Wednesday, 18 December 2013

What Makes a Good Website for an illustrator?

Okay as part of my PDP assessment for my BA Hons I'm going to review a selection of illustrator's websites, to analyse the weak points and strengths so that when I make one or others decide to make one then they will know how to go about it. I haven't seen any terrible ones in all honesty.

Sam Denmark:

Starts out bad since the home page is just a title, you have to click the title to access the gallery but there's no indication that's what you can do. I even recognise the font of the title, I don't know if it shows character or if it's unoriginal but its a strange choice. So right from the start I'm looking at a bad and mundane looking page. What's worse is that this page gives me a pop up of mini menus, such as gallery and contact. Although his gallery is eclectic it with a splash of thumbnails for his work it's bad that when I blow up the images they are all of various sizes, so I had to keep zooming in and out with the browser to get a better look of individual sizes that would be better if they were kept consistent. (Sam, if you're reading this I want you to know that I love you and I think your work deserves better, but it's not all bad!)






The good thing is that he has the essentials and more, such as a news/awards section (good for showing experience or your history of work as you would a CV). He's also got links to his other sites and a "contact" and "about" page with a photo of himself, as do all the people I will mention on this post.


Lois Van Baarle:


Unlike Sam's there's a good illustration used as a wallpaper with a menu on the side listing all the things I can look at, including links, which are shown as coloured icons that automatically creates a mood and accentuates the wallpaper illustration. I really like how she has listed her original, commissioned and rough doodles as separate galleries. Having mentioned that, something doesn't feel right. Intuitively I prefer to see a list of thumbnails or mini image previews of the art. The art is amazing but it's just not intuitive to browse through. On another note I love the simplicity of the name she uses ("Loish") and her URL name. It's easy to remember and that helps with good business.



Jennifer Healy:

She combines the best of Sam and Lois, an attractive home page with the essential pages listed on a menu at the top of the page, consistent at all times even with links listed at the bottom. The page doesn't evoke a mood like Lois' does but when I click any of the listed galleries it takes me to an Artist's statement with a selected image alongside a neat order of previews for the rest of the work.



Unlike Sam's when I click the cropped previews to see the full images the sizes remain consistent with only the width stretching for landscape paintings. Emma Reynolds  has a very similar style as well and is clever to include her homepage as the portfolio. I do think Healy bests it since it's intuitive to browse the art work up close with hers.



Saturday, 14 December 2013

Woo Hoo, Got Business Cards from Moo!

My business cards have arrived, I'm not sure I will end up using them or not but the only way for me to understand these things is to just design one and get it printed. There is a site called Vista Print that specialises in print however I used Moo since the quality of their card appealed to me. http://uk.moo.com/  I went for the mini cards and emulated it after the way Kev Crossley has his, in retrospect that may have been a bad idea. However the humble and distinct size connected to me more, it felt fun to hold and I want those feelings to translate to my contacts.

Now it's time to review.

 
Pros:
1.) Good quality card
2.) Visually appealing
3.) Representative of myself
 
Cons:
1.) Too small (for reading and as a canvas)
2.) No space to write notes on
3.) No phone number as a contact
4.) Image is cropped for design compatibility
 

Saturday, 7 December 2013

Draw North West

Recently I've been getting to know the Draw North West group. I've met illustrators such as Emma Reynolds, Alan Dalby and Matt Bray (who designed the poster below). That's just to name a few. It's a great meet up and chance to talk to like minded people and experienced professionals. From those who I spoke to in November they gave me advice such as, expanding my vocab (image making can be language in itself you see), be pragmatic, always start drawing with the shape first, the rest will follow (as I say, see the gestalt) and my favourite tip... draw everyday! With a pen! No matter what! Next time I go I'll get photos, it will have to be in the new year now.

