Friday, 20 July 2012

Thought Provoking: Alan Moore and Melinda Gebbie

I recently discovered a discussion from pioneering comic book couple Alan Moore and Melinda Gebbie posted on YouTube which was hosted by the University of Nottingham, it was so interesting I've decided to share it on my blog. However apart from the fascinating topics of politics, magic, philosophy and the role of art in society, I must also warn readers that issues of sex and pornography are also featured along with the fact that the talk is approximately 2 hours long, if u can spare your ears and minds for this time I highly recommend it. If not I have written a small summary and discussion below on some of the issues I found particularly interesting.




Alan Moore, famed for writing such comics as V for Vendetta, Watchmen and From Hell and his wife Melinda Gebbie a fellow comic book artist and writer possibly best known for Lost Girls talk about their work, passions, political views, the challenges facing modern society and the vital role of art as a solution to that. 
The talk mostly looks at the comic book genre yet movies, web comics and other digital mediums are also mentioned and how they fair out as creative mediums, the main themes discussed could be described as: The Role of Art, Art as a Commodity and Artist/Audience Interaction. These themes will be summarized and explored in relation to computer games, opening questions for further research.

The Role of Art

Art was described as constant cultural commentator and since ancient times it has reflected where we are in the world and our place in it, providing a constant revision of our ideas about ourselves. Its main purpose is to address the important and serious issues of life even if it is upsetting, if art was always pleasant it would merely reaffirm your existing prejudices. Art was stated to be of vital importance now more than ever in a fragmented and chaotic storm of information.

If arts main role is to act as a continual catalyst for political, social even spiritual change from status quo thinking for the society/individual and if computer games can be assumed (or not) as an art medium, what does this potentially mean for the purpose of games? Do games break mental moulds? or do they propagate a form of cultural laziness? According to Alan and Melinda in some regards they do, yet both also acknowledged that interesting things can be achieve by digital forms but that printed paper was ultimately a superior technology, a more thought out and perfected form compared to more modern mediums.
This opens up more questions that answers but offers interesting food for thought, the debate to whether or not games can be consider as art will rage on and I will make no attempt to enter that maelstrom. However more light may be shed on this position within the other themes.

Art as a Commodity

Alan Moore, as a great storyteller goes colourfully further into the history and roots of art and reflects on its change in modern times, more so in regards to the cartoon/comic genre, he states:
''Art should not be a commodity, Art should be an explosive substance that changes the world.''
The influence of money in the art world is seen by Alan and Melinda as a corrupting element yet note that you can be rewarded from art but the reward should not be the motivation. Moreover, emphasizing that a creative career was a calling, not a job and that creative work should be the purest form of play, both your own joy and mark in the world.
They also expose the hypocritical nature within certain elements of the comic book industry, when artists and writers give in to the enslavement of corporate/money masters rather than upholding the principles and values of the art/ hero/stories they produce. They argue that most artwork had become money driven, especially when art work including comics had been adapted to become movies, animations and even computer games. Furthermore it was hinted that the issue may lie with the artist themselves, that they should find their own self-esteem and confidence to create art for themselves rather than churning out products for companies and cowardly escaping into their work. Indeed both wished for the continuation of underground elements or the 'gutter medium' of comics as a voice for the dis-empowered and dis-enfranchised.


Are such issues visible within the games industry? Are the largely ambitious and big budgeted  games primarily money driven, do we see a dominance in developing innovative experiences and artistic expression or money making franchises and products to merely be consumed? perhaps these ideas are old fashioned (even anti-capitalist) and not getting-with the business buzz of these creative mediums and neglect the issue of purchaser demand for them within a consumer culture, yet again it draws more questions. Perhaps with more indie game developers we see more independent and less money/franchise driven game creation, those that see the rewards of  such development but whose games are not driven/motivated by such rewards. However it is acknowledged that most of these ideals exist within the realm of concepts and ideas, it is questionable and perhaps permits further research into whether such values can be practically and realistically implemented.


Art/Audience Interaction 

The couple also touched greatly upon the relationship between the artist and audience and the limits to so called 'interactive' elements that would actually comprise both what the artist hoped to achieve and what the audience needed to experience. It was mentioned that people are becoming increasingly divorced from not only their bodies but also their own minds and that experiences were becoming more and more virtual, with people focusing primarily on a need to be entertained. Alan mentioned that his favourite movies were the ones that left ''you to do most of the work in your own head'', Melinda also mentioned that paintings held an interaction which is fading in modern art forms, a 'pregnant moment': the still anticipation of a moment about to occur and the viewers imaginative efforts and interpretation of that. Arguing further that in most movies nowadays, its all done for you like in such films as Avatar, which she described as a computer game without buttons. Her opinion on computers games (which she enjoyed) such as Tomb Raider made people do repetitive actions that ultimately left them cranky and exhausted and that there was no 'real' contribution from the part of the player. Both had addressed the concept/reality that art had become a form of entertainment rather than a a cultural commentator that has if anything ‘’propagated a form of cultural laziness’’ and that the interactive decision making was meaningless, leaving the both audience and artist disempowered. Moreover, Alan argues that the artist is not suppose to give the audience what they want but rather what they need, he states:
''If your going to chose your own ending, why not chose your own beginning while your at it?''


