Wednesday, 27 January 2021

Art of 2020

 

Year of the Rat!

The year of 2020 has seen many changes throughout. Obvious plague aside, this year has been by far my most productive year in terms of output. So much so that I can't really review every piece I made during the year, as I have during previous blog posts so instead I've made a selection that hopefully tells a story of my progress through the year.

Part of this surge in productivity may be due to lock-downs earlier in the year, part of it may be due to improved mental health thanks to starting my transition around the same time. Turns out that reducing dysphoria does miracles for motivation, big surprise. But I'm getting ahead of myself.

Art of 2020 started off with another slow art block, as the years often seem to do. A few sketches and unfinished pieces not really worthy of noting. I also dabbled in 3D modelling again during the early year, but found sculpting too time consuming to keep focused on. This first completed piece began in the second half of march.


This picture defined quite early on a rendering style and work flow that I'd continue to refine over the year. It also marked the creation of a character that I'd draw repeatedly, called Doll. I used a combination of references to create the pose, and I'm quite happy overall how it turned out, if a little unrefined in areas, particular the hair.

The hands are also some of the best I've done all year--probably because I shot reference for once.

However my next couple of pieces didn't quite follow on from the success of this first image, I still had a bit of experimenting to do.


The incomplete Demon Girl. This is a take on another character whose conception is a few years older. This was my first foray (this year) into painting and really rendering things out. I learned a lot from this piece, but my rendering skills and my anatomy knowledge (particularly in the face) were not quite up to scratch for this project, and I continuously stalled on it due to frustration.

But that didn't stop me from creating more art, this time.


This piece dialed back my efforts into less of a realistic approach to rendering. This character is one of my old Dungeons & Dragons characters, and she is a wizard. Overall there's a lot of parts that I like about this picture (the rendering on the arms and hands, once again shot reference for these as well as the crossed legs.) but there are also areas that needed a lot of refining: the face in particular, and much of the rendering on the clothing is bland and uninteresting.

Some things were changing though. Starting my transition had empowered me to socialize more, and I began sharing art in a discord community around the time of Demon Girl. Eventually this led me to streaming on twitch to help teach a fellow artist some of my tricks--it started off with some gesture/figure drawings but eventually culminated in this:

Shameless self-promotion: twitch.tv/tansytansey

The next iteration of Doll. This picture was another defining moment in the development of my style over the year, but most notably it defined a split in styles, where I began to allow myself a simpler style to explore with and have fun, instead of pursing the grueling realistic rendering that I'd been pursuing for much of the early half of the year.

I found that it was important to create art that didn't pressure me to perform to the best of my ability, and to instead create things that gave me joy. I found this very important as the year progressed; it was around this time I started getting increasingly frequent requests for commissions from members of the community.

Goddess of the Hunt.

I'd taken a handful of commissions earlier in the year, when I was still defining my style and workflow. Much of them are in a similar vein to the Wizard piece, but around August things were starting to change, and my art was improving, I feel, in a major way. This Goddess isn't the first commission, but it does mark the beginning of a particular style I developed for commissions. And I'm quite proud of how this one turned out, too.

It was around this time that I was getting requests back-to-back, and found that I rarely had time to express myself through personal artwork. Having developed a simpler style, and having a muse for personal outlet helped a lot during this time or I probably would have suffered burn out.

Doll and Cyan, the muse

I created a lot of art of Doll and Cyan through the year. Cyan is the character of one of the first people to commission me this year, and who would later become my best friend. I would often sketch the two of them doing stuff together and most of them were rough and unfinished. However, during October I took on a drawtober challenge to produce a drawing every week throughout October, and these two characters were the subjects. It provided a lot of variation between my commissions, but also a lot more work!

The picture above is the last picture of the two I made for the year.

The last commission of the year was this character turnaround, which represented the largest amount of work I'd ever done on a commission before, and I think also the best work of the year so far. It shows how far my art ability has progressed over the year quite well, I think!


For 2020 I had set myself a couple of art goals: The first was to produce more character concept art, and more environmental art. I wanted to focus on creating finished pieces that I could use to build a portfolio that was more than just sketches and half-finished work.

For the most part I succeeded in this goal. I produced quite a lot of character art, designing many people's OCs through commissions. I also finished a lot more of my art work, thanks to having the deadlines of commissions to help motivate me. I still didn't finish very much of my personal artwork, however.

I also did almost no environmental artwork, and very few detailed backgrounds.

For 2021 I have a few new art goals, a little harder to define progress than the previous years. I want to improve the overall rendering fidelity of my work, and continue to develop my techniques. I also hope to improve my brush stroke confidence--I am quite a messy and loose artist, and as a result I tend to over work my lines and brush strokes. My stroke accuracy has improved, but is still far off where I'd like it to be.

The end goal is to produce higher quality work at a reasonable output. Since September I have been doing art commissions full time, and if I want to make it into a full-time job that I can support myself with then I'll need to up my game.

Here's to another year of art!

