I’m pulling out of my driveway! We all know what that means!
It’s time for another Drive to Work.
Okay. So last night, I got a text message from Matt Cavotta.
And he asked if I could give him a ride today. It turns out that I’d already
done my podcast for this week, so I wasn’t planning to do a podcast today. But
I haven’t had a chance to do a podcast with Matt for quite a while. So I
thought I’d leap on the opportunity.
So, in honor of Matt Cavotta, I’ve chosen—so whenever Matt’s
in the car, I try to pick a topic that I think Matt would add a lot to. And so
in the past we’ve talked about planeswalkers
since he was the impetus in creating, we talked about flavor
text and names,
both of which he oversaw at one point. So today I’m going to talk about another
aspect that Matt has had a lot to do with, the art.
I spend a lot of time
talking about design, so I spend a lot of time in this podcast talking about
the stuff in the rules text. But there’s a whole—a card has many more facets to
it. And one of the most compelling facets is the art box. So today, we’re going
to talk all about what it takes to make art.
So for those that aren’t aware, before… I’m on my way to get
Matt, obviously, let me remind you of a few things. So our arts are freelance.
All of our art are—the vast, vast, vast majority of our artists don’t work at
Wizards. And so what happens is, we use them all freelance to do the work. And
so when Matt gets here, we’re going to walk through what the process is and how
one becomes an artist, and I’ll talk all about the process.
But be aware that all of the artists that we use are
freelance artists. And that Matt, as you’ll see, started as a freelance artist.
In fact, that’s—the way I first got to meet Matt was Matt was an artist and
they flew him to the Worlds in Sydney, Australia. I think that’s where I met
Matt for the first time. And he was there signing autographs and stuff.
And anyway, he and I got a chance to talk, it turns out that
we went to the same high school. And were from the same city obviously. We both
went to Orange High School and both from the lovely state of Ohio, in the
relative suburbs of Cleveland. Anyway. So if… Matt should be out here. So like
I said, Matt lives very close to me. So we get Matt any second now. Hopefully
he’s just waiting for me. Like I said. So today’s topic. All about art.
Let’s see. Do I see Matt? Aha, I see Matt. There he is.
Okay. Let’s pick up Matt and start talking art. Okay.
MR: Good morning, Matt! So the topic today…
MC: Good morning.
MR: Is art. I figured you’d have something to contribute to
this.
MC: I might have a little bit of something around this.
MR: So I did a little bit of research, and between the two
of us, we’ve created 179 pieces of art.
MC: Wow! What’s the breakdown there?
MR: I think 178 are yours. So anyway, I was explaining that
our artists are freelance, pretty much are freelance. [MC: Yes.] So I wanted to
walk through sort of how—what exactly, how an artist becomes an artist, and
like from the artists’ side, what does it mean to be an artist for Magic?
MC: Okay, we’re going to assume first that the person was
already an artist.
MR: Yes. Other than me, most people were actually artists
before they get to draw Magic cards.
MC: There is an official process for artists to submit their
work to us. All of the Wizards of the Coast brands. And art directors can look
at that collection of artwork that is sort of curated and maintained by a
select few folks at the office. And there have been people who have popped into
sort of the roster of go-to guys through that route. But mostly the way we find
artists is by seeing work done in the industry, whether it’s games or books or
movies or what have you, and an artist, their work will shine, and it will be
recognized by one of us that, “Hey, we don’t currently use this guy and we
should.” So we go out and find people that way. People who have already made a
mark in some facet of the visual entertainment industry. We sort of have this
wonderful position of having a really strong and robust set of artists that we
can rely on, and it gives us the ability to cherry-pick the heavy hitters out
of there.
MR: So I do know, so Jeremy Jarvis is the current art
director. And I know something that Jeremy loves to do is as we go world to
world, he changes which artists we use because he tries to match the artist to
the world. [MC: Right.] That this year we’re doing Greek mythology, that
requires a different feel than say Innistrad
did, with a Gothic horror look, that he tries to play to the artists’
strengths. To make sure that our mix of artists really can do whatever world
we’re doing that, play to what they do well.
