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Gilles Ketting | gilles-ketting.

com
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2 Firestarter Mag #3 3 Firestarter Mag #3 4 5
Gilles Ketting | gilles-ketting.com
1 Artillery

2 Creativa

3 CTIAF

4 d2 conferences

5 DAC-FRA 6

21
6 Edge Control
12

7 FUTURO 15
9

8 IAMAG.CO
IAMC

9 Icon Manila

10 IFCC
3

11 Industry Workshops

12 LiK: MeetUp

13 NonStop

14 Nordic Game

15 Pixelatl 19
1

16 Playgrounds
14

17 Promised Land 11
16
17
5 18
8

18 Splash 4
10

19
7
Theme Park
13

20 Trojan Horse Was A Unicorn 20

21 ZBrush Summit
Artillery: St Petersburg | Russia | 8th–9th of September 2018 artillery-event.com

Creativa: Mexico City | Mexico | 18th–22th of May 2018 creativamexico.com.mx

CTIAF: Cape Town | South Africa | 2nd–4th of March 2018 ctiaf.com


IAMAG.CO

d2 conferences: Vienna | Austria | 24th–25th of August 2018 vienna.d2conferences.com

DAC-FRA: Frankfurt | Germany | 5th–7th of October 2018 dac-fra.com

Edge Control: Toronto | Canada | 25th–26th of August 2018 edgecontrolexpo.com

FUTURO: Varna | Bulgaria | 20th–24th of August 2018 futurovarna.com/en

IAMC: Paris | France | 16th–18th of March 2018 itsartm.ag/iamc-18


IAMAG.CO

Icon Manila: Manila | Philippines | 14th–15th of September 2018 iconmanila.com

IFCC: Zagreb | Croatia | 28th of May–2nd of June 2018 ifcc-croatia.com

Industry Workshops: London | England | 17th–19th of August 2018 industryworkshops.co.uk

LiK: MeetUp: Taipei | Taiwan | 24th–26th of March 2018 likmeetup.com

NonStop: Barcelona | Spain | 10th–12th of May 2018 nonstopbarcelona.com

Nordic Game: Malmö | Sweden | 23rd–25th of May 2018 conf.nordicgame.com

Pixelatl: Cuernavaca | Mexico | 4th–9th of September 2018 elfestival.mx

Playgrounds Blend: Breda and Amsterdam | Netherlands | 9th–11th of April 2018


Playgrounds: The Art Department | Netherlands | 3rd–5th October 2018 playgroundsfestival.nl

Promised Land: Lodz | Poland | 29th of Sep–2nd of Oct 2018 promisedland-artfestival.com/en

Splash: Prague | Czech Republic | 22nd–23rd of September 2018 get-splashed.cz

Theme Park: Kouvola | Finland | November 2018 themeparkfinland.com

Trojan Horse Was A Unicorn: Valletta | Malta | 24th–29th of September 2018 trojan-unicorn.com

For details check out the calendar


at firestartermagazine.com ZBrush Summit: Los Angeles | USA | 27th–30th of September 2018 summit.pixologic.com
Not all dates are set yet. Alphabetically sorted.
As a digital artist, it can be tempting to hide behind the computer, avoiding contact
with the outside world. This is what I did for the majority of the time that I have been
drawing digitally. That's not to say that I wasn't part of an artist community - I did in-
teract with other artists, finding inspiration and learning from those around me. How-
ever, for me, this all took place on the internet: forums, drawing boards, Deviantart,
and social media all formed an artist community that I loved being a part of, but which
sometimes felt so very far away.

I didn't realize that something was missing until, suddenly, things began to change. I
started getting invitations to events, and was asked to give workshops and talks. I was
terrified - I was someone who liked to hide behind my computer, not go out into the
world and meet new artists. I have really bad stage fright, as well, so the idea of getting
up in front of people and telling them about myself felt like a living nightmare. At the
same time, saying ‘no' to these invitations felt like it would be a missed opportunity. I
knew that the time had come for me to conquer this fear. I had the feeling that it would
be worth it in the end. Now, a bit less than two years later, I can say with confidence that
it was absolutely worthwhile to go out into the world, and meet artists face-to-face. I've
given workshops, talked at events, spoken to students at various schools, and met so
many new artists in person. This has given a totally new dimension to my experience as
an artist. The main thing I've learned is that every artist has a completely different rela-
tionship with their own art and creativity. Some artists are confident and determined to
pursue very specific goals, while other artists are forever exploring and searching for
their voice. In my workshops, I've learned that the best way to help and support artists
is to sit down and talk with them about how they see their own art, and what their goals
are. This setting creates the most inspiring conversations about the different dreams
artists have, and the paths they take to achieve them.

The main lesson I have taken out of my experiences is that it's essential for an artist com-
munity to exist, whether online or in real life. Many artists are in a unique position in life:
they are able to craft their own style, find their own path, and make their own decisions -
they have a lot of freedom. This can be daunting and terrifying! An artist community
brings structure, inspiration, ideas and support to people who are participating in a very
competitive industry. For me, it has given me a new purpose and drive in my career - to
connect with artists, share knowledge, and understand what pushes us forward. Initia-
tives such as Playgrounds Festival, where I met Spiridon, who created this magazine, and
of course, Firestarter itself, are incredibly valuable additions to this community.

To all the artists who, like I once did, hide behind their computers and avoid real-life
meetings with fellow artists: I hope you will also come into contact with an inspiring
event and meet your colleagues and heroes face-to-face. I can assure you that it's
absolutely worth it!

Lois van Baarle, otherwise known by her nickname Loish,


is a digital artist and animator. She has been working as
a freelance artist and animator since 2009, creating con-
cept art and character designs for animations, games
and toy designs. She has designed characters for LEGO,
Guerrilla Games, Amazon and Coca-Cola. She is very
active on social media, and tries to share her knowledge
about digital art and drawing through workshops, tuto-
rials, live demonstrations, lectures and books.

Instagram: @loisvb | facebook: @loish.fans | twitter: @loishh | contact: info@loish.net

1
1 Intro by Lois 'Loish' van Baarle
4 #LetsTalkArt: Gilles Ketting
12 Feature: Cristian Chihaia/Firecast
16 Interview: Geoffrey Ernault
24 Lecture: Sebastien Hue
30 Interview: Iris Compiet
36 Interview: Johnson Ting
44 Feature: Simone Mändl/Spelkollektivet
50 Interview: Stéphane Wootha Richard
56 Lecture: Dan LuVisi
62 Lecture: Mark Molnar

20 % 70
74
Interview: College of X
Lecture: Almu Redondo
off
Marketplace 80
86
Lecture: Steven Cormann
Interview: Stuart Aitken and Sava Zivkovic

96 Artillery
100 CTIAF
Boost your creativity and get 20 % off on 104 Creativa
software licenses on marketplace.wacom.com* 108 d2 Conferences
112 DAC-FRA
Wacom Marketplace offers a great collection of software 116 Edge Control
and services. All in one place. 120 FUTURO
124 IAMC
* Valid for all products from March 1st until December 31st 2018. Go to marketplace.wacom.com 128 Icon Manila
and enter the voucher code from below in the check-out process. This voucher cannot be used
132 IFCC
retroactively, combined with other discounts or special offers or paid out in cash. Only valid for
the purchase of one product. 136 Industry Workshops London
140 LiK: MeetUP
144 Non Stop
148 Nordic Game
152 Pixelatl: El Festival
Firestarter-2018 156 Playgrounds
160 Promised Land
164 Splash
168 Theme Park
172 Trojan Horse Was A Unicorn
176 ZBrush Summit

180 Firestarter Team
184 Imprint & Special Thanks

2 Firestarter Mag #3 3
In terms of networking and pushing
your career further, would you say those
events have been of help?
You'd like to think that just with putting
good art out there you'll get enough
work to pay the bills. Unfortunately, this
isn't always enough, especially with all
those hungry artists out there. Every-
body wants to get a slice of the cake. So,
it helps if you meet the people that bake
those cakes. Though I think that most of
my clients come from contacts I've built
up over years of working at game stu-
dios, this year, however, I was asked to
work on a film as a direct result of meet-
ing the art director at an event. Word of
mouth and networking are still the best
way to get work so meeting people in
real life is always a good thing. Here's a
little bit of advice when you're going to
an event with the intention to find clients
or a job. Make sure that if your work is

#LETSTALKART digital you have your portfolio on a digi-


tal device, like a laptop, tablet or even as

GILLES KETTING
PDF you can email. Print is only worth it
if you do a lot with actual paint, pen and
pencil. Have enough business cards with
BY DIEGO GISBERT LLORENS you, and including a photo of you and/
or your work on it helps a lot for people
Well, well, we meet again, sir! And as time you've heard this, but it's what makes ers and illustrators. I really dig how un- to remember you. I always bring too few
invited cover artist, no less. I hope you going to these events so cool – you get forced and open it feels; you can walk up cards which is embarrassing when you
are ready to write about yourself a bit, to hang out with amazing artists whose to anyone and have a chat. It also helps meet the dream client but can't hand
because I am going to shoot you a few work you've admired and followed for a that after each day the drinks are held at them a card. I've also seen people wear
questions about things like the beauty while. So, it was a pleasure to meet you. the same venue so you get to bump into t-shirts with their own work on it or hand
of the Netherlands and the subtleties of someone you might have missed during out little booklets of their portfolio. Those
Kurosawa's filmmaking. From the festivals you visited last year, the day. This year was the first time I at- things work surprisingly well, too.
which one would you most definitely vis- tended IFCC and I really loved the atmo-
For those of you who don't know Gilles, it again in 2018? Also, any new ones you sphere. There was such a great mix of
he comes originally from the Nether- would like to take a look at, and why? people from all over the world, so it really I CAN NAME MANY PEOPLE THAT
lands, and has been working for the Last year I was fortunate enough to at- felt like an international festival. I felt real-
game industry since 2005, for clients
such as Sega, Ubisoft, and Sony; now-
tend IFCC, Industry Workshops, and Play-
grounds Festival. I've been going to In-
ly silly for not having attended it before! I MET AT EVENTS FOR THE FIRST
adays he resides in Brighton, UK, paint-
ing, composing music and watching sa-
dustry Workshops since the first year and
most of the regular attendees and orga-
Playgrounds Festival in the Netherlands
was a great closer for a year of amaz-
TIME AND CALL THEM GENUINE
murai films. nizers I'm honored to now call friends.
Before I went to Industry Workshops,
ing digital art events. I couldn't believe
the amount of people that attended FRIENDS NOW.
Where did we meet last time? Was it at I'd never been to anything similar and it (1400!!!) but it never felt too crowded or
Promised Land, or IFCC? blew my mind meeting so many people uninclusive. I think the organization did What about the more personal side of
Thanks for having me! We met at the that are interested in and actually making an amazing job considering the sheer things? Because we all know festivals
wonderful 2017 edition of IFCC. I believe a living out of the same thing I do. I liked number of people there. This year I hope are way more than just interesting talks
we were introduced while we had lunch how it also wasn't just focused on con- to attend all three again and maybe even and well-thought networking; there's a
at the small vegan restaurant in the cen- cept art alone but also featured motion add a few more to the list if work and my strong component of just spending time
ter of Zagreb. This is probably not the first graphic artists, VFX artists, matte paint- bank account permit. with nice people.

4 Firestarter Mag #3 gilles-ketting.com #LetsTalkArt 5


Totally! For me it's the reason I come even managed to blag myself a meeting
back to these events. The lectures and with an art director at DC Comics in New
talks are great but actually being there York. She fortunately told me to go to art
and afterwards being able to say hello is school first and when I did, I found that
awesome. Like I said before, I can name there was more that I could do with my
many people that I met at events for the drawings and paintings. I first had a go at
first time and call them genuine friends an animation and illustration course. By
now. I know it sounds totally corny but it's that time, I had found an online commu-
amazing to find out that someone whose nity of game mod makers, just a bunch
work you admire and follow turns out to people from all over the world that spent
also be a great person to hang out with their free time building upon existing
(or the other way around, which might games. I did some work for a mod for
even be more awesome). Also great are Half-Life 2 and someone in the commu-
the random situations you find yourself nity said I should get paid for doing this
in, like having a drink in a bar with some kind of work. He passed me the email
folks after a day at the event and the qui- address of an art director in Amsterdam
et bar all of a sudden turns into a roar- and after a clumsy but successful attempt
ing burlesque show. Or, being trapped at introducing myself to him, I was asked returns to you with more work or my ex- oping that. There's a huge degree of
in a bar during a heavy thunderstorm to come round for an interview. They tra effort made a real difference to some- management involved, technical knowl-
with some nice people when a lightning hired me after a three months internship. one's pitch or project. I sometimes take it edge, and trying to get the best out of
strike blows out the power and every- The rest is (a rather boring) history. for granted what I do and call it just an- your team. I've worked with art directors
one's sketching by candlelight and iP- other desk job. But you know, it's rather that had the most amazing artistic vision
ads. Okay, now I made it sound like I only Could you point out any moment in time fortunate to share glimpses of how you but struggled to get that across to the
hang out in the bars... or a particular project as your "Eureka!" imagine things to be for a living. team and motivate them (and the other
moment, when you felt finally consoli- way around happens, too). It's a mas-
What made you choose the gaming sec- dated as a professional? Also, what was your first project as an art sive balancing act but it is that challenge
tor as your professional field? Did you It was at a drink and draw in Utrecht, The director? How does it feel to be on top that I find really interesting. The role of
ever consider other options? Netherlands about twelve years ago. A of the artistic pyramid for a change? a concept artist often stops after they've
You know, it was kind of by accident. friend of mine pointed out that I and a I don't think I can officially say that I've had their concept art signed off. What I
There was a time I wanted to become a few others, now that we got paid to do been an art director yet. Maybe if you find so exciting about art directing is that
lifeguard in California. I also wanted to concept art, could now officially call our- count my personal projects you can say you're an important part of the concept
solve crime from a van together with a selves professionals. It made me feel that I'm an art director. I've worked on art process but also of what comes be-
team of friends, and I really really, want- incredibly cool and chuffed. However, I a number of games as an associate art fore and after it.
ed to be Michael Jackson. Luckily, I was think real professionalism is something director which often means you do the
also really into comic books, films and I continue to strive for every day and day to day with the team while the art di- Speaking of which, what was the process
games when I grew up. When I was 18, I sometimes it pays off. Like when a client rector is stuck in meetings and high-lev- of creating the wonderful cover piece for
el decisions making. The first time I did this issue?
that was on an Assassin's Creed game I was incredibly shocked and honored
because the art director had to go home to have been asked to do the cover. It
early each day but the team often had to was one of those moments that after you
stay late. I really enjoyed that and it made hang up the phone, you do a little dance
me look more into what it takes to be an in the room and want to find someone to
art director. scream the news at. Unfortunately, I was
home alone so I screamed it into a fam-
Do you prefer to have an art directing ily WhatsApp group and I guess they
position, or to work as a concept artist thought I was talking about doing a mu-
with a fair degree of creative freedom? sical cover of a Prodigy song… anyway,
That's a tough one. What helps me to be they were delighted for me even though
a concept artist also helps me whenev- they had no clue what I was talking about.
er I'm doing art direction; there are a lot As far as the actual process of creating
of skills that are transferable and useful. the cover goes, the timing was a bit tricky
However, I found it's not all about com- as it was a week or two before the holi-
ing up with an artistic vision and devel- days when I was asked. I had to squeeze

6 Firestarter Mag #3 Images: ©Gilles Ketting #LetsTalkArt 7


facade, however, a metaphor to tell a sto- hasn't been said already" is good to ask,
ry of the struggles of forming and find- but I'd like to think that your interpreta-
ing your sexual and gender identity in a tion of something that has been done or
world that doesn't always seem to care or said before is still incredibly valuable and
accept. It's about getting so used to wear- interesting. But maybe personal projects
ing a mask that one day you mistake it as don't have to be so original or authentic,
your true face, and what happens when maybe they just need to be something
you try to peel that mask off. I know, it's you enjoy and learn from. A way to ex-
a bit heavy but it's probably why I can't periment with new tools or mediums.
quite let it go and keep thinking about it. Maybe personal projects are just an out-
Likely that's because I'm still able to put a let of creativity and the next time some-
lot of myself and the experiences of my one asks you to do something similar for
friends into it. I'm quietly continuing with money, you're better at it.
it. I have a folder full of unseen concept
art for it and hope to pick it up full-time
again at some point in the near future.

Any basic tips for people trying to start


their personal IP (intellectual property)?
I don't know. I think that you have to do it
for the right reasons and, although mon-
ey and fame sound like two good ones,
those will not be enough to see it through.
I think you need to be genuinely interest-
ed and invested in it. I've come up with
ideas for games that could probably have
a made a nice bit of money but I never put
it in between work for clients and visit- tor. I had just gone freelance and thought the work in because deep inside I didn't
ing friends and family in Holland. What it a good way to build up my portfolio. I care enough for the world, characters or
helped was that Spiridon was adamant had planned to do a series of three, or stories. What I like to see in other peo-
that I should do whatever I wanted to do so images based on a personal project ple's IPs is a sense of authenticity. For me Speaking about facing obstacles, have
as long as it stayed within the theme of from years earlier with the working title: the difference between something being you had any low moments, professional-
Firestarter Magazine. I ended up going for "My own private Silent Hill". However, authentic and something being original ly? Creative blocks, burnouts, dry spells?
one of my comfort zones; I love this idea when I sat down to find reference and do is that everyone can be original in a way. Oh, too many. I'm plagued by the impos-
of showing an alternate past where may- research, I stumbled down a rabbit hole. For instance, you can take three sticks, tor syndrome like so many others I know.
be a few things have gone differently from I collected all these little bits and pieces paint them purple and call them Woo- There's a lot of unwanted self-reflection
our own past. So in this piece, religion has of things I love, find fascinating or terri- boopucks. Sure, that's original but what and doubt while I work. It comes in waves
developed into a worship of science, the fying. I started to piece together a world would make that authentic in my view is if and often towards the end of a painting
universe and our place in it. I wanted to and a story, sketch by sketch and paint- I can then see why you did it that way and or concept I tend to come around and
set the illustration in the late Renaissance ing by painting. I found that I wanted to why it matters to you that you did that. feel a bit more confident again. Luckily,
but scientific research and knowledge tell a story that wasn't often told through it's not the case with everything I do and
have progressed much further ahead. the medium of games. Sure, we've seen It seems to me that some of the biggest I guess it's the classic curse of being an
There are a few Easter eggs in there, and a lesbian protagonist before (Gone questions one must face when start- artist. I think that it's really interesting to
I would like to hear if anyone spots them. Home for instance) and losing a partner ing a personal project is "is this origi- hear how a lot of artists go through the
or loved one is also not the first time that nal enough? Does it add anything that same thing but deal with it in complete-
Having a personal project is the perfect plot's been used to draw a character to a hasn't been said already?". How do you ly different ways. For my own happiness,
bubble of creative freedom we artists strange town (Silent Hill series, Resident deal with those, if at all? I noticed that I needed to share less of
need, and you have at least one of your Evil, Evil Within  2, etc.). However, I think Originality is often just a slightly different my personal work on social media. I was
own, a pretty sexy one. Tell us about that the premise and the character devel- approach or view on something that al- surprised, for instance, to find that the
Ashen Falls. opment of Ashen Falls will turn out quite ready exists in one form or another. If you number of likes could quite negatively
It kind of started as a benchmark, as a way differently from what's been done before look at it that way, being original is easy influence me. I ‘d like to think I'm a very
to measure what I was really capable of in games (I hope in a good way). The sto- and maybe not what you should focus logical creature but clearly it affected me
as a concept artist and aspiring art direc- ry of the game and its protagonist are a on too much. "Does it add anything that more than I liked to admit. Now when I

8 Firestarter Mag #3 Images: ©Gilles Ketting #LetsTalkArt 9


share something, I do it less as a search ies that you do not see in newer films? we're talking about an existing IP, I would
for validation but more in the way of, Oh, Seven Samurai is probably one of the really like to see if there's more we can do
"Hi, I liked how this turned out, thought best films I've ever seen and by one of my in terms of massive space operas. I feel
I would share it with you". I miss the days favourite directors, Akira Kurosawa. His it's being, rightfully or not, completely
of the art forums; I've had some amazing films feel like you're watching a master overshadowed by the big two. However,
critique and advice there. It unfortunate- at work who has total control over what the marvelous Three-Body Problem trilo-
ly doesn't work like that on social media. he's showing you. Apart from his techni- gy or the Expanse series are books that I
cal brilliance, he makes you feel and inter- would love to sink my teeth into. Hell, if
I guess your music is a good refuge. Is pret the emotions of the character in the they decide to do a Mass Effect reboot,
that only a hobby, or have you taken/ situations they find themselves in. There's I'd be really keen to get in on the action!
would you take it further? something about how he uses longer
Haha, I've met so many artists and game takes in which the camera follows the Some of your works (personal ones, I bet)
developers that consider themselves actor around the environment showing, are fairly solidly based on ancient histo-
failed musicians and had their current you different angles and frames without a ry. Do you do your fair bit of research be-
occupation as a second choice. For me, single cut. It makes you feel like you are fore starting one of those pieces?
making music became more important as there and that every shot is meaningful. Yes, I try to do as much as possible. It's
painting and drawing changed from be- something that I think is definitely one of
ing a hobby into a profession. I went from I don't think it's uniquely something for the most fun parts of my process. I like
sketching every spare minute in the day older samurai films but it often feels like to delve into research and see if I can
to feeling it was work. There's a voice in they are commenting on the then cur- find information that helps to ground
my head when I'm sketching or painting rent-day society of Japan. But I think in the piece in a way. However, I also ac-
telling me, "You're terrible, do better". I general, it is the storytelling and the way cept that you need to take some artistic
don't hear that voice while making mu- action scenes are done in those films. license but the more it's based on ref-
sic. Music always stayed a hobby and has By the time the protagonist and the an- erence and research the better I think it
therefore always felt like a form of creative tagonist have a sword fight, for instance, comes across. Also, I love making refer-
in (probably my favourite samurai film) ence sheets in Pureref that I keep open

WHAT I LIKE TO SEE 1962's Hara-Kiri you know exactly why


both men are standing in a field with
while I paint. If you haven't checked out
Pureref yet, you should!
their swords raised. It isn't just an action
IN OTHER PEOPLE'S IPS IS scene, it's an emotional scene. Would you describe your usual workflow self. I try to focus more on eating well
as being very painterly, or do you lean than spending time in a gym. I do a short
A SENSE OF AUTHENTICITY. Do you also think there's a pandemic of
visually impressive films with little to add
towards a more technical and cleanly or-
ganized approach?
workout routine most mornings and pre-
fer to walk or cycle everywhere I need to
expression that had no pressure (or audi- in terms of script writing and filmmaking? It's a bit of both, I tend to be more or- go. Still, I should probably exercise a bit
ence). I also find that there are so many I often feel like I'm watching a marketing ganized if I use 3D to setup a scene. For more especially considering the time I
similarities in the creation of digital music plan unfold instead of a story someone the cover I did a super quick sketch that I spend at my desk.
and digital art. I can fill a whole talk on wanted to tell. And there have been a few then turned into a really basic 3D model.
how they are similar and how knowledge films in recent memory where the visuals I mainly used it to check if the perspec- What can you tell us about your upcom-
of one can fortify your knowledge of the were great but I wouldn't be able to recall tive and proportion worked. I also did a ing projects? Anything exciting soon to
other. Just the parallels between musical the story or traits of any of the characters. quick lighting pass… I mean, you might be revealed?
scales and a colour palette is fantastic to As a concept artist these films are still ex- as well. But I found that the more I relied There are quite a few things I've been
ponder on. Anyway, would I like to take iting and interesting but as a film lover, on 3D renders, the more my personal working on but I'm not sure when I will
it further? I think it would be amazing to I often feel underwhelmed. Luckily, there style suffers. So, I still use 3D a lot but it's be able to share them. Businesswise I'd
release a record, tour the world, and have are also a lot of films made that have both become less of a crutch and more a nice like to explore a few ideas this year but
my songs on the radio. But for now I like great visuals and story; two recent favou- pair of running shoes. that, too, is still too early to talk about. I
that my music is all mine and only for the rites are Arrival and The Red Turtle. Oh, did start working on a short VR game that
few people that I share it with. and Blade Runner 2049 was good, too. Does your passion for samurais extend I hope to have out this summer. I guess
to martial arts as well? Do you practice the answer should be, stay tuned!
Your taste for good ol' samurai movies hit If you could art direct the movie or proj- any of those? Do you balance your work-
me in a soft spot. I love Throne of Blood ect of your dreams, what would it be? ing hours with any physical activity?
and Seven Samurai, as well as the older Oh wow, there are so many things that Haha, no. I did a bit of judo when I was Find more content like this
version of 47 Ronin. Who is your favourite come to mind. I would love to finish younger but I think I preferred to draw under #LetsTalkArt
director? What do you find in these mov- Ashen Falls or one of my other IPs. But if cool fighting dudes than being one my-

10 Firestarter Mag #3 Images: ©Gilles Ketting #LetsTalkArt 11


INTRODUCING THE
FIRECAST
BY CRISTIAN 'SICKBRUSH' CHIHAIA

Podcasts have been around for a very look into a piece and what to take into
long time in our community, with a wide consideration, for example, how to man-
range of complexity, guests, topics and age your life balance or how to pursue
regularity. They're a great tool to connect growth continuously – all these and more
professionals with their audience and I've learned from interviews, this open
oftentimes reveal surprising facts about door into another artist's world, and it's
the industry or someone's path to be- been both exhilarating and humbling.
coming an artist.

I've always been a fan and a major con-


sumer of interviews. I've lent my ears to
hundreds of podcasts, vodcasts, inter-
views, chats and much more. I've also
had the pleasure to be a guest on some
and it really struck a chord. They felt like
such a straightforward means of commu-
nication in a stress-free environment and
the information I've been handed from
listening to them has been a jewel. Of-
tentimes it felt like even a small phrase
thrown about for a seemingly random
question yielded an amazing reply or
dealt with an issue I was faced with at the
time, making the whole video more than
worth it. The little details about how to

12 Firestarter Mag #3 Cristian "Sickbrush" Chihaia by Even Mehl Amundsen for Firestarter | tegn.shop Photos ©Willeke Machiels at Playgrounds Firestarter Talk 13
We've decided to have a go and lend a
hand in enriching this pool of informa-
tion with a podcast of our own. Along
the years, we've met wonderful people
with incredible stories to share and we
feel they should be heard. In the tens of
events we've attended, we've touched
bases with some of the world's finest,
most experienced and skillful artists and,
boy, do they have some stories to tell.
Our purpose is to contribute in tearing
down the fourth wall by demystifying suc-
cess and creating informational content
for people seeking the knowledge these
artists have acquired in their careers.

We'll do our best in learning more about


the subtle nuances of an artist's career
and life. The tough choices, the balanc-
ing acts, the epic highs and unavoidable
lows, mental fortitude, navigating trends,
industry tendencies, predictable shifts  –
these are all small parts to be examined
and learned from. We hope to bring you
a raw slice of the ups and downs of pur-
suing this career with both great things
to expect and shaky corners to avoid.

I've always felt that even with an over-


whelming amount of tutorials and how-
tos detailing every step of the process,
there was something missing. So many
other things that are hard to learn, things
that come from sheer experience or by “A fantastic art book
having close friends willing to share their
adventures with you. I've been on a re-
that provides a glimpse
lentless hunt for the "eurekas" and al-
though scarce and far-between, they've
into a massive universe”
been game changing – from the way I -THE VERGE
perceive our business, our creativity, or
even those oh-so-needed pat-on-the-
back, "Eureka!" moments. This is what
we hope to bring you through the kind
collaboration of our peers. A small slice
of their time can have a massive impact
on your development.

One thing I know for sure – we've met


people who simply left us dumbfound-
ed through their intelligence, passion
or skill. They are out there, all around
us, and it's my deepest wish that we can
bring you a piece of their world.
Martin Deschambault’s Project 77.
Foreword by Sparth. Stories by Jeffrey Campbell. Design by Brent Ashe.
BUY IT NOW
Visit ArtStationMedia.com for the latest news on this and all our new books.
14 Firestarter Mag #3 The Firecast will be announced on firestartermagazine.com Amazon, Amazon.com and the Amazon.com logo are registered trademarks of Amazon.com, Inc. or its affiliates. 15
INTERVIEW
GEOFFREY ERNAULT
BY VERONICA SOFIA NITU

So. You and I met in Cambridge, back er-focused. You can see it when you
when you were at Guerrilla Games. Since work there because, since the people
then, you've relocated to Riot Games that they hire are pretty much gamers,
in LA. What have you been up to since you can go talk to anybody. I'll just start
then? How's everything going? talking and start sharing ideas and all
It's really great. I'm in R&D now, which is a that, so that's really fun.
natural continuation from Guerrilla, who
hired me for a new project, to help figure Is that work environment unique to LA or
out new stuff with new teams. It's pretty have you encountered that at Guerrilla,
easy to rotate around, so I've been work- too? Did you know to expect it?
ing on a bunch of different things. We'll I knew I could expect that because I had
see if they end up going somewhere or been to LA before, and that's kinda the
not, but it's really, really fun. The team is vibe that I got, but it's very, very differ-
awesome. We have a really good dynam- ent from Europe. I feel like here, they're
ic, so it's very easy for us to discuss ideas, a lot more people-oriented, as opposed
potential things we want to try out… there to work-oriented. Don't get me wrong,
aren't a lot of limits because we're all very they're still very passionate about the
aligned and excited to try things out. work itself, but they care a lot about what
people think, sharing ideas, and making
It sounds like Riot set up a workplace sure we stay very open. You don't feel
that encourages that. the hierarchy that much. When I say that,
Yeah, for sure! That's kinda what I was I know a lot of people love being able to
really looking forward to the most, that just do their job and focus on their craft,
Riot is very gamer-oriented. What I love but to me it's very important to be able
about them is that they're very play- to have those discussions. As much as I

16 Firestarter Mag #3 Geoffrey Ernault by Kev Chan for Firestarter | artstation.com/kevchan5 Artwork ©Geoffrey Ernault | geoffreyernault.com 17
I guess they also reflect the wants of er…" Even though I don't have that much doesn't look as good, or we don't have
the people buying them. You follow the knowledge into it, the creativity is there, the tech… What I've been trying to learn
general consensus and kind of lead your and the want to create those concepts from that and from games is, how is this
product in that direction. starts erupting in my head. game making that? How can I replicate
For sure! Like right now, it's all about this same type of vista, or interesting an-
the 'battle royale games' and PUBG and Have you had the chance to implement imation, or coding? I really try to grasp
Fortnite. We'll see what the next trend is. anything you've seen in games into your how that's made from the ground up. I
own art? Also, have you had a chance to set a goal for myself to try to execute all
Are you into that stuff? What have you do any personal art lately? the different roles of a game production
been playing recently? Yeah, but I don't post a lot of that because at a junior level. I'm trying to be able
Recently, I was playing Kerbal Space Pro- I've been trying lately to do more glob- to solve almost any problems that you
gram and also a ton of Rainbow Six Siege. al, less 'one-off, 30-minute' images. I've would throw at a junior developer, in
I love those games. I play a ton of games. been working on my own stuff at home. any branch—animation, rigging, coding,

How do you find the time for them?


Well, again, it's all a balance. Now that I'm
in LA, my main focus is honestly just making
art and playing games, and hanging out
whenever I get time. I kinda split my time
between all of those games. It's not like,
"Hey I'm gonna play 50 hours of Dread-
nought, 50 hours of Empire of the Ants." It's
more like, 30 minutes here, an hour there...

Would you say that's part of your creative


process or is it separate from your work
life? Does it feed into your creativity?
love art, I'm a gamer at heart, so being It totally does. To me, the big difference
able to discuss what's fun and what's not is that games really feel like complete
(talking outside of just visuals) can be re- worlds. If I look at artwork, it's easy for me
ally refreshing and interesting. to imagine the world behind it, but when
I play a game, I'm really in that world,
I've talked in the past with people, tried which really feeds into my creativity and
to discuss ideas with them and compare makes me want to build a world similar
them with games that were out, and they to that; to achieve the same depth with
had no idea what games were out there. concepts or ideas. I don't just play games Like an IP? world-building, environment art, etc.
They hadn't played games in years. to look at pretty things, I play them to Kind of. There's this thing I've been This is what I've been recently trying to
When you go to the movies, you've got transport myself into a new world. playing around with for a while and we'll implement into my art.
brands and names but a director appeals see where it goes. I experiment with a
to people, right? Good directors know That's interesting, that you play games lot of things at home, and what I've I remember while you were at Guer-
about composition, they watch movies. If but the cogs in your mind are still turning been learning recently is how to build rilla, you were trying to do more 3D. Is
you know what's out there, then it's eas- during the process. Some play them just games from the ground up. As a con- that where it started or were you always
ier to avoid mistakes that have already to distance themselves from daily life. cept artist you work on games but very looking to develop your skills in multiple
been done; to build on top of things that For sure, and it's kind of secondary, as often you make concepts without think- branches?
have already been successful by under- well. For example, if I'm playing Rainbow ing about how they're going to be exe- Yeah, it kinda started there, you're right.
standing where they take their inspira- Six Siege, maybe I'll have to breach a cuted. To me, it's very important to also At Guerrilla, on RIGS, I did the high-res
tion from and why they do certain things, door and then I'll think, "Oh, if they had understand how to make something in a models and I was lucky to have Dave [Hil-
whether that's gameplay, or visuals, sto- a device that looked like this, and did game. I've been in cases where I would born] do the low-res and clean up after
rytelling… I think that can really help you this, maybe it would open the door fast- just make an image and then it turned me. Poor Dave... now I realize how much
make a better product. It's important er." Or if I'm playing Kerbal I'll think, "It's out very different in-game, which is very work that can be, so I am so thankful that
to know what other games or products interesting, Tesla with their new Falcon disappointing. You make something, he was helping me back then. At the time
have a similar approach so that you can Heavy, if they did this with this kind of you're like, "Wow, this looks so pretty!" I had a different role, so it was harder for
know what ground you're standing on. engine, then they could reach Mars fast- but then in-game it's either not fun or me to talk about what I thought would be

18 Firestarter Mag #3 #LetsTalkArt 19


better changes for the product and for fident enough to use it in my work back
the game. I was lacking this knowledge then. That became a bit easier but now I'm
of game development. I wasn't able to at a point where I want to introduce more
communicate why things would work functionality and reasoning behind what I
better or not. As a gamer, I could tell why do. A lot of the images I post are my per-
it wasn't working; as an artist I could tell sonal work. A lot of them are very organic
what looked good and what didn't, but I and straightforward, whereas what I'm try-
was lacking that technical aspect. I didn't ing to head more towards is, what is this
have this sort of language that I could place, why is it there, who built it and why
use to communicate my ideas. did they build it? It's a lot more narrative,
world-building, functionality and reason-
Did all of these developments in your ing behind what I'm doing. Before, I was
workplace feed into your personal style? doing a lot more speed-painting whereas
Your work has changed a lot compared now I'm going more towards higher-level
to the beginning, going from darker pal- design behind what I do.
ettes and more dystopian compositions
towards fantastical and whimsical art. So more like illustration, kind of?
What direction is your work headed in Kind of, but I always see illustrations as
now? Do you notice any change? images that take a lot of time to be craft-
ed because of the technique, whereas
what I'm trying to describe are more im-
ages that take a long time because of the What are the recurring questions people in ideation or whatever, but that's as far
thought process behind them and the ask during a portfolio review? What are as that can go. I think it's important to be
problems that you're trying to solve. the most common problems you see in honest with yourself about where you're
their approach? trying to go and how you can achieve
Are you going to any industry events What happens very often—and it's very that. You don't necessarily need to know
this year? funny—is that people already have the your trajectory, but you need to know
I'm not sure. Every year I try to go to Tro- answers, they just don't want to admit your end goal at least—or at least a short-
jan Horse Was a Unicorn, so hopefully it. Very often I just end up asking some- term goal—and not just say, "Look, this
I'll still be able to go this year, but out- body "What do you want to do?" and is my art. What do you think?" because
side of that I don't have anything specific they're like, "I wanna work at Blizzard," or that's not very constructive.
planned. whatever. Then you look at their portfolio
and they do top-down isometric mobile Have you been keeping track of new re-
What do you like most about these kinds game fan art and it's like, "Do you feel sources coming out in the art community?
of gatherings? Do you go with a certain like this is what you're to expect right Yeah, there are actually four main ones
purpose? now from those companies? Do you en- I've been using a lot. The first one is the
It depends if I go with the company or joy doing this?" and they're like, "No, this Epic Games Marketplace, because that
not. I'm always excited to meet new art- isn't what I want to do." ...and you just helps me prototype and build things
ists and, if possible, help them avoid stare at them for like, a second, and they very easily in-engine, so then I can just do
mistakes that I made when I was start- realize, "Oh right. If that's what I want to paintovers or I can try gameplay around
ing art. Back then, I didn't have as many do, then why am I doing something dif- it. It's absolutely awesome if you're inter-
straightforward talks as I wish I could ferent?" It's very straightforward. ested in game development, but if you're
have had, so I'm trying to give back interested in it just for concept that's fine
I'm actually trying to reconcile all of that to the community by doing portfolio What questions should they be asking to too, because you can think of it as being
together into an "updated version" of all reviews and stuff like that. It's not nec- help lead them to their goal? kind of similar to SketchUp. The second
those styles, if that makes sense. The big essarily to say, "I like that you're doing "This is what I'm trying to shoot for. Do one is 80 Level. They post a lot of really
difference back then is that it was a lot this, do more of that;" it's more like, you feel like I'm successful at that and if nice tutorials and things about concept
about the tool; about "Cool! This looks "What are you trying to solve? What's not, how can I get to that point?" This is art and making art in general for video
gritty, this looks modern, dark…" Then your goal in life? How can I help with the best and most straightforward ques- games, which is very helpful. The third
arrived color! giving you the tools to go in the direc- tion you could ask. If you just show some- one is Gumroad, ‘cause it helps you buy
tion you want to go towards?" That and body your portfolio, they're just looking tutorials and resources at a really cheap
You left the emo stage of your artwork. it's always fun to hang out with interest- at art; they don't know what you want. I price, which we didn't really have back
Yeah! I always loved color, I just wasn't con- ing personalities. can point out mistakes in construction or then. Finally, there's ArtStation for being

20 Firestarter Mag #3 Image ©Simon Bastow #LetsTalkArt 21


able to see what's out there, how you can here and I've done that, any concepts I'm
make things better and get inspired by doing are just going out there. That was a
people, which is pretty important. weird mindspace I was in when I moved
here, but then I slowly realized that wasn't
So you definitely wish you had had these the end. I set up new goals, which were
resources at the start of your journey? to try to start on my own project, learn
Oh yeah, 100%. I mean, back then we about new things, and try to be able to
had tutorials for Unreal Engine, we just do everything at a junior level. Because
didn't have access to those resources. of that, I always have something to look
I definitely feel like if I'd had that back up to. There's always something new
then it would have been a lot easier. to learn which brings me back to those
Back then it was a lot more about men- days of passion. There are a lot of days
tors and mentorees. It was more about when I've just gone three weeks without
trying to find somebody that could teach touching Photoshop because I've been
you something, whereas now you kinda learning about 3D, or environment de-
jump straight to, "This is the content that sign, or gameplay or whatever. It's a hard
I need, it's out there, I can find it and I've balance. What's really hard is figuring out
just gotta pay for it". how much to do of each. The other diffi-
cult thing is that now I feel like with the
I want to talk about mental health and more knowledge you have, the more dif-
art, which has become a more important ficult it becomes to make images natural-
and open topic in the past few years, es- ly. Back then I had the innocence where
pecially the topic of burnouts and over- I wouldn't see the mistakes I'd made,
working yourself. Do you have art blocks whereas now I can put 20 hours into an
or burnouts? How do you approach and image and be like, "This looks terrible be- work on. I find that the more goals you What's the best advice you've ever re-
deal with those? cause..." Everything becomes a problem. have and the more opportunities you ceived that has influenced you?
I do, actually, if I'm honest, and I think it's So this is difficult for me lately. It's about have to explore, the easier it is to get out Just do what makes you happy and don't
due to the fact that I'm not as organized being able to let go and enjoy what I'm of a rut because you'll have more that try to do things for others. Be honest
as I wish I was. I think the big culprit here doing, while at the same time staying gets you excited and motivated, instead about what you want to do with your art
is that back then I had a goal—to get to goal-oriented and going towards a di- of being like, "This is the one thing I've and with your life, because life is short
Riot and to the US – so I really had to work rection. The moment I get burned out, I gotta learn right now but I don't want to and you really gotta take advantage of
every day to achieve that. Now that I'm already have things in front of me I can so I'm just going to keep procrastinating every day possible to do what makes you
until I get around to actually learning that happy. Don't try to pursue things that
thing." It's about asking, "Right now, do I don't make you happy just for the sake
want to learn more about concepts? Envi- of it. There's no point.
ronments?" You just gotta take your pick.
Finally, any parting words of encourage-
So you don't back away from the pres- ment to the people reading this?
sure of a burnout, you use it as momen- The only people that never "made it" in
tum to move forward. the industry are people that stopped. So
Yeah, and more specifically, if you are I know that it might be hard at the begin-
really burned out, don't hesitate to ning, you go through fundamentals and
take a break. That's also something I've try to understand how everything works
learned; if I'm really burned out, I know and it might be very overwhelming, but
that forcing myself would only make me it's just like working out. You just gotta
want to paint and work even less. So I just keep doing it, you just gotta keep going
take a break and play games to a point and it becomes easier every day, and
where I've played so many games that I then you'll wake up one day and you'll
feel horrible, and all I want to do is work. be at a company you love doing what
It's realizing that because you're taking you love. Just gotta keep going.
a break, it doesn't mean that the world's
going to end. Taking breaks actually re-
freshes your views.

