Artist Profile: Lee Brown Coye (1907 — 1981)


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Lee Brown Coye was born in Syracuse, New York and, with the exception of one night class that he took when he was a young man, was a totally self-taught artist.  Though Coye was best known for his horror and fantasy-related illustrations, he was also a painter, a photographer, a sculptor, and muralist.  Coye’s work can be found in many collections, including the Metropolitan Museum of Art in New York, the Everson Museum in Syracuse, and the Picker Art Gallery at Colgate University.

A small sampling of his horror-related work can be found below.

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Artist Profile: Pino Daeni (1939–2010)


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Pino Daeni was born in Bari, Italy and, because his father did not originally support his artistic interests, was originally a self-taught artist.  Eventually, Pino did enroll in the Art Institute of Bari and then the Academy of Brera in Milan.  After his paintings won several awards in Italy, he moved to New York.  In the U.S., his work caught the attention of both Dell and Zebra Book Publishers and he was soon one of the most active and highest book illustrators in the business.  Over the course of his career, he created over 3,000 book covers, movie posters, and magazine illustrations.  A small sampling of his work can be found below.

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Artist Profile: Edd Cartier (1914 — 2008)


Born in New Jersey, Edd Cartier studied art at the Pratt Institute.  After his graduation in 1936, Cartier found work illustrating pulp magazines like The Shadow, Astounding Science Fiction, Doc Savage Magazine, Planet Stories, Fantastic Adventures, and Unknown.  He later served in the U.S. Army during World War II and was severely wounded at the Battle of the Bulge.  After returning to the United States, he continued to work as an illustrator until the 1950s when, frustrated by the low pay for freelance artists, Cartier retired from the pulps found work as a draftsman for an engineering firm.  In 1992, Cartier was given the World Fantasy Lifetime Achievement Award.

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Artist Profile: Ed Emshwiller (1925–1990)


After studying at the École des Beaux Arts in Paris and at the Art Students League of New York, Ed Emshwiller created covers and interior illustrations for dozens of science fiction magazines and paperbacks.  Along with being a prolific illustrator, Emshwiller was also a pioneering experimental filmmaker.  In 2007, he became the third artist to be inducted into the Science Fiction Hall of Fame.

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Game Review: Artist Survival Simulator


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You’re looking at this post and you’re asking yourself, “Since when has Lisa cared about games?  I thought she only cared about Italian horror films and Lifetime movies!  Is Lisa seriously reviewing a game?”

Well, as a matter of fact, I am.

Why?

Because I love the Artist Survival Simulator.

The Artist Survival Simulator is a work of interactive fiction that was designed by using Twine.  As the title suggests, the Artist Survival Simulator allows you to live the life of an artist.  And who doesn’t want to be an artist, right?  But, as this game shows, the life of an artist is not an easy one.

The game begins by asking you three times whether or not you really want to embark on this life.  At the very least, you can’t say that you haven’t been warned.  After clicking yes three times, you are informed that you have just completed your studies in fine arts!  Yay!  Your inspiration is strong (though, as you’ll soon find out, your inspiration increases and decreases depending on your actions throughout the game).  You worked while you were in college so you’ve got 5,000 Euros saved up.

(That’s right — you’re European!  So, while the rest of your fellow Europeans are busy voting for the UKIP and the Front National, you’re saving the world through art!  Yay!)

Each month, you’re given four options.  You can make art, you can work for a living, you can apply for a grant, or you can go on an inspirational excursion.  Now, if you’re anything like me, you’re going to want to make art and that’s great.  Depending on how or low your inspiration may be, you might create anything from a “timeless painting” to a “controversial monument” to a “mediocre sound art work.”  But here’s the thing — regardless of what you create, you’re not going to make any money from it.

“That’s okay,” you say, “Art is not about money!”

Well, that’s all good and well and hey, good luck with that and enjoy your Occupy reunion, you moonbat.  The fact of the matter is that, in both the game and real life, you need money to live.  Each month, your living expenses total 1,000 Euros.  As soon as you’re out of Euros, the game ends.  So, go ahead and just concentrate on creating art.  The game will be over in 5 turns.

So, let’s say you decide to spend a month working.  Hey, that’s a good idea.  At least you can make money.  But here’s the problem — each month you spend working, your inspiration decreases.  And here’s the thing — as your inspiration decreases, your art becomes less and less impressive and once you have totally run out of inspiration, your artistic career is over.

Luckily, there is a way to increase your inspiration.  You can go on an “inspirational excursion,” which is also known as a vacation.  These excursions are great because you return from them ready to create something wonderful.  The only problem is that they cost 2,000 Euros, which means that as soon as you return, you’re in danger of running out of money.  And how do we make money?  By working, which decreases the inspiration that you just spent so much money to build up.

Okay, so how can you make money without destroying your inspiration?  Well, you can apply for a grant but — much as in real life — there’s no way to predict whether or not you’ll actually get that grant.  If you do get it, you’ll be able to spend a few months creating art but, if you don’t, it just means that you’ve wasted an entire month and you’re down another 1,000 Euros.

The challenge is to balance the need for money with the need for inspiration.  Because, as soon as you run out of money and/or inspiration, you’re informed that maybe its time to start thinking about paying back your student loans…

THE HORROR!

I love the Artist Survival Simulator because it proves something that I’ve always suspected.  If you want to survive as an artist, it helps to come from a rich family.

Play it here!

Art

 

 

Artist Profile: Vidan


0Vittorio “Vidan” Dangelico was born in Italy and studied art at the Liceo Artistico di Milano and the Accademia delle Belle Arti.  He moved to the United States in 1988 and studied under the direction of his uncle, the famous illustrator Pino.  Since then, he has become one of the most prolific artists working in the romance field.  His sensual paintings can also be found in several galleries worldwide.  You can find more of his work at vidanart.com.

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Artist Profile: The Godzilla Covers of Herb Trimpe


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In the 1970s, Marvel Comics owned the comic book rights to Godzilla.  For two years and 24 issues, Godzilla was a part of the Marvel Universe and met characters like Spider-Man, the Avengers, and SHIELD.  With the exception of two issues, all of Godzilla’s adventures were drawn by the prolific comic book artist Herb Trimpe.  Below are a few examples of Trimpe’s work on Godzilla.

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Artist Profile: Hyung-tae Kim (1978 — )


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Korean manwha artist and illustrator Hyung-tae Kim has become famous for his video game illustrator and art design work.

Born in February 1978 in Seoul, South Korea, Kim began his career in the video game industry creating background music for games, but he soon moved on to the art and design phase of the game process. His most notable works has been the covers and art design for the console rpg series Magna Carta and the Korean mmorpg title Blade & Soul for software studio NCSoft.

His style of artwork has been described as anatomically incorrect which is true, but he uses this deformation technique as a way to allow the unique individual personalities of each character to come out through the design. The unique look of his artwork has made his art books and art pieces highly sought after (both of which are very limited in nature) once they come out and then afterwards in secondary collectible markets.

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