MC: For the sports fans out there, I’m going to use a
football analogy…
MR: The first football analogy ever on this program!
MC: Bam! I love it. If you are fielding a team, and you have
some serious badasses on your team, you’re not going to take them off the field
no matter what situation you’re in. But there are some guys who are specialists
for certain roles that you’ll bring in when you’re trying to defend on the goal
line or whatever. But you don’t take your mainstay dudes off the field ever.
[MR: Sure.] Magic art is kind of the
same way, where there are some guys who are so close to the heart of what Magic looks like that they can swim in
all of those different pools. But then Jeremy or Dawn will find artists that
really—it’s in their wheelhouse, whatever the flavor of the month is. And
they’ll add them to that group of usual suspects to create a look that is,
while still totally Magic, it leans
the way—towards Greek mythology or towards Gothic horror or whatever.
MR: By the way, you mentioned Dawn real quickly. Dawn is
another Magic—we have more than one
art director now for Magic. [MC:
Yes.] Jeremy is the main guy. Dawn is another art director.
MC: We just added Mark Winters also.
MR: Yes. Magic is
getting bigger and bigger. [MC: Growing!] Yeah, every time we create new
products, we need more art. Like, we need more art, because one of the things
people don’t realize is, we create—we produce a lot of art in a year. [MC:
Right.] And that while we have a lot of artists, we definitely are always
scratching for more artists because we produce so much material.
MC: Right. And the other thing that—for the listener who are
laser-focused on the cards, they might not be aware that we are doing art on
all kinds of things that aren’t cards right now. Or at least preparing to do
things that are not cards. And that spreads that go-to pool of artists a little
bit more thinly. So we’re always looking for more. We’re always looking for
more people who can express the brand and the sort of nuances that it has. And
also maintain a level of skill and quality that is hard to come by.
MR: And remember, we used to do one large set, two small
sets, and every other year do a core set. That used to be our staple.
MC: And we didn’t do new art in those core sets.
MR: Right, we didn’t do new art in the core sets. Now, we do
three sets a year, sometimes more than one are large, the core set has all
sorts of cards and new art…
MC: At least half new art.
MR: Half new art. And we do duel decks that have new art. We
do From the Vault and Commander and Conspiracy.
MC: Promo cards.
MR: Right. Just tons and tons and tons of things. [MC:
Yeah.] Like, the amount of art which we’re producing new vs. even like ten
years ago…
MC: And there’s things like the branded play. Like there’s a
series of cards for the Hero’s Path.
That’s all stuff over and above what we had been doing before.
MR: Okay, so. We’ll take you as the perfect example. So you
are an artist. Like, how did you get to the attention of Wizards?
MC: I’ll tell the story, but it’s generally not something
that I think would work anymore. The industry just doesn’t function the way
that it used to. [MR: Okay.] That just tells you how old I am. I used the good
old-fashioned persistence and elbow grease method, where I would put together a
small portfolio of what my best work at the time was, and I’d bundle it up in a
really conspicuous folder, like a pink or a purple folder, and then I’d mail it
to the art director directly. And call like three weeks later and say, “Hey, is
there a purple folder on your desk we can talk about?” And I had built up a
sort of working relationship with the then-art-director Jesper Myrfors. He was
kind enough to say, “No, you’re not good enough to do the work, but this is
what you can work on.” He didn’t just blow me off or whatever, and I really,
really appreciated that.
MR: Jesper Myrfors, really quickly, is the original Magic art director. He’s the person
[MC: Right.] who picked the Magic
font on the back of the card, and did the original frame layout.
MC: Right. And at one point he said, “Hey, Matt, you are really
close. Like, really close.” And I felt like I was one submission away from
making it happen. And I sent in my pink folder and I called back, and it turned
out that he was fired. He was either fired or he left or something, and I was
crushed. I was so, so upset. So they gave the stack of artwork that was on his
desk to the new guy.
MR: Who was the new guy at the time?
MC: That was Dana Knutson.