22 Firestarter Mag #3 #LetsTalkArt 23


WHAT IS IT LIKE TO BE A
SELF-TAUGHT ARTIST?
LECTURE BY SEBASTIEN HUE

Self-taught, what does it mean? Does That is why some will succeed in follow-
it mean I am a genius who guesses ev- ing the dark path's direction naturally
erything from instinct and observation, and accessing the vault of knowledge
a force of nature who needs nobody to by themselves, and some will probably
learn but himself? Does it mean I am have a hard time at learning on their
the student and the teacher at the same own because they need that direction a
time? Does it mean I am skilled enough at mentor can give them. What is certain, is
learning quickly that I can avoid any kind that, at some stage, either path should
of formal schooling? Or does it mean I take you to the same destination toward
will probably fail to start a career in art building up a good career and fulfilling
without the discipline and background a your ultimate goals in art. Just like Lara
solid art school education can provide? Croft in Tomb Raider, let's jump into the
the jungle, the ins and outs of starting a
There are no real affirmative answers on self-apprenticeship in art.
any of those questions because there
are no real sides to take, as we are all WELCOME TO THE JUNGLE 
different in terms of sensitivity, skills, Back in the late 80s, I remember giving
intellect and much, much more. Being Guns 'N Roses' "Welcome To The Jungle"
self-taught is, most of the time, not real- a listen. I was 12 and did not know how
ly a choice but just the easiest, cheapest this title would resonate so much in my
or most convenient way to achieve what future professional career. Even more
you would love to achieve in terms of chaotic music came to my ears later with
education. It is somehow a way of func- stuff like Slayer and Metallica, announc-
tioning that some are good at and some ing my chaotic quest to know which di-
others are not. rection to take for my future job. While

24 Firestarter Mag #3 Sebastien Hue by Marco Wulfr for Firestarter | artstation.com/marcowulfr Artwork by ©Sebastien Hue | shue-digital.com 25
not a bad student, I was not the best one, tion. Many people came to me asking for subjects that come less naturally to you at
either, and my grades decided for me at advice as to how I became a self-taught a later stage. It will be a stepping stone to
some point that private school was also artist and managed to change my career your full education.
not an option. At that time, saying to your (yes, at one time I worked as logistics op-
parents you wanted to go to an art school erator in the oil industry). Due to the over- Then, what's next, you might ask?
was like saying, "Mum, Dad, I don't really flowing amount of images made by great
care about earning money. As long as I artists everywhere on the net - environ- High objectives for high ambition are
can do art, I'll be happy and fulfilled." And ments, characters, mecha, 2D concepts, key to your self-learning.
the answer, "Sure, boy, you'll be a pauper 3D models, etc. – newborn artists don't Fixing objectives for yourself is really im-
junky with no future. At least you'll do a know where to go to develop their skills portant sets you up to carry them out.
job you can actually live from (smile). No because everything is appealing and you Some just can't, that's why school is a
offense to those who actually went to art want to do the same stuff you see from better choice because the curriculum is
school at that time, but that was pretty others. At school, you have the chance compulsory and, in the end, determined
much the mentality. Self-teaching tradi- to practice a bit of everything – anatomy, by its teachers. You have to stick to the
tionally was very hard, unless someone in characters, environments – and then you plan while being self-taught, evolve ac-
your family, a good friend or your neigh- know a bit more about if you are better cordingly over the years, and push your
bor showed you some stuff. At least, at perspective than anatomy, or some- motivation to the top to reach your goals,
that's what I did with the guitar. thing else. On the contrary, being on your because nobody but yourself will kick
own is like being in front of so many tasty your ass and say you didn't work enough
Then, the internet arrived and everything cakes that you don't know which one to and failed at your objectives. Your only
changed. Accessing information became pick first. You need to taste them one by motivation is to be better and better and
much easier, faster and above all world- one to know which one you like most and better again so your hard work pays off
wide, which was extraordinary to me. No those you totally disliked. one day. The most important thing is to
boundaries anymore but… keep a positive mind when looking at
My advice would be to listen to your guts other artists' gorgeous work. High ob- Networking, being involved into a com-
Help! I don't know what to start with? and to go where your instinct natural- jectives for a high ambition will motivate munity will help your artistic development.
Online education was made possible ly tells you to go. What kind of stuff do you even more to carry on your training. To be self-taught is to be the coach, the
then. You can find whatever you want on you naturally like to draw? Characters? When you see eye-candy and high-cali- teacher of yourself, so try to look after the
the internet. The other side of the coin is Ok then, go for it. Starting a self-taught ber artwork, of it as the top of the moun- foundations you need, to start your stud-
probably that the internet is an ocean of training has the extreme advantage of tain, which you can try to reach with hard ies properly. Sometimes it is very hard to
many, many resources and thus, it's pretty allowing you to go straight towards what work. Don't feel crushed by the level. judge your own work and get feedbacks,
hard for a novice to know and find exactly is more appealing and important to you, even on the internet. That's part of the
what they'll need to start their self-educa- even though you will still have to cover Back to the net, look for high-level artists backdrop of being self-taught, and is the
and quality content, even if you have to reason why social networks are so im-
pay for it. It is worth it because you will portant in this kind of education. Share
simply learn from the best, even though your work on the net and analyze the
you probably won't be able to apply good, but most of all, the bad critiques
their techniques and learn everything of your work. It hurts… yes, but those are
from them at once. Your brain needs to indicators of what you need to focus on.
mature to understand everything. With You might feel comfortable at painting a
years of practice, things that you saw in cityscape but if most of your critics stress
a tutorial, maybe too hard to grasp im- the fact that your perspective is wrong,
mediately then, will make sense later on. one building is off, etc… take good note
It's a normal feeling. I remember looking of it and fix those issues by digging into
at Dusso's Gnomon DVD when I started good foundational perspective tutorials.
10 years ago and, sure enough, I was Test stuff until you get a headache, get
so blown away by him that my brain got punched and have a good cry, but then
fried with the amount of skills and tech- get back on your feet, and learn harder.
niques he was showing. I was not ready At least now you know what to learn to
to process them, but unconsciously I saw get better, which is very important. The
a guy doing this magic, so the motivation other thing is to get involved with a group
was, "Damn, we can do such things with or a community of artists. If somehow you
Photoshop, crazy! I want to learn more...!" can't access an art school because, per-

26 Firestarter Mag #3 #LetsTalkArt 27


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2D.CGMASTERACADEMY.COM

haps you're too old, for instance (which I your skills to those you'd like to work for,
experienced), try to have the school come from big studios to independent clients.
to you like with online workshops (which
I did) or by surrounding yourself with art CONCLUSION
school students on the net (which I expe- To answer the question of our subject
rienced, too, with DeviantArt's commu- matter here, "What is it like to be a self-
nity or Art Collectives). I have learned so taught artist?", I would say it is a deep,
much, thanks to them. personal investment in which free will can
be your best friend or your worst enemy.
Is making a living from a self-taught artis- Depending on when you decide to start
tic background possible nowadays? your own training program, at 20, 30 or
Marco Nelor Mitchell Malloy
Some will say the biggest problem in 40, small or big sacrifices will have to be
being self-taught is the lack of the grad- made in terms of time, money, family, etc.
uation and art diploma that companies to have some good results. The higher CG Master Academy, the leading online art school, offers art students over 100 courses exploring concept art,
rely on to hire your services. Particularly your level of determination is, the fast- modeling and texturing, VFX and gaming. Tailored for artists of all skill levels, CGMA's course offerings directly
in France, most companies do not nec- er you can develop into a good coach, speak to the industry's current demands and trends. The instructors of these courses are working professionals
essarily hire you for your experience or knowing exactly where to go inside your
in the entertainment industry, with some of the biggest motion pictures and games on their resume. The quality
skills but for your diploma, which some- comfort zone, as well as outside of it.
how labeles the way you work, your skills, Thus, it's important to define what is like-
of education CGMA has cultivated can truly be shown in the talent enrolled at the academy. With their affordable
intellect, and so on. Being self-taught ly your Achilles' heel. Plan exercises and prices and high-quality curriculum, CGMA has made their name as the leading online provider in arts education.
tends to change and evolve you more studies to do, chase after good, founda- For portfolio reviews, information on registration, and individual payment plans, reach out to the admissions
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perfectly get hired thanks to the work does not mean you are alone. On the
you show, preferably on your website contrary, there are many other artists go-
portfolio or any other CG platforms like ing through the same adventure, or those
ArtStation, DeviantArt and Behance, for able to help you out with solid advice
instance. That, is once again, the internet they learned at school. Check out quality
revolution which makes it possible and resources like CGSociety, ArtStation, IA- Peter Han
faster. Even portfolio reviews with poten- MAG or 3DTotal. You can find many tuto-
tial recruiters can occur online. rials, resources, and inspiration.

Your artwork shows what you are capa- Personally, my curiosity and thirst to learn
ble of. Of course, a diploma on top of more and more stuff made this adven-
it would make you an even more inter- ture something incredible when started
esting candidate, but nowadays, to be a at the age of 31, ten years ago. I still have
non-graduate, self-taught artist is not an so much to learn and looking backwards
obstacle, I think. Your visuals testify of I think I would do the same.
Melanie Delon Aaron Limonick

28 Firestarter Mag #3 facebook.com/shue13 29


INTERVIEW
IRIS COMPIET
BY VERONICA SOFIA NITU

Iris Compiet is an artist and illustrator €15,000—a lot of money—and I


from the Netherlands. Whether it's for art said, "That's never gonna happen
galleries, book covers or concept art, her in 30 days..." and it happened in
work is centered in the realm of fantasy. 48 minutes after launch. Within
Currently, she is working on her book, Fa- the hour, the project was com-
eries of the Faultlines, for which she ran a pletely funded.
successful Kickstarter campaign last year,
with an estimated print date of February/ How has that unexpectedly colossal suc-
March 2018. Faultlines introduces a vast cess impacted your journey towards the
world of creatures and stories that have project's completion?
never been seen before, and proves that It's a whole different ball game. You nev-
hard work and persistence in the pursuit er expect to have such a success. You say,
of personal art pay off. "Hey, I'll print 500 books..." and now I have
to print 2,500. You have all these other
Iris, it's been a pretty big year for you. things to take into account, like where do
You've had a crazy successful Kickstarter you store those books? I'm doing this all
campaign for your book, Faeries of the on my own so I have no warehouse to put
Faultlines. I think when it's released, it's them in, no fulfillment company behind
going to blow up. me. I'm packaging everything myself.
Let's hope so! I mean, it already blew My holidays were spent packaging post-
up. The campaign was a huge success. It cards, signing prints and grouping them
was my first Kickstarter ever. It's scary to into sets of 3. I'm overseeing the design,
ask for money in advance for a product printing process, promotion, art; I write...
you haven't finished yet, because you're My house is filled with shipping boxes. If
asking people to trust you. I asked for I put 2,500 books in my home, my house

30 Firestarter Mag #3 Iris Compiet by Pauline Voß for Firestarter | skadivore.artstation.com Artwork ©Iris Compiet | eyeris.eu 31
enough to pay myself for the months I I studied graphic design at art school. I evening on your art. Find something you
worked on Faultlines, but it's not a lot decided to get an education that gave me like and find out how much money you
because everything went to printing and a real job, was still in the creative field, had would need at a minimum to make it
shipping. I don't really care, though. It's me thinking conceptually, and had me work. I started out full-time and then grad-
not about the money; it's about the book working with deadlines. I learned all the ually cut back hours until I worked three
and the art. I want to show people what programs like Photoshop, Illustrator and days a week and had two days for illustra-
the possibilities are for designing and InDesign which I can use in my job as an tion. That meant I earned less money but
printing books. illustrator as well, because I can not only enough to pay my bills and have a little
illustrate the story, I can also design the extra for supplies.
It costs a lot to make something that high book. I can whip up a leaflet for pre-order
quality, but that quality will elevate your in half an hour. I quit my day job to pursue By having a day job, that took away the
artwork even further. You want something a full-time career because I couldn't really anxiety of "I need to make enough mon-
you can treasure; something that will pass do the two jobs at once. I've been a full- ey to get through this month." That meant
on to somebody else when you're done time freelancer for one year now. no vacations or luxury but I was able to
with it. I like the idea of personally pack- do what I wanted to do—pursue my ca-
aging the book for people, so they know reer as an artist. If you know what you're
it's from me, that my hands touched it. going for, it's a sacrifice that's easier to
I think that's important. I set out to do a make. Knowing I needed to make a cer-
book that people would love like I loved tain amount of money per month gave
Faeries by Alan Lee and Brian Froud. I me the opportunity to take the jobs I real-
hope they will. We'll see what happens. ly loved so I could work my way into that
area of artwork that I wanted to work in.
Is printing something you're familiar with It took a while but if you want it and do it,
would collapse under the weight of them. or something you've had to discover on don't worry about having a day job. Many
I have to rent a space to put them, I have your own? people have one. Just make sure that
to insure them. It is, but that's because I did graphic de- you don't hate it, that you can put all your
sign as my day job for 16 years, so I've energy into pursuing your career as an
There are all these things that nobody worked with printers and publishers quite artist. Everybody's path is different. You
tells you about when you're running a a lot. For my book, I decided to work with can't compare yourself with some crazy
Kickstarter. That's something you have to a local printer because I know the quality talented person that just came out of art
figure out by yourself. I'm lucky I did, with is very high and they love doing artbooks. school and draws like a pro already. That's
help from friends who had run a success- If there's ever a problem, they just ring me awesome for them, but personally I'm not
ful campaign before me. Also, Jon from up. They've saved my ass so many times, like that. I need years and years of prac-
ArtOrder was a wealth of information. I when I forgot a page number or whatev- tice. We all do it at our own pace and we'll
want to acknowledge the fact that were er. They saved me €10,000. I don't think all get there. For some, it might take two
many wonderful people who supplied something like that happens if you print years, for others five years or more. It
me with information and advice. somewhere like in China. doesn't matter which road you
take or how long it takes;
That's such an intense process for your How much creative control do you, as the the fact is you're gonna
first Kickstarter campaign. creator, have over the printing process of get there and that's the
I wish I had tested the waters for how this your material? most important thing. Please
works because when you run a Kickstart- I can go and look at the presses because stop comparing yourself with others. It's
er, you have to factor the shipping costs I chose a local print shop. I've been there human to compare yourself to others but
into your funding goal. My funding goal many times and these people know what I think that's some- there's no sense in doing it.
was €15,000 and almost €9,000 of that they're doing. They know when they need thing that a lot of people
money was just for shipping. Imagine to put a bit more red or green into some- struggle with, that balance I think we create expectations for ourselves
having to ship 2,000 books... that's a huge thing, and it's possible for me to say, "Hey, between having a day job that are in line with "traditional jobs,"
chunk of money. Everybody's like, "You've that page needs a little less red," and they'll and pursuing what they love. whereas art is more intuitive and tailored
been so successful and you've got money just change it. I think I'm going to cry when Absolutely. My advice is just to to each individual. It's unique to every-
to spend on your art," and I actually don't. the first page rolls off the presses. find a job that you enjoy doing. body and you must go at your own pace.
I have money to spend on this book. I'm There's no sense in pursuing a job It's totally silly. Everything takes time to
going to make it the highest quality I can How did your experience as a graphic de- that you hate, because that takes out learn and some people catch on quickly,
possibly get, and then I'll ship it. I'll have signer help you on this project? all the energy you need to spend in the others don't. In the end we're artists and

32 Firestarter Mag #3 #LetsTalkArt 33


we don't finish learning until we die. What Even though I used to love faeries, I didn't ready know what your goal is. You think "It happens, I just walk away and do some-
if you don't get there? Fine, you tried. If want to do stereotypical fantasy. Then I should look like this" because you have thing completely different. Get yourself
you make the process towards the goal thought, "What the heck, let's just figure that image in your head, but you forget out of that mindset because you're
fun and enjoyable, it doesn't matter if you out faeries that are weird and wonder- about those months and years of training just fighting yourself. Get your head
reach the goal. It's all about enjoying it. ful," and I fell down the rabbit hole. Since between the beginning and the image in somewhere else, put on some music,
You don't have to go to art school and be then, I've never stopped. The Instagram your head. Try to live up only to your own dance weird—and go back to it. If it
a successful artist right after you graduate. followers kept growing and friends kept expectations and make those expectations means you have to start over, then
You're not a failure if you start out your asking me, "What are you gonna do with reasonable, and then you're set. start over. Don't get bent out of
career later in life. Everybody's always so all these faeries?" I'd never thought about shape if you have to start over. If
focused on age. "That person is so young it, so I said, "Okay, I'll just do an artbook." You've mentioned a few notable figures it's not good enough, just start over!
and talented already!" That doesn't di- who got involved with this project, and
minish the talent or ability of someone As soon as I announced that, it just went one of them is Brian Froud, whose book, Failure is important.
that's 20 years older! It's just a number, crazy. I decided to go all or nothing. I Faeries, set you on this life path. How did Embrace the failure and fuck the fear!
nothing more. needed €15,000 and I ended up with you meet him, and how did that working Your failures are the biggest tools of
€111,000. People like Tony DiTerlizzi, relationship start? learning. If something goes right, you
Let's talk a little more about Faeries of Bobby Chiu, Guillermo del Toro; they all To be honest, we've never met. I've seen can't really express how that happened; it
the Faultlines! What's the origin of this tweeted about it, they all spoke about it. him a couple of times and I was always just happened, a happy little accident. But
project? Many influential people backed it. too starstruck to ask him anything. I was 7 if you fail, you learn what to not do any-
At the beginning of 2016, I had a day job years old when I first found his book and more. Failure is more important. Fail a lot
and I was overworked. I had a burnout, Those are some big names. Did their sup- told everybody I want to be an illustrator and learn a lot.
everything was too much and I devel- port affect your process? like him, and 30 years later in 2016, I was
oped carpal tunnel syndrome. That's the Well, Guillermo del Toro bought an orig- in the same show as him and his wife, What are your goals for 2018 beyond the
worst nightmare of an artist: not being inal, as well and he said, "Make it excep- Wendy. After I made some money selling release of your artbook?
able to draw. I was unable to draw for tional." So that was my brief: "I want a a piece, I ran downstairs to buy a sculp- Sleep! I don't really make goals. I know
about 6 months. I went to physical thera- Green Man and make him exceptional." It ture of Wendy's but it was sold out. Brian those people that write down their goals
py but nothing really worked except time. was too much pressure, but in the end I wasn't there, but I got to talk to Wendy, for a certain year but I'm more like, "Let's
After I got better, I decided I needed to decided, "I'm not making this for you, I'm who said, "Email me and I'll make you see where the wind takes me. Whatever
do something because I'd been out of making this for me." By taking away the something special." When I later received happens, happens."
the game for so long. I saw an Instagram pressure of having to perform for him, I the sculpture, I sent her an email to thank
hashtag trending in May 2016—#MerMay. think that's the best way to go about it. her. By that time I had decided to do the I want to go back to Scotland to contin-
I challenged myself to do one mermaid book and I knew I needed a foreword, so I ue this exploration of the Faultlines,
sketch a day. Then May was over, and That's the biggest thing I'm battling with at asked if Brian would be able to do some- because the book isn't finished.
#JuneFae came along in June. the moment. I ended up with nearly 2,000 thing like that for me. She said that he "re- For me, Faeries of the
books sold, and I don't want to disappoint ally, really, really liked my art"—I still have Faultlines is a very
I had vowed never to do faeries because people. I have sleepless nights when I lie that email printed out—and that he would big world. It's not
when you tell people you're a fantasy art- awake and think, "This is too much." There's be honored to do so. Basically that was just a book. I
ist they all say, "Oh, you draw faeries!" a lot of pressure to perform, but I'm doing how things went from there. created this
my best. I try not to think about all those world with
people waiting. There's no sense in me You've had a heavy workload this year. countless
trying to predict the outcome. I can only Have you had to tackle a burnout yet possibilities
make something that I'm really satisfied or have you managed to stay on top of and side stories.
with. You don't need to impress anybody. things? 2018 will be a continu-
If you try to impress one person, another Recently I had that little spill of being ation of this. I'm 39 this
might not be impressed. You'll always dis- overworked. I was tired. I had two books year and I need to live
appoint someone. Can you imagine living to finish, a gallery showpiece to finish, until I'm 111, so there's
up to every expectation out there? Why Faultlines to finish... Everything was piling a lot to be learned. I just
not try to just live up to your own expec- up and I was like, "I can't do this." I was want to do cool stuff and
tation? Don't expect things from yourself working on some illustrations for a pub- have cool experiences,
that you wouldn't expect from others. You lisher and—normally I do this in one go and meet great people
wouldn't expect a friend to be the best because it's very easy for me—I did some and learn from them. I
at watercolors in a week, but you expect illustrations five times because I knew want to be inspired, and I
yourself to be the best in a day, because they weren't good enough. For some rea- want to inspire. Whatever
in your mind you're already there. You al- son I was just battling myself. When that comes my way.

34 Firestarter Mag #3 Photo ©Marcel Kentin Photography #LetsTalkArt 35


INTERVIEW
JOHNSON TING
BY DIEGO GISBERT LLORENS

Ah, this Johnson guy... I am still mind- nical, because it's a physical product
blown by your work and your talk at IFCC instead of digital. In digital mediums,
2017 (since I missed the one in Promised there are ways to get around certain
Land, although I made it to the more in- technical issues like how a transformer
timate talk afterwards). For those of you would transform on film, and there are
who might not be familiar with Johnson parts where you can just hide and inter-
and his work, he is a digital artist specializ- cept one with another, but on a physical
ing in illustration and concept art, and he product it has to be solved, which is why
is often invited to international events as toy designs are usually different from
a speaker from his basecamp in Malaysia. their digital counterparts.

I think we first met in Zagreb during


IFCC. Was it your first talk?
Yep, we did! Nope, it was not my first talk,
but it was my first talk outside of Asia. I of-
ten give lectures around the Asian region
but back then never beyond it, so it was
very exciting for me and it was my first
time traveling to Europe back in 2016!

I also had a chance to learn more about


your toy design process during Prom-
ised Land. How is that different to regu-
lar concept art for games or movies?
I would say toy design is way more tech-

36 Ting
Johnson by Daniel
Firestarter MagM.#3Chavez for Firestarter | artstation.com/danielmchavez Artwork ©Johnson Ting | johnsonting.net 37
So, it is pretty challenging to have to designs, when working with technical years compared to many years before. I
solve a lot of technical problems, from and physical limitations, I would never ar- would also use them on anatomy surfac-
LED wiring and battery placement to gue with the clients and would just try to es, as well, depending on what I want to
joint articulation. I usually imagine toy achieve what they have in mind, since I'm achieve or the client's needs. On some
design as extremely detailed concept art hired to translate their visions into reality. days, I still like to sit down and paint por-
with minimal technical errors, however, So, I try to do that as much as I can, and if traits from scratch just to relax a little bit
for statue designs, it is a different case, the client has given me free rein, then I from doing photobashing stuff.
since they are in a fixed position so you would throw in suggestions and propos-
don't have to solve a lot of problems like als, but at the same time also ask for the Back to the topic of figure design, there
joint movements. It is still possible to get client's honest input. seems to be a strong industry for that in
around some of the design flaws, but the Asia. How long have you been working
challenge of a statue design is to find The first word that came to my mind for that sector, and how do you like it?
that exact one pose and base design that when looking at your gallery was 'crisp'. It seems like it's a stronger industry in Asia
brings out that particular subject's per- Do you prefer a very technical and clean because the majority of the toys in the
sonality and traits, because they are not approach, or is it a result of your artistic world are made in China, so it definitely
posable figurines, so you have to find the background? makes a ton of sense that lots of people
right one that fits well and one that fans I guess I would always try to refine and would want to start off their toy compa-
will be happy with. add details as much as I could, but these nies in Asia, especially the China region.
recent years I have tried to refrain from Big toy companies like Hot Toys and
doing that as often. Personal portfolio ThreeZero are stationed in Hong Kong,
art is fine, but for commercial concept due to reasons like convenient shipping
art jobs, its usually more focused on ex- and better rates, easy access to Shenzhen,
ploration and design rather than a very China for the factories, and many more.
refined illustration. That would really be
more on the marketing illustration side. I've been in the collectibles sector for the
past 3 to 4 years, which makes up about
More recently, I've preferred a quick and 30-40% of my work, and the other 60- painted, then opened for pre-order, all
loose approach rather than adding lots of 70% of my time is spent doing concept extremely quickly. That's why it's satisfy-
details on one painting. I studied illustra- art for games. I really enjoy working on ing, because you'd most likely still be ex-
tion for a couple of years at art college collectibles, and it's absolutely amazing cited and interested in the project by the
and I think that's why I always focused on to see your 2D designs translated into a time you see the physical product.
producing detailed and pretty paintings 3D physical product. When you see the
when I first started in concept art. finished piece and hold it in your hands, But you also have strong illustration
it's extremely satisfying as me, working skills. Tell us about your work for Milky
What are your thoughts about using pho- on games does not feel as satisfying as Overdrive.
When working with such technical and tobashing and 3D renders as a base for working on collectibles, to be honest. In Thank you! Extremely flattered you think
physical limitations, do you find yourself illustrations and designs? Do you also use games, it could take up to 2-3years after so. Milky Overdrive was a really fun proj-
often arguing with the client to find solu- them for anatomy surfaces, in addition to preproduction has wrapped up, mean- ect. Basically, a couple of my friends and I
tions to your concept ideas? mechanical/hard surfaces? ing a concept art you did for a charac- wanted to do something together just for
For collectible designs, usually the clients It's totally fine and acceptable to use ter would only be realized by the public the heck of it, so we placed bookings for
are pretty chill and open-minded, so I photobashing and 3D renders. Some many years after it's done. By the time the artbooths in a comic convention in Ma-
can always throw in a lot of crazy ideas to might call it "cheating" for some reason, game is released, I wouldn't be as excit- laysia, even though we had no idea what
hear what they think about them and how but I think those who said so are kind of ed compared to when I was working on to do with the booths or what to sell. We
they could be made, but the main issue missing the point of the definition of a it, and technically, that concept art piece just went even thou decided to publish
is always just the budget of the project. concept artist. It's perfectly fine to use would most likely not represent your cur- a book about what we all love – girls and
That usual dictates the whole design to these techniques to become more effi- rent skillset, as it was done years ago. But sci-fi, and that's basically it., 'Milky' stands
be honest, and sometimes I have to solve cient in producing and exploring designs working on collectibles, it's usually a lot for the girls and 'Overdrive' stands for the
problems like working on a statue on a in a typically short time, and using 3D shorter from concept art to prototype, science fiction theme, and at the time it
limited production budget, and finding renders as a base can greatly lower the taking anywhere from 4 weeks up to 6 was all about having fun without worry-
a workaround for solutions like making risk of spending more time on correct- months. There was one time when I fin- ing too much about how it would sell, the
it look a bronze statue instead of a fully ing errors in a tight production timeline. ished a figure design and sent it over, that backlash we would probably get from the
painted one to save some costs while That's why it's getting a lot more popu- it was already 3D sculpted a few days lat- contents, etc. We poured a lot of love into
maintaining the quality, etc. For game lar in game/film development in recent er, 3D printed a few days after that, then the paintings and I think it ended up per-

38 Firestarter Mag #3 #LetsTalkArt 39


go up to painting until 7 pm, pick my
girlfriend back from work and have din-
ner until 8–9 pm, paint personal artwork
or work (if in a crunch time) until 2–3 am,
sleep and repeat. I enjoy painting a lot,
so when I paint I don't really feel stressed
about it. The only thing I do is try to bal-
ance out the theme – for instance, recent-
ly I've been getting more freelance jobs
on hardcore AAA games and detailed
design jobs, so I like to paint something
more relaxing and quick after I'm done
with those, like a simple portrait painting
to balance myself back out.

Of course, and unfortunately, I still have


a life other than just painting stuff, haha. I standard of living compared to the West.
enjoy watching movies or playing games So, I had to leave my family to go west to
during the weekends, a relaxing date with get an illustration education. Fortunate-
my girlfriend and playing with my cats, or ly, my parents were, and are, extremely
sometimes not doing anything at all, and supportive, even though we weren't do-
just staying at home all day. I'm also an ing that well financially, or maybe it's be-
enthusiastic food hunter (I used to be a cause they knew that there weren't many
cook), so sometimes on the weekends I other things that I'm good at, hah.
go out with my girlfriend and friends to
hunt for good food we see on the inter- What about your breakthrough mo-
fectly in line with what we first envisioned Pretty ladies and dangerous killing ma- net, which is extremely rewarding. ment? Did you have to be patient and
it to be, a book we all had fun with. It was chines is a theme that always works; survive on cheap noodles for a while
never about making money or going big what else would you like to work on in Some artists like to take time off playing before being able to make a living with
with it; we didn't even profit on it because your personal work? music, doing some physical exercise or your work?
we spent the profit on a single big, satis- I definitely enjoy doing fantasy stuff, too. I just hanging out with friends. What's Yes, of course! For years, in fact. During
fying dinner. It's all sold out now and no know it may not seem like it judging from your favourite way to vent off steam after my time in college in the early days, I had
reprints will be made, so those who have my gallery, but I'm a huge fantasy fan, as many hours of work? to find so much money to support myself
it have the only copies left. Volume 2, well – it's just that Neo Japan managed to As mentioned in the previous answer, I just for the tuition fees and for food, so I
Milky Overload, was recently published gain its own traction it so I had to keep would definitely say its either with food or took a student loan out but it was barely
in Dec 2017. The book got a lot bigger it going by developing the series. I really games! I used to play a lot more games enough. I had to juggle between part-
and thicker, was hardcover and around like zombie games, too, so hopefully I will a few years back but recently have been time odd jobs, freelance commissions
90 pages this time, and the number of art- get some time this year to produce more playing a lot less, so when I get to play and college assignments, which was
ists almost doubled. The theme was girls fantasy and zombie themed pieces. games with my mates, it's definitely re- extremely hard and tiring. I only slept
and steampunk this time, hence the word laxing. Unfortunately, as I can't push my- 3-4 hours on most days, surviving with
'Milky' remained and 'Overload' replaced That leads me to the next question: how self to do any major exercise other than just sandwiches for years before I finally
'Overdrive'. Milky Overload will most like- do you balance professional and per- casual cycling, I have an extremely weak had enough to pay the rest of the tuition
ly be the last book done for the series, as sonal work? And while we are at it, how body and can't handle that much. fees. I was so malnourished at the time
we all agreed that it's time to put the se- do you balance personal and profes- and weighed only 45kg (now I'm 70kg).
ries to rest before it becomes something sional life? I forgot to ask you about your artistic or- I was able to land a job in a studio soon
we don't want it to be. It was not about I get this question a lot and I think it's al- igins. Was it hard for you to get some art after I graduated, and life has been a lot
profit, it was just about having fun without ways fun to hear how others do it, as well. education? Did your family support your easier compared to back then, and I'm
being restrained by business decisions For me, I have always been extremely passion? extremely grateful to not have to live
or having to change the content due to passionate and eager to paint, and still It was hard to get art training where I through those years of starvation again.
controversies about stereotyping women, paint at least 8–10 hours a day, everyday, grew up. Malaysia is typically divided into
and we didn't want that to happen, which even on weekends. My typical day goes the East and West, and I grew up in a tiny Illustration, concept art, or figure design?
is why we thought it was the perfect time like this – wake up at 10 am, work on free- city/town in the East, where it is a little be- I'm a greedy man, so all of it! I love all of
to end it. lance until 1 pm, have lunch for 15 mins, hind in terms of economy, education, and it them equally.

40 Firestarter Mag #3 #LetsTalkArt 41


Do you have your own little collection of Malaysia is a place far, far away for us
figurines and other merchandise? Europeans, and nevertheless, you come
Yes, of course! That's why I'm so inter- here often to attend art events. Are there
ested in the collectibles sector, anyway. any festivals on your schedule for 2018,
I collect mostly game-related figurines, either in Europe or somewhere else?
like game collector's editions or exclu- Yep! It was my first time travelling to Eu-
sive statues. I also like to collect full-scale rope back in 2016, when I was first invit-
replicas of stuff like helmets, weapons ed by Marko to IFCC, extremely nervous-
and costumes. ly, imagine being the only Asian guy that
literally flew in from Asia to a non-Asian
If you could choose an existing universe or country, all alone! I sat through two days
IP to work on, which one would that be? of flights and when I landed, I was already
I would definitely choose Patlabor, a Jap- missing home and was feeling extremely
anese anime about giant, mechanized nervous about being with a whole bunch
police. You can see that the whole of Neo of people I'd never met before and about
Japan is dedicated to it and pays a lot of speaking English. I remember I wanted to
homage to it, as it's one of my favorite buy a ticket back right away after the first
anime of all time. two days of being there, just because I
was so stressed out, but fortunately, ev-
What about future projects that you al- eryone was very nice and I managed to
ready have in mind? Anything you can join up with a gang of friends that ac-
talk about? Any project you are especial- companied me the whole trip. We had so
ly looking forward to? much fun and I'm so glad to have them
I'm currently working on an artbook for as some of my closest friends abroad.
the Neo Japan series. The book title will 2017 was already crazy for me – I flew
be different and will definitely not just be to ten different countries that year and
about Japan – it's going to visit a lot of was flying almost every month or twice
countries and planets. in a month, so I decided to cut down the
amount of flying this year. There are some
I would like to end the whole series with planned trips to Mexico, Canada, and the
a book and move on to other projects, US, or Croatia again (if Marko wants to :P)
since it's been so many years since I start- this year. I think I will limit it to two because
ed it and I think it's time to come up with I still have to travel to other countries for
a conclusion. I'm currently hoping to ful- work this year. Thank you so much for the
ly dwell on the movie sector instead of interview, Spiridon and Diego, I really ap-
games, for a change of pace and just to preciate it and am very grateful for it. Stay
see if it works out. awesome!!

