Special Guest Interview: Patrick Awa

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Visual Development/Concept Artist Patrick Awa is one of the most talented artists working in the animation field.

We are honored to feature one of my favorite concept artists working out there in the animation industry today. Patrick is someone whom I met during a charity art exhibit (where we were both contributing artists) many years ago. His art, and his person, are of the highest quality. He has designed for both film and television, and participates in numerous art exhibits and charity auctions, where his work often fetches record prices. I’ve been a big fan of his for many years.

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A beautiful Art Exhibit piece by Patrick Awa done for the themed show, Hansel and Gretal.

It’s a rare opportunity to showcase the work of a visual development artist. Due to NDA’s, delayed releases and project cancellations, a lot of the “early” work done by a concept artist is rarely shown even years after a final product has launched (or never seen at all). So it’s a wonderful treat to be able to share some of Patrick’s work here and his thoughts.  Now let’s get right to it!

Welcome Patrick! Thanks for joining us!

“Pleasure is mine, James! True honor to be featured at AnimatedSpirit.”

Can you share a little about yourself, as to where you’re from and what your early interests were before becoming an concept artist in animation ?

“Born in Santa Monica, California, I grew up in Tokyo in late 70’s through mid 90’s. Which means serious exposure to rows of giant robots and masked super heroes in crazy costumes on TV. I was one of those kids so completely captivated with those 70’s and 80’s cheesy sci-fi shows and anime, that my sketchbooks and my mom’s kitchen walls ended up being filled with lousy Crayola drawings dedicated to many characters from this genre.”

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“Count Dracula in Anubis Armor” is a sensational digital piece by Patrick Awa, done as part of a 2013 “Oscar Legends” themed art show.

“When I grew up a little bit more, slapping my face and wondering what to be in my own future, after recognizing the fact that there were unlikely any mad scientists in my relatives who could give me a secret robot to defend the universe, I thought about being a professional designer. I always liked to draw, but never considered myself as a gifted, fine artist/painter able to make my own living. So I went to university in Japan to study industrial design at its tech dept to be a car designer first. The idea seemed fair to me, drawing something economically practical where you get paid. Things were different back then, there was no entertainment design major and I did not know where to start.”

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Concept Designs for Walt Disney’s award-winning, dynamically designed CG Animated TV show, Tron Uprising. Drawings by Patrick Awa.

What inspired you to be part of the animation industry, and ultimately, move to and settle in Los Angeles, California?

“At the university, I came across the  founder of the Japanese CG production house called Polygon Pictures while he was teaching graphic design at the school. Although my major was product design I was curious about this new media which was still fresh around mid 90’s, when “Toy Story” was not even released yet. He showed me what his team was trying to do and I was totally fascinated because it looked like the new turf where I could possibly contribute more conceptual/story-driven design work, yet still technically dealing with ‘3 dimensional’ forms that I had been trained for.”

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Patrick Awa’s Character Designs for the Shane Acker-directed Animated Feature Film, “9.

“I was pretty much clueless about CG at that point but I started as an intern there, and then eventually became an art director by the time I decided to leave. I moved to San Fransisco in 2000 as a free-lancer which sounds cool but was equivalent to a hungry job-seeker with a feeble portfolio. The first couple of years did not quite work out for me career-wise, but I was fortunate to meet a group of local talents in the industry while I lived there. I then moved to LA around 2002 for the opportunity to work on a humble CG feature “Valiant”(distributed by Disney) as a character designer and have been lucky enough to survive in the industry  ever since.”

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Character Designs by Patrick Awa, for the 2005 animated feature film, Valiant, produced by Vanguard Animation.

Establishing yourself as a concept artist in animation is one of the most difficult things to do in the art world. What were the first steps you took to make it all happen, and what/who gave you the confidence to persevere through the challenges?

“I actually think I got lucky to get to know so many of the top-notch talents in San Fransciso in those early days despite the fact that it was a difficult period for me at the time. Many of them were already established senior artists and I learned a lot from them in terms of how to be a good production artist.

So in a way it was accidental, and I have to mention that the industry was a little bit more laid-back and less crowded 15 years ago. But quitting a previous, full-time job in Japan and change of scenery turned out to be a good move for me. Also previously studying industrial design definitely has helped me to approach design tasks a bit differently. I never thought that I was a genius so I wouldn’t jump on my own ‘artistic’ conclusions too easily, and tried instead to resolve the design problems as logical as possible. I was already comfortable designing characters toward 3D execution and was able to build more confidence in this aspect as I proceeded to more gigs. Nowadays, I totally see more and more of young talent with 3D tools under the belt even before they start their professional career.”
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Elegant and articulate prop designs by Patrick done for “9,” produced by Focus Features.

