Magic: The Gathering Drive to Work Podcast - #985: The Brothers' War Art with Taylor
Episode Date: November 18, 2022In this podcast, I sit down with The Brothers' War Lead Art Director Taylor Ingvarsson to talk about the world building and art for the set. ...
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I'm not pulling out the driveway. We all know what that means. It's time for the Drive to Work at Home Edition.
So today I have Taylor Ingverson here to talk about art.
So Taylor, you were the main art director, right, for Brothers War, is that correct?
Yep, yep. From the concept push, early world building, and through commissioning.
Okay, so let's do all of that. Let's start at the very beginning.
So what's the very beginning. So, what's
the very first thing you were told about the set?
We were doing
the Brothers War, and I immediately
had to go read these books.
But no, it was super cool.
It was really loose. It just basically
we wanted to go
back and revisit the Brothers War
and do this as a magic set.
So creative lead Emily Tang and myself basically set out to just read the book many times over.
And then Miguel, when he came on to the scene, do the same thing and try and figure out ways that we could update the novel into a card set, which was at the time felt very challenging.
And there are things that I'm super happy that we did and some things that, you know, worked out just great for the card set.
But we just wanted to try and capture everything that we possibly could from the novel, staying true to it.
everything that we possibly could from the novel, staying true to it,
while kind of bringing in our own vision and things that we could update or blow out that the novel didn't really mention all that much.
Yeah, I just want to mention for the audience to understand,
so antiquities existed as a set, but we don't see the Brothers' War.
They dig up, like, you know, antiquities from the Brothers' War.
So there's no visualness of the Brothers' War
other than a few random objects.
The novel, Jeff Grubb wrote a novel,
but it's a novel, it's all in prose.
And other than a few really sporadic card images,
there was no visual imagery
of what the Brothers' War looked like.
Yeah, no, 100%.
We took a lot of inspiration from the antiquity set, like you mentioned,
but we couldn't just recreate that.
Some of those things were pretty bananas.
I'm not going to even attempt to get the card names right,
but some were like, I think there was like a shovel-looking machine
with legs running around, which was pretty cool.
But the project really left us a lot of creative freedom
to explore and build things out for the setting of the Brothers War
and kind of build out what Terrasier looked like
thousands of years ago before we see it on the map
in current Dominaria.
There are a lot of things...
I was going to say, when you first built i'm saying what was your visual when you first built
the world what was your visual through line like what what was it you wanted the world to look like
what guided you yeah so there are a lot of things that were going around of should we just make this
look old um and that that wasn't really the idea that we wanted to run with we wanted we wanted everyone to feel like they were very
successful and uh in their in their craftsmanship and sort of like civilizations that they built um
with on this continent um but the biggest visual through line was that we knew we wanted
this to be about robots uh mechanically and thematically, so we really, really wanted everything to feel like
everything was being adapted to deal with robots, robots being built, and everything like that.
We wanted it to really feel like a cinematic approach to this novel, like we're making a movie
nowadays. Now, was it important that Mishra and Urza had distinctive qualities visually?
Yeah, absolutely. So the novel does a really good job of sort of setting the brothers up
and showing how different they are, especially once they split. So Urza goes off and like,
long story short, kind of has a simpler, easier life, I guess, so to speak, where he always finds himself in
seeds of power. And Mishra kind of has a little bit more of like a harder life growing up after
they split. So we wanted that to come through in both their designs. Urza is always very powerful
and staunch looking from the Urza everybody knows knows the long hair, the gray beard
and then we just sort of like
deconstructed his look
for three different acts that we wanted
to do with this story just to try
and capture a decades long conflict
so he's always kind of like clean cut
very stately
looking and a little bit bigger
and more powerful and Mishra
we wanted to feel like sort of
the the 90s bad boy um heartthrob biker guy um throughout the setting um so that visually you
could obviously just tell the brothers apart and hopefully capture what their attitudes um
were about uh just by taking a peek at them um we actually the Mishra that we riffed off of pretty hard
was inspired by, it was an old Scott Fisher piece.
I can't remember if it's a Mishra card
or just like a Mishra spell card,
but really got that, I forget the name of the hairstyle,
but all the TV shows back in the 90s
had that sort of like bowl cut.
No, not bowl cut.
That's the wrong, that's the wrong word had that sort of like uh bowl cut no not bowl cut that's the wrong that's the wrong word
for that so you're talking about mishra artificial prodigy which was from time spiral scott fisher
was was the artist so it's the first time mishra ever got a card uh yeah it's a legendary creature
of mishra he actually got one before urza if you don't count blind seer from long ago um so you
had they they physically had a different look did their inventions did their you know like one before Urza, if you don't count Blindseer from long ago. So, they
physically had a different look. Did their
inventions, did their, you know, like
did you try to separate how
the creations of Urza differed
from the creations of Mishra?
