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Maybe put it on a canvas instead of someone’s property, and we can all be happy.
who paying for these canvases or the art programs so these kids can have that? Why should it matter if these run down buildings that never get fixed up anyway get graffiti’d?
Therein lies the issue. Art programs, both visual and performance based, are the first programs to be cut. Canvas ain’t cheap. Neither are the supplies. Much of the graffiti that takes place IS on buildings that are run down. The gov’t didn’t place any value on these properties and yet get pissy with dudes “vandalizing” their shit. You can’t have it both ways, ya dig.
My father was a garment contractor in LA. In the late 80s, he owned the building where he had his factory. He thought it would be a cool idea to commission local graffiti artists, usually young Black and Latino men looking to stay out of trouble, to paint murals on his buildings. After all, he runs a garment design/manufacturing company, and creative signage is great advertising.
One day, he showed up to the building and the city just painted over the murals without permission or notice.
First, the city told him he couldn’t have graffiti art on HIS building because it brought down property value. After he complained, then they said: ok you can do this, but you need a permit. After he got the permit, then the city said: ok, but you can only use these artists. Of course, these artists were all White graphic design students from USC, and of course they charged 3x more.
There is a prejudice against this type of art, and it’s racial. Banksy vandalizes folks buildings all the time, and folks treat him like the Messiah. He ain’t doing nothing new that Black and Brown folks haven’t done for decades.
This whole post…I just find it really interesting! And sad, too, but good thing to read.
^ So much this
My last project was designing a little app about animals of the ice age! Here are some of the icons and art I made for it. I think this turned out ok, considering I normally make more scientific illustrations and this looks more like graphic design. But it was fun to make and I even made a little artbook to go with the app.
It also shows that as an illustrator, you sometimes have to leave your comfort zone and try something else.
Notes on Character Design

Character design and drawing are tome-sized topics and even if I had all the answers (I don’t - I have a lot to learn), I’m not sure I could communicate them effectively. I’ve gathered some thoughts and ideas here, though, in case they’re helpful.
First, some general things:
- Relax and let some of that anxiety go. This isn’t a hard science. There’s no wrong way, no rigid process you must adhere to, no shoulds or shouldn’ts except those you designate for yourself. This is one of the fun parts of being an artist, really - have a heady good time with it.
- Be patient. A design is something gradually arrived at. It takes time and iteration and revision. You’ll throw a lot of stuff away, and you’ll inevitably get frustrated, but bear in mind the process is both inductive and deductive. Drawing the wrong things is part of the path toward drawing the right thing.
- Learn to draw. It might seem perfunctory to say, but I’m not sure everyone’s on the same page about what this means. Learning to draw isn’t a sort of rote memorization process in which, one by one, you learn a recipe for humans, horses, pokemon, cars, etc. It’s much more about learning to think like an artist, to develop the sort of spacial intelligence that lets you observe and effectively translate to paper, whatever the subject matter. When you’re really learning to draw, you’re learning to draw anything and everything. Observing and sketching trains you to understand dimension, form, gesture, mood, how anatomy works, economy of line; all of the foundational stuff you will also rely on to draw characters from your imagination.
Spend some time honing your drawing ability. Hone it with observational sketching. Hone it good.

- I don’t think I’ve ever seen anyone do this sort of thing better than Claire Wendling. In fact, character designs emerge almost seamlessly from her gestural sketches. It’d be worth looking her up.
- Gather Inspiration like a crazed magpie. What will ultimately be your trademark style and technique is a sort of snowball accumulation of the various things you expose yourself to, learn and draw influence from. To that effect, Google images, tumblr, pinterest and stock photo sites are your friends. When something tingles your artsy senses - a style, a shape, a texture, an appealing palette, a composition, a pose, a cool looking animal, a unique piece of apparel, whatever - grab it. Looking at a lot of material through a creative lens will make you a better artist the same way reading a lot of material makes a better writer.
It’ll also devour your hard drive and you will try and fail many times to organize it, but more importantly, it’ll give you a lovely library of ideas and motivational shinies to peruse as you’re conjuring characters.
- Imitation is a powerful learning tool. Probably for many of us, drawing popular cartoon characters was the gateway habit that lured us into the depraved world of character design to begin with. I wouldn’t suggest limiting yourself to one style or neglecting your own inventions to do this, but it’s an effective way to limber up, to get comfortable drawing characters in general, and to glean something from the thought processes of other artists.
- Use references. Don’t leave it all up to guessing. Whether you’re trying to design something with realistic anatomy or something rather profoundly abstracted from reality, it’s helpful in a multitude of ways to look at pictures. When designing characters, you can infer a lot personality from photos, too.


