Showing posts with label -Interviews. Show all posts
Showing posts with label -Interviews. Show all posts

Matt Dixon, Master artist interview

Interview with master artist Matt Dixon.


Matt Dixon long association with the games industry began in 1988. He has worked on various titles for almost every major gaming platform since then. He was employed by one of the UK's largest independent games developers for more than a decade, initially as a production artist, then as an art lead. During that time he involved with numerous high profile game and movie licenses, including Harry Potter, Crash Bandicoot, Spyro the Dragon and Pirates of the Caribbean.


I remembered seeing the art of Matt Dixon 6-7 years back on art forum. I always wonder how does he do it? I love his stuff. And I have been following his work since then. And today, he is kind enough to spare his time for a short interview with idrawgirls.com


1. How and why did you want to become a Concept Artist?


Matt Dixon: I wish I could say that being a concept artist was a childhood dream and that I worked for years to hone my skills in preparation for my role as an adventurer on the creative frontier, sharpening my blade of art on the stone of ambition and stuffing my backpack with the treasure of hard-earned knowledge. It would be far more interesting than the truth, which is simply that I stumbled into the role of concept artist entirely by accident. When I started in the videogame industry back in the 1980's development teams were very small, sometimes just two or three guys. In those days the nearest we came to concept art was a ballpoint pen doodle on a beer mat in the pub at lunch time to help get someone's idea about a game mechanic across, and it was just as likely to be scribbled out by a coder as an artist. I'd been working in the industry for several years before team sizes, technology and organisation reached a point where more formal and deliberate communication became necessary. As I was in a senior role at the time, it fell to me to update those beer mat doodles to pencil sketches. Over time the pencil gave way to digital art and eventually I found myself working as a concept artist full time. It took me almost twenty years to realise that's what I wanted to do..!

copyright artwork by Matt Dixon

2. What is your first art job and how did you start?


Matt Dixon: The answer to this question depends on how you define 'job'. I had a number of small paid gigs while I was still a teenager - painting leather jackets, designing band flyers and t-shirts, pixel artwork for computer games - though my day job at the time was working in a guitar shop. I suppose my first proper art job came when an old friend called me up to offer me an artist position at the videogame developer he'd started. I jumped at the chance and stayed with that company for over a decade. Without that phone call, or the support of those guys in the years that followed I wouldn't be where I am now.


3. Where do you get your inspiration from?


Matt Dixon: Who knows? Definately not me, and I'm not sure any artist can define this with certainty. There's no one place or thing that I can rely on for inspiration, and I try not to analyse the process too closely - I don't want to go prodding around in my brain and break something. What I try to do is keep my noggin well fertilised with plenty of imaginative stuff - a compost of artwork, photography and movies and lots and lots of music - and just hope that ideas continue to sprout. I think it also helps to try and stay tuned in to the possibility of inspiration at all times - if I'm in the right mood, a walk around the park, a journey on the bus or even a trip to the shop for milk can all spark interesting ideas.

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copyright artwork by Matt Dixon

4. To you, what are the three most important elements in painting or concept art in general?


Matt Dixon: The three C's. Communication. The function of all concept art is to communicate ideas - so effective communication is essential and should always be the artist's primary consideration. Clarity. Art travels at the speed of light but the longer it takes the viewer's brain to decode all that stuff that's just squeezed in through their eyes the less effective it will be, concept art should be clear and easy to read. Cool. Hey, it's got to look bad ass, right? Right!

introversion
copyright artwork by Matt Dixon

5. What would you suggest to young artists on how to get start and become the better artist?


Matt Dixon: The three P's! Practice. Presentation. Perseverance. Practice should be your number one priority. If you're not eating, sleeping or attending to your body's natural functions then are you doing something which means more to you than improving your skills as an artist? Probably not. Go find a pencil. Presentation is more important than many budding concept artists seem to think - obviously your portfolio should be focused, well organised and neat, but it's equally important that you present yourself well. Concept artists aren't rock stars, they're creative professionals who are often expected to work long hours under a great deal of pressure to hit extremely challenging deadlines - present yourself in a manner that gives a potential employer confidence that you can handle everything they could throw at you. Perseverance - don't give up! The market is extremely competetive and the standard is frighteningly high but the work is out there. Stick with it. It's worth it.


Now you all heard, "Practice is your number one priority!" go draw!


