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Dystopian wastelands. Intergalactic pirates. Alien spacecraft waging war with one another. In the hands of Jeff Carlisle, these visuals carry an air of awe and adventure. A concept artist and illustrator, Carlisle has made a name for himself as a professional dreamer of worlds and craftsman of characters. For Carlisle, nothing is impossible or too fantastic. Perhaps that’s why he’s been hired by everyone from Lucasfilm to Topps to Felicia Day’s award-winning series The Guild. Whether bringing familiar worlds to life or leading us into his own imagination, Carlisle’s artwork is a headlong plunge into wonder, spectacle, and, quite often, what it means to be human. |
Who (or what) first inspired you to become an illustrator? Well, that is a tough question. To properly answer it, I would have to tell you the story of my life--and really, it was a pretty boring, normal experience. I have always been drawing, since I was about three years old I guess--when my parents got divorced. My mom saw early on that I was always drawing on anything I could get my hands on and she began my art education. My dad liked to take me to movies and have adventures that stimulated the imagination of my older brother and myself. My older brother was also huge influence as well -- at times he was my hero, sometime my tormentor -- and always my big brother. All of my family made it possible for me to be the dreamer that I am today, and help me find my influences. I was drawn to making art of things that interested me--and that was pretty much science fiction/fantasy movies, cartoons, television and children's books. I loved fine art as well -- my mother always had a uniquely excellent library of fine art books, but it was probably The Art of Disney and my older brother's The Art of The Empire Strikes Back that I looked at the most growing up and copying out of. I was always telling stories and either taking someone else's characters and putting them in new situations or creating my own characters and putting them into classic stories. I was enraptured by Little Golden Books, and I went to a very unique elementary school that nurtured creativity--so I started making Little Jeff Carlisle Books and writing and illustrating them, even at the age of seven. "Pecos Bill Versus King Kong" was a smash hit as was "See the Manatee meets the Three Billy Goats Gruff." By the time I was in high school, I knew I was going to do some kind of illustration or writing How difficult is it to capture, interpret, or translate someone else's idea? It is pretty much impossible. What ends up happening is you have a dialogue between what the client wants and what you want to do. Usually they have a vague idea of what they want and it comes into focus the more they see your progressive stages -- sometimes they have a concrete image in their head and you are the hands they want to draw it. But, it is your job to do the illustration to their specifications, so you adapt. As a concept illustrator, when is a project "done"? Are you ever completely happy with your work, or is there a nagging sense that something could be worked on longer? Doing concept work is a funny thing. It goes back to that dialogue I was talking about. Your job is to cast a wide net and slowly reel the idea in. It takes many drawings, many journeys down blind alleys, and lots of revisions, but eventually you get something the client is happy with. That is when it is done, when the Client says it is done. I don't think there is an artist alive or dead who is happy with their work. I always notice the faults, the inconsistencies, but there comes a point where you just have to stop. If you go any further, you could ruin it. Well, with digital art you can always go into it, but with traditional art knowing when to stop is key. Someone once said that art isn't finished, it's abandoned--and I have to agree to a certain extent. |
At what moment have you felt the proudest about your work? When the intended audience is looking at it, and there is a smile on their face. Or if you hear from someone that your work really got to them--either in person or even in an e-mail or letter. Personally, I love to watch people when they look at my work--watch where their eyes go, what they focus on, what they skip over. That is the only time you know what worked and what didn't. Illustrator Tony DiTerlizzi encouraged you to become a full-time artist. Did this give you a sense of validation or direction? I'll tell you a story about Tony DiTerlizzi. The Origins Game Fair 2000 where I met Tony was one of those life-changing moments that you know you will remember forever. I had been out of art school for about three years at this point and had been spending the last two years working as an office temp--which is mind-numbing to say the least. |
