"The city is a giant melting pot of different looks and cultures..."
Production Closeup #6: Featured Artists
In our Production Closeup series of monthly features, Malhavoc's editorial honcho Sue goes behind the scenes with some of the creative folks who helped me express my vision for Ptolus. This month she speaks with four of our terrific featured artists.
We knew going into the
project that we wanted Ptolus to be a striking book visually. A 672-page full-color
book is nothing without excellent artwork. Fortunately, Ptolus wasn't
our first book. Over the years, we'd developed a good relationship with a number
of fabulous artists. Michael Phillippi worked with us in Arcana Evolved,
providing some wonderful interiors, and he's worked with Sword & Sorcery
on some of my favorite covers of theirs. Jason Engle also did a number of color
pieces for us in Arcana Evolved; his distinctive character style and
color palette blended right into my vision for Ptolus. Eric Lofgren has
worked with us for quite some time and has done some of our best interior artwork.
I particularly liked his work in Chaositech, so it was natural to involve
him with Ptolus. Michael Komarck (who, sadly, was not available to participate
in this interview) has given us some astonishing interiors and a couple wonderful
covers in the past; the Spell Treasury's cover still blows me away. Howard
Lyon is a new artist for us, but we enjoyed working with him so much that he
provided the most artwork for Ptolus of any single artist. He's also
doing the sketches that the sculptors use as a basis for Paizo Publishing's
Ptolus miniatures. We are extremely privileged to work with these extraordinarily
talented guys. --Monte
Well, as Monte says, it's
a long book with a lot of great artwork. So naturally we have a correspondingly
long interview for you this month as we introduce you to the artists who make
the characters and creatures of Ptolus come alive. I know I learned a lot in
the course of conducting this interview -- I hope you will, too.
Sue Weinlein Cook: As
an artist, what do you need to know before you begin work on a project -- especially
a large one such as Ptolus that has multiple artists at work?
Eric Lofgren: I think
knowing the backstory of any particular setting before beginning any illustration
work where numerous illos are being requested is important.
Jason Engle: I need
to know what kind of theme the book is shooting for, what's unique, what isn't,
and the overall concept. And any reference materials, style guides, etc.
Eric: It's nice to
know that there are multiple artists also at work on the same setting. With
that knowledge I think an artist does try and do the very best he can do to
ensure that his own work adds to the overall visual impact of the book that
includes so many other talented people.
Jason: I also like
to see a lot of detail in the art request, which can give me a better picture
of what kind of look the client is trying to achieve.
Michael Phillippi:
Well, here is where I get to sound truly mercenary... my first questions are
almost always; what is the deadline, how is your contract worded, what is the
pay, and who is the art director I will be working with?
After all that, I ask about
the specifics of the project like what the subject matter is, storyline, type
of illustrations they want me to do (portraits, big complicated scenes, etc.)
and the direction they are looking to take the illustrations.
Sue: Did you have
a particular atmosphere in mind for your Ptolus pieces, or some other starting
point you used for the illustrations you created for this book?
Jason: I knew it was going to be a city book and, based off the number
of images I'd been offered, a really large one. So I tried to illustrate a lot
of the different elements with a slightly urban feel, while maintaining a kind
of classic fantasy theme. The nice thing about it being such a detailed project
is that the city is a giant melting pot of different looks and cultures.
Howard Lyon: I tried
to give my illustrations a certain amount of authenticity and "lived-in"
feel. The characters may look like someone you know or have seen, and the environments
should look like people have lived there for generations before this point and
will go on existing long after we close the pages of the book. There are bits
of debris around, clothes that have seen battle or the wilderness and have patches
and wear, and the bold have scars.
Michael: The main
thing I remember about those particular illos was trying to do something different
from my past work with the transition of illustration to page. It's actually
one of the challenges I like about interior work: trying to figure out how a
vignette illustration could work with the overall composition of the page layout.
It's more freeing and challenging than the usual rectangular format.
Eric: I was mindful
that Ptolus was a well-established world, and to that end I wanted to try and
capture a little of my own sense of that world running through everything that
I did.
Sue: In RPG books,
the writing usually is done before you begin creating the illustrations. Does
that ever make things difficult or limiting for you?