Thanks again to Master artist, Matt Dixon.  You can go see more of his work at www.mattdixon.co.uk 
And you can also buy his awesome book here: "Girls on Top"






Digital Painting WORKSHOP with Daniel Dociu May 3-7, 2010

Digital Painting WORKSHOP Concept Art Master Class with Daniel Dociu May 3-7, 2010.  All week long course!
Hand-on training under the most proficient visionary art director, Daniel Dociu.

Great opportunity for any of you who are local to Seattle area and around the Pacific coast. :)
Come join Daniel Dociu (Chief Director NCsoft West) for this week-long Digital Illustration Class. Daniel will provide a glimpse into his artistic process through lecture and in-class demonstrations. Students are encouraged to work on their own illustrations and will recieve in-class critiques. This is a rare opportunity to learn from a true digital art master of the decades.

Yeah, I have to promote my own boss workshop.  Not many times he will actually hold a workshop so...if any of you get a chance, DO IT! Register Here: Daniel Dociu Concept Art Master Class Workshop

Go watch his video interview I record a while back, How to get into the video game industry (interview with Daniel Dociu).

数字绘画工作坊概念艺术大师班与丹尼尔多丘5月3日至七日,2010年 。为期一周的全部过程!
手培训在最精通有远见艺术总监丹尼尔多丘。
伟大的机会,谁是你们中的任何地方到西雅图地区和周围的太平洋海岸。 :)
前来参加这次为期一周的数码插图类丹尼尔多丘(西NCsoft公司行政总监)。 丹尼尔将提供一个把他的艺术的过程中,通过演讲和一流的示威可见一斑。 鼓励学生对自己的工作,插图,并会得到一流的批评。 这是一个难得的机会,学习真正的数位艺术大师的几十年。


Here are a few of Daniel's work  (copyright Daniel Dociu)
Daniel Dociu Concept Art Workshop

Daniel Dociu Concept Art Workshop

Daniel Dociu Concept Art Workshop

Daniel Dociu Concept Art Workshop

Register here:  Daniel Dociu Concept Art Master Class Workshop powered by FuturePoly.
FYI: FuturePoly is also working on Live Stream workshop for those of you who is far far away so that everyone will get equal opportunity to see masters at work.  It coming soon, I know I know some of you really want the live stream to happen now...but patience is a virtue.  Best of luck!  :)

Visit him at:
www.tinfoilgames.com


More videos are coming soon  :)
Free Videos Download & More



Concept Artist Richard Anderson Guild Wars 2 Cinematics team interview

Concept Artist Richard Anderson Guild Wars 2 Cinematics team interview.

Richard and I have been working together for over five years and he's a great artist so I decided its time to interview him. Also I've been asking him to do some environment tutorials, it's finally finished. The amazing tutorial will be out in a couple of days. So yeah, some delicious tutorial from Richard Anderson is coming right out of the oven as of now. :)

Apart from his work in GuildWars and GuildWars 2, Richard's artwork has been published with ImagineFX, Spectrum, and many more.

First ever downloadable video tutorial from Richard Anderson, exclusively with idrawgirls.com
concept art video tutorial
INSTANT DOWNLOAD VIDEO TUTORIAL: Available NOW!
Also
Richard Anderson's PS Brushes: "Desert Cliffs Brushes" download.

So let's get start with the interview.

1.Why did you want to become a Concept Atist?

I always enjoyed comics, video games and movies. Once I found out that there were actual artist that draw and come up with all this stuff, I basically thought it was the coolest job ever for someone who loves to draw. I remember looking at random books and seeing stuff online that blew my mind, and then that’s all I wanted to do.

2. How is it in the ARenaNet and GuildWar2 team?

It’s the best! Having a director that helps and teaches is the best thing for someone who wants to move forward in there art, and the team, is insane! Everyday I look at what others are doing and am blown away by how much talent is here. It really really pushes you to do your best and work hard. It’s awesome. The game is cool to because it really allows a concept artist to really expand everything they do, there is so many different things that go into this game that you never get bored.

3. Where do you get your inspiration from?

My friends and fellow artist are a huge inspiration. I always find a lot of inspiration by looking at other artist. Classic illustrators like Robert Mcginnis, J.C. leyendecker, stuff is what I’ve been looking at lately.

4. Is your work completely digital or do you also use pencil and paper?

I do a lot of sketchbook stuff, I ride the bus, and go out and life draw a lot. My favorite thing to look at is sketchbooks, I really love to see how people work. And just lately I’ve been taking a watercolor class and messing with that. Not sure when I’ll show though, it’s a little embarresing.