Friday, 29 November 2013

Interview with Valia Kapadai

Valia Kapadai is a Greek comic book artist affiliated with Marcosia Enterprises and Unseen Shadows. Her Books are available through her Big Cartel website:  http://valiumcomics.bigcartel.com/ After recently contacting her she was kind enough to answer some questions for me.
How did you meet writer Mo Ali and how did your collaboration (DreamCatcher) project start?
Three years ago (in October 2010), I wanted to draw a new short comic story, so I could take it with me to the Bristol Expo. So I tweeted that I was looking for a really short story, and Mo replied, almost immediately. Until then I didn't really know Mo, but he was a "fellow-survivor" of the Insomnia publications incident, so he was a contributor to the "Sleepless Phoenix" comic anthology, that I was also involved in, and he had collaborated with lots of other artists whom I knew. A few days later Mo sent me this "poem", divided into 24 pages, and he told me I could do anything I wanted with it. Unfortunately, life and other projects, didn't allow me to start drawing it until last November (2012), again for another convention, Thought Bubble. It was completed in less than two weeks, in the afternoons and really late nights since I also had a day-job, but it was printed on time for TB. The first self published edition is now sold-out, but we're hoping for a second printing in the future and hopefully we'll make more new issues in the future, since a big publisher expressed an interest in it. But that's just wishful thinking for now.
Do you have a particular “go to place” for wanting to meet and speak to writers, be it online or not?
My ideal "meet" place is always a great convention, mostly in the UK (because we only have one convention here in Athens, but most of my friends from abroad can't attend it.) I can only afford attending one or two conventions per year, though, so (although I hate to admit it) Facebook is a pretty decent online place to catch up with fellow artists and writers. I used to love DeviantArt so much for years, but unfortunately these last couple of years DA has changed for the worse, at least for me anyway, so I rarely spend any time there anymore.
Where did the idea of ‘Somewhat Damaged’ come from?
Last November I and my boyfriend, Pavlos Pavlidis, who is also an amazing comic artist, were invited to have a comic exhibition at the Athenian cafe/bar/gallery, Bartesera. Due to limited time, our initial idea was to show some of the older comic pages we had created, but since we wanted to make it more interesting for our friends, who had already seen most of our work anyway, we decided we should draw something new instead. I later suggested we should make two stories, one each, but with one joint ending, which we drew together (that was a bit tricky, but also fun), and so we did. The comic was also completed within a week or so. Since we both liked a lot, especially because it was somewhat based on our own relationship, and the "weird" format was also intriguing, we also decided to self publish a few mini comics of the story. This mini comic is also sold out.
In your short story ‘Gloomy Monday’, the panel boxes looked roughly lined and you had a textured background for the gutter, even for a coloured comics this seems unconventional. What was the reason behind this?
"Gloomy Monday" was part of my artistic "experiment" back in 2009-2010 of drawing one page per day, loosely based on my daily "adventures", but obviously much more exaggerated, funny and more "cartoony" than my usual comics. The colouring process of this story was an experiment as well, and I generally prefer my gutter backgrounds to be more complicated than just using a single colour. As for the roughly lined boxes, the reason is simple: I hate using rulers. Oh yes, I do.
With any sequential art the challenge to working professionally is all down to the speed that someone can work to, even great artist don’t do comics because of this reason. Do you have any advice to artist who really want to make comics but are sadly too slow?
Unfortunately, I honestly don't know what to suggest. I'm usually not that "slow", but that also depends on the comic I'm drawing (how interesting or difficult it is) and -most importantly- the mental state I'm in, while drawing. I guess the best way to draw faster, is the same old advice: practice, practice and practice. Make sure you feel as comfortable as possible too. I've finished most of my comics, including whole graphic novels, on my couch!! (although I don't really suggest that, I hear watercolour water residue on your pasta is not that healthy. Oh, but what do they know?!) If it's a project for a publisher you can also negotiate the deadline, usually the publishers are really nice about it, if you ask nicely.
What media do you use, including what you prefer to use as a canvas?
I consider myself a mixed media artist. I love experimenting. My usual artistic process involves watercolours, ballpoint pens, coloured pencils, brush pens and lots of digital editing and adjusting. Whatever I draw though, it'll start on a paper, with a pencil or even a pen. As of lately I really like to use lightly coloured papers, preferably thick enough to handle the watercolours. I always draw on a -relatively- small paper, A4 size. That may not be very professional, but huge papers intimidate me and, practically speaking, I'm unable to print any page layouts or scan the final page because I only have A4 sized printer/scanner.
Your work is sometimes done with a greyscale image first but coloured later correct? How do you do this and what is the benefit of such a method?
Actually that's the exception, although I've used this method - mostly when the original story was supposed to be printed in black& white - and then I added some colours for fun, or for another publication. The technical details are a bit too complicated to be explained here, but basically after I scan the b&w page, I use various great photoshop tools (such as the brush tool set in colour or in multiply; or the gradient maps, mostly for a limited palette). Again, I like to experiment with anything I can use, so filters, textures, various brushes etc, all become my digital "art tools" (and playground). This technique definitely has its benefits (better balance, interesting results), but I usually don't enjoy it as much as colouring traditionally.
 
