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The art of caddying: What makes a good golfing companion? – CNN

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(CNN)From sleeping in motorway bushes to a rousing rendition of happy birthday from a packed major championship crowd, a caddie’s life is never dull.

After Open champion Collin Morikawa hoisted the Claret Jug, he touchingly asked the swarms of sunbaked fans to help celebrate his caddie’s — JJ Jakovac — 39th birthday, the Kent golfing faithful duly responding with a merry song.
Caddies are never far from the spotlight and have a unique perspective into the world of professional, high-level sport.
Whether it’s 10-year-old Eddie Lowery at the 1913 US Open — who helped amateur Francis Ouimet to a famous victory against giants of the game Harry Vardon and Ted Ray and then went on to become a multi-millionaire — or Fanny Sunesson as the first female caddie to win a men’s major while on Nick Faldo’s bag at the 1990 Masters, it’s a job like no other.
“My little caddie, Eddie Lowery … not much bigger than a peanut, was a veritable inspiration all around; and a brighter or headier chap it would be hard to find,” Ouimet wrote for The American Golfer.
“(Eddie’s) influence on my game, I cannot overestimate.”
Francis Ouimet and his caddie, Eddie Lowery, play golf at Brookline in 1913.

Francis Ouimet and his caddie, Eddie Lowery, play golf at Brookline in 1913.

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There’s a treasure trove of caddie stories out there, like the hapless fellow who is responsible for the name of the 10th hole — called South America — at the Women’s British Open host course, Carnoustie.
Legend has it he drunkenly boasted he was emigrating to the distant continent the following day, only to be found in the morning asleep on the green.
And so the hole acquired its unique name.
Veteran caddie Billy Foster — the Englishman who has worked with Gordon Brand Jr., Seve Ballesteros, Darren Clarke, Thomas Bjorn, Sergio Garcia, Lee Westwood, Tiger Woods at the 2005 Presidents Cup and currently Matt Fitzpatrick, has seen it all in nearly 40 years of caddying.
He recalled what the profession was like in the 1980s — sleeping in tents, buses and even a bush on a French motorway one night, living without a mobile phone or credit card, no yardage books and even standing in the middle of a driving range catching other players’ balls trying not to get hit.
“The goalposts have slightly changed,” he told CNN Sport.
“There were no yardages back then, so you had to get there on the Monday and draw your own yardage book with the trundle wheel. That took seven to eight hours alone.”
Sunesson, like Foster, told CNN in 2018 that she took up caddying as a means to travel and see places.
“There was no thought then of making any money in the game whatsoever,” added Foster, who said nowadays ex-pros consider the career choice.
Even three-time grand slam tennis champion Andy Murray is keen on the idea of caddying — although as a perfectionist, there might be one aspect to the job that could keep him up at night.
Sunesson points with Nick Faldo during a round.

Sunesson points with Nick Faldo during a round.

Fifteen clubs nightmare

Caddying for Clarke as he finished tied for third at the 2001 Open at Royal Lytham & St Annes, Foster remembers final-round joint leader Ian Woosnam being penalized two shots for having two drivers in his bag, the “saddest” moment he can recall in all his time in the job.
To this day, Foster even wakes up several times a year in a cold sweat panicking about 15 clubs, one more than the legal amount introduced in the 1930s.
“You try and get the club out, then another three appear, then there’s 18 clubs in the bag, you get rid of them and another five appear! It’s the caddie’s worst nightmare.”
Former Masters champion Woosnam’s caddie Miles Byrne delivered the news to his boss as he sat top of the leaderboard.
“I felt for Miles straight away. It’s the cardinal error, and it’s happened quite a few times. It might have been at the French Open or Spanish Open, but to be in the last group, leading the Open Championship … it’s a horrible, horrible thought.”
Foster recounted how fate worked against Woosnam and Byrne that Sunday, from the Welshman bringing a spare driver to the range beforehand to fine tune his game to rumors about being rushed to the tee — the par-three first.
“Woosie played that whole week with just one driver in the bag, one head cover. You’d think it might have been a bit of a giveaway there were two head covers.
“But Woosie was flushing it on the range, and his coach Pete Cowen said to Woosie to hit a few six irons before he teed off because unusually Lytham starts with a par three.”
Ian Woosnam (right) stands with his caddie Miles Byrne as he explains his error during the final round of the 2001 Open Championship at Royal Lytham and St Annes.

Ian Woosnam (right) stands with his caddie Miles Byrne as he explains his error during the final round of the 2001 Open Championship at Royal Lytham and St Annes.

