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Builder’s clothing drive, tiny art show in Cowichan

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Builder’s clothing drive to boost families in need

Donations of gently used clothing, shoes and ­accessories for all ages and sizes are being sought for a clothing drive hosted by LIDA Homes, now until Jan. 31.

All donated items will be given to Our Place Society to be distributed to families in need in the community.

“As a community-focused business, we feel it is our responsibility to give back to the families and ­individuals who have supported us throughout the years,” said Dave Stephens, president of LIDA Homes. “We hope that this clothing drive will make a ­meaningful impact on those in need and encourage ­others to do their part as well.”

Stephens has also issued a challenge to other ­builders to see who can collect the most clothing and have ­bragging rights.

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The hashtag #LIDAclothingdrive has been created to encourage everyone to use it in their social media posts.

Donations will be accepted at LIDA Homes, 6015 Patricia Bay Hwy.

Tiny art show in Cowichan

More than 100 original artworks will be up for auction at the Six by Six Art Show and Auction, a special one-week fundraiser for the Cowichan Valley Arts Council, Feb. 3 to 11.

The name for the show stems from the fact that each of the locally produced original artworks is limited to six by six inches in size. In addition to paintings, the show includes some sculptures.

Janet Magdanz, president of the group, says working at that scale can be a real challenge for artists used to creating larger pieces.

”Yet our talented local artists have produced some outstanding work, creating landscapes, abstracts and pieces both whimsical and thoughtful,” she said. “For buyers, the auction is a chance to pick up a small piece of work by a professional artist at a great price.”

The art will be available to view and bid on both online and in person, with bids starting at $30.

Proceeds from the auction will support and expand the art council’s youth programs and bringing regional shows to the gallery.

The finale of the week-long event will be a gala reception featuring live jazz, gourmet food and a cash bar, at the gallery Saturday, Feb. 11. Tickets are $25 and are available by calling the office at 250-746-1633 or at cowichanvalleyartscouncil.ca.

In your neighbourhood

Victoria council has voted to increase the maximum amount available for its My Great Neighbourhood Grants to $7,500 for placemaking and resiliency projects and up to $1,500 for activities in 2023.

The money is expected to support up to 36 community projects.

“The My Great Neighbourhood Grant program is incredibly important during these times when community is coming together again,” said Mayor Marianne Alto. “It is exciting to see residents start to reconnect with the goal of adding vibrancy and resiliency to their neighbourhoods.”

The funds are contingent upon matching equivalent contributions from applicants, including volunteer time and in-kind donations.

Grants are available to residents and community groups in the city. Not-for-profit organizations, schools or groups of residents can apply, although a sponsor is required for those without not-for-profit status.

In 2022, the city funded 13 community activities, 12 placemaking projects and 11 community resiliency projects.

Intake for the 2023 program will open in April, with city staff available to help residents through the application process.

Opera’s the ticket

Pacific Opera Victoria is making a night at the opera more attainable by distributing more than 1,000 free tickets to more than 40 community organizations for a second year.

The organizations hand out the tickets to members of the community who may be experiencing barriers, giving them the opportunity to attend one of three Pacific Opera’s 2022/23 mainstage live performances at the Royal Theatre.

“The North Park Neighbourhood Association was thrilled to participate in Pacific Opera’s Ticket Access Program,” said Sarah Murray, executive director of the association. “This program eliminates financial barriers to access, making Victoria’s thriving arts and culture scene a more equitable and inclusive space.”

Community organizations interested in taking part in the program should contact Pacific Opera. More information about the program is available at pacificopera.ca/ticket-access-program.

Art for Prospect Lake

The Prospect Lake District Community Association is looking for donations of artwork for its upcoming Art at the Lake fundraising online auction.

Proceeds from the event will be used for the maintenance of the heritage Prospect Lake Hall on the Saanich Peninsula, one of the last community-owned and maintained halls in British Columbia.

“Downsizing or just tired of looking at certain pieces? Give your old art pieces new life by donating them to Art at the Lake,” said Barbara Newton, a volunteer organizing the sale.

The association is looking for donations of any type of art — prints, watercolours, pastels, oils, posters, collectibles, statuary, vases or objects d’art.

• To donate, email jackie.wrinch@shaw.ca or telephone Mavis at 250-361-3236 by March 19.

$400M recovery fund

Community service organizations, non-profit organizations, Indigenous governing bodies and charities on Southern Vancouver Island and the Cowichan Valley can apply for funding through the federal government’s $400-million Community Services Recovery Fund, now until Feb. 21.

The money will help fund one-time projects focused on people, systems and program innovation. Organizations can apply for one of two tiers. Tier one includes funding ranging from $10,000 to $100,000, while tier two covers $100,001 to $200,000 for applicants that meet specific criteria.

United Way Southern Vancouver Island, the Canadian Red Cross and the Victoria Foundation will accept applications locally.

All unincorporated non-profits should apply to the Canadian Red Cross for funding for one-time projects that focus on how organizations recruit, retain, engage and support their personnel, including staff, volunteers and boards of directors.

Apply to the Victoria Foundation with projects that invest in systems and processes involved in creating the internal workings of an organization’s overall structure.

The United Way Southern Vancouver Island will accept applications for funding to support projects primarily focused on program and service innovation and redesign using information gained during the COVID-19 pandemic.

“United, we champion initiatives, programs, and projects that integrate and make a significant, positive change in people’s lives,” said Danella Parks, director of community impact with United Way Southern Vancouver Island. “As society recovers and rebuilds, United Way is honoured to support this investment by the Government of Canada with a focus on program and service innovation and redesign in the nonprofit sector.”

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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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