 In this regard, it is hard to see computer games as an art form as its experience greatly hinges (or solely relies) upon the interaction between what the creator has created for the audience/player to part take in. However it could also be seen as an extension to these named ‘pregnant moments’ of art, providing the audience a vehicle in which to act out (or give birth to) their own interpretation, imaginative continuation of where the artist had originally brought them. I am not of the opinion that answers can be found on such issues, seeing this as a subjective rather than objective debate.






My conclusion (at least for now), is that despite the perhaps some overly critical comments from the video above concerning the nature of computer games it is healthy to take this on board, especially when your own passions lie within such and also ‘’It is the mark of an educated mind to be able to entertain a thought without accepting it’’ (Aristotle). Therefore, It seems to me that the boundaries between the artists works and the audience interaction with that work will continue to grow fuzzy, the artist is increasingly being made to detach their own empowerment and ability to create in the face of a colossal consumer culture and the medium of games is being stretched between a conflicting identity as an art form and as a product. However within this struggle hope( or even balance) may emerge, I would partially agree with Alan’s opinion that such new mediums are not thought out enough or have been perfected as art forms like that of the printed page as many are only decades old. This may also raise the question, does the money driven motivation behind the development of computer games stifle their innovation and self-perfecting process? And does the rise of indie developers herald a new wave of alternative/underground games to come forth, standing out against consumer conformity and for independent creative expression and experience? For this blogger only more research and time will tell.

Thursday, 19 July 2012

Taking the Blog off the shelf

''Oh Dear'' This was what I said once I had remembered about my forgotten blog, dusting it off from the digital and creative shelf life. I hadn't given much time or thought to it yet it now seemed the perfect way to express imaginative thought, ideas and research, art work and critique as I didn't keep a journal and my poor friends ears had become weary of my informative onslaughts. Along with the neglected blog had been a dwindling productive art life and a failing pursuit of a creative career.

''No More!'' I then said to myself, knowing that a return to the blogging platform would not be a one shot answer to my creative woes, It was a start in the right direction or rather in finding the right direction. The Blog would serve as a particularly useful area in which to address research, articles, interviews and other information I had taken in, It would serve as a place to express the ideas and imagination of myself (or others) and of course as a gallery of my work depicting my overall progress and future course.

''Why Bother?'' Then crept into my mind. Doubt is a pain but it brings questions worth answering, I mean, blogging takes time, is it worth blabbing on, serving your own ego when time is a precious commodity. I argued with myself (sanely) that it was worth it, writing time could be restricted, posts could be planned, noted and time could be saved. Furthermore, it was a blog it wasn't like i was writing a book. Its primarily function was to serve myself as an online track record of what I had actually done towards what I wanted to do or learn  and if it helped others by sharing, all the better.

''Get to it!'' So that was then, this is the idea and its justification. What does this mean in practical terms? The blog was only one element of a larger action plan to actually get myself into an ideal career, that came with some practical steps to it. As mentioned, this blog not only serves as a digital log of my artwork but also  as a brainstorm for my ideas on a potential career/pursuit, gathering general insights towards the games industry in particular but also traditional and emerging forms of media, art and communication. Its serves not only myself as a melting pot for ideas, concepts, designs and insights but also as a tool for those possible employers (or general viewers) to gain a wider understanding of where my mind and passions lie and along with the processes and results of such. In short, the blog is back!


Tuesday, 24 January 2012

Show Reel


Quick Showreel here, Aiming to improve one on this for Feburary...so stay tuned

Monday, 9 January 2012

2012, the first of many

I need more practice...so heres a picture that encompasses what i need to work on such as using reference, lighting, enviroments, perspective, colour and saturation, I also wanted to tell more story in a piece.

Monday, 21 November 2011

Study time

As Part of a fresh portfolio set up, There will be some new bits flying up here. To begin with, i need to do some study work, esp because im out of practice. It always good to use reference, helps to train and hand with wacom. Just started today but will be trying to get some more traditonal based studies from 1st and second hand images, movie stills, portraits, landscapes etc. Some of these pieces may be more polished than others but its mainly to get warmed and ready to paint up some concept designs later.

