Showing posts with label artists. Show all posts
Showing posts with label artists. Show all posts

Friday, December 7, 2018

As an artist, it seems like the landscape is ever-changing from simply the tools, to the aesthetic. I intend to be an artist that never wants to stop learning, and as such, I find more and more interesting artists every day. Each artist has a unique insight and point of view, no matter the experience level. New views help open my mind and teach me there are many ways to utilize my skills and I hope that sharing our stories will help others in the same way. I believe there are many paths on an artistic journey, and each interview will help to show the stories of the artists that tread them.


Today we'll be interviewing Zuzana "Zue" Ferková.

Kaminski: My first question is typically the same: What got you into doing art in the first place and what KEEPS you doing art?

Zue: I actually got and stayed in the arts mostly because of the people around me. The first piece that I "made" was short lyrics when I was five year old that my cousin had to write down for me because I couldn't back then. I got into writing because I always kept coming up with alien words that helped me understand what was going on around me, but I was never any good with drawings and this was the only way I could express them. I ceased doing any kind of art several times over the years because of lack of time and commitment to other things, but I always came back.

Right before I started college I decided to commit to game development and bought myself a copy of Dragon Age: Origins with intention to create mod content for it. That was the first time I ever got to combine things that I loved to do, e.g. playing games and writing. There's still a challenge and certain pressure with every new game project or task I get to do and it really helps my drive knowing I get to improve this way.

After earning my bachelor and masters in computer graphics, I got myself into coding visual effects, discovering it's something that allows me to use a wide range of knowledge combining coding, art and science (maths and physics). It was bit like a dream coming true!

Kaminski: Too cool! I've never actually thought about art in that way - blending multiple disciplines together. You're the first person outside of the typical realm of 2D art that I've had the pleasure of interviewing! It might sound like I'm hitting the nail on the head here, but what exactly does a 'shaders' person do? What's a typical day in the life of your job? 

Zue: I'm actually a hobbyist in both writing and shader coding, as I'm still studying at university at the moment. I work as teacher's assistant at the university and this is a relatively common question.


Simply put, shaders are just pieces of code that run on graphics cards (GPUs). It's funny to think people are not very familiar with them even if they can be found pretty much anywhere. They are used in different industries, but I get to meet with them most commonly in games. If you ever created a 3D model or 2D sprite and put it into a game engine, shaders would be something that would tell the engine how the light should reflect from your model, or how the 2D sprite should be rendered. Some shaders try to mimic the way physics behave in real world and give you the most realistic looking scenes. Others, that I focused on the most as of now, create stylized graphics, such as Toon shading, Oil Painting effects, or help to enhance the experience from games - motion blurs, depth of fields, film grain, etc.

 
Kaminski: It's really interesting, because at one point, I was considering doing game design myself, and I had this grand idea of making basically a living painting. I always thought that it was down to the way that the animators rendered the characters and things, come to found out that - while not simple by any means - it was shader coders that dealt with this! Amazing! So then, I have to ask, what's it like working in the game industry in this way? Did you have any sort of requirements to get your position doing this?

...[shaders are] a bit like trying to explain art with math. 

Zue: Where I live there's a relative large number of really good game development studios that are looking for all different kinds of people. I started to keep a blog with tutorials that would show the shaders I created and shared it in a local gamedev group. To my surprise it got quite a feedback and I discovered there is a relatively small number of people around who do things like these. The nature of the position makes it quite interesting, in my opinion, because, especially with non-photorealistic effects, you are trying to somewhat quantify and automatize what art is and write a piece of code that would be able to create this effect. So it's a bit like trying to explain art with math. Yet once you start it's still inherently a technical discipline, where you spend two weeks looking for a bug, to find out you are missing a semicolon at the end of a line. The usage of shaders in real-time rendering also requires the math to be as fast as possible. There is a strong demand to always learn new things and to improve.

Kaminski: Oh wow! We're kind of remote from the industry where I live, so it's good to know that perhaps gamedev groups might be a way to go.

On a completely different note: I love that you're so multi-faceted as well. Some artists forget that all creative endeavors should be included. What brought you into the realm of creative writing? What kinds of writing do you prefer to do?

Zue: That is a tough one. I remember lot of cool little things we were doing with my friends that really showed me how amazing writing can be. It started small, just writing down random adjectives and changing every adjective in a story (poor Cinderella's story got all sorts of weird), even if it doesn't seem like much, it made me feel like I made the story mine a little bit.

In high school we started making a Harry Potter parody based off a first book just by pretty much turning it into a play. This was all fun, but I think what really got me going and where I started to improve as a writer when I got Dragon Age: Origins, even if this had little to do with the game itself. This is where I first decided to write in English and it was one of the best decisions I made in my life as of now.


Personally I love to write fiction, mainly fantasy, or technological fantasy (if not necessarily sci-fi). I've been trying to find a path for myself for a long time and I think I'm finally attaining it! I had the fortune of growing up with both fantasy stories from English speaking countries, but also stories from Central and Eastern Europe. Even if it took me a while, I eventually understood that what I love to write are the stories that are rooted in my historical and cultural heritage, but are still heavily influenced with events all around the world, but put in settings that allow for my own rules. 