Without naming anyone can you tell me about any unpleasant experiences with clients or projects that made you unhappy?
Back in 2001, as soon as I finished college, I got my first job as a comic artist. Being naive and clueless (and without internet) the deal I made was neither profitable for me nor very pleasant, but it was a valuable lesson. The worst experience I've had so far though, was the second comic I was hired to do. The contractor was neither a book/comic publisher, nor had any idea or love for comics. He just thought making a comic would be an easy, cheap way to make money. He was unbearable to work with and he had ridiculous expectations. This experience was so hectic, that I decided to quit making comics for others and took a hiatus for 5 years. Since I got back in 2008 I guess I've been really lucky, collaborating with some great writers and publishers. Unfortunately, mostly due to misunderstandings, I've also "lost" two friends during this time, which saddened me deeply, but life goes on.
Out of your work what are you most proud of and why?
That's a really difficult question. I invest so much on each story I draw (mentally, emotionally and physically), so every time I send in the final pages to the publisher I feel proud for finishing it, even though after a while I always wish I could have done it a bit different, a bit better... Some of the stories may also mean a little more to me, because they were made under "special" circumstances. But they're all my "babies" and it's really hard to choose one over another.
Can you talk about the work you have done with Unseen Shadows and explain how that company works?
Two years ago Barry Nugent contacted me asking me whether I'd like to draw a cover for the story "Fragments of Fate". A few months later he sent me another email asking me to collaborate with Cy Dethan and Nic Wilkinson (my partners in crime for "White Knuckle" a horror graphic novel published by Markosia) to drawing a short comic story which would be published in the "Tales of the Forgotten" anthology. I loved the story and I already had a great collaboration with Cy and Nic so I gladly jumped on board. I was recently asked to be involved in the next anthology, but due to personal reasons I had to drop out. Hopefully I'll be able to collaborate again with Barry and his talented crew of amazing writers and artists in the future. The Unseen Shadows project is a whole universe on its own, beyond comics, and I'm not the ideal person to talk about it, but you can check the Unseen Shadows website: http://unseenshadows.com

Wednesday, 20 November 2013

Buying Books (How to Draw Manga series)

Forgot to mention that I have bought some books so to help me with making comics and what not, the How To Draw Manga series got my attention since it delves very much into the craft and techniques that artists use.




The volume known as "compiling application and practice" fascinated me since it is easy to forget that drawings even, when done with accurate precision, can still look off when seen from the human eye. Manga artists have tricks such as adding a tree to hide corners and emphasise certain camera angles over others. I didn't buy these books to copy what was in them but to understand how I work, since I'm sure every artist who observes others tackle their subject has asked "what makes their work look so better than mine".







One book is a guide to drawing suits and school uniforms, some would find this dull and boring but for someone like myself who can't afford models and just wants to practice I think it was worth my money. Not everything book of the series is the same since they each have different authors, I was wise to read book reviews before purchasing mine.

Wednesday, 30 October 2013

Illustrating Kingdom Come as a Graphic Novel (An illustrator's diary)


 
What the Cover looks like.


30/9/13: Extremely disappointed in my productivity rate, I’m such a slow worker and I do believe it’s down to a lack of technical practice. None the less I’m beginning to question if I could ever possibly have work as a storyboard artist or graphic novelist, seems like a pipe dream.

01/10/13: A tutor seems pissed off; it’s kind of nice to see them care about their students. Today I bought a recycled paper book for its muddy neutral looking tone. This’ll help me draw not just shadows but highlights too. It’s a step forward for me and its hardbound so it is good looking enough for if I ever decide to sell my studies, However, I’m on my third year and my still life studies do not relate to my projects. That’s not good, I’ll be best to merge the two fields. 