42 Firestarter Mag #3 43
MAKING GAMES
IN THE MIDDLE OF NOWHERE
BY SIMONE MÄNDL

Simone is a concept designer and art office, consumables such as toilet paper
director from Germany. She worked as and laundry detergent. You'll have ac-
a media designer and level designer cess to a gym, virtual reality room, pool,
until she decided to study game design jacuzzi, sauna plus various professional
at the Media Design School Munich. hardware and software.
During and after University, Simone
worked as a graphic designer, before When you go to the Spelkollektivet web-
becoming a freelance concept artist in site and read through the description of
April 2017. Currently Simone is working what the place is, your first though may
on multiple game projects for clients as be like mine, "There is no way this place is
an art director and concept designer. In real…" And you are right to think so. But
her free time, she's creating small indie I can assure you it is… and I have been
games together with her partner, Josef, living there for over three months. Now,
under the name "DU&I". let's turn back the time a bit. It is April
2017, it's cold and my boyfriend, Josef ,
Spelkollektivet is the home for game and I are sitting on a beerbench at the
developers from all over the world who A MAZE. festival in Berlin. We both have
want to live and work with like-minded a slight cold and our general outlook
people. While living in Spelkollektivet, on life is not too good. We were plan-
you don't have to deal with everyday ning on moving from Munich to Vienna,
tasks such as cooking and cleaning. You but our plans got canceled right before
therefore have more time for your game this Berlin trip. We wanted to move in
development dreams. All you need is together and find someplace afford-
included in the rent. Healthy breakfast, able, to also have the freedom to make
lunch, dinner, a private bedroom, shared our own games. I had just started doing

44 Firestarter Mag #3 Simone Mändl by Ayran Oberto for Firestarter | ayranoberto.blogspot.de Photos ©Simone Mändl | artstation.com/simone 45
er inhabitants. Meals are eaten together LIVING IN SWEDEN
most of the time and after eating, you In the beginning, I was very afraid that it
should put your stuff in the dishwash- would be freezing in Sweden, however,
er, just like you would at home. You are that is only in the north of the country.
also responsible for your own room and There they have a polar climate with a
there is no cleaning lady that folds your lack of warm summers. Spelkollektivet,
bed sheets every day. The rest of the however, is in the south of Sweden and
house (bathrooms, kitchen and so on) is so far, the temperature has been decent
cleaned by the staff once per week. for the winter and I heard that they even
have a few warm summer days in which
Also, keep in mind that Spelkollektivet we can use the pool!
is still a very young project. There is cur-
rently a lot of work being done on the THE SWEDISH LANDSCAPE
house itself, to make everything more The view around the house is just amaz-
convenient for the inhabitants. Just two ing. If you are into landscape painting,
weeks ago, James and the co-owner, you don't need to look far to get some
freelance work and Josef had just come THE FIRST IMPRESSION Rasmus, tore down a wall to make our amazing inspiration, whether it be beau-
back from Slovakia, where he had been Our first impression of the Spelkollek- gym bigger. So it's good to keep in mind tiful sunlight that breaks through the for-
employed as a full-time project manag- tivet house and inhabitants was certain- that some things may not yet be perfect. est in the morning, fog covering the sur-
er. So now we are sitting in Berlin, with ly an interesting one. We got picked up rounding area, the traditional, colorful
no guaranteed income and no options to at the train station by two Italians and THE FOOD Swedish landhouse architecture, or just a
start a gaming studio in Munich because one Canadian who took us to the liquor The cooks at Spelkollektivet try to plan whole lot of nature.
of the high living costs. Then suddenly, store because, "That's the only one in the the meals to be suitable for as many as
a friend of ours drops by and introduces area" and they needed to pick up wine possible, and if they cannot make it work
us to this guy called Patrick. We talk for a for cooking. From there it was a 30-min- for everyone they will make separate
couple of minutes… about games, about ute drive to the house. Seeing the house dishes. Don't expect 5-star gourmet dish-
traveling and about food. for the first time was also... interesting. es, but the food ranges from ok to very
James, the owner, puts a lot of work into good. We also have a Taco-Tuesday and
Then Patrick drops the magic word the living space itself. From the outside, pancakes on Monday morning to get ev-
"Spelkollektivet". We find out that it's though, that is not immediately clear. The eryone jump-started into the week!
a place where we can not only move in house is in good shape, but the window
together for a very low cost, but we also frames are missing… THE MIDDLE OF NOWHERE
get food, internet and a working space. What is there in Fridafors except
We instantly applied and half a year lat- Even though the house doesn't make Spelkollektivet? Nothing. And I only
er, we packed our bags in Munich and the best first impression from the out- say that with a bit of sarcasm, because
moved to the secluded house in Frida- side, the inside and its inhabitants made there aren't that many things to do in
fors, Sweden. all of that redundant. After arriving, it was the town. You can take walks, explore
time to check out our room. Josef and I the forest and watch the sunrise and
OUR EXPECTATIONS MOVING IN rented a double room in the house. To sunset. For everything else, like going
Our expectations were very low, the only start, we were given some IKEA furniture, to the cinema, ordering pizza, or spon-
requirements being internet, a place some blankets, and towels. A week later, taneously buying doughnuts, you have
to live, and food. We checked out the our boxes from Germany arrived, and to drive to the nearest town.
address on Google Maps© and went we started unpacking and setting up our
through some of the pictures on Face- PCs in the office. We also got to choose WHAT ELSE CAN YOU DO
book to see who was living there at the plants for our desks! AT SPELKOLLEKTIVET
moment. That was it. We had no idea Activities are entirely dependent on the
if the people there were crazy or if the IT'S NOT LIKE LIVING IN A HOTEL inhabitants. We have board game nights
house even had working heating. Look- Life at Spelkollektivet is more like having on Friday, boxing on Monday and Thurs-
ing back, it may have been a bit risky to 11 roommates at once. You have your day, a Spelkollektivet Minecraft server to
just pack and go to this random place in own room to put your stuff and hide in play on, spontaneous anime watching
Sweden. But now I can safely reassure from others, but generally you share the marathons, mushroom picking adven-
you, yes, the people here are crazy and kitchen, the living room, tv, the sauna, tures, collective Christmas baking and
no, that's not a bad thing. and the co-working space with the oth- crazy Halloween and birthday parties.

46 Firestarter Mag #3 spelkollektivet.com #LetsTalkArt 47


James Newnorth is the creator of How will you choose who will get to live goes well, we might have room for 24-
Spelkollektivet. He started programming there?  48 more people by the end of 2018. This
back in 1999 after playing Shadows of There is, of course, a limited number of would mean that we would separate the
Riva, thinking that there had to be a way rooms, so we might not be able to house living quarters and the working quarters,
to expand the world, as he wasn't ready everyone that applies. We aim to get a creating more and smaller rooms for
to give the game up after finishing it. good mix of people and game develop- people. Teams would be able to have
Since then, he's made several game proj- ment skills living with us. After your ap- their own private rooms, while people
ects on the side of his career in software plication has been approved, you could who works alone can work together in a
and web development. At 21 years old, move in as soon as there is a room avail- bigger, open space. Other than expand-
he became the CTO of a group of com- able for you. ing the amount of people we can have
panies, but always felt like he was missing here, we also look to employ program-
something since he wasn't working with How many people will be living at mers, graphic artists and musicians to
what he truly loved, games. Nowadays, Spelkollektivet? help the residents with publishing their
James makes soups, server applications We estimated somewhere between 8 to games. This service would be available
and games, when not taking care of the 12 inhabitants, initially, depending on if for those interested, and they would get
people living in Spelkollektivet. people would share rooms. With time, help with everything from development
we will continue to develop the house to marketing and managing the adminis-
Why did you create Spelkollektivet? to allow for additional occupants. Occa- trative work of their company.
WHOM WOULD YOU RECOMMEND The idea came quite a few years ago, but sionally, there will be more people in the
MOVING THERE? I first started writing down my ideas and house since we are hosting game jams Is Spelkollektivet like a reality game
Moving to Spelkollektivet makes the most goals with the project back in 2014. Back and other events, but, your room is your show, such as Big Brother?
sense if you have a project you want to then, I was doing my best to do both game private area, at all times. No. Even though past inhabitants have
work on. If you want to spend half a year on development in my spare time and manage requested there to be a livestream of the
your portfolio or finish illustrating a book a more-than-full-time job. It wasn't just me, What are the future plans for the house? office so they can watch their old house-
or something similar, then this would be it was a bunch of my friends, too, all working We are currently considering expanding mates, we don't record or stream.
for you. You have to keep in mind that the day and night trying to fulfill their dreams of the project to new houses. If everything
place really is in the middle of nowhere making a living creating games. Some had
and that there isn't much happening out- to postpone their dreams for jobs, so they
side of the house. It will take you 30 min- could continue to pay the bills. We all had
utes to get to the next big town and 2.5–3 our own separate apartments, but we rent-
hours to reach the airport. If that does not ed an office and we spent most of our time
seem like a big problem for you and you there. I thought that if we would just pool
just want to hang around some awesome our resources together and live together,
people and do creative work, then you we could accomplish our dreams. So that's
are more than welcome to apply! basically why Spelkollektivet was created. It
is everything I wished my friends and I had
at the time we were trying to make it.

Will I have my own room and how much


space is there?
You will have your own room, unless you
decide to share a room with someone
else. The rooms come with 1 or 2 beds,
a cupboard and space for all your be-
longings. The house itself is pretty big,
so there is plenty of space to play games
or find a quiet corner for drawing.

Do I have to work in game development?


In general, our target audience is people
working within the game development
area, but we do not require it to be your
main profession.

48 Firestarter Mag #3 #LetsTalkArt 49


INTERVIEW
STEPHANE WOOTHA RICHARD
BY CRAIG GOMES

Wootha is a leading concept artist and


illustrator for TV, advertising, anima-
tion,  video games and publishing.  He
had been a professional musician for a
decade, after which he became a soft-
ware developer in his early 30s. At age
36, he decided to get back with his child-
hood passion of visual storytelling, and
then began learning 2D and 3D comput-
er graphic art. Since then, he has spent
several years freelancing for production
houses like Netflix Originals, YouTube
Red Originals and Legendary Digital
Networks. He's contributed to publica-
tions such as ImagineFX, 3DCreative,
Ankama Editions and Ballistic Publish-
ing's Exposé.. He is now focused on shar-
ing his knowledge with young aspiring
artists and creating his own visual stories.

As a young kid, he never had any ambi-


tions before he was 16. People around
him, his parents, and professors kept tell-
ing him he was a failure. He never really
thought about himself and his ambitions

50 Firestarter Mag #3 Stephane Wootha Richard by Daniel Bolling Walsh for Firestarter | artstation.com/danielbolling Artwork ©Stephane Wootha Richard 51
A few months later, he decided that he
would live for music, or die trying. He
lived for 2 years in Senegal and West Af-
rica, where he studied Sabar and Mand-
inka percussions, two musical forms that
he was really interested in. He played
music from village to village with a griot
band in weddings and other traditional
events, such as Sabar (street dance) and
Lambu (traditional wrestling). He says,
"The number of things I learned there has
been tremendous, not only about music,
but also about languages, thought pro-
cesses in oral cultures, people and just
life in general. I think I owe half of what
I am today to this experience." When he
came back to France, he started to play
professionally in several bands, ranging
from jazz to world music and folk rock.

At 30, he moved to software engineering. cy. But at some point, all the creative part
He needed to find something creative to of the job was gone, and all that was left
work on that would also work out for the were deadlines, recipes, reusing libraries
family. He loved computer and program- and invoicing fast. One day at a com-
ming and started a more in-depth ap- ic book convention, he realized he was
until he was old enough to rebel. While to it. In the meantime, school was a total proach as a musician, experimenting with drifting away from a long-forgotten child-
his ambitions for making art as a living nightmare. He never, ever managed to sound processing and generative music hood dream. He and his boss came to an
manifested when he was around 16-17, understand why he should learn some- with software like Pure Data and Max MSP. arrangement and he managed to leave
its roots are even older. His father was thing he wasn't interested in. This was After months of learning ActionScript for with a couple months' salary with him.
an artist. He grew up with a man whose psychological torture for him, not be- Flash, he started freelancing. He kept At 36,  he opened a subscription to The
only socially recognized virtue was to be cause he wasn't understanding, but be- freelancing and learning about web tech- Gnomon Workshop and Digital Tutors.
an outstanding painter, or, so said the cause he couldn't bear the frustration, nologies, server security and software He worked hard, without any rest, put in a
people who knew him. Unfortunately, as the boredom and the anxiety generated engineering, and ended up working as lot of dedication, and has now become a
his father was also a gambler, Wootha by learning uninteresting things. As soon a project manager in a small web agen- leading concept artist and illustrator.
never had a chance to see his work to as he was old enough to read, he started
form any of his own opinions. After leav- spending hours learning random things At 36, Wootha joined the industry where
ing his father, he never had any other from the dictionary and encyclopaedia, he met a lot of "fantastic" people, who
choices aside from trying to be a better then moving from one interest to anoth- helped him learn even further and taught
artist. This was the only positive memory er. He enjoyed learning by himself so him new things all the time. "When I step
left from his father, and the only thing he much, that soon people started to offer aside and think for a minute, I realize how
believed he could use to build himself a him even more books of knowledge for incredible this is to make a living out of
good career and life. So, this is where it all birthdays and Christmas presents be- imagining creatures, cities, characters
started. Drawing had been a big part of cause it was always a perfect hit. and stories, and then bring them to life
his childhood. He spent countless hours visually", says Wootha. After one year of
in his room, sitting at his desk, trying to He dropped out of school around 16, hard training at home, he knew he need-
create stunning pieces of art that would and ended up in a professional school ed something that would help him get
let people know that he could be an out- learning cooking for two years, until he his feet wet in the art industry while al-
standing artist, too. But it didn't work out, was old enough to decide this wasn't lowing him to keep learning, in order to
because the challenge was biased from his career path at all. So, from there, he reach his next goal. That's when he also
the beginning. learned viticulture because he enjoyed started as a comic book colourist. "Com-
working outdoors and had found a job ic book colouring is fantastic. It's real
At 17, music took over drawing, and for as an agricultural worker. art and a perfect way to solve hundreds
the next 13 years, he dedicated himself of small composition problems each

52 Firestarter Mag #3 wootha.com #LetsTalkArt 53


week", Wootha says. He started to work artist and visual development artist for
with Ankama, Editions Soleil, and later, animation, TV and video games. Wootha
Delcourt on several series for around has started a new venture called The Art
20  months. From here, he learned the Hacker, which delivers free education-
skillset needed to become an illustra- al content regarding concept art. How
tor, and as soon as he was ready, he does he plan to expand this initiative in
started looking for opportunities. That's the future and help reach out to more art-
when Geek and Sundry contacted him ists? He started The Art Hacker because
for Titansgrave – a perfect combination he wanted to reach people who failed at
of chance and proactive job searching. the traditional way of learning. "I've been
combination of chance and proactive through this, being told I'm a failure,
job searching. He was posting his work when it's actually the educational system
often and things started to happen. that failed me. I wanted to share my ex-
perience with young people who are full
Soon, he was asked to do art direction on of creative potential but who can't thrive
an illustration production. This freaked on the classical way of learning", Wootha
him out at first, because he was just start- remarks. He's been able to learn things
ing illustration and wasn't exactly the he thought would never be within his
best artist on the team. But, opportunity reach. "I'm no genius, I'm just an average
doesn't knock twice, so he accepted it person with an average brain. How come
and gave his very best. "I didn't know if I I can still learn at 40 when I was incapable
could be a good art director, but I knew I of grasping the fundamentals of gram-
was working with great artists who knew mar or mathematics at 7? Because I'm an
their jobs and only needed clear guid- enthusiast, and because I love learning
ance about what the production wanted", in chaos." Wootha loves to pick random
says Wootha. So, it was a lot of communi- articles about random things whenever
cation with the producer, Adam Lawson he's inspired to learn something new and
and the team. After that, Wootha worked wander the paths of knowledge.
for many clients, like Hex TCG, Brian Gra-
den, FFG and Future Publishing, ranging Another very important thing in which
from board games and publishing, to Wootha believes is to give to the com-
video games and TV. During this time, munity more than you take. Share pro-
he was also studying fundamentals of cesses, tips and tricks, secret recipes,
design to meet his next goal of moving useful discoveries, brushes, PSDs, tem-
into concept art and visual development. plates, and what not. Give insights on
He started working with various compa- struggles that you've been through and
nies in the USA, UK and China, like Pow- that you now know how to solve.
erhouse Animation, Atomhawk Design,
Axis Animation, and PsyOp as a concept In a simple word, teach.

54 Firestarter Mag #3 55
LECTURE
YOU HAVE ONE SHOT.
BY DAN LUVISI

It's daunting to think about and to


imagine with all of the opportunities
that surround you daily. As children, I
believe we all began as artists in some
shape or form. These endless palettes
of information and creativity had yet to
be suppressed or removed by growing
up. Once you pass through the stages
of school, you're molded and prepared
for your future where you will continue
through the forthcoming years of either
a college or university, and hopefully in
the end, you'll receive your diploma and
move onto the next chapter in life - the
most daunting of all.

Becoming an adult.

A lot of people always said to me, "Dan-


ny, have you always known you wanted to
be an artist?" and to which I respond, "It's
all I was ever good at." That's the truth I
still feel to this day, though, yes, maybe I
can pride myself on a few oven-fit meals
and the ability to hold a good kill-death

56 Firestarter Mag #3 Dan LuVisi by Jomaro Kindred for Firestarter | kindredconcepts.com Artwork ©Dan LuVisi | artstation.com/danluvisiart 57
Watching them inspired me to again These classes inspired me to go back
continue that journey they had taken, but home and build my craft, regardless of
to also fuse my own personality with it as the naysayers or bad grades.
they had with their work — though, first I
would have to actually learn how to draw Hell, I remember freaking out about not
and muster such a skill. having a college-degree; never once
have I been asked for one in my career.
It began with my dad testing me to copy
a Ninja Turtle character he had drawn. When I entered high school, I had moved
When he arrived home after work, my away to live with my father because, as I
mom proudly held up the image — col- stated above, I had failed middle school.
ored-in and all. From there, he had cre- Transferred to a new school, I was intro-
ated a monster. I would lock myself away verted and hard-placed to make friends. I
in the "upstairs basement" or, my room, hung out by myself, and listened to Limp
where I would create these visual "what Bizkit, Linkin Park, 2Pac, DMX, and John
if" scenarios involving all of my favor- Williams like a fiend. And, as you might
ite characters. Pitting foes like Batman have guessed, I drew.
against Judge Dredd or Darth Vader,
I'd then write little stories to accompany I drew a lot. Every day. On sketchbooks
them on this dinky-writing program, Cor- or random pieces of paper. If a student
al Writer, with MS Paint covers, and all. wanted a drawing of them being eat-
en by a T-rex? We were doing it. If a girl
I loved to dream and to go into these wanted herself drawn as Princess Leia?
realms that didn't exist in my backyard. Done. How did it probably look? Awful.
While I had numerous friends that did
ratio in a video game. But outside of that, bring me outside, drawing and writing Art allowed me to make friends and make it work. It helped reminding myself
art had always been this crystal-clear en- had always been a place of comfort for gave me something that didn't make of all the naysayers and negative things
deavor that I had wished to not only en- me. After my parents divorced, it became me feel like a nobody or a loser - names I had heard. Also, the idea of ‘flipping
dure its journey, but also learn from what a nest and eventually a safe-haven to my teachers or other students would burgers' one day, like my kindergarten
it had to offer me. escape depression or anxiety. Let's just often call me as a child. I never tried to teacher said I'd do if I was lucky, wasn't a
say Cinderella's stepmom was decent in be popular, and never went to parties or path I really wanted to take.
My parents were both artists, each in their comparison to my first. prom. Hell, I never even really had much
own separate medium. Before becoming of a girlfriend. But I had this dream. This Even though my high school teachers
a banker, my father had been a painter, But art allowed me to grow and evolve. dream of one day becoming this famous were no fans of mine and gave me D's
and my mother had positioned herself in Through elementary, middle school and artist and working on all the projects that and F's for my digital art of Neo and
interior design. I always say that I got the even high school, all of my teachers, once inspired me. Agent Smith, I was learning something
OCD-details from my mother's design while respectful of my work, had worried new. Digital art began to inspire and
side and the painter-vibes from my fa- that I wouldn't make it in life. My school So, my father went and bought me a push me in new ways that even drawing
ther. I remember the first time my father grades were sub-par, and I failed mid- tiny Graphire tablet after I had seen this on paper didn't. I eventually became ob-
uncovered a massive painting of a cave dle-school and was nearly held back. amazing digital-painting by the ever-so sessed with it, and took it to its furthest
woman he had done in his youth. Hav- skilled Justin Sweet. I tried teaching my- reaches, until one day I could proudly
ing put that dream behind him to instead ADD was there inside me, but I had re- self and it was near impossible at the say that painting was paying my bills.
take care of his family after his own father fused to use it as an excuse. While yes, time. Being 32 now, I was 15 at the time
had passed, there was a pining in me to it was challenging to focus, and as deli- and there were no such things as Gum- That wasn't enough, though. My father
continue that dream. cious as Twinkies are, shoved with con- road, Brainstorm or Schoolism. Instead, always told me, never work under some-
centration medicine (I couldn't swallow there was DeviantArt anime and poems. one's thumb for too long. Build your
My mother had an array of tools, devic- pills as a kid), school was just not for me. own empire and be your own boss. I
es, and other various artistic graphs that Courses such as history and English were I gave up several times. I felt that may- loved that. Of course, you could say,
I had no idea about what they were as a the only classes I could focus on. Things be this road wasn't right for me. My art "but wouldn't you be the thumb?" Nah,
child. But she would sit there, late into that, again, allowed me to escape — to wasn't being seen or viewed by anyone, I wanted something else — a common
the night, and coax these amazing blue- traverse to Omaha Beach, France during and I began to feel that so-called fear: ground for other artists who dreamed
prints out of nothing. D-Day, or experience the golden-age era doubt. Over the weeks though, I would of building their own worlds. Stephan
of architecture—though all in my head. continue to go back to it and try and Lokotsch, my business partner, who I had

58 Firestarter Mag #3 #LetsTalkArt 59


too much thought into their backstories inside, that it soon became a part of my You will be ridiculed and laughed at if you
other than the aesthetic of how they life. Ten years later, we've been fortunate stumble or fall, but that's the whole point
looked. But when I began posting more enough to have been optioned for a film, — to continue to get back up and fight
of them, the attraction grew for this prop- merchandise, such as toys, publishing for what you believe in. I used to think,
erty I knew nothing of. deals, and above all, an amazing, dedi- "Ha, that's all talk. People just say that to
cated, sincere and outrageously hum- lift your spirits." But I'm living proof that
It wasn't until I painted a masked and bling following that I hope can one day it's possible. Bust your ass, make connec-
blacked-out bounty hunter named Ga- see what I've been working on for the tions, lead by example, and make sure
briel that all of that would change. past several years. you put in your all. Like I said, you got
one shot to make something of your life.
It would be called LMS: Killbook of a Though, even above all of that, what I've You don't have to make a huge book, or
Bounty Hunter and also one of the most learned through this journey and experi- have toys built. Just do it for you. Do what
challenging journeys I had ever gone on. ence — it now having been ten years since makes you happy, and build a legacy, so
When the idea was conceived, I pulled I began LMS on January 2nd, 2008  — is one day someone can hold your art, your
Stephan into his home and said that we that I have never felt happier with my writing, or watch your show or film and
may have something here. I didn't know decisions when it comes to building my go, "Wow. I'm going to do that one day."
what exactly, but I set a deadline and a own worlds or having others put their Just like I thought when I watched Star
goal for a pitch. When I hit it, we pitched own talents and skills into helping build- Wars: A New Hope for the first time.
it to Heavy Metal where Kevin Eastman ing it alongside me. Never limit yourself.
agreed to publish. Never stand down. Never give up, and And if not, I'll leave you with something
always continue to push through the my father once told me:
met in my twenties, also had that very I was ecstatic and thrilled, but now I had bullshit and doubt. Life is full of it, and it "Danny, it's either going to be you, or
same dream. After numerous failed gigs, to make a book. will constantly try to take you down. You someone else, who wants it more."
I was running out of money after gradu- will be taunted, judged, and mocked for Godspeed.
ating high school. Having saved up most What was supposed to only be 30 pag- your bold decisions. Dan LuVisi
of my lunch money and allowance, I was es morphed into a sprawling near-300
able to move out very soon and throw pages of world-building, characters,
my hat into the ring. I got hired, but also lore and all. I became obsessed with it,
fired quickly after by several studios, as pushing aside everything to build what
deadlines didn't get along with me. I felt could become something big one
day. I couldn't help it. I had never felt
After meeting Stephan, though, we both so attached to a world or the characters
spoke of stepping outside of the box
and building something new. A platform
that would allow the artists to be up front
and in the spotlight, not hidden among
a sea of names. If we designed and built
these worlds, then why couldn't we tell
their stories, as well?

This pipe-dream of ours would take


years, but about 12 years ago, I agreed
to it. We fought hard, and through many
challenging and rewarding situations,
we prevailed until eventually we built our
company, Section 9 Entertainment. How-
ever, to become known and established,
we would first need a brand and some-
thing to show off.

In 2008, I began designing several char-


acters who were nothing more than ba-
dasses doing badass things. I didn't put

60 Firestarter Mag #3 #LetsTalkArt 61


RUNNING IN CIRCLES
OR MY COMPLETELY RANDOM JOURNEY
LECTURE BY MARK MOLNAR

ART SAVED MY LIFE ed a purpose in my life. My mom worked


I have always drawn, and as long as I at a cultural centre back then and they
can remember back, drawing was a part had a life drawing course there, so they
of playing for me since I was very little. I thought, why not try that? I always loved
was drawing gigantic battle scenes with drawing, anyway.
ninjas, knights, helicopters, and tanks
around castles guarded by robots and It was kind of a revelation for me, as I
loved it. The only problem was that I realised that art was more than just a fun
was doing this instead of my homework way to spend my afternoon, and actually
or school assignments, which is not the a real thing that people could do for a
best thing if you are in primary school. living. I was absolutely hooked the very
Then, there was a point where hanging first time and never looked back since.
around the block with other kids became
more important than drawing. Even if I HIGH SCHOOL AND THE REAL LIFE
was only a kid, my way of life started to A couple years later, I ended up going to
become more and more damaging to a special fine art class in one of our local
my learning and family life. As the final high schools. Thanks to my really support-
result, I ran away from home because I ive art teachers there, I had the chance to
could not face my parents and, more experiment with various mediums and
importantly, my own faults. After a few techniques and they also introduced me
days on the streets at the age of twelve, I to design and illustration. At the age of
went home because I realised what was 18, I moved away from my parents to
right and what was wrong in my life. I was Budapest, and managed to get into the
really lucky, because I had super under- main design university in Hungary. I am
standing parents and they knew I need- not from a particularly poor family, but I

62 Firestarter Mag #3 Mark Molnar by Halil Ural for Firestarter | artstation.com/mrdream Artwork ©Mark Molnar | markmolnar.com | pixoloid.net 63
not handle all the pressure and at age lustration, design, movies – and I realized NEW ZEALAND V.02 –
22, I had my first burnout. Everybody in that people actually did this for a living! THE FIRST REAL JOB AND MORE!
my surroundings thought I was crazy to I did not know this was 'concept art' or Not long after graduating from my mas-
move away from all the awesome work 'concept design', though. Back in 2003, ter's at uni, I started to work for game
and the prestigious school, but I knew I those terms barely existed. It was funny company in New Zealand as a freelancer.
had to step off of this insane treadwheel. that I had to go to literally the other end Luckily, they were really happy with my
So I moved to the farthest place I could of the world to rediscover myself as an work and about 5–6 months later they
find from home, New Zealand... artist and also find something that I could wanted me to join the team. I accepted
be truly passionate about. So I closed the offer and closed another circle in my
NEW ZEALAND V.01 – THE ESCAPE this circle and went back to where I start- life – back to where I let off, again. It was
I was making good money compared to ed, but with a purpose. a small team of young guys, a great team
my fellow students, but I was also spend- with a bit too ambitious of a project. I
ing a lot, so I did not have much savings. BACK TO UNI AND GOING DIGITAL learned a lot there, always tried to pick up
I could manage to buy my return flight Fortunately, I'd had the chance to skip new techniques from my peers and was
ticket (valid for a year) and had around a year at uni, so I was going back to the drawing and painting like crazy the whole
$500 in my pocket when I arrived with same school, just to a year behind my day. Unfortunately, I moved to the com-
one of my friends at the most beauti- previous class. During the year I spent pany just a year before the credit crisis hit
ful place on Earth. We were doing any away from academic studying, I realised the global economy. After the financial
work we could find in the first couple the only one stopping me from really backing started to disappear, they had to
of months – I was picking apples, doing enjoying my studies and school assign- close down the studio, like many others
gardening, chopping huge bushweed ments was myself. From this point on, I at that time. Besides my day job I kept
with a machete, packing avocados and tried to focus all my energy on channel- some of my freelance work, so I was lucky
kiwifruit – and I was absolutely loving it. ing my studies towards concept art and that I could go back to full-time freelance.
Dune - The Baron © Centipede Press / Mark Molnar

Everything was out of my comfort zone digital illustration. The funny thing was As a result, I also started working for the
and was totally different than what I was that I knew about artwork created digital- hobby game industry, doing illustrations
doing before. But the biggest plus was ly, and I did not know that graphic tab- for books and cards for IPs, like Warham-
that in my freetime I could finally focus lets were a thing. I tried to draw and paint mer and Warhammer 40k.
on my own art again. A few months later with a mouse, but I even enjoyed the pain
my girlfriend (now my wife) also joined in my wrist at the end of a long day… And then came the cherry on top. I was in
me and together we managed to save touch with the great folks at Weta, send-
up enough money to hit the road and Back then, there weren't any online tu- ing them my updated portfolio once ev-
just live from our art. torials, and I did not even have internet ery year since I'd left New Zealand the
at my student apartment at first. I tried first time. And this time they called me in
After we traveled around both islands, to dig myself into the freshly-started fo- to work there for a short period. But this
we ended up settling down in Wellington rums of Conceptart.org and was lurking was a crazy period financially for them,
at a huge hippy house. One of our flat- around the speedpainting threads of as well; this was the time when they'd al-
always had to pay for my apartment, bills, mates was a sculptor, who was working Sijun, where art heroes like Sparth and ready finished the concept phase of The
food, etc. At first, I did any jobs I could in Peter Jackson's King Kong back then, Levi were posting daily updates. Hobbit movies, but could not start the
find, including working in cold storage and he offered to make a recommenda- actual production, because of copyright
packaging yogurts and stamping enve- tion in the production for me. So I found Beside my art, I also had to work, of issues between production companies.
lopes at a post office to name a few. After myself working with the set finisher team course, but I pushed my personal art
I got a bit more experience in graphic de- of King Kong the very next week. much harder. I was still making a living
sign, I somehow ended up working for an from graphic design and theatre-relat-
event planning company. First I was do- HOLY SHIT! WTF IS CONCEPT ART?! ed jobs mainly, but after about a year I
ing small graphics, then the entire thing When working on the amazing sets of slowly started to get a bit of freelance
picked up and I was designing the visual King Kong, one day I found a reference concept work through Conceptart.org.
appearance of whole corporate events. I folder full of printed-out mood concepts At first, I was doing gigs for free or very
was doing multiple jobs, working at fes- and set designs done by the incredible little money, but it was great to get ex-
tivals, designing sets for theatre pieces, artists at Weta. I was totally blown away. perience with real clients. Slowly, but
and doing my own personal paintings I created visuals and drawings for my set surely, I managed to build up a portfolio
plus trying to manage all my classes and designs before, but this was a totally dif- and transition from being a fairly alright
homework at uni at the same time. Well, it ferent level. This combined all the things graphic designer to a beginner freelance
wasn't the best idea. After a point I could I loved in art – storytelling, figurative il- concept artist / digital illustrator.

64 Firestarter Mag #3 Photo ©Industry Workshops 65


When I finished my time there, I had a I woke up at 6 every day, did my home- All the work I had found in LA somehow
chat with Richard Taylor and he said he work till around 10, worked on the pitch kept going, and I was doing covers and
was really happy with my performance and other ‘real' work from 10 to 6 with interior illustrations for publishers main-
and would like to keep me on board… a short lunch break, then to school from ly in the States, and had the chance to
but not this time. That they would call me 7–10, then a bit of practice on what we create artwork for the promotional cam-
as soon as the production on The Hobbit learned in class till around midnight or paign of movies, like Riddick, Godzilla
started, though this could be a month, or 1, sometimes 2 in the morning, and then or Planet of the Apes. This was the time
six. On the personal side of my life, there again… for 4 months. It was a crazy peri- when recruiters started to approach me
were some serious health issues with my od, but I think I grew the most as an art- with job offers. I did not talk about this
ist in that time. I had the chance to learn before, but I'd applied to hundreds of
from guys like James Paick, Bryan Wyn- jobs at game and VFX companies and I
ia, Jerad Marantz, Vaughan Ling, Carlo can tell you being the worst at doing in-
Arellano and Andy Chung, and to attend terviews and trial work. I can seem really
the workshops of Jamie Jones, Nathan self-conscious, sometimes even cocky

Guardian Towers © Mark Molnar


Fowkes and Chris Appelhans. from the outside, but I can tell you that it
all comes from that I am super-introvert-
Somehow all the energy I was pumping ed and insecure, and thinking that most
into my own art came back to me through of the stuff I do is a pile of crap and that
various ways and I had the chance to I honestly have no idea how to talk with
work on projects that I never dreamed people at all. So basically, I have had
of. I ended up creating covers for the lots of chances to get into companies
hobby game line of Star Wars and, out of through some messy interviewing pro-

Senua - Hellblade Marketing Art © Ninja Theory


the blue, I was painting matte paintings cesses, but I always fucked it up some-
Leviathan Wakes - Cover Art © Editora Aleph

Time Warner commercials. I also started how. I was blocked completely during an
my Dune Project here as a school assign- interview, did my worst-ever work for a
ment for James Paick, and I created some character design test, you name it. That's
creature designs in class that were by the why I was really sceptical about these
editors at ImagineFX mag on my blog. As offers from recruiters and turned them
a result, I became a regular writer / con- down instantly most of the times.
tributor for IFX for years and just recently
I had the chance to work on the upcom- NINJAS OF ALBION
ing, fully-illustrated special edition of the What happened after this was abso-
original Dune. Stepping out of my com- lutely random. I was in the middle of a
fort zone helped me again and made me deadline, when I got a call from an agent
girlfriend's mom, so I considered this a a different person. about a role at a really cool company. a month after I arrived. Imagine how I
sign that we had to move back home. I Then, I totally forgot about the the whole freaked out! I had just moved all my stuff
also think that I just wasn't good enough CO-WORKING FREELANCE thing till about 6 weeks later, when I got a there, signed a contract for an apartment
to work there as a full-time artist back But I had to close this circle, as well, and call from the agent – "I have good news! for a one-year minimum, and was still on
then, but it was a great experience to see return back home. It would have been You are going to have a phone interview my trial period. Luckily, the team really
where I needed to improve. Another cir- great to stay in LA, but my fiancée was tomorrow morning!" "Wait, what?" From liked my work and already had plans, so
cle closed and I was back home again, a back home and there are things, that that point on, everything happened re- that was the point when we started work-
little more experienced, but also ready to are more important than the coolest ally fast. I had the phone interview, then ing on Hellblade. I am super proud that I
push myself even harder... gig. I knew I would go back to the solo another one through Skype, then anoth- could have been part of that project and
style of freelance work, but even after er two-hour long one with all the depart- I am really glad that the team managed
LOS ANGELES - THE REAL ART SCHOOL a few weeks, I was missing all the cre- ment heads from the company. And in to achieve what the directors and what
I spent a bit more than a year in Budapest ative input I got in LA from my teachers the end, I got a job offer and that's how we wanted to achieve at the beginning
working as a freelancer, mainly doing il- and friends. I felt isolated and alone. I ended up working as a senior at Ninja – creating a beautiful and meaningful
lustration jobs and sometimes helping Then suddenly, I started to bump into Theory a few months later. Circling back experience. Unfortunately, my fiancée
out in film and animation pitches. When artists who were talking about the exact to game development again… had some serious issues in her family
I was approached to work on a bigger same thing. It did not take long, once and could not move to the UK with me,
pitch for an animated feature for a client we teamed up, to rent an empty flat in Originally, I signed up to be a lead con- so after over a year of a long distance re-
in LA, I thought that it would be the per- downtown Budapest, which we turned cept artist for a major comic adaptation, lationship and travelling back and forth,
fect opportunity to go back to school. into a co-working office. but the publisher pulled the plug only I felt I had to be beside her. I was really

66 Firestarter Mag #3 #LetsTalkArt 67


Bamboo Forest Duel © Mark Molnar
sorry I could not stay at NT longer, but I PIXOLOID STUDIOS
stayed till we finished the main pre-pro- After closing my latest circle and mov-
duction phase of Hellblade and another ing back home again, I moved a bit away
game pitch for a big publisher. from social media and wanted to focus on
my private life. I also felt I needed some-
BEHIND THE PIXELS thing different on the work side. I loved
During my time at NT, I really missed the creative buzz of working in a studio
teaching, but it wasn't realistic with my environment, but I also enjoyed the ver-
full-time job and occasional freelance satility of the freelance life, so I was hop-
work. That's when I was thinking about ing to combine the two somehow. One
putting together a tutorial book. After of my long-time friends from uni (also a
years of doing tutorials and Q&A arti- freelancer doing art direction and digital
cles for ImagineFX and putting togeth- art, just on the tv and advertising side,
er some videos, it seemed like a good mainly) and I had already talked about
idea. I wanted to put together the book starting up a company before, so we de-
that my younger self wanted when I was cided to team up and try to channel our
starting out in concept art. It was pure work through this new enterprise. I hon-
coincidence that IAMag (ItsArt, back estly never thought that this whole thing
then) was looking for projects to crowd- would pick up this fast, but since then
fund through their website, and after a we've grown from the two of us, to six or
few Skype calls, we teamed up to do the seven awesome artists working in-house
project. I realised that using only my art- and we've done concept design work for
work and tutorials would not reflect the companies like Universal, Paramount, Li-
industry, so I tried to invite guest artists onsgate, Sony, National Geographic and
into the book and their responses just Digic Pictures, to name a few. So, I can't
blew me away. I wrote to 32 working wait to see what the next year brings...
professionals whose work I absolutely
admire and who I know personally from I never imagined that I would have a
workshops or from online forums, and chance to work on the projects I work on
each one of them replied in a only a few now and most of my journey happened
hours saying, 'yes'. I am really thank- accidentally, to be honest. The only thing
ful for them, because without their ini- that was constant was my drive to learn
tial support and contributions later, my more and be not just a better artist, but
book would not be what it is. So what a better person. So, the most important
was planned to be a 100 page small, advice I can give to young artists is to
turned out to be a nearly 300 pages long never give up on their dreams, work hard
book with 400+ full-color works of art, and just be persistent. Life will sort out
covering nearly all aspects of concept the rest - even if you feel you are running
art in the industry. in random circles sometimes. :)

68 Firestarter Mag #3 69
the role of the individual artist in all that?
Maybe the answer lies in taking tradi-
tional methods and skills seriously and
applying them in new formats with new
technology. Nevertheless, drawing, mix-
ing three colours, perspective and rules
about how to tell a good story might still
be valid nowadays, as we are still human
beings who have not changed so much
in the last 50,000 years. We sat around
campfires and handcrafted cave paint-
ings – now we have virtual reality.

