by Eliott Lilly | Jun 30, 2015 | Words of Wisdom
Jason Felix is a self taught freelance artist who has been working in the video game and entertainment industry for 25 years. Known for his digital photographic manipulations, Felix’s works have been showcased internationally and have directly inspired numerous Hollywood projects. He has been involved in visually establishing computer games franchises & films such as Magic The Gathering, Starcraft, Dead Space, Prince of Persia, Battlefield, Girl with the Dragon Tattoo, and many other projects.
Website: http://www.jasonfelix.com/
Checkout his books: Salvaged:The Art of Jason Felix and Mail Order Monsters
Jason Felix’s Current portfolio examples
WHAT’S THE MOST IMPORTANT PIECE(S) OF ADVICE YOU CAN OFFER STUDENTS THAT YOU WISH THEY HAD TOLD YOU IN ART SCHOOL?
Being an artist and creating is a life style. Not a choice, either you live to create or you don’t. Every professional artist that I know, this is always true.
ASSUMING THAT THERE ARE NO SPACE-TIME PARADOX’S INVOLVED… IF YOU COULD GO BACK IN TIME 10 YEARS (KNOWING WHAT YOU KNOW NOW), WHAT WOULD YOU TELL YOUR YOUNGER SELF TO DO DIFFERENTLY?
Hmmm… nothing really. Life is about overcoming obstacles and working thru hard-times. It’s invaluable to experience what life has to offer which is all the good and all the bad. People of all walks of life say “I would do this, buuuut….”. When I hear this, its an excuse of why they stopped doing something. Or never became the person they wanted to be or have the job they wanted. Its a personal choice, so make the ones you want and be prepared to fight for it if need be.
WHAT DOES “SUCCESS” MEAN TO YOU AND, WHAT ARE AT LEAST THREE THINGS YOU NEED TO DO IN ORDER TO ACHIEVE IT?
Success is objectionable, really depends on personal outlook. My outlook is being able to create a living doing what ones does. A job that does not feel like a job. To achieve requires:
1) Hardwork.
2) Passion.
3) Patient & Persistence.
All images used with permission by the artist. ©Jason Felix
by Eliott Lilly | Jun 29, 2015 | Interviews
Elijah McNeal is a concept designer working in the Entertainment Industry with an emphasis in character design, hard surface design, and illustration.
Website
http://www.artstation.com/artist/el1j4h
http://el1j4h.deviantart.com
Elijah McNeal’s current portfolio examples
If you haven’t already, be sure to check out Part 1 of this interview, where we asked him specific questions about what it’s like to be a concept artist in the entertainment industry, dispel a few common misconceptions that aspiring artists tend to have about the field, and discuss his educational background. Here, in part two of this interview, we asked Elijah McNeal specific questions about, building his portfolio, marketing himself in the industry and more. Here’s what he had to say:
WHAT ARE YOUR LISTS OF DOS AND DON’TS TO BUILDING A STRONG PORTFOLIO?
Show what you’re interested in doing (Could be sci-fi, fantasy, post-modern, etc.). I’ve worked on titles across all spectrums, but I target Sci-Fi because it’s my peak interest. From there, I would say: find your target (painting characters, hard surfaces, and so on). If you’re going to go general you need to be even harder on yourself because some studio’s feel they want someone who does one thing really well over someone who does many things decently. So you need to do all things well if you go for general design.
IF YOU COULD GO BACK AND RE-EVALUATE YOUR OWN GRADUATING PORTFOLIO, HOW WOULD YOU DO? WHAT COULD HAVE BEEN DONE BETTER?
I would have stuck with less rendered work, and would have showed more of my process. It’s important to show how I got to where I did, and to indicate why I made those decisions. I still have some old ideas with potential that I revisit as my skills improve. I highly recommend any aspiring artist do this as well.
HOW DID YOU HUNT DOWN YOUR FIRST JOBS IN THE INDUSTRY?
A wonderful instructor of mine knew the Creative Director on the Star Citizen project. I had insatiable work ethic, was growing quickly, and accepted feedback willingly. So he recommended me.
HOW DID YOU MARKET YOURSELF COMING OUT OF COLLEGE/ FIRST STARTING OUT?
I didn’t have to; I was incredibly lucky. And I think my circumstance illustrates that close or from afar, there are people watching and looking for that right person to handle a task they have.
WHERE DO YOU CURRENTLY MARKET YOURSELF? WHAT GIVES YOU THE MOST RETURN ON YOUR INVESTMENT (YOUR WEBSITE, SOCIAL MEDIA, WORD OF MOUTH?, ETC.)
I still struggle with marketing myself today although I have gotten better. Seeking out studios, making friendships, going to events when possible, interviews, etc. Get to know your brothers and sisters and be generous. People can be incredibly helpful when you do the same.
DO YOU THINK THE INDUSTRY IS VEERING TOWARDS A MORE CONTRACT AND OUTSOURCING MODEL FOR ARTISTS?
More contract and more studio outsource. Freelancing seems to be sharply veering for paintings and much less for design unfortunately.
