---------- Forwarded message ---------- From: <paj@xxxxxxxxxxxxxxxxxxxx> Date: Wed, Apr 30, 2008 at 8:47 AM Subject: <>--- Interview Questions : Answer No.3b ---<> To: Jonathan Blake <blake.jon@xxxxxxxxx> _____________ M I D - W I N T E R- 2 0 0 8 _____________ PETER ANDREW JONES PUBLISHING ---- ORIGINAL PAINTINGS : LIMITED EDITION PRINTS & BOOKS : ART GREETINGS CARDS ------------------------------------------------------------------------------------------------------------------------------- AFFETTI : CRUX MILLENNIUM : HEROES & VILLAINS : RURAL DREAMS : SOLAR WIND : URBAN DREAMS : WINGS OF FIRE PAINTINGS of CHURCH STRETTON of LUDLOW of SOUTH SHROPSHIRE of SHREWSBURY & PAINTINGS of LONDON ------------------------------------------------------------------------------------------------------------------------------- _______ MEMO Hi Jonathan, Herewith answer to Q3b 3b) Does "Heroes and Villains" contain the artwork for the "Fantasy Questbook" "Starflight Zero" (by David Fickling and Perry Hinton)? Yes. Do you have any memories on painting these works to such a tight brief from the authors? It was "a pleasant nightmare". I really, really enjoyed that project but probably for all the wrong reasons. David and Perry were terrific fun to work with. I was bowled-over by the sheer extent of their enthusiasm and dynamism (which normally tended to rely on me in projects, not on authors!) so it was a "joined-up energy fest" with Philippa Dickinson, then editor at Puffin, joining in for good measure! But it was a really, really, tough job. It was "totally experimental" from an Artwork stance. For production reasons I could not paint on wood panel which was my normal "bullet-proof" technique. Print production costs (budget restriction) meant I had to paint on paper, which was not a big challenge since I started out in the mid-70's using "the English method" on stretched paper mounted on card, but this had to be flexible to go around a drum to be scanned at the printers so Philippa hunted down some special plasticised coated paper which turned out to be a b___h to work with, a nightmare. I spent a lot of deadline time struggling with this technical issue on top of the fact that the tight publishing dates were unsuited to this "new experimental concept" (increased workload). On top of these technical issues, deadline issues and added studio costs issues (it needed a lot of communication back-and-forth) it was tough on the brain cells. Now, I loved a lot of the jobs I did, especially TV jobs, because they did stretch the intellect I have to say, often needing to understand intricate technical, production or directing, even acting (as in actors) issues, so I was by no means a stranger to having to "go into the other parties territory and comprehend what the brief really needs" indeed, I think it was a skill I was noted for, my willingness to get my head around the nitty-gritty of "the job". On top of the above restraints I had to produce the "ship's computer readout panels" etc but of course, in those days, there were no computers to draw them on, so they had to be drawn organically and I then had my photographer do a treatment on them to make them physically compatible with the flexible main colour Art. In many ways it resembled many of the tv jobs I did, the difference being that when my studio participated in a tv series (eg. Captain Zep, Space Detective) the work was handled by a team, with me taking a particular responsibility, say, the backgrounds, but with "Starflight" there was just little old me! I really enjoyed working with the guys, I loved the challenge, but it was tough, and even though I was very used to "tough" there was so much material to get through we agreed the only way I could do it was to let the authors take the lead and just "do as I was directed" so this job differs from the so many other roleplay works I did in that I "gave myself over totally" to the directions of the writers and the editor and just joined in as "the brush-pusher"! What sort of leeway did you have in creating these works? Given all the above, I can't really remember! It was so intense I have no particular recall as to what input I had from a "choice of subject" sense. I did of course decide on the designs of characters, the spaceship, etc but again, the tightness of the brief did not allow for total open-ended freedom and had to very specifically follow author briefs, which is why I say it resembles tv, where the producer is at the top of the apex, the director next, a designer and then the brush-pusher. There has to be a structure to ensure the project is cohesive and this roleplay product, in this case, needed total cohesion of the authoring input from everyone, so on a job like that, when ideas free-flow around the team in order to support the core objective one tends not to be "a star" in that sort of scenario and adopts a team player position. Relationships with all my clients were always on a "ask the other party what their view is" since that is only common courtesy if someone is trusting you with their livelihood and talent and also our studio built a large part of its professional reputation on the "go the extra distance" ethos so we always respected, and listened to, the client, so "mucking-in for the good of the project" was not in any way uncommon, even at one point, having a four hour(!) long meeting with a paperback client to thrash out how best to launch, develop and sustain a series of books, important when a publisher is throwing money at it, but "Starflight" was the only time this ever occurred in the roleplay publishing area, where intense discussion existed throughout the creation of the artwork. ------------------------------------------------------------------------------------------------------------------------------- PETER ANDREW JONES PUBLISHING - "Decidedly Different" ------------------------------------------------------------------------------------------------------------------------------- ~~~~~~ Manage your subscription at http://www.freelists.org/list/projectaon