Showing posts with label Lauren Panepinto. Show all posts
Showing posts with label Lauren Panepinto. Show all posts

Wednesday, May 24, 2017

Artists and Mental Health: Brian Wilson vs. David Bowie


By Lauren Panepinto

  

I've been working on a project that has had me doing a ton of reading lately into artists and the psychology of why artists make art, and what sometimes (often) stops them from making art. And I'd very much like to hear what you guys think about the issue, because most of the readers of this blog are artists and creatives, and thus have experience with the mental health of said artists and creatives.










Brian Wilson by Bjorn Lie � David Bowie by Daria Theodora



First let's define terms. When I say artists I don't mean just visual artists. In Otto Rank's Art and Artist (his 1932 work about the personality development of artists) an artist was defined as a "productive personality" � by which Rank meant someone who produces something. I think it's too easy to get "productive" confused with "productivity" (aka efficiency) so I think a more accurate term for us today would be "creative". I know that's a fancy buzzword these days, but I think it captures the idea that we're talking about artists and writers and musicians and all kinds of people who make creative stuff.









I'm trying to distill a very big book dense with a lot of ideas (originally written in German) down into simple terms here, so forgive me for oversimplifying if you know his work but Rank says artists make art because of two reasons:



1) The universal human fear of death makes people crave immortality, and the productive personality deals with this fear through making works that will outlast them. (As opposed to other personality types who freeze up in the face of this fear and get stuck, or ignore or avoid dealing with this fear entirely.)



And/Or



2)  Productive personality types are more sensitive and take in more stimuli than non-productive personalities do. This extra stimuli/sensory information will overload them unless they do something with it, so they offload the excess energy by putting it into their creations. This second theory aligns nicely with the Highly Sensitive Person theory by Elaine Aron, which I'm currently rereading. (Thanks to Chris Oatley for reminding me of that parallel when we talked recently.)



Now, while reason #1 (fear of death) certainly holds true on some level, I have to admit most artists I know don't start making art for immortality (or fame). Yes, I know these kinds of motivations can easily be subconscious. However, most artists I know have been making art since before they were old enough to really understand death enough to fear it � that seems kind of a post-pubescent problem at the earliest, unless you've had some kind of trauma in your younger childhood. And while many artists certainly do get praised for their art young, and are encouraged to continue due to that praise, that doesn't seem to be motivation enough to choose a creative path for life.



In fact, most artists I know really didn't choose creating. Whether they do it as full time work or on the side, creating is something they were compelled to do. Something they have to continue to do.



So that brings us to reason #2 (creating as a compulsion). It seems to me that many many artists do use creating as self-medication. Very often as a self-directed therapy. I know I do. Sure I want to create a lot of the time, but sometimes it's a lot of work, or I just don't feel like it, and I still have to do it, for my sanity (or semblance thereof). I'm a wreck if I haven't made a thing in too long. However, if you dig into this reason, I think you come to a big chicken-and-egg question: Are people born more sensitive and then become artists to deal with the input overload? Or does being an artist force people to become sensitive, taking in more and more sensory info, until they are forced to keep creating or overload like a tap stuck open?



I'd really love to hear your reactions, input, and opinions to all that. I apologize if it's not perfectly formed, these thoughts are very much still a work-in-progress, as well as mid-research.






Wilson by Ana Mourino � Bowie by Rebecca Leveille Guay

This might seem like a purely theoretical mind exercise, but I think it has definite real-world implications. Recently I read Brian Wilson's memoir, and I was struck by how profoundly his mental illness crippled his ability to make art. You may or may not be familiar with Wilson's music, or you may suddenly be asking yourself "she doesn't mean the surfing music guy, right?" but in short, this is a musician of such skill (I won't say talent on this blog or Greg Manchess will kill me) that John Lennon called Pet Sounds the best album ever made. He had a nervous breakdown in the mid 60s (from some combination of overwork, a bad acid trip, depression, and maybe schizophrenia), and he wasn't able to tour or create music for decades. He fell into an abusive doctor-patient relationship with a predatory therapist for years. Through work, family, and friends, he was able to pull out and create music again many years later, but as an obviously damaged artist and individual. Reading the memoir, I couldn't help say to myself over and over, what creations of such a genius were lost to us because he didn't find a way to someone who understood the mental health of artists and could support him properly enough?