Kaminski: The other writer of this blog, Ashley, is also a writer - it might be great for you two to maybe talk some to get some feedback on each other's work. With the ability to creative write as well, do you find that one ever wins out over the other? For example, do you find that you're drawn to writing over drawing / painting? What's your preference? And why?

Zue: I take both shader coding and creative writing as a hobby and whichever I go for is influenced by many factors. I am currently doing PhD in Computer Science, so as one would say I make living with my brain! So it's just amazing that I get to do something that releases my creativity when I get back home. I enjoy shader coding, but often it's issue driven for me, meaning that I create shaders if there's a challenge posed. For example, if I'm helping out with a game project and there's a requirement for a shader, it's very likely going to win out because I hate unresolved things (looking at you people telling me "I tried creating this but it didn't work").

Creative writing is more about creating a routine. 

Creative writing is more about creating a routine. When I write a story I try to sit down every night and write at least a little bit, whether I feel it's good or bad. Eventually it's very easy to get discouraged by your own process if you look at it and feel it's horrible, even when you spent days or months on it. This happened to me a lot and I always got frustrated feeling I should be better than I am. Thankfully I managed to grow up a little and realized, with a lot of help from my friends, that you have to finish things first if you want to fix them!

Kaminski: That mentality of having the ability to take feedback and apply it was something that most creatives have to learn over time. I'm sure it wasn't a small task for you, but it's nice to see that you seemed to have learned it relatively quickly.

Switching gears: Do you have any projects that you're currently working on that you'd like to promote? I'd love to hear about a current work in progress or completed project that you recently worked on!

Zue: Absolutely! I always like to share. Since this is an art channel I can't help but mention the first game I ever created, where I made everything from the story, to art, and even the coding. It's a small story about a guy who tried to be a rebel and managed to erase all colors from an imaginary world, save for red. The game itself takes you through four game screens and tells you of efforts of Mr. Painty (link is below, if you'd like to try the game out) who attempts to fix his errors. I was told it contains a very unique sense of humor!

While I do work on several projects, I'm still happy to help people out when I can, but there are currently two that are in a phase where information can be shared.


The first one is a Cyberpunk ARPG Deicides by indie team Hardwired with a lot of very talented and experienced developers involved in the project. The game will have a unique way to modify and develop your characters that should make for a lot of interesting gameplay. I'm actually really excited about the project and encourage everyone who is into the ARPG genre and cyberpunk to pop into the discord server and join the conversation.


The second project that I'm currently working on is a novel of my own, thanks to the NaNoWriMo challenge, the first draft is currently nearing its completion. The story itself takes you into an imaginary world that was ravaged by a war between humankind and slogs - massive and strong, if brainless, beasts - that seem to be set on wiping out everything that stands in their way. It follows stories of three main protagonists both inside the city heavily protected and secluded from the outer world, where people willingly trade their freedom for comfort, and outside of the city where morality civility are second to survival, as they try to own up to their previous decisions and mistakes, and reclaim their lives. The story brings up several issues ranging from environmental problems, adjusting to conformity, even issues between morality and progress! There is a heavy focus on creating a morally grey world as well as characters. Where personal experiences and small acts of courage that will never end up recognized can still influence the fate of the world.

Kaminski: My god! You're busy! I can share this sentiment 100%. And I have to say, you're kind of entering into my dream territory of working on a cyberpunk IP. Speaking of, what's a dream job or IP for you? If you could work on any project, past or present, what would you work on and why?

Zue: Dream job? I'm still trying to figure that out, to be honest. But when it comes to IPs I'd love to work on, whether it'd be a game, or a movie, I'd have to say the Witcher, obviously. I've been a big fan of the world since my teenage years and it'd be great to help contribute to building the universe. Some of the less obvious ones would be the Nightwatch series by Sergei Lukanenko that may not be as famous in western countries, or being a part of a Star Wars game that doesn't revolve around being a Jedi or a Sith (I always root for underdogs).

Kaminski: You have such good taste!
The last two questions are typically the same: what goals do you have set for yourself in the immediate? What about long term?

Zue: I don't think I have any long term goals in general, I'm a bit impulsive and I tend to decide when the opportunity arises. For right now I want to finish my PhD and see where to life leads me. Being a part of game development community has always been a rewarding experience for me, so this seems like a very likely course of action. In the short term, I want to finish my novel that I'm very excited about and finally get a bigger game project under my belt, although I guess the latter is really a long term plan.

Kaminski: And the final question... what's the best piece of advice you can give to fellow creatives OR what's the best piece of advice you've received thus far?

Zue: Pheeew, which one to pick? I've been given so many good pieces of advice over the years. I think one of the most important lessons when it comes to anything in life that I managed to understand is that everything is a process. Even if you hear all the good pieces of advice in the world it doesn't mean you will instantly become a great artist. For me, the opposite was actually true, I had lot of people trying to help me and I tried to listen, but the lessons never quite settled in until I managed to fail on my own. So my advice would be, don't to be afraid or discouraged to fail, as it actually helps you grow as an artist. But learn to fail fast!

Kaminski: That's some pretty sound advice!
Well, you've definitely given me some awesome insight into what it takes to be a part of 

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Thank you all for reading, I hope you enjoyed this interview with Zuzana "Zue" Ferková.
If you did, please give it a SHARE via Facebook or Twitter, below.
You can view this interview, and many more, HERE.

