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BMO 1st ART! Award: Georgia Dawkin

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Photo Credit: Georgia Dawkin

BMO 1st Art! Competition

The NL winner for the BMO 1st ART! Award has officially been announced!

This achievement is awarded each year to a student from each province in Canada and to a National winner. It is a way to celebrate and highlight the young artists across our country and the incredible work that they are accomplishing.

“BMO 1st Art! celebrates the creativity of art school students from over 100 post-secondary institutions across Canada.”

BMO

For more information on the competition, visit:

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https://1start.bmo.com/about.html

The NL provincial winner,

Georgia Dawkin, a recent graduate from Grenfell’s School of Fine Arts, is the provincial winner here in Newfoundland and Labrador; Originally from Victoria, BC, she moved to NL for university. She has created numerous works and prints, including an exhibit titled Infestation and a digital photo series that can all be found on her website – https://www.georgiadawkin.ca/

Her submission piece entitled “Professional Woman: Coming Soon” critiques and comments on misogyny and sexist themes that affect women in modern professional environments. Creative, humorous, and thought-provoking, her piece showcases the many aspects of what professional women endure daily.

Luckily, Dawkin was able to chat with us about her work and what this achievement will mean for her moving forward. Read on to discover more about the artist and the piece she created. The following conversation has been condensed and edited.

How did you find out about the BMO 1st Art award?

Well, we’re actually nominated by our profs. It’s nice because there is only one art school in NL, so everyone in our graduating class was nominated together. It’s your choice if you want to put forward an application; out of those applicants, a winner is chosen. I received a phone call earlier in the year; then, I had to sign a non-disclosure agreement so the winners could be kept a secret until the announcement went public.

What made you choose to attend Grenfell?

Believe it or not, I came to St. John’s first; I came to MUN for Neuroscience and then switched programs, made a big switch, and moved to Corner Brook to do visual arts. I did two years here and then four years there, and now I’m back living in St. John’s again! Haha

How long have you been creating art, and when did feminism become an inspiration for your work?

I was always creating art and painting at my house as a kid, which continued through my teenage years. My mom – who is a doctor – would always tell me,

“You don’t wanna be a doctor; that’s not for you. You need to be a tattoo artist!”

She always encouraged me the opposite way. Then, I got a job working for Paint Nite NL while I was still in neuroscience, regularly bringing art back into my life. I was able to spend more time painting, which is what encouraged me to want to apply for art school.

Is there a particular event/thought that inspired you to create Professional Woman: Coming Soon?

There wasn’t really one particular event that inspired Professional Woman. I’ve always been passionate about and interested in feminism and those kinds of topics. I think some of my work started with things that I thought were funny. I find a lot of the video funny and I always like to include humour in my artwork. I like to talk about serious, concerning, and/or frustrating topics and find a way to incorporate a humorous aspect. Some parts come from me just wanting to make a joke of something.

A particular scene in the video caught my attention; the clip of you conducting to an audio recording was so well executed. How difficult was it to put together?

So, I wouldn’t consider myself a musical or rhythmic person at all, and I originally had so much trouble with that scene. When making that scene, I made an audio clip of different internet recordings and recordings of my friends’ voices. Then I went into the studio to film, put on a piece of classical music and tried to conduct the music. I didn’t, however, consider that it wouldn’t match up with the recording I made. When I put it together and showed my advisor, I was like, ‘this feels so weird,’ and she was like, ‘yeah, cause it is,’ haha.

So, I had to remake the song. I got a metronome online of the same count as the classical piece and then re-filmed it so that my conducting matched the counts of the backtrack.

The video format of this piece is quite different from your previous work, what made you want to take on this kind of project?

I had never done any video like this before this past year. I was taking a new media class at school, working with video and sound art – I really loved it. At the same time, I was doing a lot of research for my fourth-year project about feminist art history and Canadian feminist artists, specifically how performance and video are such a huge theme throughout that topic. A lot of feminist artists say that using the feminine body as a woman is the best way to put yourself in history and to put women in history. So, that came into play a little bit.

The concept of Professional Woman partially came from how I would say it all the time. I would call myself and call other people ‘Professional Woman.’ I drew her as a comic book character for a long time. She wasn’t a performance character at first; the project developed that way because it was the only approach that could fully convey what I wanted to get across.

There are many different dimensions to this piece. Watching it again, it’s easy to see aspects you may not have noticed the first time. Was this intentional?

Everything throughout the video is well thought out and personal to me. Even things like font choices and colours are very specific. The billboards in the background of the shots have been redone. Lots of little things like that to make it exactly what I want it to be in that Professional Woman universe.

In the construction scene, the first time we filmed it, I got an actual bucket of dirt and wheeled it up to the studio – a studio monitor saw me, and I just said, ‘please just ignore me; I promise I’ll clean it up!’ – But then I had to re-film it because I had new props and a different outfit. By that point, it was winter, and I couldn’t exactly get dirt, so I decided to edit them in instead – it was pretty funny!

Feminism is a big passion of yours. Will these themes promoting female equality and awareness concerning issues of misogyny continue to be voiced in your future/upcoming work?

