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…pick out my nine
best pieces -- "Five, if you haven't got nine strong ones" -- and put
my worst one first, my best one last. This made no sense to me whatsoever,
but I had been getting lots of doors slammed in my face lately, so I thought,
"What the heck?" I tried it the next day. It worked. I got a cover the
very next time I showed the portfolio. With glacial slowness, the portfolio
got better and the work came in with more regularity.
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If times ever got tough, Bill was there finding
work for me. If he couldn't find any, he'd invent some.
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Teresa Patterson:
Once you started working as a freelance illustrator you became subject
to the whims and requirements of art directors, and some of them can be
very difficult.
David Cherry: Fortunately,
for every jerk who gives artists sleepless nights and ulcers, there are
three top-notch professional art directors who are a joy to work with.
One of the things that had me nervous when I signed on to work at my current
job with Ensemble Studios was knowing that I would be working directly
under an art director -- and knowing how uncomfortable that could be if
the art director wasn't one of the good ones. As it happened, I totally
lucked out. Ensemble hired Brad Pollard in that position, and he is definitely
one of the best. In every interaction we have ever had, he has always
been professional and has bent over backwards to be helpful and supportive.
Teresa Patterson:
Aside from Brad Pollard, who are your favorite art directors?
David Cherry: In the
field of book covers, I would have to say that Dave Stevenson at Ballantine
is my all time favorite art director. He is a good artist himself. He
knows what it takes to get a job done, what the stresses and problems
are, and he makes allowances. I also used to work with Ruth Ross at Ballantine.
She was wonderful too, very professional. She knew her field. She was
down to earth, reasonable. And her word was as good as gold.
With regard to magazines,
I always liked Rachel Holmen at Marion Zimmer Bradley's Fantasy
Magazine. I don't think any art director in the history of the
planet ever cared more about the artists or tried harder to be fair and
accommodating. She is a jewel. She is also, I hear, looking for a new
assignment, by the way. Anyone with connections that can help get her
placed back where she can do us all some good would have my sincere thanks.
And I have to throw
in a good word about Bill Fawcett too. He is not an art director, per
se. He wears lots of different hats. And he can be totally maddening --
like the time he sent me a copy of Photoshop(tm), with no manual, and
told me to learn it, and to produce a useable screen for one of his new
computer games. All this in one month -- and me still trying to figure
out Windows(tm) for pity sake, since I had only owned a computer for two
months at that point. I was charmed by his faith in me and devastated
by the load.
But all in all, Bill
has always been there for me through thick and thin. Especially thin.
If times ever got tough, Bill was there finding work for me. If he couldn't
find any, he'd invent some. He gave me my first professional assignment
as a freelancer, and he gave me my last, The World of Shannara.
And I love the way he art directed me on it.
"OK, Dave. The deadline
is the 23rd. Can you make it?"
"Yeah, sure, Bill.
What do you want it to look like?"
"Whatever you want,
Dave. Just make it cool."
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The
Sword of Shannara
by David Cherry From The World of Shannara
Copyright © 2001 Bill Fawcett and Associates. All rights reserved.
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There ought to be
more art directors like that.
Teresa Patterson:
You mentioned that you left cover work for the gaming industry. Other
than special projects, would you ever go back to book illustration full
time?
David Cherry: Life
is long. It is hard to say. I loved doing covers. I am sure I could love
doing them again. But there are some definite downsides to consider. When
I started, the business was directed and controlled by people like Don
Wollheim, Lester Del Rey, and Ian Ballantine. They were passionate about
all aspects of science fiction and fantasy -- art included. If they gave
art direction, it was drawn from a vast well of experience in a genre
that they not only understood, but loved and had helped form.
Once they were gone
I found myself frequently art directed by people who couldn't care less
and who often wanted you to jump through hoops just to show you who was
boss. And I am not necessarily talking about art directors here, although
there were some of those too. Once Wollheim, Del Rey, and Ballantine were
gone, there was no one left with a grand, overall vision and understanding
of what was called for. No one was sure enough of themselves to say, "Here.
This is what needs to be done. Now go do it."
