Computer Arts Projects - Issue 49 / 2003
Illustration Now!
Digital illustration did not just appear overnight, it took
small groups of like-minded, creative, artistic individuals with
foresight and ambition to step out into the unknown, to push,
cajole and force the beast of illustration out into the light.
Once there, the illustrated image could never be the same again.
We investigate some of the people and places involved in thrashing
a digital pathway through contemporary illustration. From looking
at the beginnings and understanding the present, we ask, and attempt
to answer, questions about the future for image making in the
digital world.
'I can envisage a time when we'll all need our own individual
Macs' stated John Warwicker in an interview with Graphics International
Magazine back in 1992. Warwicker, a key member and driving force
behind 90's design heroes Tomato, was sticking his neck out. Really,
rewind back just eleven short years ago and the creative world
was a very different place, the idea that designers would all
be slaves to the screen was pretty radical. Although even more
radical was the thought that illustrators would, at some point,
come in from the cold and boot up alongside the designer. However
boot up or tune in and turn on is exactly what the illustrator
did, some through choice, some through necessity and the results
have redefined illustration over the past ten years.
Even before 1992 the signs were there. Dan Fern, illustrator and
Head of, the then, Illustration Masters course at the Royal College
of Art, had laid out one or two challenges for the discipline
in 1987 within his foreword for the catalogue that accompanied
Breakthough, an exhibition celebrating 25 years of illustration
at the RCA. Fern had seen the future, a full five years before
Warwicker had dare dream of having his own kit, recognising that
'one of the most interesting and challenging tasks awaiting creative
artists over the next few years is to invent a new aesthetic for
the computer-generated image'. Interestingly Warwicker and his
company Vivid ID had been part of the team that designed this
exhibition, along with the Thunder Jockeys, but more of them later.
Breakthough looked back, as well as forward, at the glory years
of illustration at the RCA, particularly the emergence of a raw
new talent that had dragged itself into the limelight following
in the slipstream created by punk. Outside of the RCA, Jamie Reid's
cut-and-paste-ransom-note-graphics for the Sex Pistols owed more
to the copier that the computer in 1977, but his approach allowed
illustration the opportunity to take risks whilst ushering in
an era of more radical and political work, evident in the Breakthrough
exhibition.
Ten years before Breakthrough, at the fag end of the 1970s, Fern
had recognised the importance of this new fired-up, angry yet
fiercely committed approach, typified by his own graduates, Robert
Mason (now Head of Illustration at Norwich School of Art), Russell
Mills (long-term collaborator of Brain Eno and visiting lecturer
to Leeds Metropolitan University) and Ian Pollock (best known
for his stunted, twisted figures for Shakespearean classics).
As rumour has it, a rumour documented in the Rick Poyner book
on Dan Fern; Works with Paper, Fern had set alight all work he
had produced prior to punk. The late 70s were clearly an important
time for illustration. In fact, the foundation stones for what
would become the first tentative steps towards the digital, ten
years later in 1987, were being set with a new approach to image-making
and illustration through collage and montage.
At same time as the doors opened on Breakthrough in '87, students
within the RCA Illustration department had access to a unique
set-up. As the only entirely post-graduate art and design institution
in the world, the RCA had clout and Canon equipped a studio, as
a lab, in the most creative sense of the word. Providing the first
generation colour laser photocopiers, the CLC, and free copies
to those intent on pushing the frontiers of the machine's creative
capabilities, here was a chance to see just how innovative students
and staff could be with a piece of kit more familiar to the office
or copy shop, if you could even find one, than the studio.
Cutting and pasting, collage and montage could never be the same
again. Early adopters of the Canon CLC could resize originals,
distort their shape, alter colours, create negatives; utilise
an unprecedented range of image manipulation tools. Being technically
aware of the equipment became vital to getting the most from the
kit. A precedent, the union of creativity and digital expertise,
was being set for the future by a relatively small group of individuals
led by Simon Larbalestier, www.simon-larbalestier.co.uk, most
known for his album sleeve photographic and illustrative collage
work for seminal 80's band, The Pixies. In his, hugely, influential
book of the time, The Art and Craft of Montage, Larbalestier,
as an RCA Research Fellow, investigated numerous techniques and
approaches that pushed the limits of the CLC and other copying
devices prior to the arrival of the computer. But his book came
with a warning from Larbalestier, 'this book doesn't advocate
the theory that the more equipment you have access to, the better
and more resolved your image will become, since without a strong
concept in the first place all that you will achieve is a beautiful
surface, empty of content, emotion and provocative thought…' wise
words indeed.