Portfolio: 

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Friday, 20 December 2019

Art of 2019

Following in the footsteps of the previous year--where I set the goal to do more art in 2019 and rambled for several paragraphs about art I'd created--this is a blog post where I ramble further, surprising no one.

Saint Genevieve

You're no saint, you're no saviour.
The first new piece of 2019 pretty much sums up the struggles I faced throughout 2019. It started with my line work, and while the initial sketch was quite inspired, and I was quite happy with it, it took a lot of work to clean it up. It felt like I was fighting with my tablet the whole time, and no matter how many times I redrew lines my precision never really seemed to improve. It took a lot of hours to clean the whole thing up, and that lead into a whole host of other issues.

My art style has always leaned heavily toward stylistic, cartoony, and cel-shaded, but mostly out of laziness / inexperience with rendering and digital painting. I really wanted to improve that this year, starting with this piece and I had grand designs for the lighting and shading, some of which you can see in the face area.
Problem was that once I got down base colours and some simple shadow shapes I kind of didn't know how to proceed toward the next step, and it caused me a lot of frustration here. Eventually I spent so many hours struggling at every stage and had spent so long working on it that I kind of hated everything about it by that point, and so I had to put it down. I tried coming back to it, but honestly when I look at it now there are so many problems it would just be easier to start from scratch.

Not really finishing things is another theme of 2019.


Waddoff


I drew this piece to mark the birthday of one of my oldest OC's. Straight away it's pretty obvious this piece is on-theme with "not finished, but finished enough" with the lack of colour, and the remnants of the base sketch left underneath. It's something I need to stop doing, it's a lack of confidence in my line work and volumes.
Still, it was a fun and quick piece that was never meant to be much more.

Not Like Other Necro's



My best pieces are always inspired by a really solid vision in my head, and this is one of them. Even though there's a lot of problems I can still look at this one and feel good about what I did. Inspired by the "Not Like Other Girls" meme, and the absurdly pink outfit that I dressed my Guild Wars 2 necromancer in. It was the top post on r/guildwars2 for two days so that's my only real claim to fame in 2019 I guess.

Not many people got the joke.

While the image still leans heavily on cel-shading elements, there's some evidence of rendering peeking into this one. I did, however, learn some valuable lessons about layer masks while working on this one.

Finally some rendering


I put these two pieces together even though they were done at different times because they were similar experiments with rendering / digital painting. The elf princess was a mess that I painted over continuously for weeks and I learned a lot about using my tools in photoshop to paint. It also demonstrates my on-going issue with values and volume. The one on the right was a much quicker piece, based on my Sylvari Chronomancer from Guild Wars 2. I had a lot of fun painting the facial features of this one, and discovered that painting with a different colour pallet is actually easier for me than painting with human skin tones.

Both, however, suffered from the same major stumbling block that ended a lot of my artwork this year prematurely. Rendering hair fucking sucks and I don't know how to do it. The same issue is evident in the previous Necromancer artwork.

Guns of Liberty Character Bios
Not labeled chronologically.
1. John Chamberlain. 2. Archbishop Darcius. 3. Rachel Masters. 4. Lalita Laffel. 5. Genevieve Jones.

These pieces were created over the space of 2 months, with the first (Rachel) started in April before the Waddoff piece, and the last (Darcius) at the end of June. I lumped them altogether since they were all created for the release of my debut novel, Guns of Liberty (shameless self promotion).

The first, Rachel (3) shows many of the classic markings of my laziness. Cartoony proportions, simple shading, and a sketchy underlayer. But it was also the beginning of my rendering attempts, a lot of which is evident here. I played with a lot of layer masks for lighting effects. The expression makes it still one of my favourite pieces of the year.

Rachel was followed by Genevieve (5) and here I really started getting a better idea of what I was doing. I relied a lot less on the liberal use of layer masks for this one. It was also the first face that the Liquify tool's face-aware feature recognized something I've done as being a face, which felt pretty validating. Working with Gin's skin tone was a challenge that I enjoyed.

The final three were done in a more rushed state due to the rapidly approaching deadline of my book release, so I fell back on some of my lazy techniques of unfinished lines, liberal layer masks, and cel shading. I would have loved to spent more time rendering out Lalita's (4) sassy expression. But I'm reasonably happy with that forehead shine on Darcius (2). Chamberlain (1) was the weakest of the bunch by far, and seriously needed more work but I'd procrastinated hard that week.

Punk Girl


A random inspired drawing that didn't really go anywhere. I needed to break into a different aesthetic from the other art I had been doing, by the time I got it to this stage however the numerous anatomy issues and bad line work made it difficult to continue. I think I fell back into bad habits with this piece and it didn't feel like a progression. It had potential but just ended up like one of my generic doodles.

Casual Elf



This piece came after a lot of study and watching excessive tutorials online and I think it shows. This piece is still massively unfinished due to my old friend and roadblock, rendering fucking hair. I really tried, but I just couldn't get it, which eventually led to frustration and demotivation. Hair is a serious mental road block for me that I couldn't envision how to progress.

