Magic: The Gathering Drive to Work Podcast - Drive to Work #134 - Art
Episode Date: June 27, 2014Mark shares a ride Matt Cavotta and they talk all about the role of art in Magic. ...
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I'm pulling on 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 Cavada, and he asked if I could give him a ride today.
Now it turns out that I 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 in quite a while, so I thought I'd leap on the opportunity.
I haven't had a chance to do a podcast with Matt in quite a while.
So I thought I'd leap on the opportunity.
So, in honor of Matt Cavada, 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, that he was the impetus in creating.
We talked about flavor texts and names, both of which he saw 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, the 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 unaware before I'm on the way to get mad obviously let me remind you of a
few things. So our artists are freelance. All of ours or the vast vast vast majority of 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 the artists that we use are freelance artists
and that Matt, as you'll see, started as a freelance artist.
In fact, 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.
Turns out that we went to the same high school,
and we're from the same city, obviously.
We both went to Orange High, Orange High School, and both from the lovely state of Ohio, in relative suburbs of Cleveland.
Anyway, so if, Matt should be out here.
So I, 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 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?
Dun-da-dun!
Aha! I see Matt. There he is.
Okay, let's pick up Matt and start talking art.
Okay.
Morning, Matt.
So the topic today is art.
I figured you'd have something to contribute to this.
I might have a little bit of something or other.
So I did a little bit of research, and between the two of us, we've created 179 pieces of art.
Wow. What's the breakdown there?
I think 178 are
yours.
So, anyway,
I was explaining that our artists are
freelance, or pretty much are freelance.
So, I wanted to walk through sort of
how
exactly, how an artist becomes
an artist, and like, from the artist side, what does it mean to be an artist for an artist, and from the artist's side,
what does it mean to be an artist for magic?
Okay, so we're going to assume first
that the person was already an artist.
Yes.
Other than me, most people are actually artists
before they get to draw magic cards.
There is an official process for artists to submit their work to us, all of the Wizards of the Coast brands.
Art directors can look at that collection of artwork that is sort of curated and maintained by a select few folks at the office.
few folks at the, at the office. Um, and there have been people who have popped into the, uh,
into sort of the roster of go-to guys, uh, through that route, but mostly, um, mostly the way we find artists is by, um, 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'll 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 there.
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 to world to world, he changes which artists we use because he
tries to match the artist to the world.
Right.
And that this year we're doing Greek mythology, that requires a different feel than, say, Innistrad did with a gothic horror look.
He tries to play to the artist's strengths
and make sure that our mix of artists really can do whatever world we're doing
that plays to what they do well.
For the sports fans out there, I'm going to use a football analogy.
The first football analogy ever on this program.
Bam! I love it.
The first football analogy ever on this program.
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.
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.
that they can swim in all of those different pools.
But then Jeremy or Don 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 toward Greek mythology or toward Gothic horror or whatever.
By the way, you mentioned Dawn real quickly.
Dawn is another magic.
We have more than one art director now for magic.
Jeremy is the main guy, but Dawn is another art director.
We just added Mark Winters also.
Yes, magic is bigger art director. We just added Mark Winters also. Yes, magic is getting bigger and bigger.
Growing.
Every time we create new products and we need more
art, it's like, we need more art.
One of the things people don't realize is
we create, we produce a
lot of art in a year.
And that while we have a lot of artists,
we definitely are always scratching for more
artists because we produce so much
material.
And the other thing that for the listeners who are laser-focused on the cards,
they might not be aware that we're doing art on all kinds of things that aren't cards right now,
or at least preparing to do things that aren't on 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 certain nuances that it has and also maintain a level of skill and
quality that is hard to come by. 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.
And we didn't do new art in those core sets.
Right, we didn't do new art in the core sets.
Now, we do three sets a year, sometimes more than one in a large.
The core set has all sorts of new cards and new art.
At least half new art.
Right, half new art.
And we do dual decks that have new art. And we do From the Vault and Commander and Conspiracy
and, you know.
Promo cards.
Right.
There's tons and tons and tons of things.
Yeah.
Like, the amount of art we're producing now versus even, like, ten years ago.
There's, like, the branded play.
Like, there's a series of cards for the Heroes Pass.