02/10/13: I’m starting to believe that I will not enjoy working in colour for a comic book, even artist tend to have a colourist who works separately, instead I’ll work in monochrome emphasising the values. Let people dare judge me for it. See right.

03/10/13: Found a website that specialises in comic book font downloads. Their licence allows the fonts to be used in non profit projects or self published comics. http://www.blambot.com/

08/10/13: Was feeling incredibly stressed so I decided to not go in college. I should have called in but I was afraid of being admonished over it. Anyways I’ve got what I need at home for the moment. I also now gained a new trick where if I’m drawing a symmetrical image I’ll draw one side then in photoshop I would duplicate and reverse the other side of the image to make it whole. It’s just a handy trick that saves time.

11/10/13: Okay, I got a headache and the deadline is around the corner. This entry is going to be personal. In the past I have been taught to be pragmatic but how far does that take us? We have to adapt sure, and that’s what I am trying to do but it’s my choice to bite off more than I can chew. I took a BA Hons course to challenge myself and to learn. I’ve had an epiphany and that’s really not to worry and just go with the flow. Before Christmas this will be one for the portfolio.

14/10/13: Observing the speech balloons I found they look kind of wonky due to using a ruler on a Wacom Cintiq. I think I need to make the speech balloons in illustrator with the pen tool. A simple point and click for straight lines would make it easier for me.

29/10/13: I’ve decided to go with a rough look to my drawings, my tutors say that there’s a charm and energy to it that is lost by not loosening my hand and obsessing over clean and bold lines, which is actually more challenging when it comes to drawing. I’ve been looking at my old sketches and the work of Ashley Wood. See below.

Tuesday, 29 October 2013

Making a Graphic Novel from the work of J.G. Ballard


 I've been working on adapting J.G.Ballard's novel Kingdom Come into a graphic novel. You can still see in these images that it isn't finished, some are missing tone and the speech bubbles badly drawn. This easily solved by having the magic wand tool and quick select mode of the brush tool to cut areas of the dot patterns/tone. The speech bubbles are easily done in Illustrator with the pen tool, I found that to be the most effective, at first I was using a ruler with a wacom cintiq and that really was a bad idea in retrospect, the quality of line and time proved wasteful. I do consider my work as an illustrative approach and I do not see myself as an author of this work, this is an adaption of the novel, Kingdom Come.


I actually have made a diary as I went through the project so I'll find that document today and post that asap. Meanwhile the goal of this project was to test my practice in story telling and sequential art for an audience that would enjoy Ballard's writing enough to see his ideas elaborated with visuals. I was conscious of having non-descript characters wear faces inspired by Edvard Munch's The Scream Painting, so to bring out existentialist tones that I found was in the book.

Tuesday, 1 October 2013

Hopes and Fears (Part 2) Meeting Clients

This seems like the No. 1 hope and fear, it's important to know what work you can do and what you enjoy doing as there are businesses that can take you on board, the trick is knowing who you can gel with and who will want you. The AOI has their own client directory that they published, it's important to have one, and to make your own directory if possible. As an illustrator we have to help create or maintain the existent image and/or sensibilities of our client and their products/service. Below are a lists of tips for myself and those who are starting out; followed with useful website links, To one up what Laurence Fishburne said in that movie no one remembers, "I can only show you the door" but there's many more doors out there.
 
 
Advertise yourself:



 

Go client hunting if you are a freelancer:



 

Illustrator Directories:



 

Have your portfolio seen:





 

Possible hosts for your own professional website, safe for a portfolio:



Wednesday, 25 September 2013

Hopes and Fears (Part 1) Publishing a Book

I'm starting a new series of posts to act as some remedial for anyone starting out in the illustration industry, including myself, basically involving clearing up hopes and fears for anyone who wants to work in illustration. First hope I'm going to cover is book publishing, I know some illustrators who would want nothing more than a book with their own hard work in so here’s a list of some self-publishing platforms for those who want to go the indie route of book making:
 





 
This sort of publishing is usually high risk, high reward in terms of business, anything indie is never safe; however it does get the job done.  Usually going indie can be a last attempt for those who can’t seem to get their work printed by the other publishers or those who prefer not to be restricted by any middle men and are/or targeting a niche. Remember that publishing is only the beginning of the battle, distribution and advertising need to be looked at if you want to make business. In the meantime I recommend reading ‘Indie Publishing’ by Ellen Lupton which teaches you how to design and produce your own book.