You can find view more of Zue's work at:
https://www.deviantart.com/ponozsticka/
You can play Mr. Painty for free here:
 https://gamejolt.com/games/paintaria/17652
Also, the indie game studio, Hard Wired, has a link to the game here:
http://deicides.com/

If you would like to be a part of my interview series, simply fill out the contact form HERE and I'll get back with you as soon as possible!

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THANKS FOR READING, AND UNTIL NEXT TIME!

Wednesday, August 9, 2017


AS AN ARTIST, IT SEEMS LIKE THE LANDSCAPE IS EVER-CHANGING FROM SIMPLY THE TOOLS TO THE AESTHETIC. I INTEND TO BE AN ARTIST THAT NEVER WANTS TO STOP LEARNING AND AS SUCH, I FIND MORE AND MORE INTERESTING ARTISTS EVERYDAY. EACH ARTIST HAS A UNIQUE INSIGHT AND POINT OF VIEW, NO MATTER THE EXPERIENCE LEVEL. NEW VIEWS HELP OPEN MY MIND AND TEACH ME THERE ARE MANY WAYS TO UTILIZE MY SKILLS AND I HOPE THAT SHARING OUR STORIES WILL HELP OTHERS IN THE SAME WAY. I BELIEVE THERE ARE MANY PATHS ON AN ARTISTIC JOURNEY, AND EACH INTERVIEW WILL HELP TO SHOW THE STORIES OF THE ARTISTS THAT TREAD THEM.


TODAY WE'LL be interviewing "K.F." Golden.





Kaminski: Firstly, Introduce yourself. What kinds of work do you do? Where have you shown your work?
Golden: I'm K.F. Golden, and I'm an illustrator based out of Memphis, Tennessee. I'm primarily known for picking up stray animals and drawing things, and I make money by doing the latter. I've done cartooning and story boarding that's been showcased mostly at conventions and galleries around the mid south, packaging design that's been used internationally, and right now I'm crossing the country in a bright yellow Kia visiting as many different art shows as possible with my BFF, Alexis Stetson.

Kaminski: Since conventions seem to be very important to you, what made you get a start in them and not dive head-first into a specific industry? In that same vein, what keeps you coming back for more?

Golden: I got into the convention atmosphere super early. My parents let me go to my first con when I was around twelve, and I was fortunate enough to have older friends who would drag me along on road trips to cons during the summer when I was in middle and high school. I honestly just love the scene! And right now, I have my best friend and we have a car and the finances to do it, so it made sense for us to say, "Hey, this is the part where we're young and cool and we hit the road." I really dig getting to travel and meet other creators in different fields. That, and it's been surprisingly lucrative for us. One-off commissions are my favorite things to do, and we sell a lot of those at cons. Basically, it's good money, I get to sight see, and I get to do my favorite parts of my job without worrying about too much corporate oversight.



Kaminski: I bet the versatility of not having a day-to-day job is both relieving and terrifying at the same time. Add to that, I have what I coin, 'con-ADD', so I have a really hard time buckling myself to the chair to do live commissions.

Did your style develop naturally from having to work through convention commissions like this? Or was this style something you naturally did? In that vein, is style even something that you consider when attacking a piece?
Golden: Oh heck yeah. I'm super lucky that I can do cons as a main source of income right now. (It's definitely a temporary situation since my healthcare stuff is kinda tenuous at best. But that's a bridge I'll cross soon enough. Gotta get a job with actual benefits, which means workin' for the man.) Oh my gosh, how do you not consider style. That said, my style is definitely one that I've tailored for doing on-the-spot commissions and quicker pieces. I don't mind sitting down and working, but I've always liked simplifying my lines, and my preference for watercolor has everything to do with it being a quick and easy way to get colors down. When I have an idea in my head, I like being able to execute it right then. I definitely like to work efficiently and simply, so I often draw in straight pen and ink and then lay down flats right on top of it.

Kaminski: What led to your decision to pursue art in the first place?

Golden
: This sounds extra lame, but it was a completely natural decision for me. I was always that kid in school that was drawing next to their notes, and I pretty much spent all of my time outside of class doodling with friends, too. I'm just used to being that geeky kid who makes stuff. I was actually removed from the art program in high school for making the wrong stuff. But I had an awesome teacher who basically let me stay in her classroom during lunch periods and such, and she ended up being the one to recommend me into art school.

Kaminski: Very cool! I wish that I had been more invested in my high-school career...

Golden: I was super lucky and I had a lot of nerdy friends that I drew stuff with. Somewhere in her possession, Alexis has a hundred-some-odd page comic that we wrote and drew together with two friends in high school. It's like a Shakespearean tragedy.

Kaminski: Oh, you're going to have to redo that and get it worked up for a one-off comic sometime.

Golden: We've joked about it, but it's some spectacular 15-year-old type writing. It's atrocious.

Kaminski: All the better!

Golden: Nooooopppppe. Plus, we'd have to draw in our friends' old characters, haha.
(left) Concept art for Golden's Ren'Py work.

Kaminski: Outside of commissioned work, is there any project in particular you'd like to talk about - such as a large project that you're working on or a group of pieces that all interrelate?
Golden: I recently made kind of a weird decision surrounding one of my long term projects that's helped tremendously. I had been working on a comic for a while that I kept hitting dead ends on. I guess I wanted to do a comic since it seems like every artist I know these days is passively working on one, you know?