Yeah, absolutely.
Taking their personalities into
account was a huge inspiration for
their machines and the design
of their mechs.
Trying to keep that same through line coming across,
we sort of pictured Urza as more of like a defensive player on the battlefield.
So all of his machines are, well, both their machines are huge,
or can be huge, but very like big and imposing,
bulky silhouettes that feel pretty slow but incredibly powerful, sort of like a heavyweight boxer on the battlefield.
So you could just imagine sort of just, like, legions of these things lining up and creating, like, an immovable wall, essentially, to try and get through.
we wanted everything to feel like super fast and aggressive and and uh sharp like you just wants to get across the battlefield as fast as possible to tear apart his brother's machines um there's also
just like a hint of phyrexian influence in a lot of mishra's uh designs just trying to trying to
weave in as many of the plot points as we possibly can of him being sort of haunted by nightmares of Phyrexia and his experience there.
So that's really what we wanted to get across in their robot design is really
trying to have them be reflections of their own personalities and how they
sort of look at the world.
There's also a bunch of fun stuff where this is sort of like where it comes in
with inspiration from the antiquity set and then just designs from the 90s from other magazines or cartoons or movies back then.
And like everything sort of has like this, it's like a layer of grit on it, both like in the artwork or just everything very textural.
And I feel like when you run
your hand across it it'd be a little bit it would be a little bit gritty but also everything kind of
has this i don't know i said awkward chunk a lot uh during the development of of this one but what
it meant was leaning more into just like really awesome shape language that didn't
necessarily have to make sense if you were going to build it today.
Obviously we want things to be believable,
but that's sort of the way we wanted to try and pay homage to the previous
magic sets and just sort of the art and time period of the nineties was apply
some grit to everything and then bring out these like
really big shapes that might feel a little bit precarious if you put them on them can you explain
the audience what is when you say shape language what does that mean when you talk about that oh
yeah yeah absolutely so everything has a particular shape language and that's how you know
it belongs to that particular group or faction so So shape language is just literally like really leaning into how you want to describe how
something looks and very much just like a visual language.
So when you see one of Mishra's robots, you know exactly right off the bat, oh, that's
one of Mishra's bots and not one of Urza's machines.
So that's generally what I mean by that.
And how did the shape language change between the two?
Like, how do you visually know it's Urza versus Mishra?
Yeah, so kind of like what I was saying earlier, Urza's machines are very clean and big and bulky.
And Mishra's machines are very live and aggressive and very fast, fast looking.
I wanted them to feel sort of like hot rods zipping across the desert.
So that's kind of how they vary.
Mishra's are very live and fast and Urfa's are very big and bulky. You also bring up the 90s a lot.
So obviously the story, the original brothers war story came from the 90s
it was created in the 90s were you trying to get sort of a a look that sort of had a nod to the 90s
yeah absolutely um the brothers war was a fun moving target to hit where you wanted to stay
true to the source material but you wanted to kind of like update it through the modern lens so um the 90s had a huge influence on where we wanted to uh go visually with this
particular set um everything from just taking inspirations from popular tv shows at the time
and letting that inspire some some shapes especially for for gix. If you re-look at his design,
very inspired from a lot of popular villains
and sort of like cartoon shows of that time period,
as well as the original awesome art that we have of Gix
from back in the day.
So yeah, absolutely.
The 90s played a huge, huge role
in the visual development for the Brothers War.
So I want to bring up a different decade now.
So the 1910s.
So I know one of the things that you guys talked a lot about was looking at some of the visual iconography of World War I.
Do you want to talk a little bit about that?
Yeah, yeah. So the conflict of the brothers war takes place over decades um and we were kind of
beating our heads against the wall of like how are we going to do a decades-long conflict in
a magic setting um magic is is an incredible game but for with stories that can be a little
bit tricky sometimes because it's it's a non-linearlinear story delivery vehicle.
So one thing that we came up with was trying to do, breaking the story up into three acts to try and show the brothers' progression throughout their lives.
But the other big thing that we wanted to play around with was the idea of sort of trench warfare being sort of a vehicle to allow us to just show how long and drawn out this conflict is. And so World War I, we have our own unfortunate examples of this, of people just hunkering down
and trying to do the best they could to sort of adapt to a change in how warfare was conducted,
to a change in how warfare was conducted and it just feeling like a slow slog of a fight.