Wilson by Matt Rota � Bowie by Marc Scheff



Then I read Season of the Witch: How the Occult Saved Rock and Roll (thanks for the recommendation Mallory O'Meara) and read the chapter on David Bowie. The book is a great look at the origins of rock music and how much religion, ritual, and art have affected it throughout it's evolution. The Bowie chapter is a great description of a man who pushed himself so hard and so far artistically, who absorbed so many influences (and cocaine) and struggled to digest and synthesize them into persona after persona, rebirth and redefinition, that he had a nervous breakdown. But Bowie was able to put himself back together and return to making art from a stronger place that supported him for the rest of a very long and insanely fruitful artistic career. It reminded me a great deal of reading that shamans and medicine men of many tribes around the world were chosen for the job because they had a mental crisis or disintegration (what we would call a breakdown today), and were able to reform their personality, often with the help of the current shaman. This also mirrors the descent into and return from the underworld in Joseph Campbell's Hero's Journey. If there is a musician that fits the bill of a shamanic hero artist, it's Bowie. So what was it that made Bowie able to survive his mental demons while Wilson drowned?



I feel like the answer is somewhere in the above questions about why artists make art. I'm not cocky enough to think that's an answer anyone is going to be able to figure out once and for all, but I think it would be critically useful to artists working today if we had a more recent working hypothesis. Could we figure out what the difference was between Wilson and Bowie? If we could distill that down into actionable steps we could save more masterworks from the jaws of mental illness, and more artists from being stuck and frustrated and in despair.



If you have a book recommendation along these lines, I'd love to hear it. If you have thoughts and/or stories about how these questions apply to you and your creative life, then please comment below.












Thursday, May 18, 2017

LIVE ProjectCast with Dan Dos Santos









Click here to get a free reminder email: https://www.crowdcast.io/e/projectcast-dandossantos/register



This monday 5/22/17 at 1pm EST, Drawn + Drafted will be hosting a live conversation with our fearless leader, Dan Dos Santos! It's free, and you can pre-register now at Crowdcast, where you can post questions in advance, or vote up questions already posted.



So what's a "ProjectCast" you might ask? Well, there's lots of fantastic art podcasts out there, but at Drawn + Drafted we're focused on business and getting projects off the ground. We love passion projects and want to know how people (all kinds of creatives, not just illustrators) take a passion and turn it into a side hustle, and even into a full time business. So each Project Podcast will be centered around not only the creative's work, but specifically drilling into projects they've created and made real in the world. We get into the details people tend to gloss over, like mental health, finances, networking, marketing, and proposals.



We're recording them live on Crowdcast so the audience can interact and ask questions, and you can go back and watch the previous Projectcasts there. We're going to be editing them down into a traditional podcast format, but for now check them out on Crowdcast:






















Kyle Webster of Kyle Brush














Tomorrow 5/19/17 at 4pm EST: Jon Schindehette of ThinkGeek and Art Order












Follow Drawn + Drafted on Crowdcast, or Like our Facebook page, or Sign up for our newsletter to be informed whenever we schedule a new Projectcast.




Wednesday, April 26, 2017

Troll Tactics


By Lauren Panepinto



At Spectrum this weekend we had a panel called Fight Club, during which we discussed a bit about social media and how to deal with trolls. It's important for artists (of any gender) to know when someone is trolling them, so that they don't waste their precious art-making time dealing with voices online who are only there to be destructive. Ain't nobody got time for that. So I thought I'd list some of the most frequently-used troll tactics, so you can recognize them and avoid/block when you have to, and engage with caution when you have the time and energy to battle some trolls.



First, let's define terms: there's a difference between a troll and an ignorant person, or a jerk. You cannot be a troll by accident. Trolls know they're trying to mess with you, frustrate you, and waste your time. If your whole day is shot because of them, that's their true victory. The only way to prevail is to deny them attention.









From Urban dictionary:


troll


One who posts a deliberately provocative message to a newsgroup or message board or to someone's social media accounts with the intention of causing maximum disruption and argument.