Anyway, I retooled mine into a visual novel and I'm enjoying working on it about ten times more now. It's a story I've wanted to tell for a while but just couldn't quite get out in a way that I quite liked, called It All Just Blew Up. It's sort of an epistolary novel-style story told in text messages and chat logs, and it invokes a lot of modern day fantasy and sci-fiction tropes as it goes along. I'm having a ton of fun learning how to program it and designing things for the Ren'py engine right now. I'm a not-so-closeted VN geek, but point-and-click games can be very pulpy and they tend to have a sort of cult following. I realized that I'd really like to make one that has more than just a dating sim or a choose your own adventure-style format. So that's what's taking up my time these days.



Kaminski: Deciding to dive into something fully can be both relieving and incredibly stressful at the same time. My fiancee, Ashley, and I have only really begun to fully-flesh out the work that began back at MCA with Honor: Decoded. It's become a much different project than it was then, so it's awesome to hear that fellow artists go on journeys to get inspiration and projects that they feel worth their time. Do you have any personal tips that help you stay on target with your personal projects or perhaps things that help to motivate you while you work?


Golden: I try to set aside some time every day to make sure that I'm doing something creative for myself. It's definitely easiest for me to work if I have something else engaging going on. I'm a big geek for tabletop and forum role-play to kind of get my gears turning. I love making things and writing stories with other people - I mean, that's how I ended up here in the first place - so doing stuff like that that gets me back to my roots is really good for my ethic. It reminds me why I want to make cool things in the first place. That, and following other people who are working hard on awesome projects. It makes me jealous that they have something good to show. So then I remember to get to work so I have things to post, too. Totally petty, that one.

"DON'T BE AFRAID TO ERASE THINGS AND TAKE THINGS APART. EVEN IF YOU THINK THAT YOUR PIECE IS GOOD THE WAY IT IS. EXPERIMENT."
Kaminski: Trust me, I agree with you fully. I don't think I would work as hard myself if I didn't scour things like Spectrum daily. I'm a huge art book nerd myself.

What are some of your favorite themes or tropes to paint and why?

Golden
: My sense of humor is super straightforward and blunt, and I'm pretty sure that carries through to my artwork and the style that I like to write in. One of the more popular series that I did in college was my "Gross Gyls," which were basically just my main female character in really casual poses. Standing around in her underwear, scratching her sides, that kind of thing. I guess I like to draw things that are very dry and not over the top, and present my characters in situations that are relatable and distinctly un-glamorous. I like fantasy elements, but when I incorporate them, I like to base them in that same sense of boring modernity. I like characters that are making potions in a blender and using necromancy on roadkill. Mundane situations with some element of silliness are my jam.

Kaminski: It shows in your work - the silliness that is.

When you hit lull points in your work, what are some artists or things you find inspiring? What gets you back to work after you get worn down?


Golden: It might sound weird, but as much as I love visual media, my favorite way to deal with lull points is to get out of my own head space for a bit and just read a book or listen to music. It's hard not to take inspiration from different mediums when I work anyway, so sometimes I just need to sit back with my headphones and listen to some punk rock and kick start my creative groove again. As for artists I like, Yoshihiro Togashi is my go-to (I love Hunter X Hunter and Yu Yu Hakusho. He's got a really identifiable style to his manga work and I like his inks and watercolors a lot). His work is really what got me into the field in the first place.

E.K. Weaver (The Less Than Epic Adventures Of T.J. and Amal) is another favorite.

And lately I've been really into Night In the Woods and the Shadowrun series by Harebrained Schemes.

I mean, I could go all art history student on you and say that I really like Leyendecker, 'cuz I do, but usually my most direct influences are very pop-y and pulp-y, and whatever I'm playing with right now.

"KIDS ASK ME HOW I USE IT ALL THE TIME WHEN I'M AT SHOWS, AND THE ANSWER IS "RECKLESSLY," UNTIL YOU MORE OR LESS FIGURE OUT WHAT YOU'RE DOING. LIKE PUNK ROCK. OR SCIENCE."



Kaminski: I don't think it's weird at all that you get your inspiration from non-visual media. A ton of artists like Wylie Beckert actually start with writing before they even begin to touch sketching, so it only makes sense that you would want to change it up that way. I mean, hell, I get really inspired when Ashley reads to me while I write. In some ways I almost think that getting away from art is a way to make visual breakthroughs more than anything. A lot of times right after or right before I really grind on a project, I'll take a few days and just lounge and play video games or watch movies just as a break away from all of the art, and then come back to it with ten times the tenacity that I would have if I just grind straight through. Sometimes it's pretty important to push the reset button on your brain pan for a minute.

Switching gears, what kinds of goals do you have set for yourself in the immediate, and the long term?

Golden: In the short term, I'm excited to keep upping my convention game by making more things for our table. I'm working collaboratively with Alexis Stetson (Castalexis) to do a table at a different con or art show every month this year. We're booked through the year and still adding more shows. I feel like we're really learning as we go and it's been a super rewarding experience for us. We've been busy every weekend in March, and I'm making more art than I can remember to post. It's a good feeling! I keep seeing my portfolio and my experience grow with every show. We get to travel too, which is a fun bonus. I love road trips. Long term, I'm stoked to work on my personal project, but I'd like to take on more collaborative projects with other artists and creative types. I might even consider settling down for a nice, solid illustration job, but who knows? I'm really hoping that our road tripping continues to pan out and I get to travel further and sell art in even cooler places. That's the dream, right?