Michael: It depends...
on some jobs the writing is not only done, but the company has already decided
exactly what they feel the illustration must be, which can be difficult and
sometimes discouraging. On the other hand, I quite enjoy when a company provides
the text that I am to illustrate but lets me figure out my own answer to how
to communicate visually what the text is talking about.
Howard: As an illustrator, there is an expectation that you are going
to try and create an image around a narrative or caption. If the writing is
good, and it certainly was for Ptolus, it will often trigger visuals
that I wouldn't have come up with on my own.
Eric: If anything,
it's probably more beneficial to have the writing done first and then base all
illo chores off of that material.
Jason: And the client
knows exactly what pieces are needed, and for specific reasons, which is always
nice. When a client hands me an art request filled with random fantasy images,
utterly disconnected from the text and simply involving "guys with swords
looking heroic," it's not very inspiring. But when they hand me something
they obviously put some time and thought into, I can really feel like I'm illustrating
a book the way it should be done.
Sue: Does that mean
that you would rather have a lot of direction on RPG projects, to enable you
to match the author's vision, or do you like as much free rein as you can get?
Howard: Tough question. I would probably lean towards free rein, but
when the direction is good, I recognize that the end result will be something
that probably wouldn't have developed if I had complete free rein, and that
is exciting. There is a blending of ideas and experiences between the writer,
the art director and the illustrator that results in something greater than
the three of them could have come up with on their own.
Michael: It depends
on the art director. Few things are as frustrating as having "total freedom"
promised and then, after the fifth or so sketch revision/redraw, having the
art director finally admit that what they really want is "this."
Eric: I actually
like as much direction as possible. The way I see it before I'm even approached
to do any illustrations for an RPG, a lot of thought has already gone into the
creation of the world and the detail within it. So when it comes to the point
of illustrating it, I would prefer to get the full view of those involved in
its initial creation on what they think the world might look like.
Jason: When the author
has a very clear and unique vision of what he wants, I like a lot of direction
so the art can match the concept as well as possible. However, quite a few of
my clients have had an already established world and concept that's been illustrated
in many different ways, and they are simply looking to reinforce those themes
with a fresh perspective. That's when I like to have a lot of freedom in the
concept stage.
Michael: The more
latitude I have, the higher my enthusiasm for the project will be, because I
am getting to push myself. Hence, the odds are I will produce a better piece
in the end because I have more invested in it. At least, that's the theory,
anyway
Sue: Howard, you
did quite an amazing amount of work on this book -- about 25 pages of art!
Howard: There were
a lot of illustrations! I think I did more than 70 individual images!
Sue: What's your
secret for maintaining quality and imagination with such a large project?
Howard: I try to be as organized as possible so that I don't get overwhelmed
with all the work and take each image on its own. There is enough of a perfectionist
in me (I think there has to be, if you are going to work at home on your own)
that I really can't stand to do something halfway. I tried to approach each
piece, whether it be a half-page or a spot illustration, with the same focus.
Sue: Yes, the Ptolus
book has the full range of art sizes, from tiny spots and one-sixth page pieces
all the way up to full-pages. But most of them were half and quarter page pieces.
Is it difficult to portray action and excitement in a small space like that
while still including enough detail?
Jason: In a word:
yep. When the image is unusually small either in width or height, a level of
detail is lost no matter what. But this can actually be used to your advantage,
as giving more detail to the focal points of an image and less detail to other
elements can lead the eye just as well as a strong background composition ordinarily
would in a full page image.
Eric: I quite often
prefer the confines of small illustration spaces. The challenges in layout that
it offers I find enjoyable to try and work out.
Michael: Action and
movement are some of the hardest things to communicate in an illustration. In
my opinion, there are very few illustrators that do it well, and a lot of them
work in comics. Phil Hale is who immediately pops to mind as someone who is
great at communicating movement and potential energy.
Eric: When I was younger
I always wanted to be a comic book artist and I got used to capturing those
fleeting moments in those small little panels as you might find in a comic.
So for me, when I approach a small illustration I really just try and do up
a quick thumbnail that recalls a comic book panel which strikes a nice balance
between action, if any, and the requisite detail needed in the piece.
Sue: How do the rest
of you approach that challenge of communicating action, especially in small
pieces?