I also struggled significantly with marrying values with colour. My lack of painting experience and knowledge was seriously biting me in the ass at this point in the year.

I had a lot of fun with this piece, D&D casual wear was the basic idea. There are others bouncing around my head that I'd like to get to work on one day.

Paint Studies


The last quarter of the year started with mostly paint studies and style expression/experimentation. I picked some of the highlights to show above. I didn't do much with figures at this point, and mostly practiced painting faces and face parts in bulk. I found working in red a real relief on the eyes that helped me look at things differently--however it seems to result in weaker grey scale values overall so it's not something I use outside of experimental studies at the moment.

Highland Maiden


Started as a sketch out of a really silly and exaggerated pose and slowly evolved into something pretty cool in the end. It remains pretty rough and finished because once again: fuck hair rendering and its ability to suck the joy out of my pieces. I spent quite a lot of time working on and refining this piece, and there were some hilariously bad phases with the face.

Including this magnificent abomination

Good lord.

This is a character I definitely want to come back to and finish at some point. But she has pretty complicated hair and I have much to learn about hair in general.

Lighting Practice

It's not nudity if it's a study!

This one again started with an exaggerated pose from figure drawing, but ended up turning into a practice of lighting planes rather than a character like the previous. Overall I liked how it turned out, but I definitely could have spent more time refining it and making it into something instead of leaving it unfinished. But that's the theme of the year.

After this point, I received a commission to do some environmental artwork for an advert, and also began doing storyboards for a short comic set after the first book in my brand new series! (more shameless self-promotion) both of which I'm unable to show art from at this point in time, so that concludes my 2019 in art.



In the middle of November my Intuos broke down, and I replaced it with a Huion tablet, and while I haven't made any new art to show off yet, I have been having a lot of fun using it and can't wait to get back into art for 2020!

Overall I'd say I succeeded in my goal for 2019, which was the very low bar of "do more art".

My goals for 2020 are to work harder on two things: Character Concept Art, and Environmental Concept Art. This means I'll have a focus on fixing one of my biggest issues of never finishing my art to a presentable state. By the end of 2020 I aim to have a presentable portfolio that doesn't just consist of studies and half-baked characters.

Here's to a new year of art.

Thursday, 27 June 2019

Guns of Liberty - Character Dossier: Archbishop Darcius


Archbishop Darcius has been the head of Albany's holy church of Talon for as long as anyone can remember, and has been old for even longer. He calls the grand cathedral of Sanctus his home, and as the patron of faith and culture in Liberty's most distant colony he is a man of widespread power and influence. And with it he seeks to maintain peace and order within his realm, no matter the cost.

On July the 2nd join Archbishop Darcius in Guns of Liberty when his well maintained plans are shaken...




Or Pre-Order now on Amazon!

Wednesday, 19 June 2019

Guns of Liberty - Character Dossier: John Chamberlain




     Commodore Chamberlain comes from a distinguished naval background, having served in the Liberty Navy for half of his years and has seen combat of three fronts against the armies of Barons, pirates, and smugglers. A competent seaman, but overlooked by his superiors due to his stringent nature, he made Post after ten years of service. Due to his Austriman heritage, and the large outspoken support of Albany's denizens, Chamberlain was soon promoted to Commodore of Albany's reserve fleet, and stationed in the city close to his soon-to-be-wed fiance, the Duchess of Albany. Chamberlain is an ambitious and patriotic man, and seeks to rebuild the power and influence of Albany so that it might one day even rival Liberty.

On July the 2nd join Commodore Chamberlain in Guns of Liberty as he hunts the pirate who stole his fiance...




Or Pre-Order now on Amazon!

Wednesday, 12 June 2019

Guns of Liberty - Character Dossier: Lalita Laffel




     The Duchess of Albany governs one of the most distant, and one of the most important colonies in the Liberty Empire. Lalita was schooled from birth to lead, and was given her titles at a young age. She quickly proved a competent politician, and is much adored by the people of Albany, commoners and nobles alike. Between her appointments in Liberty and the politics at home, Lalita has already led an eventful life as a Duchess. After a lengthy engagement to the head of the Albany fleet, Commodore John Chamberlain, the Duchess at long last will sail home for her long awaited wedding.

On July the 2nd join Lalita Laffel in Guns of Liberty as she meets the pirate who will shake the foundations of her world... but can she keep her duchy from falling apart?




Or Pre-Order now on Amazon!

Wednesday, 5 June 2019

Guns of Liberty - Character Dossier: Genevieve Jones









     The daughter of unremarkable Samarkese immigrants, Genevieve was born and raised in Liberty. Little is known about her family life, only that her father served in the Liberty Navy and died in defense of his country. Genevieve too would join the Navy serving aboard [Redacted]. Her career was notable for her achievements, but [Redacted]. Thereafter she passed into the employment of [Redacted] and continued to operate as part of the [Redacted] until [Redacted].