So that had a big influence
on the environmental cues for Brothers War also.
So real quickly, you mentioned this,
so the audience might not be aware.
When we talk about three parts of the story,
like the three acts of the story,
so in War of the Spark, which was another set that of the story, like the three acts of the story. So in War of the Spark,
which was another set that followed the story,
the three acts were like morning, noon, and night.
Like they were three parts of the day.
But this set takes place, I believe,
over seven decades, correct?
70 years.
Yeah.
So act one, they're boys, right?
They're going to the Cave of Coilos
and finding the Might Stone and the Meek Stone. Act two, which is I think the longest, is kind of the cave of Koilos and finding the might stone and the meek stone
act 2 which is I think the longest is kind of the middle
of their life and then act 3 is
the end which they're old men
yeah
so act 1 is
very much
spends a lot of time as
them with kids and their mentor
Tocasia
and it basically leads up into the brothers splitting, Tocasia's unfortunate demise, and then basically the evidence of the start of the war.
time span i think that we spend uh within each of the three acts um the structure the trenches being built tank traps factories being put up in the environment um and then that's where like the
bulk of all the high action fighting happens and takes place on cards um is within act two and like
the seeing crazy machines um and big old dragon engines and all that stuff. And then Act 3, everything is sort of like the main
continent of Terrasier has been just strip mined of all of its resources.
It's a desolate mudscape full of
dilapidated machines. The sky is choked with
smog. It's very dark and gloomy.
But we wanted to bring like a little bit of
color into it so everything didn't feel so so down in the dumps um and just brown on on cards so
um we wanted to try and play around with the idea that as good as the brothers are they couldn't
really crack the code of studying the thran artifacts way back when they were boys in the caves.
So we tried to come up with showing that because they couldn't crack the code of how the Thran built their machines,
so with their own machines, they're still awesome and huge and big and very powerful,
but their power stones degrade over time.
and big and very powerful, but their power stones degrade over time.
So in Act 3, you'll see these magical little twinkles of twilight floating around in the air.
And that was sort of like our little nod at trying to show again
just how long everything's been going on,
and even these magnificent machines are degrading
and starting to poison the atmosphere a little bit.
Act 3 is also sort of where
we get this like really big contrast in environment um because the brothers go from the main uh
continent of teresier over to the island of argoth um for more resources because they just they're
constantly just wanting to keep keep this conflict going for someone to be the victor. So there we get to really elevate the high fantasy, and that's where we'll see
Titania and her forces of
tree folk and elves and sprites going toe-to-toe
with these robots. I've mentioned it before in a couple different spots,
but some of my favorite pieces are just seeing tree folk
cleave through robots or a sprite jump out of the chest of a robot as it's exploding in the background.
It was a really fun, fun act to play around in because you have this absolutely depressing situation on the mainland.
And then you get to come to this beautiful island of Arga.
That's like the picture perfect vacation spot, beautiful
beaches, lovely forests and then
you know they didn't want anything to do
with the conflict but they're going to do
everything to defend their homeland
so it's really, Act 3 has a lot
going on in it
it's really really fun to play up
that contrast. Yeah one of the
tricky things
I joked that this
set was a little bit like a Universe is
Beyond set, in the sense that
the story was already locked in, right?
Normally when we build a magic world, well,
if we need something, we build it in.
But this story was kind of a
locked, known story.
And Argoff, the reason we spent so much time in Argoff
is, like, there was nothing for green.
None of the story had any green in it.
And we had to find places to sit green.
So let's talk a little bit about, we talked a lot about the world building, but let's talk a little bit about getting artists.
So one of the things that I find really fascinating is the artists vary from set to set.
Like, you don't, it's not like it's the exact same number of artists and the next set is completely the same artist like they're we have a pool but you want to adapt which artist you
choose to the world you're building we talk a little bit about like what what did brothers
war want yeah absolutely um real quick just going back to green yeah with artifacts uh
this this was very much an area where uh we got to sort of take some liberties with the source material
and kind of fill in some of the gaps
just for the needs of the card set
so artifacts in green
doesn't happen like
a lot a lot so this is where
we sort of got to like play around with
scrappers sort of putting
together their own machines or
magical tree vines sort of putting together their own machines or uh magical tree vines sort
of taking over uh shells of of misha or urza's bots and like reanimating them and kind of walking
around um none of that's really mentioned in the in the story or anything like that but so that was
a fun little a fun little twist that we got to play just so that we could fill out some green
automatons which was which was a ton of fun um but shifting over to your other question for what does brothers war want
with uh as far as artists goes um it was sort of trying to hit a similar uh target as how we kind
of approach the set in general um being able to bring back some um artists that have been doing work for Magic for a long time
was something that we wanted to bring into the fold for this set as well.