Around the same time as the early experiments into digital collage
an agency sprang up that was to take a fresh approach to representing
contemporary British illustration. Andrew Conningsby had set up
Debut Art, www.debutart.co.uk, in 1985 with a range of artists
hand-picked from a crop of new collage-based image-makers and
within two years he had recognised what was starting to emerge,
'There was a move towards collage, with the Canon Colour Copiers
copying at three quid a throw, a new direction was taking place.
When you consider a basic set-up of computer, monitor, scanner
and printer was around £10k, it was hardly surprising that most
stuck with the CLC, for some time' Many of the Debut Art artists
moved onto the CLC from, what Conningsby describes as, the 'lick
and stick' of hand-crafted collage illustration. These very same
artists would make the move to the computer as technology improved
and prices fell.
Back over at the RCA many students were starting to expand their
repertoire, rolling their sleeves up and getting their hands dirty
investigating the Quantel Paintbox. Located in a special unit,
this kit was intended for early TV post-production work but when
illustration students got their heads round it and hands on it,
the first digitally produced computer images emerged into and
from the course. Dan Fern's clear vision for the department at
the time supported this early experimental approach; 'our aim
is not to produce graduates that slip neatly into the market -
that would be comparatively easy… however to produce illustrators
who at the time of their graduation often look precariously offbeat
and esoteric, but are daring and committed artists capable of
actually changing the market, that's altogether more interesting'
explained Fern at a conference on illustration in Aspen, Colorado
in 1986. These early fumblings into image-making with the Quantel
assisted in the creation of the first digital/computer illustrators
to graduate the institution with work and images that did not
fit the expectations of the commercial design world. A problem
others faced at the same time too. 'I didn't and my work didn't
fit; people just weren't ready for it, for ages' explains Andy
Martin, www.andymartin.uk.com, now a successful illustrator and
filmmaker, then an aspiring designer and image-maker. Ten years
previously, after a short design course in Derby that he didn't
complete, Martin had made the move to London. 'It was 1977 and
the 'Summer of Punk', there was a sense that change was in the
air' he explains. Taking a design job that led on to becoming
Art Editor at the New Musical Express, 'laying out front covers
with pictures of cheesy mid 80's bands', and then quitting in
1985 to go solo 'because I could see something was going to happen'.
Introduced to the Apple Macintosh by someone high within the company
during an Apple event in London, Martin was given a Mac with 128k
of Ram to 'play with, experiment with and just see what I could
do' he explains. 'I was just taken down to a PR office and given
the kit, it would have cost me an arm and a leg, and they just
said 'take it', how cool was that?' He recalls his first Mac whispering
the words; 'look after me and I'll look after you' and shudders
at the next fact; 'sure enough, after eighteen years and around
£35,000 spent on several machines I'm still using one!'
Despite Martin's absolute dedication to creating early digital
art, he credits another illustrator with much of the early discoveries
in digital imagemaking in London at the time; 'George was the
man! George is where I came from, way before you could do it on
a Mac, he was there developing stuff, leading the way'. The George
in question; George Snow, www.3d3world.com. Snow had been working
as an illustrator for a number of years but was quick to spot,
what he believed would be, an exciting new development that would
change the way images were to be made. Recalling his first introduction
to the digital at the Association of Illustrators Conference,
Drawing the Line, in 1999 he remembered 'In 1981 I discovered
the Sinclair Spectrum and it was my first encounter with a computer.
Pretty much from that day onwards I just totally abandoned illustration.
I lost interest in it - I didn't see it as relevant.' What did
interest Snow was the desire to create software applications that
could aid artists to create images using this new digital technology,
'I immersed myself in programming computers, just programming,
for the sheer hell of it, for the best part of three years. The
thing about computer programming is that it can get kind of dull
and nobody really understands the work that you've done. You have
to show it to the world' explains Snow.
With RCA students and graduates becoming more engaged in the digital,
with Debut Art moments away from taking on their first digital
artist, with George Snow developing software, with Andy Martin
experimenting with free Apple kit and with countless others across
the UK, Europe and the USA also moving in on the territory, the
dawn of the digital revolution was underway.