[Redacted]

Genevieve is currently employed by the pirate organization, the Liberty Renegades, and is the master of the 12 gun gunship, Heart of Gold. Sightings of the gunship have been sporadic throughout the previous year, and her intentions remain unknown...

On July the 2nd join Genevieve Jones in Guns of Liberty as she makes her grand appearance... and gets more than she bargained for.




Or Pre-Order now on Amazon!

Tuesday, 28 May 2019

Guns of Liberty - Character Dossier: Rachel Masters








     Daughter of a renowned captain of the Liberty Navy, and a vacillating first-lieutenant, Rachel has always had something to prove to the world. But never in the way her navy family would have expected. As a child she led a street gang of other military children known as the Liberty Angels, and winded up getting shipped off to boarding school. At the age of thirteen Rachel escaped to join a navy airship, and made midshipman by sixteen. However, she often found herself at odds with her officers. As a young adult insubordination and dueling stifled her career advancement, and after the incidents at [Redacted] Rachel was court-martialled, and discharged from the Liberty Navy. Her indefatigable zeal was noted by the Admiral, William Halie, who sheltered the dishonoured Rachel and convinced her to join the church's holy inquisition. Admiral Halie earned Rachel's respect, and gave her new purpose. She still has something to prove to the world, and now with the authority of an inquisitor at her disposal Rachel isn't afraid to trample a few toes to get what she wants...

On July the 2nd join Rachel Masters in Guns of Liberty as she faces her greatest challenge yet... the elusive pirate captain, Genevieve Jones.


Or Pre-Order now on Amazon!


Monday, 8 April 2019

Guns of Liberty: Pre-Orders Available Now!







"First rule of piracy: be in the wrong place at the right time."

Guns of Liberty is available for purchase in Paperback and Kindle from 2nd of July 2019!

Guns of Liberty is an age of sail fantasy where Airships rule the skies, Pirates stalk the misty main, and Occultists dabble in profane magics left behind by dispossessed gods. Join Rachel Masters, Inquisitor of the Liberty Empire, as she sets sail to discover the source of ancient magic artifact that could bring war to the empire, and secure it before it can fall into the wrong hands. But she's not the only one looking for the artifact... and when the elusive pirate captain Genevieve Jones kidnaps a duchess, Rachel might have just met her match. If she's going to rescue the duchess, secure the artifact, and save the empire she'll need to put aside her prejudices and find unlikely allies...
Fans of pirates, magic, and naval action will love this high-flying, swashbuckling adventure with a fresh twist of Napoleonic-age-of-sail inspired fantasy!


Cheers, Jamie.

Saturday, 5 January 2019

A Year of Art in 2018

One of my goals for 2019 is to create more art. It's a skill set I'm still paying off loans for and not really getting any return on right now. I like to draw, but I haven't gotten into a very good routine for producing artwork since leaving school. So, my first goal for this year is to take a look at what (little) artwork I did create in 2018, and do some self-critique and analysis, and give myself some direction on where I want to go.

Without further rambling, here's some art.

Wandering Dryad 2
This is sort of cheating. This piece, I began working on towards the end of 2017. But the bulk of the work was done at the start of 2018, and this piece has many of the issues I want to go over. So, this will probably be the longest and most rambling part of the post. I liked this piece. The silhouette is a bit weak, but overall I liked the pose and the expression she wore, especially in the earlier rough versions. This is a very typical example of my typical work. Rough around the edges figures and scratching construction that seek to capture the essence or feeling of the piece I'm going for. But that is typically where the fun stops for me.

This is an example of what happens when I attempt to render my rough drawings. Overall, this is probably one of my better attempts, but there is a lot gone wrong here, and they're the sum of all my faults. That I know of.

One of the major things that has always plagued me since my baby days in Animation School is line work. Specifically, clean-up. There's a bit of a side-tangent story in there, but the sum of it is that I'm a very scratchy drawer, you can see it in my rough construction work above. My strokes are short and sharp, and often the shape and volume of a thing is suggested, rather than told, by this mess. When it comes to cleaning up those lines into something salvageable I often come to a difficulty where I need to tell those forms, rather than suggest them--and too often I simply cannot find the line amongst the mess that does this.
Evidence of this is most plain when comparing the shapes and volumes of the hands and face, and especially in the left elbow. Some of it is worsened by my poor attempts at rendering the volumes. Part of the cause, I believe, is that I still struggle with drawing on a tablet in a few ways, which limits my ability to draw smooth and accurate lines. Part of it is a lack of practice, I'm sure, but it's a source of endless frustration to me that I cannot draw a line exactly where I mean it and have that line be straight. I can produce smooth strokes by drawing them quickly, but they are rarely accurate, or I can draw accurate lines that are rarely smooth and suffer from minute jiggling. I'm always hesitant to blame my tools--certainly other artists have made greater works with lesser tools than I have access to. But I cannot help but feel as though I'm fighting with my hardware and software whenever I attempt linework.
The solution seems simple, I probably just need to use my tablet more. It's difficult to tell what practice is useful, and whether or not it is the best way to improve.

