Showing posts with label gaming art. Show all posts
Showing posts with label gaming art. Show all posts

Thursday, October 24, 2013

More Slavic Art Inspiration

In the 1990s, saddled with a somewhat useless journalism degree I zig-zagged into teaching English at a state-run school in what was then Czechoslovakia (thanks to the Velvet Divorce I ended up on the “wrong” side of the new border). 

One of the things I took out of that experience—other than a whipped liver—was an obsession in collecting Slavic folk art books dumped in the millions by the exiting Russians.

If anything starting to run the Hill Cantons, which has one big foot in the dark, moody fairy tales and pagan/syncretistic mythology of pan-Slavdom, has given me an opportunity to rekindle that monomania and put it to at least some inspirational use. 

Big and little early 20th century names like Bilibin, Roerich, Mucha, Repin, Orinyasky and others have graced many of the posts here and many of the published arcana.

Beyond my silly and transparent aesthetic pretensions, they serve a practical purpose of generally helping me visualize in my mind's eye what the hell the HC looks like. And even on occasion a whole encounter, NPC, adventure site etc may get jostled out of digging on a certain picture (like the downright weird neo-paganism of this guy).

Recently I have been tracking down the lovely illustrations of Ukrainian artist Heorhiy/George Narbut (note to self: “add more bears with polearms”). A taste...







Tuesday, January 24, 2012

The Planescape Look

My Johnny-come-lately exploration of 2e Planescape has gone gangbusters this week. Thanks to hot tips from you fine, but enabling folks, little brown packages from the mail order gods have been rolling in each day.

Contact has left me appreciating much of that old line with only a few tugs of dislike (nothing about that today I am in “jaunty cap” mood). One of the things that really caught me is the conscious attempt to put together a real, unified aesthetic to the products—a shocker for me really since the vast majority of D&D art became so exponentially awful and commercial year after year following the early 80s.

My interest piqued, I went out looking for why TSR had put out such a markedly different feeling and looking line at the time. Fortunately White Wolf magazine (a painfully pretentious and vapid publication that I feel dirty for having bought legally) had some interesting skinny on its development in issue 43.

Of particular interest was an article by the designer himself, Dave “Zeb” Cook, called “Mutating the Planes”. In the piece he talks about the inspiration that went into the month of figuring out what he wanted to do with the new:
“I put on my headphones and cued up Pere Ubu, Philip Glass and Alexander Nevsky. For inspiration, I read books: The Dictionary of the Khazars, Einstein’s Dreams and The Narrow Road to the Deep North. For fun, there was always...Naked Lunch to Wolf Devil Woman [on] the VCR. For some reason, all this started affecting my brain.”
How could that go wrong? Reading that I can't help but think about all my peers (and really myself too) lists of strange disparate influences in Zak's GM questionnaire meme. A right-brained approach to worldbuilding that I can really appreciate.

Now back to the actual look Cook envisioned:
“I could think and write about these things, but the setting needed a look. I already had some images in mind--the gloomy prisons of Piranesi’s Le Carceri etchings, Brian Froud’s illustrations and surrealist art. Foolishly, people believed in me, and Dana Knutson was assigned to draw anything I wanted. I babbled, and he drew--buildings, streets, characters and landscapes. Before any of us knew it, he drew the Lady of Pain.”
Aha, that's what makes it click.

Giovanni Battista Piranesi's 18th-century flights of fantasy (and note how Carceri becomes a prison plane in the setting) has been a longtime favorite from his multilevel crampedness of the prison sketches to the gloomy ruins of Rome to the grand, weird cityscapes. Look at these fine examples and you can see the inspiration points for the work above.

Brian Froud provoked the same reaction, the “Dark Crystal dude”. Just take a gander at some of the concept art for that dark muppetish fantasy flick.

Great stuff.

I like the idea of thinking hard about all your points of internal visualization and pulling them together into a more coherent whole. It beats the pants off thinking about the art as a secondary thing, at best a pretty bow-tied package to wrap up the real meat of the prose.

It seems remarkable to me given the "published setting as schlock factory” that was the bread and butter of 2e-era TSR—a departure I have only really encountered again (successfully at least) in the DIY sections of our hobby in the last few years. Bully for that. 

Thursday, December 22, 2011

Contest Reminder and More Art Inspiration


I just printed out and (re)read all the entries from Tuesday's Point of Light contest. I have been wont to say in past contests how blown away I am by the imaginative richness of my fellow madhouse inmates, a sentiment underscored with a big hefty thick black marker this time around.