MR: Oh, Dana Knutson, right.
MC: And I called him, and I was the first new artist that he
hired. I think he wanted to exercise his new power [MR: Yes.] as the art
director, so he hired me, but I have reason to believe it’s not because of my
artwork entirely. I came to find out years later, after Dana and I had become
friends, that I sound, on the phone, exactly like his best friend. So he couldn’t
help but have positive feelings for me when we talked on the phone.
MR: So the key is, find out who the current art director is,
track down his best friend, listen to him, and try to copy the voice.
MC: That’s right.
MR: Advice here. Career advice from Matt Cavotta.
MC: Career advice. Like I said, I don’t think this technique
is going to work for…
MR: Okay, so, now you get to do… so what was your very first
piece of Magic art?
MR: What set was that from?
MC: That was Mercadian
Masques. [MR: Okay.] MC: It was one of the bad storage counter lands. [MR:
Okay.] Yeah.
MR: Oh, let’s real quickly, something for people to
understand. One of the bane of artists is that the artist obviously, they
consider the best piece of work whatever their best piece of work is. But the
audience, their favorites have to do with the card. Meaning if they really love
a card, they love the art that’s on the card, and so what artists have come to
realize is, their most popular pieces are very, very tied not to what the best
piece was, but what the most popular card it was on.
MR: Yeah, one of the things—so you were unique, or somewhat unique, in that
when you started doing Magic, you
actually played Magic, right? [MC:
Yeah.] Most of our artists do not play Magic.
And that one of the problems we often had is that what the art director does
is, they figure out the card concept and convey the card concept to the artist.
MR: Oh, right, right, right! Phelddagrif.
MC: Right. I knew immediately it was a Phelddagrif variant,
and I stopped him before he continued the description, I was like “Don’t tell
me. It’s a flying purple hippo.” And that blew his mind. He was like, “How
could you possibly know this?”
MR: Yeah, it’s Questing Phelddagrif, right?
MC: Yes. So yes, at times it pays to know what’s going on in
the game.
MC: Right. Right. That was fun. The Un-sets were a nice breath of fresh air as far as the—I don't know,
the air, like the air around a Magic
set is we’re taking this seriously. We are immersing ourselves in this world.
And the Un-sets sort of pop the cap off
of that and let the air out a bit.
MC: That was Zombie Fanboy.
MR: Zombie Fanboy. Very good.
MC: I’m your boy. [MR: Yep.] They let me make my own name.
MR: Yeah, we asked all the artists if they wanted to pick
their own nickname. And some cared and some did not.
MC: So speaking of Mise, that particular piece of art, if I
remember correctly, the original art resides somewhere near and dear to you.
MR: It does, it does. So I own four pieces of Magic art. I bought the original Maro. I bought the original Jester’s Sombrero, which was the art on the
Unglued pack, and then I own Look at Me, I’m the DCI, I guess I didn’t buy it, but I didn’t give it to
anybody else. I kept it. Along with my dollar check for doing it. And by the
way, the way, I was probably overpaid. And then, Matt, for my birthday, gave me
Mise. Mise was the cover packet of Unhinged.
MC: I figured that you could start a pattern then. With the Un-set packaging art.
MR: Yes. So I own four pieces of art, those are my four
pieces of art. So. And not only do I have the art, Matt also framed with it, it’s
the back of a Magic card, signed “Happy
birthday, Matt.”
MR: Oh, Fat Ass! Didn’t that win an award? That was in—I remember
there was some book that had, like—I forget the name of it, but there was some—
MC: It might have been a society (???)
MR: Yeah, there’s a bunch of things where you can get into a
special book and it’s like an honor thing, and Magic art shows up there quite a bit. So I heard, “Oh, there’s a
piece of Magic art from a recent
set.” And I open it up and it’s Fat Ass. Well, that’s an awesome piece of art
though.