©Elena Casadoro
Everyone likes the story of a man with a
calling! How did you to decide to create
this school?
It sparked because I told my story. My
personal and professional path led to this brain science, adding the whole spectrum
development and helped me to form a of what I have done so far, and pour it into
team. I guess trust was built up because the art of visual storytelling.

INTERVIEW of my diverse background, ranging from


graphic design and new media art, to
brain science, and live-action roleplaying.
Comics and illustration are about cre-
ating visual stories. Why are stories im-

COLLEGE OF X I worked more than 10 years as a graphic


designer starting with a private course (a
portant?
To put it shortly, what our senses and our
BY MASH BAITMAN bit like the ones we are creating now), but cognitive system do to understand and
also organised and finished an individual interact with our environment all day
study plan, "Cognitive Neuroscience" – es- long is storytelling. Meaning is not creat-
College of X - Interview by Mash Baitman This means teaching the nuts and bolts in sentially brain science – at the University of ed through perfect comprehension, but
with Herwig Kopp, co-founder, director comics, illustration, animation and game Vienna. Later, I added new media art and through adding and leaving out and dis-
and CEO of Berlin's new institution for design in part-time private courses – in conceptual art at the Academy of Fine Arts torting and bending and filling the gaps
teaching Visual Arts English – starting in Fall 2018. Traditional to the mix, and I am an avid live-action – mostly with our memory, which is far
teaching is still needed because of the roleplayer, Nordic-style, playing charac- from being reliable. We understand the
What is College of X? What are you go- ongoing digital transformation, which ters on Swedish battleships or Polish cas- world through stories. We invent, weigh
ing to be teaching there, and why does it tends to overwhelm with too many op- tles. My partners, with their experience of and concatenate concepts all the time
need teaching? tions and gives the impression you have building up nine schools – one of them in and express them in sequences, calling
College of X is tackling the "Art of Visual everything at your fingertips. But focus Chicago – may have thought that this was it communication. That might be obvi-
Storytelling" as an upcoming private insti- is difficult and procrastination through the right mind to team up with and create ous to some, but actually it's not easy to
tution to enrich the Berlin scene with long- social media a common habit. We think something new, together. Once I was giv- argue in a scientific way, and it's much
term courses and an international scope. that a local professional community and en the advice that I should probably start more difficult to prove, because proof
It's for talented individuals after their leav- structured, long-term continuity does my own institute by a professor during my I consider storytelling, as well. You may
ing exams, students battling with the uni- develop a singular artistic path sustain- studies of brain science. That was more guess that many scientists might not be
versity system or young professionals who ably. We also believe that community critique than praise – the suggestion there happy with my view.
want to enlarge or change their arsenal of and continuity are the best remedies for was to be more humble. You probably
skills. Powered by 40 years of know-how self-motivation, which poses one of the could not, and should not, start your own There seems to be a sentiment in science
from an Italian chain of art schools, Scuola biggest challenges in learning. To keep institute when you're still in the midst of that stories are, by their nature, fanciful
Internazionale di Comics, it is set up as an you on track, saving time and headspace your own studies, but somehow the idea and cannot express reality in a way that's
innovation lab and independent brand to in the long run, we offer you a family, stuck. I was then following my own path, scientific. In a sense, stories are opposed
blend the traditionally strong background challenges and a gateway to the inter- teaching transmedia storytelling (Torino to what science presumes to stand for.
of illustration and comics in Italy with the national scene, with quiet space to work Film Lab, Peking University, etc.) and work- That's just another story they like telling
vision of a contemporary digital capital, at putting your new skills into practice. ing in the film and games industry since I and that's totally fine. Science is particu-
Berlin. We believe that art, storytelling We live in very exciting times. What does came to Berlin ten years ago. Now, there is larly good at producing coherent stories
and tech are the future. "cyberpunk" mean to visual art? What is an opportunity to head back into applied and setting standards, which then change

70 Firestarter Mag #3 collegeofx.com | mashabaitman.com #LetsTalkArt 71


and evolve over time. Paradigms do shift. They don't need to go to a college to I think the main goal is to enlarge vision, Berlin is a hive, and it's abuzz with in-
But concerning absolute proof, I would study their craft. There are many ways in perspective and the horizon for people teresting minds and talent from all over
contest that we have an ultimate world- which to reach one's destination, many attending our College. I think it's not the world. We are searching for people
view now and will not be any wiser in 500 "Romes." Actually, our partner's network enough to give people tools; you have who can teach in English, but we are also
years. I don't say "I have truth" – I don't was founded in Rome and the current to give people multiple perspectives looking closely at how they teach – like I
trust any truth that is being brought to artistic director is Paolo Eleuteri Serpieri, which interest them – some for the mar- said, it's important for us to inspire and
us as "the one and only truth", but I trust world-famous for his Druuna series. We ket, some for their personal growth. You evolve a taste. We are still in negotiation
storytelling because it may tell us at least are a private institution, not a university, can work and study from home and not with our teachers, so I can't give more
something, giving us options for interpre- offering private courses for developing even want to interact with the visual arts details at the moment without spilling
tation. So, storytelling is everything. your portfolio. Certificates do not count community and the market, but at a cer- the beans. So, stay tuned to find out what
much anymore, but your portfolio and tain point you have to. And at that mo- diamonds we find as we dig through Ber-
What is the best way to learn art skills? experience does – the quality of your ment, one has to know what to do to sur- lin's visual art scene!
[laughs] Well, again, it's storytelling. work. This partnership with the Scuola vive or even make a good living.
It's the human base – we're not getting Internazionale di Comics has shown that I'm really excited to see this new school
ourselves into a circular logic here, it's learning through good teachers and in I feel like in certain circles of the online come together.
elementary and often still undervalued. a community can teach students more concept art community there can be very We are, too! We started in 2017 with a
Teaching is all about telling a story, as than just how to create and execute narrow definitions of what is good art and series of events around comics & VR, and
well. It has to be fun and meaningful to standard artwork. Developing inside of what isn't – that was very much the culture did a sci-fi themed life-drawing class and
capture attention and stick. The best way a local community is much more joy- I brought to the academy I went to. It puts party in collaboration with Drink & Draw.
to learn is with compelling storytelling ful – you meet people, work with them most of the emphasis on how nice your There is more to come before we open
on multiple levels to generate a passion and set up activities together. We offer a drawing looks, and how well executed it this year – for example, one can also join
for learning. No method can help you if plan which lets you work and learn and is vs. how expressive it is and how good the Nighthawks Berlin, a series of casu-
you do not want to learn. In our times of gives you tools to help you go on by of a story it tells – the emotion it conveys. al meetings (check out the Nighthawks
digital transformation, there are myriads yourself. Practice and projects matter, as Nowadays, I think it's important to place Berlin Facebook group). It's all very awe-
of options to reach out for knowledge – well as teamwork. story, meaning, and emotion on the same some to me. I know some of the people
that's not a problem. It's not just about level of importance as the execution. involved, and how amazing and talented
the fire of inspiration; it's about meaning- What do you intend to impart to your pro- they are. I think there's a real opportunity,
ful application. You can wind up cooking spective students that sets you apart from I totally agree. If you're only following especially here in Berlin, for us all to real-
a dull bean soup, or a burned one like similar programmes, analogue or online? down the path of cherishing resem- ly inspire each other and kindle each oth-
you see desperadoes eating in Wild West Skills alone are not enough. We teach blance with reality, then we might lose all er's fires. So, you guys are doing great!
movies, but you can also have a 3-Miche- skills, as well, but again, skills alone will the options and expressions we can put
lin star recipe unfolding on your palate. not bring a piece of art to its point. It forward through abstraction and simpli- About the interviewer:
might look nice and look beautiful, but fication. A stylistically narrow drawing Mash "Bard" Baitman is a verbal and vi-
Tough question time: pretty much any you need a human component to bring may even express more "reality." A mir- sual storyteller, a curious weirdo, and a
info needed to become a top-tier artist the point home. In the end, you gotta tell ror perspective on art – favouring only character designer living in Berlin. He
exists for free on the internet as tutorials, a good story. Better yet, a very good sto- techniques which replicate and repre- has been creating characters and their
articles, and forums. Why does a mod- ry! Even with the details. Teaching means sent the world "realistically" – is only one fashions and life stories for as long as he
ern, aspiring artist even need to go to a to give opportunities to find out, "What is possible way. We can excel at that, but can remember, but also professionally
college to study their craft? a good story? Do I tell something interest- we already have inventions that recre- for over six years.
ing and fun?" It gives you additional value ate "reality" – the mirror and the camera.
for your own work and for storytellers and Those work very well and were technol-
worldbuilders who ask you to give them ogies challenging artistic production. I
a matte painting or a character design. think a broader spectrum is more inter-
These skills will come in handy because esting, and might have led to comics, for
they are human skills which cannot be example, which is an artform that reduc-
modelled easily by machines, so you are es and simplifies so you can tell a story
less likely to be replaced by a robot. even more efficiently than with realistic
representations or adding movement
Young people often are. I realize in retro- with animation.
spect that my art academy's job was pri-
©Herwig Kopp

©Herwig Kopp
marily to widen my horizons. How is Col- Who are the teachers at the college?
lege of X going to widen the students' The best people we can find here, and
horizons? we're bringing international ones in, too.

72 Firestarter Mag #3 Find College of X on Facebook and Instagram #LetsTalkArt 73


STYLIZATION WITH SOUL
LECTURE BY ALMU REDONDO

Almu Redondo is a storyboard and and its soul (psychology, story, gesture,
concept artist, architect in a past life, acting, principles of animation applied
passionate and endlessly enthusiastic to this). In this number we will glance
about stories. She has worked for VFX over some of the concepts developed in
and Animation companies like Axis/ her lecture.
Flaunt Productions, Lighthouse Studios
or Blue Zoo helping develop films and Creating stylized characters and worlds
international animated TV Series to be is fascinating but "strength is nothing
announced. In VFX she worked for com- without control". Stylization is nothing
panies like Outpost VFX and The Mill, for without soul and story. Every decision
clients like Disney, LucasArts, The Wein- counts and the challenge to make a sol-
stein Company or Universal, in titles like id, relatable and "living" character is the
Jason Bourne, iBoy, Stratton or Star Wars
Battle Quads advertisement.

In this year's Industry Workshop, she


talked about how to create stylized char-
acters with soul and how to apply "Intelli-
gent exaggeration", giving them the 4th
dimension and personality that our sto-
ries demand. These concepts can apply
to designing, sculpting and storyboard-
ing. We talked about the techniques for
stylization applied to character design
(construction, principles of appeal…)

74 Firestarter Mag #3 Almu Redondo by Lalanda Hruschka for Firestarter | lalandadraws.com Artwork ©Almu Redondo | almuredondo.com / Photo @Rob Davies 75
most difficult and exciting part of it. To These two core ideas will be present in "avoiding the ladder". This is, keeping CHARACTER SOUL: PSYCHOLOGY
achieve this, our guide will be the Walt all stylized characters, from storyboard, away from even distributions. Sometimes To give this dimension, we can make use
Stanchfield mantra: "Draw ideas, not to design, to sculpture, emphasizing in inspiration won't come alone, so you can of an extremely interesting technique
things; Action, not poses; Gestures, not each step different aspects. Techniques generate random "proportion boxes" used by actors and psychologists to de-
anatomical structures" To communicate and construction are more important that you can then fill in with the 3 parts of fine the personality of their roles or cli-
the greatest amount of story and per- and fundamental in sculpture. Character the body: head, torso and legs. Relativity ents. This is the "Enneagram", a theory
sonality, with the fewest number of lines design is the perfect balance between is a main player here, if you want to get that states that every human being can
should be our objective and that is what both, where we need to show the charac- the feeling of a big head, the next part of be classified in 9 personality types and
we will try to accomplish with this talk. ter's construction as well as their person- the body, the torso, should be shorter so that we all have a main "fear" and a main
ality and backstory.   And in storyboard, the head will look bigger. Same with long "passion" that would determine our ac-
To that end, we will apply what I called story is king. Here characters should be legs/ short torso, big chest (hero type) / tions and reactions to the world. It also
"Intelligent Exaggeration". Cartoon ex- on model as much as possible, but we shorter legs, etc... adds that each one of us has a hero and
aggeration can be our best ally to create should focus on the acting, the story a demon inside of us, we can be the
mind bending characters full of feelings moment and the emotion. A good sto- The balance between complexity and brightest hero when we are in our best,
and story or our arch-nemesis if it's done ryboard could move us just with drawn simplicity is often determined by the kind or we can be the worst psychopath when
without a clear purpose or direction. This stick figures. of production: animation usually needs we are under the most "stressful" levels
could be achieved with a fine balance simpler, clearer characters, especially in of our personality. Fascinating, isn't it?
between two core ideas: Techniques CHARACTER TECHNIQUE: 2d animation. More complex characters This will give us straight away the key
(the OUTSIDE; Construction, principles CONSTRUCTION are only affordable in video games usu- motivations of our character, as well as
of appeal and style) and Soul (The IN- For stylization we need to apply both de- ally, or sculpture, as often the animation their growth (or decadence) arc.
SIDE; Psychology, Story, Gesture and scriptive anatomy and what we could call is minimal or a looped one and the need
acting). Too much story in our design "stylized anatomy", anatomy thought for for "acting silhouette readability" is lower. CHARACTER SOUL: STORY
would make it become a storyboard, and animators, related to movement and sto- Having the main conflict and the arc of
too much construction would lead to an ry. Of this we won't talk here as there is a Spiky, straight, broken lines, angular our character pretty well defined with
interesting, but lifeless character. great number of better teachers on the lines, flowy lines... They can evoke differ- the Enneagram, the next question  to ask
internet, being Scott Eaton or Glenn Vilp- ent emotions. This can be extremely use- is: Who is our character? Where does he
pu some of the best ones. Today we will ful for us. You can combine them creating come from? Our characters are defined
focus in the different features and tech- more straight and righteous characters or by 3 dimensions; the External Appear-
niques that we can use to bring extra life more friendly and rounded ones. In the ance (external features that we can see,
to our stylized characters. image in the side we compare the angu- body posture, clothes, age, race, gender,
lar character of Ronald Searle against the way of speaking...), their Backstory (we
One of them is the face triangle or mar- softness of line of Fred Moore. are the result of what we have lived, trau-
ble theory. It comes from caricature de-
sign and it helps immensely to know what
to push in a face and how we can tell a
story with it. It starts from the bases of
the "perfect human face", with the thirds
and half divisions of the face. Well, this
perfectly proportioned guy doesn't exist
in real life, but thanks to him we can see
in people's faces when a nose is longer
than usual, and what feelings and per-
sonality that brings to it. Also, there is an
imaginary triangle in the face built from
a string that connects both eyes and that
gets pulled down as we get older which
makes the eyes get together. This is
something that you can use to your ben-
efit in order to bring some age, wisdom,
appeal or evilness to your characters.
Proportions and relative proportions are
the key to bring appeal and style. Keep in
mind one of the most important things:

76 Firestarter Mag #3 #LetsTalkArt 77


mas, conditioners) and their Actions (Be- book "What everybody is saying" by Joe INTELLIGENT EXAGGERATION
haviour, revealed in the crysis moments, Navarro. It is the best compilation and Now,  having clear the story, personality
contradictions with their "social mask"...) best explained guide for body language and world of our character, you can push
How we play these 3 is what makes our ever done in my opinion. Written by an and pull shapes and volumes applying
character interesting. Look at Tyrion ex FBI agent, Navarro explains these the construction techniques to make
Lannister. He is rich with a limited body concepts applied to real cases he solved a great and attractive character. The
complexion (1/ External Appearance), in real life thanks to being able to read most important thing is to focus on the
with a big past of suffering ang bullying body language. In our drawings, acting strengths and key ideas of the character.
on his shoulders (2/ Backstory), and has and gesture will be given by the line of In the 2 examples that I created, we use
the biggest guts and brains (and heart action, and the underlying and apparent worldwide-known characters, so we can
sometimes) of the whole series (3/ Ac- acting of the character (what the charac- all be in the same page and be familiar
tions). Isn't this a winner combo? ter is saying, and what he or she is really with the script. These are Snape and Her-
meaning or feeling) This is extremely im- mione from Harry Potter. We can see how
CHARACTER SOUL: portant for us when posing our charac- we have clearly defined their personali-
ACTING AND GESTURE ters, building their expression sheets and ty and essence, and have constructed
For this part of the design, we can find it is FUNDAMENTAL for storyboarding. the character around it, designing from
everything we need in the awesome the inside out, creating shapes and lines
emerging from the soul of the character.
This way be have breathing characters
with loads of story in them.

Finally, applying this to production , we


can see how these concepts are present
in all phases of design from the early sto-
ryboards to the final sculpt of the charac-
ters, each step emphasizing story or con-
struction. Applying these ideas will help
you balance your design and focus your
intentions and your story in awesome
rocking design! Best of luck!  

78 Firestarter Mag #3 Photos ©Industry Workshops #LetsTalkArt 79


REWIRING YOUR BRAIN
FOR SUCCESS
LECTURE BY STEVEN CORMANN

This is summary of my talk at IFCC 2017. and vaguely motivating quotes. And why
The main idea of it was to give people would you be interested in knowing this?
something a bit different than the "usual" Well, because life is short, if you haven't
motivational speech, something that is not noticed yet, and you are busy, so you
abstract, and a few principles that anybody have no time to waste, and want results as
can apply to any aspect of life, including quickly as possible.
the pursuit of a successful art career.

I'm a newcomer in this industry. I bought


my Wacom tablet on January 1st, 2014, so
it's been four years as I write this and it had
been a little over three years since I came
up with this talk. I thought I could try to
talk a little bit about my personal journey,
and how I decided to go from metal drum-
mer without a cent in my pocket to matte
painter in the entertainment industry at
the age of 30 – quite a radical change, but
I'm happy to say that it worked out. Now
even if I consider myself nowhere close
to where I want to be, what I discovered
and learned during those years is that
you can reprogram your brain for success
using very real and scientifically proven
methods. So this is not about abstract

80 Firestarter Mag #3 Steven Cormann by Aleksandar Ignatov for Firestarter | artstation.com/ignatov Artwork @Steven Cormann | artstation.com/stevencormann 81
© kitbash3d.com

If you're not familiar with the concept you forward. You need to write down that mind is logical, analytical; it's the think- Example:
of goals, this is where you should start. goal now. And it has to be specific, not ing part of the brain. The subconscious is See yourself as an artist, not as an "as-
You need to have a clear goal and a very vague. If you don't have that goal, think responsible for storing memory and for piring" artist. If you talk to yourself that
strong and emotional reason for why you about it. In my case, I had always wanted automatic behaviors, reflexes, and habits. way, your subconscious will move you
absolutely must achieve that goal. If you to work on films and do art, but never had Remember that your subconscious does towards something that will always be in
don't know where you're going, you'll the confidence to do it or a clear vision of not reason. Think about your brain as the the future and will never happen. I'm ex-
probably end up nowhere, and it's as sim- how to get there. That lead me to pursue Enterprise. The conscious mind is Captain aggerating a little, but you get the idea.
ple as that. Action without planning will something with no real goal behind it. At Kirk, who sends orders to the people in
cause you to fail. And believe me, I know the age of 29, I found myself broke, with- the engine room. The guy in the engine Other examples:
a thing or two about failure. We spend so out any goal in life – the lowest I had ever room will execute any order coming from Instead of saying, "I'll always suck",
much time planning our weekends, our been. That allowed me to think, and think Kirk, even if it's stupid and makes the ship change that to, "I'm 100% responsible
parties, our vacations, so why wouldn't we a lot, and reconnect with myself and who crash into an asteroid. Your subconscious for my results."
also plan our life? We know time is limit- I really am, and what the future was go- is like a computer that will obey any com- Instead of, "I wish I could paint like Craig
ed, so why not be smart about it? ing to be. I discovered I had a vision for mand, whether true or false. Mullins.", say, "I can paint like Craig Mull-
the future, and a goal I needed to achieve ins". Don't be afraid to lie to yourself. It's
Goals with a strong emotional foundation no matter what. That goal was strongly Example: not being arrogant, it's just positive self-
and properly planted in your subcon- connected to what I was and what I really "Don't think about flying monkeys." talk in order to "hack" the computer that
scious provide direction and stimulate ac- liked when I was a kid. I discovered that is your subconscious mind.
tion. That goal is the first thing you abso- it had always been there but I just didn't You have to think about flying monkeys Instead of "I can't", say "I can."
lutely need to have. When you have that, I give it enough attention. because your brain can't process nega- Instead of "I'll try", say "I am doing it."
promise you that you'll never want to sleep tion, and you always move toward what
late on Sunday, you'll never want to pro- That goal also needs to be big. It has to be you think about the most. Knowing that,
crastinate anymore, and you'll keep going the thing you really want to achieve, and we can consciously send the right orders
even when you want to quit. That "oh no, you cannot settle for less than that, other- to the subconscious. Always use posi-
it's Monday" will turn to "Yes! A new week wise that goal will not be strong enough to tive affirmations. Always think and talk to
to move closer to my goal!" You'll never motivate you, because the point of this is yourself in the present, and practice pos-
look forward to sleeping for ten hours, to see that goal as a reality, as something itive self-talk. If you have that goal, if you
because you'll want to sleep just enough that you will achieve without a shadow of a know what you need to do but for some
to get back to work. That is the secret of doubt. Now let's talk about science. Your reason can't get yourself to do it, it's
staying motivated all the time. Having a mind has two components, the conscious probably because you're sending con-
goal with a purpose is the fuel that propels and the subconscious. The conscious flicting messages to your subconscious.

82 Firestarter Mag #3 #LetsTalkArt 83


Practicing this positive self-talk and prac- one last element, a mentor. You need WHY?
ticing seeing your goals in the present to model yourself after an expert. You (A strong and emotional reason why
will help you develop habits, because don't have to do this alone. Chances you're going to do this)
achieving goals is about the little things are someone else went down that path
you do everyday that add up slowly and, before you, so find those people, look WRITTEN GOALS
after a decent amount of time, make you at what they did and do it, too. With the (Big, scary, specific, and measurable)
who you are. Habits, good or bad, can be right mentor, the right goal, the right
formed in less than 28 days, and that is why, you can bypass years of trial and MENTAL TRAINING
why it is so important to give 100 % effort error. During these last four years, I was (Positive. repeated affirmations)
in the beginning. I remember that during able to achieve so much more than I
my first year on this new journey, I was ever did during the first 30 years of my MENTOR
so motivated, my goal was so clear, that life. It was very hard at times, but I was (Follow the same path a master had fol-
I was like a machine, working 16 hours a always going from point A to point B, lowed before you)
day, running from one place to the oth- so then it was only about figuring out
er, not wasting a single second of every what's inbetween. Now I'm on my way And at last, classic but still true, don't be
day. During that time, I was able to form to point C, but I apply the same prin- afraid of failure. It is not easy, but remem-
completely new habits that I still have ciples. So to sum it all up, you need a ber that you have never failed, you just pro-
now and couldn't get rid off without great goal, a clear vision of where you are duced a result. My "failures" were the result
effort. Another thing about your goals, going, you need a why, a very strong of not having the right goals and habits,
they need to be big as I said, but they and emotional reason for why you are for example. As long as you take efficient
also need to be measurable and written. doing it, and you need a mentor. Hav- daily actions, you're good. You'll produce
ing those three elements figured out results, so just produce the results that you
Practice this positive self-talk as much as You need to write down your ultimate will allow you to be driven and to plant want. Don't forget to reward yourself, to
possible. Top athletes have being saying goal, your long term goal, and maybe new habits in your subconscious by us- enjoy the journey, keep a list of achieve-
the same things forever, that they have weekly and daily goals. ing positive self-talk and affirmations. ments, and set new goals.
learned the ability to live in their visions
and see their goals as if they were al- You need to read those goals often, as
ready achieved. much as possible, until that goal, that
vision, appears as real as anything else.
"Since I was five years old, I saw it over When you are able to combine this very
and over and over again in my mind. strong goal, that strong emotional why,
When I walked on the court that day, it the positive self-talk and the good hab-
was my exact vision. I felt like I was step- its, that's when you reach that point of
ping into the role I was made for, and I insane motivation and work ethic that
just demolished them." always seems impossible to attain.
Andre Agassi Once you have all that, you still need

84 Firestarter Mag #3 85
Here's what comes when old meets new specifically, directing, was something I
at one of the UK's most prominent ani- kept getting more and more drawn to,
mation entities. but had no experience in. So, essentially
I had to create my own experiences with
personal projects.

Did you have access to 3D tools and


software while you were at university?
No. The school was quite old fashioned
in its teaching. New technology definite-
ly wasn't on the curriculum. We had to
go out and find courses on our own and
learn those skills independently. I did an
introductory course in 3D, that's what
started it all. There was only a couple of
us in the class who actually pursued any-
thing relating to 3D.
So, given the fact that you graduated in
Sava Zivkovic interior and furniture design and didn't
always have access to new technologies,

INTERVIEW (Stu:) Hey Sava, let's start with you telling


us about your background and how you
started in the industry.
how do the skills you learnt in that field
translate to film and animation?
I think spatial awareness is an important

SAVA ZIVKOVIC & STU AITKEN Well, my background doesn't actually


have anything to do with animation or
transferable skill, as well as the ability
to present your work in clear, interest-
CG. I studied interior & furniture design ing and desirable ways. Of course, the
at the University of Arts in Belgrade. I designs were always the most import-
quickly learned that 3D was a very useful ant thing, but I quickly realized the im-
We recently visited a UK creative col- skill to have in interior design. As soon as portance of presentation skills and how
lective that has studios in three of the I started to use it, I fell in love. Combin- much they can elevate the work.
country's most vibrant cities – Glasgow, ing this newfound love with my passion
London and Bristol. Introducing Axis for video games, I knew I wanted to do It sounds like you started to gravitate
Studios, a VFX and animation power- something in 3D and CG. My initial intro towards the presentation of the ideas,
house, filled with talent both young and to the CG industry was architectural vi- rather than the design itself?
old, all coming together in the name of sualization but it quickly veered off into Absolutely. I definitely enjoyed design,
art. For these artists, flying spaceships, motion graphics work. Game trailers and, but I was always more intrigued in the
battling warriors and killing zombies is
all in a day's work.

The award-winning 2011 Dead Island an-


nouncement trailer is a graceful example
of what Axis Studios is capable of, but its Axis London
work straddles projects of all shapes and
sizes. In just the last few years Axis Studios' Stu Aitken, director of the famous Dead
various arms have contributed to some of Island trailer and co-founder of Axis Stu-
the world's most ambitious and much- dios, is a certified animation veteran,
loved projects, including Doctor Who, Ear- with 25 years of experience across the
ly Man, Happy!, Destiny 2, Horizon: Zero breadth of digital creativity. We decided
Dawn, Warhammer 40,000: Dawn of War, to sit him down with Sava Zivkovic, an
Halo and more besides. We wanted to award-winning 3D artist and designer
©IFCC Titles

learn more about how Axis Studios oper- who also happens to be the most recent
ates, and from where the creative life force addition to Axis Studios' impressive slate
that drives these projects originates. of an in-house directors.

86 Firestarter Mag #3 axisanimation.com Photos ©Axis Studios 87


actual presentation. I was always think- worked on the IFCC project as a concept
ing of ways I could make my interior de- artist, has given lectures at IFCC for the
signs into short films, or thinking about a past two years. He knew the organizers
simple story they could tell, even though so we thought of pitching for the title se-
I didn't have the resource at the time to quence based on a short proof of con-
render it all. The irony is that today it is cept animation we created. But it turned
actually very easy to render out architec- out that the organizers actually saw that
tural animations, it is the idea itself and proof of concept ahead of us actually

©Playgrounds Titles
the concept of the piece that sets it apart. presenting it to them! Marko Prpic, fes-
tival director, ended up asking us to do
What are some of the projects you're a lecture, and after presenting him the
most proud to have worked on in your idea for the sequence, he was more than
career? stoked to give us creative freedom with
The most recent one that comes to mind the opening titles.
is the 2017 title sequence for the Inde- we've started to really delve into the tra- no script at all. For those type of projects I
pendent Festival of Creative Communi- What's it like to work independently for ditional 2D animatics. This way we know usually start off by pulling out images for
cation (IFCC), a concept art conference so long, and then make the move to work- what the scope limitations are and what some key words from the synopsis of the
in Croatia. I teamed up with a couple of ing at a studio with a reputation like Axis? creative workarounds we need. project. Those images then inform further
close friends and decided to create this It's overwhelming in the most positive word associations and more images, and
ambitious opening title sequence for way possible. The biggest change for You've just described one in particular, slowly but surely your film is born.
the festival, which grew into a six minute, me, and the one I appreciate most, is not but can you tell me about some of the
fully CG, short film. It aimed to promote having to worry about all of the produc- other skills do you bring to Axis? What excites you about the creative pro-
the conference and the speakers, but the tion specifics. When I was working alone, Being able to communicate ideas to the cess at Axis? What do you feel you have
real story we wanted to tell was an artist's or in a very small team, I was having to team clearly. I can't emphasize enough to do to make it unique to you? I think
creative journey. I think that's why most manage client calls and do the admin how important it is to build clear commu- one of the main reasons we brought
of the people from the industry found it side of the job, as well as handling the nication with, and within, your team. Also, you on board was because you have a
relatable and it's definitely a reason why actual production and working on the being able to listen to your team and not unique voice and we want to make sure
the whole experience of making it still creative elements. I think a lot of things get stuck in your way of doing things, but that doesn't disappear at Axis.
feels very important to me. It is a very suffered because of that. It's very liber- keep exploring every possible option. It really excites me to work with these
personal story of our journey as artists. ating to be able to focus on the creative Filmmaking is a hugely collaborative ef- huge brands that I admire and have
and knowing there's an incredible team fort and no matter how strong your vision grown up with. Also, working with an in-
How did you come to work at Axis Stu- working on the other aspects. is, you'll be surprised how many times credible team of artists excites me, the
dios? it'll be improved upon by the talent you ability to bounce ideas around and work
Well, you guys saw that film and that's what Sometimes I do miss the days of fiddling work with. That was the single biggest in a creative, constructive environment.
essentially got me to where I am now! around with cameras and lighting rigs, lesson I learned on the IFCC project and
especially because I come from a CG I think that got me prepared for working In terms of maintaining my unique voice,
So, those trailers were a way of explor- generalist background. But, at the end of with a bigger team. as I'm still at the relatively early stages of
ing the avenues you wanted to work in. the day, I know that the people who are my career, I'm still trying to find my clear
But, how did you end up getting those actually working on that are way better What about your internal creative pro- voice and way of doing things. I think
jobs in the first place? than me at those jobs. cess, what's your approach to storytell- some of the approaches that feel natu-
It was a perfect storm of things I guess. A ing or how you construct scenes? ral to me go back to the fundamentals of
good friend of mine, Milan Nikolić, who What is your role at Axis and what proj- Having not trained in this field, this re- filmmaking – show, don't tell; using met-
ects have you worked on? mains something I have trouble articulat- aphors and subtext to convey your story
I'm currently working on my first major ing. Honestly I tend to rely on gut instinct. and the ark of the characters is some-
project at Axis. Details are still under At Axis, the project has a defined script, thing I definitely feel strongly about and
wraps, but I can tell you it's a trailer for and it depends on the client how close- what I love pursuing. Also, music is very
a AAA game. I'm really excited! My role ly we have to adhere to that script. We important. I think being able to have a say
at Axis is a director, so I guide the whole still have a lot of freedom with exploring in the music choices and collaborating
creative side of the process. The exper- different ideas, but the upside of script closely with the composer is definitely
tise I bring to directing is my 3D back- constraints is that sometimes they paint beneficial. That's another very important
ground. The fact I can do a lot of quick images very clearly in your head, and the lesson I learned from personal projects,
3D animatics and previews helps me get subsequent scene construction comes and one that often gets neglected – the
Twitch

ideas across at a very early stage, before naturally. Whereas the IFCC project had impact the music has on the storytelling.

88 Firestarter Mag #3 savazivkovic.artstation.com #LetsTalkArt 89


Were you at all apprehensive about join- gies to create effects - that I really got ex- to get more pieces of work in the same do some work. You then recovene and
ing a studio like Axis after working inde- cited and interested in the field. Similar field, because people see the results. talk about what you've done. Then that
pendently? to you Sava, the thing I liked doing best process is reiterated over and over again.
I definitely was a little anxious when I first in my design course was the presenta- That was probably 12 years ago now, and
joined. I never thought this would happen tion, rather than the actual design work. since then Axis has become bigger and VR might enable us to all get together,
the way it did. I thought to get to a direc- Because I'd always liked science fiction, bigger. We've had a few scrapes over work and create in the same ‘world'. So, I
tor's position in a studio, you had to work illustration, and animation, I decided not the years, but we've overcome them all, think the potential of VR is very exciting.
your way up through the ranks, but this op- to pursue being a designer. I thought we've become a much stronger busi- There are people trying to make things
portunity felt like it came along overnight. there might have been a more suitable ness - a much larger business for sure. In like that happen, but it's not quite there
outlet to my creative urges. terms of my role, it was always four artists yet. Hopefully in the next five or so years,
Working from home for a long time, creating an animation studio and I think we might be using VR in the creative pro-
naturally makes you a bit of an intro- I started getting really excited using a all these years later it still maintains that cess - I think that might enable a more
vert, even if you might not be. With that computer to create images, and luckily, at its core. collaborative, creative experience work-
comes a certain amount of self-doubt. at that point, it was a much smaller world ing with other artists, where you can all
I wasn't sure I was necessarily the right and there were far fewer people doing Do you ever miss the days when you see and discuss what you are doing col-
fit, but all of those fears were cast aside it. In fact, it was the early days of the in- could just fiddle around with the tiny, lectively and in context. - more like the
when I started. Everything has fallen into ternet, so I just posted a couple of the specifics of a project? live action world.
place and any uncertainty I once had in images I did online and a local Glasgow I still do a lot of fiddling around, but I
my own ability has disappeared. company who specialised in architectur- imagine I'm someone who's not very What are some of the projects you're
al visualisation were transitioning into popular for it. Every director is different, most proud to have worked on in your
trying to become a games company, and not just in terms of their ideas but also in career?
hired me based on those few images! terms of how they become a director. For There's a couple of big ones, but there
me, I'm very much a ‘doer'. My job is to are also some less obvious ones. Weird-
To cut a long story short, the four of us bring people with the right skills in and ly enough, one of the things I'm most
who founded Axis all worked at Digital guide their work. However, I still feel it's proud of is the art that got me my first
Animations Group (DAG). They weren't important for me to be part of the cre- job. I was a huge fan of a show called
really very good at being a games com- ative process. I don't want to be an opin- Blakes 7 in the late 1970s. I helped cre-
pany, but they had a great team of art- ion on the outside, passing judgement ate a fan film, and was asked to redesign
ists, and we ended up doing cinematics on others. the main spaceship, the Liberator. It was
for other people's games. There came something I used to draw all the time
a point where DAG were shifting focus The parts I always gravitate towards are when I was a kid. I spent literally months
commercially, and we didn't neces- things like cinematography and the per- redesigning it. I'm still really proud of
sarily feel we were part of the vision of formances, what the characters are doing those images I did. I learned a lot, taught
the company's future. So, we decided in the scene is really important. Unlike myself a lot.
Stuart Aitken to jump ship to a much larger Scottish real life where the director and actors can
games company called VIS (Van der be on set together, in 3D, unless you're in At Axis, I think there's one particular
(Sava:) So, it's your turn Stu! Tell us about Kuyl Interactive Systems). The idea was the application and looking through the job that I'm proud of, which was the
your background and how you got start- that we were going to take some of the viewport, you don't get to see it. So part Killzone  2 Demo back in 2005 for E3.
ed in the industry. IP that they were making games off and of my job is looking at what the possibili- It was a real baptism of fire for our stu-
Well, ironically enough, I also did a de- take that in new directions, for example ties are in the world we're working in. dio. It was by far the biggest job we'd
gree in interior design in Glasgow, but an animated series. That also didn't work ever done at that time. I think it made
it was a long time before you did yours. out. VIS went bust. But, by that point What are your views on virtual reality, do us grow up as a studio and was a huge
When I was at college, computer graph- we'd become semi-independent, and you think that will become more promi- quantum leap in terms of what we were
ics were a thing but were a very, very ex- we'd become much more focussed on nent in the industry? capable of as a studio. Ultimately, I think
pensive thing to get your hands on, that servicing an external market again. In my career I've spent a number of years it set the direction for what we strived
you could only afford if you had very, on set as a visual effects supervisor, as towards after that.
very expensive workstations to run the What we knew how to do was game cin- well as a director, and it's very interest-
applications on. Just as I was finishing my ematics and trailers, and we started to ing to compare live action filmmaking to I think the other thing I really enjoyed,
degree, packages like Lightwave and 3D build a reputation for them. That's what animation production. It's not like I think even though it was a lot of hard work, we
Studio were becoming readily available we naturally gravitated toward. We suc- one's better or more difficult than the did 60 minutes of work for Halo 4 for this
for mere mortals. It was through this and cessfully networked for new business other, but there are different processes. spin-off called Spartan Ops. Microsoft and
seeing work on shows like Babylon 5  – and once you've done a couple of piec- In CG, you discuss the theory of some- 343 Industries asked us to create 10 epi-
where they were using these technolo- es of work in a particular field, you tend thing, then lots of people go away and sodes; it was episodic content rather than

90 Firestarter Mag #3 #LetsTalkArt 91


the drama in a mature way, you can see for someone who can bring a photo- and talent, but I also felt you could bring
the love that went into it. The feeling of graphic sense of lighting, or a cinematic something to Axis. The way you saw the
playing that game is something emotion- approach to camera work. Both of those world, the way you used lighting and de-
al and dramatic, unlike anything I'd ever things are definitely significant. signed your shots, for instance. You had
played before. Dead Island was similar. qualities in your work that I felt we would
We were trying to create something that In terms of storytelling, we're interested could really benefit from as a studio.