My head has been positively swimming with schemes of how I could synthesize all the entries into one crazy quilt of a setting. In other words your generousity has given me a lot of pleasant holiday rumination time.

A quick reminder that the contest officially ends tomorrow at noon Central U.S. (I believe that is -6 GMT for the rest of you). Feel free to leave new entries in the comments here or on the last post.

Also there will be prizes for the winners (even if there is a tie): a range of pulp fantasy books (A. Merrit, REH, Moorcock, and others) and a number of gaming products that I think will be of suitable interest to readers of this blog. I haven't exactly picked the ones I am going to offer, but winners will get a choice from the pool.

To keep up the "last human bastion on top of the world" mood, some more art inspiration courtesy of yet another of my favorite dead Russian painters Nicholas Roerich. (If you have some other aesthetic inspirations you'd think fit with this, share away.)





Monday, October 3, 2011

More Slavic Folk Art of the Weird

What's that low, tinny sound you hear? It's the sound of me phoning in today's post (at least today's negotiations with mentioned Russian artists makes this one relevant).

Six more paintings of prime fodder for the fantastical imagination from Ivanov shared below. Note the weirder, more Glorathan and increasingly sci-fantasy turns here.






If you have need of some homework for this week, here's an informal challenge (you can thank Red and the esteemed Reverend Rosey for this): roll d6. 

On a roll of 1-3 consult my last post on this subject, 4-6 today's. Roll a d6 again, count down from the top in order. 

Now use that image to construct a short write-up of whatever the hell you think is going on in that drawing. The write-up can be as little as a sentence in the comments below—or a short adventure, setting description, or what. The pure, crystal-clean Hyperborean northern sky's the limit.

Anyone who plays is a “winner”. And special, very special.  

Friday, September 30, 2011

Art Inspirations: Slavic Folk Art of the Weird

As I gear up to start layout for Hill Cantons:Borderlands, my thinking is again hovering around art direction. If you remember way back when in February I was dead set on the sourcebook having a very distinct look from most gaming art--one that reflected the aesthetic inspirations driving the admittedly quirky vision in my mind's eye.

Thanks to my lovely old folklorist friend back in Slovakia I have been running through in the past few days another great streaming font of art inspirations, modern Russian painters that make my Bilibin-loving heart go thumpety thump.

First up on the new short list of inspirational sources is the work of Vsevolod Ivanov, not to be confused with the late, great Soviet writer/journalist of the same name. Ivanov was born in 1950 in Belmorsk in Russian Karelia and was relegated to only exhibiting work in amateur exhibitions during the Soviet era. These days his work is fairly well known in the well...fairly unknown circles of Slavic neo-paganism.

Just take a gander at some of his paintings of the last decade. They exhibit an almost Gloranthan vibe at times that I just love. Make sure to click on the pictures to get the full effect. 

Dark Alv and Bright Alv (2004)
Orders for the Hyperborean Fleet (2006)
In the Town of Slovenske (2004)




Sunday, March 20, 2011

Jim Roslof, the Kalevala and Inspiration

Before I put up the playtest report for our Humanspace Empires game Friday night, I thought it'd be fitting to do a tribute to Jim Roslof, the renowned TSR artist that just left our ranks.

Most everyone and their proverbial dog will be posting something about his passing today—with the requisite greatest hits selections like the cover piece for the Keep—so I will keep this one short, personal, and focused on something perhaps a little off the beaten track: his work on the Finnish Mythos chapter in the Deities and Demigods book.


Like undoubtedly many of the Generation X “D&D boom”, my first two years spent playing the game were blissfully ignorant spent without any real gods, religions, mythologies, or other cultural/political clap trap. (Remember back when even Greyhawk had no real deities other than some vague mentions of a Northumbrian saint and some funky, quasi-Lovecraftian elder ones?)

The world-building bug hit me hard as I rolled into adolescence and I suddenly found myself hungry for whole constellations of such things in my game.

With eager hands I picked up a copy of the newly minted DDG rolled out by TSR—and was left a little disappointed by the mostly real-world entries (the others launched many ships in my reading world, but that's another story).

Having been immersed in your standard range of children's mythology books with their heavy emphasis on the Big Two (Greco-Roman and Norse) I was especially disappointed that there wasn't much there that I hadn't already known myself—with the big exception of the Finnish chapter.