Andrew Conningsby of Debut Art recalls his take on the moment,
'the very first people I saw doing digital work were the Thunder
Jockeys in '87 or '88. They got there first, very digital looking,
very of the moment' Graham Elliot and John England went under
the name of the Thunder Jockeys and for a short time their flame
burnt bright in contemporary illustration. Having met whilst studying
together at the RCA, their antics over a period of a few years
became legendary; spending the entire RCA student union party
budget on tonnes of sand to shovel in a foot deep for a 'beach
party', turning up for an interview at Saatchi and Saatchi with
a goat and a Dalmatian, the list goes on. The Thunder Jockeys
later and almost inevitably, diversified into pop promo direction
and advertising but started life as a product of the illustration
department at the RCA, but it was their disregard for the 'correct
way of doing things' that led to some early, yet very creative
and innovative, image making using digital technology.
Around the same time, Andy Martin started picking up illustration
rather than design work and for a short time, it seemed like a
small group of people were ahead of the game, 'I was just learning
about making illustration by doing it in publications, I did the
second ever cover for MacUser way back when, I was doing stuff
for Blueprint magazine, working all over the place, half the time
was spent educating art directors, the other half was just figuring
how to do it,' explains Martin. And then things took off, 'it
was like a virus, one moment there were just a few off us around
and then it went bang and suddenly everyone, it seemed, started
to discover the same thing at the same time.' Almost overnight,
there were more digital illustrators around, Debut Art nurtured
their own artists making the transition from paper to screen,
'Gone Loco was the first', explains Conningsby, 'because he is
that kind of guy, and then followed Andy White and Sarah Jones…'
George Snow recalls his first few years, 'I borrowed some cash
from the bank and bought and early IBM PC just to play with it,
I think I told the bank it would improve productivity. I installed
or attached a Pluto Graphics Card that had an Intel 1888 chip
so the two could talk to one another and then I mixed and messed
about with video. All on 64k software! Snow, having made the move
from programming to video direction, and then back to image-making,
remembers what happened next, 'along came Photoshop and I had
a whole new set of tools. All of a sudden I could blur the edges
of an image, I could make areas of my collage transparent. There
were in those early days, as I think everybody knows, a real problem
being an artist and working on a computer. The software itself
dictated very much what the final result looked like. You could
look at computer-based art and say 'he used this tool, she used
that tool'. They knew the techniques, they knew the plug-ins'.
Andy Martin is more dismissive of much of the work from that period;
'It all went safe, it all went anodyne, cut-out template Photoshop
bollocks' he rants. Snow admits that things have since changed,
'now it has got to the stage where they're a great deal more sophisticated.
I think the software industry has really grown up around artists
and their demands,' he states.
So where next, for digital illustration, a good question and one
not easily answered, at least without some crystal ball gazing.
Hardware and software will continue to develop, processors will
clock faster and faster speeds, software will offer more and more
options; that we can be sure of. The big leaps in technology will
still happen too, the hand-in-glove interface that Tom Cruise
utilises in The Minority Report, however far fetched it may seem
now, will look as dated as Daleks in less than thirty years time.
Think about it, less than thirty years ago a pocket calculator
was considered ground-breaking technology. Fifteen years ago,
so was the mobile phone.
Hardware will get smaller or at least the inner workings will.
Nanotechnology, the ability scientists have to move atoms around
and to create tiny electronic switches will soon advance to the
creation of ultra-tiny-super-mini chips. There is a limit to the
size that we can reduce our interface with technology down to
though, our hands and fingers are not getting any smaller, as
long as we work with keyboards, the keyboards have to remain at
an optimum size. The on-screen PDA keyboard is an example of the
shrinking digital world really not working, the new mobile by
NEC, the e808, reduces a QWERTY keyboard to the size of… well,
to fit on a rather large mobile phone actually. Try to imagine
a keyboard-less computer and you have the MS Tablet PC, but that
feels like a step back rather than forward, for some reason. Artists
and illustrators have used drawing tablets for some time, they
get more and more touch-sensitive with each release, but they
can get no smaller in their current incarnation. There will have
to be a radical re-think if stuff is going to work differently
in the future.
If the inner-workings get smaller, they will get lighter and that
may mean truly portable kit, if someone can figure out getting
round the monitor issue. The 17” Powerbook looks fantastic but
imagine lugging that beast around. Take the power of the Powerbook,
set it inside a PDA size device that could, like your average
data-projector, project a screen onto any flat surface. Rumour
has it that Ericson/Sony developed a mobile phone that could do
just this but could not get a battery to last more than 20 minutes.
But they are thinking about it.
Software will continue to develop, but breakthroughs into genuinely
new applications still occur very infrequently, think browsers,
think email applications; both have helped us change the way we
use our computers in the last five-ten years. Voice recognition
software has been around for a while now too but has not made
the break-through into image creation, try getting your head around
a convergence of IBM's ViaVoice and Photoshop, it could happen.