And despite what you might have heard, having eyeballs and using them to look at things doesn’t constitute cheating. There’s no shame in reference material. There’s at least a little shame in unintentional abstractions, though.

Concepts and Approach:
- Break it down. Sometimes you have the look of a character fleshed out in your mind before putting it to paper, but usually not. That doesn’t mean you have to blow your cortical fuses trying conceive multiple diverse designs all at the same time, though. You don’t even have to design the body shape, poses, face, and expressions of a single character all at once. Tackle it a little at a time.
The cartoony, googly eyed style was pre-established for this simple mobile game character, but I still broke it into phases. Start with concepts, filter out what you like until you arrive at a look, experiment with colors, gestures and expressions.

- Start with the general and work toward the specific. Scribbling out scads of little thumbnails and silhouettes to capture an overall character shape is an effective way begin - it’s like jotting down visual notes. When you’re working at a small scale without agonizing over precision and details, there’s no risk of having to toss out a bunch of hard work, so go nuts with it. Give yourself a lot of options.
Here’s are some sample silhouettes from an old cancelled project in which I was tasked with designing some kind of cyber monkey death bot. I scratched out some solid black shapes then refined some of them a step or two further.

- Here’s an instructional video by Feng Zhu about doing much the same thing (only way better).
- Shapes are language. They come preloaded with all sorts of biological, cultural and personal connotations. They evoke certain things from us too. If you’re ever stuck about where to go with your design, employ a sort of anthroposcopy along these lines - make a visual free association game out of it. It’ll not only tend to result in a distinguished design, but a design that communicates something about the nature of the character.
Think about what you infer from different shapes. What do they remind you of? What personalities or attitudes come to mind? How does the mood of a soft curve differ from that of a sharp angle? With those attributes attached, how could they be used or incorporated into a body or facial feature shape? What happens when you combine shapes in complementary or contrasting ways? How does changing the weight distribution among a set of shapes affect look and feel? Experiment until a concept starts to resonate with the character you have in mind or until you stumble on something you like.

If you don’t have intent, take the opposite approach - draw some shapes and see where they go. (It’s stupid fun.)

- You might also find it helpful to watch Bobby Chiu’s process videos in which he feels out his character designs as he paints.
- Cohesion and Style. As you move from thumbnails to more refined drawings, you can start extrapolating details from the general form. Look for defining shapes, emergent themes or patterns and tease them out further, repeat them, mirror them, alternate them. Make the character entirely out of boxy shapes, incorporate multiple elements of an architectural style, use rhythmically varying line weights - there are a million ways to do this
Here’s some of the simple shape repetition I’ve used for Lackadaisy characters.

- Expressions - let them emerge from your design. If your various characters have distinguishing features, the expressions they make with those features will distinguish them further. Allow personality to influence expressions too, or vice versa. Often, a bit of both happens as you continue drawing - physiognomy and personality converge somewhere in the middle.
For instance, Viktor’s head is proportioned a little like a big cat. Befitting his personality, his design lets him make rather bestial expressions. Rocky, with his flair for drama, has a bit more cartoon about him. His expressions are more elastic, his cheeks squish and deform and his big eyebrows push the boundaries of his forehead. Mitzi is gentler all around with altogether fewer lines on her face. The combination of her large sleepy eyes and pencil line brow looked a little sad and a little condescending to me when I began working out her design - ultimately those aspects became incorporated into her personality.

I discuss expression drawing in more detail here (click the image for the link):
- Pose rendering is another one of those things for which observational/gesture drawing comes in handy. Even if you’re essentially scribbling stick figures, you can get a handle on natural looking, communicative poses this way. Stick figure poses make excellent guidelines for plotting out full fledged character drawings too.
Look for the line of action. It’ll be easiest to identify in poses with motions, gestures and moods that are immediately decipherable. When you’ve learned to spot it, you can start reverse engineering your own poses around it.