Kaminski: Yeah, the dream is definitely to expand outward with our art! And I think you're well on your way.
My final question for you is, what's the best piece of advice you've ever received or what's the best advice you can give to fellow artists?

Golden: Don't be afraid to erase things and take things apart. Even if you think that your piece is good the way it is. Experiment. Draw a good thing and then paint over it. For me, it's important to keep making things and trying out new approaches. If I'm not sure if I'm about to ruin a painting or not, I try to go ahead and commit myself to the risk of something new. Sure, I ruin a piece every now and then, but most of the time, that's just the price of learning and adapting my own process. Watercolor is a bit unforgiving as a medium anyway. Kids ask me how I use it all the time when I'm at shows, and the answer is "recklessly," until you more or less figure out what you're doing. Like punk rock. Or science.
Kaminski: That's an incredible answer. Thanks so much for a great interview madam!

THANK YOU FOR READING, I HOPE YOU ENJOYED THIS INTERVIEW WITH 
"K.F." Golden. 

IF YOU DID, PLEASE SHARE IT WITH YOUR FRIENDS!

VIEW ALL OF MY INTERVIEWS WITH FELLOW ARTISTS HERE.


YOU CAN FIND MORE ABOUT K.F. Golden at her website: http://www.callmemidas.com/


IF YOU WOULD LIKE TO BE A GUEST IN MY INTERVIEW SERIES, SIMPLY FILL OUT THE CONTACT FORM HERE AND I'LL GET BACK WITH YOU AS SOON AS POSSIBLE.


THANKS FOR VIEWING!

Tuesday, August 8, 2017


AS AN ARTIST, IT SEEMS LIKE THE LANDSCAPE IS EVER-CHANGING FROM SIMPLY THE TOOLS TO THE AESTHETIC. I INTEND TO BE AN ARTIST THAT NEVER WANTS TO STOP LEARNING AND AS SUCH, I FIND MORE AND MORE INTERESTING ARTISTS EVERYDAY. EACH ARTIST HAS A UNIQUE INSIGHT AND POINT OF VIEW, NO MATTER THE EXPERIENCE LEVEL. NEW VIEWS HELP OPEN MY MIND AND TEACH ME THERE ARE MANY WAYS TO UTILIZE MY SKILLS AND I HOPE THAT SHARING OUR STORIES WILL HELP OTHERS IN THE SAME WAY. I BELIEVE THERE ARE MANY PATHS ON AN ARTISTIC JOURNEY, AND EACH INTERVIEW WILL HELP TO SHOW THE STORIES OF THE ARTISTS THAT TREAD THEM.

TODAY WE'LL be interviewing Sam Flegal.





Sam has been a freelance illustrator since 2009. His art’s been used on book covers, hobby games, movie concept art, and even The History Channel. He’s also a co-curator of the online webshow, One Fantastic Week. We’ll be interviewing him today on his take on the industry and just in general, being an artist. That being said, let’s dive right in.





Kaminski: What first got into doing art and in that vein, what steps did you initially make to secure your foothold in this industry? 


Flegal: I first started drawing at age 3. My parents used it as a technique to get me to stop talking all the time. I was never far from a pencil growing up. I loved to draw. I got a degree in art and became a graphic designer. After 7 years I realized I wasn’t drawing anymore, and what I really wanted to do was be an illustrator. I started going to Cons and getting portfolio reviews from other artists. After meeting some industry folks I went to The Illustration Master Class.

Kaminski: Interesting. IMC is always something that I think would help many artists from amateurs to experienced pros would benefit from. Perhaps one day I'll be able to attend, myself. Before you broke out on your own, was there a specific industry that you were targeting initially? If so, why? And if not, did the shotgun approach actually help to get your name out there to many different industries?
Flegal: I wanted to work in games, tabletop RPG and mini-games. That and comics is why I got into art in the first place. I didn't want to pursue comics because of the intensity of sequential art. Comics is very cutthroat. Maybe one day I'll revisit my love of comics. I don't know that I'd say I had a shotgun approach. I've always focused on fantasy art in one version or another.


Kaminski: Much like you, I've always strived for the games industry and have actually heard it to be just as cutthroat as the comics industry. Perhaps channeling your art into a comic akin to Alex Alice's Siegfried might be a good way to channel your two loves together. I'm probably fast-forwarding some there, but what ultimately led to your love of nordic mythology?


Flegal: I've always enjoyed stories. In researching the roots of fantasy you come to Tolkein, from there you find his influences were folklore and myth. Specifically the myths of the Norse. The stories are so rooted in our modern western culture that when I read them the felt true to me in a way that other stories didn't connect. Every time I did deeper to learn more about the old stories I find I learn more about my own culture, my ancestors, and ultimately myself.


Kaminski
: That makes sense. They always say do what you love, and it shows in your work. I'm assuming your "AH-HA" moment came from IMC. Speaking from someone who went to art school for the entire gamut, I'm curious to know how your experience there compares. What was the program there like?

