To the Point: Interview With Daniel Alexander

Dripping Draq Queen Portraits
This interview is an absolute pleasure. From drag queens to pop culture icons, Daniel Alexander mixes fashion, gender expression, and comic book illustration in a skillful and utterly fabulous manner. Sit for a spell and read about his influences, inspiration, stories about his present work, and where it's all going.

Daniel, thank you so much for the interview! Let's start from the top: What got you into illustration?

Illustration is something I have always been interested in for as long as I can remember. The initial interaction I had with it would be through comic books and the animated cartoons of the late 80's, leading into the 90's (predominantly X-Men). I would say exposure to these became intrinsic to the style of my work and the subject matter or muse upon which it is sometimes based. In conjunction with comic characters, classic illustrated movie posters (such as Star Wars, Indiana Jones) were always sources of inspiration, as well as the films and merchandise itself.
Daniels childhood drawings of Wonder Woman and X-Men characters
Daniel's childhood drawings of Wonder Woman and X-Men characters.
Who or what inspires your work?

I would credit Jim Lee, Alan Davis, Salvador Larroca, Marc Silvestri, Patrick Nagel, Thierry Perez and Richard Gray as being influential illustrators for me.

My work is a derivative mix of Bronze to Modern Age comic book characters, sci-fi vixens and no-nonsense power dressers. The subject matter depicted within my work is drawn from the international Drag/Club Kid scene, "Divas" (icons of television, music, pop culture) and generally anything else that takes my fancy; from the Queen of the country to the Queens of nightlife! I like to add a comic book or a sci-fi edge where possible with the appearance of blank eyes and occasional drips or otherworldly features.
The most fabulous portrait of Queen Elizabeth II
Queen Elizabeth II as you've likely never seen her before.
Are you formally trained?

I have pursued Art and Design through various forms throughout my education and I was awarded 1:1 BA (Hons) in Illustration last year.
Line work of drag queen Raven
What is your creative process like?

My creative process is mostly organic, beginning with initial sketches and sometimes just the jotting down of ideas. Then, drafting the image and refining it until I am happy with it. Sometimes the final outcome will literally be from the efforts of a spontaneous splurge.
Graphite sketch of Amy Winehouse
I tend to swap between sketchbooking and loose sheets depending on the final process required for the image, such as digital coloring, hand rendering, etc. If I can, I like to get one job done at a time and work my way through each one. Unless I am doing a set of images for the same collection or client.
Illustration process
Typically, what's your artistic weapon of choice?

My choice of stationery would be pencil, ball-point pen (biro), fine liners, felt-tips or markers, and ink. I sometimes use less conventional media such as bleach and nail varnish. Everything is hand-drawn regardless of digital coloring; if I am coloring digitally then I do so using Adobe Photoshop.
Marker sketch of Disneys Ursula the sea witch
For how long have you worked as an illustrator, and is it your day job?

Not for very long. I have been putting work out for a while but I would technically only count myself as an illustrator for the last year and a bit or so. Illustration can be great as a day job but in practice can come with some instability (financial, frequency of work).

I haven't worked in-house or contractually yet. It's not something I would rule out. It's just things haven't gone that way so far.
Drag queen medley design
Have you participated in gallery shows (or do you want to)?

Aside from my graduate showcase, I have yet to participate in any gallery shows. This is something I would love to do, but in the future when I would consider myself to have a greater breadth of work to showcase and be in a better position to really put on a show.
Illustration of Joan Collins
A great deal of your artwork explores gender expression. What led you to tackling the subject artistically?

Gender and the expression of it is something that has always been of interest to me. From a sociological point of view, the inherent view that there is a masculine and feminine identity that is transcribed and reinforced from birth, with any decidedly deviant behavior/expression being labelled as "other" and marginalized from mainstream society.
Illustration of Mathu Andersen from the Marco Marco LAFW show
Illustration of Mathu Andersen from the Marco Marco LAFW show.
Of course, this has changed, is changing, is perhaps in a constant state of flux all over the world. Visually recording and creating representations based around the idea of gender allows me to express uncapped creativity; this can be from the makeup, hair and fashion to even the mood of the image.
Illustration of Willam Belli
I love your exploration of high, fabulous fashion in your work. What designers' lines have you got your eye on lately? 

I have my eye on everyone. However, I would mention the following: Christian Cowan-Sanluis, Elliot Joseph Rentz and Jay Briggs for their fabulous fashions. Also, always excited to see what Versace, The Blonds, Pam Hogg and Moschino are doing.
Jem and the Holograms illustration
Have you ever met any of the subjects of your illustrations (whether pop stars or drag queens)? If so, have they seen your illustrative work?