Richard Kane Ferguson did a card for this, I think it's like Dispel or something like that.
Forgive me if I got that card wrong.
Mark Jadine did some stuff for Commander.
Mark Jadine did some stuff for Commander and really trying to like capture what was really awesome about art, fantasy art from back in the day and allow that to come into the Brothers Ward was really important to us. making it feel like approaching this as sort of like a cinematic movie like we wanted it to feel
like people were going and sitting down in the movie theater and getting to watch
like michael bay create the brothers war and see all these beautiful things on the screen
selecting ours and creating like your perfect plan for each set is always a is a fun challenge
it's a giant puzzle i call it like the sudoku step of what we do
because once somebody is unable to take something it can affect like the next 20 people's assignments
so you're always trying to set the artists up for success the best way you can and give them
um assignments that that feel like they're tailored for them We do that a lot of ways by either adjusting what we're asking for to fit
what the artist is great at,
um,
or adjusting who's assigned to this particular card to make sure that they
can actually achieve what we need them to achieve for this.
Can you give an example of an artist and like how we adapted,
like we gave them this card cause they're good at this thing.
Yeah.
Okay.
Let me think for this
this particular set um so while you're thinking i did look it up disenchant was the richard
king ferguson picture yeah okay thank you um yeah okay so it's a joe mehan comes to mind I wanted someone who could bring
say his name one more time
Joe Meehan
fantastic artist
there's this item in the story called the Silex
and it's really just a bowl
when you think about it, it's a magical dish
it's a lot cooler in in the narrative
and the fantasy of it and magic's history um but design wise it really is it's a bowl so we
uh we put some fran engravings in there um but it was a great example of
the event pairing with the artist to try and make this something very exciting
and sort of express
how magically powerful
this particular item is.
Let me get some context
to the audience
because they might not be aware.
So the Urza Silex,
Urza uses it to end the war.
It's the thing he uses basically
which blows everything up.
And in the modern story,
the reason Teferi's going back in time
is he needs to learn about the Silex.
And he needs Saheeli to make a copy
of the Silex. So this is like
very, very central to the entire story
and very pivotal in the actual
original Brothers War. It's the item
he uses to end the war.
So like, yeah, it's super, super
pivotal and it's a very destructive element,
and the art has to show how destructive it is.
That's an important part of the art.
Yeah, we needed this to feel very powerful,
and we took a little bit of liberties with this as well, too.
Like, just like what you were saying,
if you look at a modern map of Dominaria
and a Brothers War era map of Dominaria,
the shattered island of argoth
is because this silex was activated so this silex blew up the entire island uh triggered all the
events uh that happened on dominaria such as the ice age um after the brothers war um So it is an item that is not to be trifled with. So Joe was able to bring like
just sort of an epic level of awesomeness to this particular piece. It's right after the Silex went
off. So there's like the earth is sort of cracked and shattered, but the silex is still glowing and floating almost like nothing
happened um and i think that that that particular image on that card could have gone so many ways
um but i think he was he was really able to capture just how magical and powerful this
particular item is okay and other images that come to mind of just like this artist or this image
really captured something.
Yeah.
Um,
re-imagining Gix and bringing them to,
to life,
uh,
both in the card set and in the concept push,
um,
was really,
really fun.
There's a bunch of artists that sort of went in to the hand for these,
uh,
well,
there's a lot of artists that did a lot of stuff for the set
and then a lot of great artists
that really, really helped us out in the concept push.
Anna Steinbauer redesigned Gix
during the concept push
and she did a fantastic job
going back and forth with me
and really updating Gix's design
and also the brotherhood of Gix and just sort of how the thinking behind
how Gix would sort of manipulate his followers
or place his hand in their heads to see what they have seen.
But Anapoda Morna illustrated the card for Gix in the Brothers War
and it's just absolutely incredible.
We really wanted to capture that moment where Gix is coming through the Phyrexian portal.
So I wanted somebody who could really bring a lot of that energy and just like imposing will that Gix has and could have to the card, and she actually
blew that card out of the water. It's one of my favorite pieces in the set, for sure.
Yeah, it's a very impressive piece. One thing about doing a podcast,
it's very hard when we're talking about images. So guys, as we're talking about this, you've got to go look up the images.
So this is Gix Yawgmoth Prater. Go look up the images so you
can see what we're talking about.
But yeah, they're really cool.