Michael: It is something
that I am consciously trying to improve on in my own work. So far, the best
approach I have found for it is to do as many loose and quick thumbnails as
possible. Communicating movement and action is largely (not completely, though)
a function of composition, and trying out a lot of different compositions before
starting the final sketch allows you to maximize the potential of the illustration.
Howard: On the smaller
pieces, I spend a little more time emphasizing the shapes and values. If I am
working digitally, I will often zoom out, the equivalent of stepping away from
the easel to get a look from across the room, and make sure that the image reads
well at a small size. That is the key, to get the image to read at a glance,
at the size intended. After that, the details will provide an added level of
interest.
Sue: From small spaces,
I want to switch gears to talk briefly about large spaces. Jason, you did a
couple lovely illustrations that each run across an entire double-page spread:
a typical street scene and the interior of the Ghostly Minstrel tavern.
Jason: Those two
scenes were two inches tall by fifteen inches wide!
Sue: So that sort
of wide angle was a rather unusual request . . .
Jason: One of the
tools artists use to give images interest, or reinforce perspectives or action,
is composition. This kind of unusual size forces an artist to rethink composition
on a basic level and use things like stacking background elements, varying levels
of detail, value, and color to take the place of strong unifying shapes. Which
is to say, yeah, it was a challenge. ;) But they turned out well and provide
a kind of "wide-angle lens," so it feels like you're seeing the entire
room at once, which I thought was pretty cool.
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Inside
the Ghostly Minstrel by Jason Engle
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Sue: When being introduced
to a concept, rule, character, item, or place, a reader generally forms something
of a picture of it in his head. How do you make your illustrations fit or even
exceed the reader's expectations?
Michael: For me, I go through the description with a highlighter and
generate a list of key elements that need to be in the illustration that will
communicate to me at least what the core of the text is describing. After that,
I attempt to insert some kind of emotion, or if there are characters in the
piece, acting to hopefully communicate a personality that the viewer can empathize
with.
Howard: Hopefully
the illustration will help to form that image for the readers, even if it is
after they have already read the description, when they come to the image, it
may push their vision a little further or alter it. If it is a well-painted
image, I think it can do that. So even if there is a preconception, even a well-established
one, it can be recast with a good image.
I bet this happened for
a lot of people with The Lord of the Rings. Many fans who had read the
books long before the movies and had this rich visual encyclopedia of all the
characters and locations now probably have a hard time thinking of Gollum, Gandalf,
or Frodo without bringing up the visuals from the movie. I think this will be
the case until someday when someone else comes up with another definitive look.
This is the same in the
case of Ptolus, even if they have just formed their own image: If the
illustration works well, it will help to redefine that look.
Jason: I try to imagine
the character in as literal a way as possible, following the flavor text to
the letter, and I usually get a pretty clear picture immediately. I guess I
don't necessarily try to match people's expectations per se, but more
hope their expectations line up with what my imagination has supplied to go
along with the text.
Sue: Jason, you did
quite a lot of character portraits for Ptolus. How do you approach the
job of creating the "face" of an important NPC?
Jason: A lot of the fun of developing character art is integrating pose,
costuming, and facial expression into the character's personality. I never use
photo shoots or models, as it tends to slow down the process and simply add
additional steps. I think realism is important, but evoking a specific personality
is the most important thing about illustrating characters.
Sue: On the topic
of realism, what's more important in fantasy art: creating a sense of quasi-realism
or creating a particular "fantastic" mood?
Jason: There is a wide range of opinions on this one, both of fans and
artists working in the field. My personal opinion comes from my days as a marketing
designer. I tend to look at art as both telling a story, but also having a very
defined visual goal, and that is to either add excitement to a product or advertise
what's inside a product.
With this in mind, a level
of believability is certainly necessary, but pure visual impact is usually a
combination of realism and more fantastic elements. Sometimes perfect realism
is quite impressive on a technical level, but doesn't stop people in their tracks
in quite the same way as a character that is impossibly heroic, wielding impossible
weapons, and doing impossible things. I try to strike that balance as well as
I can, with emphasis leaning towards realism or fantasy depending on the product.
Eric: I always used
to describe fantasy art as trying to make "the unreal real." I still
beat to that drum, but I think leaving a stronger impression of the fantastic
over a strong sense of reality is probably more important.
