Jon Schindehette and his new Art Order

28 06 2009

Jon Schindehette's picture, taken from his blog profile.

Well, it’s not exactly new. It looks like it has been going on since August 2008.  Jon Schindehette is a senior art director at Wizards of the Coast and he’s working on the AD&D product line.

His Art Order blog started small but now it’s updated almost everyday. You have art contests that sometimes lead to commisions from WotC, and always lead to your work being seen by a bunch of art directors at a bunch of companies. That’s not something to be taken lightly for a free opportunity.  There’s also artist spotlights and lots of samples of art that Jon receives regularly.

But the real incentive for me to hang there is for all kinds of advice.  How to market yourself, how to present your portfolio, how to handle commissions. After all , I’m happily employed in the videogame industry but I hope to be able one day to get illustration commissions. So I’m following his blog regularly. And I’m painting too!





Getting rid of the token female part two

13 06 2009

Just a link, really, because there isn’t much to say, Nia Vardalos, who wrote and played in “My big fat greek wedding”  says so many things I agree with about double standards and how biased mainstream media is.





No good deed ever goes unpunished (Conceptart.org videos)

11 06 2009

I recently mentionned the Conceptart.org educational videos here. Well, there has been some good news! I am part of a volunteer task force bent on subtittling the videos to make them accessible to more art students. So if you were worried about not being able to get the value from the videos because of a hearing disability, well, hang tight!





CA.org educational videos

25 05 2009

I have mentionned ConceptArt.org here in the past and how it’s a huge community of artists.  I have also mentioned that I had a Shawn Barber dvd published by Conceptart. Unfortunately, the shipping for the dvd’s were quite expensive for international customers. Fortunately, that is no longer a problem since the content of the dvd’s and additional educational material is now available for download.  It has been for a while but there is new stuff coming out all the time like the new ZhangLy/Manley title.

I bought 7 of them last week (on top of the 2 dvd’s I already had) and it was worth every penny. Check them out!

Conceptart/MassiveBlack store

Conceptart Youtube channel (for trailers and samplers)





Indie artist interview – Alex Weldon

6 03 2009

alexweldon

Alex Weldon is a freelance artist who has mostly worked on indie titles and who is now preparing to launch his own Flash games. Here’s a little insight on what he has to say about being a game artist. You can see his website here: www.benefactum.ca

Hello Alex, can you tell us more about your academic background?
I came to art later in life. My university degree is actually in
Astrophysics, of all things. It sounds weird, but it makes sense when
you look at my family. Both my grandfathers were scientists, but my
parents are both artists. My father did a degree in Mathematics
before becoming an animator at the National Film Board of Canada, so
there’s a neat parallel there.

After university, I taught English in South Korea for two years. I
got into writing while I was there. When I came back, I was trying to
figure out how to make a living at writing, and ended up taking some
journalism classes. I didn’t enjoy them very much, but I loved the
graphic design class I took as an elective. Oddly, the guy teaching
that class also had a physics degree, which probably helped.

I switched into a certificate program called Graphic Applications in
Desktop Publishing, and got into graphic design that way. From there,
it wasn’t much of a stretch to start working on my drawing skills as
well.

How did you become interested in game art?
I’ve been an avid game player since childhood. I started creating and
modifying games quite early on, and have been doing so ever since.
Given that, once I started doing art and design for a living, it was
pretty much inevitable that I’d start getting interested in game art.

How did you score your first freelance gigs?
As a designer in general, or as a game artist?

As a designer, I got my first few freelance gigs both through words
of mouth – friends of friends and so on – and by simply walking
around town with my portfolio and a stack of business cards and
asking to talk to owners and managers of places. More recently, I did
a whole series of contracts for a board game publisher who, although
my games weren’t right for his company’s style, liked the art and
asked me who I’d hired to do it. When he found out that I was the
artist, he offered me some work on the spot.

As a computer game artist, I haven’t put much effort into looking for
work actively, since I’ve been busy enough with my own projects. The
contracts I’ve had have all come to me just by being an outspoken
and, I hope, helpful member of the IndieGamer forums. Once a month or
so, I’ll get a private message there from someone who appreciates the
advice I’ve been offering and wants to know what sort of work I do,
what I charge and so forth. Some of those turn into jobs, some don’t.