MC: Speaking of places where art wins awards, the Spectrum
fantasy art annual every year has, I would say conseratively, fifteen to twenty
pieces of Magic art in it. [MR:
Yeah.] And that just shows you how talented the artists who work on our game
are and how the game provides an opportunity for artists to express themselves
in ways that are compelling to people even outside—the people judging those
pieces of art don’t know or care [MR: Right, where it comes from] about cards
at all. And yet they’re still finding some like eternal value in those images.
I think that’s pretty awesome.
MR: Okay, so let’s walk through. You get assigned a piece of
art. [MC: Yes.] Tell me the process, what happens.
MC: Me, or…
MR: From the artist, from the artist.
MC: Or one gets assigned?
MR: An artist.
MC: Well, the first thing that the art director does is he
or she will gauge how many pieces an artist can handle and still pump out their
best work. But let’s just say that they’ve determined that this person will get
one.
MR: And most art, by the way, behind the scenes, has two
waves. Meaning there’s two different periods of I think seven weeks? [MC: Yeah.]
That artists have to do their art.
MC: Right. Although that has been changing. Sometimes we’re
squeezing an entire 200+ card set into one wave because… [MR: ???] Just to get
it all done.
MR: Right. We never want to do that. [MC: No!] Sometimes we
have to do that.
MC: Okay. So the first thing that you’ll get is what we call
the art description, and it is a rundown of certain, like one-liners, like here’s
the tone that we’re looking for, and here’s the color of the card that this is
attached to. Here’s the placeholder name of the card, just to give it an
initial opportunity for inspiration on what that can be. And it resolves with a
description of what that art could look like. And I say could, because quite
often the art description comes as a strong suggestion, like, “This card
represents a wizard’s fire power destroying a wall.” Or whatever. “It could look
like Chandra casting wrecking ball made out of flame.” Or whatever. But if the
artist feels like they have an image in their mind that is as cool or even
cooler than what they did in the descriptions, they can propose an alternative.
MR: Right. So the first thing you do is you turn in…
MC: You turn in sketches of usually both the idea that you
were asked for, and if you have ideas of your own. You can provide options. Some
folks just like to jump in and do whatever it is that’s described. I was a bit
of a pain in the ass for art directors because I almost always tried to find something.
I don't know. A little bit deeper. But yeah. You’ll turn in sketches, those
sketches are reviewed by the art directors and the writers who are attached to
that particular set to check for continuity. In general, the art director
manages the feedback that has to do with making this look good, and the others
provide feedback on what is correct or incorrect.
MR: Right, so I’ll give an example. So let’s say we did a
piece from Theros. Someone like
Jeremy’s going to talk about how the art looks, right? Whether it’s positioned right
or whatever. Where someone like Jenna will come in and say, “Oh, that weapon
you were showing is not in Theros.
Here’s a collection of weapons you can choose from, but you chose a weapon that
isn’t from this place.”
MC: Oh, I lied! [MR: You lied?] I skipped an important step.
[MR: Okay.] Let’s just use Theros as
an example. Before an artist even starts imagining a picture in his or her
mind, and even in some cases before they get the art description, they’ll get
the world guide [MR: Oh, right right] for Theros.
And that is usually 80 to 110 pages of art and written materials that gives that
artist very deep understanding of what that world is all about.
MR: And we make one of these every year.
MC: At least one.
MR: And it is crazy the amount of energy, it’s like a little
phone book of just like, “Here’s everything you wanted to know about Theros, Ravnica,
Innistrad, whatever the world is.
MC: The funny thing, though, regarding that amount of
energy, is if we didn’t do a world guide, [MR: Yeah.] The amount of energy it
would take to art direct individual pieces into being cohesive [MR: Yeah.] It
would be impossible actually. As much work as it is to put together the world
guide, it allows those artists to express themselves without having to be
corralled at every turn by the art director. “No, they don’t wear those kind of
helmets. No no no, that’s the wrong color for this group.”
MR: So as an artist, I’m sure you really appreciated the
world guide, because it really gave you a sense of what the world was, right?
MC: Yeah. Absolutely. And in the case of that illustration
where Jenna pointed out that’s not the weapon, at times it can be as simple as,
“Use weapon D on page 87.” [MR: Right.] And it just clears everything up right
there.