Yes! I have met a number of those depicted within my work (currently, mainly Drag Queens) and they have seen my work either prior or post meeting.
DVW illustration
The likenesses of your artwork are spot-on. Are faces, poses and such heavily referenced, or do you use light reference and focus more on designing a new figure for your purposes?

References are something I try to use directly less and less. They have their use but my aim now is to capture a moment and look of my own.
Various celebrity graphite portraits
What are your current or future goals as an illustrator?

To continue with the type of projects I work on currently, like events and portraiture, as well as build up a solid base of published editorial work. In the future, I would love to be involved in a major campaign with a leading cosmetics brand across packaging and advertising, as well as to debut textile prints in a collaboration with a fashion label.
A small selection of products from Daniels Society6 shop
A small selection of products in Daniel's Society6 shop.
Any advice or words of wisdom for readers who wish to engage in the art world as you have?
Go for it! If it doesn't work out then at least you tried.

Things to remember: confidence in what you are doing rubs off on others, have a slightly thick skin as sometimes you just can't please everyone, and enjoy it!
Daniels fantastic take on a glamazon version of Marge Simpson
Daniel's fantastic take on a glamazon version of Marge Simpson
Many thanks to Daniel sharing his work and experiences with us. I really look forward to seeing where his work goes in the near future and beyond. For more of Daniel's art, check out the links below:

A Talky-Talk with JS Chen (陈佳生) From G’Day

I recently sat down for an interview with the Creative Lead at one of China’s new-wave design firms.
I have a friend from the Czech Republic who told me a great story about going shopping after the country won independence from the USSR. Through the entirety of her childhood, there had only ever been one brand of yogurt in the supermarket. Then the country opened up, and one day she went to the grocery store, and there were two choices. What was the difference? She spent ages reading every word on both yogurt labels looking for some way to tell which one was better, and she said that most of her friends and family were equally baffled. They’d stand in the store for hours checking the nutrition information, reading packaging, comparing product weight... I think of that story every time I see evidence of Chinese consumption habits changing.

I don’t mean to paint a picture of China as some post-Soviet curiosity: it’s not. Major Chinese cities are as modern as anywhere, and the Chinese consumer is well past standing in a store poking yogurt. But I do mean to call attention to the phases that consumer societies go through as they navigate the process of choice in a market that is first devoid of it, then full of it, then saturated with it. At some point in that process, design starts to really, really matter as a differentiating factor, and as it starts to matter, companies start to value it and be increasingly willing to pay for it. In China today, it feels like we’re cresting the apex of that phase, and design companies here are starting to get a very similar vibe to design firms in, say, Europe (retaining local design characteristics, naturally).

It’s an amazing evolution to watch, and G’Day is right on the forefront of that new horizon. G’Day is a design shop based in Shenzhen, a mainland port city right across the water from Hong Kong and one of China’s epicenters of trade and industry. Early last year (2013), G’Day was selected as one of Creative Bloq’s most inspiring Chinese design firms. I got in touch with JS Chen (陈佳生), G’Day’s Creative Principal and Design Team Lead, to chat about some of their past projects and get his take on the Shenzhen industry.
JS Chen
JS Chen (陈佳生)
Not only is Chen just a flat-out nice guy whose outlook on Shenzhen’s design industry will convince you that the rigors of the job are similar no matter where you are, but also what’s expressed here is emblematic of what is happening across every major city in China, as the country moves from a primarily industrial economy to a tertiary-sector economy.
So tell us a little bit G’day: how it got started and all that stuff.
I been into design since early on, and I’m super lucky that it’s now my full-time job. I’m intensely passionate about it, and that passion drives me to be better. We got kicked off in 2010, and we’ve got five people right now: three designers, one developer and a project manager. Our philosophy is that we design to identify problems. Once we do, we try to table new and creative thinking that gives rise to rational solutions to those problems, and ideally the final product results in an actual behavioral change.
The GDay offices in Shenzhen
The G’Day offices in Shenzhen
Another shot of the GDay offices in Shenzhen
GDay offices in Shenzhen
The GDay offices
We’re super loving the “Star Kiwi” project you posted on Behance - gorgeous colors. That’s a dessert company, yeah?
Thanks for the thumbs-up! Yes, Xingqiyi (STAR KIWI) is a shop selling fruit-based desserts.

