Interviewing Anya Radzevych on Entertainment Design & Studying At ArtCenter

Dishonored concept painting - digital environment artwork

Artwork by Anya Radzevych

Interviewing Anya Radzevych on Amusement Blueprint & Studying At ArtCenter

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Anya is an incredibly talented artist with quite a few big projects under her belt. She graduated from ArtCenter with a focus on Entertainment Design, yet her work proves she can deliver a lot more than merely traditional amusement designs.

In this interview she shares her journey getting into the earth of entertainment & industrial pattern, along with sharing her experiences studying at ArtCenter College of Design.

She's got a website you can cheque out, or browse some of her recent work on Instagram @radzevych.anya.

Prospective students interested in Amusement Design at ArtCenter are sure to pick up a few gold nuggets here!


What'southward your history with art & what got you interested to pursue art as a career?

I had quite a winding path in art and design. I started by studying art history in my hometown of Kyiv, Ukraine.

As a student, I was turning all my bookish papers into opportunities to travel and feel the original artworks in person.

Forty countries and countless museums later, I realized that exhibition design is what truly fascinates me – the thoughts and skills that get into crafting a viewing experience.

Following my newly discovered fascination, I went on to report exhibition design in London'southward Key Saint Martins, and afterward moved to Los Angeles to work on my skills in interior and industrial pattern at ArtCenter Higher of Design.

Being in Los Angeles – a capital of entertainment design – influenced me to pick up involvement in environment design for video games.

Now I work between Amusement and Industrial pattern. I'm always taking opportunities to imagine future scenarios and introduce.

I was very fortunate to design the future of the third-place at Starbucks, envision the time to come of play for Adidas, design the time to come of workspace at Haworth, and imagine the future of travel at Royal Caribbean Cruises.

Sketches of Spacemen Astronauts, Concept Designs
Artwork by Anya Radzevych

When you showtime started at ArtCenter, what was your initial impression of the curriculum? Did y'all feel the early classes were a peachy fit from the beginning?

I will exist very honest here, I created my entrance portfolio for ArtCenter in three months with no prior experience in concept art, and very sparse knowledge of perspective and anatomy.

I learned every bit much equally I could that summer, taking classes with Art Eye's teacher Volition Weston at Nucleus gallery, Intro to Concept design with Eric Ng at ArtCenter at Night, and Intro to Beefcake with Kevin Chen at Concept Blueprint Academy.

Although I stepped up quite a bit and got my spot in the form – Entertainment blueprint, Concept track – coming to the first class in my first term I felt incredibly unprepared.

My classmates (some of them already had professional experience) were way ameliorate than myself in practically every class.

All the same, the curriculum (especially for the get-go term) is designed in a way that made all of us almost equal.

The approach (no matter the class – Model Store Fundamentals or Graphic symbol Design) is to give students so much work that without learning shortcuts, doing the hard twenty% of the work showtime, and prioritizing quantity over quality – it would be impossible to cease the term.

It was a very humbling experience for all of united states.

It made us realize that although we might have intricate & genius concepts, without high-quality execution they aren't worth much.

2001 Space Odyssey Digital Painting/Poster Artwork
Artwork by Anya Radzevych

In this sense, early on classes at ArtCenter are dandy at preparing students for work in the highly demanding fast-paced entertainment manufacture.

This goes without saying that the entertainment design curriculum is constantly evolving (under the guidance of DreamWorks veteran & Department chair Guillaume Aretos) to represent as closely as possible the real piece of work environment of the Entertainment manufacture, and prepare students for the smoothen transition into the professional world.

For anyone curious about an Entertainment Arts degree, can yous explain more about what you're studying? What kind of work are you lot doing as an amusement artist?

There are two Entertainment related tracks at ArtCenter: Entertainment Pattern and Amusement Arts.

Entertainment Pattern prepares students for a career in the video game and motion picture industry.

Entertainment Arts is focused on concept fine art for blithe serial and animated features.

It's non uncommon for students to switch between the programs along the way, or for an Entertainment design graduate, for example, to piece of work on an animated feature.

Painting and sketching are the fundamental skills for both programs.

So the showtime couple of terms, all students will be taking classes in perspective drawing, anatomy, digital painting, character pattern & environment design.

Later on students pass the 3rd term review – to prove that they have a firm grasp of the nuts and are ready for professional internships – they may craft their curriculum to develop a particular forcefulness of theirs.

For Entertainment design students, that tin hateful taking 3D modeling classes to learn modeling creatures, props, or complex environments.

For Entertainment fine art students, that tin be focusing on a particular drawing way (Disney and Adult Swim being the most popular).

Environment Rough Sketch - Concept Artwork Design
Artwork by Anya Radzevych

It would be fair to say that no matter the plan or detail forcefulness, any project would start with the rough outline of the story, a lot of variations sketches, and end with the thou piece: keyframe painting or a photobashed activity scene.

Aside from drawing a lot, what do you recommend that students do while they're in school to set them to land piece of work subsequently graduation?

I'd recommend walking around the campus and paying shut attending to the posters on the walls. No kidding.

I got my get-go couple of side gigs doing storyboards and concept drawings from an ad on the wall.