This also delves into the second major fault in my artwork, which is rendering. It's sort of become a trap for me. I feel terrible at my attempts to clean-up linework, and so I do it less. Less clean line work means less practice rendering.
There's a lot to unpack with where my rendering goes wrong, but it comes down to the same basics I believe, and that's not really having a firm grasp on the form and volumes I'm working with. Overly I'm not too concerned with this one right now. I feel it will come more naturally after I address the more fundamental issues underlying it. The face is a good example, poor expression of the volumes in the face mean the rendering is kind of haphazard.
The last effort I put into this piece was to redo the hair in a different style. I struggle a lot with rendering hair, so I took a different approach to thinking about it with this edit, trying to think about the flow and direction. My previous attempts came out looking more like I was trying to render a solid object. Aesthetically, I find this style of hair less pleasing. I enjoy the wilder nature of the original suits the piece more, but there was definitely some value in making this change.

There's a lot more I could say about this piece, but I still have other artwork to get through.

Gay Vampire

This was kind of a spur of the moment piece. The inspiration came from a tweet on my feed while I was browsing on my lunch break, and spent the rest of the day thinking about until I had to actualize it in the form of a comic.
This piece defined the direction of a lot of my artwork for the rest of the year. It's very reminiscent of my style in high-school, in a way. It's sort of what I default to when I'm not really trying to draw something. When I look at this piece I often get a weird feeling, almost like a sense of deja-vu, like I've seen this artwork before. Happens occasionally, and I wonder if its because I managed to fairly accurately translate what I saw in my head onto the page, or if I subconsciously mimicked something I've seen before. Who knows. I'm sure there's a lot of mixed subconscious inspiration in there, but I haven't been able to untangle it.
It's also another look into my struggles with line art. I'm bolder with my strokes here, but not confident enough with them that I think they can describe the volume on their own without the underlying construction being visible beneath. This is something I do a lot, I'll "clean-up" a drawing and then leave the construction beneath it with a bit of opacity to help the volumes. With mixed results, as the next piece reveals.

Baron Yara

This is my least favourite piece this year. At its conception, I had been writing a lot of backstory and defining this character for my upcoming series, and was loving this character. I felt inspired to do art of her. There's a certain sense I feel when I know I can make an image in my head into a serviceable piece of art, and I had really good feelings about this one. So good that, when I reached this stage of the artwork, I posted it on twitter.
Then the next day I felt extremely discouraged looking at it. I noticed all the flaws present, and like a dog with its tail caught between its legs I quietly deleted the tweet and tucked it away. I think this picture kind of represents a low for me and my feelings on my current approach to drawing. As I foretold above, I left in the construction to try and maintain volume in the forms when my non-committal lineart couldn't pull its weight. But the overlay of colour only serves to further flatten the image, something I'm not sure I could render out to be serviceable. Maybe with a lot of effort, but I felt too discouraged to continue with this piece.

Paint Girl

That's what the filename is called. Don't judge me. This piece came almost 5 months after the previous--a rather long slump for me. I'd started watching some art videos on youtube and felt inspired to pick up the tablet pen again--only I didn't really know what I wanted to draw. When I don't know what to draw I tend to revert to gesture drawing, and I tend to favour flowing poses, which rather quickly evolved into this. In the process of making this, I had a sort of revelation about my approach to art. It made some of the logic I'd gleaned from youtube click in my head. I can't seem to find the video link any more to share, but it examined analytical versus intuitive drawing techniques.
I realized that I am a very analytical artist. I think a lot about anatomy and structure when I draw, and do a lot of scratchy construction to visualize it. This piece, however, was almost entirely intuitive, the opposite of how I usually draw. There was very minimal construction involved and focused more on the feeling and essence of the piece--the same way I typically think about my gesture drawings.
There's also a blog post in the works that talks about what I gleaned from this revelation, and how it relates to my writing art as well as my drawing art.

Spoilers in the filename

This piece came a couple days after Paint Girl. I'm in the process of redoing it as part of a planned blog post, so I'm masking the filename for now just in case I never get around to posting it. Then I can deny it ever happened! Anyway, it was disheartening to see how quickly I fell back into my old chicken-scratch habits of drawing. I'd set out to replicate the process I used in the previous piece, only to end up back where I began--still unable to properly define my forms with simple lines.

Cap Slayer

This was a tribute to my wonderful editor who slogged through my manuscript for Guns of Liberty, fixing all my rampant misuse of capital letters. I sought to emulate the "high-school-not-trying" style I'd achieved in Gay Vampire earlier in the year. It's a style I've come to embrace, and enjoy, a lot more, rather than thinking of it as something I just do when I'm not trying. It's right on the precipice of "trying to look like I'm not trying", which is the direction my art went in the following month.

NaNoWriMo Blog Art

I did quite a bit of art for my NaNoWriMo blog experiment. I knew I wanted to integrate my drawing into my blogging, as a way to build both habits at once--but I also knew I didn't have the time to draw good art. The solution? Try to look like I'm not trying. I felt it also fit with the not-so-serious tone I wanted to take with the blog posts themselves. In this section, I wanted to include just two of the pieces I made for that project.
This one is interesting because it's kind of a combination of my scratchy style and my not-trying style. It's borderlining between the two.