 
 

Tuesday, 16 July 2013

Drawing on the Right Side of the Brain

I'm going through my Jackie Chan, Snake in Eagle Shadow style training regime during the summer, which involves a lot of paper and pencils so to sharpen my practice. To help I've been studying Betty Edwards and found this instructional video. Doing her exercises is what I consider a confidence booster, her philosophy is all about trying to get the mind in a mode that works for the artist. It's all about not drawing symbols and icons with the left side of your brain and instead maintaining a focus on gestural marks and having a pre-visualising mentality.
 
 
 
The most interesting thing I learned from her thus far is that if you close one eye you will see the world in a two dimensional way, makes sense since you need two eyes to watch 3D films at the cinema. I'll remember that if I'm doing close up live studies. Another thing is that it is easy for our mind to process symbols, Edwards makes it clear that we should focus our mind on shapes more in order to draw life like imagery.

Wednesday, 12 June 2013

Podcasts listening + Drawing = Bliss

As I've got use to working long hours drawing at a desk I've learnt to appreciate having some background noise so I don't get bored and have decided to get a hunger for radio shows and podcasts. One of them is from film maker Kevin Smith's Fatman on Batman podcast.

Recent podcasts have involved interviews with comic book industry leads such as Bruce Timm, Jim Lee, Greg Capullo and even the legendary Stan Lee. If anyone out there knows of any podcasts and shows relating towards aspirational and creative minds please let me know, Kevin Smith's show is really good but it leaves me wanting more considering it's uploaded weekly.

For 'Fatman on Batman' and more Smodco shows just follow the link: http://smodcast.com/channels/fatman-on-batman/

Sunday, 2 June 2013

The Key to Good Character Design

I found another blog which provides tips and hints on good character design from Aaron Diaz. Character design is something that can permeate a wide majority of entertainment media and a good character can act as a mascot or personification of particular ideas. Personally I need to read this because not all my ideas of character come complete, I'll have an idea for clothing or just a face but through this article I have learnt the importance of using cohesion in visual design and its use to build up on raw ideas.



The whole blog post is seen here:
http://floobynooby.blogspot.co.uk/2011/12/tips-on-character-and-costume-design-by.html

For more information on Aaron Diaz and specifically what he is working on you can check his latest project that has been successfully funded through the Kickstarter website, here: http://www.kickstarter.com/projects/156287353/the-tomorrow-girl-dresden-codak-volume-1
More tips and hints for good character design can be seen here:
http://www.computerarts.co.uk/features/20-character-design-tips



Friday, 3 May 2013

Age UK Final Patterns

I've finished the patterns for what I presume is a book cover, it's a very graphic design type sort of thing that takes imagery from stockport architecture (a whole theme of memory of and around stockport has been the main motif throughout the module), I like think that architecture plays a big part in our memories and I'm sure french writer Victor Hugo shared that sentiment too. Below is a drawing I had to do with my favourite pattern of the two





This project which was a supplement to the animation I did for Age UK ended up taking too much of my time and being a very uncomfortable task and I think that's due to the whole graphic design mentality of its creation.

The Untamed Tiger: Commision vs. Self-Initiated

This year one of the forum's that I attended  was a response to the public forum headed by http://www.theaoi.com/index.php?option=com_content&task=view&id=100&Itemid=1 Amelia Johnstone with guest speakers Jonathon Rosen, Graham Rawle, Bill Bragg, Matthew Richardson, Anna Bhushan, Andrew Foster and David Kerr. Jumping off from a transcript of what they said, my classmates, Tash Greenhalgh and Bert Gatens chaired the one I attended.Tash's opinion is that commision work is best for those starting out, young and want to make a name for themselves, However they should also find the time to work on their personal stuff.



