Drawing Hands: The Cartoonist’s Secret Struggle
Hands are small, expressive, and surprisingly difficult to draw. A cartoon character can have a wonderfully wonky nose or an impossible pair of ears, yet a badly shaped hand may make the whole panel feel wrong. Fingers carry emotion, direction, attitude, and timing, so even a simple gesture needs careful thought.
For cartoonists, the problem is rarely anatomical accuracy alone. The real challenge is reducing a hand to a few confident lines while keeping it readable at the size of a comic strip. A clenched fist, a pointing finger, or a palm raised in protest must communicate instantly, often while supporting a punchline.
That balance is central to the appeal of comic work featured on Andy Fanton’s website, where characters such as George vs Dragon, Boo!, Carrotty Kid, and Bad Grandad rely on clear silhouettes and exaggerated actions. His cartooning blog offers a useful reminder that drawing is built from observation, decisions, and plenty of entertaining mistakes.
Why Hands Betray Cartoonists
Faces receive most of the attention in character design, but hands often reveal whether a drawing is structurally sound. They attach to moving arms, change shape with every action, and must remain recognisable when partly hidden behind props. A hand holding a mug is a different design problem from a hand waving across a crowded panel.
Cartoonists also have to decide how much information to include. Five carefully drawn fingers can look stiff, crowded, or oddly realistic. Three broad shapes may communicate the same action more effectively. In a newspaper comic or a small digital image, clarity usually matters more than anatomical completeness.
Start With Gesture, Not Fingers
A useful approach is to draw the entire action before thinking about individual digits. Begin with the forearm, wrist, palm, and the direction of movement. A loose mitten shape can establish whether the character is grabbing, pointing, hiding, or reaching. Only then should the fingers be added as simple wedges or curved blocks.
This method is especially helpful when drawing energetic characters. Imagine a footy player celebrating at the MCG, a tradie waving from a ute, or someone trying to catch a bus on a windy Melbourne morning. The gesture should feel alive before the hand receives any detail. If the pose works as a silhouette, the finished drawing will usually read well.
Build A Small Vocabulary Of Shapes
Most cartoon hands can be constructed from a limited visual vocabulary: a mitten, a hook, a fan, a fist, and a pointing shape. Reusing these forms creates consistency across a cast. The audience learns the drawing language quickly, allowing the cartoonist to spend energy on timing and character rather than reinventing every knuckle.
The thumb deserves particular attention because it tells viewers how the hand is oriented. A thumb crossing the palm suggests gripping, while a thumb sticking out can make a pose feel casual or defiant. Study your own hand in different positions, then simplify what you see. Even visual research into unusual environments, such as this review of abandoned railway paths, can sharpen an artist’s eye for gesture, texture, and directional lines.
Let The Hands Deliver The Joke
In comedy, hands are performers. They can contradict a character’s dialogue, underline a pause, or reveal panic before the face does. A character saying “no worries” while nervously twisting their fingers creates a different rhythm from one standing with both palms open. Australian speech is full of casual understatement, so that contrast can be particularly effective: a relaxed “yeah, nah” paired with an intensely dramatic hand pose gives the panel extra timing.
Props make the problem more enjoyable. A spoon, chef’s knife, phone, stubby holder, or oversized sandwich gives the hand a clear job. Bad Grandad’s comic energy, explored in Bad Grandad becomes a chef, shows how character comedy grows when action, expression, and objects push against one another.
Practise For Readability And Rhythm
One productive exercise is to draw the same hand gesture at three sizes: large on a page, medium in a panel, and tiny as a thumbnail. Remove lines each time while preserving the essential action. This exposes which marks are doing useful work and which are merely describing anatomy.
It also helps to flip the drawing, view it in a mirror, or leave it overnight. Repeated shapes become easy to overlook, especially when working quickly for a strip. A cartoonist preparing work for Australian print, web, or television needs hands that survive different formats, from a phone screen in Perth to a printed page read over a morning coffee in Brisbane.
| Hand approach | Visual effect | Useful for | Common risk |
|---|---|---|---|
| Mitten shape | Clear and friendly | Small panels and fast action | Can feel too generic |
| Separated fingers | Precise and expressive | Pointing, counting, waving | May become cluttered |
| Closed fist | Strong and emphatic | Anger, effort, impact | Can lose the thumb |
| Prop-based pose | Tells a story quickly | Cooking, work, practical gags | Object may hide the hand |
| Exaggerated silhouette | Immediate and theatrical | Punchlines and reactions | Needs a clear arm connection |
Drawing hands remains a quiet test of a cartoonist’s judgement. The aim is not to produce perfect miniature anatomy, but to make every gesture serve the character, the panel, and the joke. Spend time with simple shapes, watch how people move in everyday Australian life, and let readability guide the line.
Explore Andy Fanton’s comics, drawings, and writing, then put the method into practice with a page of expressive hands. Start with a mitten, give it a purpose, and see how much personality can emerge from a few well-chosen lines.
Comic Series & Characters
Explore the Site
Drawings
A gallery of cartoon and illustration work featuring characters from Andy's various comic series.
Writings
Blog posts, reviews, and prose covering comedy, books, and comics — including a review of Eric Morecambe's novel Mr. Lonely.
TV & Fant-O-Films
Television-related projects and the Fant-O-Films section, showcasing Andy's screen work.
Mini-Strips
Short comic strips including Stupid Barrio Brothers and Iykan Si-Yu, as seen in The Dandy.
Workshops
Information about cartooning, writing, and comedy workshops offered by Andy Fanton.
Blog
Thoughts on comics, comedy, books, and life as a cartoonist — written in a humorous, conversational style.
Why Andy Fanton?
Published in The Dandy
Multiple comic strips published in the iconic British comic, with up to three strips appearing in a single issue.
Free Comics for Kids
Several comic series available to read online, including George vs Dragon and Boo!.
Trusted Clients
Clients have included The Dandy and HarperCollins (The Friday Project).
Workshops Available
Offering workshops in cartooning, writing, and comedy for aspiring creators.
Featured Comics
George vs Dragon
| Detail | Information |
|---|---|
| Publication | The Dandy |
| First series | Published in The Dandy, including a two-page festive special in the December 2010 Christmas issue (76 pages, £3.99) |
| Second series | Returned in The Dandy issue 3530, April 2011 |
| Format | Medieval mischief comic strip |
Other Comic Series
| Series | Description |
|---|---|
| Boo! | Another comic series by Andy Fanton, available to read online |
| Carrotty Kid | A comic series featured on the site |
| Bad Grandad | Appeared in The Dandy; featured in the 7 March 2012 issue alongside two other strips |
| Stupid Barrio Brothers | Mini-strip series — Barry Barrio becomes invincible |
| Iykan Si-Yu | Mini-strip series — the world's worst ninja, debuted 7 March 2012 in The Dandy |
| Harry and his Hippo | A comic series featured on the site |
| Unseen Dave | A comic series featured on the site |