Showing posts with label interviews. Show all posts
Showing posts with label interviews. Show all posts

Thursday, April 10, 2014

GET ON IT!

Baldur's Gate - "FULL OST"
(if you've never played this game... PLAY IT NOW or, if you're really feeling awesome: !!!!)

I think from the very beginning of my gaming days... at least when I finally sat down and got serious about it, I think that I was drawn to being a video game artist. I can still remember sitting around with buddies playing old super nintendo games like Earthbound and Final Fantasy 3 / 6 and my (to this day still) second favorite game of all time: Chrono Trigger. I would think then that it's safe to say that I always wanted to do something in the video game industry.

My first real experience with video game art that I can honestly say drew me into the world of video game design was probably the cover art for Chrono Trigger:

Yeah, that's the same guy that works on Dragon Ball.

And also the character portraits:

  
 

You would've thought that in those days that my goals would have been clear.
My tastes have changed quite a bit since then, but it just goes to show you that things you do in your childhood really do influence you in the long run.

Initially I wanted to be an environment artist for the silly reasons that I didn't want to animate, that I thought environments would be simpler, there would be less competition for this type of work, etc. The reasons are insignificant, because it's much more important to A) have a clear goal up front, and B) to never compromise because "It's easier." As the saying goes, nothing good comes easy. And I whole-heartedly agree, because if it were easy, everyone would be doing it and it wouldn't be worth the time. This goes into a very different rant that I could go on and on about how a majority of the public looks down upon artists. But I'll save that rant for a different time.

Like I said, pay attention to yourself early on. I was interested in the character designs from the get-go, and I didn't listen to myself. Fast forward a tiny bit (not much) and you get closer to what I really wanted to do: character art. Baldur's Gate was probably my first real experience into what makes good character art.


(I still drool over these)

I have gotten into portraiture probably mostly in the past few months and I think this is an after-effect of my childhood gaming habits. I think I secretly always wanted to do this, I was just worried that I would never be good enough to get to this level.

I was talking to my fiancee the other day and I told her all about how I felt about being a character artist in the long run and I don't think I've gotten a look of "wow, you're really dumb if you don't go after what you love" like that before. I mean, sure the competition is stiff. There is a full gamut of artists with all different skillsets, but the point is that I have a clear goal and I am going to try shooting for it.

 
(my current goals probably lie somewhere between these two)

The whole point I'm trying to make is that everyone that starts art should have a very clear goal of where they're going in the long term. I've met a ton of artists (even some getting close to graduation) who look at me completely dumbfounded when I ask them: "So, when you get done, what's next? Where do you want to work?" And I know sometimes it just takes the pressure of being done with school, just relaxing and things, but sometimes I think it's ultimately important to do a little soul searching up front and really discover your passions. Your career and stress levels will thank you in the long run.

Try it... make a goal list. Look at where you see yourself in one year, five years, ten, etc. And see what kind of results you can get. It takes some real research to discover where you want to be. I'm still working on my first step to my goal-list, and keep in mind that it constantly changes. It's a step-by-step process. Think on micro-level first and work up to the macro.

If you're just starting out in art, for example, and you want to be a character artist... I suggest firstly to bone up on your anatomy. Then consider clothing, then weapons, and so on. Marc Brunet says it pretty well here.

If you ever need critique or anything, let me know. I'm usually up for giving advice and critiquing and things.

------------------------------------------
------------------------------------------

Click me for a Loish Interview

Sycra has some pretty damn sweet interviews.









Tuesday, April 8, 2014

BFA, Call to Artists (April 8, 2014) and more!


MCA Announces Spring BFA Exhibition

MEMPHIS, Tenn. — Memphis College of Art announces the Spring 2014 BFA Exhibition, which will take place in the Main Gallery of Rust Hall, 1930 Poplar Ave., Overton Park. The exhibition will be presented in two parts. Part I will be on view from April 3–21 with a reception on Friday, April 11, 6–8 p.m. Part II will be on view from April 25–May 10 with a reception on Friday, May 2, 6–8 p.m. The exhibition features works from 49 BFA candidates and includes a variety of media from painting to sculpture to digital media.

Artists for Part I include: 

Colton Berretta, Chris Blackall, Kelli Black, Dana Finimore, Crystal Foss, Shenequa Fowler, Kaitlyn Garrett, Anthony George, Kayla Golden, Suzie Hansen, Stephanie Hemker, Sam Herwehe, Braden Hixson, Carl Jefferson, Herbert Joyce, Jr., Timothy Joyner, Ashlyn Larmeu, Alexandra Lee, Taylor Lindhorst, Robert McElhaney, Emily Miller and Britni Morgan.

