
Friday, April 29, 2011
Drawing of My Daughter
My daughter was sleeping in the car on our hectic drive across Florida this Easter weekend, and I took advantage of it to finally do a drawing of my cutie-patootie!

Labels:
animation art,
artist,
baby,
children's books,
face,
figure drawing,
gesture,
life drawing,
pencil,
portrait
Wednesday, April 6, 2011
Village Furnace
Monday, March 21, 2011
So Ya Wanna Be An Art Intern!
I just got to hire my first intern for my department at work a few weeks ago! That was exciting! However, going through the slush of blah artists made it less exciting, but dealing with the people that couldn't follow instructions was infuriating.
I made very straightforward instructions: give me your resume', five of your best art samples, a link to your website, and send it to my specific e-mail address. People couldn't even follow those instructions. I'd get two samples of art instead of five, they'd go check out our website, and instead of the e-mails coming directly to me, as instructed, they'd just sent it through the company, meaning my boss would get inundated by e-mails HE didn't want to deal with (that's why he hired me!) and even when I said I was looking for local artists, I'd still get the random e-mail from Spain, asking if it's okay if he/she would apply.
So, in an attempt to REALLY CLARIFY what potential art applicants should and shouldn't do, here's a quick, concise list for any aspiring artist to follow. (Psst! A lot of these rules apply to ANY job applicant, too, so don't bail it you're not the artsy kind!)
RULE 1: I'M NOT LOOKING TO HIRE A COPYING MACHINE. Oh, look, here's several pictures in your portfolio that are either a few filters on a professional photo or just you duplicating a well-shot photo of a current celebrity! Know how much I care about that? Not at all. I'm looking for ORIGINAL CONTENT. I want to hire you as an artist to create art out of your head, not copy a pre-made photograph. If that's what I wanted, I'd just buy the stock photo.
RULE 2: DON'T JUST DO THE BARE MINIMUM. You can tell what assignments a class gets when you see a million of the same thing in the student portfolios from the same college. With 3-D at my old college, it was that old-fashioned Mr. Munch robotic penny bank for modeling, and then the standard bouncing ball and walk cycle for animations. With illustration, it was the acrylic animal eye and watercolor face portraits that was in EVERY portfolio. Obviously, if all you're turning in is what you were assigned to do for a grade, you're not showing that you have much ambition or imagination. So why would I expect you to give me either if I hired you?
RULE 3: FOLLOW INSTRUCTIONS. If I ask for a cover letter, a resume, a link to a website, five of your best illustrations, and a specific e-mail to send applications to, you better do every damn step EXACTLY how I told you to! If you can't get those instructions right, trying to teach you the complexities and intricacies of how our company is run is just going to annihilate you! Or worse--waste a lot of my spare time trying to hold your hand through the process. P.S. Have another person read your cover letter if spelling isn't your strong suit. If you can't expend the extra energy to spell-check or proof your own cover letter, the employer's going to interpret that you don't care enough to get the job.
RULE 4: BASIC ART PRINCIPLES. Don't send me half-finished artwork! Don't send me art that clearly isn't applicable to what we do! If you include a figure drawing, finish the hands, feet, and face! Unfinished art always sends the wrong message to the art director.
RULE 5: WALK THE WALK. Don't act like you know a program or are familiar with a process that you're not. Eventually you'll be put to task on this thing you don't know, and if it's on a tight deadline and you don't deliver, you've pretty much given yourself your own termination notice. Downplay your ignorance, but emphasize your ENTHUSIASM to learn more! Honesty is always the best policy, and if you show a basic knowledge of the principles, it might just be enough to encourage a boss to give you a chance.
RULE 6: DON'T CALL US, WE'LL CALL YOU. Did you send your contact information via e-mail, on the cover letter, and include it on the resume? Was the e-mail bounced back to you? If yes to the first question, and no to the second, okay, assume we've got your information and art. Don't e-mail me right after, asking if I got your stuff. Follow-ups can get REALLY annoying if you're a busy art director. Obviously, you get an interview, sure, do a follow-up. But silence from the company is usually the best critique you can get about the applicability of the art you submitted. NOTE: It doesn't necessarily mean you're a BAD artist, but perhaps that what you submitted doesn't fit the need of what we currently are looking for.