And then there's this gem, which I love. It's the opposite, sitting directly in the trying-to-look-like-I'm-not-trying category. I think this took me roughly 5 minutes to draw, which is very expedient for me.

Overall the month of November really helped me define what I wanted the identity of my style to be. I like this cartoonish and silly style a lot--but it's use will probably remain limited to blog posts or other not-so-serious stuff.
On the other hand, my more "serious" style has a bit of an identity crisis to work out. On one hand, I really want to pursue a more painterly direction and learn to properly render stuff. You can sort of see it in my few vain rendering attempts this year. But at the same time, my lines and my style beg to be more cartoonishly rendered, which is a style I've experimented with before also. Both have an attraction to me, but it feels like both are at opposite ends pulling at me. But they also share a common weakness--I struggle to transform my scratchy construction into a painterly style with minimal artwork just as much as I struggle to transform it into clean linework. In both situations the solution must lie in improving my forms, and improving my tablet co-ordination.

Thanks for withstanding my ramblings. Here's to 2019 and more artwork to come.

Lastly, here's a glimpse of my first WIP for 2019!
I think she needs the bathroom.

Monday, 10 December 2018

Guns of Liberty, Cover Reveal!

Well, the time is finally here. Guns of Liberty has been 4 years in the making and it finally has a cover!



Gorgeous artwork courtesy of the wonderful Giselle Almeida.

Rachel Masters on the cover looking like a bit of a bad ass. I always imagined her on the front cover with a look that could melt the face off a puppy--I think Giselle really nailed the essence of the character in this piece.



So, where to from here? I still have a long road 'til launch. But Guns of Liberty is firmly in post-production phase now--all the interior design has been completed and the cover wrap around is being finalised. I still have to figure out and set up distribution and printing, and get my launch schedule sorted. Things are moving quickly!

Guns of Liberty will be launched in summer 2019.

If you'd like to receive news on when it goes live for pre-order and release, I have set up a mailing list! You can find it at the bottom of this page, or you can visit Guns of Liberty's fancy new homepage here.

As an additional bonus/bribe for signing up to my mailing list, I'm offering the first two chapters of Guns of Liberty for free to read, right now!

Stay tuned for more details and posts in the future. Cheers.

Sunday, 2 December 2018

5 things I leaned from learning to edit.

5 Things I learned from learning to edit;
Or, what I wish I'd known from the start.

I've been writing ever since I was (gently) informed that a story is not a collection of words about space. I finished my first novel when I was 15, and have drafted many more since then. But, in twenty-odd years of writing, I never bothered to learn one of the most important skills that every writer needs:

Editing. In case you hadn't guessed from the overly verbose title.

Recently, I finished editing my first book that I've ever edited (unless you count running spell check over a draft, while wondering how is it humanly possibly to produce so many errors in a single document, to be editing.) It took four years from the time I wrote The End to clicking send on the email that made it my editor's problem for the next two months.

Why did it take so long? Because I'd never learned to edit. I'd never failed to edit, I'd never discovered what works and what doesn't. So, for everyone out there just getting started on their own editing in the wake of November, here are some of the things I learned from learning to edit.

Now available in list form. Everyone likes lists.

1) Plan your edits

If you're a pantser I hope this doesn't make you squeamish, but the biggest mistake I made was not having a solid plan before I began to edit, and it cost me the most time of all.

The first thing I'll be doing now is reading through and noting every single thing that needs an edit. After all, if you don't know what's wrong with your book how can you begin to fix it?

This is the core tenant for my editing process, and the rest of the list builds off of it.

2) Order your edits intelligently

This is something I failed to do until my 7th draft. I tend to write front to back, so logically I started editing this way. But plot elements show themselves all over the place, and things get missed or pushed back to fix later because they rely on other scenes to be edited first.

Rather, once you have a list of things that are broken, you then need to order that list in terms of Most Important to Least Important.

Unfortunately this often corresponds with Most Difficult to Least Difficult tasks, which is probably why I avoided this method for so long.

I sort issues in the following priority: Plot, Character, Story, World, Prose. Any scene with a Plot Issue gets bumped to the top of the list, and all the affected scenes get ordered underneath. Then it goes to scenes where character arcs need the most edits, and so on.

When it comes to editing a scene, I fix everything on the list in one go. And because I planned all my edits I know exactly what I'm fixing going in!

A caveat to editing out of order is that you need to know your book really well. Sorry pantsers, you need an outline if you're going to edit this way.

3) Edit to a blank page

I knew of this advice around the time I reached draft 3 or 4, but at that point I'd put so much work into my book I didn't want to commit to a rewrite.

I didn't rewrite until draft 6, and it's one of the most important steps I had to make.