Tell us a bit about your work day. How do you get started and what’s your routine?

“It depends on what project I am on since sometimes I go to their office/studio to work on site for a few months, then the next couple of months I work from home remotely. I drink a lot of coffee regardless.

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Character designs for Disney’s Toon Studio’s TinkerBell Academy. By Patrick Awa.

I don’t do much ‘start-up drawing’ in the morning, I spend my before-noon time more for gathering refs, reading/re-reading the latest script or character descriptions to measure and reconsider my results from the previous night’s work. I occasionally deal with multiple projects at the same period of time, so every Monday I usually plan out how to invest my time for the rest of the week to catch up on the individual deadlines or dues to report.”

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Amazing digital concept work for the Imagi Studios CG feature film project “Gatchaman” based on the 1970’s TV series “Battle of the Planets.” Patrick was the lead concept designer of the show.

What parts of the job as a concept artist are the funnest and what are the hardest?

“Concept artists usually start working at a pretty early stage of the project, which means it is always a wild and untouched frontier in front of you. That’s kind of cool thing, nothing has been determined and it is up to you.

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Concept art by Patrick Awa for the feature film, Legends of the Guardian, produced by Warner Bros.

On the other side of the same coin, it’s pretty big responsibility, over 100 artists and animators might end up working on your design to complete the movie and it could be scary if you look at it in that way. It would be terrible to know if animators hate the characters I designed so badly yet have to animate them for the next couple of years.”

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Deadly Poppy Field” by Patrick Awa. Showcased in an exhibit featuring the theme “The Wizard of Oz.”

Besides being an established industry artist, you’re also a prolific gallery artist. What inspires you to create outside of production work?

“It’s based on different kind of desire and satisfaction. I try to work more logically and collaboratively as a production artist and despite the beauty of film production work, it makes me wonder how it would be like if I play solo. I had 2 exhibits in 2015 just to come up for the air.”
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Another incredibly gorgeous watercolor painting by Patrick Awa. Draken Flicka (and other amazing works by Patrick) was exhibited at the Gallery Nucleus, one of the greatest supporters/exhibitors of the artist community in Los Angeles.

Being an artist is challenging. What do you do to balance yourself in the face of all the external, as well as personal demands?

“My gallery work effort is partially connected with this factor. I try to find a balance when one of them gets too heavy-handed over the other but the weight shifts all the time. I’m still trying to find the right balance.”
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A beautiful piece in acrylic and watercolor by Patrick Awa. Done for the Artists Help Japan Charity Art Auction, created in response to the 2011 Fukushima nuclear disaster.

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Patrick is a prolific artist, both in and outside of production or gallery work. Take a look at these sketchbook drawings!

A hypothetical; if you were to choose anyone in history that you could apprentice under, who would it be?

“I would at least love to apply to be a protégé of Klimt and watch how Egon Schiele draw in the class!”

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We all owe artists that came before us. “Solitary Confinement” is a fantastic mixed media using Watercolor, Acrylic and Gel medium on Rives paper. This was Patrick’s contribution to the Mike Magnolia HellBoy 20th Anniversary Official Tribute Art Show.

Thank you so much for your time Patrick! We look forward to seeing more of your awesome work!

“Hey, thank you very much for the opportunity, James!

And to you young talents reading this, I wish my answers would’ve been more like “I aimed it and I obtained it” kind of triumph story but it wasn’t. It’s after struggling for years in those early days, that I started appreciating the opportunity to collaborate more and try new things with different directors/producers and artists. It’s been a bit of jam session. This production artist career can be creatively rewarding – to land in unexpected locations when the codes get harmonized and that’s something great about working in the industry. I hope our paths cross at some point in the near future!”

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Check out these cool sculpts!!! Patrick Awa’s Coffee Bear Project is a project of making a series of bear sculptures out of paper cups from local coffee stands in different cities. Patrick re-purposes the original logo designs as if they were meant to be. He hopes to publish a nice “Coffee Bear Table Book” compiling hundred’s of paper bears.

This interview only gives you a small taste of Patrick’s elegant and diverse artistry. To see more, visit his Blog here, or his Instagram site here. You can also purchase collections of his beautiful gallery work, at this link at Gallery Nucleus.

