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Date: Tuesday, 17 Nov 2009 17:38

While I worked for Calabash Animation in Chicago, I was able to be a part of two independent film projects. Both were really great fun, a chance to blow off steam while making something cool.
One was called, "Heads Will Roll", a spoof on cereal commercials, directed by the incredible Wayne Brejcha. I painted all the backgrounds and designed the color style of characters and other areas of the film. The other project, "Stubble Trouble", was directed by Joe Merideth. "Stubble Trouble" was nominated for an Academy Award. I art directed the film - a great chance to experiment with different techniques and styles than we would normally use.
One was called, "Heads Will Roll", a spoof on cereal commercials, directed by the incredible Wayne Brejcha. I painted all the backgrounds and designed the color style of characters and other areas of the film. The other project, "Stubble Trouble", was directed by Joe Merideth. "Stubble Trouble" was nominated for an Academy Award. I art directed the film - a great chance to experiment with different techniques and styles than we would normally use.
Date: Tuesday, 17 Nov 2009 17:32
So, the Lucky Charms redesign ended up being a success with the ad agency that handles the General Mills commercials. Calabash then went into the story board phase with the new look in mind. Since this was such a departure from the standard Lucky Charms commercials, I was asked to come up with a color script using the story boards that the director made. Here are a few select panels from the color script. I've written a few words about it below, too:




I spent a good deal of time coming up wtih the palette and lighting in order to suggest a dark and mysterious forest, but not too scary. I thought that if I used a somewhat saturated purple in the shadows, the color would have the duel effect of being a shadow and suggesting magic. I also thought the forest would look as though it were a 'deep' woods that does not get a lot of bright sun if I used an emerald green local color on the grassy areas instead of the typical sap green. Also, it was tempting to make the very distant areas dark to suggest darkness, however, I decided dark tones in the distance would make the woods look more frightening, so I kept those areas light and desaturated.




I spent a good deal of time coming up wtih the palette and lighting in order to suggest a dark and mysterious forest, but not too scary. I thought that if I used a somewhat saturated purple in the shadows, the color would have the duel effect of being a shadow and suggesting magic. I also thought the forest would look as though it were a 'deep' woods that does not get a lot of bright sun if I used an emerald green local color on the grassy areas instead of the typical sap green. Also, it was tempting to make the very distant areas dark to suggest darkness, however, I decided dark tones in the distance would make the woods look more frightening, so I kept those areas light and desaturated. All in all, I enjoyed working on this campaign. I ultimately ended up color scripting all of Calabash's General Mills commercials, which ended up being useful in many areas of the production process, from pencil test, to ad agency approvals to compositing and effects. The color scripting work I did for Calabash was always my favorite part of the job. I miss it!
Date: Tuesday, 17 Nov 2009 12:15

(click on art to see larger version)
I also illustrated many mix and match badges for Pogo.com. The users collected the badges as rewards for achieving a certain number of games won. The badge program at Pogo has been very successful for our users, who like to collect as many as they can!
I also illustrated many mix and match badges for Pogo.com. The users collected the badges as rewards for achieving a certain number of games won. The badge program at Pogo has been very successful for our users, who like to collect as many as they can!
Date: Tuesday, 17 Nov 2009 12:13



For the past few years, I have been working at Electronic Arts online casual gaming company, Pogo.com, as a staff artist. I have been primarily designing game art, costumes, backgrounds, and badges. On Monday I was laid off due to overseas outsourcing. I feel sad about this, especially since every single day I came into work feeling excited and happy about the work I was doing. I always took every single project seriously, no matter how 'small' or how 'big' the assignment was. I've always held that if an artist is a good artist, no matter what he or she touches, it should be of the highest quality and taken seriously.
I began working for Pogo/Electronic Arts as a contractor in 2003. At that time I designed some games, Canasta, Pinochle and a few others, while also providing lots and lots of artwork for various other games, like Mahjong, TriPeaks, etc. Eventually Pogo began a program called the Pogo Mini's, avatars for the users that can be customized with faces, skin color, facial expressions, hair, clothing, costumes, backgrounds, accessories, and even pets. I enjoyed this work SO much and always tried to bring interesting and fun items to our users.
I began working for Pogo/Electronic Arts as a contractor in 2003. At that time I designed some games, Canasta, Pinochle and a few others, while also providing lots and lots of artwork for various other games, like Mahjong, TriPeaks, etc. Eventually Pogo began a program called the Pogo Mini's, avatars for the users that can be customized with faces, skin color, facial expressions, hair, clothing, costumes, backgrounds, accessories, and even pets. I enjoyed this work SO much and always tried to bring interesting and fun items to our users.
Date: Friday, 13 Nov 2009 21:41



