Hiển thị các bài đăng có nhãn art. Hiển thị tất cả bài đăng
Hiển thị các bài đăng có nhãn art. Hiển thị tất cả bài đăng

Thứ Ba, 20 tháng 9, 2016

SPX 2016 Overview


Howdy folks! I just got back from SPX 2016, the convention focused on independent and small press comics creators. Back in 2014 I briefly mentioned SPX as a great source for artistic talent. Last year I described the parallels between the indie comics and the tabletop game design communities.

This year I'm just exhausted, so here's a link to the pinterest board of artists I met at the hall. Most of these artists said they were available for freelance assignments, so if you're a publisher or art director looking for new talent, check them out!

A brief overview of my exp at the show:
  • Fri: Toured the comics vault at Library of Congress. Saw a lovely Harrison Cady piece. Talked sci-fi movies with new friends. Then hauled boxes around the hall for set up.
  • Sat: Line mgmt duty. Met The Adventure Zine artists. Saw the Ignatz Awards. Danced at (and evacuated from) the SPX prom.
  • Sun: Mostly special duty. Saw @careydraws on Magical Girls panel! Then teardown, lifting, hauling. Alas, too tired to play Magic. Happy tho!
  • Mon: Silver Diner breakfast with smart folks talking about creative life and work.

And now I must sleep a week.


Thứ Sáu, 13 tháng 5, 2016

Making Art Direction More Inclusive


When I get the wonderful opportunity to art direct for new characters, it's like opening a big awesome toy box. I have to remind myself of some things so I approach this job responsibly. This isn't necessarily a "tips" list, or in any order of priority, it's just what I try to keep in mind. Hopefully it's something you might find useful, too.

An inclusive mindset is a crank, not a switch.
It isn't a one-time flip from ignorance to enlightenment. It's an ongoing process of checking self, looking back on mistakes, and making assertive efforts to do better. I've never been and never will be 100% "woke," but I must keep trying to "wake up." I will make (and have made) mistakes, but that isn't an excuse to stop putting in the effort to be more inclusive. This has real practical impact when I'm working on a project as an art director. As an art director, I have so much freedom to guide artists in certain directions that it's an awful missed opportunity if I don't at least try to push.

» For more, see the Parable of the Polygons.

Question the "default."
You know how Earth is moving around the sun and the sun is moving through the galaxy, but we don't recognize it because we are born into it? That's sort of like the "Default." My beliefs, body, culture, class, or anything else is not the "default." The "default" is just the motion we're born into and assume is the standard forever. In truth, the "default" is the inertia of history, family, and culture. If I stop putting in effort, just trying to remain "neutral," I turn into debris floating along with that inertia, harming people in my path who can't go along with that inertia. It takes ongoing effort just to keep myself standing still, holding what little progress I've made in improving myself. It takes even more effort to actually move against that inertia, to change what is considered "default."

» For more, see the Medieval POC Tumblr.

Accept responsibility.
Sometimes I see questionable art direction justified by "It's what the market wants" or "It's historically accurate." Even granting that, which I do NOT necessarily, it is still an art director and creator's choices that rule the day. A fictional character doesn't have an ethnicity, gender, body, or pose by accident. It's a creator's choice to present a character a certain way. Even in video games with character customization, the creators set the options available. If an option is available, that's a choice. If it isn't available, that's a choice, too. Deferring and defaulting is a choice; one that I'm trying not to make whenever possible.

» For more, see the recent Extra Credits video on character design.

Know the roles and their history.
I have to ask myself who I'm casting as a villain, a hero, the sidekick, the comic relief, the sage mentor, and all of the other standard tropes. Each of those roles has a real-world history behind it, with many examples of under-representation or ugly caricature. If I'm casting a straight white able-bodied man as the "hero," each one of those attributes is the path of least resistance. I must at least try to counter the history of under-representation or over-representation in certain roles. Does that hero have to be a white man? Are you really going to make another albino villain? If there is only one person of color in a cast, can there be two? If there are already two, can there be four? Half the cast? Most of the cast? Whether my client will go along with me, I must at least try to be the annoying force pushing for more inclusion.

» For more on race tropes to be aware of, check out TVtropes.

Character design has gameplay value.
When I cast the characters for Belle of the Ball, illustrated by Jacqui Davis, I knew they'd be divided into various sub-groups which would represent individual counties and factions. It greatly eased gameplay if each sub-group shared certain characteristics like color scheme, occupation, wardrobe, and ethnicity. It would really help gameplay if the characters who shared some game mechanical traits also looked similar to one another, so they could be recognized across a table, upside-down. In the effort to build those visual similarities, I tried to make sure there was a broad spectrum of ethnicity, age, body types, and gender expression. It wasn't just "pandering," there was real gameplay value in organizing the character design this way. Now I'm working on another game where there aren't really any factions as such. Each character is a unique individual and must all be easily distinguished from each other. Towards that end, I'm being much more assertive in seeking unique intersections of these attributes.

» For more, see Subjective Guess Who, an effort to fix the classic game.

Randomization is a start, not an end.
If I'm casting 60 characters, I’ll try to make a bunch of different lists of various attributes like ethnicity, age, gender expression, and so on. Then I randomize all of these variables for the entire cast, thereby (hopefully) breaking any of my own biases about what a "Fighter" should look like. Even with those tools, I have to remember not to defer responsibility. I can’t lean back and say  "The machine made all the men white. Not my fault! Sorry you're offended!" I must check each outcome and see if it falls in line with the “default.” If so, I give it a really strong skeptical look and decide if I need to swap out or replace some attributes. Generally these changes are towards more diverse intersections. If one intersection is over-represented, I’ll try to change those to push for more even distributions.