STAR KIWI was founded in 2005 and became famous for their fruit and cake. Originally, they were your standard brick-and-mortar store, but as the product line continued to expand and branch out, the old branding wasn’t adaptable to the direction of brand development. The new brand incorporates [as visual elements] the updated products themselves, combined with a “light dining” look-and-feel. We got this project through a personal recommendation from someone who also felt how deeply essential it was for this brand to have a more systematic approach and clearer brand definition.
Star Kiwi on Behance
STAR KIWI on Behance
Star Kiwi
Star Kiwi Branding
Fruit and kitchens have a lovely relationship, really. You’ll find an amazing array of interesting tools in any kitchen where cakes are made, and fruit also comes in such a wonderful variety of fun shapes. When you array these things together, the consumer can experience the merriment and joy inherent in the process of creating these desserts, and at the same time they get an immediate blast of freshness, amusement and overall tastiness.

And how about the “Shenzhen” city work?

That was made for the CitID project, where designers from different cities all over the world were invited to create a unique city symbol based on their own experience living in that place. I was one of the designers invited to participate, and I took Shenzhen’s seaside themes, trees, boats, architecture, and put them in a simple collage of symbols that conveys our local atmosphere of diversity, youth and dynamism.
Shenzen
Shenzen
In my personal experience in Beijing, I’ve noticed that recently people have begun to place more value on good design than they did three or five years ago. What is your experience with the industry in Shenzhen? Do you find that more clients are willing to invest in design?

Shenzhen has always been both a forgiving city and a city that dares to innovate, but recently the value placed on design has really started escalating. Companies are becoming more aware that their development strategies and the quality of their brands are closely related. In the past, businesses only placed value on the product itself, but with the development of the internet and the ease with which consumers share products, the inherent qualities that may make a product competitive take less of a focus, and you can only really penetrate a consumer’s experience via design - that’s the pathway to more profits.

Are you selective about the clients that you take on, and if so, what is your selection process? Are there certain kinds of projects you won’t take?
I don’t like to choose based on the project, actually I enjoy coming in contact with a wider range of project types, and unusual projects give us a little taste of something challenging. Instead, we prefer to choose our clients based on whether or not we can work well with the people. We thirst for great cooperative relationships: the other party needs to respect and have some basic understanding for the design process, and we need to have some confidence in each other. We do really enjoy taking public service projects, which allow us to both help those in need and to get our name out there.
You’ve done work for both international and Chinese clients. What are the major differences you've found doing work for both Chinese and Western companies?
We typically find that we have a smoother process flow when we deal with international clients. Projects with local Chinese firms tend to require more patience.
What is your opinion on the current status of the web design industry in Shenzhen? Are there many talented designers or just a few, do you think?
Of course, web design is now a very hot topic and web design contributes to the development of web commerce, but I think that our familiarity with the ins and outs of web design over here isn’t quite up to snuff, and that limits our ability to express ourselves through that medium. A lot of time and effort is needed to really dig into, for example, responsive debugging, coming up with innovative design concepts, [approaching] product photography [online], understanding user experience, etc. But that said, there are a lot of talented web designers in Shenzhen, many whose work I love.
Sounds solid!
Thanks for taking the time to do this interview - every time I do these I feel like I finally have some time to understand myself a bit, hah.