Howard: It is probably
more important to create a fantastic mood, but sometimes it takes a degree of
realism to sell it. If I painted some huge and ferocious dragon and the wings
didn't look like they could come close to supporting it, [that] would distract
from the overall effect. So there is certain element of realism that is necessary
to draw in the viewers and not get them hung up on any one aspect of the painting.
Sue: Is it important
to make a character or monster look as if it could exist in the real world?
Howard: If I am going
to paint a monster that lives in a swamp, I will look for reference from animals
that live in swamps in our world. I will draw from other sources as well, but
there are certain realities and preconceptions that it helps to be aware of
when you are making something fantastic.
Michael: A pet peeve
of mine is the "frankensteined" monster [in which] there is no remote
possibility, with my basic understanding of science and physics, that it could
function. To some extent it is a necessary evil and there is always the "magic"
defense, but if you want to get my attention and interest, it needs to look
cool and be functional.
Sue: So, do all of
you have a favorite from among the illustrations you did for Ptolus?
Jason: Oh yeah, the
Ghoul Worm. Ever since I saw the updated Third Edition design for the purple
worms, I wanted to draw one, but never got a chance. And when I finally got
that chance, it was an undead purple worm no less! That's hard to beat! Plus
I really liked the concept, creepy and cool at the same time.
Howard: I think it
would be either the Dockmaster or the Inverted Pyramid Wizard. The Dockmaster
was fun because he is so grotesque -- the kid in me still gets a kick out of
that kind of stuff, I suppose. Who wouldn't have fun painting such a miserable
beast with his rolls of fat and his greasy hair! The Inverted Pyramid Wizard
just seemed to come together. Most of the illustrations here were done at a
pretty fast rate, two or three a day, but for this one, I had to take the rest
of the day to wrap it up and add in the detail that it was crying out for. There
is a grace to the lines that doesn't always come easy, that came together for
this one.
Michael: I'd have
to go with Sir Beck and Phadian Gess. I enjoy doing costume design, and that
was my purest opportunity to do that.
Eric: Singling out
a favorite illo is always tough. But there is one I did for Ptolus that
really made me feel satisfied. It's the Thief Above Swordthrower's illustration,
which depicts a thief crouching in the upstairs window of a tavern. The point
of view is looking down from just above his head, looking down at the ground
below. The perspective issues alone in that one drove me crazy, not to mention
trying to impart a strong sense of depth, accurate anatomy, and feeling of "place."
Add on top of that the fact that it's raining as well, and the stew of complexity
was profound. In the end it was a real challenge for me to pull off and I was
extremely happy with the result.
Sue: Eric, you created
all the heraldry for the noble houses and organizations of Ptolus. How did you
approach that part of the project?
Eric: I've always
had an interest in straight graphic work such as logos, and I've always seen
heraldry in a similar fashion, looking at them as very extravagant logo designs.
So that was basically my approach to designing them: taking the initial descriptions
of each and then assembling them into a nice strong graphic presentation. I
did utilize some actual heraldry references to get the basics as accurate as
possible. But from there I just went with what I felt would look the best.
Sue: Switching topics
a moment: Are all of you gamers yourselves?
Jason: You bet. When
I actually have the time, which is sadly pretty rare these days.
Eric: When I was
younger, yes. We roleplayed quite often with AD&D -- Keep on the Borderlands,
White Plume Mountain, and all that. And more recently, a friend of mine,
myself, and my two oldest kids have been getting into it a bit as well, as a
sort of an introduction to the kids of the enjoyment to be had using only your
imagination. In this modern age of virtual digital gaming I think things like
tabletop RPGs can provide important examples of simplicity and show younger
kids what sort of entertainment is still available with nothing than a module,
dice, some graph paper, and a pencil.
Howard: I grew up on D&D, Elmore, Parkinson, and Easley. I used to make
a lot of my own games and probably spent more time drawing my character portraits
that anything else. I loved to DM as well. Then I started working in the video
game industry, and my focus shifted a little. Now, as a freelance artist, my
biggest passion is art and becoming better. If I have extra time I am usually
going to be painting. I play now and then, but I could only call myself a gamer
based on my youth.
Michael: I have a
group of friends that I have known since high school that, when I am back in
my hometown, I will game with. I guess you could say I am an occasional gamer.
Well, every now and than I get sucked back into playing Magic: the Gathering
because I like the strategy and all the purdy pictures.