MR: Yeah, there are all sorts of funny stories, I think this
happens a lot less than it used to, where we would say something, and the
artist doesn’t understand the fantasy reference, and so they go to a real-world
reference. Like for example, multiple times this has happened, where we’ve asked
for a drake and we got a duck back.
MC: Ahh, yeah.
MC: Some kind of walla.
MR: Some kind of walla.
MC: Clearly it’s a walla.
MR: Okay. So you have your sketches, you turn them in, you
get notes on the sketches, what next?
MC: And I’d say that more often than not, well from my
experience, more often than not, the sketches are pretty much either very close
to approvable or approvable as-is.
MR: It varies. I… yeah.
MC: But now that we’re getting much more immersive with the
worlds that we are depicting, it matters more that all of the nuances are on
point. So I haven’t been involved in Magic
art in five years, so it’s possible that
I was just lucky enough to miss that trend and not have to deal with that level
of detail and scrutiny.
MR: The other thing that will vary is, some artists are
very, very familiar, have done a lot of Magic
art, and some artists I know the first time they start working with us,
that there’s little tiny details tat you might not think matter, that just they
don’t realize. And as soon as it’s pointed out, they’ll go, “Ohh, ohh, I didn’t
realize,” they’ll…
MC: It also takes a little time and it might take a few
cards of back and forth with the art
directors for them to provide feedback on the nuances that make Magic fantasy Magic fantasy art. As opposed to something like Lord of the Rings
or whatever. For example, if someone puts a—if an illustration calls for a wizard
shooting a flaming wrecking ball into a wall, [MR: Yeah.] if that wizard is an
old man with a beard, it’s probably not going to work out. [MR: Yeah.] That’s
just not part of what we do. Magic,
a Magic wizard is young and
energetic and—
MR: We also avoid certain stereotypes, [MC: Right.] Like we
avoid the long white beard and pointy hat with stars on it. [MC: Absolutely.
Right.] Okay, so, they turn their sketch in, they get approval on the sketch,
what’s next?
MC: Next, they take the rest of the time between that moment
and the due date to polish, to finish out the painted piece. I would say most
of the time that painted piece comes in and it’s just like, the team oohs and
ahhs. And says how awesome it is. Because you know what you’re getting into
with the sketch. But sometimes in that finished stage, the art is in applying
color, or applying detail to a suit of armor or whatever might get a little
off-track, and it has to be reworked some.
MR: Also, there’s a few very quirky Magic things that is easy—like, one of the most famous is, if a
creature flies, it has to clearly look like it’s flying. And if it doesn’t fly,
it can’t look like it’s flying. And I know…
MC: I think that second one is more important, because you
do have images of dragons and sometimes demons. [MR: Well…] If their wings are
unfurled, we get it.
MR: Well, right. I mean, it has to look like it flies. First
of all, almost all the dragons fly. So if you see a dragon, you assume it flies
[MC: Yeah.] from a Magic standpoint.
[MC: Yeah.] But for example, a lot of times there’s like ghostly things, that
are spirits that aren’t supposed to fly, so it’s tricky, because if they’re
hanging and not touching the ground [MC: Right] there’s this expectation that
maybe they’re flying. [MC: Right.] I know that’s a very common thing that—anyway…
MC: That gets caught at sketch stage though. But at the
point where you turn in your final piece, in essence that’s the end of the line
as far as the work is concerned. Unless there’s color adjustment or “Hey dude,
you painted two left hands on this guy by accident” or something like that.
Which has happened.
MR: Okay, so you get the art, the art gets approved, so what
happens after, for an artist, what happens after the art is approved?
MC: Afterward, for an artist that isn’t aware of the pace of
Magic releases, it pretty much goes
a little bit dark. You submit your invoice and you get paid, which is awesome.
And at some point soon after the prerelease, you will get your product. You’ll
get your…
MR: Artist proofs.
MC: You get artist proofs. And in some cases you’ll get a box
of booster packs. So the artist can see what their work is like in its natural
habitat.