To the Point: An Interview With Alex Tornberg


Image by Alex Tornberg
Quite recently a close friend of mine and former co-worker of Alex Tornberg's sent me a link to his portfolio. Deeply impressed, I was pleased as punch when Alex was game for an interview. Meet Alex Tornberg, a Swedish concept artist, who has created conceptual designs and storyboard for companies such as Electronic Arts, Mattel, Funcom and more. We get down to what inspires him, how he works, and what it takes to wear multiple hats within the industry: concept artist, asset creator, and even art director.
Thank you, Alex, for taking the time to do this interview. Let's start at the beginning: What got you into concept art?
My pleasure! Concept art wasn't really something I grew up wanting to do; I didn't really know about until I was about 20. As I grew up I wanted to be a car designer and then later a comic book artist. In my late teens I got into 3D modelling and thinking about a career in game development or film. Through that I found the online CG community. Especially a forum site called Sijun where a lot of young concept artists were sharing their work.
This really opened my eyes and from then on I pursued a career as a concept artist. Later a new forum called Conceptart.org popped up, this was around 2002–2003, and that would have a huge influence on my development. It was there I learnt how to build the type of portfolio art directors at game studios wanted to see.
Alex Tornberg himself
Alex Tornberg himself.
Who or what are your main sources of inspiration?
My main source of inspiration comes from movies. As a kid I tried to copy the style of comic book artists like John Byrne, Mike Zeck, Alan Davis and Marc Silvestri; from them I learned a lot about drawing. I also had a period where artists from the turn of the century influenced me a lot; mostly Anders Zorn, Ilya Repin and John Singer Sargent. I think that’s quite clear if you look at some of my character work from Age of Conan: Rise of the Godslayer, for example.
But what’s always been my biggest inspiration is cinematography. Classics like Apocalypse Now, Blade Runner, Alien, Barry Lyndon, John Milius’ Conan the Barbarian, etc. have been big inspirations for me. The production design, costume design, and lighting of films is what inspires me the most.
Painting from Age of Conan Rise of the Godslayer
Are you formally trained? If so, where'd you go, what degree did you achieve, and what was the experience like? If not, how did you work up your portfolio for professional work?
No, I’m self taught. There really weren't any good art schools in Sweden when I grew up. There're a lot of great design schools but there wasn’t really anything focusing on honing your art skills and teaching you how to paint and draw realistic art back then. I studied Information Design for three years at a University though, but I never graduated. I think I learned some useful skills that're important for a Concept Artist there, though. It's more like "how to present your designs in an informative way", and so on; nothing really about drawing and painting.
What is your creative process like?
My work flow can vary quite a lot depending on what I’m working on. All jobs start with finding the mood and tone of the work by finding suitable references and possible textures I want to use. For most jobs, I will start with a bunch for quick dirty thumbnail sketches. Then I, or the art director, will pick one or a couple that I will work a bit more on. When the basic layout and design is there I will start creating the actual painting.
Setting the mood and gathering resources
Setting the mood and gathering resources.
Here and there I will have to do a second round of reference and texture hunting here if I feel something is missing from what I gathered earlier. Sometimes there might be something that needs to be created in 3D software; this is when I do that as well, or if I need to, take photos of something.
Sketching and Block-Out Stage
Sketching and blocking out the design.
It’s just important to get all that done before you start painting. It will slow you down a lot if you realize you’re missing some important reference or don’t know how something should look when you’re doing the actual painting. When painting, I usually start with the basic shapes, then add details and color as I go. How this is done is very different depending on the subject matter.
Painting detailing and tweaking
Painting, noodling details, and final tweaks.
What programs and tools do you use in creating your work? Anything you're especially fond of that you'd like to recommend to readers?
Adobe Photoshop and a Wacom Cintiq are my main tools, but I’ve used other software over the years as well, like ArtRage and Corel Painter. ZBrush is another favorite, but I seldom have the chance to use it. I use SketchUp to set up quick scenes with tricky perspectives. I’ve used both Autodesk 3ds Max and Maya when working for different game studios, but I don’t consider myself a good 3D artist. I want to learn Modo as I don’t enjoy using either Maya or Max, and Modo has left me with a good first impression with its reasonable price tag.
I have a Samsung Galaxy Note 10.1 with Sketchbook Pro that I use for quick thumbnail sketching. It’s nice not to have to sit at the desk all the time and I can save the sketches in Dropbox or Google Drive so I can access them directly on my work computer. And I always carry a Moleskine sketchbook and some pencils with me; not that I sketch in it very often, but you never know when you need it.
Character concept painting process
Character concept painting process.
For how long have you worked professionally?
It’s been my only source of income since 2005. So it’s almost 10 years now. I did some smaller jobs and other illustration related work, such as Technical Illustration, for industrial giant ABB as early as 2001, but I usually count 2005 as the year I went pro.
Ice bridge concept
What's your typical workday like? What's the "day-in-the-life" of a freelance concept artist?
I usually start the day around 9 am by going through my e-mails and deal with any business related stuff that needs taking care of. After that I try and do some quick warm up sketches to get going and then I try and get as much work as I can done before lunchtime. After lunch I usually go for a walk to clear my head and get some air. Then I get back to work and sit glued in front of the Cintiq until about 6 pm, then it’s family time. If I have a lot of work I will usually go back to work some time around 9-10 pm and work for as many hours extra I need, but preferably not later than 1 am (though sometimes it can’t be avoided).
Small village concept
How about your work space? Can you give us an insight into how and where you work?
I have an office in our apartment. It makes it easier when I have jobs that require me to pull long shifts. It’s quite large and bright, with good space for all my reference books, comics and geeky toys. It’s in a good location in Stockholm and just a couple of subway stops away from all my local clients.
Alexs workspace
Alex's workspace.
When working with companies like EA or Stardoll, did you work in-house? What was the experience like at such different companies?
Yes, most of my career I have worked in-house. I spent five years employed at the Oslo-based game developer Funcom, working mostly on the game Age of Conan and its expansions. After that, my wife and I felt like moving back to Sweden and Stockholm. I felt a bit disillusioned by the AAA games industry and wanted to try out new things.
I ended up at Stardoll, which probably isn’t one the high points in my career. I did some backgrounds for the dress up game, but most of my time there I was part of a team that was supposed to take the company into the future with new products for new platforms. This didn’t really work out and most of the games we tried to do on ended up in the trashcan. I was never really happy working there, but I made a lot of good friends.
After a bit more than 1.5 years I had had enough and moved on. I got an offer from an old friend to come over to Electronic Arts and work as a art director for a small team. Sadly the game we worked on got canceled even before it got revealed, so I can’t even talk about what it was. The team was disbanded and merged into different departments within EA. I left and started my freelance career.
