DEVIL
IN THE DETAIL:
AN INTERVIEW WITH KEITH THOMPSON
Having written several books on conceptual art along
with a Gnomon Workshop DVD, Keith Thompson's talents are far
beyond the inception of his ideas. His classical, almost Rackhamesque
style harnesses many references to the past, yet is twisted
enough to give us his unique and often nightmarish vision
of an alternate world.
EC: Welcome to Erth Chronicles
Keith.
KT: Thanks, it's been great looking
around the place.
EC: Where were you brought up and how has
this imprinted on your visual
style?
KT: I was raised in Canada. The surroundings
here allowed me a comfortable and clean slate to work with.
EC: Who have been and continue to be your
main inspiration as an artist?
KT: Far too many to name. It would be
lopsided and imprecise to even attempt rattling off names.
It's a dull answer, but my sources of inspiration are really
uncountable and ever-growing.

EC: What’s the first film you remember
seeing that had an influence on you?
KT: There's been a lot, but the primary
ones that arrested me when I was as young as I can remember
would probably have been The Dark Crystal, Aliens,
and Rankin & Bass's The Hobbit.
EC: Have you been self-taught or did you
attend Art School, College / University?
KT: I went to school. I made a lot of
progress in the summer breaks.
EC: To those who haven’t read your
books or seen your DVD, explain your process of working.
KT: It all comes down to drawing and
linework really. Basically I draw a subject and then I lay
on transparent coats of coloured glazes digitally. It's probably
a rather inefficient process as I don't see it very often,
but it does have a unique feel to it. Book illustrators at
the turn of the century tended to work in a similar fashion
of linework with coloured fills.

EC: How important is working in your sketchbook
- from the smallest thumbs to fleshed out sketches or speed
paintings?
KT: Honestly, I never simply sketch
if I can avoid it. I'm obsessive about only touching pencil
to paper when I plan on carrying something through to completion.
I do make quick thumbnails before starting a piece, but that's
about it. I hate looking back at old sketches and thinking
about what it could have been if I'd spent the time to finish
it.
EC:
Research is an integral part of the design process
- do you feel that this helps inform ourselves and in turn
our work? What would you use as an example of an ill informed
design?
KT: A limitation of depth in the work
is one of the major pitfalls concept art faces. I have no
problem researching my own details and infusing them in the
work, but if I'm given a vague but limiting brief then there's
only so much I can do. I can't diverge from what's been assigned,
and this lack of freedom without specificity can limit the
variance possible in the design. This can create a concept
design with a degree of aesthetic appeal, but is always going
to suffer from a bland conceptual standpoint.
I've seen concept design that manages to pull off a focus
on aesthetic appeal over conceptual depth, but there always
has to be a feeling that it follows a set of invented rules
within its setting to give the viewer a sense that everything
actually exists within a separate world.

EC: You have worked in many different areas
of the industry - from films to video games, RPGs to books.
Do you get more satisfaction from any one of these areas?
KT: They're all surprisingly different,
and I'm still jumping around getting a fully developed feel
for them. Honestly I get the most satisfaction when I feel
that the work is conducive to me creating the best possible
art I can, and the final medium itself hasn't had a definitive
pull on me. I've encountered pretty varied artistic freedom
in all the fields.
EC:
Your Gnomon Workshop DVD Rom, Character Design Techniques
takes us through the process of creating a zombie from the
Napoleonic period. Your sense of history clearly stands out
and helps deliver an effective end result. How important to
you is defining the subject matter before you even pick up
a pencil?
KT: I always know exactly what
I want to achieve before picking up a pencil. All the exploration
is done in my head, and the actual creation of the art is
simply the labour taken to realise it. It's not that it comes
very quickly or easily to me, it's just that I spend a lot
of time imagining the artwork before I start on paper.
EC: How important do you feel the art direction
process is where needed?
KT: I'm still getting a feel
for the different styles of direction. I was always of the
opinion that the most hands off approach produces the best
results (at least with artists who work with my approach),
but I've been finding it's more nuanced than that. If I'm
creating with a complete free reign that's awesome, but if
it's work that will intertwine with other existing parts of
a world I need to be informed so my ideas intergrate
well with the other existing concepts.
EC: As with the Napoleonic zombie, looking
at your own gallery there seems to be a vivid, visceral style
that is hinged upon your love of cultural significance, a
mix and match of sorts. Would you say these observations are
key to your ‘melting pot’ of designs and pushing
your designs as far as they will go?