It seemed as if, lacking
the vision or the understanding of the genre, no one wanted to take on
that kind of responsibility. Everything became a committee decision. Where
in the past I would work directly under Don, who did most of his own art
directing, or say, under an art director who might be reporting directly
to Lester Del Rey, I suddenly found myself being directed by a committee.
The art director might be involved, but so would one or more editors,
and (the bane of my existence) the [shudder] marketing people. I have
seen so many truly bad decisions fueled by the genius of marketing gurus.
You can imagine how
many more misdirections and changes and alterations get asked for by a
committee, where everyone feels he has to ask for one just to show that
he is involved in the process. And when the marketing people got involved
as well, with all their swell ideas (fresh out of some college textbook),
a fun and creative process was turned into an exercise in frustration.
I hear that the pendulum is starting to swing the other way now and that
people like Irene Gallo are helping the process. I hope so. It really
got to be a mess there for a while.
Another
negative, for me at least, in thinking about going back to doing covers
is a purely financial consideration. The pay today is approximately what
it was when I started in 1982. But it costs more to live, and I now have
a family to support, kids to buy cars for, college to pay for. I can only
paint so fast, only stay awake so many hours, but it takes more and more
paintings to make enough to live on. Freelancing is fun in that you are
almost totally your own boss and totally in control of your time. But
when you have to work constantly, that becomes a distinction with little
meaning.
Teresa Patterson:
As one of the few artists in the field to work as both a freelance book
illustrator and a company game artist, how would you contrast the two?
David Cherry: I loved
being a freelancer when I lived by myself and no one got hurt but me if
I couldn't pay the rent. And I especially loved it when the kids were
little because it allowed me to be at home with them 24/7. But while I
was at home, I was almost always working. My girls grew up in my studio
with their own desks near mine because Daddy was always working, so they
would come up and do art too. It was great. But I digress.
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"When you hire a plumber, you let him plumb. When
you hire an artist, why can't you let him art?"
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If
I go back to freelancing, I will probably do some book covers but will
probably also keep game art as my primary focus. It is such a new industry
that the people
who had the vision and the passion for it are usually still there in the
companies. So working in this field is much more like doing book covers
was when I could work with the Don Wollheims of the world. I like that.
It counts for a lot. The pay is often worse, so you have to do a lot of
little paintings rather than a few big ones, but the work is usually fairly
plentiful.
For the past year,
however, I have not been freelancing. I have been working as an artist
for Ensemble Studios, which has lately become a Microsoft company. We
make PC computer games like Age Of Empires, and Age
of Kings. Right now, we are busy at work on a similar but slightly
different game called Age of Mythology. Most of the artists
in the computer gaming world are 3D specialists. They work in 3D programs
on the computer and make models, then go into Photoshop and create textures
to go on the models. Then another set of artists takes the textured models
and animates them. One of the big lures for me is that I want to learn
all of that stuff. I have had some training in it, and it is a blast.
Any given aspect of it is fun.
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Brin
Ohmsford by
David Cherry From The World of Shannara
Copyright © 2001 Bill Fawcett and Associates. All rights reserved.
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But I was originally
hired to do concept art, having no training in 3D at the time. I was to
do 2D drawings of buildings and characters to show the modelers and texturers
what to aim for.
Eventually, however,
I migrated back to doing what I have done for years, which is, essentially,
marketing art. I have been doing really fun paintings of Thor, Odin, Isis,
Poseidon, etc. for magazine covers, posters, coffee mugs, t-shirts, what
have you.
I have, over the years
acquired a fairly extensive knowledge of Photoshop, so I do some of the
work on computer, but most of it is the old fashioned stuff I have always
done, painted by hand. My boss, Tony Goodman, had the insight to see that
something of this sort would be useful, and I think he had in mind all
along that I would end up doing this. I can't think of any other computer
game developer that has a dedicated marketing art department like ours.
The differences between doing this and doing covers are all positive ones.
First of all, to my
great pleasure and surprise, I have always been given whatever time I
need in order to get a painting right. That almost never happened when
doing covers. I was always having to send something out the door, lamenting
what it could have been like with only a day or two more to work on it.