Flegal: The AH-HA moment wasn't in terms of what to paint, it would take years to figure that out. The AH-HA was how much fucking work professionals put in. it's not uncommon to spend 100 or 200 hours on a painting. When you're starting out speed doesn't matter. It's not about painting fast, it's about taking the time to make good paintings. That and really learning how to use reference and shoot my own reference was eye opening.


Kaminski: Yeah, when I was in art school everything was so rushed that it was hard to REALLY take the time to dive into a piece fully. I'm only just now discovering that slowing down and making sure that your pieces are both correct AND good (although it's subjective to our own eyes for certain) is more important than having twenty rushed or average pieces in a month. If you're not under any sorts of NDA, can you talk about a project that you're currently working on?



Flegal: I have a deep love for Norse Mythology. In my personal work I depict scenes from Norse Lore, a series I call Fateful Signs. Fateful Signs are what Odin saw as he hung from the great World Tree. Fateful Signs are the legends of the Gods and Ancestors carried down to us through the winds of time. Fateful Signs can be sought with runes, carved and made red. Fateful Signs are the words and deeds that honor the Lore of the Norse.
I present you with Fateful Signs.

Fateful Signs is a collection of oil paintings exploring the various legends and traditions of the ancient Germanic people. The series began out of an interest in Odin and exploded into a spiritual awakening. With each painting a piece of a much greater puzzle is uncovered.

I first discovered Norse Mythology back in 1999, when I was a Freshman in college. I'd gone to school out-of-state and didn't know many people. This left me with a lot of free time, and I spent it in the school library. At that point in my life, I was questioning religion, so I read about all the world religions. Out of all the myths and legends, the lore of the Norse stuck with me.

Throughout my art education I found ways to bring Norse Mythology into my projects as often as I could. On foggy days I'd even yell "ODIN!" into the mist on campus. Over time I made many friends, and spent less time in the library. Eventually I graduated and became a Graphic Designer. I worked in marketing for many years, but ultimately I found my way back to drawing and painting.


I've been a freelance illustrator since 2009. I've done art for the gaming industry and concept art for movies, but in 2012 I was faced with a client-free month. I didn't know what to do – I hadn't drawn for myself in years! After some soul searching and sketching, I started to work on a painting of a trickster wizard. At first I didn't realize it, but the painting was of Loki. Before the end of the month, I got more client work and never finished the painting; but it got me thinking about the Norse Gods again.


As many artists do, I started to feel a desire to work on more personal paintings. I was reading more about Odin and I felt a connection with the One-Eyed God. Once I finally had the time to devote to personal work, I was inspired to paint Odin holding the head of Mimir, and this became my painting "Odin's Secrets."


I didn't know it then, but this was the beginning of Fateful Signs.
 


Kaminski: What are some things you would do if a client become a tad too unruly? Do you have any coping strategies?


Flegal: It depends on the contract, but I would recommend, always follow the letter of the contract. Main thing if a job sucks is get it done quickly and move on.

Kaminski: Do you have any short or long term goals?


Flegal: In the short-term, it would be to make another book. In the long term: The life of an artist is a long term goal. Learn to paint better. Make art that's even more true to me.
Kaminski: And lastly, what's the best piece of advice you've received or the best piece of advice you'd give to aspiring artists? 

Flegal: Try to figure out why you really want to be an artist. The answer to that question is a journey, but it is the key to developing deeper art.
Kaminski: Thanks so much Sam!


THANK YOU FOR READING, I HOPE YOU ENJOYED THIS INTERVIEW WITH Sam Flegal. 
IF YOU DID, PLEASE SHARE IT WITH YOUR FRIENDS!
VIEW ALL OF MY INTERVIEWS WITH FELLOW ARTISTS HERE.
YOU CAN FIND MORE ABOUT
Sam Flegal 
at his website: http://www.samflegal.com/
TO LEARN MORE ABOUT his project involving the HÁVAMÁL: http://www.fatefulsigns.com/

FOR MORE information on Sam Flegal's collaborative project with Pete Mohrbacher, One Fantastic Week: https://www.patreon.com/1fw

IF YOU WOULD LIKE TO BE A GUEST IN MY INTERVIEW SERIES, SIMPLY FILL OUT THE CONTACT FORM HERE AND I'LL GET BACK WITH YOU AS SOON AS POSSIBLE.
THANKS FOR VIEWING!

Sunday, August 6, 2017



AS AN ARTIST, IT SEEMS LIKE THE LANDSCAPE IS EVER-CHANGING FROM SIMPLY THE TOOLS TO THE AESTHETIC. I INTEND TO BE AN ARTIST THAT NEVER WANTS TO STOP LEARNING AND AS SUCH, I FIND MORE AND MORE INTERESTING ARTISTS EVERYDAY. EACH ARTIST HAS A UNIQUE INSIGHT AND POINT OF VIEW, NO MATTER THE EXPERIENCE LEVEL. NEW VIEWS HELP OPEN MY MIND AND TEACH ME THERE ARE MANY WAYS TO UTILIZE MY SKILLS AND I HOPE THAT SHARING OUR STORIES WILL HELP OTHERS IN THE SAME WAY. I BELIEVE THERE ARE MANY PATHS ON AN ARTISTIC JOURNEY, AND EACH INTERVIEW WILL HELP TO SHOW THE STORIES OF THE ARTISTS THAT TREAD THEM.