Here is a list of freelance expectations that Alex posted on the indiegamer.com forum

As a developer, if I was to hire an artist, I would expect the artist to:
Take constructive criticism without getting too defensive.
Work within the technical constraints of the project.
Indulge my preferences insofar as they do not conflict with their own aesthetic sensibilities.
Explain clearly and politely to me their reasons for disagreeing with my ideas, when they do.
Ask me before doing anything that goes against something specifically stated in the spec.
Be proactive about offering advice on stylistic decisions and suggestions for letting the art influence the gameplay.
Be able to make minor decisions on their own, but ask for clarification if there is a major choice to be made that I didn’t include in my spec.
Give me their honest best guess about how much the job will cost, and do everything they can to stay on budget.
Let me know if they think the current course of action is going to go over budget for reasons beyond their control, provide an estimate of how much more I should expect to pay, and suggestions for how we can get back on budget if I can’t afford it.
Fix their own mistakes on their own time.
Expect a certain amount of revision to be necessary.
Do small bits of follow-up work (e.g. fixing a mistake we both missed, or providing me a layered PSD if I discover I need it) and answer questions for free even after they’ve been paid.
Answer emails promptly.
Set their own reasonable deadlines, and meet them.
Be willing to sign a contract, and give me the exclusive rights to the work.
Link to the game if they use the work in their portfolio.
Be upfront about any references they might be using, so I can veto anything that seems to be bordering on copyright violation.

—-

As an artist, I expect a client to:
Respect my experience and judgement.
Pay a rate that is in line with what other, non-artist freelancers of comparable education and experience can expect.
Be polite in their criticism.
Understand that only reasonable revisions are included in a quote.
Be clear about their expectations and the technical constraints of the project.
Not change their mind on important issues without good reason, and be apologetic and willing to pay more if they find they have to.
Understand that the result might not look exactly like what they had in their head, if they weren’t able to describe it precisely in their spec.
Give my advice serious consideration.
Not ask for my opinion on something if they don’t actually want to hear it.
Understand that I have a style, and that my work is still going to look like my work, regardless of the genre.
Allow a reasonable time for the job, taking into account possible unforeseen circumstances.
Answer emails promptly.
Pay immediately when the work is done, without being asked more than once – being proactive and saying “I think we’re done, how much do I owe you?” is even better, but not obligatory.
Give credit where credit is due. In game, preferably.
Allow me to use the work in my portfolio.
Give me a favourable reference and recommend me to others if they liked what I did for them.

These lists are rather thorough what do you think is the most important for a freelancer
looking to have return business?

Staying in touch and being a good communicator. The most common
compliment I get from clients is that they’re impressed with how
quickly I answer emails, and how clearly I answer questions and
communicate my own thoughts on the project.

Honestly, I don’t think that’s good advice only for artists, or even
freelancers in general. Communication skills are so important, and
they’re harder and harder to find in these days of Instant Messenger
programs and Blackberries. No matter who you are, if you’ve never
taken classes in business writing or public communication, you stand
to benefit from doing so.

Can you tell us more about the specific requirements of doing art
for video games as opposed to other uses (like, say, graphic design
or board games)?

Well, every type of design has technical limitations. If you’re doing
print design, you’re limited by the physical size of the document,
the kind of paper, the printing budget, and so on. If you’re doing
web design, you’re limited in your font choices, and you’re stuck
with the aspect ratio of a normal monitor, etc.

For computer games, the limitations have to do with the gameplay. I
was doing some pixel art the other day for a platformer, and wanted
to turn the character to face outward just a little bit, so you could
see more detail in the face. I realized, however, that to make the
perspective work, the feet would also have to be turned towards the
viewer, meaning that the toes would be lower than the heels. This
isn’t compatible with the very flat, 2D nature of traditional
platformer graphics – drawn that way, either his toes would be
sticking down into the floor, or his heels would be hovering in the
air… so I had to rework the pose to allow his feet to lie flat.

