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Pandemic art sales: Prettying up the walls we’re staring at – 95.7 News

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NEW YORK — If you’ve been watching experts and commentators appearing on television from their homes, their increased attention to decor might look familiar: In the early days of lockdown, they, like many of us, sat in front of blank white walls, while now their homes frequently display prominent artwork.

“Cinderella has nothing on these people,” said Claude Taylor, who created the Room Rater Twitter account with his fiancee, Jessie Bahrey. “I don’t think art is even something people thought of in April.”

Room Rater scores speakers’ setups on a 10-point scale for details like lighting and camera level. Good artwork can boost a score. For example, Washington Post columnist Eugene Robinson scored a 10/10 for appearing on Morning Joe in front of artwork by his wife, Avis Robison.

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It seems many Americans who are stuck staring at their walls have decided the pandemic gives them a good reason to pretty them up.

My first hint at an uptick in art spending came last summer. When businesses shuttered and laid off employees in March, we braced for my artist husband’s sales to plummet. For a while they did. But then, his numbers didn’t just return to normal. They spiked.

I thought it might be an anomaly. My husband, John Tebeau, illustrates beloved bars; maybe people were buying his bar art because they missed their favourite watering holes?

But then friends who work at a framing shop said they were as busy last fall as at Christmas. Artists we know said they, too, were selling more than usual.

Online arts marketplace Etsy confirmed the trend. Comparing March-December 2020 to the same nine months in 2019, Etsy reported:

• a 95% increase in searches for wall art.

• an 80% increase in searches for stained glass window or wall hangings.

• a 46% increase in searches for sculptures.

Etsy doesn’t release data on actual sales. It’s fair to assume at least some of those searches were daydreams that never led to purchases, if my own time scrolling through listings for upstate houses I have no intention of buying is any indication.

Adobe Analytics does track purchases online, and those numbers are even more dramatic: Average daily sales of “art goods,” which includes sculptures, artworks and frames, increased 134% between the pre-COVID-19 months of 2020 and last fall. Comparing September and October 2019 to the same two months in 2020, average online daily sales increased 109%. Adobe’s analysis of e-commerce sales includes 80 of the 100 largest online retailers in the U.S.

Atiba T. Edwards has just the combination of experience to explain what’s happening. He worked in banking for several years and is also the cofounder of the arts non-profit FOKUS, which offers arts education, hosts art events and publishes an online magazine.

Edwards noted that many people who kept working during the lockdown suddenly weren’t spending money on travel, going out to restaurants or movies, or getting babysitters. They were probably home more than ever before, so they might have redirected some of that discretionary income to art.

Edwards is an example himself. He loves and appreciates art, but in the before times, he left his Brooklyn apartment early in the morning, went to work as chief operating officer of the Brooklyn Children’s Museum, then got home late after coaching basketball or going to an art event. Now he works more at home, and misses seeing art at work and elsewhere.

“I have hung six pieces in the last three months,” he said. “People are seeing the benefit of surrounding themselves with beauty.”

Edwards has worked with hundreds of artists as executive director of FOKUS, trying to create accessible art experiences in nontraditional spaces. He believes the traditional art show or gallery experience feels intimidating to someone who doesn’t feel knowledgeable about art, while social media algorithms can serve up artists to peruse with no pressure to buy.

“The newcomer can look at art at home and not have the feeling of it being unwelcoming,” he said.

Higher unemployment rates caused by the pandemic mean many people, of course, don’t have the money to buy art now.

But for some of those still working, buying art can also be an attempt to help support others.

“I had people reaching out to buy a piece of art to save my gallery,” said Eden Stein, owner of Secession Art and Design in San Francisco, which sells the works of about 70 creators. “That money not only supported my family, it supported the artists and their communities.”

Stein said making art sales during the pandemic has felt a little like a wedding reception: She has reconnected with friends and clients from throughout the gallery’s 13-year history.

Typically, Stein would host two or three events a month, while foot traffic to nearby restaurants and a music venue next door would also bring in new visitors. Instead, for the last year, she’s talked to many buyers by phone or arranged visits by appointment.

“This year has been really personal.” Stein said. “If you can’t hug people, selling a piece of artwork feels a little like that.”

Colleen Newvine, The Associated Press

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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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