5. Also, your work always has an impressionist/abstract quality to it, with very minimal details, because of this, are you conscious of trying to acheive this looseness, or is it something which always comes naturally?

I think it comes to what I feel looks right, every artist has a thing that their more keen to do and I think what im attracted to most in other art. My favorite stuff is always very stroke based and has a lot of energy so it kinda comes natural for me to try and mimic what I like to see.

6. What's your attitude towards color and do you use a color 'formula'? Do you reserve certain colors for certain moods?

Color is something like in my tutorial that you see me play with a lot of colors and kinda like the last question is something I just go for and do what looks right to me. Its important though to study and look at reference because that’s the way you can train your brain to know what you should do. Other times it’s a stylistic choice I think. So in general I think about the rules and relationships to color but I still just follow a lot of instinct I guess.


More interview with Richard Anderson, Daniel Dociu, and Jason Stoke about GuildWars2 and PAX. If you haven't seen it already.


Here are some of the art work by Richard Anderson:


concept art richard anderson, ghost-battlefield

concept art richard anderson, battlefield-red

concept art richard anderson, green-forrest

concept art richard anderson, knight-march

concept art richard anderson, triangels.jpg

concept art richard anderson, moon-patrol

Below is The finest art work for Concept Art Tutorial the first ever downloadable Video from Richard Anderson. *exclusively from idrawgirls.com
concept art richard anderson, desert cliff

concept art video tutorial
INSTANT DOWNLOAD VIDEO TUTORIAL: Available NOW!
Also
Richard Anderson's PS Brushes: "Desert Cliffs Brushes" download.


enjoy the goodies, I hope you really like them :)

Free Videos Download & More

More to come!

How to be a Video Game Arist: job and career choice advice from Doug Williams.

How to be a Video Game Arist: job and career choice advice from Doug Williams. How to get into Video Game Company: Getting your foot in the door for aspiring young Artist.

Some great advice from one of the best artists in the industry Doug Williams.
An exclusive interview with Doug Williams, lead concept artist for Guild Wars series ArenaNet.

Here are some of his work:








Cloverfield Monster?!!!
























Another response Video to many e-mails asking for art advice, career advice, tips, and all around video game industry questions. How to start? What's it like?

Here is an interview with Doug Williams:


Visit him: dougblot.blogspot.com

Peace!

Video Game job and career choice advice, tips : interview withn Aaron Coberly on getting your foot in the door.

How to get into Video Game Company: job and career choice advice. Getting your foot in the door for aspiring young Artist. Some great advice and tips from one of the best artists around, Aaron Coberly

An exclusive interview with ArenaNet (Guild Wars) Lead Character Artist: Aaron Coberly.

He also has done illustrations for a variety of publications, including the late lamented "Rocket" (the Kurt Cobain cover was his), and "Movie Maker", Aaron is a member of the Puget Sound Group of Northwest Painters.

Here are some of his Art work (They are all Oil on Canvas: From life models):






































Copyright Aaron Coberly

Another response Video to many e-mails asking for art advice, career advice, tips, and all around video game industry questions. How to start? What's it like?
*
So I decide to conduct a few interviews with many high profile concept artists and art director so that it will inspire young soul and give you a bit of insight of what it takes to be in the Video Game industry.


Some great advice and tips from ArenaNet lead character design artist, Aaron Coberly.


Visit him at www.aaroncoberly.com

Peace!

How to get into Video Game Industry: Interview Daniel Dociu advice for Artist

How to get into Video Game Company: job and career choice advice. Getting your foot in the door for aspiring young Artist. Some great advice and tips from one of the best artists/ art director of our time, Daniel Dociu.

Here is the viewers Questions:
Hi,
I got some questions.

What does it take to be a concept artist?
What all do you need to learn?
Does it require schooling going into this field?
How does a concept artist job work?
What do you do everyday at work and do you work everyday?

An exclusive interview up close and personal with NCsoft America Chief Art Director and ArenaNet Art Director: Daniel Dociu former EA (Electronic Art) Art Director, and SquareSoft America Art director. He's been around with the video game industry for over a decade.
*He is also my boss*

Here are some of his art work:

copyright Daniel Dociu
































Since I receive many e-mails asking for art advice, career advice, tips, and all around video game industry questions. How to start? What's it like?
So I decide to conduct a few interviews with many high profile concept artists and art director so that it will inspire young soul and give you a bit of insight of what it takes to be in the Video Game industry.

Here is some advice Daniel Dociu has for young artist. Enjoy the video:


Visit him at:
www.tinfoilgames.com

Good luck guys


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