Showing posts with label Martin McKenna. Show all posts
Showing posts with label Martin McKenna. Show all posts

Saturday, 25 January 2014

Beyond the Pit

This arrived in the post today...


That's right - it's Arion Games' Kickstarter-funded Advanced Fighting Fantasy bestiary Beyond the Pit, featuring Terry Oakes' stunning airbrushed artwork on the cover.

Echoing the original edition of Out of the Pit (first published in 1985), Graham Bottley and Andrew Wright have created a very professional and appealing, not to mention useful, book of FF bestial lore that will sit very comfortably alongside the rest of any Fighting Fantasy fan's collection.

I've had great fun this evening flicking through the book, being reminded of adventures of yesteryear (as well as thinking which monsters it might be nice to bring back some time), and enjoying the artwork of masters such as Tony Hough, Brian Williams and Martin McKenna all over again. What's particularly pleasing is to see that one of my creations has made it into the book - namely the Giant Chameleon - as well as elements of world-building from some of my gamebooks, notably Curse of the Mummy.



Special mention must go to Steve Luxton's updated maps of Titan that appear in the book too. As Andrew Wright notes in his introduction, the Fighting Fantasy World has grown a very great deal since Out of the Pit was first published.

A few formatting and layout problems aside, Beyond the Pit is a worthy addition to the FF library and is a great purchase. Roll on Out of the Pit Volume 3!

Saturday, 13 April 2013

Legend of Zagor, YOU ARE THE HERO artwork commissions and Derek the Troll

It may surprise you to hear that until this week, I had never owned or even played the Parker board game version of Legend of Zagor, written by Mr Ian Livingstone himself. But now, thanks to the wonders of the Internet, eBay and YOU ARE THE HERO, I have acquired a copy and even tried it out with my own little minions this weekend.

 The game in progress.

Salazar the Wizard prepares to enter the Halls of Fear.

Legend of Zagor came out in 1993, the same year that my first ever book (and Fighting Fantasy gamebook) Spellbreaker was published. I remember seeing it for sale at the time - just the once - but being a student, I wasn't in a position to splash out and celebrate my publishing success with a copy of the game. Now, of course - twenty years and forty-five books later - it's another matter entirely. This time I can justify the expense as I've had to buy the game 'for research purposes'. (At least that's what I've told my wife. ;-)

 The story intro to the game.

Anwar the Barbarian's Character Sheet, with artwork by Martin McKenna.

You can expect to find a chapter dedicated to the various non-gamebook versions of Fighting Fantasy adventures in YOU ARE THE HERO.

In other news, this week I also commissioned three artists to produce brand new artwork for the book. They include Martin McKenna, who's producing the cover, Russ Nicholson, who's producing some new internal art, and legendary UK comics artist and writer Lew Stringer, who will be writing a brand new Derek the Troll strip for YOU ARE THE HERO.



Monday, 1 April 2013

YOU ARE THE HERO Art Prints

If you pledged your support to the YOU ARE THE HERO Kickstarter at the GHOUL reward level or above, then you will be receiving one print - or maybe more, depending on how much you pledged - of a piece of artwork by one of these fabulous Fighting Fantasy artists.

Russ Nicholson
 
Iain McCaig
 
Martin McKenna
 
Tony Hough

Iain's print is of the Dwarf Trialmaster from Ian Livingstone's Deathtrap Dungeon.


Tony's print is of the still undead pirate captain Cinnabar from Bloobones.


However, Martin's and Russ's prints are going to of brand new artwork that is being commissioned for YOU ARE THE HERO, the definitive history of Fighting Fantasy gamebooks. Martin's artwork will form the cover of the book, while Russ's illustration will be in his classic Fighting Fantasy style and will appear inside.

I realise that it's hard ordering a print you've never seen - even if you are a massive fan of Martin's or Russ's artwork - so the survey will give you the option of not deciding yet and once the artwork's done, you can make your choice then, at a later date.

So, backers, keep an eye on your email inboxes...

Thursday, 13 December 2012

Artist Profile - Martin McKenna

Martin McKenna has kindly agreed to provide the cover for YOU ARE THE HERO - A History of Fighting Fantasy Gamebooks (should the Kickstarter prove successful in raising the necessary funding), so today I present an interview I conducted with Martin earlier this year.


When I wrote my first Fighting Fantasy gamebook Spellbreaker (back in 1992) I asked if Martin McKenna could illustrate it. Unfortunately we weren't to work together until my third gamebook, Curse of the Mummy (1995), but since then I've been fortunate enough to work with him on another three occasions. He painted the cover of Bloodbones (2006) and produced all the art for both Howl of the Werewolf (2007) and Night of the Necromancer (2010).

Anyway, Martin has kindly taken the time to talk to me not just about his art but about his involvement in the Fighting Fantasy phenomenon and so today, I proudly present, the Martin McKenna interview!


1. How did you start out as a professional artist?
I gained some experience as a youngster by doing artwork for fanzines in the '80s. Fanzines, kids, were obscure pamphlets their editors scraped together money for to get printed and struggled through the night to staple together and cart to conventions where they'd be swapped for the fanzines of other editors. Crazy olden days. The stuff I did seemed to go down well with the folk who saw it, and one thing led to another. Twenty years later I'm still at it, since no one's actually told me to stop messing about and get a real job.
 
