Issue 03: October 2024... The Halloween Special! Many happy pumpkins to you! If you missed the previous issue, you can read it here. Witch Pitch Last time, I mentioned the unfortunate cancellation of the video game Everhaven (aka Project Dragon.) The art pile from that project is pretty huge, and I wasn't sure where to begin excavating. Since it's Halloween season, let's start here: This scarecrow-building-witch was a pitch I drew while brainstorming NPC's for a spooky pastoral setting with friend-of-the-newsletter Nicholas Kole. The Stitcher makes these little buddies to scare off the local crows... let's hope things don't get out of hand. Nicholas also drew a scarecrow character with a beard made of carrots named Captain Nettlefield that might be my favorite of them all. I'll continue to sift through the Everhaven vault and share. Card News The cards keep coming fast, here are a couple new ones from Lorcana: Shimmering Skies: Little John, Camp Cook and Alan-a-Dale, Rockin' Rooster have bolstered my ever-growing Robin Hood collection (I even pulled a foil Little John!) You might recognize Little John's props and general vibe from the Robin card in set three. We loved the idea of returning to this riverside setting to see what Little John is up to. (No, the illustrations don't continuously line up. I considered it, but in my opinion Robin is a little too far down the river for that to make sense.) Shelf-Discovery I have a lot of neat books about art. Some of them I love, some of them I haven't even read yet. What better excuse to check them all out. Here we go: A Long-expected Q&A It's Q&A time. Thank you to those who sent in questions, let's dive in: A: Great question! Layout and pacing is the hardest part of writing picture books, in my opinion. The first thing to look at is: What is your page count? These usually come in multiples of eight (32-40 pages is the typical length of a modern picture book.) This tells you how much space you have to work with. Next, think about where your big narrative moments are, what are the memorable or visually rich scenes, and any surprises or dramatic changes of mood... these are probably going to get their own pages or spreads, and I would start there and work outwards. As you work, you can drop the accompanying text onto each scene to see if any pages are feeling too text-heavy. If so, it might be time to either break it up into two drawings, or plan to remove some descriptive text that's being doubled up by the pictures. As for the pictures, think stick figures and diagrams, don't spend your time drawing nicely in an initial pass. Good luck! Q: I have difficulty keeping stuff loose while doing a huge art. Specifically when the style needs to be simplified and texturized. I keep trying to render stuff too much and I end up spending too much time on a piece. For this same reason, I struggle to keep even the style of rendering cohesive, so I have to go back and simplify stuff... what kind of advice would you give for keeping the looseness when doing a huge work and not going out of the style detailing stuff too much. Using fewer brushes would help too? A: Remember your focal points and the core premise of the image. One of the great strengths of painting is the ability to use detail as a contrast lever to create a hierarchy of attention for the viewer. When it comes to rendering, that might mean doing a tighter sketch or study to understand the object in question, but then intentionally pulling back on the complexity of the render. This means combining nearby similar values, removing details, and focusing on shape. If you have clear evocative focal points, the audience will forgive and even appreciate loose areas of the piece. Q: How do you navigate the balance between person expression, viewer interpretation, and client demands in your work, and how has this evolved over time? A: This is a cliche answer to start with, but you are the first audience. Lean into your own sense of humor, taste, preferences, etc and you’ll stand a much better chance of delivering a strong piece and delivering on the reasons the client hired you to begin with. Then, the real challenge is not to give yourself the benefit of the doubt as viewer of the image. Look at your work and think about the first impressions of readability and story clarity. In my opinion, clarity is the best bargain you can make with an audience whose taste and expectations are all over the map. This continuous refreshing of perspective and objectivity is a difficult habit to learn, as effectiveness is not always commensurate with your hours worked or mental energy spent. And ask another artist for their perspective, this is so valuable! When it comes to the client… In order to avoid a lot of surprises on the back end, I try to get as much information as possible from the client up front about the problem I’m trying to solve, so I can bring solutions that specifically fit this project. If you ever get an ask like "we just need a cool character" or "this can take place wherever" that’s a good sign you’re in for trouble in the later phases. What you need to ideally reach is a shared understanding of the specifics and purpose of the piece before you begin. Q: What’s a really niche website you like to visit for inspiration? Like a blog with photos of prototype cars, a website archiving old picture book art, or a Tumblr about abandoned buildings? Can be for a specific subject or more general! Q: Can you tell/show more about the process of creating Lorcana cards? How many composition sketches do you do before rendering the final image, are there many revisions, how much time approximately does it take to complete a card? Additional question, would it be possible to make a living only from illustrating cards for games like Lorcana or Hearthstone, are there many commissions like that available? A: A card illustration takes place over the course of a few weeks, but with several pauses for exchanging sketches and feedback. I don't think I have copyright clearance to share the sketches from my own cards, so I would recommend watching this video from the D23 Conference this year, where they get into the pipeline of creating a card illustration from a character design and thumbnail sketches. The card artists featured are Aubrey Archer, Nicholas Kole, and Alice Pisoni. Here's a link to video of the panel on Instagram via The Lorecontent Fam. And for the second question: Yes, there are artists whose main business is card game illustrations. Different clients have their own terms for usage rights of illustrations that differ quite a bit, so you'll sometimes find artists selling original paintings or prints of those illustrations alongside the commission fee for the piece. These rights distinctions can change where their overall income comes from. Because client illustration of this type usually occurs in cycles with waiting periods for contracts and notes, I think the biggest challenge would be scheduling them out at regular intervals to maintain a manageable working pace. It would probably require working for several different games in rotation. In my case, I've usually paired card illustration with longer contracts like concept art jobs. (That's probably a more common scenario.) |
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Issue 06: April 2025... The Vernal Journal (Ok so, Vernal means spring... I know it's a stretch.) If you missed the last issue, you can read it here. Last time I asked for some questions, a recurring request was Tips for New Freelance Artists. I know many readers don't fall into this category, but for those who do, I put together a list at the end of some of the things I find important in retrospect. I've been reviewing a lot of portfolios lately, and these things are especially on my mind,...
Issue 05: February 2025... The Winter Edition (Pt. II) Hello! If you missed Winter Edition Part I, you can read it here. Everyone around here has been under the weather with winter plagues, so I'm running very late on Part II, but I saved a few pieces of art to make it interesting. I also tried something new and gathered some Q&A questions on socials. I answered the short ones and took some longer answers for the newsletter. Seems like a pretty good system, and thanks for the submissions. A...
Issue 04: December 2024... The Winter Edition (Pt. I) Happy New Year! If you missed the previous issue, you can read it here. So the first year of newslettering has come to a close. I hope you've enjoyed it so far, thanks for the support, and more importantly for your support of art and artists generally. You may have seen that I'm posting work from this past year online after a long long break, which I'll try to continue with some regularity. I also made a new account on Blue Sky if that's...