Destiny: Rise of Iron ©Bungie Inc


has some impact to it, and I think tonally in ideas, so we want somebody keen to
that made it different from the game. explore the narrative. Ambition is some- Thanks Stu! What excites you about the
thing that's hugely important, especially creative process at Axis? What makes it
Why is it important to strive to work with at director level. It sometimes surprises unique to you?
new talent? me that although you may have a very I guess unique to me is that I'm used to
There's a personal answer to that and stu- talented artist, someone who innately working how I want to work. I tend to be
dio answer to that. One thing, for good has the right kind of creative instinct or more hands on at certain parts of the
or bad, is that we don't tend to have a judgement, that person might not have process, and I get away with doing that
specific house style. Instead, each proj- the inclination to put themselves in the because I'm a co-founder. I think we've
game trailers. They were releasing new ect is tailored to the job. I think part of director's seat – I guess it takes a certain got a really strong team of artists here
maps and missions every week, and each that approach is about finding the right amount of hubris, or at least a comfort who produce amazing work. The capa-
week there'd be a new five minute CG creative voices to match that. That means level with being center stage that not ev- bilities that Axis has is awesome, and
piece that helped tell the story. We were we're always on the lookout for a broad eryone will share. we've also built a really strong manage-
working closely with the writing team, but pool of directors. ment and production team that organis-
apart from that they trusted us to go away At Axis you work with a mix of in-house es everything and makes sure everything
and make it. It was also one of the biggest As a studio it's important for us to have a and external directors, what are the ben- works perfectly. The most exciting thing
things we'd ever done at Axis, our team breadth of creative voices in the mix, par- efits of having both? at the moment is where Axis could po-
got much bigger during that project. ticularly in the director level, but we need I think you can argue from a business tentially go and what we're capable of
to know they'll be easy to get along with perspective that all directors should be doing. If someone came along 10 years
Do you feel that the more freedom you and have the ability to liaise with clients. external and you hire them on a need-for- ago and said ‘do you want to make a fea-
get in the creative, the better the results Touching on something that you men- need basis. In an ideal world everybody ture', I'd have said of course I want to, but
are? I think that's definitely the case for tioned before Sava, you said you found would be full-time, but the commercial it wouldn't have been realistic for Axis to
Dead Island for example. it surprising that you didn't have to ‘pay reality is that you need to constantly do that at that time, but now I think that's
It's interesting. I think the games indus- your dues' in the studio to become a di- change, if not the number of people, the a realistic proposition.
try is very conservative in terms of how rector  –  I'd encourage any of our staff type of people you need. One month
it views the storytelling genre. It's quite who are reading this, that if they want to we might need 50 animators, then two Do you think there's a skills shortage at
hard to break out of the mould, especial- be a director then say so! Being a direc- months later we might need only need the minute in the industry?
ly if you're trying to remain faithful to the tor is very different to being an artist, we 10. We can't keep 50 animators around, Yes. It always seems quite hard to find
games. A great example of a game doing don't even expect our directors to know even though we'd love to. This model can the right people. There are lots of people
storytelling right is The Last of Us. Even anything about CG really, even though lead to a lack of consistency, because if doing 3D, but when you're trying to drill
though I don't think it's massively innova- most do to some degree or another. Your somebody works for you full-time there's down to finding the ones that are really
tive in terms of gameplay, it is innovative job is to be the visionary, to come up with a reliability to that relationship. You can good, the pool suddenly becomes much
in its storytelling and drama. They treat ideas, to work out how to tell the story and invest in them and they can invest in you. smaller. There's also other roles, like VFX
to communicate that to the team - it's not There's a clear long-term benefit. We en- artists who know Houdini, and they're as
necessarily to work out how the team is courage all of our freelancers to come rare as hen's teeth, because they're so in
going to execute the work, though I do back if we have space. demand and there's not enough of them.
find it hard to stay out of that conversation.
Some of our directors want to be exter- So, yes, there's a massive skills shortage
What do you look for in new talent? What nal, they want their independence and and I worry about the effects of Brexit.
attributes do you feel makes them "Axis"? don't want to be tied down to a partic- Our entire industry in the UK relies mas-
Destiny: Rise of Iron ©Bungie Inc

What we're ultimately looking for is a ular studio. I think it's good to be able sively on being able to employ people
unique voice in terms of approach, vi- to create new relationships with new from a very broad catchment area, and at
sual feel, atmosphere, look, narrative, people, because it refreshes your own the minute that stretches across the EU,
and storytelling. Our work tends to be vision. Specifically to you, Sava, one of including all of those people who can get
genre-focused and, particularly with our the things I really liked when I watched visas. A significant proportion of our work-
games work, tends to have a hyper-real- your IFCC trailer was your command of force are from outside the UK. We have
istic, naturalistic feel. So, we're looking the visual language. I admired the skill lots of different nationalities all bringing

92 Firestarter Mag #3 #LetsTalkArt 93


and it'll be interesting to see where that
will go. We still want to keep our identi-
ty as a studio and to maintain the type of
work we do, but we want to see if there's
a wider market for it. I think because of
games, a lot more of the potential market

Halo Spartan Ops ©Microsoft Corporation


has been exposed to a certain type of an-
imation content. We can bring a different
kind of approach to aesthetic and genre,
and we have the capability and scale to
do big things, and there's a market that's
showing signs of potential crossovers and
ways of us getting our work out there. So
that for me is part of the significant radar
of the future of our studio.

Personal IP is definitely something that's Axis Glasgow


their own cultures, and I truly believe in How does Axis serve the artist? exciting to look towards. What are the
the creative environment that brings. I think, and hope, we serve the artist most important qualities for a budding art-
Purely from a logistical point of view, we very well. We're an artist-centric studio, ist looking to make a start in the industry?
would hire someone locally, because we run and owned by people who are still That's an interesting question. There's a
don't have to worry about where they're CG artists. The whole company is de- lot of skills that are quite hard to define be-
going to live, where their family will go, signed to focus around how we execute cause they're internal – powers of obser-
or where their friends are. But the fact is, the work. We try to treat people with re- vation, judgement, creative instincts, all
it's difficult to hire locally. So, in Scotland spect and dignity including freelancers, of those things come from a set of skills
there is a massive skills shortage, just as who get sick pay and paid holidays like which you learn over time. The process
there is across the whole of the UK. Every everyone else. I won't claim we've never of observing something and trying to
studio, including ours, is looking out to worked without doing long hours, but we recreate it is hugely important. It's not
the EU to hire. Just look at the credits list do try and keep a lid on that, especially about being good at drawing, it's about
for any studio who's worked on anything as we've got bigger. I think creating an the process of actually looking and deter-
really, there are lots of nationalities there. environment where people are happy mining how the light falls, rather than just
to work with their colleagues, that's very assuming. It makes your brain go through
You were one of the founders of Axis Stu- non-hierarchical is important. We're al- this process of how you look at the world
dios, did you feel the industry was miss- ways learning though; finding out what and then you internalise that over time.
ing something that Axis could deliver? we are doing well, and more importantly I'm concerned that schools are starting to Axis Bristol
Honestly, we founded Axis because we what we could do better. drop the ball on art. Are we heading for
wanted to keep ourselves in the job we a generation of kids who don't have that thing instantaneously. But, especially
liked doing! We were always aware we And what do you think sets Axis apart in skill, because they were never encour- with creative and artistic tasks, these
wanted to start something in Scotland, the industry in 2018? aged to sit and look at something and try things take time and patience. Your taste
even though it wasn't the most sensi- It's an interesting time for Axis, there's a to recreate it? I hope not. takes time to develop, your artistic eye
ble place to start an animation studio, couple of projects we're working on – for takes a while.
because there wasn't much of a native instance, Happy! from SyFy and a Netflix/ Interpersonal skills, a positive approach I totally agree. The fastest route to get-
industry there. We were four artists who Channel 4 production, Kiss Me First. Nei- to issues and enthusiasm for getting your ting all of that, is by doing. If you want
loved the work we did. Funnily enough, ther of these shows are aimed at children teeth into something and making some- to be an animator, start doing animation.
outside of the games industry there's and both feature our work heavily. Both thing work are also hugely important. It sounds like really simple advice, but
not a lot of people who are prepared to are treading new ground in terms of the it's important. If you want something, go
pay a lot of money for 3D or CG work in work our studio does. The work takes The holistic approach! I would also just for it. That's my biggest piece of advice.
genre mediums. We also started to fo- things we've learnt in cinematics, and add patience. To younger people who You're always going to be starting out
cus on the USA for business, and that's applies them to drama. It's exciting see- are just starting out, I'm only recently in with not much knowledge and it might
one of the best decisions we made. Even ing animation being used in much more the industry, but I remember in my first be overwhelming, but dive in, set targets
though there's a great industry in the UK dynamic ways and I hope we get to do days of 3D, renders took a while, and that aren't stupidly ambitious, work out
for games, film and TV, I still believe the more projects like them. We're also at a now with the technological advances, what you need to meet each target. At
industry is still centered in the US. point where we're developing our own IP especially for kids, they all want every- the least you'll learn something.

94 Firestarter Mag #3 #LetsTalkArt 95


ARTILLERY
ST. PETERSBURG
Grafit studio is an outsourcing How it All Started this momentum to continue. If our
company based in Russia. With We were admittedly not profes- first shot was a cozy art meet-up,
a ten year history of making all sional event planners, but our lack the next one needed to be louder,
sorts of art, it started as a small of formal training didn't hinder our bigger, and epic. As we gained the
business launched by a group of ambition or our desire to make the trust of our attendees with our first
close friends – and now it is one fantastic happen. After the success event, we recieved a high demand
of the best outsourcing studios in of our first Artillery, there was no for tickets in turn, which was both
Russia. We work primarily in the doubt in our minds that we needed encouraging and frightening.
video game industry, but among
our portfolio are book illustra-
tions, movie posters, concepts,
and more.

When we opened a new office in


St. Petersburg two years ago, we
launched an art event with the
hope it would become the great-
est that Russia has ever seen. As
the studio keeps growing, so too,
does the festival. This year, on
June 24th, the second Artillery art
festival drew twice as many par-
ticipants as it did last year.

96 Firestarter Mag #3 8th–9th of September 2018 | artillery-event.com 2018 97


our world is with digital now, or were inspired by the atmosphere terclasses throughout the day.
how much art is created for video and speakers, and before long, Many from the audience praised
games and movies, there will al- they grabbed the book and start- it as the best anatomy course
ways be people interested in tradi- ed sketching. We brought in nude they had ever been to. The guests
tional art. There is still such a strong models and cosplayers for hands- had an opportunity to work with
connection between the old and on figure drawing, giving every- clay and sculpt alongside skilled
the new. As such, we decided to one an opportunity to use their instructors. Andrea Blasich, an
engage traditional artists, as well. newfound knowledge, show what esteemed traditional and digi-
At first, we were referring to our they've learned, or take pictures tal sculptor from San Fransisco,
event as a "festival of digital art", for reference. was scheduled to not only give a
but soon realized we didn't want lecture but also joined in on the
to paint ourselves into a corner Sculpture sculpting class, which made ev-
by dividing the two. We gave our A huge portion of Artillery was eryone love him even more.
each of our guests a sketchbook dedicated to traditional sculp-
as a little gift to sketch and make ture. Grafit studio's friends at And last, but not least: A presen-
notes with, even though many SculptArt studio (also based in tation of our Alien sculpture creat-
of them didn't arrive planning to St. Petersburg) had space in their ed by Grafit Studio co-owner and
draw at the event. As a result, they hall to perform lectures and mas- art director, Lev Boyko, and the
SculptArt team headed by Alex-
ander Spiridonov. It was a dream
brought to life by a team of sculp-
tors, artists and engineers. The
sculpture is a perfect lookalike
of the original alien from Ridley
Speakers ture inspired by one of his art on his way up. Mickael Lelièvre Scott's movie, and we think H.  R.
Last year, we had a perfect lineup pieces that later went home with gave us the opportunity to watch Giger would agree with us. It took
of friends, as well as amazing art- him to Madrid. This is a perfect how he creates his little monsters, us three long months of hard work,
ists, including Even Mehl Amund- illustration of what we try to do: spending a great deal of his time night shifts, several buckets of
sen, Jesper Ejsing, and Mike bring together not only artists, but answering questions from the clay, and many unexpected mate-
Azevedo. This time, however, we also blend different disciplines to audience. It was heartwarming rials. Our mistakes and challenges
wanted to gather artists from all create unexpected matches. to watch people come up to the became the 2.5-metre-long mon-
corners of the vast world of art. stage to look over the speaker's ster, reaching out of a hole in the
We summoned 2D and 3D mas- Lip Comarella is perhaps the fur- shoulder, breaking the imaginary wall. We still can't quite believe we
ters whose styles, experiences, thest out of the box: a multi-media line that divided them. made it happen, but this huge tes-
mindsets, and choice of media specialist who crafted his own little tament to our hard work makes us
created great variety. world with light and vivid colors in- In order to go back to our roots, believe.
spired by the dreamy Alps where we also had traditional art on the
As a result, we had an impressive he spent his childhood. Lip told us menu. Local academic tutor, Vita- What's Next?
roster of professionals. For 2D art, about the charming indie game ly Ekleris, joined the sketch-party Since the second 'shot' is over we
we had one of the most notable his small company, Salon Alpin, (life drawing session) to instruct a are thinking about the next one.
CG artists in the world, Ruan Jia, created, Old Man's Journey.   masterclass. Even though many We need to fix and realign some-
discuss his experience and his artists work digitally in the mod- thing here and there, but what we
methods using light and color. As for 3D, Andrea Chiampo, the ern age, artists are still expected don't want to change is the high
youngest speaker on the stage, and encouraged to have a strong standard we set for ourselves.
Ayran Oberto, well-known for his gave a speech about the many foundation in drawing and paint- In 2018, what we want to make
extraordinary portraits of warped forms of software he's been us- ing. is not a bigger event but a bet-
faces, regaled us with how it all ing. He gave us a fantastic de- ter one, so we'll host up to 450
started for him and his use of clas- scription of Lego, pizza, and life Meanwhile, in the next building guests within two days and make
sic concepts and composition. as a freelance artist. Despite An- over, Sergey Kurbatov, a world-re- the schedule a bit more loose.
Along with new friends and end- drea's age, he has conquered knowned watercolorist from Rus- We'll still have lectures and work-
less questions, Ayran recieved many challenges that have trans- sia, sat surrounded by people shops as before, but be ready for
an unexpected gift created by formed him into a formidable who watched him cast his 'water something brand new this time.
Mikhail Chavushyan: a clay sculp- artist. We can all see that he is magic'. No matter how entwined See you in St. Petersburg!

98 Firestarter Mag #3 grafitart.com 99


of South Africa. CTIAF has also brations in South Africa, the Jap- The handover ceremony of the
partnered with Annecy Interna- anese Embassy and Consulate award will take place at CTIAF
tional Animated Film Festival in Cape Town have partnered 2018.
and Animate Africa. with CTIAF for a second year.
President and CEO of Polygon Pear Cider and Cigarettes was
"We have a stellar line up of Pictures, John Shuzo Shiota, re- nominated for a 2017 Academy
speakers, featuring some of the turns to join the speaker lineup Award for Best Animated Short
best creative and business minds and there will be screenings of Film. It will be screened at CTIAF
in animation, screenings of the the Japanese animated film Mary and its creator, Canadian animator
world's top animated films and a and the Witch's Flower directed and visual graphic artist, Robert
range of free events that are fun by Academy Award-nominated Valley, will attend the programme
for the whole family," says Festi- animator, Yonebayashi Hiromasa. to talk about this brutally honest
val Director Dianne Makings. "We John Shuzo Shiota participated story of a turbulent relationship
are delighted to be collaborating in the launch of Dream Pictures with a self-destructive, yet charis-
with both our long-standing and Studio in 1997 before he moved matic friend from childhood.
new partners to bring you the to Polygon Pictures two years
best Festival yet." later. Mary and the Witch's Flow- The 2018 CTIAF programme
er is the first animated film from will also include a selection of
Big Bad Fox, directed by Acade- Studio Ponoc. A strange flower screenings of work by interna-

CTIAF my Award-nominated French di-


rector Benjamin Renner, will have
its local premiere at CTIAF. Adapt-
grants a young girl magical pow-
ers, which leads to the adventure
of a lifetime.
tional artists curated by the An-
necy International Animated Film
Festival. Director Alexandre Hey-

CAPE TOWN ed from Renner's own books  Le


grand méchantrenard  and  Un
bébé à livrer, the Hollywood Re-
There will also be a workshop
with animation artists, including
boyan will also take part at CTIAF.
He has animated characters on
Kung Fu-Panda (2008) and Mon-
porter called the film "wacky, South African manga group, Um- sters vs. Aliens (2009), worked
heartwarming, and wise." It fea- lando Wezithombe, who won the at Dreamworks and he directed
tures a collection of animals on a bronze medal at the 11th Japan the CG movie, Mune, the Moon
Proudly presented by Animation farm like no other. International Manga Award. Man- Guardian, which was selected
SA, the seventh Cape Town In- ga is a popular art form in Japan. in Annecy film festival, and won
ternational Animation Festival From the creators of BAFTA
(CTIAF) takes place from 2 to 4 award-winning and Academy
March, 2018 at the River Club in Award-nominated Revolting
Observatory, Cape Town. Rhymes, comes The Highway
Rat, a delightful animation of the
With something for all ages, popular children's story by Ju-
the Festival presents the best lia Donaldson and the illustrator
of local and international films Axel Scheffler. Produced by Mag-
by award-winning animators, ic Light Pictures and animated
as well as providing a unique at Cape Town based Triggerfish
platform to engage with global Animation Studios, The Highway
industry leaders in a series of Rat tells the tale of a ravenous rat
insightful workshops, talks, and who craves buns, biscuits, and all
panel discussions. sweet things.

The CTIAF has become a signif- producer events, networking possible thanks to generous Tearing along the highway, he
icant fixture on the international opportunities and government support from sponsors the De- searches for sugary treats to steal,
festival calendar as a market- panel discussions, in addition to partment of Arts and Culture, until his sweet tooth leads him to
place for the fast-growing and student competitions and an out- the City of Cape Town, Wesgro, a sticky end. The film premiered
internationally acclaimed African reach programme. Nickelodeon, the High Commis- on BBC 1 in England on Christ-
animation industry. The Festival sion of Canada, The Japanese mas Day and stars David Tennant,
also hosts live drawing classes, The CTIAF is proudly presented Embassy and Consulate in Cape Rob Brydon and Tom Hollander.
business-to-business sessions, by Animation SA and is made Town and the French Institute As part of their centenary cele- John Shuzo Shiota and Wendy Spinks.

100 Firestarter Mag #3 2nd–4th March 2018 | ctiaf.com Images ©CTIAF 101
says Makings. "Students also have sociated with an event that high- Harris, Wesgro CEO. ship was createdbetween the
the opportunity to bring their lights to the world the richness "The High Commission of Cana- world-renowned Parks-based
portfolio to the Artist Alley for free of our creative industries and the da is proud to support a Canadi- Gobelins, l'École de l'image and
advice from our industry experts." cutting-edge work that is being an focus at the 2018 Cape Town the Animation School in Cape
done here." says Executive May- International Animation Film Fes- Town, with a contract for the next
The popular CTIAF Student or of Cape Town, Patricia de Lille. tival. Canada is a global leader in three years.
Awards Programme celebrates the animation and digital effects
both team and individual projects "The fourth industrial revolution industry and well-known for top • Successful talks between the
across various categories. For the creates significant opportunities innovation and creativity. Fes- NFVF, GFC, DTI and Animation
incredible third year, Nickelode- for economic growth and job cre- tival audiences for the Canadi- SA towards adopting an incuba-
on is sponsoring the phenomenal ation in the Western Cape, and an short films and the Academy tor/cluster model for animation
opportunity for one student to we believe that the growing an- Award-nominated Pear Cider and development and production,
do an internship at Nickelodeon imation sector in the province is Cigarettes are in for a treat!" says with a research delegation spon-
in the USA as part of the student an obvious case in point. The val- Sandra McCardell, High Commis- sored by French Institute of South
competition. The winners will be ue chain of animation is wide, with sioner of Canada in South Africa. Africa planned to coincide with
Ree Treweek of Tulips and Chimneys announced at an event on Satur- one single production resulting The Cape Town International An- Annecy in June 2015.
day, 3rd of March. in several years of work by large imation Festival takes place from
the Best Feature in the Tokyo An- teams of artists and technicians. 2nd to 4th of March 2018 at The • Ties strengthened between the
imation Award Festival. A special "Other exciting events in our This has already been witnessed River Club in Observatory, Cape French and South African anima-
highlight for trade visitors, Lorna packed programme include a in films like Triggerfish Anima- Town.Visit www.ctiaf.com for the tion industry with a successful Lorna Withrington
Withrington, Director of Creative virtual reality (VR) and augment- tion's Khumba and Adventures in full programme details. Screen- delegation of French producers
Affairs at Entertainment One, will ed reality (AR) component again, Zambia. Of particular interest to ings cost R40. A full Festival pass having visited in November 2013 filling jobs.
be sharing her insights, exper- ADOBE demo sessions and talks us is that there is a low barrier of (valid 2nd to 4th of March) costs and 2014. It seeks to facilitate the growth
tise and experience about the from our supporters, such as access for future potential anima- R100 for ASA members, R250 for and evolution of South Africa's
industry. With a career spanning the Department of Arts and Cul- tors, as talent can easily be identi- students, and R500 for a regular • It has also been successful in the animation industry by:
Thomas & Friends, Bob the Build- ture and the City of Cape Town. fied with a merely a pen or pencil. admission.. A day pass costs R350 building of social capital within
er, Fireman Sam, and Peppa Pig, Thanks to the award-winning If we nurture this talent, and fur- (tickets include all events). Book- the SA animation industry, where • Creating new business oppor-
Lorna has worked with some of team at Muti, who have created ther develop coding and IT skills ings can be made at Webtickets many studios have historically tunities by identifying and co-
the biggest brands in children's our innovative look for the CTIAF in the province, we will have an www.webtickets.co.za been competing. The results can ordinating export missions to
television and brings this knowl- 2018 design." increasingly large pool of citizens Now in its seventh year, CTIAF be seen in the white papers Ani- key markets
edge to finding and creating the who will be able to access the ex- (previously called Kunjanimation mation SA drew up for the DTI in
next generation of hit children's "Cape Town. as the ideas capital cellent opportunities that await in Animation Festival) has enjoyed February 2014 on how incentives • Conducting and participating in
TV shows. of Africa, is fast emerging as a the world of animation." says Tim great successes in its goal of creat- for the industry could be altered global market research
new media hub on the continent. ing a platform for the art and busi- to help SA become more globally
Following the overwhelming The creative economy, and espe- ness of South African animation. competitive. • Creating knowledge-sharing
response last year to the CTI- cially animation, has the ability These successes have included: opportunities to upskill our ani-
AF Outreach Programme at the to provide differentiation in the ANIMATION SA mation professionals
Isivivana Centre in Khayelitsha, international marketplace and • In 2014, they hosted a delega- Animation SA is a non-profit or-
there will again be screenings of unlock competitiveness. Its val- tion from France and, through ganisation mandated by the in- • Helping bring our studios and
films, drawing classes with An- ue is not only in economic terms, that partnership, launched the dustry to develop, promote and their original properties to mar-
imate Africa, and various work- though. Through the products special SA MIFA call to pitch at represent South African anima- ket-readiness
shops to teach the fundamentals and services generated in the the Annecy Festival 2015. tion. It believes that animation
of animation. creative industries, Capetonians has a vital role in transforming • Consulting with government on
explore their heritage, identity • This resulted in a special pitch South Africa by articulating val- policy and strategy, building the
"There are a number of free and values. Building an economi- platform at MIFA for several SA ues to ourselves, our children framework that will enable  the
events to be enjoyed – from the cally resilient city, which can grow studios. and the rest of the world. In this animation industry to thrive.
Artists Alley showcasing the work in the face of adverse econom- way, its vision is to help build
of some of SA's most talented ic conditions, requires a certain • Bugbox studios won the pitch the South African brand through
graphic artists, to drawing and level of innovativeness and cre- and is now partnered with Folim- the medium of animation. It is
stop-motion workshops for chil- ativity. These are characteristics age Studios in a co-production to dedicated to creating a healthy
dren aged 7–12 years, and free that Cape Town is increasingly produce the series. self-sustaining animation indus-
screenings and drawing work- becoming known for. The City try which provides South Africans
shops at the Isivivana Centre," of Cape Town is proud to be as- Alexandre Heboyan • In 2013, a formal partner- with creative, challenging and ful-

102 Firestarter Mag #3 FB: facebook.com/CTInternationalAnimationFest | Twitter: @CTanimationfest 103


CREATIVA
MEXICO CITY
mators and studios to showcase cause of their energy and talent, than 30 animation studios and 20
their work. Clearly, a change had every year we strive to create new schools internationally, and to-
to be made and we wanted to be opportunities and alliances with gether we've given away almost
Transfusion is a space mainly for Through a three-day festival we animation program, looking part of that movement. So, we studios and schools all around $300k in scholarships and re-
students or aspirants to a career immerse our audience in a world ahead with countless dreams and founded our own festival that No- the world. viewed more than 1200 portfolios.
within the creative industries, filled with international speakers, goals for our future. However, we vember, Creativa. Since our first
born under the idea of perfect- top studios, industry profession- soon realized that Mexico, our edition, Creativa aims to broaden Through the years, many new THE POWER OF IDEAS
ing the process by which you als, teachers, and students. We home, lacked information and our country's growing passion for studios are showing interest in Since our very first edition, we've
perceive what you see and learn, want to give them as many op- industry events on the subject. animation and creative industries collaborating with the festival, to had the pleasure to get to know
in order to understand your way portunities as we can, so that they Animation as a career (and some through a festival packed with make a public activity or a project amazing artists, producers and
of accepting the world and your can achieve their personal goals. related areas) had only started lectures, workshops, masterclass- inside and outside of the event's directors. We believe that what
artistic work. taking shape. In a way, the enter- es, screenings, exclusives, show dates. Currently, our festival has a makes an artist great is the way
This year's event is taking place tainment industry was divided. A floors, and more. productive relationship with more they are able to share their ex-
in Mexico City from May 18th to lot of work needed to be done
May 20th, and some of the guest before it could really thrive and, We strive to build the perfect en-
speakers already lined up are: with it, all the talent in the nation. vironment to create ties between
emerging and established ani-
• Tony Bancroft Some facts caught our atten- mators and professionals, for stu-
• Michael Dante DiMartino tion. First, there were no spaces dents to learn from the best talent
• Joe Ansolabehere to meet your peers; no sense of the industry has to offer and to
• Paul Germain community for animators. Sec- create a community that will con-
• Patrick McHale ondly, studios didn't recruit at job tribute to the growth of Mexico's
• Finnian MacManus fairs, as animation still wasn't rec- animation, video game and film
ognized as a formal professional industries. Something that makes
OUR BACKSTORY career (for economic reasons, un- us proud of our event is the con-
Back in 2012, we were just a til that point most animators were nection that is generated among
bunch of friends going through self-taught). And thirdly, there the students that come from all
college. We had enrolled in an was no way for emerging ani- the states of the country, and be-

104 Firestarter Mag #3 18th–20th May 2018 | creativamexico.com.mx Images ©Creativa / Kevin Mancilla Benavides 105
Obviously, we told Jeff about OUR NEXT STEP Moreover, like every year, we fusion one of the most important
this girl, shared her story, and This year we're going even fur- collaborate with a local studio to creative festivals in the nation,
he immediately wanted to meet ther as we enter a period of trans- create a small short that acts as that it can be fully recognized in-
her. And so, he did; we remem- formation, we need to change an ad for the event, that will rep- ternationally.
ber each person of our team in order to fulfill our audience's resent the values and vision of it,
crying. Everyone in that room expectations and to meet new as it grants the tone that opens Hopefully we'll see some of you
felt something really special industry standards. Our festival the discussion before, during here in May, but if you can't make
was happening, but the way is now called Transfusion, based and after the festival. In 2018, we it, we'll tell you all the stories from
Jeff handled the situation, the on the idea that speakers trans- joined forces with Jugando en this edition in July!
way he gave himself complete- mit their ideas to the audience Serio, a 2D animation studio that
ly to this girl, was life-changing and the audience learns from that is located in Mexico City, which
to all of us. Fortunately enough, same process. is helmed by one of the most vi-
we've had speakers which in-
spire you to be better every day,
to tell your own story because
periences and feelings, so we re- people. This girl and her mother it's worth telling, and we can't
member each one of them with a came from very far–- she had au- be thankful enough for all of
lot of appreciation and gratitude. tism – but both made the effort to them. The thing is, that we as
travel to Mexico City to meet the organizers can't measure the
They have inspired us by exam- creator of the only animated se- impact our events have on our
ple, by being humble. We keep ries that made her laugh and re- attendees. It's not just about
remembering this one time Jeff act. Phineas and Ferb was a very teaching them about a topic, it's
"Swampy" Marsh had a touch- important part of this girl's life; to about changing their perspec-
ing moment with one of our at- her mother it was a way to com- tive, giving them tools for the
tendees, because it help us re- municate with her, and maybe outside world and helping them
alize how much impact art and the only way to spend valuable to achieve their dreams.
this type of events can have on time with her daughter.

Transfusion 2018 is taking place sionary animators in our country,


in Mexico City from the 18th to Luis Manuel Villarreal. We've put
the 20th of May, with a new for- in his hands the challenge to tell
mat that will explore the themes a small story that pays homage
that are most intriguing about to the characters and cartoons
the industry through exciting from the era of the 20's and 30's
learning activities and social en- - we're sure it's gonna be a great
counters. We have invited even visual experience.
more studios to join the portfo-
lio reviews and recruitment, to Our ultimate goal is to build the
showcase their upcoming proj- best experience animation en-
ects and technological advanc- thusiasts and professionals in
es to keep the experience of the Mexico could wish for. Year by
event in full force. year, we work hard to make Trans-

106 Firestarter Mag #3 107


D2 CONFERENCES
VIENNA
For two days each year, the d2
Conferences in Vienna hosts one
of the largest gatherings of archi-
tectural visualization artists in the
world. Converging from 26 coun-
tries worldwide, attendees from
visualization studios, architecture
offices, advertising agencies, and
software companies come to-
gether to share knowledge and
meet fresh faces in the industry.
From our humble first conference
in 2014, with just over 50 attend-
ees, we have grown to over 300
at the 2017 event.

HOW IT ALL BEGAN alization. It was a success, but as In 2014, we started strong, bring-
In 2013, one of our co-founders, always, there were things to im- ing speakers from talented stu-
Fabio Palvelli, felt that there was prove. In 2014, Jason Bergeron dios from around the world. The
something missing in the arch- joined the team with the prom- venue, the Impact Hub Vienna,
viz community. He teamed up ise to help take the conference was relatively small but provid-
with Christian Kobierski and a to the next level, and d2 Confer- ed a cozy space for both the lec-
couple of others to organize a 3 ences was born. tures and workshops. 2015 was
day conference (under a differ- our breakout year, not least be-
ent name) for architectural visu- THE D2 OVER THE YEARS cause of the speakers, who were

108 Firestarter Mag #3 24th–25th August 2018 | vienna.d2conferences.com 109


Niskota (Croatia), Sandra Milena
Arciniegas and Sergio Garzon
from Ekoomedia (Columbia),
Nikos Nikolopoulos from Cre-
ative Lighting (Greece), Victor En-
rich (Spain), Christoph Schindelar
from Real Displacement Textures
(Austria), Steffen Riegas and Mi-
kolaj Bazaczek from Herzog & de
Meuron (Switzerland), and Danilo
Micic and Nebojsa Zaklan from
Case3D (Serbia).

2017 WRAP-UP
Last year's event was our best yet.
We began to strategically break
headlined by Trond Greve from John Sellings from Squint/Op- out of the narrow field of architec-
MIR. We used a new, larger space era (UK), Cristian Farinella and tural visualization. It is our experi-
from the Impact Hub, but quickly Lorena Greco from Atelier Crilo ence that we learn the most from
ran out of space and were sold (Italy), Uroš Nešić and Igor Kožić people who are not working in the night before d2 started. Other no- mosphere. Being visualizers our- networking on steroids, and the
out quite a few weeks before the from EDiT (Serbia), Joost van field of architectural visualization. table speakers from adjacent in- selves, our focus is on the com- reason people keep coming back
event. This was a turning point for Rossenberg from WAX (Nether- To that end, we made it a point to dustries were Tomasz Wyszołmir- munity and providing them with to d2 each year. See in you Vien-
us, as we realized that we would lands), Lasse Rode from XOIO bring more speakers working in ski​from Dabarti (Poland), and a place to meet, talk, and learn. na on August 24-25, 2018!
need to find a new spot for the (Germany), Paul McMahon from adjacent industries with the goal Martin McDonnell from Soluis During the day, there is a full slate
2016 event. After visits to many The Rusted Pixel (Ireland), Marcin of providing a more varied set of (UK). Tomasz's company produc- of inspiring speakers from some For more information, visit our
locations around Vienna, we came Jastrzębski from Nebula Grafi- tools and techniques from which es high-quality, fully-3D stock of the best talent in the CG indus- website vienna.d2conferences.
upon the Metropol Theater. We ka (Poland), and Andrea Paloni the attendees can learn. Case in animations and Martin's com- try. The mix of arch-viz artists and com or write us an email at of-
just knew that this was the place from Moka Studio (Germany). point, in 2017 we were lucky to pany works in the emerging AR/ artists from other 3D industries fice@d2conferences.com.
with its quirky main theater and a 2016 – Christiaan Klaassen, Da- have Mike Winkelmann, a.k.a. Be- VR space. We were also happy provides just the amount of learn-
cozy beer garden-style courtyard vid Cairney, and Quincy Quartey ple (USA), take the stage as one to bring back a favorite of ours, ing and positive reinforcement ORGANIZER BIO
that was perfect for our evening from DBOX (UK), Alex Hogrefe of our main speakers. He is well- Thomas Dubois from France. An for attendees of any background. d2 Conferences is organized
festivities. In 2016, we were able from Design Distill (USA), András known for his everyday project, architect by training and trade, by Christian Kobierski, Jason
to double our number of attend- Káldos and Attila Cselovszki from where he produces a piece of art he spends his free time creating It's not just attendees that love Bergeron, and Fabio Palvelli, an
ees, and because of the great Brick Visual (Hungary), Johannes each day. He was also generous amazing stories in 3d and paint- d2. We get overwhelmingly pos- Austrian, an American, and an
new space, were able to raise the Lindqvist (Sweden), Hrvoje Čop enough to show us his everyday ing. Of course, we could not have itive reviews from our sponsors. Italian. What could go wrong?
number even more in 2017. and Dean Niskota from Studio live, as a part of a pre-party the d2 without the architectural visu- We have been lucky to work with
alizers. Some great talent was on the best in the industry and their Christian is a software reseller and
We pride ourselves on bringing the stage, like Ben Bancroft and support helps us continue to has a background in event orga-
talented speakers from around Bret Fisher from ArcMedia (UK), bring great artists to d2 and cre- nization. Jason is a US licensed
the world. Here are some speak- Sebastian Lupea from Tegmark ate its positive atmosphere for architect, but he doesn't much
er highlights from the previous (Romania), and Dušan Vukčevič networking and learning. need it these days with his job
years: 2014 – Matt Reid and Pe- from Vudumotion (Slovenia). To at Luxigon Vienna. Fabio studied
dro Botelho from Pixelflakes (UK), round things out, we also had It is very important for us to have architecture and created the plat-
Ryan Cohen, Hao La, and Rodri- speakers from two UK agencies, the focus on the artistic and form, 3D Dreaming, before going
go Lopez from Neoscape (USA), Mark Lee and Toni Buzolic from technical work produced by our on to work for various companies,
Victor Bonafonte Morales from Uniform (UK) and Rebecca Wat- speakers. There are no product including Vray for C4D.
Beauty and the Bit (Spain), Thom- son and Michelle Obayda from presentations on the stage at
as Vournazos from Slashcube Squint/Opera. d2, just the work of great artists
(Switzerland), Paul Nicholls from from around the world. After a
Factory Fifteen (UK), Thomas Du- WHAT MAKES D2 SPECIAL? long day of lectures, attendees
bois (France), and Armin Hess Ask any attendee what they like can gather in the courtyard for a
from Isochrom (Austria). 2015 - best about d2, and the answer is complimentary grill party and as
Trond Greve from MIR (Norway), almost always the same: The at- much beer as you can drink. It is

110 Firestarter Mag #3 Images ©CTIAF Franco Garzarolli and Kevin Nilles / Bio photo ©Maria-Theresia Bergeron 111
DAC-FRA art forum came to the event, and
they had, in some sense, a fami-
Ninja Theory, Star Citizen and
some amazing freelance artists.
evening ones, have been record-
ed and uploaded onto the DAC-

FRANKFURT ly reunion. Some of our speakers


were also back in the country for
the first time in years and were
Topics ranged from 2D, 3D char-
acter and environment art, to VFX
and 3D character animation.
FRA YouTube channel, where you
can watch them for free. There are
also more videos and pictures of
reunited with their former friends the event on our Facebook page.
and teachers, so for some peo- Our day program followed a
ple, there was a lot of nostalgia in more conventional approach, During the conference, there was
Digital Art Conference, in the happen that would liven up the emotional adventure started that the air and it was very cool to hear whereby we had two rooms in also an art competition called ‘Al-
heart of Frankfurt, has the aim of artistic scene and bring people culminated into the first DAC-FRA all their stories from their past ar- which speakers gave their talks, chemy' whereby attendees had
keeping a close connection be- together, especially in a city not Conference. tistic experiences and adventures followed by a round of Q&A in to randomly draw three words
tween speakers, attendees and recognized for its creativity. together. I think a big part of the a more formal setting. We had from a big pile and compose
the organisation. Artists of all lev- EVENT OVERVIEW: magic was seeing these old con- small breaks between talks, a an art piece inspired by them.
els can come and learn cool stuff, The second part of the inspira- The first edition took place on nections reforged. It served as long lunch, and dinner breaks so Some very interesting combi-
meet new people and enjoy three tion came from Daniel Lieske and the weekend of 8–10 September, big inspiration to everyone see- people did not feel rushed and nations were drawn and it was
days of inspiring talks, workshops, Kemane Ba. I had the great plea- 2017 at the DJH Youth Hostel ing these old artistic relationships had time for personal connection. cool too see so much creativity
portfolio reviews ,and more. sure to meet and work with them right near the center of Frankfurt. blossom again. in the entries. In the end, three
for some projects for my online The hostel has one of the most After dinner, we transformed the entries were chosen for the 1st,
INSPIRATION: platform, Quickposes. During our unique conference settings in One of the unique parts of the main hall into a more informal 2nd and 3rd prizes. The 1st prize
I never thought that I would end conversations, they would tell me Frankfurt. Their old cinema room conference is that we had almost chillout/party atmosphere with won a new Wacom Intuos Pro M,
up in Frankfurt, but in 2017, I wonderful stories about their old has been transformed into a all of the speakers stay together cosy couches, seats, LED cubes while for 2nd & 3rd there were
started working and living there. adventures and the digital art fo- beautiful conference hall that was at the hostel, in addition to 60 and music. There we held a fire- art books and other goodies re-
Working at a creative agency, I rum meetups they used to have used as the main hall for the Dig- attendees and organisation staff. side talks, live demo sessions served.
quickly discovered that beyond in Frankfurt. ital Art Conference. For almost the entire duration of by the speakers, and live model
the typical few, there were also the conference, you could stay drawing. In the second room, we On the last day, we held an all-day
other many hidden layers to the When these two paths crossed in We had around 175 attendees, there and be surrounded by oth- had speakers doing live demos portfolio review event in the main
city. I felt there was a lot of cre- 2017, I felt inspired to try and start including staff and speakers, er artists and speakers and be in with the lights turned down and a hall where you could just walk in
ativity in Frankfurt, but it seemed something that would hopeful- come to the first edition. We had touch with them at any time. beer in their hand, which gave the an and sit together with other at-
to be overshadowed and discon- ly bring artistic people together attendees from about ten differ- moment a very intimate and inclu- tendees and speakers and listen
nected. Designers, dancers, art- and inspire the local community. ent European countries, ranging PROGRAM: sive feel. During the evening, all in on reviews and have your own
ists, VFX studios, game studios – I told myself it shouldn't be that from the ages of 18 to 50. It was For our first edition, we had the drinks were free but if people felt portfolio reviewed. At 5 pm, the
the city has it all. It fed an impulse hard, and with those words an also incredible to see that a lot of pleasure to welcome speakers inspired they could also donate. show was finally over and people
that maybe something should underestimated challenge and people that are part of the digital from Airborn Studios, Crytek, Almost all of the talks, except the went to freshen up and pack their

112 Firestarter Mag #3 5th–7th October 2018 | dac-fra.com Images ©DAC-FRA 113
stuff before dinner. Most of the at-
tendees had to leave right after the
conference ended or during the
day, but those who stayed were
invited to join the organisation [ CHARACTER & ENVIRONMENT ARTS | FX/HOUDINI | GAME DESIGN | RIGGING | COMPOSTING & LIGHTING ]
and speakers for dinner at a local,
3D.CGMASTERACADEMY.COM
traditional Frankfurter restaurant.
So many people joined that we
almost completely took over the
whole restaurant. It was probably
one of the highlights of the event,
sitting together with the speakers,
volunteers and other attendees,
and just having dinner and talking
about art and whatever else came
to our minds.
Boon Cotter Anthony Vaccaro
After dinner, we had a big group
picture and then some of the real
hardcore speakers and a bunch
of the organisation and attend-
ees went out for drinks until
the middle of the night. Finally,
somewhere around 2 am after a
lot of drinks, laughs and hugs, we
all said goodbye to each other
and promised we would all keep
in touch and would see each oth-
er again at the next edition.