The important point here is to realize a troll is more than just a jerk. A troll is trying to actively eat your time so that you don't get anything done other than focusing on the trouble they're causing. 


Sometimes it's hard to tell if a person is a troll or just a person who may be decent but confused and coming off as more aggressive than they realize. Many artists find themselves reluctant to block someone that they're not 100% sure is a troll because they don't want to lose that fan. But I'm here to shed some light on the most common sneaky trolling tactics, so you can recognize them sooner. And if you do not consider yourself a troll, but find that you do these things often, you should realize that it is very possible that people are interpreting your comments as trolling, and you should be aware that you're coming off like a troll and you should probably take a look at how you're interacting online.


The New York Times did a pretty in-depth look at people who become internet trolls and why, so check it out. And here's 99U's Confessions of a Former Troll.


And here's some tactics of the common Internet Troll, so you can recognize them sooner, and block them before they wreak havoc on your pages.



________________________________________________________


�splaining



(ex: Mansplain, Geeksplain) When a person that thinks they are superior to you and will proceed to inform you of all the details possible of a subject you already know quite well. A "Mansplainer" will tell women that they know what a woman feels better than the woman does. A "Geeksplainer" will find out your favorite fandom, then proceed to tell you all about it in detail as if they were the expert, and you weren't a fan at all. In an art context, this would be someone who is not even an artist trying to tell Donato how to paint a figure.








�sea-lioning



Repeated and relentless questioning, often times after the question has been explained in detail multiple times. The sea lion will insist they are acting perfectly civilly, but they are really just trying to delay you as long as possible and derail the conversion. The name comes from a webcomic frame (see below).







�flaming



Bringing up incendiary and controversial topics to overwhelm a post and/or moderator, who has to deal with finding and policing every post.



�grammar police



Not caring about the content of your post or comment, but insisting your spelling and grammar must be perfect or you can't possibly make a valid argument.



�boomerang



Someone who returns as much as possible to keep commenting on a thread. Even if you do block them on social media. They'll make new accounts and keep making comments to follow you until you are convinced they are right.



�flooding



When someone posts on your page but they repeat the same thing over and over, just to destroy the ability to have a conversation with anyone else. Usually it's something like "lol" or something NSFW, or just childish and taunting.




�hate monger



That person that goes straight for the incendiary words and name-calling�or right for the death thrusts and rape threats�even when the thread or comments didn't warrant that level of response. Drives all your sane commenters into a rage frenzy and the conversation immediately turns into a melee. I mean, you KNOW this one is a troll. Don't engage, just delete and block as quickly as possible.



________________________________________________________



�So those are the most prevalent types of troll attacks that come through our community. There's many more on this website. Definitely check it out, and if you notice people using these tactics, prepare to block them!



Depending on your gender, your race, and the topics of your artwork, you may or may not get trolled. It's not a given, nor a necessary sign of success, so if you are not getting trolled, please do not believe that it doesn't exist. Please do not assume that because trolls haven't targeted you that a troll attack is not as bad as people report. Although I've never been targeted to the extent that Gamergate targets have been, I've still gotten more than a few death threats and rape threats. You can't stop it from happening, but you can keep yourself as safe as possible.



If you have been targeted, check out these resources:



Feminist Frequency: Online Safety








Wednesday, March 29, 2017

How to Talk to Art Directors IRL (Spectrum Live 2017 Edition)


By Lauren Panepinto



I've been art directing book covers for over 10 years now, and hands down the number one question I get from artists is always "How do I approach art directors?" And while email is nice, and postcards can be great, but the best way to meet and interact with art directors is in person. At industry events and conventions, art directors show up to meet new talent, connect with artists they already know, and do a lot of mentoring via portfolio reviews. If you've ever been to a convention like Spectrum or Illuxcon, you know ADs are pretty constantly reviewing as many portfolios as they can between sunrise and when they collapse back into their hotel beds. Art Directors know how impactful direct feedback can be to artists, and we try to make ourselves as available as possible.






Who us? Intimidating? No way!






But meeting in person isn't as safe and easy as shooting off an email or mailing a postcard is. You have to interact with ADs, and that can be scary. Although I know most of the ADs that go to cons are there to help artists and be mentoring, not harsh and judgemental, it can still be incredibly intimidating to walk up to us and ask for your work to be reviewed. If you are the type of person who deals with social anxiety, that can be even more difficult.