Artists included in Part II are: 

Christa Barnett, Erica Bottger, Emily Chaplain, Signe Johnson, Machel Kazungu, Rhianna Lee, Kassandra Line, Olivia Miles, Laura Miller, Jason Moning, Jeff Muncy, Willie Nelson, Sinead O’Brien, Aubrey Palermo, Katherine Reed, April Rodriguez, Philip Rule, Dylan Rutherford, Brittany Santos, Natalie Schuh, Terri Scott, Maysa Sem, Christopher Simmons, Zoe Taiani, Mary Tuttle, Courtney Whitlow and Taylor Wilson.

Rust Hall’s Main Gallery is open Monday–Friday, 8:30 a.m. – 5 p.m.; Saturday, 9 a.m. – 4 p.m.; and Sunday noon – 4 p.m. Exhibitions and receptions are free and open to the public.

------------------------------------------
------------------------------------------


Calls to Artists


•Open to all students in creative advertising, graphic design, interactive media, photography and illustration, the AppliedArts Student Awards is the largest and most respected show of its kind in North America. Submissions are judged by respected senior communications professionals, so you'll know how your work stands up according to the highest standards in the industry. Submissions will be accepted through May 16.


Anonymous asked:
Hi! I see that you are a professor at MCA? I've been accepted into their Illustration program this fall. They've given me a generous scholarship and seem to be very interested in me. But I've looked online at the reviews and they just have me scared. What was your experience like teaching there? Do you personally think it's a good place to study? I've been accepted to SVA's illustration program as well. I would value your input on which school I should consider attending! Thanks much!
Hello!

This might have been better suited as an e-mail, but I’ll answer it here. If you have further questions, please email me at john (at) johnleedraws.com.
I no longer teach at MCA, as I am about to pursue my Masters at, er, SVA. I actually received a very similar question earlier, which you can check out here. I’ll try and be as unbiased as possible; that means the good, the bad, the ugly
A BFA is a very risky proposition for the money invested; you have to understand that going in. If you are OK with the risks (and depending on your background, the risks might be greater or less than others) then that’s how I would determine on where to go for undergrad. It becomes a value judgement on what you’re getting for your buck, I suppose. 
SVA is, without a doubt, the superior school in terms of resources available to the individual student. It’s perennially regarded as one of the top art schools in the country, certainly for illustration.  But is it the best value, especially if you have a hefty scholarship to MCA? I’m not so sure. 
MCA is a much smaller school, and in a lot of ways is primarily aimed at the Mid-South. Just pulling numbers off the site; while the current student body comes from 25 states and 5 foreign countries, 60% come from the Mid-South. So if you grew up in the South, and it’d be easier for you to stay around here, that’s definitely a plus. 
The reviews that you’ve read (from where?) are probably old and don’t reflect the entire situation from the past 3 years. The Illustration program, when I was teaching and when I left, was in the process of rebuilding. In 2012, there was a lot of shuffling around, and some tough decisions made in the wake of a hard financial shakeup. I would like to stress that this is not unique to MCA.
When a school has to dramatically restructure, I’m afraid one of the hardest hit areas is usually the academic quality, and those repercussions affect students the most. The other instructors and I tried to offset that as much as possible when I was teaching (to varying degrees of success on my part.) 
Here’s the good news: recently, MCA read the writing on the wall, and decided to give a huge amount of institutional support towards illustration (and comics!) specifically. Once regarded as a red-headed step-child to drawing and painting, it’s now the largest department on campus, occupies a prominent amount of the school, and is headed by a new professor,Michele Noiset. Michele is absolutely awesome in all regards, and I couldn’t be happier that she took the reins. 
Whatever the illustration department was, it is now better and getting better ever day. I’m hesitant to make any predictions, but I’d say that in a few years, if given the chance, it will be comparable to other regional schools in the area like KCAI and VCU. 
It is, however, very small. You can’t go into it thinking that, say, Sam Weber and Yuko Shimizu are going to teach you how to paint and ink. But, you should go into art school (wherever you end up) willing to work hard regardless of who’s instructing you. 
One last note: if you’re being heavily recruited by MCA, that means that they really want you. And because the school is so small that doesn’t stop once you get to campus. We teachers talk about y’all all the time and if you’re superlative, then everyone definitely takes notice. 
So take all this for what it’s worth (a blog post on tumblr). Again, feel free to e-mail me if you have any additional questions. 
------------------------------------------
------------------------------------------

Wouldn't be complete without some art...