Adam Skutt Pete Zoppi Jerad Marantz


THE NEXT EDITION:
After looking back and listening
to all the valuable feedback we CG Master Academy, the leading online art school, offers art students over 100 courses exploring concept art,
received, we are happy to an- modeling and texturing, VFX and gaming. Tailored for artists of all skill levels, CGMA's course offerings directly
nounce the second edition of the speak to the industry's current demands and trends. The instructors of these courses are working professionals
DAC-FRA on 5–7 October, 2018. in the entertainment industry, with some of the biggest motion pictures and games on their resume. The quality
We are going to take all the posi- of education CGMA has cultivated can truly be shown in the talent enrolled at the academy. With their affordable
tive aspects of the first event and
prices and high-quality curriculum, CGMA has made their name as the leading online provider in arts education.
improve them, and use all the
suggestions to make the event
For portfolio reviews, information on registration, and individual payment plans, reach out to the admissions
even better, while still retaining department via email registration@cgmasteracademy.com or phone (818) 561 –9542.
the warm and personal feeling.
Keep an eye out on our website or
Facebook page for more informa-
tion and announcements about
the event. For those interested,
you can also visit our YouTube
channel (Digital Art Conference
Frankfurt) where you can see re-
cordings of the talks, and on our
Facebook page (Digital Art Con-
ference Frankfurt), you can see
videos and images of the event.
Clinton Crumpler Ben Keeling

114 Firestarter Mag #3 115


and Legend of the Cryptids (Ap- work for multiple game studios nia. He has an incredible design
plibot). He has had many presti- and rose to an art director posi- sense, a uniquely gorgeous body
gious clients like Blizzard, Guerril- tion within Ubisoft. of work, and a wealth of technical
la Games, Games Workshop and knowledge.
Direwolf. Mike also works as an Alex is a freelance concept artist
educator at a school in São Paulo. based in Cambridge, UK. She has The event spanned two days, for

EDGE CONTROL Even is a Norwegian artist that


has been working in the concept
a wealth of experience within the
field, working for gaming power-
houses like EA, and on big mov-
up to twelve hours a day, with
three different artists. Each pro-
vided a lecture and demonstra-

TORONTO art industry for seven years. His


experience includes Volta, a well-
known studio in Quebec that has
ies like Guardians of the Galaxy.
Alex additionally puts out tutori-
als for various magazines and art
tion for every day. All the invited
artists were given two hours to
show their presentation. During
done work for Ubisoft and Riot outlets. She does workshops fair- the demo half of the presenta-
Games. Now he is working as a ly regularly, and currently works tion, the audience was afforded
freelance artist, and has gained a in advertising. Alex has a unique a chance to ask the presiding
Edge Control Expo is a local, two- substantial following over the last body of work with incredible speakers questions directly. The
day event in Toronto, Canada, that year with his character and sto- pieces that push the boundaries attendees got the chance to re-
we began last year. We bring in ry-driven series, Tegn. of design and art standards. cieve portfolio reviews from not
six art industry professionals from only our presenters, but six equal-
around the world to share their Nacho is a Toronto-based senior Joon, originally from Korea, is a ly amazing artists who generously
knowledge and experiences with concept artist working at Ubisoft. senior concept artist, currently at shared their time and expertise.
the community. Our guest speak- Prior to his work in this industry, Riot Games on the world-building We made sure that every attend-
ers give lectures and demos, and he studied graphic design and team. He also teaches a class at ee was afforded the chance to get
provide portfolio reviews along- website building. He has done Brainstorm in Pasadena, Califor- a personal review without having
side other industry veterans that to rush away from their favourite
we invite to the event. artist and the others.

For our 2017 event this year, the We started by bringing guest
guest speakers lined up were: speakers that are not only badass
• Jana Schirmer artists, but those we felt stood
• Mike Azevedo out from the crowd and offered a
• Even Amundsen unique perspective of their pro-
• Nacho Yague cess, this industry, and the jour-
• Alex Brady Even Mehl Amundsen ney accompanying it.
• Joon Ahn
fantasy RPG properties, such as Mike is an illustrator and concept We started Edge Control partial-
Jana is a self taught artist based Legend of the Cryptids (Appli- artist based in São Paulo, Brazil. ly because we felt there was not
in Germany. Her highly detailed, bot). She continues to present He has worked on many notable enough happening in Toronto.
illustrative work has given her workshops globally, and is always projects like League of Legends The impact of physically being
credit with some of the biggest developing her style as an artist. (Riot Games), Hex (Cryptozoic), Mike Azevedo in a room with like-minded peers

116 Firestarter Mag #3 August 2018 | edgecontrolexpo.com Images ©Edge Control 117
was something we hadn't really The 2017 event was even better. and chicken wings. The purpose to create an even better event
felt before until we attended a Each talk was informative. Each of these events isn't just for lec- that is even more memorable.
Schoolism Live event in Toronto. speaker had something truly tures or seeing favourite artists. It's Our primary goal is to build and
That alone sparked the catalyst unique to share with the audi- a place to connect with the same connect with the local commu-
for us to realize the great value ence. We had a highly motivating kinds of people who hole them- nity, then bridge them with the
of live events. There is so much presentation from Mike Azevedo selves up day and night in their global one. But when it comes to
talent in Toronto! It's ridiculous! that hyped us all up for the rest of homes drawing, painting, and event specifics, we'll aim to keep
But people don't have many op- the event. Even Amundsen gave modelling. It's almost guaranteed it a personal experience by limit-
portunities to connect with each us a witty and informative talk that you will meet people that will ing our seat capacity. That gives
other and form a community. about world-building, and the help foster your growth as an art- everyone a chance to speak,
power of character archetypes. ist. You may be talking to the CEO breathe, and have fun without
At the time, we were students And at end the first day, there of some game studio, or maybe, being too overwhelmed.
of RobotPencil, classes created was a surprising and heartwarm- you might meet a future business
by Anthony Jones. Kalen Chock, ing joint presentation from Jana partner. Organic connections like Some of the things we'd like to
also a teacher at Robotpencil, Schirmer and her husband Mathi- these just don't happen over the experiment with are not only ways
was hosting a livestream one as (an art director at Blizzard). internet. to make ECE an event to make
day, and mentioned how some By the second day, people were friends at, but a place where we
of his students in the past had already getting into the swing At the same time, however, you can connect you with studios, job
managed to gather artists from of things. It started with Nacho realize that it isn't just about net- opportunities, and more. This will
around the world for their event, Yague giving us some real talk working, and learning. At some be a more complicated aspect to
Creative Juice Expo. The stu- with a universally appreciated point, after spending so much incorporate into our endeavors,
dents planned it all. They took lecture that gave us some life ad- time here, you remember that since it will depend entirely on stu-
care of flights and itineraries, vice. Alex nonchalantly dropped we're all people. Artists in the in- dios' job openings, the time of the
managed logisics for lodgings, a mind-blowing 3DSMax demo. dustry can sometimes be so glo- openings, the location of the stu-
and anything they needed. He And to finish off the lecture seg- rified by the community that it is dio, etc. It is an idea of many, and
told the stream that they didn't ments, Joon Ahn presented us easy to disassociate the fact that not a guaranteed aspect of the
care where they slept or any- with a brilliant art breakdown, they are the same as you. Human. event. Spreading awareness about
thing, "Just buy us some burritos demonstrating his knowledge by They all go through the same the creative industry is something
and it will be all good." hitting an instant painting button! struggles on the same paths, and we're focused on. To quote Mike
His demo was that quick! And some of them might even have a Azevedo, we should be grateful
Of course, it was a lot more work these were just the lectures. similar personality. But until you that we get to draw every day for a
than we anticipated, but in the meet these people that many living. We hope that Edge Control
end, the effort we put in was defi- Being a relatively new event, we consider heroes, it's hard to ful- can eventually grow into some-
nitely worth it. wanted to try something different, ly grasp that concept. To us, this thing that does much more than
and introduced a one-hour panel is probably the most important merely offers knowledge and con-
2016 (and our very first) went far with some of the guest speakers thing. We want everyone to be structive criticism. We want to give
better than we could have ever and portfolio reviewers on both seen as equals. Every year that people an experience that truly
hoped. We had more in atten- days. The casual discussion for- ECE is hosted, we will learn that contributes to their growth, both
dance than we expected, and mat gave the artists the ability to more, and apply that knowledge as an artist and as individuals.
the lectures were both informa- speak on a variety of different top-
tive and highly motivational. We ics, but also share their personal
owe a lot to the guest speakers, experiences and philosophies on
our portfolio reviewers, and our art and life. It was refreshing and
supporters, who were so interac- informative to hear so many differ-
tive and helpful during those fan- ent points of view in response to
tastic two days. Speakers were the same questions. Of course, no
drawing during the after-party, event is complete without a sweet
Crush Visual brought prints, and after-party. For this year's event,
attendees brought art books to we reserved a family-owned pub
share with other guests. We were with a homey, relaxed interior. It
very pleased to learn that some gave everyone a chance to chill,
of our participants were even of- unwind, and simply enjoy one an-
fered jobs. other's company over good beers

118 Firestarter Mag #3 119


FUTURO
VARNA
valier, Pierre Alary and Viktor Who, Rio, and Epic. With the help spirit of the event and set the
The festival FUTURO is based in Kalvachev. Michael Defeo is a of Illumination Entertainment, Mi- stage for the FUTURO festival. At
the beautiful Bulgarian city, Var- sculptor whose specialty lies in chael spent the better part of two the second edition, our guests
na, which is located on the Black translating 2-D character designs years in the city of Paris, helping were Igor-Alban Chevalier, Darek
Sea's coast, with thousands of into fully-fledged 3-D models. to create characters for Despica- Zabrocki, Alfonso de la Torre,
years of cultural and historical He hand-built the modeling and ble Me 2, The Lorax, Minions and Leo Haslam, Nikola Matkovic and
traditions. More than anything sculpting studios at Blue Sky Stu- The Secret Life Of Pets, as well as many more. The lecturers shared
else, this art event is motivation- dios and served as the head of many other characters. a wide range of knowledge, their
al, opening the doors for young each for 15 years. While with his skills that they have developed
artists searching for answers, and pals at Blue Sky, Michael brought For the past 20 years, Igor-Alban over the years, and tips and tricks
introducing them to profession- countless characters to life for Chevalier/The Black Frog has to get into the industry with the
als working for the entertainment Ice Age, Robots, Horton Hears A provided a considerable amount audience. From concept art to
industry. of designs, illustrations, sculpts 3D printing, the event was satu-
business, transportation, educa- na culture, was discovered in the Eddie Bennun and storyboards for films such as rated with quality education and
Varna is the third largest city in tion, tourism, entertainment, and Varna Necropolis and dates to X-Men, Brotherhood Of The Wolf, lots of fun. Also, there were many
Bulgaria and the largest city and healthcare. The city is referred to 4200–4600 BC. Harry Potter, The Flintstones, and young artists who showed up
seaside resort on the Bulgarian as the maritime capital of Bulgar- Dracula Untold, to name a few, and proved to the audience that
Black Sea Coast. Situated strate- ia and headquarters the Bulgari- FUTURO 2017 was the third con- and worked for some of today's everyone has something to show
gically in the Gulf of Varna, the an Navy and merchant marine. In secutive edition and with every leading companies in the vid- in the world of digital art.
city has been a major economic, 2008, Varna was designated as year passing it gains more and eo game industry. Some of his
social and cultural centre for al- the seat of the Black Sea Euro-Re- more power. The event was cre- clients include DreamWorks, Last year the festival grew big-
most three millennia. Historically gion by the Council of Europe. ated from the idea of the sculp- Warner Bros, Marvel, Disney and ger and we invited artists such
known as Odessos, it grew from In 2014, Varna was awarded the tor, Zhivko Donchev, and the many more. as Darek Zabrocki, Michal Kus,
a Thracian seaside settlement to title of European Youth Capital famous artist, Viktor Kalvachev. Mathias Zamęcki, Aris Kolokon-
a major seaport on the Black Sea. 2017. The oldest gold jewelry in Lecturers in the first edition were The meeting of young artists with tes, and our special guest,
Varna is an important centre for the world, belonging to the Var- Michael Defeo, Igor-Alban Che- these great names sparked the Jean-Baptiste Monge.

120 Firestarter Mag #3 20th–24th of August 2018 | futurovarna.com/en 121


Darek Zabrocki Nikolay Stanev

EXCEPTIONAL
Jean has been a French illus-
trator, author, and painter since
prints, and sculptures to the fes-
tival, so the audience could di-
which every artist wants to learn.
They also did a combined lecture

DESIGN NEEDS
EXCELLENT
1994, creating his own illustrated rectly interact with the masters' showing the audience the aspects
stories in books. He lives now in artwork. Another rare thing to see of working in a team environment.
Montréal, Canada and nowadays was the lecture of Ubisoft's art di- Darek also had a private work-
is a character designer and visual rector, Eddie Bennun. He showed shop revealing, not only his tips
development artist for CG anima- the audience not only what is to and tricks, but also his experience
tions and movies. He is member be in the industry but also shared that he's gained over the years.

PRINT WORK
of the Society of Illustrators NY. his personal path and the strug-
Some of his clients include Walt gles that got him working for a Besides lectures, live demos,
Disney Imagineering, Sony Pic- AAA studio. private workshops, portfolio re-
tures Animation, Digital Domain, views and art talks, there are
Blizzard Entertainment and many Darko Markovich, Mathias Zamęc- also parties on the beach where
more. Jean and Aris are the favor- ki and Stefan Atanasov showed everyone is together in a close,
ites of thousands of artists work- their thought process and demon- friendly atmosphere. FUTURO is
ing in the digital art world. Their strated to the audience how they a festival where the participants
work is the subject of searches each approach a problem and receive quality education and a
and inspiration, and many young most importantly, how to solve it. chance to have a great time with
artists try to reach them in their at- Michal Kus and Darek Zabrocki their favorite creators.
tempt to achieve similar success. gave inspiring lectures demon-
Jean and Aris brought books, strating skills and knowledge that

Do you need advice concerning paper quality, design


of file specifications? Contact us and we take care of it.
From quotation to delivery, we take care of your printing!
info@q-promotions.nl +3113 582 09 68
Jean-Baptiste Monge Stefan Atanasov

122 Firestarter Mag #3 Images ©FUTURO / George Kazakov, Ivailo Kostadinov 123
IAMC rector working on films like Mis-
sion Impossible, Jurassic Park
reer in New York City, working as
a freelance illustrator in 1983. At
Brazilian CG artist, Kris has par-
ticipated as a character animator,

PARIS 2, Star Wars: The Empire Strikes


Back, and the special edition of
Return of the Jedi. After 6 years at
the time, he shared a studio with
fellow illustrator, Buck Lewis. His
book and editorial pieces led to
texture artist, and a digital mod-
eler in productions such as Star
Wars: The Force Awakens, Kong:
ILM, George left to form George twenty-one published New York- Skull Island, Warcraft: The Begin-
Hull Design. As an independent, er covers and counting, as well ning, The Avengers, Transformers
he is always pursuing the most as the opportunity to work as a 2–5, Pacific Rim, Rango, and Pan's
IAMAG Master Classes is a yearly Sève and Carter Goodrich, who include James Paick, George creative stage of a film's visual character designer for Dream- Labyrinth. His tools of choice are
snapshot of what the best artists have created many beloved char- Hull, Bastien Lecouffe-Deharme, development. As one of Holly- Works' first animated film, The ZBrush and Maya.
have to offer, whether they're acters in modern animation, from Pascal Campion, Sam Nielson, wood's leading film conceptual Prince of Egypt, in 1995. Shortly
animators, concept artists, VFX / films like Ratatouille, Brave, Find- John Nevarez, and Victor Navone, designers, George specializes in after completing work for The Ian McQue
FX artists, or directors, all during ing Nemo, Ice Age, Transylvania among others. creating unique and imaginative Prince of Egypt, Carter moved to Ian is a concept artist and il-
three days in Paris, the city of art and The Croods, just to name a worlds including the cinematog- Los Angeles, where he continued lustrator. He has spent over 20
that never sleeps. Artists who at- few. George Hull raphy, settings, and vehicles that to contribute character designs years working in the video game
tend are be able to join the mas- Born in India and raised in the live within them. to various feature animated films. industry as lead concept artist
terclasses, have their portfolios In addition, we've made greater U.S., George started his creative Some of those films include Find- and assistant art director for the
reviewed by artists, as well as, efforts to get more artists involved path with a BFA Degree in In- Peter de Sève ing Nemo, Monsters Inc., Shrek, best-selling Grand Theft Auto se-
potentially be recruited by com- in VR. We have brought in true dustrial Design. Growing up in a Peter de Sève's work spans over Spirit: Stallion of the Cimarron, ries. He is now freelance, mainly
panies seeking new talents. trailblazers who are up to the task. small Midwestern town, a career three decades in various forms Sinbad, Open Season (director working in visual development
We're happy to have Goro Fujita in the film industry seemed im- of media, including magazines, of character design), Despicable for film. His recent clients include
For its fourth edition, IAMAG back, along with Jama Jurabaev possible – a "ridiculous" pursuit books, print and television adver- Me (lead character designer), Ho- 20th Century Fox, Paramount Pic-
Master Classes will push this ac- and Maggie Oh (ILMxLab), to give he was told by his instructors. But tising, animated films and maga- tel Transylvania, The Croods (lead tures, Warner Bros, and Sony Pic-
claimed event to the next level! you new insights about the future George's dreams for film design zines. He is perhaps best recog- character designer), Ratatouille tures.
With a new, live streaming option, of art and virtual reality. became reality when the Lucas- nized for his many covers gracing (character designer), and Brave
we'll open the event to a larger film's prestigious visual effects The New Yorker magazine, and (lead character designer). Anthony Eftekhari
audience, offering a global view This year, we have also added two company, ILM, noticed his talent his character designs for the Anthony is a concept artist and
of some of the best digital artists amazing sculptors to our roster, and offered him a position on blockbuster Ice Age franchise (its Kris Costa matte painter in the VFX and
and companies in the world. Kris Costa and Mike Defeo. They their creative team right out of character, Scrat, is a veritable in- Kris Costa is currently a creature games industry. With a decade
work with both traditional mate- school. At ILM, George's earliest ternational celebrity). modeling lead at Industrial Light of production experience, his
This year we're very proud to rials and digital software. The list credit was Oscar-winner Forrest & Magic, and has been contribut- talents have led him to work with
have some of the best character is long, however, and there are Gump. He then quickly climbed Carter Goodrich ing to their blockbusters for the feature films, commercials, tele-
designers on the planet, Peter de many more! Other special guests to be a lead visual effects art di- Carter Goodrich began his ca- past 10 years. An award-winning vision features, and AAA game

124 Firestarter Mag #3 16th–18th of March 2018 | itsartm.ag/iamc-18 Images ©IAMC 125
Jama's talents have contributed
to a number of massively popular
box office hits: Marvel's Aveng- C ONC EP T A R T A ND
ers: Age Of Ultron, X-Men: Days P R ODU C T ION DES IG N
of Future Past, Guardians of The
Galaxy, and Kong: Skull Island.

Sam Nielson
Sam Nielson is a concept art-
ist and illustrator. Sam's diverse
experience has given him an in-
depth view of creativity, as well as
artistic storytelling. With over two
decades of work in the animation
industry, among his many cred-
Ian McQue its are game, film, and television V IS U A L DEV ELO P MEN T
work for studios such Walt Dis- OF P ITC H PA C K AG ES
ney, Blizzard, DreamWorks, and
Sony Pictures. His work has been
published in Spectrum, Imag-
ineFX, 3DTotal, Scholastic Books,
HarperCollins Books, and more.
Sam currently teaches for the
award-winning animation pro-
gram at BYU, in addition to giv-
ing online classes for Schoolism. C H A R A C T ER A ND
His classes cover lighting, digital C R EATU R E DES IG N
painting, character design, visual
development, gesture drawing,
digital sculpting, and animation.
He has taught these subjects at
workshops around the world.
Goro Fujita
John Nevarez
cinematics. He currently works ing some of the most memorable John Nevarez has been an artist
as a Senior Artist at Blizzard En- environments and moments in within the animation industry for
tertainment, contributing to their entertainment design. James has over 20 years. First working at
ILLU S TR ATION A ND
award-winning cinematics team. developed many projects within Disney Television as a storyboard
His work can be seen in World the gaming, film, theme park, il- revisionist and storyboard artist M A R K ET ING A R T
of Warcraft: Warlords of Draenor, lustration, entertainment, and ad- on such shows as Pepper Ann
StarCraft II: Legacy of the Void vertising worlds. His clients have and Kim Possible, he then transi-
and Diablo III. His most recent included Riot Games, Naughty tioned over as a designer for Dis-
work has been on the animated Dog, EA, Sony, Respawn, Epic neyToons, where he worked on
shorts from Blizzard's smash hit Games, Activision, NCSOFT, Tinkerbell, Kronk's New Groove
game, Overwatch. Crystal Dynamics, Wizards of the and Brother Bear 2. John pro-
Coast, and many more. vided storyboards for the pro- “ Creativity, in touch
James Paick motions group for Illumination with tomorrow”
James Paick is the founder and Jama Jurabaev Entertainment's The Secret Life of (Online Slogan Generator)

creative director at Scribble Pad Jama Jurabaev is a profession- Pets. John has been an art direc-
Studios, with over fifteen years al concept artist, illustrator, and tor for Duncan Studios and is cur-
of design experience. Under his matte painter. He is currently rently at Sony Pictures Animation
direction, Scribble Pad Studios employed at Industrial Light & providing both story and art for
has been responsible for creat- Magic as a senior concept artist. numerous features.

www.pixoloid.net
126 Firestarter Mag #3 127
ICON MANILA
MANILA
Once again, Icon Manila has gath-
ered a veritable powerhouse of
animators and designers for their
4th international design confer-
ence. The event was held on the
30th of June until the 1st of July,
2017 at the De La Salle College
of Saint Benilde, right in the heart
of beautiful Manila, Philippines.

The ICON Manila Entertainment


Design Conference caters to all
who work in the fields of anima-
tion, film, games, illustration, fine
art, and other visual design.

ICON 2017 featured five out-


standing speakers with decades
of proven design experience, fur-
ther solidifying Southeast Asia's
growing impact on the global en-
tertainment design industry.

Once again, the event has been


a smashing success. The 500-seat

128 Firestarter Mag #3 14th–15th September 2018 | iconmanila.com 129


auditorium was packed for both them. A special, local guest artist, imation on Stuart Little 2 for Sony Boss Baby. Goro has illustrated Jana Schirmer Hotel Transylvania. In 2013, Ar-
days with visitors from Malaysia, Pauline Bautista, who's known to Pictures. Now independent, Tony numerous book covers, and has Jana is a self-taught concept mand joined Disney for a second
Japan, Singapore and as far as her fans as simply Punziella, also is currently directing the animated published children's books and artist and illustrator, born in Co- time. His latest film credits include
the United States. did a quick demo of of her distinct feature film, Animal Crackers, set mobile games. He is currently an logne, Germany. She currently Big Hero 6 and Zootopia. Armand
style and technique. for release later this year. To top it art director at Oculus Story Studio, lives in Irvine, California. Her cli- is an accomplished scholar in an-
Mulan and Animal Crackers Di- all off, he literally wrote the book and oversees art direction for the ents include Applibot, Bioware, imation design. He published his
rector Tony Bancroft talked about SPEAKER INFORMATION: on animation direction, Directing Emmy award-winning VR expe- Karakter/Guerilla Games, WB first art book, Vignettes, in 2016.
his experience directing feature For Animation. He co-hosts a pop- rience, Henry. Using innovative Games, Massive Black, Sony, Mar- His newest book, Inked, was re-
animated films. Oculus Art Direc- Tony Bancroft ular podcast with his twin brother, software, such as the VR painting vel Comics, Riot Games, Wizards leased last year in July. Armand
tor, and VR pioneer, Goro Fujita, Tony Bancroft is one of the most Tom, called The Bancroft Brothers tool Quill by Oculus, and Medium, of the Coast, and many more. is an adjunct professor at Biola
did an amazing Oculus demo us- prominent supervising animators Animation Podcast. In his spare he is truly a pioneer of the VR field. University in La Mirada, Califor-
ing the Quill application, for which in the industry, notable for his time, Tony enjoys making balloon Armand Serrano nia, and an online instructor at CG
he is a main developer. The ex- role as co-director of Walt Dis- animals out of bubble gum. Even Mehl Amundsen Armand Serrano is a Filipino- Masters Academy.
tremely talented German illustra- ney's Brother Bear. In Even's own words, "I come American visual development
tor, Jana Schirmer, demonstrated Goro Fujita from a land to the north, with epic artist known for his work at Walt 2d.cgmasteracademy.com
her prowess by creating fantastic With over 29 years in the indus- Goro is an art director, illustrator, landscapes, old sagas and a tra- Disney Animation Studios, and
scenes with colour and light. The try, it's easy to see that Tony loves and visual development artist dition of exploration. A land of Sony Pictures Animation. He has
prolific Norwegian illustrator, Even animation. As a Disney animator, based in the Bay Area, California. trolls and Vikings, of kings and... been in the industry for more than
Amundsen, presented his philos- he assisted in the creation of be- After graduating from the German well, even more Vikings. I have two decades. Starting with Hanna
ophies in creating believable char- loved characters like Cogsworth, Film School for Digital Production had experience working in most Barbera Productions in 1990, he
acters, and performed a demon- from Beauty and the Beast, Iago in in 2005, majoring in 3D animation, of the relevant disciplines of the then worked supervising layouts
stration of his process, showing Aladdin, Pumbaa in The Lion King, he started work as a freelance field, though my personal love for Marvel TV three years later. Ar-
us how he builds his iconic Nordic and Kronk in The Emperor's New character animator and visual de- lies with character art and large- mand joined Disney in 1997 and
warriors. Lastly, veteran Visual De- Groove. He won an Annie Award velopment artist for various com- scale illustration work, both of worked on properties like Mulan,
velopment Artist Armand Serrano for his co-direction in Disney's panies in Germany. In 2008, he them being vehicles that create Tarzan, Brother Bear, and Lilo &
presented an array of his envi- Mulan. Additionally, Tony was a joined DreamWorks Animation as and tell stories. The key strengths Stitch. In 2004, he joined Sony,
ronmental design work in feature supervisor for animation in the a visual development artist and I have are a good understanding and became involved with the
films, and explained the thoughts production of Stuart Little (Sony worked for properties such as Mer- of anatomy, craftsmanship, de- production of Surf's Up, Cloudy
and design principles behind Pictures) and also supervised an- ry Madagascar, Megamind, and sign, and composition." With A Chance of Meatballs, and

130 Firestarter Mag #3 Images ©Icon Manila 131


IFCC
ZAGREB creative collaboration or a fund- present their work to everyone in by professionals at official events
ing opportunity and publishing, the audience, increasing the po- online. The curriculum will cover
IFCC 2018 will help you get on tential of getting hired by some a wide array of topics delivered
the right track. of the best studios out there. The live or directly to participants ev-
"It's been absolutely amazing art and design within the enter- Show-Off is also a great way to erywhere, through the wonders
and spectacular!" tainment industry, publishing SOME THINGS get your portfolio reviewed by of the internet.
Tom Paul and advertising. The festival grew WILL NEVER CHANGE the industry's top professionals.
Concept designer, Australia through the years and garnered Lectures, demos, parties, work- The Academy's ultimate aim is to
an almost cult-like following, shops, recruiting sessions and ex- IFCC ACADEMY / IFCCA allow direct access to knowledge
"I hope I can come back like ev- from both speakers and audienc- hibitions are standard ingredients ifcc-academy.com that is shared by our speakers, lec-
ery single year and just have fun!" es. Anyone who's ever been to of the IFCC program. By partic- The IFCC Academy was founded turers and at our workshops. The
Johnson Ting an IFCC main event and experi- ipating in the various events, at- to make the IFCC program big- new education platform began in
Concept artist, Malaysia enced all it offers, won't forget it tendees receive valuable informa- ger, better, and most importantly, 2017, marking the beginning of a
anytime soon. tion directly from some of the best more accessible. The Academy's new IFCC chapter that is meant to
"IFCC is a super-charming and creatives on the planet. Speakers, program is meant to accommo- broaden horizons by expanding
intimate conference. It's unlike WE'RE SLOWLY recruiters and attendees hang out date all those that are not able the scope of the IFCC festival. The
anything out there!" CHANGING OUR WAYS together through all the days and to attend the festival's program, IFCC main event is certainly some-
Kenny Carvalho This year's novelty will be a focus nights of the festival, communicat- but are interested in its content thing to experience, but if you
Riot Games, United States shift from breaking records in the ing formally and informally. Con- and learning possibilities, none- can't make it, enroll in the IFCC
number of guests to providing gregating in this manner is typical theless. Or, those that just wish Academy and be part of the next
IFCC, or Independent Festival of as much knowledge and infor- of every IFCC festival. to learn from some of the world's best thing. Learn, collect experi-
Creative Communication, is the mation to attendees to efficiently leading creatives in digital me- ences and grow so that someday
most notorious Boonika/Boonar support their aspirations con- THE IFCC SHOW-OFF dia and beyond. IFCCA wishes to we may learn from you.
project and the biggest indie cerning finalizing and launching The IFCC Show-Off is a unique provide learning environments
festival of its kind in the region. personal projects. Bring the ideas chance for recruiters, profession- that are apart from, yet part of, LIVE WORKSHOPS
Its primary goal is to promote au- and IFCC will do it's damnedest al artists and beginners to inter- the IFCC program. Along with With 2017, IFCC expanded its
thorship and creativity through to find you someone to talk to act and see what everybody has live workshops, the Academy will activities to include live educa-
education and acknowledge- about bringing it life. Be it find- to offer. Every year, more than 60 bridge the time between festivals tion seminars that took place
ment, especially in the field of ing associates and partners for IFCC attendees are allowed to by offering knowledge shared prior or after the main festival

132 Firestarter Mag #3 28th of May–2nd of June 2018 | ifcc-croatia.com Images ©IFCC / Juraj Vuglač 133
program. These IFCC Academy of creative add-ons to known pro- and/or investors. The project is
workshops featured prominent grams. The courses are currently meant to encourage you to team
industry figures that taught and being developed, so stay tuned up with other members of this
worked with a smaller group of and sign up for the IFCC newslet- community, submit articles, pro-
attendees. The smaller workshop ter to stay in the loop. mote your services and to join
classes ensured a more personal TGW challenges.
approach with every student, di- THE GAME WORKSHOP
rectly concentrating on individual thegameworkshop.net IFCC 2018
needs, while also handling group The IFCC team is never idle. IFCC 2018 will be all about learn-
dynamics in a more focused man- When they are not keeping busy ing, teaching and finding the best
ner. So far, the IFCCA's live work- working on the next festival line- possible choice for your career –
shops have been taught by Jama up, they are devoted to several a springboard for those looking
Jurabaev, Aris Kolokontes and current side-projects. The most to develop their projects and
Renaud Forestié.   massive and ever-evolving of take them to new levels. The fes-
tival is always partnering up with
amazing art schools, top creative
studios, some of the most inno-
vating young companies and nu-
merous professionals.

All this will be condensed and


will take place in your favorite city
with a weird name, at locations
you've come to know and love,
at the festival where knowledge
rules, but hanging out at the bar
with a pad and pen is a close sec-
ond. You know, what happens in
Zagreb during IFCC stays in your
head forever! Come on down!
Learn, draw, drink, and make pals!

This year's main event will take


place from 28 May to 2 June.

Marta Nael Noah Bradley

ONLINE COURSES them is The Game Workshop.


A new addition to IFCCA are its Are you working on a game, art
online courses. Everything is done book or something of the sort?
live and the specially prepared in- Developing creative tools? Or
ternet classes will be available on maybe you just like to write ar-
the world wide web for anyone ticles about art and design and
looking to up their knowledge and join some amazing art challeng-
game on various topics ranging es every now and then. In any
from character design to environ- case, the IFCC collective would
ments. All this will be done using like to invite you to become an
the latest tools so that you won't active member of TGW!  The
only be learning new approaches main mission is to help you de-
and modes of work, but also get- velop projects and promote
ting involved with the newest set them  to potential customers

134 Firestarter Mag #3 135


prolific Mathias Zamęcki, Star
Wars Model Maker Alexander
Hutchings, Jan Urshel, and 3D
Master David Lesperance. The
roster quickly expanded, and the
artists on this awesome lineup in-
cluded ILM Senior Concept Artist
Jama Jurabaev, Game of Thrones
Concept Artist Floris Didden, Axis
Animation Art Director Kan Muf-
tic, and concept artist and illus-
trator extraodinaires, Even Mehl
Amundsen, and Jana Schirmer –
just to name a few!

Whilst insightful lectures graced


the main stages of IW, the demo
stages are also not to be missed.
This year's incredible roster of

INDUSTRY WORKSHOPS artists who showcased their tech-


niques included Jon McCoy,
Richard Anderson, Sean Sevestre,

LONDON Miles Johnston, and many more.