As they went to the first hole, the last words apparently uttered from Cowen to Byrne were “Don’t forget to put the spare driver in the locker” before it all unraveled.
“What’s the first thing you do on the first tee? You take the head cover off,” said Foster.
“But the first at Lytham is a par three. So Miles has got the pin sheet, gives Woosie the yardage, he hits a six iron again, stone dead, birdie.
“He’s now leading the Open, at 43 years old, his last chance really, and I know Miles took two steps off the first tee and saw the two drivers. And wanted to be sick. He got about 10 yards short of the first green and said ‘Woosie, you’re going to go ballistic.'”
Images of Woosnam angrily discarding the club in the bushes followed, while Foster says he’d have hopped the fence onto the nearby railway line.
“I’d have been lying on there waiting for the three o’clock from Lytham to come past and take my head off.
“It must have been the most horrendous feeling, you’d never get over it, and to this day I bet Miles never has and nor has Woosie.”

‘I was thinking that but I didn’t say it’

It’s not always a bumpy path. Long-term partnerships like Jim “Bones” Mackay and Phil Mickelson thrived for 25 years, winning five majors between 2004 and 2013.
Or the unlikely pair of Andy Sutton and Ben Curtis at the 2003 Open — the duo met a week before American Curtis became the first man since Ouimet to win a major in his first try.
Three-time major winner and 2021 European Ryder Cup captain Padraig Harrington and Ronan Flood are another partnership that have stood the test of time, while American Chad Lamsback was credited for local knowledge, his Japanese language skills and a cool head by 2021 Augusta National Women’s Amateur winner Tsubasa Kajitani.
“Today’s caddie’s name is Chad, and Chad has caddied for a few Japanese before,” said the 17-year-old. “That’s why we just trust him.”
Mickelson hugs his caddie Jim "Bones" Mackay after sinking his putt on the 18th hole to win the 2010 Masters.

Mickelson hugs his caddie Jim "Bones" Mackay after sinking his putt on the 18th hole to win the 2010 Masters.

A number of players have employed family members or friends as caddies since the coronavirus pandemic, and even before that, Rory McIlroy brought his friend Harry Diamond onto his bag. Dustin Johnson’s brother Austin has caddied for both of the 37-year-old’s major titles.
Mickelson’s brother Tim was alongside the American as the 51-year-old became the oldest major champion in May, and Brooke Henderson’s sister Brittany has walked the fairways with the Canadian major winner.
One year ago, Sophia Popov’s professional golfer boyfriend Max Mehles carried the German’s bag for her memorable AIG Women’s Open triumph at Troon, a favor which Popov returned in March as Mehles played in the PGA Tour Canada Qualifying Tournament.
Former European Tour Caddies Association chairman and The Tour Caddies owner Sean Russell, who has caddied for multiple winner Kenneth Ferrie and Diana Luna on the Ladies’ European Tour as well as in the 2009 Solheim Cup, said Covid rules had been a clear factor in the changing of the guard.
“If you’re going to spend a lot of time with someone, you’re better off being with a friend,” he told CNN Sport.
“I think Covid has accelerated what was a trend before this: to have a friend, husband, wife on the bag. Rory gets a lot of criticism in the ‘Twittersphere’ but you won’t hear a single caddie say Harry is a bad caddie — he’s really good. Lee Westwood and Helen as well, I defy anybody to say that they don’t look a good combination.
“I always say you can teach somebody to be a caddie but you can’t teach them to be your mate.”
Russell has four key principles he always stuck to as a caddie: do the basics well, be adaptable, be able to get on with anyone and have the ability to get over things.
“I think caddies have got fairly thick skin, some more than others,” he said.
“When I used to caddie, the first question I’d ask the player would be, ‘What do you hate about caddies or what do you hate caddies doing?’
Jack Nicklaus and his caddie celebrate the birdie on the 15th hole on his way to winning the 1966 Masters.

Jack Nicklaus and his caddie celebrate the birdie on the 15th hole on his way to winning the 1966 Masters.

“The answer always varied from things like caddies saying, ‘I was thinking that but I didn’t say it,’ or another player said he didn’t want caddies being too defensive. For example: ‘If it’s six feet from the right of the green, we’re going at the pin. Don’t get me to play left of it.'”
Foster has one main bit of advice: choose your golfing spouse carefully.
“It’s 30 weeks a year, that’s more of a relationship than a marriage, so you need to be able to get on.
“The art of caddying is to be positive and commit to your answers. When the player asks a question, be ready for it. I pretty much know the answer before they ask the question.”

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First Nations art worth $60K stolen in Saanich, B.C. | CTV News – CTV News Vancouver

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A large collection of First Nations art worth more than $60,000 was stolen in Saanich earlier this month, police announced Thursday.

The Saanich Police Department said in a statement that the art was taken from a residence in Gordon Head on April 2.

“The collection includes several pieces by First Nations artist Calvin Moreberg as well as Inuit carvings that are estimated to be over 60 years old,” the statement reads.

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Photos of several of the stolen pieces were included in the news release. Police did not elaborate on how or at what time of day they believe the art was stolen, nor did they say why they waited more than two weeks to issue an appeal to the public for help finding it.

Anyone who has seen the missing art pieces or has information related to the investigation should call Saanich police at 250-475-4321 or email majorcrime@saanichpolice.ca, police said.

Saanich police provided images of several of the stolen art pieces in their release. (Saanich Police Department)

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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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