Concept work from Age of Conan
Do you have a preference between in-house and remote work?
It’s hard to say what I prefer. It’s really nice to work in-house as you get the chance to be a bigger part of the project. You can have a bigger influence on a multimillion dollar project that way. You also have a nice steady paycheck; senior concept artists actually have decent salaries. So you can have a pretty good life that way.
The downside is that you never know if you’ll have a job if the project runs out money, misses some milestone, or sells poorly after it’s released. Chances are you’ll probably end up becoming a work vagabond, having to move between different cities and countries for work. Which can be great for a time, as you’re still young and don’t have a lot of baggage. It gets harder the day you have a family.
Space station concept
So how does freelancing compare?
With freelancing, you can pretty much decide where you want to be located. Of course it helps if you’re located in a city where you can have a client base, but you don’t need to do that. You also might be getting jobs where you have to go away and work onsite for some months, but it’s never so long that you have to move. You also get a lot more time to do your own work and you decide what type of work you want to do. Working in-house you never know what type of project you’ll end up doing next. You decide what to do with your time. If you don’t like a client, you don’t have work with them again.
The downside is that you can’t be sure when you’ll be getting jobs and if the jobs are the type of jobs you want to do, and if you’ll be able to pay rent. It can also become a very lonely job as it can go months between actually meeting anybody.
At the point where I’m now in my life I’d say I prefer freelancing. I’ve been lucky and have never really had to worry about not getting enough work so far. I also recommend any potential freelancer to save money so you won’t have to worry about not working for some months here and there.
Small cottage concept work
Do you enjoy working with a team of artist and designers? Or is your preference for solo work (possibly touching base with others) to bring a project to completion?
I don’t know if a concept artist ever really does real solo work. Most of the time you’re just a part of the production chain. It’s really great and very inspiring to work within a team of concept artists. There’s no better way to develop yourself as an artist. Most of the time when you’re working within a game studio the concept artists will be sitting in a room or in a corner together and really not having to deal too much with anybody else than the art directors.
Rob square concept
Sure they’ll be giving pointers about their designs to various 3D artists and maybe they have to work together with a level designer at times, but they are usually quite isolated from the rest of the development team. They will also have a quite different schedule than the rest of the team as their workload will be heavier towards the beginning of the project and ease off towards the end when the rest of the team will be crunching.
Working as a freelance concept artist is sort of teamwork as well, most of the time visualizing some other person's idea. I’ll have daily contact with at least an art director or VFX Supervisor. Some jobs you get more freedom with, but there’s always some sort of feedback. Illustration work is a bit more solo work, but I haven’t done any for some years now. I guess what I’m trying to say is that I like both working within a team or sitting by myself, as long as the job is fun.
Viking ship concept
Let's talk about matte painting. What is your process for sourcing reference for a matte painting and how much of the content of a finished piece is stock imagery/photograph/generated versus a full painted portion?
In a matte painting it’s probably somewhere around 30–40% of the work that is actual painting. It’s a hard kind of painting though. It almost has to look more realistic than real life, so there’s a lot of painting with a 1 pixel brush on images that are usually very high in resolution. Most of the time you get a lot of HD photography and 3D renders from your client. Then you have to blend all of this together, paint everything that’s missing, make the lighting in the scene work all over, and add details that make it look real. You also have to mind your layers so the Compositor that’s going to take over after you’re done can add all of the life and movement the image needs to make it feel real. So you have to plan your work very well before starting.
Matte Painting Process
You've also worked on TV commercials. How did you get involved with each company that you worked with?
TV commercials are pretty much like small movies. A lot of the VFX studios that work on the big movies also work on commercials. For some of them it’s even their bread and butter. So once you’ve established a relation with a VFX studio, there’s quite a big chance that the job they call on you to do is for a TV commercial. I mostly work on more visual commercials that needs quite a lot of visual development and concept art, but sometimes I get called upon to do a matte painting or a storyboard.
Concept work for a tv commercial
Concept work for a TV commercial.
Working as an art director, what do you find to be the most challenging? Do you enjoy taking on a leadership role, or would it be your preference to work within the design team rather than as a manager? 
I guess the office politics and dealing with upper management is the most challenging part of being an art director. I don’t mind the leadership role but it’s not something I’ve ever really striven for. I like working with the team and inspiring other artists, but it can be a bit hard when they’re not achieving what you expect from them.
Landscape concept
Can you break down the role of an art director for me?
The role of the art director can vary quite a lot from game studio to game studio depending on how many artists are working within the team and what team set up there is. In bigger teams, the art director won’t have any managing duties as there is usually a bunch of specific lead artists doing that and producers and/or development directors keeping each department running. Then the role is mostly setting the style for the game overseeing that everything keeps in line with that, which is done through a lot of review meetings and late nights.
But in a smaller team the art director might have the role of lead artist as well, and then you have to plan the workload and tasks for the art team for each milestone. That ends up being a real time sink and takes a lot of creativity away from the job. There’s, of course, a lot less art to review then. In a big team, the whole art team will probably consist of anything between 50 and 100 artists, a small team might only have about 5 to 10 artists.
Harbor city concept
What words of advice do you have for aspiring entertainment artists and concept artists?
You have to work really hard. You have to be among the best to be able to get the jobs that you want. During your formative years it has to be your only passion, so no time for other hobbies. Once you’re working in the industry it can be quite good to do other things from time to time though. You will  always have to learn and keep up to date with trends in the industry and the latest software; your work will get old fast otherwise. It’s never going to be a 9 to 5 job.
Your work will be criticized all the time and you seldom get any praise. Everyone is expecting you to be good. So I advise you to leave those big artist egos at home, or else your career will be short.
Winter castle concept
Many thanks to Alex for taking the time to share his work, experience, and influences. Getting a peek at how concept artists work within entertainment art is quite a treat considering how terribly busy they tend to be and how often projects are under wraps until they're published. Quite a bit of useful information and inspiration for consumers, enthusiasts, and artists aspiring to be a part of the industry.
For more of Alex's work (especially if you want to dive into the details of his concept art in a larger format), check out the links below:

To the Point: An Interview With Ellinoora Laine




Concept art for Sleepy Stars

Hey Dashi! Thanks so much for the interview. Let's start with what got you into art.
I feel that it’s necessary to start by thanking you for having me! I consider your interest in my work an immense honor! My lifelong journey with art doesn't have an exact starting point that I could remember, but rather, I’m one of those kids who plopped onto this planet with a pen in hand—or at least that’s what my mom always told me.
“Everybody has a secret world inside of them. Thousands maybe.”
- Neil Gaiman
I relate to these words in the sense that I feel like I have a thousand worlds and stories inside me, and have always had the urge to communicate them to the outside world. My preferred way of doing that has always been drawing.

Ellinoora Laine aka Dashiana
Ellinoora Laine, aka Dashiana.



Who or what inspires your work?
Almost every piece of art I produce outside of my paid work is based on a song, or sometimes even several, and it has been that way for years. I find myself inspired by lyrics a lot, both for drawing and for writing. So, I guess it’s no surprise that I get my share of inspiration from books as well. My inspirational favorites for the year 2014 are "#GIRLBOSS" from Sophia Amoruso and "These Broken Stars" by Amie Kaufman & Meagan Spooner, just to name a few.
As far as inspirational art goes, I’m an avid admirer of Barbara Canepa, Lauren Faust, Sarah Stone, Rose Bech, Humberto Ramos, Simone Legno and my respected peer at Rovio, Javier Burgos. I also feel that it’s necessary to mention fashion while discussing things that inspire me! As Miuccia Prada geniusly said, “What you wear is how you present yourself to the world, especially today when human contacts go so fast. Fashion is instant language.” I love dressing myself and my characters up in different fashions such as lolita and my current favorite, pastel goth. I have gigabytes after gigabytes of fashion photography saved on my hard drives for inspirational purposes.
Tracon mascot Timewarp piece
Tara, the Tracon mascot.