That's why, in my four years of writing this column on Muddy Colors, I've tackled this issue in multiple articles:



Approaching Art Directors



The In-Person Portfolio Review



Physical vs. Virtual Networking 



In the past, for most conventions, portfolio review sign-ups in advance have been kind of inefficient. There's always a mad rush, servers always crash, and artists are somewhat randomly assigned to ADs because they're just trying to grab any reviews with anyone they can. At the last Spectrum Live, Marc Scheff & I tried an alternate system, where artists signed up for a few ADs at once, and we painstakingly went through portfolios and matched artists to ADs that fit their work styles and desired fields. Although it ended up in closer matches in the portfolio reviews, it was more work than reward in the end. However, what did seem to work well was the Art Director Lounge experiment. A space was set aside for ADs to sit when they were available to review portfolios, and artists either waited when the AD was there, or met them on the show floor, and decided a time to meet the AD back at the lounge area.









Spectrum Live is back at the end of April and I am excited to report that there are going to be no portfolio review sign-ups in advance. And that's going to be a great thing for artists. Spectrum has expanded the Art Director Lounge area, and now that AD's aren't going to get burnt out by doing hours of portfolio reviews back to back, we'll be much more available around the Lounge and the show floor. I believe this will result in artists being better matched to the ADs for them, as they will be able to approach the ADs they are specifically interested in talking to. It will also allow the ADs more flexibility to shuffle artists around between them, as often happens. An artist will start talking to one AD, and they'll say, you know what, this other AD would have great advice for you, or they would really be able to use your work, tell them I sent you.







Here's the floor plan for this year's Spectrum Live, and you can see, the AD Lounge has been expanded into an "Art Director's Aerie" (how exciting!).





If you're going to be at Spectrum, and you want to get some portfolio reviews from art directors and other artists, here's my advice:



�Read the previous muddy colors posts I linked to above



�Download the "Getting you Hired" Drawn + Drafted Bootcamp onesheet



�Remember that Art Directors at cons are expecting you to come up to them and want to talk about your work and ask for portfolio reviews. Just be polite, slowly work your way into the conversation, or wait for a break or catch them alone, and ask. We'll either look at your work right then and there, or if we're busy at that moment we'll work out a time to meet you later.



�Always have cards or postcards to hand out in case you don't get a chance to have a review with every AD you want, you can still give them your card.






Download the onesheet here.



If you're not going to be at Spectrum, bookmark this page for the next convention or industry event you're going to, and remember, there's nothing to be scared of. The worst thing that could happen is you have a slightly awkward conversation, and trust me, us ADs are used to it. And we're awkward sometimes too. It's better to ask and get that portfolio review and conversation you were hoping for, rather than letting your fear stop you.



See you in Kansas City!










Wednesday, March 1, 2017

Visual Hierarchy


By Lauren Panepinto



I'm not an illustrator. I don't paint. When I draw, I generally draw logos and type. My tools are fonts and layout and cropping, and my superpower is knowing how much of something will fit into something else (equally useful in book cover layouts as in packing suitcases and cars). That sets me apart from most of the contributors here, and it generally sets my portfolio reviews apart when I'm reviewing illustrators. As far as painting technique goes, I can tell you what's right about your pieces, and wrong about your pieces, but I can't be a Donato or Manchess or Dos Santos and tell you exactly what technique you need to use to fix what's wrong. I can tell you that your anatomy is off, or you need more texture variation in your surfaces, or your colors need to pop more, but that's as far as I go critiquing what your brushwork looks like.









The real meat and potatoes of what I do, and what I look for in portfolios, is an understanding of composition and layout and emotion. How well do you control the viewer's eye and lead it where you want it to go? Great artists don't leave this to chance � they grab a viewer's eye and make it go there, then there, then around this curve to right there. Some artists do this by gut instinct and some are more calculating. It's something that will make every piece of work you do better, whether it's gaming or concept art or comics�but it's absolutely critical to book covers. It's what we call Visual Hierarchy.