Sue: Have you ever
used something in your own game that you have illustrated?
Jason: Well, I grew up illustrating places, characters, and objects from
my gaming sessions. On the rare occasion I would game master a session myself,
I would spend weeks illustrating every character and mapping every location
with painstaking detail. I think a lot of that enthusiasm for the development
of gaming material is one of the reasons I'm in the business today. And these
days, when I do find time to game, I always end up drawing everyone's character
sooner or later anyway. Even though it's my day job, I still enjoy bringing
as much visual representation to the gaming table as possible.
Michael: I've had my work show up in games I've played.... it just makes me
very self-conscious. I'm not a fan of my own work, and I just get hyper-critical
when I stumble on an old piece and my friends, being my friends, they know I'm
like that and take full advantage of how uncomfortable it makes me.... That's
what friends are for... :p
Sue: Do you all have
favorite subjects to depict, such as monsters, or characters, or magic?
Jason: Anything that's either really heroic or really nasty. I like to
illustrate fantasy with as much visual impact as possible, and more extreme
subject matter lends itself to that kind of style a lot easier.
Eric: Definitely
monsters, then characters. But if I could spend my days just letting the old
imagination go and create nothing but fantastic creatures, I'd be a happy illustrator.
Michael: I'm rather
predictable... monsters and characters. Magic generally gets me beating my head
against the wall... I have yet to create a magic effect that looks cool, in
my opinion.
Howard: I love to
paint beautiful things, and that can be a landscape, a character, or even a
monster. I try to find the proportions and lines that will be pleasing to the
viewer. I love to design the space that the illustration takes place in as much
as anything. Part of the thrill of creating art is that you often get to design
everything from the dress or armor to the jewelry and boots. I try to notice
good design anywhere I go and take pictures or develop a mental note and apply
it to my art. It almost doesn't matter what the subject is, if I approach it
this way.
Sue: Howard, you're
working now on designs for Paizo's Ptolus miniatures. How does that differ from
your work for the book itself?
Howard: They are
a little more technical, in that you are trying to create an interesting design
with some motion to it, but within the limitations that are set by the fact
that this will need to be sculpted and then cast in a mold. I am also only doing
line drawings for those, and I will do a front and back view for the sculptor.
Apart from that, the goal is still to create an interesting character that helps
to define the Ptolus universe; hopefully I have been able to do that.
Sue: What's your
latest project, everyone?
Michael: My main
project is as Concept Artist on the Warhammer Age of Reckoning MMORPG
being produced by Mythic Entertainment. It should be out sometime in 2007. I'll
actually be attending San Diego ComicCon and GenCon as part of the Mythic crew
doing demos of the game, so if anyone wants to come by and say "Hi,"
feel free. :)
On the freelance front,
I'm currently working on a large illustration for D&D and a couple Magic
cards for next year's expansion set. Since taking the concept position at Mythic
last year, my freelancing has been significantly curtailed, but I still try
to pick up jobs here and there.
Eric: Right now I'm
working for Green Ronin, as well as doing work for Morrigan Press and Goodman
Games. And I have a running contract producing work for AEG's Warlord
and Legend of the Five Rings CCGs, as well as White Wolf's Vampire:
The Eternal Struggle CCG.
Jason: Even as I
write this, I'm finishing up the new set of Fantastic Locations battle
maps. I've started branching out into a very illustrated form of cartography
in the last couple years, and it has really allowed me to put a lot of my brief
experience in the video game development world to use, and flex certain artistic
muscles that I haven't used since I was developing my own homebrew game worlds
as a kid.
Howard: Right now
I am working on some illustrations for White Silver Publishing, several paintings
for Wizards of the Coast, a cover and interiors for the second Of Mice and
Magic book, some concepts for a video game company, and an oil painting
commission, which is why I don't get much sleep. I also have another round of
miniatures coming up before too long.
Going
to Gen Con Indy? You can meet these fabulous artists on Sunday, August 13, from
11 am to noon at the White Wolf/Sword & Sorcery booth in the Exhibit Hall.
Many members of Pteam Ptolus will be there, including Jason, Eric, Howard, Michael, cartographer Ed Bourelle -- and Monte and Sue, of course.
To
secure your copy, you can preorder
Ptolus now and receive special benefits!
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