D&D: Drafting and Deadlines
the blank page is terrifying - but less so if you start as zoomed out as possible. for writing, youre thinking 'okay, steve marries stephen, then theres the bomb, then the honeymoon revenge mission, the final conflict, and then done' - really wide, yeah? then you pick out the scene you wanna work on and you start wide again, and zoom in and in until you get to the dialogue - excluding choice lines that just Come To You, dialogue comes last
same principle to drawing: you start with a little box and a stick figure to get a feel for the gesture of what youre doing, then you get bigger and you try some different compositions, thumbnail lighting and that. sketch the poses, do a small mockup, edit, and then do the final sketch.
this seems like a lot of work, but i find that it goes faster and produces better results, bc the pressure's off and you have tonnes of space to try stuff and change your mind, and bc the early sketches and notes are super lazy, theyre suuuper easy to alter
BUT! you can get stuck altering and tweaking and editing forever and never hit the final draft. thats why you set deadlines. say ive got all the storyboards for a chapter of my comic and its time to move on to page layout, but im nervous - i'll step away for a few days, and say 'okay, on day X im gonna do my very last edits of these storyboards. after that, i have to move forward, no matter what' - repeat when you get from layouts to final sketches, and from sketches to inks. give yourself a set editing period, and when that period comes to an end, move on.
also, remember that all art is disposable. if you make something that youre not proud of, you can bin it - and while it can feel like a waste of your time, the exercise of making it has actually put a lot into your practice that you wont see until you make the next thing.