Simply put, Visual Hierarchy starts with a focal point. What catches the viewer's eye? Then, once the eye is caught, where do you send it? Where is your secondary focal point, and your third � and more importantly what is the path the viewer's eye takes to get from one point to another? These paths lend emotion to the piece in a subconscious way. A spiral draws you into a world. Upswoops or downswoops across the page diagonally lend a sense of adventure. Jumping disjointedly from one point to the next with no path between lends a sense of anxiety. Drawing the eye up or down in a straight line makes something feel more serious, like a cinematic reveal.



The fun part is that each artist can achieve good visual hierarchy in their own unique ways. You can use lighting, or contrast, or rendering, or color, or literally any tool in your art toolbox to control someone's eye path. Those methods you keep going back to develop into part of your overall style.



Ok, clearly we need visual aids!







Dan Dos Santos is a master at book covers, and it's no wonder why he's painted hundreds of them at this point. Most frequently his tool of choice for controlling the viewer's eye is light. This is a pretty easy example to follow, because Dan literally painted the eye path. The focal point that grabs the eye is the ball of magic in her hands. Then you pop up with the little upward spurt of blowy magic, and you see how it's lighting up her face. Then you follow the arc of magic around her head, take in the cool earring and tattoo along the way, then go around her back and oh cool there's some soldiers there you didn't see at first. Something you'll notice about Dan's compositions is that he will never send an eye path off the canvas. He will always have it curve back into the piece for another loop around if he can.



Look at this piece of his:





Your eye lands on her neck/chest area � you check out the neck tattoo � then you follow the tattoos down and back up the arm. The hand helps you jump up to the face, then you follow the bird painting's beak up and around, down the wing painting, then you see her lower hand and the arm brings you back up to her torso and chest area again.



Book covers live or die by their focal points. Remember, you have less than a second to catch someone's eye � in a store if you're lucky, but most often now in teeny thumbnail form. There has to be something strong to catch someone's eye as they whiz past. Remember, a book cover is advertising first, art second. It hurts me sometimes to admit that, since I'm the one standing up for good art on book covers, but at the end of the day an ugly cover that catches people's eyes and sells is more successful than a gorgeous cover everyone glosses over.



Often simplest is best. That's why so many covers have a single figure on them. Whereas gaming art can be very complicated compositions, a book cover has to be simpler. Here's two great recent book covers I wish I had art directed, I think they're great:






Jaime Jones




Tommy Arnold

These are both great examples of a simple single character with minimal background, but have nice strong focal points and simple eye paths. The lighting in the Jaime Jones illustration is a great spotlight, and how it widens/fogs out at the ground level is highlighted by the arc of the cloak on either side. The Tommy Arnold focal point is that lens flare at the edge of the planet, then you follow the rim light up the astronaut's back and arm to the face. In both of these examples, the type does a nice job of supporting (rather than fighting against) the direction of the eye path. In both cases you take in the figure first, then it leads you to the title.



Here's some more artists and how they handle focal points and eye path:






Brom



The clean graphic silhouettes in this Brom piece are fantastic. That pitchfork literally spears your eye, then you follow the shaft down to her chest, back down her arm, then you wrap down those wings (pointing back into the piece, notice), and you get the bonus of the face down at the bottom of the column.






Brom



Another Brom piece using strong silhouettes and lighting. The focal point is the crown of her head. You see that star, but then drag down the sides of her hair, down her arms, you hit that pop of light on the knee, then the lighting flips on you and and you get the almost completely flat graphic silhouette of the bottom of her dress and her shoes. A simple downward eye path, but it lends a seriousness, a gravitas.






Greg Manchess

Greg Manchess is a master of minimal brushstrokes, and most often he controls his focal points by the level of abstraction through his work. The eye goes to the most rendered place first � which in his portraits is commonly the eyes � then the focus kind of radiates out as the brushwork gets more and more abstract.



Here's a version of him doing the same thing on a book cover:






Greg Manchess



Your eye goes to the most rendered point � the helmet/face (which is also helpfully highlighted) � and then radiates out pretty equally, following the limbs out into the abstract space.