Are you formally trained? If so, where'd you go, what degree did you achieve, and what was the experience like? If not, how did you work up your portfolio for professional work?
I am not formally trained in my chosen profession, but I do have a Bachelor's Degree in Interactive Media Design from Tampere University of Applied Sciences. My schooling covered a variety of things from movies to graphic design and web programming. While I completed my degree eventually, I was hired by an indie game company during my second year of University and stuck with learning at work. I’m the kind of person who learns a lot quicker by doing things rather than talking about doing them.
But what my schooling did do for my professional work, was to give me valuable contacts in the form of amazing friends and acquaintances. If anyone’s entertaining the thought of attending a school in the field of media and/or art, I’d highly recommend them to make friends. These people are their weight’s worth in gold—in many aspects of life.


Gamma character sheet

What is your creative process like?
I’ve always been an “in war and love” kind of a girl when it comes to creating art. My methods tend to be quick and dirty, especially in the beginning of the process. This usually means I start off with a very rough, messy sketch, and the clearer idea I have of what I’m setting out to create, the messier and quicker my sketches are. I usually just put a gist of an idea on paper, because I still prefer sketching by hand, snapping a quick photo of it with my iPhone, and draw on the photo in Photoshop.


Painting process

What programs and tools do you use in creating your work? Anything you're especially fond of that you'd like to recommend to readers? 
At home, my current weapons of choice are an A5 sized sketch pad, a mechanical pencil, an iPhone 4S, a Wacom Intuos Pro S and Adobe Photoshop CC 2014. At the office, I use the same type of set up, with the addition of having Wacom Intuos Pro L and Adobe Flash. While my tools certainly make my job easier, my piece of advice would be not to stare into the specs of your utilities too much. No tool will ever draw your pictures for you. You have to choose what you’re comfortable with and what complements your skill set, which sometimes means disagreeing with trends and convention.
These Broken Stars
You can watch the process of "These Broken Stars" on Dashi's Youtube channel.




For how long have you worked professionally?
I've been working professionally for four years next February [2015].
What's your typical workday like?
My typical day in the office consists of Photoshop and a lot of green tea. What I do in Photoshop depends on what phase the project is in, but the recent trend has been asset creation. This is essentially recreating the game designer’s ideas in visual form, and having a constant dialogue with the design team.


Angry Birds in Space
Depending on the phase of the project, as well as the team’s chosen method of working, there might also be a meeting or two during the day. I've been part of teams where we started our days by having a meeting where each member of the team described what they had done for the project in the past 24 hours. I've discovered this is especially popular amongst open offices, where several teams work in a shared space. Teams can avoid distracting each other when they take their business to the meeting rooms. Now that I’m in a team with their own room, separate meetings are not as necessary; we have a near constant dialogue going and the team members know what’s happening around the project.

Unsurprisingly, my time off from my paid work also consists of Photoshop and a lot of green tea, with the variable of my dog Fontti (his name translates as Type Face/Font) added into the function. During my personal project days (Saturdays and Sundays) I usually just sit my behind down in front of my computer and stare into the vast void of Photoshop, with the occasional food and walking break.

Dashis workspace
Dashi's at-home workspace. Note the tea, Sailor Moon, and Monster High inspiration pieces.


Currently you work for Rovio Entertainment (maker of fine video games such as Angry Birds). What is your role within the company?
I’m currently credited as the Lead Graphic Artist in Angry Birds Star Wars II. I also have history with other titles that fall under the Angry Birds brand, such as Angry Birds: Rio and Angry Birds: Space.


Angry Birds Star Wars

Do you enjoy working with a team of artist and designers? Or is your preference for solo work to bring a project to completion?
I am most definitely a team player. Working solo is not a problem for me, and it was my preferred method of working for a long time, but for me, there’s no progress without a team. I’ve discovered I perform better and faster with the right people in the same room with me. Having the access to constant feedback from your team is a privilege I’m very happy to exercise.
Mass Effect fanart from Dashis freetime
Mass Effect fanart from Dashi's freetime.