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Sitting on my art book shelf is my signed copy (lucky me!) of Acoustic Brush 2, where Patrick’s artwork is exquisitely compiled in a beautiful hardcover book. Check out his website and get yourself a copy!

A Different Perspective on Planning

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Pablo Picasso often gave the impression he never planned his work, a spontaneous genius whose raw talent was more than enough. These studies, done during the beginnings of his cubist period, indicate otherwise. In truth, he was one of the most contemplative yet proactively engaged artists in history.

“There is no art without contemplation.” – Robert Henri

Planning is not living in the future nor is it setting in stone what you’re gonna do or even how you’re going to do it. But it’s easy to be confused about this. I like to think of planning as a process that is ever present, like any other activity. It’s a process of supplementing your already developed routine of preparation and practice with the idea that by doing so, you increase the likelihood of achieving your goals. Planning is, to me anyways, merely a phase in the entire creative process – an important phase whereby you research, explore and prepare for both problems and possibilities that lie before you.

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These Milt Kahl thumbnails for Tigger are fun and exploratory. They are part of a solution but also part of the process of creating art. From the Walt Disney production, Winnie the Pooh.

Unfortunately, most artists view planning commonly in only one of two ways: (1) As a necessary but difficult and uncomfortable process that predates actual performance or creative production. Or (2) As a purely mental and controlled process, akin to architectural planning, laying out in detailed exactness the entire course of decisions and actionable objectives.

The first way makes planning out to be a nothing more than a dreaded exercise, rather than as a domain for exploration and thinking out of the box – the place where true creativity, ironically, prefers to dwell. The artist who hates planning solves nothing and remains vulnerable to going with his first ideas, fails often and wastes significant resources doing constant “re-do’s.” This artist is often poor with time management, impatient and rarely creates anything substantial or original. The second view translates planning into a method for arriving at elaborately designed “solutions” to be the end all and be all – solutions that are not only rigid and incapable of adapting to changes or unforeseen circumstances but also rob the entire production process of any joy, flexibility and spontaneity. The artist who favors this path, is often frightful of feedback and faces great emotional disappointment when things unexpectedly change course. The latter artist is also susceptible to paralysis by analysis, thereby overstretching the planning stage and leaving little time for actual execution.

“One can’t live in a future which never arrives.” – Alan Watts

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Concept art often serves as the exploratory phase of any serious animation production. These gorgeous concept paintings and studies done for Disney’s Frozen are by Lisa Keene, a long time veteran artist and art director. I still vividly remember Lisa doing live painting demos in our class, with multiple brushes in her hair and between each finger of both her hands. One look at her work, and you get the easy feeling she’s completely engaged in the process and having fun.

So what is an artist to do? If you don’t plan at all, you’re likely to get seriously lost on the way, possibility encountering complexities that will side swipe you right into the gutter. Plan too much and too hard, and you’re bound to meet with disappointment when the situation and results demand that you alter your original vision and force you to trash those “perfect” plans. Anyone who’s worked in a professional creative environment (dealing with directors or clients) knows exactly what we’re talking about here. So how does one create under such conditions – that is, be creative and unexpected – but still produce results with at least some sort of consistency?

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The Tree of Life by Gustav Klimt. This great master commanded both the medium of paint and the vision of something more, exploring themes of humanity such as love, death, and spirituality through design, color and composition.

It’s quite a dilemma – an endlessly confounding battle between letting the mind go so that the soul can be free, while knowing that without the service of the mind, the soul can be easily deceived or lost.

Your soul is oftentimes a battlefield, upon which your reason and your judgement wage war against your passion and your appetite.” – From The Prophet, by Kahlil Gibran

In life, perhaps the answer is not so simple, but in art, there is another way of approaching the problem, and that is, treating planning itself as a creative process. Since it’s impossible to live in the future and “pre-solve” all your problems, and given that not having any plans is too risky and thus “unacceptable,” your only solution then is to take the planning process in stride like any other action that you’d take, and that is, you must to dive right into it fully engaged. You have to get it into your head that plans don’t have to be rigid. In fact, plans are most useful when they aren’t.

“If we are open only to discoveries which will accord with what we know already, we may as well stay shut.” – Alan Watts

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Gehrard Richter, one of the most diverse artists alive today, seen here making his paintings – paintings in which he explores and changes constantly both the method and image that result from the process. From Corinna Belz’s insightful 2012 documentary, Gerhard Richter Painting. To read more about the film, go here.

