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What happens to public art when it's no longer wanted? – The Globe and Mail

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Artist Lilian Broca produced a five-panel series that hung at the City Hall cafeteria in Vancouver, but for years has been unable to find them.Alana Paterson/The Globe and Mail

This is a mystery story about art.

In the 1970s, Vancouver buildings filled up with paintings, murals, mosaics, tapestries, and even statues as money flowed from the Pierre Trudeau government to a program meant to provide jobs to young boomers graduating from school and college into a country with high unemployment.

The money spurred projects as varied as thrift stores, arts magazines and music in parks. It was the foundation for many Vancouver institutions, from the Contemporary Art Gallery to the Vancouver Children’s Festival to the Vancouver East Cultural Centre.

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Public art projects, in particular, benefitted, harnessing the “collaborative utopian spirit of the era,” wrote Reid Shier, a former curator at the CAG, in a 2003 brochure.

Newcomers like Liz Magor, Robert Davidson, Marian Penner Bancroft and Lilian Broca in Vancouver got money with almost no strings attached to produce art that was then displayed in government buildings, especially Vancouver civic buildings like City Hall and various libraries and community centres.

But some of it disappeared. Was it carted off and sold, destroyed, or left sitting in a back room somewhere? No one seems to know.

Ms. Broca wants to know what happened to some of her work.

She produced a five-panel series that hung at the City Hall cafeteria in the east wing, generating a news story at the time. Another large piece went into the main branch of the Vancouver Public Library at Burrard and Robson. Both works depicted abstract human figures entangled with each other, with the city-hall set depicting 11 figures – a mayor and 10 councillors.

But for years now, she hasn’t been able to find them. A few months ago, she discovered through a former city employee that at least some of the former city-hall panels were moved to a wall in a social-housing project in the Downtown Eastside. They then appeared to be painted over by a building manager who didn’t like them.

“It’s a shame,” says Ms. Broca, who recently had one of her murals, now at Kwantlen Polytechnic University, appraised at $55,000.

Lilian Broca with mural commissioned by the City of Vancouver in 1972.Handout

“I tried very hard to find my murals over the years and got no satisfaction from anyone at the City Hall. They are responsible and I want answers.”

No one seems to have those answers.

“Our Special Collections team could find no record of this particular mural nor any documentation of where it might be,” wrote Marya Gadison on behalf of the library.

“They were able to find an article that confirms that Vancouver Public Library commissioned the mural and that it was painted at Douglas University, but we have no records of what happened to it after we moved from the Central Library’s Burrard St. location.”

Jonathan Baker, a now-retired municipal lawyer who was a Vancouver social planner who helped with the revolutionary move of public art from galleries and museums into civic facilities in the 1970s, recalls Ms. Broca’s city-hall project very well.

“Later on, it seemed to disappear. There was a lot of public art and a lot was taken or kept or stolen.”

He said that at the time, the city didn’t have any kind of record of what was being commissioned and where it went. “They were just collecting.”

Mr. Baker remembers that some prominent Vancouverites, like radio and then TV host Jack Webster, believed it was worthless. “He thought it was a bit of a joke.”

The Vancouver Art Gallery has five of Ms. Broca’s works – none of them the missing murals – but no information beyond that.

Matthew Hyland, the current executive director of the Contemporary Art Gallery, which was given the responsibility (though not the budget) for storing and managing the art in that earlier period, said he also has been unable to find a clear listing of everything or where pieces went.

“The sense I got was there were some great efforts to place works of art in public places but standard museum protocols were not in place,” he said.

Vancouver’s City Centre Motor Hotel transformed into artist studios, mural canvass as it awaits redevelopment

Esther Rausenberg, an artist who has been a leading voice in the Vancouver arts community for years, said there was a huge amount done under the Trudeau program that has gone missing.

“Over the years, they disappeared.”

Eric Fredericksen, the current public-art program manager at Vancouver city hall, acknowledged in an interview that the city did not have a tracking system for its art before 1991. Things have been lost and there are some “orphans,” which is when no one quite knows where a piece came from.

Stories like Ms. Broca’s? “It happens but not every day.”

The main clue Ms. Broca has is what a man who worked for years at a city social-housing project told her after seeing her work at a recent show.

Jim Harrison had studied fine arts at the University of B.C. in the 1970s so he knew Ms. Broca’s style well. When he got a job in the late ‘80s at Oppenheimer Lodge, a 147-unit seniors project opposite Oppenheimer Park, he recognized her work hanging on the wall opposite the main-floor elevator. From his description of it, Ms. Broca believes it is one of the panels that had been at the city-hall cafeteria.

Mr. Harrison said in an interview with The Globe and Mail that, a couple of years before he retired in 2009, “a manager took a gallon of housepaint and a roller and whitewashed the whole thing.”

“I was absolutely shocked,” said Mr. Harrison.

He said when someone from the city phoned sometime later asking about it, trying to track it down, the manager “told them it was never there. He didn’t want to be embarrassed,” said Mr. Hamilton.

The wall where it hung is now a blank expanse of white.

The Globe tried to reach that manager, who is now longer listed as a Vancouver employee, but was not successful.

Mr. Fredericksen has no knowledge of that particular incident, but he said such a thing isn’t likely to happen again.

The city now maintains a close watch on all of its public art – 24 pieces, officially, with almost all of it currently on display except for a statue with a reference to Christopher Columbus that has been put in storage because of threats from activists that it would be defaced. (The Mungo Martin totem pole at Kits Point is not on display because it is being restored.)

The city’s public-art team is also the steward for work that the city doesn’t own, art that is the result of required contributions from developers, such as the spinning chandelier under the Granville Bridge that is the responsibility of of developer Ian Gillespie as part of the Vancouver House project that he built.

The team also takes care of not just art commissioned specifically for the city but work done by anonymous or non-anonymous locals that appear in the community.

But there is still more art that the city has no jurisdiction over.

“What’s interesting is how much happens in Vancouver that’s not fully accounted for,” Mr. Fredericksen said.

That includes the picket fence at Sahali Park at 8th and Fraser in east Vancouver, where someone carved faces and other designs into the tops of the fenceposts. Or the artwork that has been done by a local along the Arbutus Greenway.

“We’re not going to take it on as part of the collection. But if they run a new route there, I can advocate for it. We included it in the art plan.”

What he can’t do is find Ms. Broca’s work.

Which she can hardly believe, even now. “I wonder that such a thing is possible.”

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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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