When you're editing, you stare at words for hours on end. Your brain knows what you've written, and you're prone to skim read and not pay full attention. Rewriting simply engages your brain on the words in front of you.

Also, when you've got hundreds of pages and multiple plots to work with it can feel fixed and brittle. It's like trying to rearrange a house of cards without the whole thing falling down--so you edit with a careful hand. But by rewriting you start to loosen things up, and make the story malleable again. You can shape it and fix the underlying issues without fear of collapse.

4) Beta Early, Beta Often

I didn't start using beta readers until around the 4th or 5th draft. Having betas had the biggest impact on the overall quality of my book. And it has been the most fun part of the process, for two reasons:

Getting compliments on your work is a huge motivator to press on. It helps you see that you're moving in the right direction. And, if you're like me, criticism does just the same. It gives direction, and lifts some of the fog when you get to glimpse reader's thoughts.

And secondly, my betas were authors also, and we'd read each other's manuscripts. This took up a lot of my time, but it was also extremely valuable. I learned a lot about how to quantify my own opinions and thoughts on writing (though sadly it didn't make me any less verbose--probably made it worse). And I learned a lot about my own process through it, and how it differs from that of others. I also discovered that I enjoy passing on knowledge to others, which is why I'm here now!

For my next book, I'm definitely starting the beta process after the initial rewrite.

5) Listen to your gut feelings

When it comes to large edits, especially when beta feedback necessitates changes, my first reaction was often: this is too much. To fix this is going to cause broad, sweeping changes that will require months of rewrites and plot changes, and editing character arcs and rewriting some of my favourite scenes.

It all gets overwhelming rather quick. I was willing to change almost anything to get my book in a place I was happy with. Yet, these grand changes were daunting.

It was often cause for despair for a week or two. Every attempt made had my subconscious screaming bloody murder, and fighting tooth and nail not to make the changes. Then, inevitably a simple solution would emerge. It turns out those enormous problems have a safe and simple solution that don't require the book to be gutted and reworked.

My subconscious is usually right when it comes to edits. If you really don't want to make a big change, stop and listen, and maybe you'll find an easier way just around the corner.

This is the vaguest item on the list. But I managed to get away with rewriting the entire character arcs of my two main protagonists without having it affect the course of the plot in a major "sorry you need to rewrite this now" way. Your book is a lot more malleable than you think it is!

Conclusion

In summary, I write way too much. But also, the self-edit is a very important part of the writing process. I think it is often neglected by younger writers, who tend to focus on the skill of story weaving and planning. But, if you ever want to finish your books, then editing you must learn. And the sooner you get started the sooner you'll make your mistakes, and the sooner you'll develop your own methods.

I hope this overly verbose mind dump has given you at least a leg up when it comes to starting your editing process!

My final thought is that if you love writing, then learn to love editing too. Because editing is a part of the process. Every other author is going through the same thing; which is all the more reason to start hoarding beta readers, and other writing critique partners! They can be your friends and allies through the trials of editing, and help make sure you're headed in the right direction.

Thank you, and write something every day.

Saturday, 17 November 2018

The Breakdown

The Breakdown;
Or, how to structure your story so that your middle doesn't suck the joy out of everything.

A deconstruction of novel structure, explained via the medium of animation.

I've written a lot of unpublishable novels over my life--with good reason, they sucked. But, reading back over my old work reveals a clear division between those stories confined to the trunk for eternity, and my current publishable projects.

And that's when I learnt how to structure my stories.

3 Act Structure is great and all, but while it teaches good theory, when it come to writing and thinking structure, it fell woefully short for me. My current novel, Guns of Liberty, was originally written as a study on structure and pacing. It's no coincidence that this is the first book I've had the drive to publish.

This blog is my attempt to explain structure in the simplest way I know how, and how that structure applies to story telling, and the pacing and tension of your book.

And since I'm a (regretfully unemployed) animator, I'll be using a little visual aid to explain my thought process.

End of preamble; let's get started.

What's the most important, most exciting part of your story?

Some of you probably said the ending. Some of you might have said the beginning. I'm here to argue that the middle is the most important part of your story, and here's why.



What you see above are two "Key Frames" in a very simple animation. The character is raising her hand from point A to point B. Every motion has 2 keys defining the action. All that's missing is the in-between frames.



Sure, this does the job. It gets our key frame in a simple and effective method. But, other than that there's not a lot of substance going on else wise.

Now, observe how the actions changes when I make a small tweak.



Suddenly the action tells a different story. It's no longer moving from point A to point B. There's a little arc, and with it, a little character. The action being told has changed by adding one important aspect.

Title drop. It's the Breakdown.

Between every key frame is a "Breakdown" frame. The keys define the parameters of the action, but the breakdown is what establishes the character of its motion.

And in storytelling it's exactly the same. Approximately.

Now, back to the reality of writing. The middle is often misunderstood--many writers struggle through the slog of saggy middle syndrome at some point in their lives. If the beginning and ending are your key frames, then the middle conflict is your breakdown. The objective of your story is not to get from point A to B in the straightest, most efficient way possible--rather the story is defined, and given character, by your middle conflict.