I have done a lot with feminism in my past work. I previously did a collaboration with my friend and fellow artist, Stephanie Sheppard, called ‘she’s so edgy.’ I plan on continuing with that body of work with Professional Woman and making more videos. I have started to work on prints and drawings, focusing a lot on power dressing – with the visual of the suit and the jacket.

Have you noticed a difference in how men and women react to your piece?

I noticed that women tend to laugh a lot more; people seem to understand it in different ways. When I show it to guys for the first time, they’ll sometimes be more quiet. I definitely think that it depends on the person.

Your work has been featured in exhibits in both NL and MTL. Are there any new events coming up or a particular place you hope to be featured in someday?

Definitely Vancouver! I like the Vancouver Art Gallery because I went there a lot as a kid. I go there every time I visit home in BC; it’s just a really special spot. It was so extravagant to me as a kid that it would just mean a lot.

What has this achievement meant to you, and what will it mean for you now moving forward?

It was redeeming. I put a lot of hours, hundreds of hours of work, into this project – and a lot of heart. So, it felt really good. After graduation, you get so much rejection and a hard reality check. This achievement gave me hope and a sense that I’m doing the right thing. On the phone, they said that this year was incredibly close; I am biased – of course – but my class was really strong. I’m so proud that I get to represent my class; there are just so many strong artists there.

Lately, I’ve been applying to things. I hope to get my residency soon so I can have a place, time, and resources to do more of this work. I’ve been working a lot on residency applications and sketches, drafting ideas about what I’d want to make when I have access to sufficient supplies and a bigger space.

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Art in Bloom returns – CTV News Winnipeg

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Art in Bloom returns  CTV News Winnipeg

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Crafting the Painterly Art Style in Eternal Strands – IGN First – IGN

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Next up in our IGN First coverage of Eternal Strands, we’re diving into the unique and colorful art in the land of the Enclave. We sat down with art director Sebastien Primeau and lead character artist Stephanie Chafe to ask them all about it.

IGN: Let’s talk about Eternal Strands’ distinctive art style. What were some of the guiding principles behind the art direction?

Primeau: I think what was guiding the art direction at the beginning of the project was to find the scale of the game, because we knew that we were having those gigantic 25-meter tall creatures and monsters. So we really wanted to have the architectural elements of the game – the vegetation, the trees – to reflect that kind of size.

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So one of my inspirations was coming from an architect called Hugh Ferriss, and I was very impressed by his work, and it was very inspiring for me too. So just the scale of his work. So he was a real influence for Metropolis, Gotham, so I was really inspired by his work.

Chafe: I think one of the things that, just as artists and as creators, we were interested in as well was going for a color palette that can be very bright. And something that can really challenge us too as artists, and going into a bit more of at-hand painterly work, and getting our hands really into it, into the clay, so to speak, and trying to go for something bright and colorful.

Eternal Strands Slideshow – IGN First

IGN: That’s not the first time I’ve heard your team describe the art style as “painterly.” What does that mean?

Primeau: Painterly is just a word that can give so much room to different types of interpretation. I think where we started was Impressionist painters. So I really enjoy looking at many painters, and they have different types of styles. But we wanted to have something that was fresh, colorful, and unique.

And also, I remember when we were starting the project there was that word. “It’s going to be stylized,” but stylized is just a word that gives so much room to different kinds of style. And since we were a small team, we had to figure out a way to create those rough brushstrokes. If it was painted very quickly by an artist, like Bob Ross would say, “Accident is normal.” So I think we wanted to embrace that. And because we’re all artists, it’s hard too, at some point, to disconnect from what you’re doing. It’s like, “Oh, I can maybe add some more details over there.” But I was always the- “Guys, oh, Steph, that’s enough. Let’s stop it right there. I think it looks cool.”

IGN: So, when you create an asset for Eternal Strands, is somebody actually painting something?

Chafe: I can speak more on the character side. For us, we do a lot of that hand painting, a lot of those strokes by hand. And we try to embrace, not the mistakes, but the non-realistic part of it having an extra splotch here and there.

We’ve got brushes that we made that can help us as artists to get the texture we’re looking for. It really is a texture that gives to it. But a lot of the time it’s not just something generated in a substance painter, or getting these things that will layer these things for you, making it quick and procedural. Sometimes we have those as helpers, but more often than not we just go in and paint.

IGN: Eternal Strands is a fair bit more colorful than lots of games today. Why was it important to the team to have lots of bright colors?

Primeau: You need to be careful, actually, with colors. Because with too many colors you can create that kind of pizza of color.

We wanted to balance the color per level, because we’re not making an open-world game. I really wanted each level to have their own color palette identity. So we’re playing a lot with the lighting. The lighting for me is key. It’s very important. You can have gorgeous textures, props, characters, but if your lighting is not that great, it’s like… So lighting is key. And especially with Unreal Five, we have now, access to Lumen. It brought so much richness to the color, how the color is balancing with the entirety of the level. It definitely changed the way we were looking at the game.

We’re using the technology, but in a way to create something that feels like if you were looking at a painting. I think we have achieved that goal.