Right.
That's all stuff over and above what we had been doing before
okay so let's we'll take you as a perfect example so you are an artist you like how did you get to
the attention of wizards um i'll tell the story but it's it's generally not something that i think
would work anymore the the industry just doesn't function the way that it used to. Okay. But 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 saying
hey is there a purple folder on your desk we can talk about um and I had built up a
sort of working relationship with the then art director, Jesper Mierfors.
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.
Jesper Mierfors, very quickly, is the original magic art director.
He's the person who picked the magic font on the back of the card
and did the original frame layout and such.
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.
Who was the new guy at the time?
That was Dana Knutson.
Oh, Dana Knutson, right, okay.
And I called him, and I was the first new artist that he hired.
I think he wanted to exercise his new power 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 about me when we talked on the phone.
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.
That's right.
Advice here. Career advice from Matt.
Like I said, I don't think this
technique is going to work for us.
Okay, so now you're going to do...
What was your very first piece of magic art?
The subterranean
hangar. What set was that
from? That was
Mercadian Masks. Okay.
It was one of the bad storage counter lands.
Okay.
Yeah.
Oh, 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.
Right.
But the audience, their favorites have to do with the card.
Sure. Meaning, if they really love a card, they love the art that's on the card.
And so what artists have to come realize is their most popular pieces are very, very
in time, not to what the best piece was, but what the most popular card it was on.
Right.
It's a real slam dunk if you can do two of those things at the same time.
slam dunk if you can do two of those things at the same time. One of the things that I always appreciated quite a bit is when a collector or a fan would have a binder page filled with
a particular bad card. And you know that in that instance there was something about the
art or the connection of the art to the card concept or the card name that really speaks
to them.
And that's aside from, yeah, this is a broken rare or whatever.
Those are good times.
So, yeah, one of the things, so you were unique or somewhat unique in that when you started
doing magic, you actually played magic, right?
Yeah.
started doing magic, you actually played magic, right? Most of our artists do not play magic.
And that one of the problems we often have is that what the art director does is they figure out the card concept and convey the card concept to the artist.
So that's another funny thing that happened with art director Dana Knutson way back when I first started. He had called me, I became
a bit of a, like, last ditch man for him. Like, whenever he needed something done in
three days or whatever, he would call me and cut me loose on that assignment. And he had
one for me, and when he told me what the name of the card was i immediately i
can't remember exactly what uh what it was at the time but i recognized it immediately as an
anagram of garfield phd all right right i knew immediately it was a Feldergriff 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?
Yeah, it's questioning Feldergriff, right?
Yes.
So yes, at times it pays to know what's going on in the game.
One of the things I remember is we were doing Unhinged,
and we were having trouble getting an image for the booster.
Oh, no, the card was Mize.
We were in trouble getting someone to draw Mize,
because Mize is this magic sling.
And we just couldn't describe to artists what it meant.
So we finally said, okay, let's give it to Matt.
And we're like, Matt, it's Mize.
Right, right.
That was fun.
The unsets 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 like,
we're taking this seriously.
We're immersing ourselves in this world
and the unset sort of popped the cap off of that and let the air out a bit yeah when i was searching
to figure out how many art you had done so uh there's like 176 pieces of art done by matt
cavada there's one piece of art done by matt cavada and Richard Witter. Yes. And there was one piece of art done by Matt, I'm your boy, Cavada.
In Unhinged, we had a, there was an artist theme, like Artist Matters.
And so we gave nicknames to all the artists.
So what card was that?
That was Zombie Fanboy.
Zombie Fanboy, very good.
Yes.
I'm your boy.
Yep.
They let me make my own name
we asked all the artists
we asked all the artists if they wanted to pick their own nickname
and some cared and some did not
so speaking of
Mize
that particular
piece of art
if I remember correctly
the original
art resides somewhere near and dear to you.
It does.
It does.
So I own four pieces of magic art.
I bought the original Morrow.
I bought the original Jester Sombrero, which was the art on the unglued pack.
And then I own Look at Me on 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, I was probably overpaying.
And then Matt, for my birthday, gave me Mize.
Mize was the cover of the second, the cover package of Unhinged.
I figured that we could start a pattern then with the unset packaging art.