RULE 7: THE JOB INTERVIEW DOESN'T END WHEN YOU'RE PICKED. If you're hired as an intern, it's basically a litmus test to see if you're a good fit. Hiring an intern means, "Hey, we're willing to give you a shot here, professionally, for cheap, and perhaps if things work out, we MIGHT give you full-time employment!" So don't act like you can relax. The real test starts, the minute you start working there. Be punctual. Be respectful. Get to know people. Get those people to like who you are. But most importantly, work your ASS off. Interns are hired to do menial tasks that higher more experienced labor A) Doesn't WANT to do, and B) are way too knowledgeable on other aspects of the company to do such a menial task. As an intern given the petty jobs, MAKE SURE YOU DO THEM RIGHT. And with a smile on your face! If you can't get the coffee order right, or scan things properly, or put files in the correct folder, how will they ever trust you with larger responsibilities on a giant team project? In addition, if you mope and complain about every task I give you, what makes you think I'll be eager to continue collaborating with you? I know it seems like a common sense philosophy, but I've seen many a person dig their own grave with just their attitude, alone, when it came to getting a full-time position. I will gladly take a more personable yet less talented team player under my wing than a more talented prick. People are already complex and demanding enough. Please don't complicate that for any one!
So those are the big rules. I'm sure I'll add to this as I think of other things. But it's the big strokes, and if you follow these rules, you'll probably at least have a better head-start than most applicants do. Good luck, and most importantly, keep on drawing!!!!
I made very straightforward instructions: give me your resume', five of your best art samples, a link to your website, and send it to my specific e-mail address. People couldn't even follow those instructions. I'd get two samples of art instead of five, they'd go check out our website, and instead of the e-mails coming directly to me, as instructed, they'd just sent it through the company, meaning my boss would get inundated by e-mails HE didn't want to deal with (that's why he hired me!) and even when I said I was looking for local artists, I'd still get the random e-mail from Spain, asking if it's okay if he/she would apply.
So, in an attempt to REALLY CLARIFY what potential art applicants should and shouldn't do, here's a quick, concise list for any aspiring artist to follow. (Psst! A lot of these rules apply to ANY job applicant, too, so don't bail it you're not the artsy kind!)
RULE 1: I'M NOT LOOKING TO HIRE A COPYING MACHINE. Oh, look, here's several pictures in your portfolio that are either a few filters on a professional photo or just you duplicating a well-shot photo of a current celebrity! Know how much I care about that? Not at all. I'm looking for ORIGINAL CONTENT. I want to hire you as an artist to create art out of your head, not copy a pre-made photograph. If that's what I wanted, I'd just buy the stock photo.
RULE 2: DON'T JUST DO THE BARE MINIMUM. You can tell what assignments a class gets when you see a million of the same thing in the student portfolios from the same college. With 3-D at my old college, it was that old-fashioned Mr. Munch robotic penny bank for modeling, and then the standard bouncing ball and walk cycle for animations. With illustration, it was the acrylic animal eye and watercolor face portraits that was in EVERY portfolio. Obviously, if all you're turning in is what you were assigned to do for a grade, you're not showing that you have much ambition or imagination. So why would I expect you to give me either if I hired you?
RULE 3: FOLLOW INSTRUCTIONS. If I ask for a cover letter, a resume, a link to a website, five of your best illustrations, and a specific e-mail to send applications to, you better do every damn step EXACTLY how I told you to! If you can't get those instructions right, trying to teach you the complexities and intricacies of how our company is run is just going to annihilate you! Or worse--waste a lot of my spare time trying to hold your hand through the process. P.S. Have another person read your cover letter if spelling isn't your strong suit. If you can't expend the extra energy to spell-check or proof your own cover letter, the employer's going to interpret that you don't care enough to get the job.