Saturday, March 1, 2014

Couple of Call to Artists

Calls To Artists

•MCA 2014 Biennial Alumni Exhibition

MCA announces a call to alumni for participation in the 2014 Biennial Alumni Exhibition. Entry is open to all degreed alumni and those who have completed 12 hours in a degree-seeking program. Entries must be one of a kind and have been completed within the last five years (2009–2014). Artists may submit up to two pieces in any media, including installation and performance pieces. Guidelines and submission form can be found at mca.edu/mcaalumni. For additional information, email alumni@mca.edu.

•2nd Annual Best of Memphis Student Show

Undergraduate and graduate students attending the University of Memphis, Memphis College of Art, Rhodes College or Christian Brothers University are welcome to submit entries to the Best of Memphis exhibition at U of M's Box Gallery, juried and curated by MCA instructor Tad Lauritzen Wright (MFA '02). Multiple prizes will be awarded. The exhibition runs March 24 – April 11 with a reception April 4, 5–7 p.m. Submission deadline is March 9. For complete rules and submission info, visit the Box Gallery Facebook page. Contact the Box Gallery via Facebook or email box.gallery.email@gmail.com with any questions.

•Diablo III Fan Art Contest


Malthael, The Angel of Death, has manifested in the mortal realm of Sanctuary with a deadly new purpose: to steal the Black Soulstone and bend its infernal power to his will.

Prepare yourself! Show one or more central figures getting ready for the coming conflict against Malthael. You may choose figures from the six heroes of Sanctuary or even Malthael himself!

We've provided a trove of images and supplies of references to assist in your task.



 A 2 night trip to Blizzard HQ in Irvine, CA to meet the artists and developers of Diablo III!*
 A framed print of the 1st place entry signed to the artist by the Diablo III Creative Team
 $5,000 USD
 Signed boxed copy of Diablo III: Reaper of Souls Collector's Edition
 8,000 deviantART Points
 1-year Premium Membership to deviantART.com


 A framed print of the 2nd place entry signed to the artist by the Diablo III Creative Team
 $3,000 USD
 Signed boxed copy of Diablo III: Reaper of Souls Collector's Edition
 4,000 deviantART Points
 6-month Premium Membership to deviantART.com


 A framed print of the 3rd place entry signed to the artist by the Diablo III Creative Team
 $1,000 USD
 Signed boxed copy of Diablo III: Reaper of Souls Collector's Edition
 4,000 deviantART Points
 6-month Premium Membership to deviantART.com



Signed boxed copy of Diablo III: Reaper of Souls Collector's Edition

1,000 deviantART Points


---------------------------------------------------------------------------
---------------------------------------------------------------------------

False Starts


Title: False Starts
Medium: Photoshop CS3 & CS6
Scale: Varies

Notes: I think the most important thing to realize here, is that this happens to everyone. The sketching. I used to think this was a bad thing to not finish what you start. And I still think it sometimes. The point though, is to realize that sometimes the process is just as important as what you ultimately get out of the final piece.

John Lee goes on about this type of thing over and over here. I would honestly suggest that you read a bunch of this to really get some good advice!

More pretty sound advice from Jeff Simpson at the Collective here. (thanks Erica!)

All-in-all, the point I'm trying to make is two-fold:

1) Do whatever it takes to get your final piece out. I mean, WHATEVER it takes. The industry from what I understand has such a huge turnaround rate that I think it's important to note that you might have to make finalized pieces in a day. I once read an article (can't find it at the moment) that talked about if you have a week to finish a piece, it better be a damn good piece. If you have an hour, then you give them your very best in an hour. Point being, always try your damn best!

2) Sometimes just purely sketching is just as important as finalized pieces. Just make sure that all of your sketching is actively pushing you towards some goal or you are just sketching for the sake of sketching. While this may work for certain artists (mainly because they lack a specific end-goal) you should always be actively researching things, making them look representational (and I could start a whole rant about how stylized and abstraction should be first influenced by correct basics, such as proper anatomy, proper color theory, etc.), and overall, making them appealing. Not specifically to everyone else, make sure that YOU enjoy your output. If you can't love your own work, how do you expect anyone else to?

ANYWAY... just some thoughts I had while sketching.

---------------------------------------------------------------------------
---------------------------------------------------------------------------