MR: So artist proofs, for people who don’t know, on the
front it’s their card, and on the back is white. [MC: Right.] There’s no Magic back.
MC: Right. It’s not a Magic
card officially, as far as being able to be played in games and whatnot. But it
gives them a very clear picture of how their art is being expressed.
MR: And it’s something that’s very common for artists to
sign, and…
MC: Right. They’ve become a collectible thing in their own
right. And that white back has become popular for sketches and signatures and
whatnot.
MR: So I know a lot—and clearly you did this, but so some
number of artists we take to events. Want to talk a little bit about that?
MC: Sure. The higher-profile events, the ones that draw a
crowd beyond just the competitors, those are the ones where we like to have
artists on hand to—I would say to help foster the environment of Magic appreciation even beyond playing
the game. Appreciation for the art is, I believe, one of the more powerful
draws to our game. It’s possible for someone to look at a pile of Magic cards and not be able to grok a
single word on the bottom half and still be engaged with what they’re seeing.
That’s power. I think that’s super important to us. So having artists on hand
to hobnob and answer questions and in some cases sell larger printed pieces or
even original art to people, it fosters that appreciation community within our
fan base.
MR: Yeah, and there’s always long lines, I mean the people get
real excited. So people usually bring cards to sign. [MC: Yeah.] That’s
obviously one of those standard things. So what is the most number of cards
anyone at one time tried to get you to sign?
MC: I was at Gen Con probably ten years ago or so, and this
guy came by with a folding chair. And when he had his own chair to sit down, I
knew I was going to be in trouble. And he dropped down a stack, honestly about
eight inches high. I don’t know how many cards that is, but it’s way more than
the recommended fifteen to twenty. I mean, it was probably like… I don't know,
could that be a thousand cards?
MR: Maybe. Hundreds and hundreds of cards.
MC: Hundreds of cards. I was not thrilled about that. But
there wasn’t a lot going on, so… [MR: So you signed it?] I took my time. Yeah,
that was not great.
MR: Yeah, so I was talking about, I think the first time I
met you, my memory is when you were the artist at Worlds in Australia.
MC: That was awesome.
MR: So that has to be fun, I mean one of the perks of being
a Magic artist…
MC: Oh, one of the greatest perks.
MR: Getting to travel around the world and…
MC: Yeah, I have done a lot of continent-hopping, and it’s
all because of Magic. That was a wonderful,
wonderful opportunity.
MR: Yeah, Magic’s
actually gotten me to every continent but Antarctica. Africa’s a tricky one. We
had an Invitational in Capetown. [MC: Right.] But that was a… so anyway, we’re
almost to work. Anything other things you want to say about artists that most people
might not realize, when they think about the art of Magic? A final thought?
MC: A final thought. It’s awesome?
MR: The depth of the…
MC: Oh yeah, here’s a final thought. This one will add a
nice little note of finality in more ways than one. One of the ways that I know
that Magic art has really elevated
its game, and Jeremy Jarvis and I both agree on this because we feel the same
way, the way that we know that it has grown and it has gotten better is that we
both think of ourselves as now obsolete. Because we could not do art and cut
the mustard anymore.
MR: You don’t think you could?
MC: I would say that more than half of the art that I have
done has no business anymore. [MR: Yes.] Now that doesn’t mean that some of
them, some of my finer moments wouldn’t still [MR: Ehh…] like hang with the big
boys. [MR: Yeah.] But for the most part, we’re both totally happy to see that
the art has grown beyond us. I think that just says that we are old and
has-beens, or it’s really gotten pretty darn cool.
MR: Well anyway, thank you, Matt, we had a little extra trip
in today, so you got a little extra time with Matt. So thank you for joining
me.
MC: Awesome.
MR: So I told them, it wasn’t even a podcast day, but it’s
like, “Matt’s coming, we’re going to podcast.”
MC: I’m a gamer!
MR: Anyway, thanks for joining me, and so guys, as always, I
love talking about Magic and Magic art, but even more, I like making
Magic. So it’s time to go. See you
next time.
Add a comment