Infinite canvas

McCloud wrote that webcomics could be made any shape: vertically like a tower, horizontally like a skyline, diagonally like a descending staircase, or even three dimensionally like a revolving cube.

[3] Other artists known for making persistent use of the infinite canvas in the early 2000s include Cayetano Garza, demian5, Patrick Farley, Tristan A. Farnon, and David Gaddis.

[4] In 2005, Daniel Merlin Goodbrey created the "Tarquin Engine", a piece of Web software that uses Adobe Flash to depict an infinite canvas that a reader can freely scroll through and zoom in on.

[8] Rachel Edidin of Wired said of Wolverine: Japan's Most Wanted and Iron Man: Fatal Frontier that "these are comics that truly feel native to the digital format.

"[9] In 2016, Oculus Story Studio released Quill, a piece of software that allows people to create a three-dimensional world on an "infinite canvas", meant to be experienced through virtual reality.

Boxer pointed out that most popular webcomics either fit on a webpage easily – such as Adrian Ramos's Count Your Sheep – or attempted to use various aspects of the digital medium, such as Flash animation and music.

[13] That same year, Joe Zabel also noted that the primary purpose for the infinite canvas would be to create lengthy and deep works on the Web, while comic strips like PvP and Penny Arcade showed to have much more success in this environment.

"[15] In an interview in 2014, McCloud said that "without a reliable financial structure to support these experimental webcomics, a lot of people just turn away and get a real job, or start doing three-panel gag strips.

Blank panels of various sizes are linked by a line, guiding a reader's eyes right, down, left, diagonally up, and down again.
Scott McCloud described the possibility of linking webcomic panels using "trails", suggesting it offers distinct storytelling advantages. [ 1 ]