(Lions rock)

Thursday, 6 October 2011

Drawing from Inspiration

Ok with a lot of worked underway and plans being drawn up for a new portfolio its important to me to remember what inspires me, this will motivate me when i need it but also may help to convey my personality and generate ideas in my work. I recommend everybody put down  on paper or blog something like this to establish what they like, this can help in times when your stuck for inspiration or motivation but may also create new ideas and directions for your work and possibly career.

Comics and graphic Novels (Marvel, 2000AD, Dark Horse)

I have always loved comics from an early age, first it was the cool artwork that gripped me and as I matured I developed a hunger for the narrative, good lay out and action scenes even developing my own comics.

Movies (Horror, Sci-Fi, Fantasy)

There are a lot of cool movies out that l love and are a visual feast but i always remember those original cult movies that inspired me in my childhood and in some way led me to this point now.

Animation and Anime (He-man, Princess Monoke, Disney)
Somethings about animation that draws out the imagination more than film, possibly because there is no limit to what ideas you can realise through it, if it wasn't for games, i'd be going for the animation industry.

Mythology (Norse, Irish and Classic)

I have always loved history and cultures and the myths they have, drawing from the past is important to me but it also reminds me that artists and storytellers have been using their imagination since mankind began.

Getting Out! (Musuems, Parks, Galleries)

These are some pictures I took while in London, I always like to grab a camera and go out, capture nature, buildings and people. I also bring a sketchpad, I believe that this is where original ideas come from.

And Games...of course! (retro, favourites, recent releases)

Games have always been the biggest driving force in what inspires me, since my childhood they have captured my imagination with snes and mega drive releases along with pc titles from the 90s. I have always had firm favourites and series that I followed, games which led me on to newer polished next gen titles. The interactive experience in narrative, the gorgeous art, the cool ideas and the fun of playing cemented them into my ideas for my own career and what i wanted to do with my life. I believe that games have given me a lot by feeding my imagination and giving me inspiration, it is my goal to put into games what i have received from them and in turn inspire future generations. I will develop a lot more in my ideas for games and what makes me passionate about them, including my favourites old and new and whats ahead in future blogs.

Wednesday, 5 October 2011

Key Advice from the Creative Assembley

Not a lot was on offer career-wise at the eurogamer expo however I managed to get a sit down and portfolio discussion with creative assembley's lead artist Kevin Mc Dowell for some invaluable critique and advice. This face to face chat was something rare from a job-seeking games graduate perspective so I thought I would share it with the rest of you budding artists and it was a bit of a wake up, shake up call for me.


The creative assembly team were responsible for one of my favourite games series the 'Total War' franchise, and are currently hiring people to work on a new alien IP, so i was excited to get chatting with their lead artist and also pretty nervous.
He had looked through my portfolio as I had looked on anxiously, awaiting some sort of response.
However it was not the response I had wanted but more so one I needed to hear, Overall he did not like it.
There was too much contrast, over saturated, the quality of work was mixed and the presentation was messy.
The content was too weird he explained, too much emphasis on lovecraft type creatures and the attempt at graphic design was poor.

With the mining over now came the gems of invaluable advice.
He told me to use more reference, he could tell from some pieces that were excellent that reference was used and to keep doing that, avoid having too much going on and with graphics keep it simple.
With some pieces the advice was developed more...


This bit was described as 'f**ckn awesome' noted use of reference 'this is your goal, do this!'
These parts were pretty good, not too bad could use more reference material
These parts are not of high quality and bring the piece down as a whole, no visible evidence of reference
Bad Graphics, Always used Vector based software although i get what you were going for

Overall this experienced advice was very welcome it was a little bit hard to hear but I had to admit it was spot on, I had actual thought this about my work and yet didn't address these issues. I also took note that he had seen the effort and the ability in my work but that I was just working in the wrong areas.

So what now, well i kept those notes, scrutinised my portfolio later that evening and decided it was time to go back to the drawing board. Right now I am going over websites, artist videos, magazine tutorials and seeing just what kind of portfolio I really need and what kind of hard work needs to be done. I had questioned my goals and questioned the logic of my pursuit and have come out of that more organised and determined. I have also developed a great desire for game industry advice and guidance towards my beginnings in it and I would advice any students/graduates to pursue and use such information well.

My portfolio remains somewhat unchanged but since this wake up call too weeks ago, a better and improved portfolio is currently underway. Developments and the finished reel will be sent here first so watch this space.
I will also progress my findings toward industry advice an potential information interviews in the future to aid any other graduates and students, competition will only lift our work to new heights.