Thursday, December 29, 2011

Artist of the Month-Franz Kline

In my continuing Artist of the Month series I routinely try to explore artists outside of the Fantasy genre that have influenced my work or inspire my work tangentially through their unorthodox process. This month I expand upon this idea by including one of my favorite artists Franz Kline (1910-1962).

As a fantasy artist it would seem that there is very little connection between the high modern Abstract Expressionist and myself, but he is one of the few painters who's work I keep hanging on my wall in my studio. Kline is the ultimate composer. When ever I begin a work in the thumbnail stage I, (and every artist) should look to Kline. Eliminating narrative, eliminating color, eliminating space, Kline works in pure abstract composition. Influenced by Asian character brush painting Kline takes the pure form of the thumbnail sketch and elevates it to high art. The essence of the creative process.

There is not much to say about his work.  It is what it is.  Pure and clean and sublime. There is no context or narrative, simply the essence of painting. I have always admired his compositions and he is the master of the thumbnail. So the next time you are struggling in your sketchbook over a dozen preliminaries, look to Kline and draw inspiration from the master who spent his life executing thousands of paintings dedicated to this simple and limitless exercise.

Enjoy.

WOC

Friday, December 16, 2011

Clothes vs. Costume

I had a professor once that told me that there was a difference between clothes and costumes. Costumes are what people wear when pretending to be someone they're not, while clothes are the items we wear every day.

In fantasy character design I am constantly trying to balance the practical with the fantastical. As in any other type of design form needs to follow function. When designing the garments and gear of a character in a fantasy game that will be in combat situatons and traveling to different environments and locations, I always like to refer to actual soldier gear. The past 150 years has allowed us to take candid photo reference of what soldiers actually wear into battle. Although the technology has changed over the past several thousand years, the soldier's gear has altered little.

In this photograph (ca. 1863) we see soldiers preparing for rail transport to the front. Whats noticeable is how little they carry. A small ruck sack, ammunition case and rifle. This was a direct example of form following function. 19th C. soldiers never traveled far from their supply lines and a regiment would be accompanied by camp followers and even family that would cook and make camp.





In this WWI photo taken fifty years later we see how soldier's gear has evolved. Notice that there are no backpacks. Trench warfare had ground movement to almost zero. A soldier's primary concern was protection against machine guns. These German soldiers have sacrificed all their weight allowance to armor. The high leather boots and leggings were to protect them from standing and sleeping in the mud for weeks.




In WWII, only thirty years later, the style and technology of warfare has evolved again. Warfare and combat become extremely mobile. A soldier must carry everything he needs to last for an entire mission inside enemy territory. If you can't carry it, you don't have it. Its this form following function that we see almost all armor (except the helmet) abandoned in favor of mobility and all weight allowances are surrendered to ammo pouches and gear. The entire body becomes a backpack.

In Vietnam the rule of form following function changes again. Mobility is of crucial importance, but soldiers were closer to supply lines with the use of helicopters and fire support bases. Supplies could be sacrificed to more important needs, like armor and ammo.









Today the contemporary soldier is no different that anytime in the past 5000 years. In the middle east we see new armor styles evolving. Armored vests, elbow and knee pads, as well as eye protection are essential for urban close-quarter-combat. Shattering glass and broken concrete have replaced shrapnel as threats. With no need for long marches backpacks have been replaced by water pouches. The soldier's gear is tightly packed around the torso in order to maintain balance in the rough terrain. and to move in tight quarters easily. With close supplies and support their are almost no personal supplies carried on patrol. The new warfare has also introduced female soldiers into the equation. So what does female armor look like? Its exactly the same as male armor. The US Army frowns upon kevlar bikinis.


So although as a fantasy artist I am not trying to replicate historically accurate armor I hope this shows is that we can all draw a great deal of reference from actual soldiers and combatants. The fact is that a soldier will only wear what she absolutely needs. If it does not serve a function its abandoned, and its appearance is of no concern to them. This gear is what keeps them alive. When designing characters of my own, I continually try to remember, what would this person wear to keep them alive today? I try to design clothes and not costumes.

Enjoy.

WOC

Monday, November 28, 2011

Champions of the Heroic Tier

Thought I would share a cover I did for Wizards of the Coast. Champions of the Heroic Tier (Wizards of the Coast 2011) I'm including my original thumbnail and the final cover. Fairly self explanatory, but a fun painting, lots of fiddly bits and action!

Enjoy.

WOC











Friday, November 25, 2011

Artist of the Month- Prokofiev (Peter and the Wolf)

This month I am inspired by my daughter's interest in Peter and Wolf by Sergei Prokofiev (1891-1953). Listening to the New York Philharmonic production my daughter was enthralled by the audio and developed a whole narrative in her mind. Trying to watch the Disney version she was disturbed that the story did not follow her imagination and I quickly disposed of the rendition to allow her to imagine the story in her own way. I thought that this would be a great concept-art learning moment for students and artists to interpret the music in their own way. Attached is the audio for the Leonard Bernstein , New York Philharmonic Production of Peter and the Wolf (1960). I encourage you all to listen and interpret the story your own manner...