I agree and I do think commision based work gives you experience which is needed for those who start out but the way I like to see it is that personal work that is self-initiated is a lot like street performances and commision is more like a venue, a musician could get picked up by a producer in both circumstances and that's how they measure their success. Experience is experience and a gig is a gig, doesn't mean they are not hard working, there are those who mix music in their basement too and use the internet as a platform in this day of age.

I believe a balance is needed and I pay very much close attention to how many artist and film makers work. In the end it also comes down to chance, too much of commsion work would bore me and so would too much self-initiated but sometimes we have to adapt to what chance is given to us in that moment of time and it could be dependant on the economy or your brand. Adaptability is key and it is important to change our method if we are not successful.

Monday, 22 April 2013

123 (The Sequel)

As expected of me I get to look back on this past year as an illustrator and pick 3 things that have been important and worth remembering to me in terms of my career prospects and my wellbeing as a creative individual.

1.) "Illustration as an adjunct" 

A conversation with my lecturer Gary Spicer at Stockport College has enlightened towards something that I find easy to forget. And that is it's easy for me to think of the image as a superior form of expression when in reality it is just one sense, illustration should be made not to rival the other senses such as taste and sound. When you look at a movie poster or at album artwork it shouldn't have to be a translation of the other senses that the object already expresses, the Illustration should enrich the experience when there is one already there, in other words it becomes an adjunctive part of the object that the end-user ultimately experiences.

2.) "Art is the ultimate goal" - Young Ha Kim



You can learn a lot from children as they build their sand castles not caring how the sea is going to wash it away. Kim describes within his TED talk that work needs a purpose for it isn't something you can enjoy, hence it being work, not play. It's easy to forget how fun art can be when you want to get payed for it and be professional. To a child art is the goal, they get to make something and that is their reward. Half way through a project when things seem not so fun I'll remember how lucky it is to be rewarded just for what I'm doing, the goal of art is just to make it, getting payed for it, that's the bonus.


3.) "Respect the arts and protect your career" - Steven Silver




Going completely against the last one and making sure no one misinterprets the last advice, I have chosen to paraphrase the title of two youtube videos from Steven Silver, Although being creative can be fun it is something that does take our time and as an adult we do need a goal to our actions and we do have bills to pay. Silver uses the allegory of mowing a lawn. A brilliant way to describe what creative professionals do because being creative is just as relaxing as mowing someone's lawn but no one in their right mind would expect someone to cut their grass without paying them for their time. Time is money after all and Steven Silver gives me confidence towards pursuing illustration as a career.

Sunday, 21 April 2013

An Interview with Sonia Leong

As part of my contacting practioners module I'm posting the interview I had with Sonia Leong back in the August of 2012, it's really the first time I am posting this. Sonia is a comicbook artist and illustrator who has produced work through SweatDrop, a studio made by manga artists from the UK. (link to their website here: http://www.sweatdrop.com/about-us/ )

Sonia is a hard working, intelligent and articulate person, within Sweatdrop she has made three manga comics, Once Upon a Time, Love Stuffing and Aya Takeo. Her past clients include Channel 4, Axis publishing and Seven stories Press. To see her portfolio, contact info and anyother info just click on the link below:


Now for the interview...

Jim:    Comic Conventions over here and overseas must make for great publicity but how would you be able to cope if you didn’t have them?

Sonia: Art fairs, animation fairs, Japan-related cultural fairs, local markets - there are always opportunities and it's just a matter of seeing whether you can fulfil a niche. That said, I don't think events are the be-all/end-all, most of the time my work is done from home, along with my advertising - there are lots of places to get noticed online. Publicity is something that you have to peg away at on many fronts and it can take years for the results to roll in.

J: Being freelance do you work at home or in a studio and are you always in a position to have a choice between the two?


S:  I work from home. I would always prefer to work from home. I like being alone. But that is a huge contrast to when I travel to attend an event where I deal with thousands of clients, or have to give talks to hundreds of people at once. So I need to be alone to make up for it! I like having all of my stuff to hand and not having to worry about travel for everyday work.

J:    How did you get the opportunity to work for movies and TV?
S:  Publicity - a film person looks specifically for a Manga artist, finds my stuff online, and emails/calls me. Networking - I know a lot of film-makers and I have friends who work with film-makers, so if they know of something that would suit me, they pass my details along. It's the same for any other industry or hobby.