I often tell my students that making art is often like taking a road trip – and like all road trips, it’s what you make of it. And well-planned trips, which are flexible to unexpected discoveries or side trips along the way, are always the best.

So how do you dive right into planning? First, you need to define your goal or objective, then design a plan to get to your desired destination. This activity can be immeasurably enjoyable. Just ask my wife when she’s planning a vacation. Completely immersed, she voraciously scans through library books, magazines and websites, researching and finding out where all the cool places are to see, what activities to do, where to eat, and which friends to visit along the way. She’s practically intoxicated with the anticipation of the unknown. Watching her partake in this process is always a reminder to me of how much joy you can have “planning.”

The reality is, the preparation phase is a fabulous opportunity to discover and try new things, instead of relying on old formulas or doing the first thing that comes to mind. Besides, every artist knows that your first ideas are seldom the best ideas.

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French master Edgar Degas did tons of sketches and paintings not just as tests for later, perhaps more substantial works, but also as part of the process of creating, and of being an artist in general, witnessing and recording the world around us.

Since you cannot live in the future, don’t. You’re only forgetting to live presently when you try. So when you’re planning you must submit fulling to the present state of planning. If you fall in love with the process of planning, your plans have a chance of laying a foundation to something good, and possibly great. And, even if the end results don’t turn out, you’ve at least managed to temper the expectations and enjoyed the process. It’s always great to remind yourself that the journey, and not the destination, is the goal.

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These beautiful Edward Hopper studies of his Siamese cat are moments beautifully captured. He may have made them for a part of a painting, but they are most elegant creations, in and of themselves.

So don’t dread the planning process, nor be obsessed with it. It’s great to have a map to know where you might hope to travel to, but it’s best still to allow room, and the expectation that plans can, and often do, change course. Engage in the process of planning playfully and commit wholeheartedly to the process of problem solving and discovery so that you can enjoy the latter process of actual artistic production with greater odds of success, and, possibly arrive at something unexpected, and even exciting and new. Here, the stage is empty and full of possibilities for pure, unadulterated exploration.

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These thumbnails sketches of the Gaston song sequence (from Disney’s Beauty and the Beast) show the necessary thought and visual exploration required to make a very complex and difficult scene work. Drawings by former supervising animator Ron Husband, another teacher I had at Disney’s. To see more of the artist’s work, go here.

Personally, I don’t think as much when I actually animate (or design, paint, and storyboard). When I get there, I mostly just execute. That’s when the process becomes physical and emotional, and I move into the next step of expressing tangibly my impressions. From there on, I bounce back and forth between doing and assessment, making adjustments, both big and small, along the way until the entire cycle of artistic creation has run its course.

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These Ollie Johnston studies for Penny and Rufus, from Disney’s The Rescuers are loaded with wit and charm. It may not seem so at the time they were created, but these exploratory sketches find their way into the final character animation one way or the other.

Now, sometimes, such as that commonly viewed in the realm of “Fine Art,” a determined goal or vision (such as pleasing a director or a client) isn’t always the objective. Art doesn’t always have to serve a preconceived notion. But even then – in so-called art for art’s sake, pure expression of thoughts, emotions or visual reflexes – the process isn’t always entirely fixed nor unfocused. Things don’t just “blindly” happen. The creative process is rarely aimless. Take painter Alex Kanevsky, for example. He works and re-works his paintings, sometimes substantially, to arrive at a destination. He even lets paintings sit for months, before renewing them, or painting over them.

What turned out was that there really was not a clear progress, more like wandering in the dark with uncertain goals. Not aimless, but not exactly purposeful either. – Alex Kanevsky

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It isn’t just in commercial arts such as animation productions where planning, testing, doing and re-doing happen. Fine artist Alex Kanevsky often makes huge changes to his paintings as he digs hard to arrive at the best possible outcome. To see the full scale of change and evolution of this painting from start to finish, go here.

Excellent art rarely comes from pure, absolute spontaneity. The creation of animation art, like anything else for that matter, is cyclical. More often than not, the thinking and hard work that comes before the execution stage help makes it, whatever it is, happen. Consistently effective artists tend to be those who plan their work, and then move on from those plans, and into the process of building their art until they stop. Planning is merely the beginning of the creative process that is not only necessary but, when viewed with an open mind, also immensely enjoyable.

“Art is never finished, only abandoned.” – Leonardo da Vinci