Yeah, and the other interesting thing is
that, so the Phyrexians,
there was a balance we had to strike, because
they play a role in the Brothers War, but not
a big role. But in the
larger story, they play a very big part.
So, like, we both wanted to make
sure that we represented the Phyrexians,
you know, but not have them take over, because the Brothers War really isn't about Phyrexia.
I mean, they influenced Mishra, but...
Yeah. There's also a...
Newer to card sets, I believe this is the first time he worked on a card set with us, but he's been doing concept work with us for a while.
worked on a card set with us,
but he's been doing concept work with us for a while.
Leon Tucker absolutely crushed all of his cards with,
he did, I believe he did six cards for Brothers War.
It looked like he did seven cards for Brothers War.
Seven cards.
Oh, because he did the promo too for Mitra's Foundry.
Yeah.
Yeah. So like Mitra's Foundry is just
giant mechs throughout the story.
Yeah, let me say what he did real quickly.
So he did Platoon Dispenser,
Skitterbeam Battalion, Rootwire
Amalgam, Clay Champion,
Aeronauts Wings,
Cityscape Level, and as you said,
Mitra's Foundry.
So.
He's been great. And we've been using him ever since
for continuing to do concept art
and on cards
and I hope to continue to use him more.
Yeah, I know.
One of the things the audience isn't aware
but I know you're acutely aware
is artists as a resource
is a very valuable resource.
We have a lot of cards to make.
We have a lot of art to do
and so I know you guys are
constantly looking for new artists while
working with lots of existing artists.
How many
new artists do you tend to, like on a set, how many new artists
do you usually do on any, like Brothers War?
How many new artists were on Brothers War?
Gosh. I'm going to put my
foot in my mouth on this one.
I mean, you can guess a number. It's not,
you know. I i'm gonna guess on
brothers war five to ten new artists um but in general uh we have there's so much stuff going
on right now so the the pool is always expanding i think right now we have like 800 something on
our our uh that we work with on our artist roster um and they're all it's
always rotating um so we always like finding new voices to help us tell our stories um and just
bring incitement to this brand so if you're a magic artist feel free to reach out or meet one of us at an event or chat us up,
we're more than happy
to talk, so.
Yeah, it is amazing
that it's at,
because we keep
bouncing around,
like every set
is very different,
you know,
like this,
this is the Brothers War,
but, you know,
earlier in the year
we were like doing
1920s, you know,
magic,
or we were doing
Kamigawa, which was very sort of more, more modern, you know, magic, or we were doing Kamigawa, which was
very sort of more modern,
you know, and like,
I don't know,
I find it fascinating, just, you know,
you guys keep knocking on the part, but we keep
like, here's this, this is completely
different, we're doing this thing now.
Yeah, we get to work with a ton of great
folks, and it does rotate
based on the ask of the particular world, or what we want to work with a ton of great folks, and it does rotate based on the ask of the particular world or what we want to achieve with it.
But we're always hoping to keep people happy and hope that they're happy working on Magic and hope to just keep working with everybody.
It's great.
So I'm almost at my desk here. So any final thoughts about the,
the visualness of the brothers war of making all the,
all the mini arts and all the world building and everything.
What,
any final thoughts on brothers war?
Yeah,
I think there was,
there was a lot to generate and create for the brothers war.
And it was all incredibly exciting and
i think they're like the all the different factions were so much fun to take on they had
their own unique challenges um between like the brotherhood of gigs the third path uh the philogy
which were super fun to work on and reimagine. Argive, the people of Argive.
Yochia.
It was really, really, really exciting to just sort of let all those different cultures kind of have their own personality shine through
and be able to give them some spotlight outside of just the two brothers.
I think that for me was one of the most fun parts about this particular
magic set is that we got to highlight characters and peoples that didn't get the the page count in
in the novel um but were super important to the story so um i think that was that was that was
really really fun to do with this particular set.
Well, I should say, I loved how it turned out.
I think it looks great.
I mean, I'm an old, old-time Magic player, right?
I remember opening up Antiquities packs,
and back then, like, the Antiquities really kind of hinted at the story,
but didn't show the story.
So it's really exciting now to, like, actually see the story in a way that we've never really done before.
So that's awesome.
Awesome. Cool. Yeah, I'm glad you like it more.
But anyway,
I want to thank you for joining us today.
So thank you, Taylor, for being with us.
Thanks so much for having me.
And to everybody else, I can see my desk.
So we all know what that means.
This is my end of drive to work. So instead of talking magic,
it's time for me to be making magic.
So once again, thanks for being with us, Taylor.
And to all of you, I will see you next week.
Bye-bye.