Listen:
Peter and the Wolf-Bernstein

WOC

Wednesday, November 16, 2011

Battle Cleric Redux

After my last post I decided that it might be fun to revisit my twenty year old character of the Battle Cleric. Its twenty years later and the bearded priest has leveled-up more than a few times. His adventures have left him scarred but wiser....aren't we all.

A battle hardened veteran, and still a bad-ass undead killer.

Enjoy.

WOC



"Battle Cleric Redux"
6"x9" digital
©2011 William O'Connor Studios








"Battle Cleric"

9"x12" pen and ink
©1991 William O'Connor Studios

Sunday, November 13, 2011

It Was Twenty Years Ago Today


This month is the twentieth anniversary of receiving my very first commission. I never could have imagined that I would have the opportunity to do this work for twenty years! Its a bitter sweet reflective moment and thought I would share my memories.


In the Summer of 1991 I was studying illustration at Parsons School of Design. Although I was a Fine Arts Painting major at Alfred University my parents insisted that I should have a more practical back-up plan, and it was commercial arts or teaching. My instructor at the time suggested that I try pen and ink, since my sketchbook was filled with unfinished drawings. On his demand I rendered the image above (Battle Cleric, 1991), and promptly put away my pen and inks.


Two month later once back at University I was 
encouraged by my gaming friends that I should send off my portfolio. In an attempt to get it out of the way, and get back to my "real work" I sent off color copies and my one B&W to three publishers. TSR, White Wolf, and Isaac Azimov's. Peggy Cooper at TSR sent me a very encouraging form letter, I am still waiting for a reply from Azimov's, and I received this letter from Josh Timbrook and Ken Cliffe at White Wolf. Yes, I am so old that correspondences (and sketches) between artist and AD were sent via mail!


Within a week I called the White Wolf offices from my dorm hall phone (Yes, No Cell Phones! No Email.) I talked with them and they hoped I was available to produce 27 pen and ink illustrations for a new project "Ars Magica 3rd Edition". I agreed, assuring them that I was on the job, and that it was no problem. I was terrified!


My memories of the job are still very vivid in my mind. I remember my first thought was that I had been hired, and I had only done one pen and ink in my entire life! I didn't really know how to work in pen and ink. I went to the library and pulled out every pen and ink and woodblock artist I could find (again, no internet, just the old card catalog system!) I found Albrecht Durer, Howard Pyle, and several Golden Age Illustrators in the children's section of the local public library. These I made copies of and wallpapered my studio. If I had to render grass I found a Pyle's Robin Hood illustration with grass and copied the technique. If I had to paint wood, I looked to Durer to see how he did it. In this way I managed to scratch out 27 illustrations.

That was probably the biggest learning curve on a project that I've ever experienced. I learned more about the publishing industry, composition, design, drawing and illustration in two months than I could have learned in ten years of school. I remember that the most exciting part was that I was going to be published. In a hundred years, after I was dead, this artwork would still exist somewhere on a bookshelf.

I think what is most interesting is how different the market is today. The business of fantasy art is unrecognizable from two decades ago. There were no websites or art blogs. There definitely weren't any art challenges or portfolio reviews. There was no Comic Con and no Spectrum. This was before Magic The Gathering, Harry Potter, World of Warcraft and Lord of the Rings. Before the term "Concept Art" was in reference to anything other than performance installations. Before Fantasy became an international multi-billion dollar business. It was a very small industry with very few people in it. Everyone knew everyone else. You sent them your work, and if they like you they hired you. No recommendations, no workshops, no followers or page views. No symposiums or master classes. No style guides, no R&D, no creative directors or crowd sourcing. Twenty years ago was just an artist and the art director on the phone making stuff they liked. The X Generation produced some stellar artists. Among my fellow classmates of '92 include Donato Giancola, Irene Gallo, Tony Diterlizzi, and Rebecca Guay. I'm very interested to see what the next twenty years will bring!

Enjoy this very limited gallery of a few pieces that I did for that project, twenty years ago.

Enjoy

WOC















Ars Magica and Artwork ©Atlas Games

Thursday, November 10, 2011

The Deck of Many Things


Every once in a while you are thrown a curve ball as an illustrator and a funky project lands in your inbox. I had actually forgotten about this assignment since it was commissioned so long ago. "The Deck of many Things" was a 23 card assignment to produce playing cards that would be used as props in the game "Madness at Gardmore Abbey" (Wizards of the Coast, 2011.) Actually the deck was commissioned to be released with the D&D online magazine, and was presented as a rush job to be released the following month. With roughly twenty business days to produce the artwork I presented a mock-up image to the art director of what I felt confident I could produce under the tight deadline and still deliver on schedule. In the end the project was shelved and the rush was not necessary. (The foibles of publishing). The image shown here represents the original card back that I was rather partial to. Months afterward I was commissioned to re-design the card back because a yin-yang symbol would not be contiguous with the game universe.

Aesthetically the challenge was not to make the images look like contemporary cards, but rather like antique objects or an old woodcut tarot deck. It was a fun assignment, and a lot of work to complete 23 images in 3 weeks, but one of those assignments that only comes along once in a blue moon.

Enjoy

WOC