TODAY WE'LL be interviewing Galacia "Finn" Barton.


Kaminski: Firstly, introduce yourself. What kinds of work do you do? And where have you shown your work?


Barton: My name is Galacia Barton, and I illustrate graphic novels, design aliens, and paint monsters. My work has been featured in local coffee shops, in printed comics, and shared online via Facebook, Instagram and Patreon.

I’ve only recently discovered what I truly enjoy in the art world. I think it helps, to have something that you thoroughly like to do.

I decided to try illustration and digital painting after falling in love with Peter Mohrbacher’s work. I used to have a very typical inked/cel shaded style, and I wasn’t thrilled with that. Although, it’s still a skill I fall back on sometimes. I feel like there is always room for improvement in illustrating and painting. That goal of getting better will never be satiated, and that’s okay. Another element that keeps me going: I love learning!

Kaminski: Interesting! Have you had formal training or was it something that came natural for you?

Barton: I’ve always drawn, and was encouraged by teachers and my parents to hone that drive. At the end of high school, I didn’t really know what was feasible in regards to making a living via art. At that time, I was drawing a bunch of cartoon animals, and anime-esque people. I felt comfortable in the creative world, so I decided to pursue Graphic Design in college.

Almost immediately after arriving I was sucked into a Game Design class. I became enamored with it. It thrilled me to learn how games came together, and I thought I’d enjoy contributing my art to games. A fear of failure permeated my conscious, so I grabbed a Math degree to supplement my newly chosen Game Design degree.

Beyond the few art classes I was required to take, I spent a lot of time developing as an artist by surrounding myself with peers and professors that challenged me. I still felt a bit like a big fish in a small pond, but my online heroes kept me in check. I took Figure Drawing and Painting, knowing that those were subjects I was weak in. While those classes weren’t required, having the structure benefited me, and set me up with good habits.

Kaminski: As much as school can be a contributor, I believe that personal connections and experiences can add just as much to artistic experience. What do you feel like gave you that ultimate “AH-HA” that made you want to ultimately pursue art?

Barton: I definitely agree with that statement. The best thing to come out of school for me was the people I connected with, and the things were created together.

To be perfectly honest, I don’t feel like I’ve had an “AH-HA” moment. Recently, I took a year and a half to pursue freelance art and fell short. I decided that maybe it wasn’t the correct path for me and my art.



I’m currently seeking a third degree in Computer Science, in hopes that I’ll be able to support creating my own content and IP in my spare time. I know that doing art and creating will never die. The itch to draw and paint strikes me randomly, whether I’m exploring outdoors or taking notes in class. I’m still waiting on that “AH-HA” moment, but I’m not letting its tardiness deter me from trying.

Kaminski: It’s interesting that you consider your art a secondary attribute when thinking about career success. In that vein, have things like Patreon and Kickstarter been beneficial? What kinds of things do you typically do on these platforms?

Barton: It does seem strange, but personally I have a lot of anxiety surrounding the financial fruits of my labor. If I’m doing poorly at keeping my funds managed I get worked up to the point that I no longer enjoy creating. I’ve discovered that in order for me to be fulfilled by my art I need security. I’m assuming I’m not the only one out there like that.

In regards to Kickstarter and Patreon, those are places I have soared. The models on those platforms make it realistic for me to create content and know that people’s support will be the wind under my wings. Running a successful campaign gives me the peace of mind I need in order to produce my best work. I use these platforms specifically to create the content I enjoy, and to communicate and build a community around that content.

There are obvious hardships that come along with adopting the structure of Kickstarter and Patreon, but for me, these are challenges I feel I can overcome. Balancing interactions, deadlines, rewards, promotion, and the like seems more approachable than many other profit avenues in art.

Kaminski: Tell me a little about your Patreon: what are some goals you have with it?

Barton: I launched my Patreon with this in mind: I want a bunch of people involved with the world building of a Sci-fi graphic novel.

There are lots of creators out there that share their comics/art with others, but I hadn’t really discovered anyone who was utilizing the functionality of Patreon as a communication tool.

Many use Patreon solely as a means to divvy premium content to those who are willing to support them. This is a common tactic and because of this, the site isn’t often seen as a good audience building tool.



For me, I’m attempting to get my patrons involved with the creation of aliens, faraway worlds, and narratives that will be featured in the books I’m looking to illustrate.

My goals include: getting three graphic novels out and published. But in the short term, I’m just looking to involve people in the creation process who might not otherwise find the chance. I think many of us imagine worlds and concepts that we don’t ever see coming to fruition. In a way, I’d like to hear those stories out, and interpret those ideas into an illustrated book! That way the project isn’t just mine … but something of yours too

Kaminski: That’s really interesting, and frankly, a refreshing way to look at Patreon. Are you familiar with books like WondLa (Tony DiTerlizzi)? In that case, have you considered bringing a writer on board to help out with projects or even using one of your Patreon patrons that might be an aspiring writer to co-op the project alongside you?