WHAT’S THE MOST IMPORTANT PIECE(S) OF ADVICE YOU CAN OFFER STUDENTS THAT YOU WISH THEY HAD TOLD YOU IN ART SCHOOL?
Work hard and focus on what you love doing. Do what it takes to get better, if you’re interested in breaking into be a character concept artists, but props are in demand – either get super good at characters or do props well enough and make the fights for characters another day, but don’t settle into a field you don’t want to go into. A lot of guys do and it can take them a while to break out of it and some burn out before they reach that transition.
ASSUMING THAT THERE ARE NO SPACE-TIME PARADOX’S INVOLVED… IF YOU COULD GO BACK IN TIME 10 YEARS (KNOWING WHAT YOU KNOW NOW), WHAT WOULD YOU TELL YOUR YOUNGER SELF TO DO DIFFERENTLY?
Draw more, keep on track, you’ll do well.
This concludes our interview with Elijah McNeal. All images used with permission by the artist. ©Elijah McNeal.
by Eliott Lilly | Jun 29, 2015 | Interviews
Elijah McNeal is a concept designer working in the Entertainment Industry with an emphasis in character design, hard surface design, and illustration.
Websites:
http://www.artstation.com/artist/el1j4h
http://el1j4h.deviantart.com
Elijah McNeal’s current portfolio examples
In this first part of the interview, we asked Elijah McNeal specific questions about what it’s like to be a concept artist in the entertainment industry, dispel a few common misconceptions that aspiring artists tend to have about the field, and discuss his educational background. Here’s what he had to say:
HOW OLD WERE YOU WHEN YOU DECIDED TO COMMIT TO BEING AN ARTIST? WHAT WERE YOUR MOTIVATIONS/ INSPIRATIONS?
I would draw almost non-stop when I was a kid. I had learned about concept artists for the first time while reading the Art of Starsiege. I figured it would be a fun “job” for me so upon leaving the Navy, I decided to go for it.
WHAT DO YOU LIKE MOST ABOUT YOUR JOB? WHAT DO YOU FEEL ARE THE BIGGEST CHALLENGES?
Talking with excited directors and teams, when I’m really jamming along with the ideas, [is what I like the most about the job, but] keeping neutral is a challenge even for me some days.
ARE THERE ANY MISCONCEPTIONS YOU THINK STUDENTS TEND TO HAVE ABOUT CONCEPT ART AND ILLUSTRATION, THAT YOU WISH TO SET STRAIGHT?
Appropriation I think. Ripping apart photos and slamming them together versus actually considering the design and also style. [Don’t take] function to the point the designs become redundant and less fun- try to make it as fun as you can. It doesn’t have to really work, it just needs to be believable. Even if it doesn’t work out, your enthusiasm will be appreciated.
I think style is underestimated. It doesn’t have to be grand or boisterous, but man it sure helps when it is. It gets the other guys motivated.
CAN YOU SHARE A PERSONAL STORY, ABOUT A HARD LESSON THAT YOU LEARNED THAT COULD HAVE BEEN AVOIDED, HAD YOU BEEN BETTER INFORMED?
Focus on what you do and what you love doing. Help out in other areas, but don’t let yourself get overwhelmed and bite off more than you can chew. Either you’ll fail, or you’ll burn out succeeding and find your discipline fraying.
Elijah McNeal’s early portfolio examples
HOW VALUABLE WILL GETTING AN EDUCATION FROM A UNIVERSITY OR COLLEGE BE FOR ASPIRING ARTISTS WHO WANT TO BREAK INTO THE ENTERTAINMENT INDUSTRY?
Education is education. I don’t look at it as what helps to get a job, as much as how can that education enrich myself and enhance my skills. Executing those skills is where the whole job thing comes in. You don’t need school to get a job, but I think it can round you out. You’ll also make contacts:I got my first job by a recommendation from a instructor.
WERE YOU DISCIPLINED AND/OR FOCUSED IN SCHOOL?
I was a grinder. At the start I wanted to do everything as well as possible. Near the end I started doing the minimum and using as much time as I could on design and challenging that skill.
BESIDES THE FUNDAMENTAL ART CLASSES, WHAT CLASSES DO YOU THINK STUDENTS SHOULD TAKE IN COLLEGE?
Drawing! Drawing! Drawing! Sculpture and Animation.
DID YOU HAVE ANY OUTSIDE HELP PUSHING YOU ALONG WITH YOUR TRAINING? FROM A MENTOR, PASSIONATE TEACHER? FAMILY? FELLOW STUDENT?
Yep. I had some teachers who at first warned against going into concept art, but eventually those turned around and plenty were initially supportive. My family was of course supportive and loving. I’m a super lucky guy.
DID YOU STUDY OR TAKE ADDITIONAL CLASSES/ LESSONS, OUTSIDE OF SCHOOL? IF SO, HOW FREQUENTLY?
I did two sculptures classes while working in the industry; One with Furio Tedeschi and another with Peter Konig. I had gotten a bit rusty from so much drawing and illustration. Ultra helpful and lots of knowledge to be gained.