J:    Since working at Sweat Drop studios what is your responsibilities and working process?
S: Sweatdrop Studios is something a bunch of like-minded people just set up. Some of us have administrative responsibilities -  for example, I'm the official Company Secretary, which means that I deal with submitting Tax Returns, Accounts, company records and sign all legal documents. Another one of us deals with distribution, another one of us manages group commissions/events. But that's all the designated responsibilities. Creatively, we all do whatever we want - we mostly produce comics entirely ourselves, just with backup and advice from each other. Sometimes we swap jobs as needed - i.e. we write something for another person to draw, we are the Editor on the next anthology.


J:    I believe your work has been promoted and published overseas, how does the translation process work? Do have a lot of control over it?
S: Afraid not! I guess it depends on the ownership over the work in the first place, but for Manga Shakespeare: Romeo and Juliet for example, SelfMadeHero (http://www.selfmadehero.com/about.php) own the whole work copyright and can do what they like to negotiate a foreign deal on it. Sometimes, the results can be really funny! Like some countries prefer crazy colour combinations. Ultimately it rewards me though, as I get cuts/royalties from such deals. There are times when a foreign publisher approaches me to acquire one of my works, then I have a little more say, but it's not really been something I worry


Sonia has done work that includes making mascots, such as this character here who narrated
for visitors at the 'How Manga Took over the World' exhibition that I visited at the Manchester Urbis in 2008.. ah now certainly  that takes me back.


JYour philosophy is to never reason away from your vision but what are the necessary steps for those who wish to pursue a similar career to your own?

S: "Never reason away your vision" - means don't talk yourself out of your dreams. If you want to do something, and that something is actually real and possible, however improbable, then there will always be a way of doing it. A little bit of luck makes things happen faster, but lot of hard work is absolutely necessary. Put in lots of hours improving your artwork, networking, going to lots of events, making sellable products, promoting yourself, enter competitions, look for job opportunities, talk to other artists, talk to publishers, pitch, pitch and pitch your work, learn to handle rejection and criticism. And you'll get there. 

Sunday, 14 April 2013

Finishing The Big Sleep

I have completed my task of getting my book cover design for this year's penguin/puffin awards done. I don't think it is portfolio worthy since what I submitted was rushed and I didn't experiment enough in emulating the effect of the stain glass look, until I create a revised version where more texture is on certain details and lighting/tone is used cohesively I won't put it in my portfolio, The use of fonts also haven't been experimented on. Overall the composition and the whole look of it in general is satisfactory and shows what I originally intended, I do hope the judges like it and instead of seeing it as a finished design they see it for the possibilities it can become.



Dissecting the elements you can see I use a typewriter font to evoke a sense of the time the book is set, Marlowe's hat is another signifier. The stain glass and the image of Marlowe catching Carmen is (to me) extremely iconic when you ignore the usual cliche's of the private eye image. I chose this image as a subject because it's one of those moments in the story where your attitude towards it changes by the end of the book. I had to make a decorative pattern but the shapes had to represent something, A chessboard is too obvious and looks repetitive so I chose orchids and made it look like a jungle, a metaphor for LA is a steamy jungle like the green house where Marlowe meets his first client. The tone of the cover the use of black spots corrupting the colours and the idea of Phillip Marlowe being this illuminated figure like the old knights on the stain glass windows was inspired by this qoute I found printed behind another Phillip Marlowe Novel.



The majority of the cover was done in photoshop, images were scanned for the purpose of texture, this included pencil shading, smudges and acrylic paint brush strokes on paper. My only regret is that I wish I had done more stuff so capture the stain glass look since I know photoshop air brushes is not the only way to go about it.

Wednesday, 10 April 2013

Takato Yamamoto... A Man With Mechanical Hands

I recently found this interview from one of my favourite artist, Takato Yamamoto, (the link is here: http://www.juxtapoz.com/current/takato-yamamoto) What surpried me is how painterly this man's technique is, when I see his art it looks very tight and mechanical due to the look of woodblock prints, even when I tried to emulate people like Aubrey Beardsley and Vania Zouravliov I always found my ink being badly coagulated since I was basically drawing and not using any print techniques... so in future I have got to try printing! He also has an interview with Yoji Shinkawa in the Art of Metal Gear Solid 2 book. It's rare to find an interview but it's great when I find one.