The relaxed format of these demo
stages allows the audience to ask
specific questions about thought
processes and workflow, whilst
seeing them in action.
Industry Workshops is a collective connects the attendee and the
of London-based creatives, with lecturer. Through personal inter- For those who were on the hunt
a shared interest in establishing action, discussion panels, recruit- for their next big job, the studios
a broad-based and vibrant visual ment and portfolio reviewing, looking to recruit new talent this
arts community through contin- we strive to build a learning and year included ILM, Framestore,
ued education. thriving VFX community. Splash Damage, Creative Assem-
bly, and more.
Founded by Levente Peterffy, Rich- IW_17 included free beers from
ard Burns, Daniel Matthews and some of the best craft brewer- Besides guests simply being audi-
Alex Heath, it now involves many ies in East London, speciality ence members, IW_17 also provid-
experienced VFX professionals coffee made by the great folks ed a series of exceptional drawing
from advertising, film, games and from Mother's Milk, and amaz- sessions throughout the weekend
music videos in freelance and stu- ing breakfasts with morning teas for those wanting to get sucked in.
dio capacities. Artist-inspired and made by our favourite cafe, Em- Bodies in Motion and the pre-em-
artist-driven, Industry Workshops bassy East of Hoxton. Attendees inent sculptor, Scott Eaton, fea-
brings together leading visual ef- got a swag bag, and merchan- tured a dynamic figure drawing
fects talents to share their unique dise, too – all included in the tick- workshop, and the Art Model Col-
approaches. Spanning three ex- et price of £320. Our venue is the lective held a generous three-hour
tensive days in vibrant London, East London institution, The Old life drawing session, along with
the event showcases both techni- Truman Brewery, London E1 6QR. Jennie Webber of Wildlife Draw-
cal and philosophical aspects of ing, providing an extraordinary
concept art, film, 3D, traditional Our early announcement artist live animal drawing experience.
sketching, digital matte-painting, lecturers this year were Cristi-
and life drawing (to name just a na Laviña (currently working at IW_17 marked our fourth year
few). Industry Workshops also Blackbird Interactive), the ever running, and it's been quite a

136 Firestarter Mag #3 17th–19th of August 2018 | industryworkshops.co.uk Images ©Industry Workshops / ©Natalia Jaclin Kareta 137
ride, each year being bigger than to 2D character design, to motion meet talented people whom you
the last, involving more interest graphics and everything in be- might admire, without having
both from an artists' perspective tween. We've had Oscar-winning to spend a tremendous amount
and a professional studio one. costume designers and art direc- of money, in a relaxed social
What started off as a meeting tors, mech designers, and algo- setting  – attendees are right in
between a small group of friends rithmic programmers. amongst it with leading profes-
after a life drawing session in sionals. IW also provides a plat-
London, discussing how cool it We love to involve friends, or form for you to show your work
would be to have everyone get people we feel can contribute to and get portfolio reviews from
together to talk about their ca- the energy of the event in a pos- some of the industry's leading
reers and workflows, turned into itive way. This can be quite dif- artists, and all your fellow peers.
an international event with hun- ficult, but is very necessary. We We're all there to help each other
dreds of attendees. It's a big task like to keep our stages for artists grow and improve!
to organise something like this, and creators, and remove barri-
but somehow miraculously we've ers that can sometimes be put up We have had software develop-
managed to keep the team quite by other big events, so we search ers on-site to introduce you to
small, so we can make things for artists who can teach on both some of the latest tech around,
happen, and make sure the event a technical and philosophical and recruiters from world-class
doesn't become too corporate level. Buying a ticket to IW will al- studios where many attendees
or watered-down. All of our art- ways ensure that you experience have found their dream job (or
ists represent what we think are a mind-expanding weekend with at least found a great place to
some of the very best elements like-minded artists, forge new start out.) In a very basic way, it's
of the entertainment and design friendships and perhaps reunite just great to get people together,
industry, from 3D product design, with old friends. It is a way to where they can discuss a thing
that they are really passionate
about (that doesn't get to hap-
pen very often).

At IW the format is very simple –


one venue, three days of lecturing
and presentations. Our most re-
cent event saw two lecture stages,
and a demo space where people
work in real-time. That's nearly
1000 man hours of screen and lec-
ture time! After the event we have
a party, and with a bit of social lu-
brication, it's a great time to show
your work around! If you're ever
planning to come to IW, expect to
have your mind broadened and
your vision stretched. Expect to
make new friends and learn from
some of the best around. Expect
to have early mornings and late
nights. It'll be three full days of
awesome artistic fodder for your
eyes and ears, and most of all, ex-
pect to be inspired!

If you want to know more, please


email us at
info@industryworkshops.co.uk

138 Firestarter Mag #3 139


er for many blockbuster mov-
ies, will have a lot of invaluable
knowledge to share with us!

Sean Hargreaves is originally


from Blackpool, England, and
subsequently moved to the Unit-
ed States with his parents at a
young age. He then moved to Los
Angeles to attend the prestigious
Art Center College of Design.
Sean graduated with a Bachelor
of Science degree and went on
to design concept cars at General
Motors for 2 years. In 1991, his in-
terests moved to the film business
where he has had a prolific career
working on films for Steven Spiel-
berg, Ridley Scott, Michael Mann,

LIK: MEETUP Luc Besson and many more. He


has also worked as a produc-
tion designer at George Lucas's

TAIPEI Industrial Light & Magic, James


Cameron's Digital Domain, as
well as a matte painter at Rhythm
and Hues Studios. His talent en-
compasses production design,
concept design, illustration and
photography. Sean has worked
on such diverse films such as
Seven, Batman Forever, Heat, Ju-
rassic Park: The Lost World, The
Fifth Element, Shrek, Toy Story
2, The Seventh Son, 300: Rise of
An Empire and many others. His
latest work includes Star Trek Be-
yond, Guardians of the Galaxy 2,
Thor: Ragnarok, Avengers Infinity
Wars, Pacific Rim 2 and last but
not least, Star Wars Episode 9.

LiK: MeetUP is based in the sun- The purpose of the workshop is LIK: MEETUP WORKSHOP the Interactive Media & Creative Bringing set design to Taiwan by Sean's book, Places, was pub-
ny country of Taiwan. It is orga- to help bring valuable experi- Since the conception of the work- Installations and Charles Chen, Sean Hargreaves lished in 2011 garnering great
nized by LiKStudios, a visual de- ence in the visual arts industry to shop, we had the honour to in- who is a technical art director for This year, we decided to have a reviews. The book focuses on his
velopment studio that works for Taiwan. Ultimately, we hope to vite industry-experienced speak- 3D software. Our objective is to workshop with a more focused personal design work using cut-
high-profile game developers. have more artists in Taiwan, which ers such as Jonas De Ro, Darek have small speaker groups with theme and a main speaker to ting-edge software to express his
Since its very first session, LiK: will help us stay connected to the Zabrocki, Wojtek Fus from Level a targeted objective or theme share his knowledge. The topic ideas and showcases them with
MeetUP has been going on ev- global creative industry. Through UP, Kekai Kotaki and Jama Ju- for each workshop, from ideation we focused on this time around lavish illustrations. Sean has lec-
ery month since June of 2015, these events, we hope to inspire rabaev to share their invaluable and harnessing new technology is set production design and we tured at the Art Center College of
followed by the first annual and motivate younger artists to knowledge with us. We also invit- to aid designing, to projecting have the honour of inviting Sean Design, Apple's industrial design
workshop that December, and achieve their dreams and to know ed several guest speakers from your concepts on new mediums Hargreaves to be the speaker for team Microsoft / Nokia Design
a second workshop in October they can receive income doing related design industries, such like VR or specifically designed this workshop. Sean, being the Beijing, Otis College of Art and
of 2016. what they love. as Victor Sue, who designs for physical installations. concept and production design- Design, The National Academy of

140 Firestarter Mag #3 24th–26th March 2018 | likmeetup.com Images ©LiK: MeetUP 141
WHAT HAPPENED 2017?
Right after the workshop in 2016,,
we decided to do something dif-
ferent in 2017. With the collabo-
rative effort from Taiwan's tourism
board, we invited several artists
from numerous countries over to
Taiwan for a nature hike through
the beautiful mountain of Alishan
in Taiwan, followed by a sharing
session. The main objective we
had hoped for, was to showcase
the beauty of the scenery, get in-
spired from nature, and lastly, learn
from everyone's different cultural
backgrounds. In the sharing ses-
sion, we had Simon Weaner, Rux-
ing Gao and Noah Kuang Hong
explain their design processes
and insights on art. The nature hike
was a success, as the subsequent
photos and artwork from the art-
ists are stunning. These works will
be compiled into an archive for ev-
Chinese Theatre Arts, The Beijing emphasis on design, then mov- there are silver linings and there eryone to see at a later time.
University of Technology, Jian ing into how it's applied to cur- is a huge positive to being in this
Qiao University in Shanghai, and rent designs before turning them industry. He hopes that through Last Words
Siggraph. He has won the AICP into concept designs. One of the the workshop, the attendees will If you are interested in sharing
Award twice and has been nom- many problems young aspiring know that design and art is fun. with us, feel free to contact us.
inated for four Art Director Guild concept designers face is the lack The workshop also covers a lot of You can also check out our video
Awards, winning one. His work of foundational design, therefore, live demonstrations where Sean that we made for the workshop,
is in the permanent collection of they have to close up the gap by will talk about techniques from more of snapshots of what we
The Museum of Modern Art in relying on techniques. However, sketching and photos to pho- did and feedback from speakers
New York City and has been fea- the major problem with this is that to-bashing and 3D. He will demo and participants at youtube.com/
tured in the exhibition, Pixar: 20 a lot of the resulting concept de- how to create works with painterly watch?v=2ZX9chy3nl0
Years of Animation, at MOMA in signs are similar. Sean will shed looks and effectively show design
New York City. some light in this area by sharing & details from smart economy of
insights on how to distance our brush strokes.
ABOUT WORKSHOP 2018 work from others, and to not use
In this workshop, he will talk existing design work from other Similar to the previous sessions
about his work, showing us many designers as references too much, of the workshop, he will give
examples, and will talk about but rather trust in themselves. critiques and paint-overs of se-
his design process and how he lected works, showing how they
was inspired, as well as his tech- Sean will also talk about photog- can be improved. The workshop
niques. He will also talk about raphy and how photos can in- will last three days from the
techniques relative to time, sub- fluence our designs, in terms of 24th to the 26th of March, 2018.
ject matter and budgeting, which composition and lighting. He will Tickets can be purchased on-
is the main factor that affects his talk about his life and where he line here: https://likmu.kktix.cc/
process in set production design. comes from, his education and events/201803-likmu The price
how he got to where he is today. of each tickets ranges from $280–
One of the highlights will be go- He will share his insights on the $340. More information will be
ing through a series of subjects design industry, both good and available at www.likmeetup.com
with Sean, beginning with an bad. Between the cold, hard facts,

142 Firestarter Mag #3 Contact us at: lik3studios@gmail.com 143


The endeavor is supported by than 25 of his movies, from the We have been fortunate enough
the city council of Barcelona, the hands of directors suchs as Ste- to witness the production and
Generalitat de Catalunya, the Au- ven Spielberg and Tim Burton, making-of movies like The Secret

NONSTOP diovisual Production Associations,


local schools and institutions like
the French Institute of Barcelo-
among others.

Edu Martín is an expert lighting


of Kells, Chico and Rita, Ernest
and Celestine, The Illusionist, Do-
fus, The Prince of Egypt, Corpse

BARCELONA na, and the Barcelona Libraries


Network. The festival has allowed
us to enjoy the presence of vari-
artist that has worked on various
Pixar movies such as Brave, Cars
and Monsters University.
Bride, Boy and The World– and
the chance to watch some of
the best animated film produc-
ous entertainment industry artists tions of this last year, in addition
from all over the world right here We've also hosted animator and to over 500 short films that have
in our city. storyboard artist, Aya Suzuki, been screened in our interna-
From the Art NonStop Drawing who has worked previously with tional competition section and
and Movement Association, a Just a few of our highlights in- Hayao Miyazaki of Studio Ghibli, special programs.
non-profit organization ded- clude names like: Michel Ocelot, Mamoru Osada, the director of
icated to the investigation of creator of various feature films, Wolf Children, and Sylvain Chom- Our innate teaching roots have
drawing, movement, and audio- from which Kirikou and the Sor- et of The Illusionist, along with led us to develop various for-
visual relationships with young ceress became a cornerstone of other productions. mats and environments in which
creators, we propose different French film production.
activities throughout the year as
workshops, conferences, and two We have also included Anthony
major events the International Roux, creator of Ankama studio,
Animation Film Festival and the where the Wakfu and Dofus vid-
NonStop Visual Development eo games originated with millions
Seminar. of players around the world, and
that later appeared onscreen as
The first event began eight years both television series and films.
ago and has since evolved to Jacques-Rémy Girerd is the found-
become the International An- er of the studio, Folimage, one of
imation Film Festival, with the the most prominent production
main objective of integrating the companies in France.
entertainment industry, starting
with the younger public, all the The well-known character design-
way up to professionals. We are er, Carlos Grangel, has produced
focusing specifically on young several masterclasses, where we
talent, digital art, and its relation- were able to experience the char-
ship with the industry. acter creation process in more

144 Firestarter Mag #3 10th–12th of May 2018 | nonstopbarcelona.com Images ©NonStop 145
to share and expand our knowl- •
The attendees: young artists After two consecutive years and a
edge. Our many masterclass- with completely new visions very positive reaction from all of
es, workshops and conferences and new ways of thinking, who the parties involved, we are again
have led us to fulfill these goals. have given us a lesson in collab- providing the opportunity for three
Within these processes during orating with kindred spirits and intense days of learning, sharing,
the festival, we presented for the sharing our knowledge without networking, portfolio reviews, and
first time in Spain, the NonStop jealousy or holding back, and of a chance to enjoy this unique ex-
Concept Art: Visual Develop- course, that brings us closer to perience in the magical city that is
ment Seminar. people, students, and peers. Barcelona. With only two years in
existence, we have been able to
The seminar is focused primar- • The speakers have direct inter- grow at a steady pace, conserv-
ily on the visual development of action with each attendee in a ing these closely cultivated rela-
movies, video games, and illus- one-on-one portfolio session at tionships with our attendees and
tration – with the help of inter- the end of each day. speakers. We will be in Barcelona
national artists from the industry for the 3-days main event from the
currently working worldwide. •
We plan various dinners and 10th to the 12th of May at the Mo-
It's a new, exciting, and differ- networking for everybody in at- bile World Center, which is located
ent event that has allowed us to tendance, as well as workshops right in the center of Barcelona.
broaden our horizens and ex- for the opportunity to get a Among the confirmed speakers
pand into other fields. deeper understanding of spe- for 2018, we are proud to bring
cific questions. Jama Jurabaev, Jomaro Kindred,
Anthony Jones, Jana Schirmer, Jad
• We present various guest pro- Saber, Virginie Bourdin and others
fessionals, who have worked on to be announced soon enough. We
several projects for companies will continue to grow our speaker
such as: Blizzard, ILM, Dream- list as we get closer to the event,
Works, Marvel, Paramount, and along with a few special surprises.
Walt Disney, among others. The schedule will be presented as
follows: we will have three speak-
• We propose an event focused ers per day, each being alotted two
towards young artists, their re- hours for their demo and Q&As.
lationship with the digital age, Each speaker is responsible for
the audiovisual industry, and organizing their own time, so they
video games, that contributes are given full liberty and creative
towards an environment for de- freedom. The demos are gener-
velopment and creativity, and ally given in English, but may also
a chance for them to use more be in Spanish (not to worry, we will
tools for building their road to have translators and recieved pos-
an international audience. itive feedback for these in our last
two events). Afterwards, we will
We have the support of various have on-site portfolio reviews and
entities, including Wacom, Saku- networking (drinking, talking and
Henceforth we would like to ra, various schools such as Escuela hanging out). Later on, we'll go out
highlight a few defining charac- Joso, video game companies with into the city and enjoy what Bar-
teristics that set us apart as an in- a home-base in Barcelona such as celona has to offer. Our dream is
novator. We believe these offer a King, Social Point, Gameloft, and a united community that creates a
great and unique experience: more. They are constantly partic- constant, enriching experience. For
ipating by sending their artists to this dream to become a reality, we
•
Being located in Barcelona, the the event, conscious of its impor- must move forward with the same
first city in Spain to offer this tance and value in our communi- willpower and energy that we have
brand and particular format, has ty. In the future, we hope to count poured into it, so that we may con-
been fundamental for our project. on many more video game com- tinue to grow, and each year build
panies to attend. a better, stronger environment.

146 Firestarter Mag #3 147


their peers from across Europe
and around the globe. NG18
will feature loads of network-
ing events and parties, as well
as Discovery Day on Friday, 25

NORDINC GAME May, dedicated to experimental


and artistic games, and created
in cooperation with Copenhagen

MALMÖ Game Collective.

BUSINESS
The MeetToMatch business
matchmaking system was a huge
success story last May, with an
The Nordic Game conference incredible 2790 meetings held,
is held annually in Malmö, Swe- cementing Nordic Game's rep-
den. The 2018 edition of Nordic utation as one of the world's
Game will take place on 23-25 absolute hot-spots for gaming
May at Slagthuset, a beautiful business. At NG18, this focus will
venue near the Malmö city cen- also expand into the speaker pro- across Europe and the MENA re- 2009: Suda 51 (Grashopper),
tre, and only minutes away from gram, with a new publisher-orien- gion. Check out the NG Discov- Alex Evans (Media Molecule)
Copenhagen Airport. tated business track as one of the ery Contest Tour Plan, as well as are among the speakers. Passed
new editions. qualified finalists, here: discov- 1,000 attending visitors mark
NG18 will build on the founda- ery-contest.nordicgame.com.
tion established by the Nordic FROM NORDIC TO GLOBAL 2010: Venue to Slagthuset, and
Game brand and the keywords The Nordic Game conference HIGHLIGHTS & MILESTONES first Nordic Game Indie Night oc-
"Knowledge, Emotion, Business", is still very much the only annu- 2003: Nordic Game "Potential" curs. Rovio and Unity as keynote
but also expand and evolve in al gathering place for the en- conference is founded in Malmö, speakers. 1200 visitors
numerous ways, including: tire Nordic games industry, and Sweden. 150 visitors
NG18 will be no exception. At the 2013: Second largest developer
KNOWLEDGE be an enhanced focus on expert EMOTION same time, outreach to the rest of 2006: Dropped the "Potential" part conference in Europe. Double
Expect a world-class speaker sessions and "impact" topics, in- As with previous editions, one the world will grow in 2018, with a of the title to just Nordic Game. Fine's Tim Schafer and Naughty
program, with trending topics, cluding talks about serious and of the most valuable parts of the range of new, as well as returning, The first Nordic Game Awards Dog veteran Richard Lemarchand
inspiration and a range of new educational games, as well as NG18 experience will be "intima- country delegations exhibiting in become a part of the conference. are among speakers. 1880 visitors
workshops and round-table dis- games for change and diversity. cy," i.e. the socialising and fun, the NG Expo. Also, the new Dis- 600 visitors
cussions. More than 140 speakers Another exciting program addi- only possible due to the incredi- covery Contest Finalist Expo on 2016: Largest game developer
will inform and entertain NG18 tion will be a half-day audio track ble Nordic Game audience, con- 23-25 May will be a great show- 2008: Harmonix demoes Rock- conference in Europe. Hideo Ko-
attendees in 100+ sessions over hosted by Dolby. sisting of game developers from case to experience and meet with band in their keynote. 850 visitors jima as keynote speaker. 2000+
the three days. New for 2018 will all over the Nordic countries, and the best development talent from visitors

148 Firestarter Mag #3 23rd–25th of May 2018 | conf.nordicgame.com Images ©Nordic Game 149
TESTIMONIALS - Nick Parker "It was my first time in Scandina-
"I want to thank everyone for Owner, Parker Consulting Ltd via, and I got to enjoy it attending
making me so welcome at this this great conference of gamers,
year's Nordic Game event. It was "My first time at Nordic and I artists, programmers, and educa-
an invaluable experience for me. have to say that I was absolutely tors from across the globe. It was
Everything about the event made impressed by the professional- a fantastic experience to be under
me realize once again that there ism and passion with which that the same roof with such talented
are many people out there who event has been organized. And people and able to inspire the
genuinely love games, and just I've been to many game confer- next generation of game devel-
how many fantastic game cre- ences around Europe. For exam- opers. I was happy and honored
ators there are in the Nordic area. ple, for the first time ever, I've par- that my matte painting talk reso-
It also made me very aware of ticipated in a sit-down dinner for nated with so many people at the
how the Nordic area has the ide- so many people! You guys make event in the great city of Malmö.
al conditions to develop a wide video game developers look and Thank you for the memories!"
range of games spanning AAA feel like rock stars and that is what - David Luong
games to mobile titles. Personnel, attracts so many people. I wish Visual Effects Artist, Blizzard
environment, and technology can you best of luck in your future
all be found in the area, which will endeavors and I hope to visit you "It was an amazing experience. It
prove vital in gaming's future. I also next year. Keep up the good was my first time at Nordic Game
look forward to seeing what you work." and the organisation was awe-
all come up with." - Stan Just some, there were a lot of interest-
- Hideo Kojima R&D Manager, CD PROJEKT S.A. ing people to network with and
Lead Designer, Founder, Kojima the audience was also very inter-
Productions "The Nordic Game conference of- ested in the topics. I really appre-
fers a friendly and relaxed atmo- ciate the invite to be a speaker
"Nordic Game offers the best sphere; a perfect foundation to and I hope that someday I can
event to meet high-level repre- meet talented developers from come back!"
sentatives in the Scandinavian all over the world. I am amazed - Sabrina Carmona
development community within by all the creativity and product Producer, King
a tight and relaxed environment. quality I have seen at the event." -
I always come away with new Patrick Rose
learnings and an enhanced con- Business & Product Analyst, BAND-
tact list of stimulating people." AI NAMCO Entertainment Europe

150 Firestarter Mag #3 151


PIXELATL – EL FESTIVAL
CUERNAVACA
Pixelatl is an association that pro- ists and producers Our classes aim to transfer knowl-
motes the professionalization and • Promote creative projects edge and best practices from ex-
internationalization of the Mex- • Build an international collabora- perienced creators to younger
ican creative industry through- tion network audiences.
out the world. Some of their ini- • Networking events: Dynamics
tiatives include Pixelatl Festival But first and foremost, El Festival like gamification, happy hours,
(6 editions), Ideatoon (a contest Pixelatl is a space that helps en- drawing competitions, paint-
to develop original intellectual courage a spirit of community, ing skateboards & walls, cock-
property that can be exported to while allowing producers to inter- tails, coffee sessions, and even
foreign markets), and Secuenciar- face with the national market and a Mexican party where you can
te (a call for comics where Pixelatl international artists and investors, eat worms and ant eggs are the
has printed 12,000 indie comic as well. Henry Selick, Phil Tippett, types of networking activities that
books), among others. Jhonen Vasquez, Koji Igarashi, we foster so that our audience
Bill Plympton, Hal Hickel, Mark can interact.
El Festival Pixelatl is the main Osborne, and Jorge Gutierrez, • Pitching: There's a designed
event linking Mexican artists and amongst other speakers, have all area where broadcasters and
global industries of animation, been a part of Pixelatl. producers see pitches from inde-
comics and video games. For six pendent studios and young cre-
days, it brings together execu- We have several activities: ators in order to develop their IPs.
tives, professionals, students and • Screenings: This space is used • La Feria: This space is where our
amateurs from all areas of the au- to inspire. We hold an interna- sponsors show their latest technol-
diovisual world, in order to: tional call for animated shorts, ogy and where major companies
• Encourage the exchange of and last year, we received entries recruit talent and also where young
knowledge and experiences be- from almost 100 countries. creators show their illustrations,
tween international and local art- • Workshops and masterclasses: comic books, or video games.

152 Firestarter Mag #3 4th–9th of September 2018 | elfestival.mx 153


In 2017, we had over 100 speak- The Awesomes. Joel oversees the sion of Sony Pictures Entertain- opment & Sales, at Starz Anima-
ers fom 19 countries. These are production of the company's pi- ment that produces Sony's fea- tion Toronto, producer of such
some of the speakers for 2018: lots, special projects, visual devel- ture-length CGI animated motion films as Focus Features' 9 and
opment and technology. In addi- pictures, as well as visual effects Miramax's Gnomeo and Juliet.
Joan Lofts tion, he also oversees the studio's for feature films.  Prior to his posi- Representing this high-end CGI
Executive Producer of Peppa Pig digital production pipeline and tion at Sony, Mischel served as ex- studio, she was responsible for
and other properties work-flow. Not many entertain- ecutive vice president of Techni- development, as well as co-pro-
Prior to stepping away from full- ment industry professionals can color, leading their business unit duction and co-venture oppor-
time work, Joan Lofts served as list Homer Simpson and the Da- that specializes in the creation of tunities.  Prior to this, she was a
Director of Television at Con- lai Lama among their clients, but digital assets for the gaming and consultant specializing in anima-
tender Entertainment Group and Joel surely can.  Prior to forming animation industry to clients like tion and children's media. From
was responsible for developing Bento Box, Joel produced a num- Activision, Konami, Nickelode- helping numerous individuals
and overseeing the television ber of animated series for vari- on, and Warner Brothers, includ- and companies with the devel-
production division. Recent ani- ous studios over his 20+ years in ing audio, localization, and art opment of their projects, to pro-
mated hits that were shepherd- the industry including, The Critic, and animation content. Before ducing cartoons, to recruiting, to
ed by Joan include Tractor Tom, The Simpsons, Mucha Lucha, The working at Technicolor, Mischel doing seminars and workshops --
Peppa Pig, Humf, Little Kingdom Goode Family, Men In Black, Ex- served as founder and president it was a very busy year that found
and the Channel 4 special Lost treme Ghostbusters, and Godzilla of Reach Games, was CEO of Heather in China, Brazil and ev-
and Found. She started her ca- to name just a few.  Mainframe Entertainment, and erywhere in between! She is the
reer in television production with served as president and COO of former Sr. Director of Develop-
ITN and spent 12 years working In a fascinating and unexpected The Harvey Entertainment Com- ment, Original Series at Cartoon
for ITN and Thames TV. Joan then turn of events, Joel was asked by pany, where he was in charge of Network, where she helmed the
took a different career path to be- the 14th Dalai Lama to preserve managing the business and cre- development department for all
come a social worker for 10 years and digitize His teachings by set- ative affairs for some of the most animated and live-action series
before returning to television at ting up a self-sustaining digital lucrative intellectual properties in for children 6–11 years old.  Prior
ITV and then moving to the BBC. lab at His Holiness' monastery the family entertainment world, to joining Cartoon Network, she
Her role at the Beeb was Deputy in Dharamsala, India. Joel cur- including Casper The Friendly was editor-in-chief of Animation
Head of Acquisitions and Devel- rently serves as Animation Exec- Ghost and Richie Rich. World Network (www.awn.com),
opment for CBBC, and she was utive Producer on Bob's Burgers Mischel began his career as an a leading internet publisher of
also responsible for producing on FOX and Comedy Central's entertainment attorney with animation news, information and
a number of children's animat- new animated series Legends of O'Melveny & Myers in 1987. Two resources.
ed series. After leaving the BBC, Chamberlain Heights. Follow his years later, joined Electric Pictures
Joan worked for The Children's adventures at Bento Box on Insta- Corporation as a vice president. Over the years our festival has
Channel (later to become TCC) gram @joelkuwahara. From 1993 to 1997, he served as been built around important
and also launched the teen chan- the senior vice president of Live themes:
nel, Trouble. She did a stint at Rick Mischel Entertainment. • Hope, in 2012, because our
Disney Channel UK; worked as Producer at Sony Pictures Anima- event touched hope as a way to
a freelance channel consultant tion Heather Kenyon ignite the local industry.
for clients including UK, Nursery Rick Mischel currently is the ex- Senior Vice President, Develop- • Celebration was our 2014
Channel, Dutch children's chan- ecutive producer of Hotel Tran- ment & Production at Citizen Skull theme, because our festival was a
nel, Kindernet, and Sky, and was sylvania: The Series. He serves as Productions celebration for the art and craft of
also director of broadcasting for a Producer at Sony Pictures Ani- Heather Kenyon is Senior Vice animation.
ITV2. mation, the Sony division behind President of Development & • In 2015, our theme was Con-
such animated features as Cloudy Production at Citizen Skull Pro- necting the Dots.
Joel Kuwahara with a Chance of Meatballs and ductions. She is also a creative • In 2016, we focused on story-
Co-Founder/Principal/Executive The Smurfs.  Prior to his role as a consultant for Kid Glove Creative, telling and our theme was Story-
Producer producer, Mischel served as se- a division of B. Wooding Media, telling Makes Us Human.
Emmy award-winning producer, nior vice president for Sony Pic- and a small group of individuals • In 2017, we targeted diversity as
Joel Kuwahara, is a co-founder tures Imageworks, the animation/ and companies, including Sprite a way to nourish creativity.
and principal of Bento Box En- vfx facility in Vancouver, BC, with Animation & OLM, the BFC, Dis- • In 2018, our main focus will be
tertainment, producers of the work on such films as Hotel Tran- covery Latin America and Snow- on epoché, putting our prejudic-
animated hit shows, Bob's Burg- sylvania, and The Smurfs. Sony ball Studios. Previously, she was es apart to be able to see reality
ers, Brickleberry, Bordertown, and Pictures Imageworks is the divi- Vice President, Project Devel- with a new set of lenses.

154 Firestarter Mag #3 Images ©Pixelatl 155


For more than ten years, Play- an intensive festivity in autumn, LEON VAN ROOIJ
grounds has worked as a con- Playgrounds 2017: The Art De- Director and curator, Playgrounds
nector between makers, indus- partment, featuring more than 40 Leon van Rooij studied anima-
try, the educational system and artists coming from all corners of tion at the Academy of Fine Arts
audiences. It provided a stable the world. We've welcomed an in Tilburg. He has worked as an
fundament to boost new and rel- amazing 3,000 attendees from 15 art director, animator and VJ on

PLAYGROUNDS: BLEND evant developments in the mov-


ing image fields, showcasing the
most innovative productions in-
countries to The Art Department.

This spring, we're engaging on an


commercials, projections and
special events for several studios.
He is the founder of Playgrounds

BREDA AND AMSTERDAM volving animation, visual effects


and sound design. Every year,
during events spread over two
exciting new chapter focused on
the synesthetic relationship be-
tween art and technology. During
International Digital Arts Festival
and a former curator at the STRP
Biennial in Eindhoven. He also
to five days, thousands of visitors our conference, Playgrounds advises institutions and organisa-
and artists are invited to join the Blend, we'll be exploring the in- tions on post-digital culture, is a
series of workshops, presenta- fluence of creativity in technol- jury member at Het Gouden Kalf (
WELCOME TO PLAYGROUNDS proud to present yet another new creative technology to discuss the tions and masterclasses. Over its ogy together with showcasing a Dutch Film Festival) and he teach-
BLEND! The essence of Play- Playgrounds event, Playgrounds 'blend' over a four days fest and lifetime, the festival also started catwalk of inspiring and innova- es animation and interaction de-
grounds! A meeting hub for some Blend. This time around we're conference in Breda and Amster- including cutting-edge audiovi- tive makers who are known for sign at the Bachelor and post-
of the most remarkable artists but looking at the relationship be- dam. We're very excited to devel- sual installations, and exhibitions stretching outside of a genre and graduate departments of AKV|St.
also a place where they can in- tween art and innovative technolo- op Blend and of course very curi- featuring props, sketches, illustra- mashing things together. You will Joost in Breda, the Netherlands.
teract with students – the talents gies and we've gathered the most ous about your feedback. So, let's tions and VR projects. In order to be able to pick their brains, see
of tomorrow – and fans. A series talented and innovative creative talk about it! Share your thoughts reach wider audiences, locations how they did it, how they start- PLAYGROUNDS BLEND
of events that have inspiration professionals in animation, games, at Playgrounds Blend. Where cre- have always been distributed all ed, what they studied, how they A FEST AND CONFERENCE
as a currency. We're extremely interactive design, robotics and ativity meets technology. through the Netherlands, yet stra- became famous, as well as what ABOUT CREATIVITY,
tegically aiming at cities playing amazing projects they are tack- DESIGN AND TECHNOLOGY
an important role in the design ling at the moment. And that's Imagine everything! An important
and innovation landscapes. In not all! We're very excited to have guideline for all the Playgrounds
2017, Playgrounds changed the a second edition of The Art De- events and especially for the new
rules of the game and it dramat- partment! It will take place on 3rd conference, Playgrounds Blend.
ically expanded. It not only show- to 5th October, 2018 in Eindhoven Playgrounds Blend is all about
cased talent, but also nurtured it. and focus on the concept stages new developments in art, design
Through the Playgrounds Next and design processes of anima- & technology and the interna-
project, it created opportunities tions, films and media. A long tional creators that test and bend
for a group of young talent to time ago, Playgrounds stopped their genre and put creativity and
gather resources for creating and being just a festival. It became a technology together.
exhibiting their work. The fes- way of thinking, of creating, and
tival's artist talks were split into of being. Imagine everything, we We've prepared an exiting and
the Playgrounds session events said. And thus, we turned the cre- inspiring program for you, fea-
and spread all throughout the ative world into our Playgrounds! turing a line-up of 30+ interna-
year. This all culminated with Thank you for joining it! tional artist talks, an exhibition,

156 Firestarter Mag #3 9th–11th of April 2018 | playgroundsfestival.nl Images ©Playgrounds 157
cret life of the giant sequoia and teractive project to qualify for an PARTNERS
never-before-seen inner work- Academy Award. Super excited to Playgrounds thanks our partners
ings of the world's largest tree. have David OReilly as our guest at and friends!
Treehugger uniquely illustrates Playgrounds Blend.
the sequoia's immense scale and Provincie Noord-Brabant, Stimul-
questions our relationship with POLYMORF eringsfonds Creatieve Industrie,
the natural world at a time of crisis Polymorf is an interdisciplinary Gemeente Breda, bkkc, Wacom,
and change. We're excited to wel- Dutch design collective. In their Maxon, MK2, Firestarter Mag-
come them as our guests! work, they engage audiences by azine, Chassé Theater, Klokge-
creating fully-embodied immer- bouw, MediaMachine, Avans
DAVID OREILLY sive experiences. As an interdis- Hogeschool, AKV|St. Joost, HP,
David OReilly is an artist working ciplinary, cross-media collective, Q-promotions, Staynice, Jochem
in design, animation and video Polymorf designs with any me- de Vet, Stijlbreuk.
games. He created of the ground- dia necessary. This is reflected in
breaking animated films Please their body of work, which consists "Events like these are really im-
Say Something (Golden Bear of VR experiences, theatrical per- portant to people like me, be-
presentations of the Playgrounds MARSHMALLOW LASER FEAST Berlinale 2009) and The Exter- formances, and installation piec- cause it's good to see the kind of
Next tailor-made talent program, Marshmallow Laser Feast are nal World. His film work has won es. In their current projects, they potential that you can live up to in
several VR and immersive instal- a London-based design stu- numerous awards and been the explore the possibilities for scent this industry."
lations, workshops, portfolio re- dio always looking to create subject of several retrospectives and touch to create multi-senso- - Loish
views and, of course, good food ground-breaking experiences that internationally. He has served as ry strategies for story and expe- Character designer and illustrator
and drinks! immerse and amaze in complete- writer for the TV shows Adventure rience design. By directly influ-
ly unexpected ways. They employ Time & South Park, and created encing the affective response, "I would say that I think it's going
JUST 3 AMAZING HIGHLIGHTS a wealth of creative disciplines, the fictional video games in Spike Polymorf incorporates the vis- to be a very valualable experi-
All good things come in threes from photo-real virtual reality Jonze's Academy Award winning ceral meaning in their designs. ence for a lot of people, right? I
(or is that just the case in The to robotic performance and re- film Her. In 2014 he released his Polymorf's projects reflect on the feel that there are so many peo-
Netherlands?)! Since Firestarter al-time mapping, pushing bound- first independent game Mountain now, the (post-)human condition ple with so many different experi-
Magazine hosts so many industry aries, redefining expectations and and followed up with Everything and relationships between hu- ences to share."
events with our ever-creative and exciting audiences worldwide. in 2017. Everything won grand mans and technology. - Jesse van Dijk
amazing colleagues around the Playgrounds has been following prizes at A MAZE & Ars Electron- Art director at Bungie
world, we wanted to share the MLF for several years and even ica and was featured as Game Of FUTURE EVENTS
three artists we think mirror the programmed their virtual reality The Year by Wired, Polygon, AV 3rd–5th October, 2018 "It is one of my favourite festivals
essence of Playgrounds Blend. installation, Treehugger: Wawona. Club, The New Yorker and others. Playgrounds: The Art Depart- to come to. Great location, inspir-
This installation reveals the se- Its trailer became the first ever in- ment – Klokgebouw Eindhoven ing talks. Everything I could pos-
sibly want, really."
Year-round: check our site for - Rex Crowle
Playgrounds sessions and expos Character designer on Littlebig-
in 2018. We'll be around in sever- planet and Tearaway
al Dutch cities to meet you!

Tentative program, all rights reserved.

158 Firestarter Mag #3 159


PROMISED LAND ART FESTIVAL
LODZ
Bringing together professionals
working in film, gaming, and oth-
er creative industries, Promised
Land is a place for the exchange
of knowledge and experience,
for networking, and crossing the
divide between digital and tra-
ditional art. Organising the fes-
tival, in cooperation with the city
of Łódź, Poland, is a studio at the
heart of the Polish video game in-
dustry: CD PROJEKT RED.

