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Jae Sterling explores race, violence, sexuality and Calgary with debut art exhibit – TheChronicleHerald.ca

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It would be tempting to assume the title of Jae Sterling’s first art exhibit, Riding Horses with White Men, is a not-so-subtle reference to a young Jamaican man’s response to Calgary and its most prominent cultural event.


Sterling says the paintings are definitely inspired by a sense of isolation and fish-out-of-water feeling he has had since arriving from Jamaica in 2009 as a 19-year-old. But while the title and timing of the exhibit, which opens Thursday during what would have traditionally been the height of Stampede fever, may suggest a direct correlation to the Greatest Outdoor Show on Earth, Sterling says the scope is much broader.

“It’s about Calgary and about my experience here in Calgary, so I guess the Stampede ties into it,” says Sterling. “But it’s about my entire experience here. And, funny enough, (the Stampede) was not that foreign to me. That’s the catch. I’m from Jamaica, I come from an island, and I came to Calgary. But I did grow up on farmland in Jamaica. My parents, my grandparents, we all grew up on farmland. It’s really not that foreign to me, that whole Stampede thing. But what is foreign to me is to see it in this setting.”

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Riding Horses with White Men runs from July 9 to 14 at nvrlnd., a non-profit art collective in Ramsay. It will focus on Sterling’s colourful paintings backed by a short film, audio composition and the essays in which he first developed some of the ideas explored in the exhibit.

While the stories told may be deeply personal and specific to Sterling’s experiences as a member of the Jamaican diaspora in Alberta, his artist’s statement also suggests a certain universality in its themes, specifically by asking questions “artists that are caught between worlds will eventually be forced to ask.”  “Can a history of violence be dissected through art? Why do we create art at all, especially in an ecosystem hostile to black culture?” Sterling asks in his statement.

“I didn’t start out consciously with a theme,” Sterling says. “But when I started painting, I discovered that my head was in the same place. So I started painting along that theme and it all came together. The title I had for a very long time and I was only going to use it for a series of essays and then the paintings kind of found themselves in it.”

The work, which mixes portraits with colourful abstract figures, explores issues of race, sexuality and violence. There are depictions of celebrities, although Sterling did not want to reveal which ones prior to people seeing the exhibit, and people he knows. He sees the more abstract work as self-portraits. Like the essays that inspired them, Sterling says the paintings often explore isolation, immigration and “what that does to you as an artist.”

“I am very obsessed with human beings and what we do,” he says. “It’s not unique to me. But there’s different types of artists. There are some people that are about the environment and some people that are about everything else, like politics. I’m about emotion because that’s what I am. I’m about people and what they are outside of all the lines and all the bulls–t. I can’t paint anyone I haven’t lived with. Even when I paint celebrities, it’s after watching a ton of interviews. I’m not just painting random celebrities. There is a story behind every one that I paint. I paint people that I know if I’m going to paint anyone. I’m not doing any commissions of random people who want me to paint them. I’ve got to sit with you for a bit. I’m not going to paint you live but I will need to know what you’re like to put that in the painting.”

Sterling is known primarily in Calgary as a musician and producer. He is a founding member of Thot Police, a collective of artists that also includes Yung Kamaji and Cartel Madras and was formed in 2018 to help develop the Alberta hip-hop scene.

Exploring issues of race and historic violence makes the exhibit particularly timely as people take to the streets around the world to protest systematic racism and police brutality. The political climate, combined with the downtime the COVID-19 pandemic has allowed, had an impact on the art, he says.

“All of what is happening right now feels like my mind and my voice are amplified,” Sterling says. “I’m really trying to soak it all in and make art at this time because it’s what I’ve been feeling. It certainly helps. It makes me feel less alone.”


Although he has sold pieces privately, this is Sterling’s first art exhibit and his first serious foray into acrylic and oil paintings. The work was created specifically for the exhibit in a burst of inspiration over the past few months, which Sterling largely spent in self-isolation. The plan is for the exhibit to travel to other Alberta galleries over the summer. Riding Horses with White Men is the first phase in a year-long, multi-media project that he calls BULLY.

“I was sketching a lot once the quarantine hit because I didn’t want to make music,” he says. “I just didn’t feel like it was the right time to make music with everything else going on. I’m not the type of guy who will be making a “We Are the World” record anytime soon. That’s not a knock against anyone

who is doing that to get them through the process. But I wasn’t about to do that. But I did want to make a statement because I am an artist and I am an artist in my time. I always knew I would have a reason to paint.”


Riding Horses with White Men opens July 9 at nvrlnd., 1048 21 Ave. S.E., with a ticketed opening reception at 7 p.m. The gallery will be open from 10 a.m. to 8 p.m. July 10 to 14.  Admission is $10 at the door. Social distancing rules and protocols will be applied at live viewings.

Copyright Postmedia Network Inc., 2020

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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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