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Showing posts with the label Marc Taro Holmes

HOLLYWOOD/VG ARTIST JOHN GALLAGHER ON THE MOST IMPORTANT SKILL TO JOIN THE INDUSTRY, THE BEST DIGITAL TOOLS ON THE HORIZON, WHAT YOUNG ILLUSTRATORS MUST KNOW ABOUT THEMSELVES TO SUCCEED (MF GALAXY 128)

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HOW HE BEGAN HIS CAREER IN TELEVISION—BUT NOT WHERE OR HOW YOU’D THINK, DRAWING AT BIOWARE IN ITS EARLIEST DAYS, THE MYTH AND REALITY ABOUT HOLLYWOOD AGEISM + WHY OLDER ARTISTS HAVE AN ADVANTAGE LISTEN/DOWNLOAD I met John Gallagher so long ago I don’t even remember it, but we were both members of the same fannish club called ESFCAS, the Edmonton Science Fiction and Comic Arts Society at the University of Alberta. A bunch of us there wanted to be professional artists—including Adrian Kleinbergen and Nigel Tully who found work in comics, Jaemi Hardy who became a fine artist, and Marc Taro Holmes who worked in video games and Hollywood and has published instructional books on art— and you can hear my conversation with him on MF GALAXY. But John Gallagher is a particularly amazing success story. After training at the Alberta College of Art and Design, he went to work at Edmonton’s BioWare studio as a production illustrator. Later he broke into Hollywood, and has wor...

MARC TARO HOLMES ON VISUALLY DESIGNING CHARACTERS FOR VIDEO GAMES, MOVIES + COMICS (MF GALAXY 107)

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HOW HIS GAMIFIED EDUCATIONAL APPROACH CAN HELP YOU DESIGN CREATURES +  CHARACTERS TO BREAK INTO THE INDUSTRY OF YOUR CHOICE, HOW TO TRANSITION FROM TRADITIONAL ART SCHOOL TO PHOTOSHOP + TABLETS LISTEN/DOWNLOAD   Marc Taro Holmes knows an awful lot about art. I’m not just talking about last December when he up and got himself elected to the Canadian Society of Painters in Watercolour, or more than twenty years ago when he got his BFA from the Alberta College of Art and Design in Calgary. I’m talking about his more than fifteen years as an Art Director and Concept Artist for tiny outfits you’ve never heard of, such as Electronic Arts, Microsoft, Disney, and BioWare where he worked on games such as Dragon Age Inquisition, Neverwinter Nights, and Baldur’s Gate. He’s still doing contract work for game design on characters, costumes, and fantasy-historical settings. Back thirty years ago, he and I belonged to an informal group of young science fiction, comic...