Another thing that I will do is practice more in my free time with digital techniques, maybe using a computer can help me emulate Yamamoto's technique too or maybe I'll have to do it the old fashioned way, what ever it maybe I have to try and find what works for me.

Sunday, 7 April 2013

Digital Painting Studies

I have been finding it hard to motivate myself so I wagered a canned drink to get my work done tonight, competition is also a good motivator so I may as well throw in a mini risk/reward structure for an extra motivating push for both me and my peers. The work I've fallen into doing in the past week is more a study of me practicing this digital painting craze with my new wacom cintiq. I practice by drawing beautiful women and pin ups (Holly Valance and Chisato Morishita being the most recent), it's a very productive form of calming my nerves but not as addicting as sweets and cigarettes I guess.


 

I like how quick and precise using photoshop for painting is, the digital practice lends itself well for idea and concept communication, as a sole work of art to be valued on it's own not so much but as a design process for a product that needs instant travel and communication I would say there is something valuable with this method.

Tuesday, 26 March 2013

VideoGame Development = Amazing

Having recently took a break from the usual stuff I had friends over for the weekend to play some early 90's videogames. It was really just my attempt to show them things that I couldn't years ago as a kid. They were impressed with the level of ideas and creativity the old games had over over today's releases which do not have the technological limits that were on game creators back then. I think this stems from a complete beleif I have in that limitation does force us to be creative.


Above: A game that has more going in it for the first 5 minutes
than modern games today have per hour of theirs.

Some may not know this but I originally planned to take a game design course before I went on to do Illustration at Stockport instead. The reason I opted out of this is because I knew my path to this sort of dream job lies elsewhere, I am in my heart an artist so that's why I am an illustrator, illustrators can do many things and I can think of some such as Yoji Shinkawa, Ayame Kojima and the creator of Tomb Raider's Lara Croft  (Toby Gard) along with Kev Crossley (who I interviewed in a previous post, herehttp://artofjimfitton.blogspot.co.uk/2013/01/kev-crossley-interview.html). These are all illustrators who have helped in the art direction and iconic visuals of the videogames they worked on.


Also a thing to note is how these things have their own visual language, look at Scott Pilgrim vs. The World to see how videogame tropes come into movies (aswell as comic book tropes).



So after a gaming session with friends I tried to list and research nearby game developer companies/studios in my hometown of Manchester, UK. I could only think of 4 and the closest of them I can get to by a bus ride is the indie company 'SmashMouth Games' http://www.smashmouthgames.com/Webpages/Home/Home.html. It's a company that has been successful for developing games for the Android platform and education for future game developer employees. I'm gonna be keeping my eye on how these companies grow or diminish in the chances of gaining a career opportunity. In the meantime I gotta get back to my illustration work!

Below: This visually strong and beautiful videogame dominated my childhood.

Friday, 22 March 2013

Animating an Image

It's been a hectic week as I've buried my head in my work, from the recent Age UK (Dialouge ignites Change) project I've chosen to do a continuation on that brief where this time I'm animating the image that I made for it. Because the original image was not planned to be animated at first and since I lost the work files I've had to redraw and paint the image so that the background acts as a matte painting for key frames and cel layers to go on top, in essance I've divided the original picture into layers so that they can move freely.


I recently bought myself a wacom cintiq pen tablet and display to help me work a little more precise and efficient, ideal for doing hand drawn animation and I gotta say it's comfy to work with. With this I've drawn the character and key frames quicker than if I were to scan, clean and trace.


Things that are to be animated have been redrawn and although they aren't perfect to the detail of the still image I've worked from they are more clean, bright and fluid looking. This will be my first animation so I hope to show it off before Easter and to a nice quality that reflects my skill level with the new software and techniques I'm using. The new software I'm using is Adobe After Effects which can make for some amazing results. My classmates tend to go for a puppet like animation where as they set a program to move the segments, it's a neat way of getting to grips with the software but I'm trying to avoid that. Hand drawn animation has a warmth to it and that's what I want to see, it's what I bought a cintiq for.