- Additional resources - here are some related things about drawing poses and constructing characters (click the images for the links).
Lastly…
- Tortured rumination about lack of ability/style/progress is a near universal state of creative affairs. Every artist I have known and worked with falls somewhere on a spectrum between frustration in perpetuity and a shade of fierce contrition Arthur Dimmesdale would be proud of. So, next time you find yourself constructing a scourge out of all those crusty acrylic brushes you failed to clean properly, you loathsome, deluded hack, you, at least remember you’re not alone in feeling that way. When it’s not crushing the will to live out of you, the device does have its uses - it keeps you self-critical and locked in working to improve mode. If we were all quite satisfied with our output, I suppose we’d be out of reasons to try harder next time.
When you need some reassurance, compare old work to new. Evolution is gradual and difficult to perceive if you’re narrowed in on the nearest data point, but if you’ve been steadily working on characters for a few months or a year, you’ll likely see a favorable difference between points A and B.
Most of all, don’t dwell on achieving some sort of endgame in which you’re finally there as a character artist. There’s no such place - wherever you are, there is somewhere else. It’s a moving goal post. Your energy will be better spent just enjoying the process…and that much will show in the results.
Someone asked me about character design and here is a guide for you!
Be sure to support the original artist and follow them! This is a wonderful guide!
Lackadaisy is fantastic and this is well worth a read
So here’s my tip of font using in graphic design. I made this list of fonts I suggest to be used more often and fonts I suggest to be used less often. Especially from Helvetica to Gill Sans, they are really popular fonts to be used by professional designers. They all work finely whether in graphic design, web design or typography.
From Rockwell to Parisish, they are fonts to be used in typography or artworks, mostly for vintage style. They are probably not suitable in some formal occasions. But they will be your good choice when you want to make a fancy coffee shop banner.
You might be surprised that Arial and Times New Roman are in my less used list. But don’t stop using them in your homework and essay- well, now you probably understand why you shouldn’t put them in your graphic works.
The rest of the fonts are what I constantly see people using in their graphic works and I must say that even tho those fonts look cool and fancy, they actually don’t look as quality as you think.
BUT, that doesn’t mean you should delete these fonts from your computer (oh but delete Comic Sans for God’s sake) They can still be used for certain situation, as long as you handle them well. However, please never do something like using Colors of Autumn as the title and Typewriter as the concept, unless you’re trying to drive someone crazy.
Confessional Art
"Confessional art is a form of contemporary art that focuses on an intentional revelation of the private self. Confessional art encourages an intimate analysis of the artist’s, artist’s subjects’, or spectator’s confidential, and often controversial, experiences and emotions. Confessional art emerged in the late 20th century, especially in Great Britain, and is closely associated with autobiographical visual arts and literature…" [x]
[1, 2, 3 are by Tracey Emin]
[4, 5, 6 are by Louise Bourgeois]
Personal project alert!
I’ve always loved the game, and design, of Clue/Cluedo and I wanted to explore it a little more. The 1963 edition has some of my favourite illustrations but I admit it lacks contemporary representation.
Sooooooooo what started as an attempt to add a little diversity into the game became an effort to illustrate all of the playing cards!
I’ll post more tomorrow but for now, here’s the first third.
Happy Wednesday!
games and movies have levels of artistry and depth that it’s hard to actually list them all
there’s cinematography, choreography, music, set design, effect design, make-up, art design, practical effects, color, audio design and more
so it’s real fucking annoying when pretentious dipshits try to disregard all that and shit on things cause a movie or game isn’t 90 minutes of andre gregory and wallace shawn babbling in a fucking cafe
Some nitwit: “Video games can’t be art!”
Video games: *Literally all art-forms together*
I had to write a thingy for my university applications that was essentially a page of me going on about how amazing video games are as a medium for expressing narrative and artistic intent
A little something I’ve always wanted to do- Special effects from the 1920’s to the 1940’s.
For the sake of sanity, I left off some details of the traveling matte processes…. them’s pretty complicated things!
(Hm I gotta work on my graphic design chops…. gettin kinda rusty)
(Busy day so here’s one of my old favorites)
So you know, the Wizard of Oz had no matte painting glass shots. They were on a literal sound stage with painted walls. If you don’t believe me, get your hands on an unmastered copy. You can see the shadows of a lot of props on the backdrop.
my new sigils line is now available for purchase!
crafted with love and handprinted with focused intent. i hope they bring you lots of positivity and protection ~
jenny gacy // black violet design house
STORE.YOUKNOWYOUARECURIOUS.COM
good-witchcrafters! i don’t post personal things here often, but remember when i said i was a graphic designer and i should do more witchy things? i did. here they are and now you can have them <3
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