Lightbox Expo 2021

My top notes from LBX2021

Content: Portfolio, Illustration, Visual Development


Departure: Exploring and Building Worlds - John Burton
- work big, fast, big brush first
- big shapes
- silhouette
- 4 values
- once you learn to play you react, not afraid to mess up, don't need to learn anymore (like a sport)
- Drive, work like crazy (others doing 1 painting you do 10)

Refining your art and voice (portfolio) - Cody Gramstad
- Building a portfolio > Proving you can do the artwork

- Target your portfolio (have a goal in mind: freelance/studio, more than 1 portfolio, idea development, your ideas as well as artwork), first glance, keeping engages

- Stylized to realism

- Lack fundamental art skills (line and shape, perspectives composition, light and value, color, materials, anatomy, narrative) : skills to emotion and story beat, local color & lighting color influence, materials so don’t look flat

- Keep them engaged: Plan visual layout and presentation

- Multiple tasks

- Inspirational (story moments, full color env art) and informational (iterations, isometrics, line ups, prop design, character design)

- Entertain them! Catch and keep attention

- Engage every 5 pages, engage/context/reengage/context

- 1 font for titles/text, not necessary

- Treat each page as its own composition, priority of size, line of action

- Clean up all your drawings

- Framing, change it up

- Cut work out, Always evolving, have ppl you trust cut it

- simple

- book format
- 10-15 pieces
- don't be afraid to edit out and cut out pieces

Linking Commissions to Personal Projects - Donato Giancola
- integrity - compare successes and failures, success drew from internal passion

- 6 samples b4 first job book cover illustrator

- Inspiration: iron man, hands, portraiture, D&D, personal aesthetic, multi figure (action narration storytelling epicness), art museum, busy busy town, abstraction; Personal project, commercial commission: drawing LOTR sci-fi space robots landscape painting; gallery show: astronaut painting, hero’s vulnerability, great emotional moments

- Ideas on sketchbook rough ideas

- Wall in studio of concepts I have, bring those ideas into commissions

- Learning medium: no books, hands on experiment challenges, classes to show about materials, storytelling & composition

- Only two master copies - gain knowledge of techniques

- Use models

- Spectrum: sci fi and fantasy

- Assess what you accomplish in a year

- Medium: Oil painting

- 4 weeks to make one large painting

Entertainment Design at ArtCenter (3 min video)

All about ART ANXIETY and how to BEAT IT - Danielle Pioli (30 min video)


Visual Development for Picture Books - Noah J Klocek
- Visual Development is searching and exploration / Illustration is story in the moment
- Everything revolves around STORY
- Start with an existing story, something that's interesting/moves you/excites you - or - your own story
- Function over Form = believable, timeless
- Design - Research (until you're moved/excited/ready to dive in, ask why questions ex. why do I like this? which boat? why? what emotions/feelings want to convey?), Observation (visualize in mind, find and build your own language), Iteration (never get it the first time, go back start over redesign)
- Character Design - Character (who are they?), Emotion (how do they feel?), Specificity (unique to that person/recognizability & authenticity)
- Set Design - Vernacular (language of the environment/asthetic, push it/feeling), Space (how make feel? how deep?), Specificity (adds believability)
- Color Scripting - Relationship (how passage of time affect? story arc, character arc, climax), Palette (limited, less is more), Reality (how real situations in the story affect lighting)
Too complex, local color only in white light, other lighting situations change color
Simplify - look at color in terms of emotion + storytelling
- Style is what you're interested in + chasing, things I'm moved by + inspiration, Noah's goals are naturalistic + pushed form
- control/limitations to make choices (not a shot in the dark)
- DEMO: 1. BREAK UP SCRIPT (see image) 2. RESEARCH (first 10 pages google not interesting, find something that moves me/dive deeper and deeper) 3. START DRAWING (set + character design, don't copy reference FEEL it, right feeling first in scale and big shapes, building a language you can roll with 1/2 of sketchbook or 2 months of work)