Barton: I haven’t heard of that book, I’ll add it to my list! But yes, my husband is a hobby writer and he and I frequently discuss narrative stuff. He’s not entirely committed to assisting the Patreon though, so I offer the opportunity to be the most involved with the story as my highest reward tier. Theoretically, it would be cool to have them making money back – maybe partial sales could be given to them once the actual book makes it out and is earning profits!

Kaminski: When tackling all of your combined projects, it seems that sci-fi themes are always a presence. Is this your favorite theme to work with, even in your personal work? If so, is there deeper meaning behind your work: such as an emotional theme you try to evoke?

Barton: When it boils down, I’ve always been on the edge of loving sci-fi. Growing up, I was really into Zoids, Invader Zim, and Animorphs. It fell off somewhere in adulthood, and I’ve recently rediscovered my passion for it. I like to try and understand new science concepts and experiments – the science fiction genre allows me a space to let my mind run away with those concepts.

Besides being interested in the potential of sci-fi universes and space, I also love the duality of great adventures and loneliness that the environment is capable of. Anything is possible, but does any of it matter? Space is a beautiful, promising, scary space. To explore what it might be like to live and interact in that vastness is really exciting.




Kaminski: If you’re not under any sort of non-disclosure agreement (NDA), do you have any projects that you’re currently working on that you can share or even some work-in-progress shots for your Patreon pieces? Additionally, do you have any insight on working independently like this?

Barton: I’m currently wrapping up a 100-page comic book for a client, which is part of a series revolving around this universal language (it’s a little sci-fi, who would have thought!). Once that’s completed, I’ll be diving further into the production of my own sci-fi graphic novel. There was a very short, four page preview comic I illustrated, and put into limited print run to test the metal of my base concept.

The local comic shop is the only place these were sold, but I plan to put out better pages. I feel a bit more prepared now. These new paged will likely start on Patreon, make their way to a site like Webtoons, and hopefully evolve into actual printed books via Kickstarter!

When it comes to working independently (and even freelance), your greatest asset is to learn quickly from mistakes. Everyone makes mistakes, but the lessons learned set those successful people apart. Decent/Secondary income, outrageous skills and a good community of friends and peers can fill in some analytical shortcomings – but these are “icing.” To make a business out of anything you love, you have to be able to adopt some viewpoint that grants a path forward, the ability to grow and make progress (in creating, marketing, etc.)

Kaminski: Sheesh, you’ve been busy! Makes me wonder if the next question is relevant, but I feel it should be asked anyway. What goals have you set for the future?

Barton: Hey, that’s a fine question, especially since I wouldn’t consider my path “traditional.” In the short term, I think my creative efforts would benefit from two things: more Patreon activity and audience building for the graphic novel project. In order to really accomplish anything on those fronts, there’s a lot of writing to be done. I’ve been doing a lot of concept art and narrative exploration.


If I want people to be fully vested in the world we’re creating over there, I’ve got to share the story in its ultimate format. Getting the first draft of the script for the first installment (there are four tentative books lined up) would get me that much closer to producing pages, my chosen method of storytelling for this universe.

In the end, I want to be part of something that will last – something that people create spin offs of, draw fan art for, and gets involved in. Art is great and fulfilling. Art that gets people involved is the ultimate goal. For 5 or 5,000 individuals, I love the back and forth: the communication. To weave tales together – that’s my dream.

Kaminski: It seems you have lofty, yet attainable goals! I think this will help you in the long run to get to your end results very quickly.
My final question: What’s the best piece of advice you’ve ever received, or the best piece of advice you’d give to an aspiring artist?

Barton: I’ve watched so many episodes of One Fantastic Week and I feel like there’s loads of inspirational quotes and the like in my repertoire of advice. To pick the “best” would practically be impossible! But maybe, if I could pick one that’s the most relevant to me:

Every artist is unique. No two artists share the same style, approach, learning curve, hardships, paths, etc. If you feel unsuccessful as an artist in comparison to peers, don’t let that discourage you from finding success a different way. If you can’t replicate a technique, or find clients in a specific genre, that shouldn’t stop you from moving forward. Forging your own path is what being an artist is really about in my opinion. And just because you’re the only one that can do it, doesn’t mean you have to travel alone. Surrounding yourself with creative individuals does give insight into how to find personal success. Plus, most artists make great companions! Keep going, even if it’s just an inch at a time. Your friends will have you back.

Kaminski: I want to thank you very much, Galacia. You’re my second interview and it went very well! You’ve been a breeze to work with on this!
THANK YOU FOR READING, I HOPE YOU ENJOYED THIS INTERVIEW WITH Galacia Barton. 
IF YOU DID, PLEASE SHARE IT WITH YOUR FRIENDS!
VIEW ALL OF MY INTERVIEWS WITH FELLOW ARTISTS HERE.


YOU CAN FIND MORE ABOUT Galacia "Finn" Barton at her main facebook page: https://www.facebook.com/galacia.barton

FOR MORE information on her sci-fi project that is being created via collective, visit her Patreon page at: https://www.patreon.com/GalaciaBarton

EDITED, FOR CLARITY, BY ASHLEY WEBB.

IF YOU WOULD LIKE TO BE A GUEST IN MY INTERVIEW SERIES, SIMPLY FILL OUT THE CONTACT FORM HERE AND I'LL GET BACK WITH YOU AS SOON AS POSSIBLE.


THANKS FOR VIEWING!

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Follow Ash @ashley.storyteller