It’s really important for developers to be clear with their artists
about these sorts of technical constraints. Left to their own
devices, artists will just do whatever looks best, but the
aesthetically best choice won’t always be the best fit for the
gameplay. The trouble is that sometimes you only realize these things
later on, when you start trying to put the art into the game. That’s
where experience comes in – the mistake I made with that platform
character is the sort of blunder you’re only going to make once. Game
art is still something I’m learning as I go along; I’ve really come a
long way in a year.

What led you to start making your own games?

As I said, I’ve been inventing games – and modifications to existing
games – since I was very young. Until recently, though, I only made
them to play with friends and family, and had no real intention of
making any money off of them. For a long time, people have been
telling me that I’ve got a talent for games, and that I should try to
make a living at it, but it always seemed like a pipe dream to me.

I might be an idealist, but I’m not completely unrealistic; I know
that everyone and their cousin has “a great idea for a game,” and
that publishers must be bombarded constantly by people pitching their
ideas. Until I got into design, I didn’t see any obvious way to
differentiate my ideas from everyone else’s.

Becoming an artist changed everything, since now I could illustrate
my own games, and approach publishers with something much closer to a
finished product. Two of them, called Duck & Cover and Toil &
Trouble, are essentially ready for the presses – even the boxes and
rule booklets are designed, and I put together spec sheets to get
quotes from a printer. If a publisher’s interested in picking them
up, they could be on the shelves in a matter of a month or two, which
I imagine will make a big difference to them. I plan on going down to
GenCon this summer and demoing them for any publisher I can corner
for a few minutes.

Do you do art differently if it’s for your own game as opposed to
doing it for a client’s project?

Much more slowly! There’s a time limit when you’re working for
someone else; they have a budget, and you have to make sure that you
get the job done quickly enough that the money you’re earning is in
proportion to your time. You just can’t afford to be fussy and waste
hours fiddling with details that no one except you is going to notice
or care about.

It’s really hard to be disciplined and keep that kind of excessive
fussiness in check when you’re working for yourself. I’ve spent way
too much time on my first few games, considering that they’re free
Flash titles and will only make me a few grand each, if I’m lucky. I
justify it by reminding myself how much I’m learning in the process,
but really, if I’m going to do this for a living, I have to start
knowing when to leave well enough alone and get on with the more
important aspects of the project.

Thank you Alex and good luck with your games, be sure to let us know when you release them!

Thank you too, it’s been fun.





Getting rid of the token female

16 02 2009

Videogames, just like many cartoons and movies, suffer from the Token female syndrome. The token female is the Smurfette to the Smurfs, the character who’s defining attribute is to be female and nothing else. Sure there have been token males in history but an exemple doesn’t spring to mind right now. How often do we look at a cast of characters and go:”Here’s the jock, here’s the nerd, here’s the popular one and there is the girl” as if girls can’t be jocks or nerds or popular? It’s very bad and it’s nearly subliminal, we are used to it and don’t notice it anymore.

Links about token females:
Urban dictionary
Kalinara’s blog

What solutions are there? Well, education! Don’t let token females fly under the radar! Including a cast of females with personalities in your games/books/movies/shortstories. Fight stereotypes! You can have a girl mechanic and her hairdresser brother in your web comic or your game, why not.

There is also Bechdel’s law for movies (but really, it works on most stories) coined by Alison Bechdel which goes like this:

  • Does it have at least two women in it,
  • Who [at some point] talk to each other,
  • About something besides a man.

Do your games pass Bechdel’s law?





Viral marketing vs Games (the Coraline case)

15 02 2009

coraline

The idea for this post came from this forum thread
You may want to ignore the insults and pissing contest going on, the 3rd page is the most instructive.

Here is what I had to say about the topic (edited for clarity and semi-decent syntax):

I think a great exemple of viral marketing would be the Coraline boxes… The Coraline movie is based on a Neil Gaiman story. The boxes are amazing and unique hand crafted items sent to 50 bloggers, who in some way or another have something to do with the movie Coraline or Neil Gaiman. This story is so popular, that fake boxes are popping up on Ebay, Neil has an avalanche of comments and questions about the boxes on his blog and many many blogs are abuzz with talk of the boxes or instructions on how to make your own little Coraline box lookalike. Isn’t that viral?