Yes, so I own four pieces of art.
That's my four pieces of art.
And not only do I have the art, Matt also framed with it,
it's the back of a magic card and signed, Happy Birthday, Matt.
That's right.
So it's funny because I own one piece of magic art that isn't my own.
Oh, what do you own?
And it happens to be from Unhinged as well.
Art director Jeremy Jarvis, the kind soul that he is, gave me Fat Ass.
Oh, Fat Ass.
Didn't that win an award?
That was in, like, I remember there was some book that had, like, book that had like I forget the name of it
but there's
it might have been
a society
yeah
there's a bunch of things
where you can get
in the special book
and it's like
an honor thing
and like
magic art shows up
there quite a bit
so I heard
oh there's a piece
of magic art
from a recent set
and it opened up
it's fat ass
that's the
well that's an awesome
piece of art though
speaking of
places where art wins awards,
the Spectrum Fantasy Art Annual every year
has, I would say, conservatively,
15 to 20 pieces of magic art in it.
Yeah.
And that just shows you how...
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 about cards at all,
of art don't know or care about where it comes from at all.
And yet they're still finding some like eternal value in those images.
I think that's pretty awesome.
Okay.
So let's walk through.
You get assigned a piece of art.
Yes.
What, what, tell me the process, what happens?
Me or?
From the art, from the artist.
One gets assigned.
An artist.
Okay.
An artist.
Well, the first thing that, 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.
And most art, by the way, behind the scenes, has two waves,
meaning there's two different periods of, I think, seven weeks that artists have to do their art.
Right.
Although that has been changing.
Sometimes we're squeezing an entire 200-plus card set into one wave just to get it all
done.
Right.
We never want to do that.
No.
Sometimes we have to do that.
Sometimes we have to do that.
So the first thing that you'll get is what we call the art description.
And it is a rundown of certain 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 them an initial opportunity for inspiration on what that could 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.
because quite often the art description comes as a strong suggestion. Like, this card represents a wizard's firepower destroying a wall or whatever.
It could look like Chandra casting a wrecking ball made out of flame or whatever.
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 get in the description, they
can propose an alternative. Right, so the first thing you do is you turn in? 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 prescribed.
I was a bit of a pain in the ass for art directors in that 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.
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.
Right, so I'll give an example. So let's say we did a piece from Theros. Something like
Jeremy is going to talk about how the art looks, right?
Whether it's positioned right or whatever.
Where someone like Jenna would 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've chosen a weapon that isn't from this place.
Oh, I lied.
Oh, you lied?
I skipped an important step.
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 for Theros,
in this case.
And that is usually 80 to 110 pages of art and written material
that gives that artist a very deep understanding of what that world is all about.
And we make one of these every year.
At least one.
It's crazy the amount of energy.
It's like a little phone book of just like, here's everything you wanted to know about Pharos, Ravnica, Innistrad, Zendikar,
whatever the world is.
The funny thing, though, regarding that amount of energy is if we didn't do a world guide,
the amount of energy it would take to art direct individual pieces into being cohesive, 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.
So as an artist, I assume you really appreciated the world guide
because it really gave you a sense of what the world was, right?
Yes, absolutely, 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.
Right.
You know, and just clears everything up right there.
There are also some funny stories, I think this happens a lot less than it used to, but
where we would say something and the artist doesn't understand the fantasy reference and
so they go to a real world reference.
It's bad.
Like, for example, multiple times this has happened
where we've asked for a Drake and we got a duck back.
Ah, yes.
And then there's a couple of classic ones where,
like, so the Root Walla was originally a Chuck Walla,
which is an actual kind of lizard.
And the artist who drew it didn't realize,
he thought we had made it up,
that it was a fictional thing.
So he had made a lizard,
but he made his own, you know, his own thing.
And so we changed the name.
We're like, well, it's not a chuckwalla.
I guess it's a rootwalla.
Some kind of walla.
Some kind of walla.
Clearly it's a walla.
Okay, so you have your sketches.
You turn them in.
You get notes on the sketches.
Okay, what's next?
I would say that more often than not,
well, from my experience, more often than not,
the sketches were pretty much just either very close to approvable
or just approvable as is.
It varies.