Forget hardware and software, true artists and innovators will
continue to push boundaries whatever kit is available. Interestingly,
the focus has shifted away from how illustrators are using the
technology to what they are doing with it, back to solving problems
with visual solutions, back to creating work with a purpose, with
a point of view. George Snow agrees, ' after everything that has
happened in digital imaging, we still need good ideas, bloody
good ideas, we still need to get a message across'. The glut of
fashionable vector drawings that anyone and everyone was 'creating'
and every client, it seems, were happy to use was a passing fad,
as were the over-complicated, multi-layered digital collages of
a few years previously. Now, the very best clients want something
unique, they want to use the illustrator as a craftsperson, the
software is taking a back seat and it is more about creativity
than technology.
For a new generation of image-makers, having grown up with a computer
in the classroom and another in their bedroom, the allure of the
digital is far less compelling than it was for their older brothers
and sisters. More fascinating for this group, is an increasingly
hands-on craft where the evidence of the hand is more visible,
although the digital is playing a role in transmitting the work
via email, storing the work via the web or DVD, that role is now
really just part of a bigger process. In vogue, right now, is
to create work with a nod back to the '60s, work with a retro
feel that encompasses older techniques and older stylistic leanings.
The roughly drawn mark, the felt-tip, the 'pop-a-point' pencil
aesthetic has returned but software will soon catch up. Software
developers will show us how we need not hunt down materials via
the old art shop but just tune in and click on the next generation
of tools within our chosen applications. George Snow is not so
sure, 'I can't imagine that software can that much better than
it is right now although I still spend as much time working as
a technician as I do an artist; upgrades fall over, new kit comes
out that doesn't talk to old kit, same old problems', he sighs.
'However', he adds, 'it doesn't cost what it used to, back in
1990 I spent £250,000 on hardware and software, last year I managed
on about £6,000'.
Whatever the associated costs, it is vital to remember that styles
will change, fashions in illustration will come and go, 'creativity
is about diversity' explains Conningsby, offering the Debut Art
explanation to the wealth of visual approaches currently being
practiced. Andy Martin goes one further, seeing it differently
and recognising a shift away from categorisation, 'this is a very
exciting time to be working and has coincided with the breakdown
of old categories within the art and design world. I look forward
to a future where this openness will bring new hybrid forms of
imagemaking' he offers. It may be that the days of the freelance
illustrator, as specialist, are numbered. It may be that a broader
range of skills will need to be developed to tap into increasingly
less defined markets. Martin, in the sleeve notes accompanying
the release of his first DVD of digital film/motion graphics,
Earth Bonding Point, explains; 'photography, graphics, colour,
narrative, composition and audio have all combined' in his own
work, 'thanks to digital technology but also because I've tried
keep an open mind'. George Snow now running his own lab/training
outfit in Italy, 3G3 World, agrees, 'now it is a very, very sophisticated
mix, I envisage a return to drawing and painting, using materials
by hand,' Snow explains 'but in combination with, what I see,
as a one hundred percent digital future'.
Just to put it all in to some kind of perspective, in the grand
scheme of things, it is worth remembering that the digital advances
made in the last twenty or so years have been just a tiny flicker
in the overall history of man and his desire to create images.
From the first mark on the wall of a cave 10,000BC to the cutting
edge digital images produced at the dawn of the 21st Century,
the power of the picture continues to excite.
Extra
Apple Icon
From a start-up in a Californian garage in 1976 to an annual
turn-over of millions and the launch of 'the world's fastest personal
computer and the first with a 64-bit processor' - the G5, Apple
has come a long way. It all began, back in that garage belonging
to the parents of Steve Jobs, when he sold his Volkswagen camper
van and his partner Stephen Wozniak, or Woz, sold his programmable
calculator to fund the building of the first Apple product, the
Apple 1 circuit board. It featured a wooden frame and had to be
constructed by the purchaser, fifty were offered for sale.
Right from the start Apple would think different(ly), early advertising
campaigns described the product as 'the computer for the rest
of us' and the original development team are often regarded as
radicals. The idea that the invention of the personal computer
owed as much to a desire to oppose centralised authority and technology,
as it did to the invention of the microprocessor is a theory that
has left Apple with a particularly strong image. For the computer
that brought 'power to the people', Apple's core users are still
regarded as creative types, freethinkers and free spirits.
© Lawrence Zeegen