» For more, see the RandomizeList tool to randomize your own lists.

Art direction is still my own choices, I have to check it against history and be conscious of the inertia at work in my biases. What do you think? Am I missing something huge here? Is there anything you remind yourself of when you're doing art direction? Share your thoughts in the comments. :)

Thứ Sáu, 12 tháng 2, 2016

Preview Molly Ostertag's Art for "Curse You, Robin Hood!"


Molly Ostertag illustrated "Curse You, Robin Hood!" omg! OMG! I'm so happy with how these five characters turned out. She provided the line art and I did my best to add a few pops of color that wouldn't get in the way of her awesome work. Below is a time-lapse video of the coloring process.


And check out how it turned out below:


Thứ Ba, 17 tháng 11, 2015

Preview of Dionysia Jones' Art for Do: Fate of the Flying Temple


It's time for another preview of the art coming up in Do: Fate of the Flying Temple, the new Fate-powered RPG set in the Do universe. You saw Jacqui Davis' cover last time, so this time I wanted to show off Dionysia Jones' amazing work on the double-page spreads. Here was my art direction:

The three pilgrims gather in the middle of ancient ruins to discuss what they will do now that the temple has disappeared. They agree that their mission of helping people in need should continue, regardless of the temple’s existence. It’s just the right thing to do. They agree to this new pledge with an all-together handshake as shown in the placeholder art. [1] In the distance, amidst the ruins, we might see the silhouette of the dragon observing this pledge intently. The dragon will be learning from the pilgrims while they go on their adventure, so they must set an example for what will potentially be a very powerful force in the universe to come. Still, each pilgrim approaches this pledge with a light heart, only Marked Ghost showing a sense of sincere solemnity.

Dionysia decided to go with a style inspired by Legend of Korra. Her foreground characters are drawn with fine lines and sharp cel shading while the backgrounds are more richly textured. I think the result is stunning and I can't wait for you to see how the rest of her work turned out. I'm super duper excited!

[1] I provide lots of example art for each piece, including a sample page spread using characters from Korra for this illustration:
I've never had an artist complain about too much visual reference. :)

Thứ Năm, 22 tháng 10, 2015

Card At Work: 3 - Planning your Card Design


Hi folks! I released a new episode of Card at Work this week. This is my ongoing youtube series on graphic design and art direction for cards in tabletop games. This series is supported by patrons like you. Thank you!

In this episode, I discuss the process of planning your card design using basic Constants and Variables. Constants are the things that won't change from card to card, usually structural elements like positions and sizes of art, icons, and text spaces. Variables are the things that change within those constraints, like the actual images and text content.

Featured examples include:

Heir to Europa
Monsoon Market
Kodama: the Tree Spirits
Magic: the Gathering
Zeppelin Attack!
Koi Pond
Arf!
Solar Senate
Light Rail


Support further releases at http://www.patreon.com/danielsolis
Thank you!

Thứ Sáu, 16 tháng 10, 2015

Do: Fate of the Flying Temple - Cover Preview


Check out the cover art Jacqui Davis just finished for Do: Fate of the Flying Temple! It's so pretty!

Fate of the Flying Temple is the new RPG written by Mark Diaz Truman set in the universe of Do: Pilgrims of the Flying Temple, first introduced in my story game waaaaay back in the ancient mists of 2011. This updated edition is redesigned for use with Evil Hat's very popular Fate Accelerated system.

I'm on layout and art direction duties this time around, recruiting an A-team of illustrators to handle the art. This is the first of many pieces to come in future months so stay tuned!

Thứ Năm, 9 tháng 7, 2015

Brian Patterson's art for Trickster: Starship


The second release for Trickster is still in development, but it will be a pair of Sci-Fi themed sets. Today, I wanted to show off Brian Patterson's new art for Trickster: Starship. This set is centered on the ragtag crew of the starship Emphasis. It's a loving mashup of the goofiest parts of Star Trek, Guardians of the Galaxy, Firefly, and Farscape.

Trickster Starship - The Captain

Trickster Starship - The Diplomat

Trickster Starship - The Engineer

Trickster Starship - The First Officer

Trickster Starship - The Medic

Trickster Starship - The Security Chief

Trickster Starship - The Pilot

Brian really knocked it out of the park! I'm eager to share more about Trickster: Starship as it develops!

Thứ Ba, 7 tháng 4, 2015

Tabletop Day Coin Design


The kind folks at Campaign Coins asked me a few months ago to design a special commemorative coin for Tabletop Day. You can see the meeple-licious results above. You can find this commemorative coin in three colors, Copper, Silver, and Gold, but only in the promotional Tabletop Day kit at your local Tabletop Day event this Saturday April 11!

Thứ Hai, 6 tháng 4, 2015

Trickster Card Back


My plan for the Trickster line is to have the same seven suits across the entire line. When new decks are released, I just put out seven new characters arrayed across those universal suits, so you can combine characters from different genres and IPs.

That means I need a universal card back that would remain evergreen across the whole line. I didn't want to get stuck in the "Deckmaster" situation, where the card back has obsolete branding elements locked in perpetuity. I decided to follow the example of Pairs, and lift elements from classic card backs.

I just whipped the above card back up over the weekend, pulled together from a bunch of stock Victorian floral patterns and vintage labels. It feels a bit slapdash, with some odd gaps and tangents floating around, but it's sufficient for a prototype.