What's the workload like for artists in mobile games? When designers create assets for a video game, is there a lot of content that's never used? 
The amount of excess art is usually up to how clearly the game designers, as well as the decision makers of the project, communicate their needs and ideas to the artists. If there’s no clear idea of what the team is trying to achieve, which is often in the beginning of a project, there is almost always piles and piles of art that goes unused. That’s why I feel it’s important that the idea of polished concept art is shaken and shed for good.
When designing an environment for Angry Birds Star Wars II, for example, I often start with compiling a huge moodboard and a pile of quick ‘n' dirty thumbnails, rather than start to do something intricate. In a fast and swiftly changing work environment (which the game industry essentially is), there will absolutely be times when you have to go back to the beginning, even when you thought you were working on the final design. However, a good conception phase can help to prevent this to a certain extent. When applying for this line of work, the ability to “kill your darlings” is always a good thing to list on your resume.


Slash bird for Angry Birds Space


Projects like mobile games seem absolutely massive when it comes to the art content. How many people are typically on the team for a game? 
The size of the team in mobile game development depends on the product the team is set out to make, as well as the company culture. In the beginning of my professional career I helped produce updates for King of Opera in a team of just three developers: an artist, a programmer and a producer. However, when the production values go up, so does the team headcount.
The biggest team I've been a part of was around 15 people, including 4 artists. These days, the beauty of mobile game creation is that you can pretty much go as big or as small as you want, so there’s no set team size. However, during my 4 years in the industry, the core development team has typically been around 3-10 people at a time, including 1-3 artists with different responsibilities.


King of Opera artwork

I admire your Koneko-Chan artwork (character and merchandise). Tell us about the character and what you're doing with that line of designs.
Koneko-Chan is one of my absolute favorite things to talk about! Thank you for asking! She started out as a webcomic character back in my last year in Upper Secondary (the Finnish equivalent of High School). She was a side character in a story about a demon hunter hotel, but after I dropped the comic, Koneko-Chan refused to be dropped. I kept on drawing her in different outfits and discovered that people enjoyed looking at her as much as I enjoyed drawing her.


Koneko-Chan magical girl style designs
To give a quick summary, Koneko-Chan is a self-proclaimed princess, who loves cutesy stuff with a side of creepy! She is striving to be the "Barbie" of creepy and cute, and enjoys sporting all sorts of different fashions and professions. She adamantly believes you can make your shortcomings into your strong points, and become anything you aspire to be, so became a princess! She is also a firm believer in the power of pink and likes to wear all sorts of things, including (but not limited to) dresses and lingerie to show her fellow monsters that there’s a lot of power in things that are traditionally considered feminine.


Mini Koneko designs
As her creator, I’m an avid believer in her message and would like to spread it further. So, my long term hope and goal would be to turn Koneko-Chan into a Tokidoki/Hello Kitty type lifestyle brand with jewelry, clothing and everyday products.
Koneko-Chan logo
Koneko-chan logo.




You did your first convention with the Koneko-Chan line in September. What was the experience like? When creating merchandise from Koneko-Chan designs, do you produce hand-made designs or send off pieces to printers and companies for manufacture?
My first experience in bringing Koneko-Chan to a convention was amazing, to put it mildly. I was practically overwhelmed with the warm welcome the character/brand experienced. While the brand is not profitable yet, I enjoy doing the conventions and drawings because of the people who come up to me and tell me they like Koneko or have been inspired by her.
As far as the merchandise goes, some of it is printed by companies, and some of it I make by hand.

Dashis Koneko-Chan display featuring prints and merchandise
Dashi's Koneko-Chan display featuring prints and merchandise.

Do you have time for freelance work?
I don’t do freelance for other companies since I’ve signed a non-competitive agreement, but I have done non-profit volunteering for Tracon, the biggest anime/RPG convention in Finland (with 6K unique visitors annually) for many years. I love attending conventions and creating graphics for them, and I am still looking to do this in the future. For Tracon, I’ve done mascot design and illustration work since 2010.
Tracon mascots for 2014
Tracon mascots for 2014.


What words of advice do you have for aspiring illustrators/designers?
I always consider myself a student rather than a teacher, and still have so much I want to learn, both in my professional and private art life. So I don’t usually give out too much advice, because I’d rather ask for it.


Summertime Koneko-Chan
Many thanks to Dashi for taking the time to answer my long list of questions and share her work and experience with us. As life-long students ourselves, here at Tuts+, the mentality of always striving to improve is shared tenfold and it's fantastic to see professional artists carry such ideas into their every day work.
For more of Dashiana's work, both personal and professional, check out the links below:

 

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