAD Editorial Team
Last reviewed: May 2026
We've written this guide because the existing “comic story ideas” content online is shallow and we wanted to help creators who deserve better. If you spot an error, want us to cover a creator's method we missed, or have prompts that have worked for you, contact us through the site.