2. What was your big break that led to you doing what you’re doing now?
It was probably more like a lot of little breaks. Really early stuff like meeting Steve Jackson and Ian Livingstone in '86 was helpful. They liked the fanzine work which had included a Fighting Fantasy spoof, and they recommended a submission to Warlock magazine. Coincidentally Marc Gascoigne had seen my fanzine stuff and liked it, and he was then editor of Warlock. Most importantly, an invitation came from John Blanche, then art director at Games Workshop, to produce work for him. John’s initial contact came as a result of me entering an art competition featured in the Citadel Journal. Instead of the hoped-for prize of a two quid postal order, I got a letter from John expressing interest in my stuff. This led to my very first paying commission: illustrations for an Out of the Pit article in Warlock. So a bunch of things came together in the very beginning. And one way or another they've continued to do so ever since. Back in those days (I remember when these fields were all molten lava) the whole fantasy scene was so much smaller, but probably harder to make initial contact with people and get your stuff seen.

3. What is your preferred method of working? Which medium suits your style best?
Doing stuff digitally, but retaining some connection with how I did things traditionally. Line and wash, basically, with some twiddly bits.
4. How did the evolution from Letratone shading to your current scraperboard-style of white marks on black come about?
I didn't use Letratone very often. Thank God that stuff's long since gone in the bin. Yeah, drawing in a pen & ink style digitally is a bit like doing a scraperboard thing, which I enjoy. I still prefer doing things in black and white... I really should do more. One of these picture books I'm doing for children these days needs to be pure black and white linework, or I'm missing a trick.
5. Having illustrated both Warhammer and Fighting Fantasy (and all manner of other things) which setting do you prefer and why?
Oh, I have no preferences. Anything that allows me to do a few monsters and gnarled, pointy things with a bit of mist. Moon, silhouette, twisty tree, bish bash bosh, Bob's your uncle; any setting.
 
6. How did you find the experience of producing the illustrations for Curse of the Mummy compared to those for Howl of the Werewolf and Night of the Necromancer?
Well, I remember Curse was done in next to no time because time had run out, and I was reduced to desperately scribbling in felt tip, and weeping. The other two were digital and infinitely less gruelling. Howl was enjoyable I seem to remember, I quite like some of those. Oh but thinking about it, I remember now I'd trapped my hand (my drawing, fighting hand) in the car door the previous Halloween and I did most of the Howl stuff with a fingernail hanging off and flapping around getting caught on my pen. Yum.

7. Which was the first Fighting Fantasy gamebook you read?
I think I began at the beginning with The Warlock of Firetop Mountain.
 
8. Did you read FF before illustrating FF?
A friend of mine at school bought the first issue of Warlock magazine, which was my introduction to the whole fantasy gaming thing. I bought The Warlock of Firetop Mountain book and one or two others on the strength of that, and a few of the other early titles over the following couple of years. I started doing some illustration work for Games Workshop while I was still at school, and John Blanche recommended I send some samples in to Puffin and it resulted in me being commissioned to illustrate Daggers of Darkness when I was seventeen. So the short answer is: yes.
 
9. Which is your favourite FF gamebook?
I think I remember enjoying Deathtrap Dungeon more than most, and I really liked the Sorcery! books.

10. How did you find the process of illustrating FF books? Was it an enjoyable experience? How did it compare to other illustration jobs?
Illustrating Daggers of Darkness when I was so very young was a terrifying experience! I barely coped with the burden of the job and the pressure I felt working for Puffin, which for me at that age felt like the big time! I struggled through it and thought I'd done a terrible job, and was truly amazed when they asked me to illustrate another one (they must've been desperate). For some reason I wasn't deterred and accepted the commission and, maybe because I'd gained some confidence having one book under my belt and the editors' praise, my second book Vault of the Vampire was much more enjoyable to do. It's all been downhill from there! Generally I found Fighting Fantasy material a bit easier than other illustration jobs which are often much more complex.

11. How much did FF influence your career and what you are doing today?
I guess FF got me started working in the gaming industry and helped direct me in into the field of fantasy art generally. So I owe it a lot, especially for helping to get me established and find early success in my career. These days I'm doing a lot of much the same sort of stuff! Occasional goblins and things with spikes. I remain busy with book covers and album covers and whatnot. Primarily I'm working on my own picture books which I'm writing and illustrating.
 
12. What is it that makes FF so special?
From a purely nostalgic point of view FF was special for me, when I was young and first discovered it, because of the look and feel of the artwork by some great illustrators. It was certainly an important part of FF's success, being some of the best stuff around at the time. Plus there was the slightly downbeat British quality to the storytelling, being quite visceral and gritty (or at least it seemed to me as a kid!), and shot through with dark humour.
 
13. There are notable exceptions (such as House of Hell and Appointment with F.E.A.R.) but in general why do you think the non-Titan adventures were less well-received than those set within FF’s own fantasy world?
I'd imagine it's just to do with familiarity with the fantasy world, and not having to make any kind of imaginative switch into a less familiar setting and adjustments to game mechanics.
 
14. Which do you prefer working on, black and white pen-and-ink-style illustrations or full colour computer coloured covers?
Almost answered this already... black and white will always be what I prefer and enjoy doing most. But whacking in some colour isn't always painful.
 
15. Of which piece of work are you most proud?
Anything I can look at and not feel enormously depressed.

16. Is there anything you haven’t illustrated yet that you would still like to?
Yes, the various story ideas I have for picture books. These things are taking me so long I'll be dead with plenty of illustrations left to do.
 
17. What are you working on at the moment?
Children's picture books of my own devising. Currently one concerning an octopus and a toilet (really you can't go wrong with either), and my epic about a lamp that I'm determined I'll finish before I die. I'm working on these with my wonderful editors at Scholastic. Out for Christmas this year is my first fully illustrated children's book, which I've created with author Penny Matthews. It's called The Gift. It concerns a toy bear, and if it doesn't reduce you to a tearful mess I'll be very cross.
 
18. What advice would you give to any aspiring artists wanting to follow in your footsteps?
Art's full. Try plumbing.
Huge thanks to Martin for answering all my weird and wonderful questions, and for all the great art he's produced for my books!

You can see more of Martin's work here, here, and here.