While I worked at Pogo, I designed a few games. Here is some of the art I created for the game Canasta. The idea I had for the characters in this game is a 50's nuclear family, with the wild cards being Beatniks. The male Beatnik became really popular is still used today in badges and other Pogo art. All of this was designed in Flash and is vector based. This was a really fun project!
Date: Friday, 13 Nov 2009 21:38


(click on art for larger version)
At one point, Pogo was playing with the idea of creating a Pogo Kids website, complete with kids games and an avatar system, all created in Flash/Illustrator. This was (and still is, I believe) to honor a deal that Electronic Arts has with Hasbro, who they have partnered with in the online gaming community. Although these initial concepts never came to fruition, I enjoyed designing some interesting characters that would be vector based. I really loved the graphic look we had in mind for the concept.
At one point, Pogo was playing with the idea of creating a Pogo Kids website, complete with kids games and an avatar system, all created in Flash/Illustrator. This was (and still is, I believe) to honor a deal that Electronic Arts has with Hasbro, who they have partnered with in the online gaming community. Although these initial concepts never came to fruition, I enjoyed designing some interesting characters that would be vector based. I really loved the graphic look we had in mind for the concept.
Date: Friday, 13 Nov 2009 21:33

At one point, Pogo was going to create a new game screen that functions similar to a home page, but with components that are customizable. We had also talked about creating a virtual world, in which the user could chat using their Pogo Mini avatars. For this demonstration, I created a world concept that was under the sea and placed a few Mini's. Here is the design. I also designed the other elements, as well.
Unfortunately the project never came to fruition. It's too bad - would have been a blast to work on!
Unfortunately the project never came to fruition. It's too bad - would have been a blast to work on!
Date: Friday, 13 Nov 2009 19:45
One of the first clients I found right as I left art school in the early 1990's was a greeting card company called Prudent Publishing, whom I still work with from time to time. The process in working with a greeting card company involves working up several comps, which then go into a review meeting. Typically, Prudent Publishing would have some ideas in mind when they'd ask me to generate some comps. So I would quickly paint them up and wait for the review. Sometimes the comps would be approved, and I'd be asked to work one or two of them into fully rendered illustrations. Here are several Christmas/Winter themed comps from several years ago (copyright Prudent Publishing Co.):






Santa! This one never made it to a card, but the comp was really fun to paint!
and below are a few cards that I illustrated:




Date: Friday, 13 Nov 2009 18:10
Date: Thursday, 12 Nov 2009 11:53
Date: Tuesday, 10 Nov 2009 12:31



Over the weekend, I took a class called "Mother Winter" at this store in Berkeley called Castle in the Air. Each of us made a unique figure that reflected the description, the concept being a figure on top with a small scene underneath inside a bell glass jar. The class was conceived of and taught by the talented and wonderful Ulla Milbrath, a textile artist who teaches classes at Castle in the Air.
Although this kind of art is pretty far removed from my usual painting and illustrating, I find it quite inspirational. I have a couple of secret projects in the works on the side which are entirely personal, and come from themes somewhat related to this figure, at least in tone. I think artistically, it is important to stretch ourselves in ways that are far out of and sometimes unrelated to what we normally do. Somehow, this practice stirs the cauldron of creativity, loosening up ideas from the depths that might not otherwise rise to the top.
The work of other students in the class can be seen here.
Although this kind of art is pretty far removed from my usual painting and illustrating, I find it quite inspirational. I have a couple of secret projects in the works on the side which are entirely personal, and come from themes somewhat related to this figure, at least in tone. I think artistically, it is important to stretch ourselves in ways that are far out of and sometimes unrelated to what we normally do. Somehow, this practice stirs the cauldron of creativity, loosening up ideas from the depths that might not otherwise rise to the top.
The work of other students in the class can be seen here.
Date: Wednesday, 04 Nov 2009 16:23
Speaking of cheese, here is another one from the files of mediochre subject matter. This was done while I was still in art school in the early 90's and trying to learn how to paint various objects brightly while maintaining shadow patterns. It's a bit tight in the rendering style for my taste, as well as the typical floral subject matter. I'm not sure what's up with the bas relief Baccus on the square flower pot...This painting was actually ***stolen*** off the walls of my art school. I wonder if this is still hanging on the thief's wall at home? maybe it's circulating in the black market somewhere. I kind of like that idea so I'm going with it!
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