But now that we're getting much more immersive with the worlds that we're depicting,
it matters more that all of the nuances are sort of on point.
So I haven't been involved in Magikarp 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.
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 when the first time they start working with us that, you know,
there's little tiny details that you might not think matter that just they don't realize.
And as soon as it's pointed out, they go, oh, oh, I didn't realize.
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 art 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,
if that wizard is an old man with a beard, it's probably not going to work out.
Yeah.
That's just not part of what we do.
Magic, a magic wizard is young and energetic.
We also avoid certain stereotypes,
like we avoid the long white beard
and pointy hat with stars on it.
Absolutely.
So, okay, so they turn the sketch in.
They get approval on the sketch.
What's next?
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 aahs and says how awesome it is.
Because you know what you're getting into with the sketch.
But sometimes in that finish stage, the artist, 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. 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... I think that second
one is more important
because you do have images
of dragons and
sometimes demons. If their
wings are unfurled,
we get it. Well, I mean, it has to look like
it flies. First of all, almost all our dragons
fly, so if you see a dragon, you assume it flies
from a magic standpoint.
But, for example, a lot of times there's
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,
there's this expectation
that maybe they're flying.
I know that's a very common thing
that, you know, anyway.
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 is, you know, color adjustment or, hey, dude, you painted two left hands on this guy by accident or something like that.
Which has happened.
Okay, so you get the art.
The art gets approved. So what happens after, for an Okay, so you get the art, the art gets approved.
So what happens after, for an artist, what happens after the art is approved?
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.
You submit your invoice and you get paid, which is awesome.
And at some point soon after the pre-release, you will get your product.
You'll get a... Artist proofs.
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.
So artist proofs, for people who don't know, on the front can see what their work is like in its natural habitat.
So artist proofs for people who don't know, on the front it's their card and on the back
is white.
There's no magic back.
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 in the product.
And it's something that artists, it's very common for artists to sign.
That's right.
They've become a collectible thing in their own right.
And that white back has become popular for sketches and signatures and whatnot.
So I know a lot, I mean, clearly you did this, but so some number of artists we take to events.
Want to talk a little bit about that?
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.
Yeah, and there's always long lines. I mean, people get real
excited. So
people usually bring cards to sign. That's obviously
one of the most famous things. So what is the
most number of cards anyone at one time
tried to get you to sign?
I was at Gen Con, probably
10 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 15 to 20.
I mean, it was probably like, I don't know.
Could that be 1,000 cards?
Maybe.
Hundreds and hundreds of cards.
Hundreds of cards.
I was not thrilled about that.
But there wasn't a lot going on.
I took my time.
Yeah, that was not great.
Yeah.
So I, I, I was talking about, I think the first time I met you, my memory is when you
were, uh, the artist at worlds in Australia.
That was awesome.
So that must be fun.
You know, I mean, one of the perks of being a magic artist is getting to travel around the world.
Yeah, I have done a lot of continent hopping,
and it's all because of magic.
That was a wonderful, wonderful opportunity.
Yeah, magic's actually got me to every continent but Antarctica.
Africa's a tricky one.
We had an invitation on Cape Town.
So anyway, we're almost to work.
Any other things you want to say about artists?
Something people might not realize when you think about the art of magic?
A final thought?
A final thought.
It's awesome.
The depth. Here's a final thought. It's awesome. The depth.
Yeah, here's a final thought.
This 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,
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.
We could not do art and cut the mustard anymore.
You don't think? You don't think you could?
I would say that
more than half of the art that I have done
has no business anymore
yes
that doesn't mean that some of them
some of my finer moments wouldn't still
hang with the
big boys
but for the most part we're both totally
happy to see that the art
has grown beyond us.
I think that that's,
that just says that
either we are old
and have been,
or it's really gotten
pretty darn cool.
Well, anyway,
thank you, Matt.
We had a little extra,
a little extra trip in today,
so you had a little extra time
with Matt,
so thank you for joining me.
Awesome.
So I told them
that wasn't even a podcast day,
but I'm like,
Matt's coming.
We're going to podcast. I'm a gamer. So anyway, thanks for joining me. And. So I told them there wasn't even a podcast day, but I'm like, Matt's coming. It's we're going to podcast.
I'm a gamer.
So 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.