adplus-dvertising
Connect with us

Art

Naming ceremony for Winnipeg Art Gallery's Inuit centre shines light on culture, history, reconciliation – CBC.ca

Published

 on


An Indigenous naming ceremony for a Winnipeg building designed to shed light on the history, languages and art of the Inuit people began, fittingly, with the lighting of a traditional Inuit soapstone seal-oil lamp, called a qulliq.

The ceremony, held virtually Wednesday morning by the Winnipeg Art Gallery, revealed two Indigenous names the gallery will now carry going forward.

The Inuit Art Centre, which has been under construction for several years, will now be called Qaumajuq (pronounced HOW-ma-yourq), which means “it is bright, it is lit” in Inuktitut. 

300x250x1

“It’s very honourable to have an institutional building that is named in Inuktitut, and it gives some kind of ownership,” said Theresie Tungilik, a language keeper with the WAG’s Indigenous Advisory Council, which chose the name.

“It’s quite honouring. I think it’s been a long time coming,” she said from her office in Rankin Inlet Wednesday.

Elder Martha Peet lit a traditional Inuit seal-oil lamp made of soapstone, called a qulliq, to begin the ceremony. (Winnipeg Art Gallery)

The name celebrates the light that flows into the new building at Memorial Boulevard and St. Mary Avenue, but also the light that comes with exposing something that has been hidden away for many years.

“I choose the name because it means ‘it is bright, it is lit’ and that’s exactly how the building looks,” she said.

“And it will give other people light to what our culture is like, what our past was like, all the ways we survived. Our hardships and resilience will be spoken through those artworks.”

The new 40,000-square-foot space will connect to the WAG on all four levels. In addition to highlighting the gallery’s Inuit art collection, it will provide Inuit-led programming and offer exhibition, learning and event spaces.

The “visible vault,” a 500-shelf glass display that will hold approximately 5,000 Inuit carvings, will welcome guests as they enter the centre.

“At the WAG, through exhibitions, through programs and events, we strive to shed light on this history and bring Inuit voices to the forefront through art and storytelling,” said Stephen Borys, the gallery’s director and CEO.

The ‘Visible Vault’, a 500-shelf glass display that will hold approximately 5000 Inuit carvings, will welcome guests as they enter the centre. (Holly Caruk/CBC)

When the new space opens in February 2021, admission to Qaumajuq will be free for all Indigenous visitors, Borys said.

“This is a site for reconciliation, learning, sharing and understanding what guides us here, bringing together communities through the universal language of art.”

Biindigin Biwaasaeyaah 

The Winnipeg Art Gallery itself now also bears an Indigenous name, which was also bestowed in Wednesday’s ceremony. Biindigin Biwaasaeyaah (pronounced BEEN- deh-gen bi-WAH-say-yah) means “come on in, the dawn of light is here,” in Anishinaabemowin (Ojibway).

“Indigenous language will have a real, a powerful and permanent presence throughout the WAG campus now and in the future,” said Borys.

It’s the art gallery’s way of responding to the Truth and Reconciliation Commission of Canada’s Calls to Action as well as the United Nations Declaration on the Rights of Indigenous Peoples.

The new 40,000-square-foot space will connect to the WAG on all four levels and provide Inuit-led programming and offer exhibition, learning and event spaces. (Holly Caruk/CBC)

The recommendations in the 2015 TRC report stated that Indigenous languages are a fundamental and valued element of Canadian culture and society, and there is an urgency to preserve them. 

It also suggested that preservation of those languages would be best managed by Indigenous people.

The gallery will continue to be known as the Winnipeg Art Gallery, he said, but the move is meant to signify a change in how the gallery operates.

“We see these names as steps along our path to integrating and honouring Indigenous knowledge. The names also reflect the fundamental and critical journey the gallery has been on,” Borys said.

Theresie Tungilik, a language keeper with the WAG’s Indigenous Advisory Council, says it was an honour to be part of choosing the new name for the centre. (Winnipeg Art Gallery livestream)

The names were chosen by a circle of language keepers in the WAG’s Indigenous advisory council, represent all four regions of Inuit Nunangat — or the Inuit regions of Canada — including the Inuvialuit Settlement Region, Nunavut, Nunavik, and Nunatsiavut.

Because the gallery sits on Treaty 1 territory, the WAG felt it was also important to bring Anishinaabemowin and Nêhiyawêwin speakers, as well as Dakota and Michif (Métis) speakers to the table. 

It’s the first time a major art institution in Canada will carry an Indigenous name, Borys said.

“As many Indigenous people know, naming and names is a very important aspect of our culture,” said Julia Lafreniere, the WAG’s manager of Indigenous initiatives.

“A name is something you will carry with you your whole life and often precedes you and explains who you are to the world. It carries honour and teachings.”

Let’s block ads! (Why?)

728x90x4

Source link

Continue Reading

Art

Art in Bloom returns – CTV News Winnipeg

Published

 on


[unable to retrieve full-text content]

Art in Bloom returns  CTV News Winnipeg

728x90x4

Source link

Continue Reading

Art

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

Published

 on


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.

300x250x1

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.

Adblock test (Why?)

728x90x4

Source link

Continue Reading

Art

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

Published

 on


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.

300x250x1

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

jbell@timescolonist.com

Adblock test (Why?)

728x90x4

Source link

Continue Reading

Trending