Secondly, I am trusted and expected to know what I am doing. Art direction
is minimal and exists only to help, never hinder. It is also accurate
and knowledgeable.
When doing covers,
art direction was often by committee or by people who couldn't do a painting
themselves if their life depended on it. And having no concept of what
they were asking for, it was often more of a hindrance to the process
than a help. When I was freelancing I kept saying, "When you hire a plumber,
you let him plumb. When you hire an artist, why can't you let him art?"
At Ensemble they let me art.
There are other benefits
as well. A steady income is a nice change. Good health care and insurance
is something I really missed while freelancing. And with both kids needing
braces, it is certainly a good thing to have now. But the biggest change
for me, I suppose, is the hours.
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That
caught us flat-footed. Who could have imagined that someone would
do something like that?
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Every few months,
the company will call a "Crunch." Workers are expected to work from 10
a.m. 'til midnight for four days of a given week (normal hours the fifth
day) and to do that for two weeks. They think that that is working a lot
of hours. When I was freelancing, those would have been considered light
days. I often went for three or four months straight with no more than
four hours of sleep a night. That was not at all unusual.
Now, even though I
am not home during the day, I have evenings and weekends off. And when
I am off, I am really and truly off. If I want, I can just spend a whole
evening playing Purple Pooh Bear with Kasi or take a day and go to the
zoo. That is a magnificent luxury. It would be hard to give that up and
go back into freelancing, especially when the people I work for are so
thoughtful and wonderful and when the work I am doing is so fulfilling.
If I sound like a
happy man, I am. But that could change. Corporate environments constantly
evolve. Years from now I could be a victim of downsizing or find myself
working long hours for people I don't like on projects that are of no
interest to me. I doubt that will be the case, but it could happen. If
it does, I will be back into freelancing like a shot. One thing about
a strong portfolio, it is very good job security.
Teresa Patterson:
Your last book illustration project was the newly released The World
of Shannara. In that book, a full color opus dedicated to Terry Brooks'
fantasy world, you did most of the illustrations and actually designed
the look of the book. What was it like working with Terry Brooks?
David Cherry: I did
almost all of the art for the book with the notable exception of the cover.
By agreement, the cover was to have been mine as well. It was a great
surprise to Terry, Bill Fawcett, our editor and me when it turned out
that other art had been used. That caught us flat-footed. Who could have
imagined that someone would do something like that?
But other than that
particular slap in the face, every other thing about doing the book (except
for the long hours) was tremendous. Our editor was Shelly Shapiro. I love
her. She is really good. And when our vision of the project expanded beyond
the original concept, she was right there beside us, working to find ways
to make it all happen and produce the best book possible. And of course,
you and Bill were great to work with too. I know we all gave each other
ulcers during the process, but I am very proud of what we accomplished,
and if I had to do one of these things again, I would want to be working
with you and with Bill.
Terry
was fabulous to work with. He is a very kind and intelligent gentleman
and, of course, a tremendous author. It was extremely nice of him to open
his home to us so we could get the details of our project worked out and
establish a working relationship. I did not know what to expect.
Some authors could
have kept us tied up for years doing revisions to get everything just
the way they wanted it to be. Terry's view was that, any given book is
different for each person who reads it and that that person's view of
what a character or place might look like is, perforce, as valid as his
own. So, while he was nice enough to help out by sharing his own views
of how, say, Alanon should look, or how the airship or sword should look,
he was also open to allowing my own artistic interpretation to be expressed
when appropriate.
Garett Jax, for instance,
was done as I see him. Terry did ask for a few changes on other pieces
-- nothing at all unreasonable -- and I was happy to make them. It is,
after all, the fact that he took the time to guide my interpretations
that make this book so special. But he was always supportive, always helpful,
always a total professional whenever we had the chance to interact. I
value his acquaintance and consider it an honor to know him, much less
to have been allowed to play in his world as I did.
Teresa Patterson:
Since you were the initial designer for the book, how close to your vision
was the final product?
David
Cherry - Continued
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