This concludes Part 1 of our interview. In Part 2, we discuss with Elijah McNeal his Dos and DONTs of portfolio building, how he branded and marketed himself in the beginning, and much more. Head on over to continue reading.
All images used with permission by the artist. © Elijah McNeal
by Eliott Lilly | Jun 25, 2015 | Words of Wisdom
Jan Urschel is a freelance concept designer and illustrator working in the entertainment industry, designing for feature films and video games. Clients include: Warner Bros, Lucasfilm, Marvel, EA, Microsoft, Sony, Ubisoft, LucasArts, Cloud Imperium Games, and more.
Websites:
Educational background:
- Attended Feng Zhu Design school in Singapore in 2011.
- Masters degree in Japanese Studies in 2008 (studied abroad in Japan).
Number of years in industry: 4+ years in concept design
Shipped titles/ Projects worked on: Star Wars Anthology: Rogue One, Star Wars 1313, Star Citizen, Guardians of the Galaxy (animated), Assassin’s Creed 4 and 5
Current portfolio examples
WHAT’S THE MOST IMPORTANT PIECE(S) OF ADVICE YOU CAN OFFER STUDENTS THAT YOU WISH THEY HAD TOLD YOU IN ART SCHOOL?
A. There are no rules. There is no right way of doing things
B. What you do besides art and design will define you as an artist and designer.
ASSUMING THAT THERE ARE NO SPACE-TIME PARADOX’S INVOLVED… IF YOU COULD GO BACK IN TIME 10 YEARS (KNOWING WHAT YOU KNOW NOW), WHAT WOULD YOU TELL YOUR YOUNGER SELF TO DO DIFFERENTLY?
Nothing! There are no regrets. Every decision I have made led me to this point now. I wouldn’t change a thing.
WHAT DOES “SUCCESS” MEAN TO YOU AND, WHAT ARE AT LEAST THREE THINGS YOU NEED TO DO IN ORDER TO ACHIEVE IT?
In the traditional sense, it’s mostly about discipline and smart learning, however as I get older the meaning changes a lot. At the moment, I define success as becoming a better human being, which doesn’t have much to do with success in the traditional sense.
If you would like to read more from Jan Urschel, check out his full interview. In it, we ask him specific questions about what it’s like to be a concept artist in the entertainment industry, dispel a few common misconceptions that aspiring artists tend to have about the field, discuss his educational background, how he markets himself in the industry and more. .
All images used with permission by the artist. ©Jan Urschel
by Eliott Lilly | Jun 24, 2015 | Interviews, Words of Wisdom
JAMES PAICK IS THE FOUNDER AND CREATIVE DIRECTOR AT SCRIBBLE PAD STUDIOS WITH OVER 15 YEARS OF DESIGN EXPERIENCE.
Scribble Pad Studios under the direction of James Paick has been responsible for creating some of the most memorable designs and moments in entertainment design. James has developed many projects within the gaming, film, theme park, illustration, entertainment space and advertising fields.
Websites:
www.ScribblePadStudios.com
www.JamesPaickArt.com
www.BrainstormSchool.com This is a school specifically focused on design and job placement for students in the video game industry.
Educational background
- Art Center College of Design in Pasadena, Ca
- Illustration Entertainment Design Focus Fall 2004
- Bachelors Degree in Fine Art
Number of years in industry
- 12+ years in Concept Design / Art Direction,
- 8+ years Art Educator
Shipped titles/ Projects worked on: League of Legends, the Uncharted series, Titanfall, Call of Duty, Medal of Honor, Transformers 4, Maze Runner, Universal Studios Singapore, Magic the Gathering, Shadow of Mordor, and many many more
James Paick/ Scribble Pad Studios’ current portfolio examples
WHAT IS THE MOST IMPORTANT PIECE(S) OF ADVICE YOU CAN OFFER STUDENTS THAT YOU WISH THEY HAD TOLD YOU IN ART SCHOOL?
Never allow yourself to say, I wish I tried harder
I was exposed to this quote during my youth, and living by it really allowed me to push myself to my limits as much as I could.
ASSUMING THAT THERE ARE NO SPACE-TIME PARADOXES INVOLVED IF YOU COULD GO BACK IN TIME 10 YEARS (KNOWING WHAT YOU KNOW NOW), WHAT WOULD YOU TELL YOUR YOUNGER SELF TO DO DIFFERENTLY?
I would have to say I would tell myself to be curious, ask questions, and have fun!
WHAT DOES “SUCCESS” MEAN TO YOU AND, WHAT ARE AT LEAST THREE THINGS YOU NEED TO DO IN ORDER TO ACHIEVE IT?
To me, success means: effective problem solving that goes above the clients expectations. Three things to do are: listen, problem solve, and execute. This is what every concept artist in the commercial industry should focus on and is something I try to do when working on projects for games like League of Legends.
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If you would like to read more from James Paick, check out his full interview. In it, we ask him specific questions about what it is like to be a concept artist in the entertainment industry working on projects for games such as League of Legends, dispel a few common misconceptions that aspiring artists tend to have about the field, discuss his educational background, how he markets himself in the industry and more.