RULE 4: BASIC ART PRINCIPLES. Don't send me half-finished artwork! Don't send me art that clearly isn't applicable to what we do! If you include a figure drawing, finish the hands, feet, and face! Unfinished art always sends the wrong message to the art director.
RULE 5: WALK THE WALK. Don't act like you know a program or are familiar with a process that you're not. Eventually you'll be put to task on this thing you don't know, and if it's on a tight deadline and you don't deliver, you've pretty much given yourself your own termination notice. Downplay your ignorance, but emphasize your ENTHUSIASM to learn more! Honesty is always the best policy, and if you show a basic knowledge of the principles, it might just be enough to encourage a boss to give you a chance.
RULE 6: DON'T CALL US, WE'LL CALL YOU. Did you send your contact information via e-mail, on the cover letter, and include it on the resume? Was the e-mail bounced back to you? If yes to the first question, and no to the second, okay, assume we've got your information and art. Don't e-mail me right after, asking if I got your stuff. Follow-ups can get REALLY annoying if you're a busy art director. Obviously, you get an interview, sure, do a follow-up. But silence from the company is usually the best critique you can get about the applicability of the art you submitted. NOTE: It doesn't necessarily mean you're a BAD artist, but perhaps that what you submitted doesn't fit the need of what we currently are looking for.
RULE 7: THE JOB INTERVIEW DOESN'T END WHEN YOU'RE PICKED. If you're hired as an intern, it's basically a litmus test to see if you're a good fit. Hiring an intern means, "Hey, we're willing to give you a shot here, professionally, for cheap, and perhaps if things work out, we MIGHT give you full-time employment!" So don't act like you can relax. The real test starts, the minute you start working there. Be punctual. Be respectful. Get to know people. Get those people to like who you are. But most importantly, work your ASS off. Interns are hired to do menial tasks that higher more experienced labor A) Doesn't WANT to do, and B) are way too knowledgeable on other aspects of the company to do such a menial task. As an intern given the petty jobs, MAKE SURE YOU DO THEM RIGHT. And with a smile on your face! If you can't get the coffee order right, or scan things properly, or put files in the correct folder, how will they ever trust you with larger responsibilities on a giant team project? In addition, if you mope and complain about every task I give you, what makes you think I'll be eager to continue collaborating with you? I know it seems like a common sense philosophy, but I've seen many a person dig their own grave with just their attitude, alone, when it came to getting a full-time position. I will gladly take a more personable yet less talented team player under my wing than a more talented prick. People are already complex and demanding enough. Please don't complicate that for any one!
So those are the big rules. I'm sure I'll add to this as I think of other things. But it's the big strokes, and if you follow these rules, you'll probably at least have a better head-start than most applicants do. Good luck, and most importantly, keep on drawing!!!!
Labels:
advice,
application,
artist,
dos and don'ts,
intern,
professional,
submissions
Friday, March 11, 2011
Promotional Postcard, and the Hustle
The biggest weaknesses that most artists have? Two big ones stick out to me: the lack of self-promotion and no ability to hustle (aka negotiate).
A lot of artists have this amazing contradiction going within them--they're COMPLETELY self-absorbed in their work, but have no urge to try to promote themselves. It seems if you're THAT into yourself, you'd be telling THE WORLD about it, but not the case, with most artists.
I don't know if this is because artists have no idea how to even START promoting themselves, or if that's just energy they'd prefer to waste on doing artwork. Well, I'm here to tell you, when you're a fledgling artist, you've got more TIME than money, and in all honesty, you need to spend about 50% hustling/promoting and 50% doing art. I know that's a horrifically discouraging ratio to any artist, but in all honesty, ANY new business would be spending about that same ratio of time on actual trade and promotion. One cannot create within a vaccuum! Same goes for promotions, too! You need to beat the pavement, shake hands, make phone calls, send e-mails! Nobody gets "discovered", I don't give a shit WHAT you hear! You put yourself out there to EVERYBODY, and then about 1% of those people you promote yourself to will give you work.
Which brings me to my latest promotional effort, a new promotional postcard! Here it is:

The alligator in the center of the composition has given me a TON of work, so I figured I might as well give him some reptilian friends, and see if this gets me more enjoyable work! As much as I pride myself on diversity of style, I definitely gravitate more towards cartoony.
So, the Hustle, the second Achilles Heel of artists, and other workers, in general. I'm convinced that most people just accept the first wage thrown at them when it's offered to them at a job interview. Same thing applies to people that get a freelance offer. They simply say "yes" or even let themselves get talked down on price. Well, I can tell you, from personal experience, you need to REVERSE that approach. Even if they don't budge on price, get them to budge on other things, like the amount of finished material you receive from them as promotional materials, paying for room and board if you're on location working for them, per diem, etc.
With my postcards, the printer was raving about my cartoony cards, and then mentioned that she wanted to redo her bland flamingo on her logo. A week later, I needed more postcards than what I initially bought (500), so I made a work-for-product deal: Print me out another 100 postcards, give me an I.O.U. for the other 400, and I'll render that flamingo for you that you've been craving for. Well, here it is:

She's THRILLED with it, and has become a strong advocate of what I do for the last few weeks, sending me phone calls from her business! So, it just goes to show: you can print postcards 'til the cows come home--your reputation and networking ability is what REALLY gets you work!
A lot of artists have this amazing contradiction going within them--they're COMPLETELY self-absorbed in their work, but have no urge to try to promote themselves. It seems if you're THAT into yourself, you'd be telling THE WORLD about it, but not the case, with most artists.
I don't know if this is because artists have no idea how to even START promoting themselves, or if that's just energy they'd prefer to waste on doing artwork. Well, I'm here to tell you, when you're a fledgling artist, you've got more TIME than money, and in all honesty, you need to spend about 50% hustling/promoting and 50% doing art. I know that's a horrifically discouraging ratio to any artist, but in all honesty, ANY new business would be spending about that same ratio of time on actual trade and promotion. One cannot create within a vaccuum! Same goes for promotions, too! You need to beat the pavement, shake hands, make phone calls, send e-mails! Nobody gets "discovered", I don't give a shit WHAT you hear! You put yourself out there to EVERYBODY, and then about 1% of those people you promote yourself to will give you work.
Which brings me to my latest promotional effort, a new promotional postcard! Here it is:

The alligator in the center of the composition has given me a TON of work, so I figured I might as well give him some reptilian friends, and see if this gets me more enjoyable work! As much as I pride myself on diversity of style, I definitely gravitate more towards cartoony.
So, the Hustle, the second Achilles Heel of artists, and other workers, in general. I'm convinced that most people just accept the first wage thrown at them when it's offered to them at a job interview. Same thing applies to people that get a freelance offer. They simply say "yes" or even let themselves get talked down on price. Well, I can tell you, from personal experience, you need to REVERSE that approach. Even if they don't budge on price, get them to budge on other things, like the amount of finished material you receive from them as promotional materials, paying for room and board if you're on location working for them, per diem, etc.
With my postcards, the printer was raving about my cartoony cards, and then mentioned that she wanted to redo her bland flamingo on her logo. A week later, I needed more postcards than what I initially bought (500), so I made a work-for-product deal: Print me out another 100 postcards, give me an I.O.U. for the other 400, and I'll render that flamingo for you that you've been craving for. Well, here it is:

She's THRILLED with it, and has become a strong advocate of what I do for the last few weeks, sending me phone calls from her business! So, it just goes to show: you can print postcards 'til the cows come home--your reputation and networking ability is what REALLY gets you work!
Labels:
alligator,
animation art,
flamingo,
freelance artist,
reptil
Tuesday, September 21, 2010
I'm On "The List!"
Well, I've never worked so hard for just the POSSIBILITY of being employed, but after jumping through several hoops, I've convinced one of the editors of Archie Comics that I'm qualified to be a colorist for them!
After sending him the pencils I did, he was complimentary about them, but said it was more organic than the polished style their comic book typically subscribes to. He was cool enough to send me some samples of finished pencils from previous comics that they had done, and I took one look at them, and said, "Oh, I can TOTALLY do that!" Fortunately, I just need to simplify my style, instead of having to step up my skills. But he also liked the colors in my original art, so he sent me a coloring test. Here's the first whack I took at it:

He liked it, but said to focus on the depth of the characters a bit more, and make sure there's a specific heirarchy to what takes the make attention of the viewer, and then sent me ANOTHER color test. Which ended up looking like this:

On this one, a few more notes were given, but he was confident that I had the right work ethic and skill to work with him, so I got the paperwork and contracts to sign, and I'm now on the "The List" of people he'll call when he needs some work done for colors.
He was also cool enough to send me another script to take a look at, so I could send him another pencil sample, 'cause I KNOW I can give him what he wants, it was just a matter of knowing what they were looking for, specifically. And since he sent me the pencil samples, now I'm confident I can pull it off. Coloring isn't the "pie-in-the-sky" dream that I imagined, but I also have been in the industry long enough to know that all you need is a foot in the door, and eventually the rest of the body will be invited, as well. So here's to having someone cool enough to give me a chance! Only better and better news from here on out!
After sending him the pencils I did, he was complimentary about them, but said it was more organic than the polished style their comic book typically subscribes to. He was cool enough to send me some samples of finished pencils from previous comics that they had done, and I took one look at them, and said, "Oh, I can TOTALLY do that!" Fortunately, I just need to simplify my style, instead of having to step up my skills. But he also liked the colors in my original art, so he sent me a coloring test. Here's the first whack I took at it:

He liked it, but said to focus on the depth of the characters a bit more, and make sure there's a specific heirarchy to what takes the make attention of the viewer, and then sent me ANOTHER color test. Which ended up looking like this:

On this one, a few more notes were given, but he was confident that I had the right work ethic and skill to work with him, so I got the paperwork and contracts to sign, and I'm now on the "The List" of people he'll call when he needs some work done for colors.
He was also cool enough to send me another script to take a look at, so I could send him another pencil sample, 'cause I KNOW I can give him what he wants, it was just a matter of knowing what they were looking for, specifically. And since he sent me the pencil samples, now I'm confident I can pull it off. Coloring isn't the "pie-in-the-sky" dream that I imagined, but I also have been in the industry long enough to know that all you need is a foot in the door, and eventually the rest of the body will be invited, as well. So here's to having someone cool enough to give me a chance! Only better and better news from here on out!
Labels:
animation art,
Archie,
archie comics,
artist,
comic books,
comicon,
concept art,
editor,
hedgehog,
Sonic
Sunday, September 5, 2010
My Take On Sonic
Been talking to a few editors since my return from San Diego ComiCon, and have an active dialogue going on with one of them from Archie Comics. Here's some spec work I did for them:
Sonic, Different P.O.V.'s:

Sonic, in action!

Knuckles Character Sheet:

The final Page Layout/Illustration, based off their page script:
Sonic, Different P.O.V.'s:

Sonic, in action!

Knuckles Character Sheet:

The final Page Layout/Illustration, based off their page script:

Labels:
animation,
Archie,
artist,
comic books,
comicon,
concept art,
ilustration,
penciller,
pencils,
San Diego,
SDCC,
Sonic
Monday, July 12, 2010
No! Sleep! 'Til ComiCon!!!
T-Minus Nine Days and Counting! Man, TOTALLY stoked about going this year! I'm at the point in my career where good friends of mine that I went to college with are now becoming movers and shakers in the industry, and a lot of them are going to be doing presentations and networking at ComiCon. Disney, Hasbro, Dreamworks, Sony, Blue Sky, Pixar, i09, G-4, Image Comics, Sideshow Collectibles, cosplay bitches....basically, if you're a nerd, this is your Woodstock. My bud, Andrew, brought up a good point the other day about ComiCon:
True fuckin' that! Us nerds are WAY too busy having fun and playing make-believe to ever be violent. 125,000 people going to be there this year, and I'm confident not a fist will be thrown. Probably 'cause the nerds with weapons always have a play fight "arena" they can jump in, and swing their PVC pipes and cardboard creations around for hours, if they want.
So, gotta get back to finishing up pieces of artwork and stories to knock the socks off of editors and art directors with! Not leaving there until I've got five potential commissions lined up!! Either way, I'm gonna have a spectacular time! More news and pictures soon!
At sports games, they gotta line every square block with tons of cops and riot squads. Don't have to do that with Comic Book conventions!
True fuckin' that! Us nerds are WAY too busy having fun and playing make-believe to ever be violent. 125,000 people going to be there this year, and I'm confident not a fist will be thrown. Probably 'cause the nerds with weapons always have a play fight "arena" they can jump in, and swing their PVC pipes and cardboard creations around for hours, if they want.
So, gotta get back to finishing up pieces of artwork and stories to knock the socks off of editors and art directors with! Not leaving there until I've got five potential commissions lined up!! Either way, I'm gonna have a spectacular time! More news and pictures soon!
Labels:
animation art,
comic books,
comicon,
concept art,
fantasy art,
freelance artist,
San Diego
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