Not everyone who is a book cover master keeps to simple compositions, however. Donato Giancola clearly likes to challenge himself to make his compositions as complicated as possible, yet still maintain strong visual hierarchy:






Donato Giancola



Here your eye is drawn to the light curves of the mermen's bellies. That great arc leads from the merman's arm up to the woman's arm, which you follow up to see the intimate emotion going on between the two human characters. There's a lot going on in this piece, between the waves and the nets and 4 figures, but it's not confusing to the eye at all. Most artists would have gone straight for making the human figures' interaction the focal point, but Donato introduces a timed reveal here, just using visual hierarchy. That's a master at work.



Here's some more illustrations I found at random poking through pinterest that made me itch to put type on them (a good sign that your piece feels like a book cover to me):






Grzegorz Rutkowski






Miranda Meeks






Nacho Yague






Daniel Dociu



Most importantly: remember visual hierarchy has to be thought of as early as the thumbnail. It's something you can craft as you develop a piece, but the main focal point must be mapped out first, and the thumb should be constructed around that. You should be thinking about what your eye path should be when you're thumbnailing because it will develop your composition as you go. Weapons, hair, lighting effects, a comet's path � all these things will have to go in certain arrangements to further your eye path, and poof, there's your composition all worked out for you. Then as you work, remember to keep details like hair, decoration, folds of cloth, roads, the line of a spaceship, all support your established eye path and keep bringing the eye back into the composition.



And yes, this is AS important to work out for landscape scenes as it is for character pieces. Perhaps more so, because you have to literally lead the viewer's focus around the scene. Dociu's piece above is a great example. You grab the eye with that circular landing bay, pull them down the highways and across the from tot the piece to the right, then up that ruined bit back up to the buildings.



Master visual hierarchy and you'll have no problem making pieces that intrinsically feel like book covers. Ignore visual hierarchy and your work will never feel like an impactful book cover, no matter how gorgeous the art is.

Wednesday, February 1, 2017

So, is it Design, or is it Illustration?


By Lauren Panepinto



As you all may or may not know from previous posts of mine, I am a graphic designer. And I am whole-heartedly a graphic designer. I love type and layout and branding and solving visual problems. I'll take Illustrator over Photoshop any day (I probably just lost 3/4ths of my audience). I spend my work days (and many nights and weekends) designing and art directing book covers for Orbit Books. I also love illustration, even though it is not my skill. One of the best parts of my jobs is commissioning illustrators to create new art for our books.



As a general rule, we tend to keep design in-house, and freelance out illustration, because we have 3 designers on staff (me, Senior Designer Lisa Marie Pompilio, and Designer Crystal Ben). However, over the past few years especially, I've been watching the boundaries between what's considered "Illustration" and what's considered "Design" get extremely muddy. And it's very cool.



Here's some examples of what I mean:



Sam Weber:











Will Staehle:











Aaron Horkey:









Sean Freeman:









Rick Deas:







(here's a great process post on these)







Kirk DouPonce:











Iacopo Bruno:













The artists above self-identify as either illustrators or designers, usually not both. So what's the line between Illustration and Design? (I'm not even sticking a toe into the fine art world implications here).



From Merriam Webster:





illustration









  1. 1a :  the action of illustrating :  the condition of being illustratedb archaic  :  the action of making illustrious or honored or distinguished



  2. 2:  something that serves to illustrate: such asa :  an example or instance that helps make something clearb :  a picture or diagram that helps make something clear or attractive



and:





design





  1. 1:  to create, fashion, execute, or construct according to plan :  devise,  contrive <design a system for tracking inventory>



  2. 2a :  to conceive and plan out in the mind <he designed the perfect crime>b :  to have as a purpose :  intend <she designed to excel in her studies>c :  to devise for a specific function or end <a book designed primarily as a college textbook> <a suitcase designed to hold a laptop computer>



  3. 3archaic  :  to indicate with a distinctive mark, sign, or name



  4. 4a :  to make a drawing, pattern, or sketch of < � a curious woman whose dresses always looked as if they had been designed in a rage � � Oscar Wilde>b :  to draw the plans for <design a building> <designing a new bike>





Honestly, those definitions don't help so much. Personally, I've always considered Illustration the act of telling a story with pictures. My definition of Design, however, is organizing information visually. So you can illustrate with the tools of design (like typography). You can also design with the tools of illustration (like making a completely pictorial logo).



In my opinion, the muddier the waters get, the better.