What about the Blizzard method of announcing that they will announce a game and then agonizingly release vague clues (that no one can understand) over several days, slowly whipping their fan boys to franzy (I know it worked with my workmates who would argue and speculate about it non-stop.)

Exemple of a coraline box.

Then forum user Zoombapup asked who indie gamemakers should send similar gifts to if we were gong the Coraline style-box way. To that I answered:

I don’t think there is a WE. I think Cliff’s bloggers might be very different than yours, or Cas’ or mine (assuming I was going indie again.)

You can check a list of the blogs that got the boxes, some are quite surprising. There are at least 3 knitting related sites that got promo for a movie release. So I guess some of the movie prod crew are knitting fans, or else how would they even be aware of places like Knitty or Ravelry (which in addition to be very specialised, requires invites to create an account.)

I think the key here is: They sent the gifts to bloggers and not journalists. Journalists are used to be courted for their attention, they receive stuff all the time, either for review or as incentive to give attention to a product. Bloggers aren’t yet used to the attention and are probably less jaded and easier to sway.

Also, they sent a personal note with each box explaining why they have picked this very blog. When you compare the notes together you get the fact that they are not THAT personal but they still explain why that blog was picked and it looks more genuine and les like a gimmick. Who doesn’t like a personal gift chosen and designed with care? I guess even if for your promotion you were to sent a trinquet and not a collector’s item, having a personal specially written note with it might make a difference to the receiver.

One thing leading to another, I ended up reading Seth Godin’s blog (from 2002, working my way towards now (I’m now in 2006.) He is really putting into words thought I have had about viral marketing and creating a story that spreads, except he is much better at articulating it and I’m learning a lot. It’s a blog I can’t recommend too much!





Galactic Bowling Interview

14 01 2009

galacticbowling

A few months ago, Chris Curra, CFO / VP of Production of Perpetual FX Creative, dropped me a line to let me know of their new game.  Galactic Bowling was released on October 8th 2008.  Chris and his collegue Kyle Entsminger, CEO/ Creative Director (also at Perpetual FX Creative) kindly accepted to answer my questions about the process behind the game.

-How did you decide to make Galactic Bowling? How did you pick the theme?
Chris – We wanted to make a casual game with AAA graphics that could appeal to the largest audience possible. Not another shooter, something achievable we could make at a high level in a short amount of time. We started GB right around when Wii bowling came out. We thought it was a good game but lacked character and life. We wanted to pick up where we felt Nintendo left off with their other strong character franchises like Mario, Metroid etc. and create a new world, exaggerated characters, and a story with depth that people of all ages could embrace and love.

-How many contributors did you have on the game? Can you tell us the break down in each dicipline?
Chris - Overall we had about 40+ people work on the game. We had every range of talent you could think of from Lead Programmer, Junior Programmers, 3D Character Modeler, and Texture artists, Environment Concept Artist, Character Concept Artist, Audio Director, Sound Designers, and Composers, Character Technical Director, and Riggers, Environment Modeler, and Texture, and Lighting Artists, as well as Graphic Designers, and an FX Lead, and FX artists. It was an indie title but we ran it like a big studio production using our experience.

-Very few indie games have 3d graphics and even fewer have graphics with such a strong art direction, what can you tell us about the concept art phase?
Kyle – We spent about 6 months in the preproduction and concept phase doing many concepts to define the style. We also were building our team and testing artists and other members to find the right combination of people who believed in our vision and wanted to be involved by embracing their roles within the team. Since we used talent from all over the world, especially in the concept phase, sometimes communication was an issue. Through our evolving Art Direction processes, we found visual’s rather than text direction are the best and fastest forms of communication.

-What was your biggest challenge in coming up with the look and feel of the game?
Kyle – In the concept phase we kept sending environment art back because it was too “real world.” We needed to take real world elements and combine them in different ways to create our alien space environments.

