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Using art to conquer COVID blues – Campbell River Mirror – Campbell River Mirror

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Art has a way of bringing people together, even when they’re apart.

It also, as it turns out, is one way people in Campbell River have been coping with the stresses of the last year.

With ever-changing restrictions on what we can and can’t do, where we can and can’t go and who we can and can’t see, at least one thing has remained constant: the increasing number of people who are exploring their creative side.

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Eleven months ago, as the reality of the global pandemic was setting in, Nadia Rieger, owner and teacher at The Crows Nest Artist Collective in Willow Point, was scared the business she’d worked so hard to start – and then expand – would soon come to an end.

The bulk of Crows Nest’s revenue was in hosting relatively large groups of people for art classes in various mediums. That suddenly came to a screeching halt when gathering restrictions began to be put in place by the provincial health officer.

“My business has always been in educating people,” Rieger says. “But that part of what I do had to be rolled back substantially. I had to do a total 180, because I had to take the largest part of my business – and how the business was succeeding – and change it entirely. I had groups of 45 people booked to do classes right before the pandemic hit – I had five of those booked – and then suddenly we were told it couldn’t be more than six people at a time.”

RELATED: Creating a nest for artistic opportunity

But people kept coming in for art supplies to make art at home.

She didn’t have a ton of art supplies – she had a few, but that wasn’t really her focus – so she started ordering more. She also started offering her classes in a video format and selling the kits people would need to accomplish what she was teaching. She found herself having trouble keeping up with the demand for products because she had been so focused on in-house teaching since she started the business.

“If the Crows Nest was going to survive, we had to pivot hard, and it was clear that the need we were going to have to help fill was providing ways for people to make art at home, and we’re happy to have been able to do that.

“Ultimately, we are surviving because people need art right now. 100 per cent.”

Ken Blackburn, executive director of the Campbell River Arts Council, thinks he knows why that is. Why do people need art right now, maybe more than ever?

“There’s one word that has a lot of different connotations as to why I think that the arts are being seen as having more value right now, and that’s the word ‘connection,’” Blackburn says. “Connection goes a few ways. The arts in a community works to connect us. That’s what it does, whether it’s dance, theatre, music, visual art, whatever. That’s why it’s such a key component within communities: they connect us.”

But even when the arts can’t connect us literally, there’s another “connection” they serve.

“The other thing they do is make a personal connection,” Blackburn says. “They connect us to ourselves, or to our childhood, or to a time that we saw ourselves with more freedom and liberation. Art takes us out of our stresses, our work routines, or in this case, our isolations.”

But using art to heal and provide emotional support isn’t a new idea, nor is it unique to periods of isolation – or a pandemic.

“Art Therapy has a long history as a discipline, and the therapeutic value of the arts has been well documented,” Blackburn says. “I’ve been giving talks about this at conferences for over 15 years and talking about (the art council’s) Art in Health initiative at the hospital. There’s no shortage of research – across the entire breadth of the arts, whether it’s visual arts or music or dance – of the therapeutic value of the arts. Medical schools are even starting to introduce it into their training programs.”

And based on the art he’s seen that has been produced within the community over the past year, he can see the difference a pandemic has made. He was recently part of hanging the annual Members’ Show – which he has done for the past 15-plus years – and says there are new names he didn’t recognize, and it’s “probably also the strongest Members’ Show I’ve seen.”

RELATED: Art Gallery director reflects on ‘maybe our hardest year ever’

“It would be an interesting exercise to sit in there for a couple of hours with that critical eye and try to figure out, ‘Is there something COVID here?’ that over-arches the show?”

But if others are experiencing their own art like he’s been experiencing his own, he thinks it’s likely.

“Personally, I’ve returned into landscape as a coping mechanism,” he says. “I’m seeing in landscape the unpredictability of landscape – and of the sky, in particular – and that’s been reflecting how I feel about the world right now.”

His hope now, however, is that people’s love and embracing of art doesn’t slip away with the virus.

“It will be essentially important to hold onto this,” he says. “Anybody who thinks we should go back to the way things were before COVID is delusional, what with all of the problems we already had. We want to shift the status quo now that we have that opportunity, and one of the ways we can do that, significantly, within the community, is to have more connection.

“And that’s what the arts do.”



miked@campbellrivermirror.com

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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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