The chapter itself on it's own I would have likely just skipped right over mentally, but for those exotic-feeling illustrations by Roslof. The best gaming art really should do that, pull you into some someplace else, fire you up with that vision, and make you want to go out and create something of your own. His work did.

By the end of the afternoon I had found a dusty copy of the Finnish epic cycle the Kalevala and starting writing down ideas in a fresh new notebook. One idea after another came and before the end of the week my home campaign had founding myths, ballads of epic heroes, dark boreal forests, and lo and behold gods and religion--many of which were still attached to those black-and-white drawings in my mind's eye. The inkling of that terrible urge for depth had begun.

Thanks a lot Jim.

[Editor's Note: Condolences for Jim Rosolf's family and friends can be sent online here.]


Tuesday, March 15, 2011

We Need More Gaming Art Like This

Caught this one today cruising around looking for Glorantha arcana. The artist is the sci-fi novel cover artist Richard Bober for depending on the sources either the never-published supplement Dragonrise or for the also unreleased Runequest IV, Adventures in Glorantha (though more reputable sources seem to point more to the former as the source). 

Tuesday, March 8, 2011

More Art Inspiration

I have always had a soft spot for the work of the French ancien régime artist Hubert Robert. Any stop at the Art Institute of Chicago or the National Gallery in D.C. invariably has me making a beeline for his large moody canvases.

They positively drip the forgotten glories of dark fantasy and rarely fail to inspire me to take another turn at mapping vast sprawling ruined cities.



Tuesday, March 1, 2011

How to “Awesome Up” Fantasy Maps

Roger hit on an important distinction in the discussion yesterday about what makes a great map great:
“ The difference for me can be summed up by how much the map uses iconic versus symbolic representation. (Crash course in semiotics: iconic = using a picture of the object represented; symbolic = using a stand-in that doesn't look like the object)
I think you'll find the best maps use iconic elements a lot--the hand-drawn mountains and trees in the Greyhawk and Glorantha maps, for example. Put another way, the Greyhawk map would have come out even cooler if the cities were hex-filling skyline icons a la Divine Right, don't you think?”

Yes, actually I do. There is something much more compelling about the use of iconic imagery that is readily obvious when you train your eye on visual examples.

First, let's take a gander at another contrast handily provided by the terrain symbols chart in the back of the Expert booklet of the B/X flavor of Basic D&D (it will help to click on many of these pictures to get the full effect):

Note how much more evocative the suggestion for smaller-scale maps is than the symbolic, pragmatic ones for the larger-scale hexes (a distinction that apparently the BECMI versions of the Known World/Mystara picked up on for the larger-scale maps.)

Now, let's go back to Roger's example, to see if he is on target.

Greyhawk:

Minaria (Divine Right's continent):


My own gut calls it a slam-dunk and I would hazard a guess that many of you do too. So why isn't this technique used more in rpg maps?

I mean seriously, take even my five top-picked maps. I won't budge from calling them great maps, but they do pass up some opportunities from real-life map-making to make them even greater.

Historical maps, for instance, made heavy use of iconic whimsy. They often didn't merely depict terrain but added little drawings of ships, critters, people, coats of arms, icebergs, etc. Here's an example from a 16th-century Scandinavian map:

Beyond those touches of whimsy why not introduce even more robust and diverse examples of terrain iconography. Here are two examples taken from the beautiful work of the Hungarian-American cartographer Erwin Raisz:


Note how much mileage he gets out of granular distinctions. Now imagine that on a map near you. 

Awesome, no?

Friday, February 25, 2011

Artwork and Downloads from Yesterday's Discussion

Suggestions by readers yesterday uncovered some visually stunning pieces, some of which are highly likely to grace the pages of the Domain Game source books.

Thanks to the modern online wonders of the public domain you can check out not only some of the images of some of these works, but download the books that carry them (thanks to The Drune for the tip-off). You can download a scanned copy of the drop-dead gorgeous 1906 edition of Carl Otto Czeschka's Die Nibelungen here on my own download website . Nisbet's Cossack Fairy Tales can be found here on Gutenberg. 

First stop on our recap tour, more of the Chinese woodcuts I am fond of:


Next over to the chilly northlands with Carl Larsson's Midvinterblot:


The Durer piece that Irbyz pointed too here:

Wilhelm Dittmer's Te Tohunga:

Two of our old school artist/readers, Stephan Poag and Johnathan Bingham, also have interesting spin-off threads about artistic inspiration worth checking out here and here.