Also from those posters, I learned about DesignStorms. DesignStorms are a quite unique opportunity to ArtCenter students, to collaborate with an bodily company (Disney, Microsoft, Adidas, Vans, to name a few from the past) that enquire students to solve a real-life design challenge.

Students work on campus or at the HQ of the company, go paid for several days of (non-stop) piece of work, and present their ideas to stake holders and designers of the visitor. I know several students that landed interviews, and after jobs because of their successful last DesignStorm presentation.

Unfortunately, entertainment students rarely participate in DesignStorms. Even so that makes them even more desirable as team members.

Paired with Product or Graphics design students, they bring unique views and an invaluable blueprint skillset.

Can yous share whatever details most some of your initial client work? What were those projects similar & what kind of things take you learned from working with larger brands?

I always believed that the viewpoint and skillset of entertainment students tin bring value to projects & companies, even those non directly related to Entertainment design.

For example, for my first internship I chose to work for Starbucks where I was designing environments for their hereafter concept stores.

In its essence, the same workflow we exercise in Entertainment blueprint applies to the design of commercial spaces. It'southward about defining the story that you're trying to convey to customers, developing variations of layouts based on certain real-life limitations, and diving deep into details and execution.

How is designing a real cafe different from designing a cafe for a video game? The principle stays the same.

Pink City - Environment Artwork, Digital Industrial/Entertainment Design
Artwork by Anya Radzevych

From my internship experience, I've learned that the skillset of Entertainment designers is in demand in other industries.

I've fabricated it a point to diverge from strictly an amusement design career, and choose companies and projects where my perspective would be unique and valuable.

When you're given a new project brief, how do y'all typically approach it from first to cease?

One great piece of advice I got from my High german instructor (read: time management principal) on a two-day DesignStorm at Adidas HQ in Portland: "Always program from the deadline".

Agreement (and visualizing) how much time yous take on hands for the projection volition help to eliminate unnecessary piece of work.

Information technology will besides help you get a grasp of how much fourth dimension & try you tin spend on each stage of the project – how many days on brainstorming/concept development, how many days on sketching, how many hours of rehearsing the presentation.

I always try to programme to deliver three solid variations based on the brief, forth with a thorough explanation of every pattern choice I've made.

More often than not, a couple of great images presented with a logical coherent story will get a longer manner than hundreds of sketches (even amazingly executed) that aren't fitted well together.

Completed Digital Environment Concept Painting, Dishonored - Anya Radzevych
Artwork by Anya Radzevych

Aside from raw artistic skill, what do you think are some other traits that artists demand to develop for a long-term career in entertainment fine art?

I very much share the same view as Art Centre alum Maximus Julius Pauson (Rick and Morty, Disenchantment) who I had a hazard to talk to on campus.

To become pretty much indispensable in whatsoever chore, you should have at least 2 of these three traits:

  1. Be an amazing artist
  2. Be very friendly, light up the moods of people around you
  3. Deliver on time or before deadlines, like a clock, no exceptions, ever

So basically, being keen to piece of work with or delivering on time is just every bit of import as producing great designs.

ArtCenter is cultivating the mindset of time management and attending to work quality.

Being friendly goes beyond competition and grades. It's something that everyone has to figure out on their own.

Equally a contempo grad, I had about a dozen freelance projects.

At present that I have a full-fourth dimension task I pass them starting time and foremost to my classmates that became my friends and proved to be reliable.

Treating your studies at ArtCenter as if they're actual professional projects, in every sense, is a wise approach.

On a more personal note, are there any personal projects you're working on currently? Or any ideas for projects you lot'd love to piece of work on in the futurity?

In my concluding year at ArtCenter, I took a class in Unreal Engine rendering.

This is a bang-up piece of software to create fully-functioning video game mockups with interactive elements and photorealistic materials.

Now I'm expending my cognition of the program and tinkering on designs for a fictional museum à la The Natural History Museum of Los Angeles, where animals on display are actually fantastical creatures like griffins, Centaurus, and phoenixes.

I'm working on the designs with my ex classmate who is my married man at present.

Anya Animal Museum Exhibit, Concept Design Piece
Artwork by Anya Radzevych

What terminal parting communication could share with other aspiring amusement artists?

I loved my experience at ArtCenter.

There I learned the skills that landed me a job & career, and at present those skills assist me to realize ideas that I've dreamed of since childhood.

However, I should say: apply to ArtCenter when yous're truly prepared. Meaning yous know your basics in digital painting, sketching in perspective, human & animal beefcake. When you lot're comfortable in your skillset y'all'll learn much faster, and specifically the things that ArtCenter is truly great at pedagogy: design thinking and concept development.

I'd strongly advise taking a couple summer's worth of classes in online courses similar Gnomon, CGMA, or actual studios like Brainstorm or Concept Pattern University outset.

These classes will assistance you to get the nuts downward start, and help you make the most out of the limited fourth dimension you'll have at ArtCenter (trust me, eight terms will fly by).


Special thanks to Anya for making time for this interview. It's a really interesting perspective into the before & after of breaking into the infinite as a professional creative person, specially in the entertainment design world.

If you desire to bank check out more of her work or learn more about what she does, definitely have a wait at her Instagram contour @radzevych.anya.


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Source: https://conceptartempire.com/anya-radzevych-interview/

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