KT: I always feel that a storytelling
artwork (concept art included) should feel as though it's
a part of a webwork of reality in which it exists. These webs
should seem to stretch off the canvas, through time and space
in ripples of causation that affect the subject of the art
itself, and which the viewer can imagine effecting other undepicted
elements of the world.
I've always loved the whole, belaboured creation of a
world that some fantasy works achieve (rarely acknowledged.)
I've been trying to touch down on as many real world things
as I can to draw inspiration from them. I've found there's
always something truly unique and indicative of the whole
feel of an age and setting that delivers a vivid richness
to the work. I've been trying to understand this through real
world examples so I can harness it for the worlds I create
from the ground up.
EC: Creatively what stops each project you
take on board from being a step backwards?
KT: Some projects actually are very
disappointing in what I'm allowed to make, and I do consider
those somewhat as lost time (though not a step backwards.)
I do this for a living, so that can occasionally constrain
artistic freedom. Of course, luckily this isn't always the
case, and I'm happy to say that I often work on projects that
allow me to work freely as a creative force and produce completely
unhindered (by anything but time) artwork.

EC: What do you feel is the common trait
we all share as creatives?
KT: Being in awe of beauty.
EC: The world of Erth could be seen as a
reflection of the current climate; from Iraq to concerns for
the environment. Yet, there are also subtle reflections on
the Industrial Revolution and Enlightenment period. How important
are visuals metaphors when exploring your own designs?
KT: I believe any creative work does
this whether the artist or writer intends it or not (since
it speaks of the creator's vision of the world, and what they
find compelling about it.) How consciously orchestrated this
effect is depends on the intents of the creator.
EC: The hero’s journey is synonymous
with mythical story telling - how
integral do you feel this is to any story?
KT: That's actually something I've been
wrestling with lately. I've found the metaphorical nature
of the hero figure rarely fit well into the worlds I create.
I understand the importance of the hero as a storytelling
notion, and I hope to figure out how to merge the metaphor
into my worlds in the future.
EC: Fantasy and Science Fiction has grown
tremendously the past ten years, thanks to the likes of The
Lord of the Rings Trilogy, and continue to inspire many
fellow creatives. How do you see this genre changing and developing
over the next few years?

KT: Honestly it's hard for me to say,
though I am overall very positive about what I see. Unfortunately
I dread that the potential effects of things like the The
Lord of the Rings movies' well-deserved success is the
frantic over saturation of cash-ins which bore the enthusiast
and convince the detractor that there was nothing worthwhile
in exploring fantasy in the first place.
EC: As well as the novel, potentially, where
else do you see Erth Chronicles going?
KT: Creative works seem to take the
strangest roads, and I really don't have enough long term
perspective to understand the flow they follow. Sometimes
these things hinge so dramatically on serendipity they would
have been impossible to predict.
EC: Any other creators that you’d
like to collaborate with?
KT: A ton, but it's a bit like my sources
of inspiration; it would be a list I couldn't order.
EC: What advice would you give to artists
at Erth Chronicles in continuing to effectively bring
someone else’s vision to life?
KT:
Try to get a feel for the overall direction the
author is aiming for. Hopefully you're interested in the same
ideas, and so if you've appraised it right then your vision
should hopefully merge well with the other. I wouldn't try
to literally guess what's expected, you can get bogged down
in reproducing meaningless details, which would hamper the
potential you have brought to the work.
EC: What’s the most important professional
advice you would give any prospective artist?
KT: Attempt to create what you love,
and through that the goal turns to ensuring you get proficient
enough to love your own work. That full circle seems to be
an approach that's steered me reasonably well. Of course there's
plenty of other approaches for people in the profession who
possess a different goal.
EC: Complete this sentence: Three cavemen
are sitting round a fire, one says to the other…
KT: "Well at least it'll be a long
time before they can start World War 4."
You can view more of Keith's work over at his official
site:
www.keiththompsonart.com
Character Design Techniques: Traditional to Digital
Process with Keith Thompson is currently available at
www.thegnomonworkshop.com
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