PROMISED LAND 2017


During last year's edition, Prom-
ised Land welcomed nearly 500
participants and played host to:
• 50 hours of lectures, discussion
panels, and meet-the-artist ses-
sions
• 30 hours of workshops and
masterclasses in digital art using
cutting-edge creative software
• 12 hours of sculpting work-
shops with world-renowned

160 Firestarter Mag #3 29th of Sep–2nd of Oct 2018 | promisedland-artfestival.com/en 161


Tomek Radziewicz, Aris Kolokon- ting art into motion share their
tes, and Romain Van den Bogaert knowledge on keying, rigging,
• 18 hours of live drawing ses- motion capture, and VFX
sions with professional models • Illustration — activities that focus
on covering a whole spectrum of
Leading and collaborating in all illustration-related topics, from
these activities were more than classical drawing courses to dig-
50 speakers from some of the ital matte painting and image
most recognizable names in post-production
games, films, and lifestyle, includ- • Modeling — workshops and lec-
ing members of Guerrilla Games, tures aimed at providing insight Johnson Ting
Platige Image, Blizzard Entertain- into a broad range of topics, from
ment, Industrial Light & Magic, hands-on classical sculpture to • Discussion panels — groups of Promised Land Art Festival, make
Sean Daniel Company, Ubisoft, low-poly modeling of game char- artists and industry professionals sure to to visit the festival's official
Converse, and CD PROJEKT RED. acters and objects meet to talk about selected top- website: www.promisedland-art-
• Production — industry profes- ics in front of the festival audience festival.com. There you can check
LOCATION & VENUE sionals discuss all things produc- • Meet-the-artist sessions — taking out 2017's highlights video, a
The festival takes place in the tion, planning, pipelines, etc. place after every talk, allowing photo gallery, as well as select
stunning EC1 Łódź — a former participants to learn more about lectures from last year's event.
power station, now fully mod- Promised Land also aims to the speaker, their background, It's also a great way to stay up-to-
ernised and serving as a centre broaden its participants' hori- education, and their path to suc- date on all news regarding Prom-
for culture and science. During zons by taking on topics that go cess, and also provide the audi- ised Land.
Promised Land, the halls of EC1 beyond what is considered ‘tra- ence with a unique opportunity
Łódź become transformed into a ditional' by the entertainment for a more personal discussion ABOUT CD PROJEKT RED
modern artist's playground. Last industry. Whether it's Bryan Cioffi with the speakers; CD PROJEKT RED is a game de-
year's event took place across: (Converse) discussing bringing • Live demos — chances for at- velopment studio founded in
• a VR area powered by HTC Vive new and exciting clothing and tendees to watch speakers show- 2002. It develops and publishes
technology footwear to market, or BEHOLD- case their skills while walking the video games for personal com-
• VICON's motion capture work- ER's Nick Slough walking the au- audience through their creative puters and video game consoles.
shop dience through his philosophy of process and answering questions The studio's flagship franchise,
• a computer room equipped building a game UI — Promised • Portfolio reviews — throughout games from The Witcher series,
with 40 workstations Land is ready to embrace new, the event, speakers discuss par- has sold over 25 million copies
• a drawing classroom, featuring emerging, and unconventional ticipant's work and share their worldwide. Its newest release
a dedicated stage, Wacom Cintiq areas of the arts. experiences with them, providing – The Witcher 3: Wild Hunt – de-
hardware and traditional drawing invaluable experience and per- buted in 2015 for the PC, Play-
equipment PRESENTATION FORMATS spective in the process Station 4 and Xbox One, and has
• a sculpting room that can host Presenting attending artists with a since received over 800 awards
up to 50 people variety of activities to take part in, NETWORKING and accolades, including 250
Promised Land features: Networking is a key part of Prom- Game of the Year awards. Togeth-
The festival also makes use of the • Lectures — industry profession- ised Land. The event features er with GOG.com, a game store
venue's spacious expo hall and als touch upon subjects such as many opportunities to sit down offering hand-picked titles for PC
numerous small spaces — both descriptions of creative tech- and talk with other festival attend- and Mac, CD PROJEKT RED is
perfect for formal meetings, as niques, analyses of complet- ees, as well as the speakers them- part of the CD PROJEKT Capital
well as casual networking be- ed projects, their own creative selves. Each day, the conference Group. CD PROJEKT S.A. is listed
tween participants and speakers. philosophies and processes etc. concludes with a photographic on the Warsaw Stock Exchange
• Workshops and masterclass- get-together. Finally, on the last (ISIN: PLOPTTC00011).
TRACKS es — hands-on experiences which day of the conference, all partici-
Promised Land Art Festival covers offer a chance to learn from mas- pants are invited to take part in an Promised Land is held under the
all areas of art powering today's ters, either by watching first and epic party that marks the close of auspices of Łódź City Council as
film, game and advertising indus- following after, or receiving guid- the event. part of the Łódź Creates (Łódź
tries. The majority of activities re- ance as you go — all while utilizing Kreuje) and EC1 Łódź – The City
volve around four disciplines: high-end digital and traditional ...and more! of Culture (EC1 Łódź – Miasto Kul-
• Animation — specialists at put- equipment If you want to learn more about tury) promotional programmes.

162 Firestarter Mag #3 Images ©Promised Land / Jacek Kamiński 163


SPLASH
PRAGUE
Fourteen years of education and Splash isn't just for education by to offer feedback for those
inspiration with the leaders of and lectures, though. It presents who elected to bring their work.
creative industries. a unique opportunity to meet As always, a massive after-party
and speak with like-minded in- with all our special guests and at-
Whether computer graphics are a dividuals working in the same tendees followed the festival on
hobby for you, a career, or a life- fields face-to-face. This offers you Saturday.
long obsession, don't miss the a much more organic, personal
Splash festival! Every year, lead- connection, and we guarantee A series of talks and workshops
ing artists of the industry join us you won't get anything like that were held in the main lecture hall
from around the world. This year, on the internet! on Saturday and Sunday. Every,
the festival ran from September day a total of six talks, each lasting
22th through September 23th, Conference program one hour, took place in the hall.
and took place in our usual loca- In addition to lectures within the Four workshops ran simultane-
tion of Prague, Czech Republic. main conference hall, visitors for ously throughout the day. At the
our event were able to attend workshops, attendees were able
In this article, we'll present just a many different workshops. Attrac- to work in a hands-on, education-
few of the things that make Splash tions included a showroom with al setting under the guidance of
a worthwhile event. Space fills the latest and greatest state-of- industry veterans. And, thanks to
up fast when registration opens! the-art technology, along with a our sponsors, the guests who at-
If you are interested in learning gallery and a lounge. The lounge tended these sessions were able
about our venue, presentations, served as a place to relax and take to learn with some of the best
and future workshops, check out part in discussions with other at- hardware and tools available on
our website and get involved tendees. Reel, a portfolio review the market. The cherry on top?
next year! service, was present throughout A traditional tombola game was
the 13th Splash festival, standing held on Sunday, plus, three lucky

164 Firestarter Mag #3 22nd–23rd of September 2018 | get-splashed.cz 165


Celts, who were eventually over-
taken by Germanic tribes. The city
grew, and gave way to the King-
dom of Bohemia. The coronation
of Charles IV marked the city as
part of the once far-reaching
and mighty Holy Roman Empire,
whose influence can still be seen
today. Showroom Splash isn't just
for tech users. We bring in the
people who make the tech, too!
An area of the conference room
is dedicated to showing the lat-
est and greatest in hardware and
software. Everything on display is
there, not only for you to look at,
but to play with, test, and hold, as
well! If you have any questions,
or just want to see what might be
worth your next upgrade invest-
ment, this is the place.

Portfolio and reel consultancy


Portfolio and reel consultancy are
a popular part of Splash. Visitors
can have their work evaluated by
knowledgeable profesionals in
visitors took home prizes and for James Cameron's Avatar, the field since 1998. After finishing their own field. They learn not only
gift items (think hardware)! Don't Hong Kong sequence for Christo- his degree in fine art, his career about their strengths, but weak-
miss out on these perks next year pher Nolan's The Dark Knight, the path has led him through Portu- nesses, too. In addition to con-
– make sure you get your Splash Extremis effect for Marvel's Iron gal, Sweden, and the United King- structive feedback, attendees get
ticket – it's totally worth it! Man 3, and the Knowhere envi- dom. In 2010, he joined The Mill specific advice on how to increase
ronment for Marvel's Guardians as a a VFX supervisor, and head their value on the market and cre-
The stars of the festival of the Galaxy are among some of the Nuke department. Since ate a balanced, attractive portfolio.
Each year there is an assortment of the many notable marks on 2014, Hugo has been working for
of top-level guest artists from all his impressive record. He worked Fire Without Smoke as a VFX su- Recruitment
over the globe. Splash 2017 was as a CG sequence supervisor on pervisor and cinematics director. The Splash festival can also pro- Large format prints of notable Conclusion
just as exciting. Our shining star Alfonso Cuarón's Gravity, and Other credits of Hugo's include vide working opportunitites. If graphic artists are put on display The Splash conference is more
presenters included: was instrumental in the project Homefront: The Revolution (Deep you still aren't sure that it's worth to kindle inspiration while you than just talks and lectures. The
from the beginning. He helped Silver), The Crew: Calling all Units the trip, consider that Splash rest up for your next adventure. goal of the organizers remains
Stuart Penn develop the techniques neces- and The Division (Ubisoft), Just might just be the key to opening This keyed-down space gives the same - to offer a rich program,
Bursting Into New Territories with sary to shoot the film's stunning Cause 3 (Square Enix), and Butter- the door to the job you've been guests a chance to mingle with full of opportunities to meet cre-
Alien: Covenant zero-gravity scenes, working with fly Effect – Until Dawn (Sony). dreaming of. At Splash, you can newfound friends and the pre- ators, make connections with col-
Stuart studied phyiscs and motion-capture robots and inno- meet representatives for interna- senters themselves. As with every legues, and form new friendships.
worked as a researcher in the field vative LED lighting known as the Why Prague? Splash is an ideal tional companies like MPC, Dou- year, we end the festivities with a When our visitors manage to cre-
for ten years, before finally join- "lightbox." opportunity to merge educa- ble Negative, Framestore, Juice, party. Say goodbye to formalities, ate these contacts or obtain job
ing Framestore as a CG artist for tion and fun in one of the most UPP, BlueZoo, and many more. and experience true networking. offers, it gives us the kind of ful-
the award-winning series, Dinoto- Hugo Guerra beautiful, storied cities on earth, 2017's evening was hosted by fillment we have strived for since
pia. He has worked on numerous Supervising a VFX Shoot: Onset Prague. It has long been a cultural Relax, it's an exposition and party! Klub C, right on the grounds of its inception. When all is said and
projects as a model supervisor, Tips and Tricks and historical bastion of Europe If you need a minute to cool your the Czech University of Life Sci- done, that's what this whole con-
lighting supervisor, and environ- Hugo is an award winning direc- and its timeline spans thousands jets from all the workshops and ences, where the event itself was ference is about. We hope you'll
ment supervisor. Projects like the tor and VFX supervisor. An indus- of years. First a paleolithic settle- lectures, you can chill in the relax- held throughout the weekend. join us at the next one... and the
digital oil refinery, Hell's Gate, try giant, he has worked in the ment, then, it was occupied by the ation area of the Splash gallery. next one!

166 Firestarter Mag #3 Images: ©Splash 167


Theme Park 2017 took its place
in Kouvola, Finland, on the XAMK
University campus. The program
included speeches from profes-
sionals from companies like Rem-
edy Entertainment and Rovio En-
tertainmen art workshops from
Finland's Drawery Workshop and
the Smirnov School in Russia, life
and still-life drawing and sketch-
ing sessions discussions on in-
dustry trends and peculiarities
live demos and more. More or
less, the same format will happen
again next year.

Our ambitions are great and


there's hope to some of Theme
Park to become a good alternative

THEME PARK for the best art events in Europe,


while keeping the attending price
at zero. But, we had to start rela- Veli Niström

KOUVOLA tively small — our first event only


had a bit more than 80 attendees
(which isn't too bad for Finland).
THEME PARK - A REVIEW
Written by Nick Sweetman
Event Overview
Theme Park is a digital art rally
Next year, however, in addition to I'm a freelancer and Udemy on- that took place over two days in
Finnish industry professionals, we line game art instructor with nine the city of Kuovola in Finland, at
are planning to invite well-known, years of industry experience. My the XAMK campus. It included
Theme Park is a group of art-pas- worldwide names, along with or- passions include online teaching, a host of Finnish character and
sionate game industry profes- ganizing more small workshops in where I currently have over nine concept artists, art directors and
sionals and students from XAMK between yearly rallies. That, hope- thousand students worldwide. teachers. Organised by the game
University Finland creating the fully, will widen our audience. artist, Ivan Lugovoy, and his team
first digital art rally in Finland. We (students and teachers from
are aiming to create an interna- XAMK university, Kouvola), the
tional digital art event where pro- workshop's schedule enabled
fessionals in the entertainment you to attend workshops to learn
industry can meet and share their specific skills and also listen to
knowledge with other profes- tips and workflows from industry
sionals, hobbyists and students. professionals. Life drawing was
The main idea of this project is to also included so you could quite
narrow down the gap between easily move between industry
education and professional life, lectures and chances to sharp-
to give beginners more insights en your drawing skills. The event
about visual the development only required registration and
process in different studios, bring was completely free. During this
fresh blood into industry and to review, I focused on some of the
build a stronger art community in lectures that were given during
Finland. the conference.

There is a thing that makes our ral- have a chance to follow it and into it. And we are happy that our
ly stand out among analogs — it is draw inspiration from community speakers share our attitude and
free. We wanted to make sure that gatherings without the necessity are willing to discuss their knowl-
anyone who has passion would of investing huge sums of money edge and experiences for free.

168 Firestarter Mag #3 November 2018 | themeparkfinland.com Images ©Theme Park / Nam-Anh Lê 169
Caurette Editions presents

Kim Jung Gi
KIM Jung Gi is a world-famous artist from South Korea, whose
skills have attracted the attention of millions over the last few years.
He has the incredible ability to visualize h  is drawings before putting
his pen to paper. His brain can summon 3D representations
of every object, animal or people he has memorized, and then
arrange them in scenes of beautiful and incredible complexity.
His sketchbooks (totalizing more than 3000 pages !) are
a precious collection of the sketches, doodles and drawings
that are a source of inspiration for every artist.

Building A Character: eastern design aesthetics, from students often miss and it's usual-
Eliza Maria Jäppinen the more structured and linear ly down to a lack of reference and
Visible Realms lines of manga to the flowing and design-thinking. The overall pre-
organic lines of Disney charac- sentation demonstrated that Rov-
Eliza was the first to open the ters. Eliza looked through the his- io, as a brand, was branching out
event and is known for her very tory of character design picking into new areas with the humorous
distinctive character design for out details that most would miss, Angry Birds Evolution game with
the band, Studio Killers, a twisted such as the subtlety of designing some characters heavily inspired
mix of fresh colours and inventive characters' eyes, looking at exam- by action heroes of the 80's, giv-
character design. The lecture was ples from the design of the evil ing older players a trip down
informative and engrossing, and queen in Sleeping Beauty to the memory lane. Iron Maiden and
a key topic included the main dif- more stylised Simpsons cartoon. metal fans will be happy to see
ferences between western and She also gave us an overview of their trademark character, Eddy,
her most recent project, Cat 'S' that blazoned the front of so
Trophy, a new virtual reality racing many of Maiden's LP covers from
cat game based in a fantasy world the 1980's, has also been trans-
governed by a mystical cat god. It formed into a bird for the game.
was a well-rounded lecture with
some real gems of information in Veli Nyström & Halil Ural
there for the aspiring and profes- Concept Art Demonstrations
Bibliography
sional character designer.
During the two days, concept SKETCHBOOKS [No Text] COMICS
Visual Storytelling: artists Veli Nyström and Halil
Tatu Petersen-Jessen Ural gave live digital demonstra- 2007 – 1000 pages - ISBN : 978-89-959732-0-2 - 69 € Spy Games, vol 1 [French language / English transl.] - 48 pages
2011 – 700 pages - ISBN : 978-89-959732-1-9 - 89 € ISBN : 978-27-234870-2-3 - 14 €
Art Director at Rovio tion's of their character and back-
ground process. Watching the 2013 – 536 pages - ISBN : 978-89-959732-2-6 - 89 €
Tatus' presentation brought up canvas progress gradually over 2015 / Omphalos  [Erotic] - 320 pages - ISBN : 978-89-959732-4-0 - 99 € McCurry, NYC, 9/11 [English language] - 136 pages
ISBN : 979-10-963150-1-7 - 25 €
important design questions that time is always magical as every 2016 – 446 pages - ISBN : 978-89-959732-6-4 - 89 €
you should ask yourself when de- digital artist has his own unique Terada Katsuya + Kim Jung Gi Illustration Book - 127 pages
ISBN : 978-89-959732-9-5 - 35 €
signing characters or props for approach. The two artists com-
a game. For an example using plemented each other very well
props, how long has it been in the from Velis' atmospheric and de-
world? Who made it and why is it tailed approach to Halils' more
For more information, videos, portfolios and details, please visit KimJungGi.net in Europe or KimJungGiUS.com in the USA
Halil Ural there? These are key points that spontaneous and painterly style. or get in touch with the European branch of Superani :
Jean-Christophe CAURETTE / jc@kimjunggi.net or Marine CHARMASSON / marine.c@kimjunggi.net
170 Firestarter Mag #3 171
TROJAN HORSE WAS A UNICORN
VALLETTA
THU2018: This year, one of the
most important things we're try-
ing to focus on is our target: we
really want people to know that
THU is for everybody, not just
artists. Other areas like manage-
ment, programming, and market-
ing are essential to the communi-
ty ecosystem. We believe that if
all these creators from different
areas come together, we can ap-
proach the industry in an unprec-
edented way and really make an
impact through all these skills
and tools.
wanted to change some of the bring different mindsets and a
Embracing Uncertainty & Looking things that made us a success, in- special diversity to it. Scott tried
For Answers – by Andre Lourenço cluding the perception of being a to show me that the small num-
2017 started with a huge cloud of small event for digital artists. ber of attendees was not the rea-
uncertainty and challenges that son why THU was successful but
we knew we had to overcome if I must admit that for two years I rather its atmosphere and power
we wanted THU to help the com- fought against Scott Ross about to change mentalities. Despite all
munity and bring it together. The these changes. He always told my fears, I was full of new ideas
risks and fears were huge (truth me that more people would en- and questions just kept popping
be told, they still are) because we rich the Tribe because they would in my head:

172 Firestarter Mag #3 24th-29th September 2018 | trojan-unicorn.com Images: ©Trojan Horse was a Unicorn 173
work in the digital entertainment the place for introverts, but they're enough. Sounds terrifying, but
industry. Everything is an experi- a big part of the Tribe and we we can assure you it's awesome
ence: the schedules, the activities need them. How do we explain to and the best thing you can do for
and the way they're sequenced, an introvert that the THU experi- yourself and your art.
and the way the venue is orga- ence is for them, even if it includes
nized. All of these details have a participating in a karaoke battle? LAST THOUGHTS...
common purpose: the creation of 2017 was a very special year –
a true network – the Tribe. I am an introvert, so I know what the year of big decisions, one of
it's like to go to an event and feel which will be announced very
Every year, we create something like you can't talk to anyone, al- soon. It was, indeed, the Epoch
different and build the activities ways leaving with an awkward of Belief  – we knew we had to
in a way that, when the seven feeling and the certainty that believe that it was possible to
days pass, all masks, walls and you don't belong there. That's change and still succeed.
defenses fall and are replaced exactly one of the reasons why I
by an honest conversation in an had to create THU. We're work- We feel infinitely grateful for the
intimate atmosphere where there ing hard to make people realize Tribe and all the people who sup-
are no formalities. This frank and THU is and will always be a haven port us. We know that creators
genuine mentality defines us. for creators, where there are no now feel like there's space for
There are no VIPs and we're not judgments and no one feels left them and the THU symbol already
looking to give you a pat on the out. THUTV helped us spread the represents something important.
back. If there is a problem with an message that THU is a safe space With the Tribe by our side, we're
• How do we bring the less cre- The Community Ecosystem – programmers, managers, and idea or portfolio, we encourage for all creatives but this mission is confident that THU2018 will be
ative areas that are fundamental Business Meets Art marketers to THU, which was chal- honest feedback. This is the only still far from complete. an unforgettable edition and we
to the community ecosystem, Year after year, we find ourselves lenging but inevitable. Creativity way to truly improve and effect can't wait to see you all there!
such as management, marketing, under a lot of pressure because is everywhere and our goal was to change. We don't want people The most important thing for us is
or programming? of our urge to surprise. 2017 was bring all creators and players to- to perceive THU as an art event to provide all the tools you need Trojan Horse Was a Unicorn (THU)
• How do we stop being seen as the year we welcomed 900 partic- gether in the same place to speak mostly because we feel like artists to find the answers you seek and announced that Malta, an island
an art event and explain that we ipants and decided it was about the same language and start ap- associate those with boring con- help you make the most of seven country in the middle of the Med-
are neither a conference nor a time art and business met, shook proaching the digital entertain- ventionality. It's human nature to intensive days filled with person- iterranean Sea, will be the festi-
congress? hands and became acquainted. ment industry differently. Digital seek a safe place and we want to al and professional challenges. val’s new location. The 6-day dig-
• How do we get introverts to re- As a result, B-sides was born to artists shouldn't fear the so-called be that safe place. A place with a There's one thing we can prom- ital entertainment event will now
alize THU is for them? shed a light on the business side "suits" anymore, but rather con- soul where you can get inspired, ise: you will have to step way out take place in Valletta, Malta from
of art, which was one of my favor- nect with them and understand create and be yourself, especial- of your comfort zone and go to September 24-29, 2018. Tickets
Here's how we tried to answer ite things at THU this year. In ad- how they can create projects, jobs, ly if you're shy or insecure. We're that unknown area where cool go on sale March 15th and usually
each one of these during 2017. dition to B-sides, we welcomed and help the community together.  very aware that events may not be stuff happens if you're brave sell out within days.

In 2018, we will welcome more


people from different back-
grounds because we believe
we're all just creators who want to
succeed in the digital entertain-
ment industry and are passionate
about it.

THU: NOT AN ART EVENT


THU is not an art event, a con-
gress or a conference. "What is
THU then?", you ask. This year we
discovered the word that best de-
scribes it: experience. That's what
it's all about, creating an expe-
rience for creators, for our com-
munity and for all of those who

174 Firestarter Mag #3 Images ©Trojan Horse Was A Unicorn 175


Thanks to the combination of
streaming technology and social
media, viewers become partici-
pants, interacting with each other
no matter where they are located
and even having their questions
answered by the presenters.

In short, the ZBrush Summit is an


electrifying experience for all in-
volved, including the companies
that send their brightest and best
ZBrush artists.

The ZBrush Summit is an annual


event put on by Pixologic Inc.,
the makers of ZBrush. The event
is focused on creating an artistic
atmosphere where everyone is Big Hero Six, Zootopia and Fro- ZBrush artists in the world. Each

ZBRUSH SUMMIT welcome in sharing ideas, inspir-


ing each other, connecting with
artists from various industries
zen, Red Storm showing all of the
weapons found in The Division
months before the game was re-
person attending a workshop will
be equipped with a computer
(with ZBrush installed, of course!)

LOS ANGELES and, let's face it, having a lot of


fun across all four days.
leased, Square-Enix sharing the
entire workflow and assets from
Final Fantasy Kingsglaive, MPC
and a tablet, ready to follow along
with your instructor. The instruc-
tors absolutely fill their four hours
There are seven major com- revealing how Godzilla himself with tips & tricks, in addition to
ponents to the ZBrush Summit was created in ZBrush, ID Soft- sharing unique workflows and
event. These are: ware giving demos of the various industry stories. To make these
Join us as we once again bring • Studio and individual ZBrush characters from the most recent experiences as personalized as
the ZBrush community together artist presentations installment of DOOM, Naughty possible, all workshops are limit-
in a global phenomenon that is • Live workshops Dog's look into their studio with ed to fifteen people or fewer. This
the annual ZBrush Summit. Don't • The annual LIVE ZBrush Sculpt- hit franchises like Last of Us and ensures that every student will
miss this opportunity to connect Off Uncharted and Blizzard Entertain- have ample quality time with his
with ZBrush artists from around • An all ZBrush gallery show ment showcasing how ZBrush is or her instructor.
the world at the 2018 event on • The Annual ZBrush Awards cer- used from concepts to in-game
September 27th–30th. This will be emony assets or cinematics. Other high- The workshops are the only part
the fifth consecutive year that Pix- • Studio portfolio reviews lights include, Laika showing how of the ZBrush Summit that isn't
ologic has organized the ZBrush …and of course, a party! ZBrush has changed the way they free, with a price of $199 per
Summit. With an international do stop-motion animation, and workshop. However, everyone
audience numbering in the hun- PRESENTATIONS even sculpting masters Rick Bak- walks out of these workshops
dreds of thousands, the annual Every year Pixologic assembles er and Richard Taylor sharing how with a wealth of inspiration and
ZBrush Summit is the year's big- some of the best ZBrush art- ZBrush has changed the way they knowledge.
gest event for the community of Pixologic team, but also with lu- tries, never seen before outside ists and studios to present what create for today's world – and so
artists centered on the Academy minaries from all segments of of the studios. Past presenters in- they've been cooking up with much more. Past workshops have included
Award®-winning ZBrush software. the digital sculpting industry. clude Disney Animation Studios, ZBrush. The presentations are three senior character artists from
The days are packed with talent- MPC The Mill, Sideshow Collect- full of tips & tricks, behind-the- All the presentations are also ID Software sharing their exact
This four-day event takes place ed artists presenting a variety of ibles, Square-Enix, Blizzard En- scenes insights from major proj- streamed live to the world workflow in ZBrush for DOOM,
on the campus of the Gnomon ZBrush techniques used in re- tertainment, Laika, Naughty Dog, ect titles, exclusive and never-be- through our ZBrushLIVE channel. Dan Katcher sharing how he de-
School of Visual Effects in Holly- al-world productions by some ID Software, Bethesda Game Stu- fore-seen assets, ZBrush demos, signed the dragons for Game of
wood, California and is streamed of the most recognized studios dios, Oculus, visionaries Rick Bak- Q&A sessions and much more. WORKSHOPS Thrones, Joe Menna providing
live around the world. It is a rev- and respected artists. Many of er and Richard Taylor and many Past presentations have included Each workshop is a four-hour the perfect workflow for collect-
olutionary way for digital artists the demonstrations highlight ex- more. Disney Animation sharing their training experience with the ibles work, former Disney Interac-
to connect, not only with the clusive assets from various indus- character pipeline on the films brightest and most talented tive artists, Shane Olson and Matt

176 Firestarter Mag #3 27th-30th September 2018 | summit.pixologic.com Images ©Pixologic 177
Thorup, giving a class of class of Put your ZBrush sculpting abili- runs from June of the previous
inspiring sculpting techniques for ties up to the challenge this year. year to June of the current year, Naturally, attending in person is
stylized characters, and Bethesda Submit to the 2018 LIVE ZBrush ensuring that all images have an the best way to experience the
Game Studios sharing the robots Sculpt-Off at http://summit.pixo- equal chance of being broadly ZBrush Summit because it gives
of Fallout 4. Even three-time LIVE logic.com. seen and voted for by the com- access to all these elements. Ev-
ZBrush Sculpt-Off Champion munity before that year's ZBrush erything, except the live work-
Furio Tedeschi shared his tech- ZBRUSH GALLERY SHOW Awards ceremony. shops is free to attend. But if a trip
niques in hard surface sculpting. The ZBrush Summit is accompa- to L.A. at the end of September
And these are only a few of the nied by an exclusive all-ZBrush Every awards ceremony is con- just isn't in the cards for you, Pix-
offerings from past years. If you art show in the Gnomon Gallery. sistently full of work that pushes ologic also streams the presenta-
plan to be at the ZBrush Summit The gallery includes individu- the boundaries of digital art. Last tions on ZBrushLIVE.com.
in person, you'll want to jump al and studio pieces from 40-60 year's ZBrushCentral Honorable
into a workshop, but remember – ZBrush artists. The show includes Award was presented to Sir Rich- Representatives from various
they sell out fast. large scale images and several 3D ard Taylor, CEO & co-founder of companies that complement
prints that are sure get your cre- Weta Workshop. It's safe to say ZBrush such as FormLabs, Sprint
LIVE ZBRUSH SCULPT-OFF ative juices flowing. The gallery is that the presentation given by Ray, HP, Wacom and many more
Although part of the ZBrush only available to artists that visit Sir Richard Taylor on the night of will also be participating in the
Summit, the annual LIVE ZBrush the ZBrush Summit in person. the awards was imprinted for life ZBrush Summit fun by having
Sculpt-Off has become an event in the minds of those present! small tables at the event. Addi-
in itself. Every year, hundreds of By the way, the gallery's opening Past recipients of the same award tionally, many of the ZBrush Sum-
ZBrush artists apply to be con- night always falls on the Saturday were Neville Page and Rick Baker. mit sponsors provide prizes to be
testants in this challenging com- of the ZBrush Summit, which also Join us this year as we celebrate raffled off over the event's four-
petition. It is a trial guaranteed includes the party! This is an op- the nominees and winners for the day run with well over $40,000 in
to test your design process and portunity to meet all the artists 2018 ZBrush Awards. value.
sculpting speed, but is also an ex- featured in the gallery show and
perience no artist regrets having is always a night filled with inspi- PORTFOLIO REVIEWS The stated goal of the ZBrush
participated in. ration and connections. In the 2017 ZBrush Summit, Pix- Summit is to INSPIRE:DISCOV-
ologic responded to popular de- ER:CONNECT the ZBrush com-
The LIVE ZBrush Sculpt-Off is ZBRUSH AWARDS CEREMONY mand by setting up portfolio re- munity.
made up of 12 artists per catego- This year will be Pixologic's views for visiting artists looking to
ry competing head-to-head for fourth-annual ZBrush Awards. Ev- break into the industry. The line- Be a part of something special.
one of two championship belts. ery year, Pixologic honors the top up for 2017 included participat- Join us at the 2018 ZBrush Summit,
Whether it is for the Hard Surface nominated ZBrush artists in the ing studios like Guerrilla Games, located in the Gnomon School of
or Organic belt, each contestant following eight categories: Aaron Sims Creative (ASC), Visual Effects at 1015 N. Cahuenga
will receive 3 hours to complete DreamWorks Animation, FUNKO, Blvd, Los Angeles, CA 90038.
(at minimum) a bust sculpt in- • Image of the Year Sideshow Collectibles, Hasbro,
spired by the provided theme. • Sculpt of the Year Bungie, UniSoft, Flying Wild Hog, Whether you are attending in
• ZBrush to 3D Print of the Year Spin VFX and EA – Motive. It was person or participating through
Even though this part of the • Top Row Post of the Year packed full every day! the ZBrushLIVE stream, the
ZBrush Summit is not open to the • Studio Thread of the Year ZBrush Summit is guaranteed
public you can still see all 24 art- • Game Art of the Year This year Pixologic is continuing to be an event that you do not
ists sculpting live on our ZBrush- • Film Art of the Year to grow this popular ZBrush Sum- want to miss in 2018. Mark your
LIVE.com channel, with Joseph • ZBrushCentral Honorary Award mit event by inviting even more calendars and plan to join Pixo-
Drust and Jessica Dru Johnson studios for the 2018 Portfolio logic this September 27th – 30th
giving a blow-by-blow account of All nominees except the ZBrush- Reviews. If you're an artist look- as they continue to celebrate the
the competition. Once all sculpts Central Honorary Award are se- ing to break into a studio similar world of ZBrush. You will learn
are completed, the finished ren- lected via votes tallied through- to those mentioned above, you things you never expected and
ders are then put before the out the year on ZBrushCentral. don't want to miss being at the be inspired in ways that can't be
world for voting to determine the com. Every image shared in the 2018 ZBrush Summit in person. described. There's nothing like
winners for each of the two cate- main forum at ZBC has a "vote" The portfolio reviews are only it!
gories. That's right – the commu- button, allowing users to cast open to people on location at the
nity decides the champions. their vote for that image when- ZBrush Summit. 2018 ZBrush Summit
ever they happen to see it. This INSPIRE:DISCOVER:CONNECT.

178 Firestarter Mag #3 179


Veronica Sofia Nitu Craig Gomes Simone Mändl
Interviews Interviews Research & Content
After graduating university with a de- A freelance concept artist and web Simone is a Concept Designer and
gree in Film and Television Produc- developer who believes in turning 2D Artist from Germany. After work-
tion, Veronica Sofia Nitu decided to ideas into reality. He was a business ing as a Graphic and Motion De-
start her career anew and follow her consultant for over 40 startups in In- signer for 4 years and finishing her
lifelong dream of becoming an artist. dia and is the founder of Pixelvise and bachelor's degree in Game Design,
When not busy building up her paint- Paintscale which are two companies Simone now specializes in doing Art
ing skills, she works as a writer and in- aimed at providing business solutions Direction, Concept Art and Art Project
terviewer for Firestarter, and an editor and free art resources respectively. Management for indie game teams.
on the illustrated novel 'Caldyra' by He currently is the CEO of Get Junkie
Suzanne Helmigh. which is a food based startup in India.

Diego Gisbert Llorens Jort van Welbergen Cristian Chihaha


Interviews Firestarter Talk Firecast & Content
Diego Gisbert (Alcoy, Alicante, 1980) Jort van Welbergen is a 26 year old Cristian Chihaia, also known as Sick-
started drawing once he grabbed a Concept Designer from the Nether- brush, has been pedalling his way
pencil for the first time and he´s yet lands. After graduating from the HKU through the industry for the better
to stop. After studying Illustration and he worked on Horizon Zero Dawn. part of 10 years. Whether doing con-
Fine Arts, now he works mainly with Afterwards Jort was hired by Cloud cept work, design or illustration his
digital media, in the fantasy illustra- Imperium games. Here he worked on work is defined by the unconven-
tion field as well as for entertainment Star Citizen while also freelancing for tional style and range. Nowadays he
industry as concept artist. ImagineFX and White Dragon Minia- can be found at Ubisoft, where he is
tures. In 2017 Jort decided to move doing art direction for some exciting
He is particularly well known for his Rome in Italy and work freelance full- upcoming AAA titles.
Warhammer and Warhammer 40K time. Since then he has worked for
-related work, as well as for being a Atomhawk, HBO, Kitbash3D and Im-
speaker in several events in Spain mersive Entertainment as well as lec-
and other countries. His client list in- turing at IDEA Academy and Game
clude, among others, GamesWork- Art Institute and has helped organis-
shop, Behaviout Interactive, Aeria ing events such as Playgrounds Festi-
Games, Paizo, Fantasy Flight Games, val in the Netherlands. His main focus
The Creative Assembly, Sega, Volta, is Hard Surface and Environment De-
Konami, Alderac, Axis Animation, and sign, working in the Film, Game, and
CD Projekt Red. Product Design Industry.

180 Firestarter Mag #3 The Team 181


TEGN
Become a supporter on Patreon and be part of the lotteries for event tickets, online
classes, pages in the magazine, original art, prints, features & interviews on Firestarter.
patreon.com/firestartermag

Visit the Firestarter website to find additional information on events and also inter-
views and lectures with their speakers. You can also download all the editions of the
magazine as a PDF. firestartermagazine.com

Follow our YouTube channel and take part in the Firestarter Talks at the creative events
worldwide and also listen to the new Firecast with Cristian'sickbrush' Chihaia.
by Even Mehl Amundsen
Contact us under media@firestartermagazine.com to receive our media kit and adver-
tise in the magazine, that highlights over 20 events worldwide and is handed out for
free to the attendees of most of these events.

Facebook: @firestartermag Twitter: @firestarterzine Instagram: @firestartermag

Dear readers,

a lot will happen in this year regarding the FSM. The first steps have been made in
organizing an own Firestarter event in 2019 and it is quite exciting to see what exact-
ly has to happen behind the scenes which makes me appreciate all the work of the
people mentioned in the 'special thanks' who work so hard to make our community
even more connected. Besides that, Firestarter will soon launch an own line of art-
books that will be highlighting specific kinds of artists with each edition. As you might
be used to hear it from me, this is nothing I will describe more detailed at this point.
Just follow our updates and soon you will see what we have been cooking and which
great collaborations are happening. This is the first FSM that wasn't made with a spe-
cific event in partnership, but is an instance on its own. I hope you enjoy this edition
as much as I enjoyed to put it together.

Spiridon Giannakis

Very special thanks to Jens Kellersmann and Jeroen Van't Hoofd (Wacom), to Adele Khawli and
Jon Beeston (Axis) and to Daniel Wade (Artstation) for the massive support. Also thanks to Court-
ney Trowbridge for proofreading this edition and Gilles Ketting for the amazing cover. To all the
contributors and sponsors who helped me with their content and took the time to create interviews
and articles for the mag: Without you guys this thing would be doomed! If I haven't named you
here, I surely thanked you in person. I also want to thank Dianne Makings (CTIAF), Patrice Leymarie
(IAMC), Kai Ng (LiK: MeetUP), Leon van Rooij and Paulien Mandos (Playgrounds), Brian Deakin
(Non Stop), Justo Nava Anaya (Pixelatl), Jacob Riis (Nordic Game), Marko Prpic, Kaloyan Vasilev
(Futuro), Fabio Palvelli and Jason Bergeron (d2), Jose Enrique Iñesta (Creativo), Armand Serrano
(Icon Manila), Michal Benda (Splash), Andre Lourenço (THU), Paul Gaboury (ZBrush), Danijel Bel-
jan (DAC-FRA), Daniel Matthews and Rich Burns (IWL), Dhenzel Obeng and Zabi Hassan (Edge
Control), Nastia Lyakhova (Artillery), Ivan Lougovoy (Theme Park), Marek Madej and PawelMiel-
niczuk (Promised Land) for sending me the content of their events. FSM#3 was printed with Tolek.

www.tegn.shop
Firestarter Community Magazine does not warrant or assume any legal liability or responsibility for the quality, accuracy, completeness, legality, reliability or usefulness of any infor-
mation, product or service represented within the magazine or web site. The information provided is for educational or entertainment purposes only. Anyone using the information
provided by Firestarter Community Magazine, whether legal, business or other, does so at their own risk, and by using such information agrees to indemnify Firestarter Community
Magazine from any and all liability, loss, injury, damages, costs and expenses (including legal fees and expenses) arising from such use. Firestarter Community Magazine does not
endorse or recommend any article, product, service or information found within said articles. The views and opinions of the authors and contributors who have submitted articles
to Firestarter Community Magazine belong to them alone and do not necessarily reflect the views of Firestarter Community Magazine or its staff. Links to other web sites from
Firestarter Community Magazine or its website are provided for convenience only. Firestarter Community Magazine is not responsible for the content or availability of any external
or 3rd party sites and does not warrant or guarantee the products, services, or information found on these sites. No part of this publication may be reproduced or transmitted by
any means, electronic, mechanical, (including photocopying), recording or by any information storage and retrieval system, without prior permission from the copyright owners.

182 Firestarter Mag #3 183


184 Firestarter Mag #3

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