Chafe: I’m very happy with it.

IGN: What were your inspirations from other games or other media when developing the art style?

Primeau: I have many. I’ll start with graphic novels, European graphic novels. I really wanted to stay away from DC comics, Marvels comics, those kinds of classics.

Before I started Eternal Strand, I saw a video. It was one of the League of Legends short films for a competition. It’s “RISE.” I don’t know if you remember that one, but it was made by Fortiche Studio who did Arcane, and I’m a huge fan of Arcane. When I saw that short film, it was way before Arcane was announced, I was like, “oh gosh, this is freaking cool. This is so amazing. I wish I would be able to work on a game that has that kind of look.”

Chafe: For me, when we started the project, one of the things that I wanted to challenge myself a lot was in concept and drawing and stuff like that and doing more, learning more about color as well, which is something I find super fascinating and also kicks my butt all the time because of just color theory in general.

But with the [character] portraits specifically, I think, I mean, growing up I played a lot of games, a lot of JRPGs too. I played just seeing basic portraits in something like Golden Sun or eventually also Persona and of course Hades, which is a fantastic game. I played way too much of that, early access included. But I really liked that part. Visual novels too, just that kind of thing. You can get an emotion from a 2D image as well when it’s well done, especially if you have voices on top of it.

IGN: Were there any really influential pieces of concept art that served as a guiding document the team would reference later on?

Chafe: I have one personal: It’s really Maxime Desmettre’s stuff because it was so saturated. Blue, blue, blue sky. Maxim Desmettre is our concept artist that we have who works from Korea. When I joined the project, seeing that was just like… and seeing that as a challenge too, like ‘how are we going to get there?’

The one that I’m thinking of that hopefully we could find after, just in general with the work that always speaks so much to me is this blue, blue sky and the saturation of the grass. But also when he gets into his architecture and stuff like that, there’s just a warmth to everything. The warmth to the stone that just makes it look inviting and mysterious at the same time. And I think that really speaks a lot to it.

IGN: How did you go about designing Eternal Strand’s protagonist: Brynn?

Primeau: I think that Mike also, when he pitched me the character, he was using Indiana Jones as an example. So courageous, adventurer guy, cool guy. Also, when you’re looking at Indiana Jones, he’s a cool guy. And we wanted to create that kind of coolness also out of our main protagonist. And I remember it took time. We did many iterations.

Chafe: It was a lot of iterations for sure. Well, I think I had done a bunch of sketches because it’s what’s going to be the face of the player, and also to have her own personality as well in the story, and her history as well. And the mantle was a really big one too. What gives her one of sets of her powers and stuff, figuring that out was actually one of the longest processes. It’s just a cape, but at the same time, it’s getting that to work with gameplay and all that kind of stuff. But yeah, all of Brynn’s personality and her vibe really comes from a lot of good work from the narrative team. So, mostly collaboration there.

IGN: What’s the deal with Brynn’s mentor: Oria? How did you settle on a giant bird?

Chafe: Populating the world of the enclave was, “it’s free real estate.” You get to just throw things on the wall and see what sticks. And, “Oh, that’s really cool. Oh, that’s nice.” At some point I’d done a big sketch of a big bird lady with a claymore, and Seb said, “That’s cool.” And then kind of ran with it.

IGN: What’s the toughest part about the art style you’ve chosen for Eternal Strands?

Primeau: The toughest part was…A lot of people in the team have experience making games, so it was to get outside of that mold that we’ve been to.

For me, working on games that were more realistic in terms of look, I think it was really tough just to think differently, to change our mindset, especially that we knew that we would be a small team, so we had to do the art differently, find recipes, especially when we were talking about textures, for example. So having a good mix.

Chafe: One of the things too is also as we’re all a bunch of artists, and every artist has their own style that they just suddenly have ingrained in them, and that’s what makes us all unique as artists as well. But when you’re on a project, you have to coalesce together. You can’t kind of have one look different from the other. When you’re doing something more realistic, you have your North Star, which is a giant load of references that are real. And you can say “it has to look like that, as close to that as possible.”

When you have a style in mind and you’re developing at the same time, you kind of look at it and you review it and you have a feeling more than anything else.

You’re training each other with your styles as you kind of merge together in the end. And that kind of is how the style happened through, like you mentioned, like finding easy recipes, through just actually creating assets and seeing what comes out and, “Oh, that’s really cool. Okay, we can now use that as kind of our North Star.”

For more on Eternal Strands, check out our preview of the Ark of the Forge boss fight, or read our interview with the founders of Yellow Brick Games on going from AAA studios to their own indie shop, and for everything else stick with IGN.

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Collection of First Nations art stolen from Gordon Head home – Times Colonist

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Saanich police are investigating the theft of a large collection of First Nations art valued at more than $60,000 from a Gordon Head home.

The theft happened on April 2.

The collection includes several pieces by Whitehorse-based artist Calvin Morberg, as well as Inuit carvings estimated to be more than 60 years old.

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Anyone with information on the thef is asked to call Saanich police at 250-472-4321.

jbell@timescolonist.com

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