The middle of the book is what gives your story context. If the beginning tells us who your characters are, then the middle shows us who they are. It pits them against an obstacle that challenges their core beliefs, and preys on their shortcomings.

And the middle also gives your ending tension. It gives the plot stakes by showing us what can go wrong--what will go wrong if the protagonists can't pull themselves together to resolve it. It's a taste, a teaser of what's to come.

The middle is where everything that could possibly go wrong, goes wrong, and now the characters are left to pick up the pieces. The stakes are piling up. The tension mounts. Everything is on fire, and there's doubt in their minds. Can we really win after all?

Does that sound boring to you? I hope not.

If you've ever struggled with writing the middle of your book, it's because you lack this structure. Fortunately, the solution is simple. Have your protagonists arrive at their goal in the middle of the book.

This might seem crazy. After all, they're supposed to confront their goals at the end of the book, right? If they arrive in the middle, that would be the end of the book!

Nope. Because that's when everything goes wrong. That's when your characters fail so spectacularly that now everything is worse.

This can be done in a couple of ways: you can change what you thought the ending was going to be, or, change what your protagonists thought the ending was going to be.

If this is all still a little crazy sounding, let me ground you in a real-world example. Star Wars, A New Hope. It's just about the most faithful monomyth structure in modern story telling. When Luke embarks on his journey, his goal is not the end of the story. He is not setting out to destroy the Death Star, he doesn't even know what one is. All he knows is he has to get to Alderaan, and the Rebellion.

What happens when he gets there? Death Star. Now everything goes to hell, and the true end of the story is revealed.

If you look through popular media you'll see this pattern all over. This, I believe, is the simplest deconstruction of story structure.

I like to call it Shifting your Goal Posts.

Take a minute to imagine Star Wars if, instead, Luke set out from Tatooine with the goal of destroying the Death Star. He, and Han, would spend an hour of screen time flying around and getting into all sorts of space shenanigans, before finally arriving just in time to deliver the plans and save the day.

Do you see how this version loses all the stakes and tension derived from Luke's first encounter with the Death Star, and Vader?

That's why the middle is the most important part of your book. If you've ever found yourself struggling with structure, this is one way to fix it.

Question of the day: what's your main character's primary goal?

Thursday, 15 November 2018

Conflict and Failure

Plot feeling like it's going nowhere? Or maybe you're racing through your outline and wondering if you'll even have enough story to reach that 50k?

The answer to both problems is conflict, and its resolution.

Conflict Equals Content
Or, why your characters need to fail more.

Using conflict generating content is not a new concept--it is the driving force behind popular NaNoWriMo tropes, like Chandler's Law and surprise ninjas. Whenever you need content something is bound to go wrong: a new problem, another puzzle, a hurdle to overcome, and while there's nothing wrong with content generation in this fashion the real issue starts with conflict resolution.

If some surprise event occupies a chapter's worth of content before our brave heroes, emerge bloodied, but victorious, you find yourself once again in the same situation. What happens next?

These closed-circuit conflicts don't add anything but fat to your story, and don't contain any of the necessary components of good conflict: stakes and tension. Winning too much makes stakes trivial, and conflict that is overcome does nothing to increase tension.

The solution? I should stop putting spoilers in the title--it's failure.



I like to describe a story as a series of failures culminating in a singular success. I'm sure my characters would murder me if they could.

Every time you open a conflict, think of it as a question. Could be: 'will they survive this' or, 'will they kiss', or anything else. Every time you solve a conflict you are answering that question, and the more questions you have open at any one time, the more tension your story will have. If you're asking the right questions your reader will be dying to find the answer--this is how you produce reader engagement!

So, if you're struggling to make your conflicts go anywhere, the solution is simply find a place where your characters succeed, and then have them fail. Not only do they fail, but do so in a manner that makes everything thing worse and makes the problem much larger than it was before.

This accomplishes three things: it makes the conflict personal--nothing makes an issue personal like failure. It increases the stakes--showing your characters can failure makes the fear of failure more real. Finally, it increases the tension--every unsolved conflict is a direct step upward in tension.

Thank you for reading! I think failure is one of the most important elements of any story, and I wanted to get this bumper post out leading up to my next post--how to avoid saggy middle syndrome--which should be up and ready in the next couple days!

I'd also like to share my personal Conflict Commandments that I use to control the pacing in my own stories. This is more useful for editing than drafting, and I intend to write a full deconstruction of conflict, and how it controls the tension and pacing of a story, after November.

But for now, it's a first draft--don't worry about it.

i) Every major conflict shall be established in the first half of the book.
ii) No major conflict shall be resolved until the Final Confrontation.
iii) No conflict shall be resolved at the end of a chapter--unless its resolution explicitly starts an even greater conflict before that chapter ends.
iv) No conflict shall be resolved within a single chapter, nor shall conflict established at the end of a chapter be resolved at the beginning of the preceding.

Question of the day: what have your characters failed at so far?