Well, I saw that DiTerlizzi was going to be a guest at Origins, which is the local game convention. I loved his work and actually thought he was some 50-something crazy artist from Italy with a single Artsy name, wiry mustache and a Super Mario accent, who would just take giant brushes and with one magic stroke lay down a perfect image. Then I meet this guy who is only four years older than me who could be a long-lost brother, you know? Very down-to-Earth, totally approachable, very much a product of the same generation and influences as myself. The irony of meeting him was I couldn't find him for the entire show until late the last day! And when I did, he had already heard about me from people working his table--so he wanted to see my portfolio. And he is flipping though, and I hear a couple of "wows" come out of his mouth and my heart starts skipping -- and he says "Why aren't you working?" And the only answer I have is "I don't know." Which was true I was totally clueless and had no idea what to do or where to go. Then he tells me that he really wants to look at my portfolio but he has to go do his final presentation at the con -- a seminar on "how to build your portfolio." |
I had no idea that famous people just walked around buying comics or talking to artists. I met incredible people that year like Elijah Wood (this was the summer before Lord of the Rings came out), Joe Turkel, the great movie director Robert Wise, monster maker Stan Winston, amazing artists like Brian Froud, Jerry Vandersteldt, William Stout, Terryl Whitlach, I met my good friend Daniel Falconer from Weta Workshop were...it was completely unreal. |
I had no idea that companies like Industrial Light and Magic had portfolio reviews there. If I had, I might have prepared better. But, I decided that pass or fail, I would see what they thought of my work. So, I sat for six hours in line, slowly moving closer to destiny, and on one side of me was this gregarious comic artist names Tom Hodges, who is a fellow Star Wars illustrator now and on the other side of me was an amazing concept artist named Phil Saunders and his girlfriend Anne Cofell. Well, when you spend hours waiting in line, you end up talking and looking at each other's portfolios, and Phil and I really were bonding over our love of concept art--and Anne was familiar with Ohio since she went to grad school there. But Phil couldn't stay in line--he had an appointment he had to go to, so after sitting for three hours he took off. But he came back an hour later and saw me still in line--and told me that he was the creative director for a game company called Presto Studios and they were looking for artists. And, being that he was the creative director he asked if I wanted to consider our time in line as an interview. I said yes pretty quickly, believe me! I was all excited at the prospect--I mean, who goes to ComicCon their first time and gets a job? But the rough part was that my girlfriend at the time (now my wife) was offered a promotion at her job that same week and we decided that she would stay in Ohio, just in case things didn't really work out--and four weeks later my brother was helping me move to San Diego. next > |
Then he looks at me. And I look at him. Then he asks me to come with him to the panel -- which had probably twenty to thirty people in it, and we brought out two chairs, had everyone sit close, he gave me his portfolio and I gave him mine. And for two hours we discussed each other's portfolios in front of an audience. People actually sat and watched us become friends. It was surreal. And we talked about our influences, techniques, all kinds of stuff. And at the end of the panel, we exchanged phone numbers and he told me that I needed to go to Gen Con, the big gaming convention. And if I went, he would introduce me to people -- and they are people who I still work with to this day. So, it wasn't just validation or direction, it was opening the gates to a new life. |
Can you describe the process/your involvement with the video game Whacked! for the Xbox? How different was this project from others? Whacked! happened like meeting Tony DiTerlizzi -- it was being at the right place at the right time. About six months after going to GenCon in 2000, I was finishing my first professional project, which was designing Star Wars spaceships for the now-defunct Star Wars Gamer magazine and seeing it in print -- which is HUGE when you are first starting out--and I was trying to decide what my next move was. At this point, I was working part-time at a bank as a drive-through teller and spending half of my day as an illustrator. I asked Tony if he had any suggestions--and he told me about the San Diego ComicCon, and all the great artists and companies that go there. So I planned a trip to ComicCon 2001, went out and split a hotel room with my friend Sean McKeever, who was an up-and-coming independent comics writer at the time and has now written for years for Marvel and DC Comics and it was utterly mind-blowing. |