-What was your intended audience for the game and how did this influence the look of it?
Kyle – We wanted to hit the largest audience possible. We made sure that we had the same amount of males as females characters, left and right handed bowlers, and we pushed the character and environment art to a high quality and exaggerated level while still keeping it understandable and appealing to a younger audience.

-Your character are very stylised and your female have exagerated attributes, were you afraid of offending female players at any point?
Kyle – Not at all, our female characters are extremely strong yet feminine. We have put them in very important roles in the game for example our ending boss character is a female. All of the characters have stylized attributes, so it’s not like we only did that with the women.

(Note from the editor: You may want to look at the avatars to see what I’m talking about.)

-How do you go about hiring contributors, especially artists and animators?
Chris – Personally I like to give everyone a chance to prove themselves and their work so usually if we have a role available I’ll come up with a test and let anyone who applies have a shot at it. More often than less you find the people who submit the best work don’t have that much experience in the industry, but are gifted artists who need a shot and a little guidance. We have a few artists like that who are naturally gifted guys, with no experience, who are driven and want to learn and have done exceptional work for us with our direction.

-Any advice on artists who want to get started in the game industry?
Chris – The best way to get started in the industry as an artist is to look at the professional work being done in games today and get your work to that level. Switch to the other side of the table for a second and it will make sense. Why would a company who has a huge production in front of them with millions of dollars on the line hire someone who can’t get their work to professional quality? If you are the type of person who needs to learn by other people teaching you, look for studios who are ramping up for a big game where they need to hire lots of people and try to get in anywhere you can and learn, even if it’s an internship. Sometimes it’s best to get in toward the end of a production as studios are usually in crunch trying to finish a project and can use any and all hands they can get. Always try to get someone on the phone and remember they are just people like you who were in the same position you are in right now.

Thank you very much for your time….
Chris and Kyle – Thank you!

Galactic Bowling is currently available on Steam.





Harness your cognitive surplus

6 01 2009

Some months ago, I came upon an article by Clay Shirky called Gin, Television, and Social Surplus. Today I stumbled upon my bookmark and read it again.

Basically the point is that for many years, the additional leisure time allowed by technology (faster house chores, fewer work hours, more readymade products) has been swallowed whole by television and other passive entertainment and only recently with the rising popularity of the internet and user-generated content did our lost brainpower get harnessed again.  The quantitive data in that article is astounding, if americans decided to create content instead of watching tv, they could create the equivalent of 2000 wikipedias worth of content! Every year!

So weither you want to pick up drawing, start a blog or a sideline business, don’t let your brainpower go to waste, turn off your tv and get started!





Call for art at IO gallery

7 11 2008

Passing the word around for Kelly:

the iO gallery
131 Kent Rd. (Route 7// Route 45)
Cornwall Bridge, CT. 06754
(860) 672-6631
www.theiogallery.com

PRESS RELEASE:
“BRINGING THE WORLD TOGETHER THROUGH ART”

Opening Reception: Dec 6th 4-7pm

Local, National and International Artists

There has never been a time where the world needs unity and hope more than now. Economic, healthcare and environmental crisis, extradition of US citizens, a war on terror, a rapidly shrinking middle class and numerous other issues are everywhere you look. Art has always been a voice of unity, knowing no boundaries and creating no discrimination in ethnicity, background, intellect or economic advantage. Art is open is anyone. It is, at its roots, deeply personal and at the same time, made for the masses. Art invites everyone to question and interpret its message. To be open minded.

The iO gallery has issued an open call to artists that we represent, artists of any and all backgrounds and mediums, well established and emerging, as well as the local community to create small works with a positive message for change. Paintings, sculpture, sketches, mixed media, music, writing and poetry are all welcome.

All art will be $500 and under. Together we can make a difference for continued positive change!

Artist’s Reception Dec 6th 4-7pm
Show runs through Dec 21st.
Hours/ Thurs-Mon 12-5pm

To all artists interested in joining the show: Submission deadline is Sunday November 30th. All work should come with artist information, medium and price. It also must be ready to hang or present. Paintings and drawing should be framed and have hanging wire already attached. If you are shipping a submission please include self-addressed return shipping materials of adequate size with postage or state that you will pick up the work on or around Dec 22nd.