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Home > Featured artist > Oct 2002 > ROBERT STEINMAN

ROBERT STEINMAN

liner notes
BOBBY'S LINKS
  HOMEPAGE 
  CONTAGIOUS CONCEPTS
WORK CREDITS   
  • Mech Assault (XBOX)
  • PRINT ILLUSTRATION
  • Popsicle Packaging
  • Nabisco (Fun Fruits)
  • Kelloggs (Rice Krispie Treats)
  • Pepsi (Star Wars EP 1 Cans)
  • Skippy (Squeeze Sticks)
  • Motts (Fruit Blasters)
  • Hasbro Travel Games
  • Bird's Eye (Chicken Voila)
  • Dubble Bubble (Bubble Gum Machine)


* Click on images for pop-ups


CLICK FOR POP-UPRobert (Bobby) Steinman spent most of his formative years warping his mind on bad T.V. shows and comic books. It wasn't until he saw Star Wars, that he realized he wanted to create some mind warping of his own. He felt if it could be done that well, then he wanted to be a part of it all, somehow... someway! In college, he majored in illustration, because he decided to marry his first love of comics with his new found painting abilities, and create the ultimate race of mutant oil canvases. Wait a minute, he had a Bob Ross flair up there!

His first job was with a small studio, where he first used a computer. A Mac 8500 to be precise running Photoshop version (one point something or other)..... At that point he felt that all those barns he painted in school were a waste of his time. Lens flares were the new thing, and he was going to blanket the world with them. Slowly though, he began to see how his training in traditional media gave him a better understanding of how to work digitally. At that point, he packed up the paint brushes and easel, and made room for a monitor and keyboard.

CLICK FOR POP-UPHe found his work seemed to have a consistency to it. It all was boring corporate propaganda, and he soon became shrouded in this somewhat profitable money making endeavor. More importantly, he forgot his roots. No more did he dream of men in tights, (ok, not what you're thinking) now he thought how would that print in CMYK? (a pretty boring existence, indeed) The years passed and he found his portfolio kept growing, yet his interest in it... didn't. Clients he did work for included Nickelodeon, Hasbro, Good-Humor/Breyers, Nabisco, Mattel, Pepsi and Hershey as well as many other recognizable names. However, the work he did for them was entirely in print, not in the areas he would have liked. He did not mind the clients, or for that matter, the content of his commissions. But he did feel there was something missing creatively for him. (The child inside him wasn't entertained.) Sure there was illustration involved, but mostly of logos or product beauty shots. However, there was a light at the end of his tunnel. He did design a lot of the packaging mascots we see in the grocery store, and by doing so, a flame re-ignited in the recesses of his mind. A bit of "character" infiltrated his work. The desire he had with creating "fun" stuff, had found its way back to him. This faint ray of hope is what inspired him to revise his portfolio, for newer vistas. A path through all the corporate weeds began to reveal itself. However, he was still plagued with the comfortable and well paid environment he has grown custom to know.

CLICK FOR POP-UPThen, as if it were a message from Heaven, he was slapped with a pink slip. Due to budgetary cutbacks, he found his position to be deemed unnecessary in the changing and unstable times, of his then employer. So with a potential career revamping already underway, and his newly forced unemployment conditions dictating his financial status. He found himself at a crossroads. His ultimate goal is to work in pre-production, doing visual development/concept work. He was directing himself towards the areas of film, animation and gaming, and which ever one opens up to him first, will experience his potential. But now, he was up against the hurdle of being able to eat. Thankfully, he did hook up with a couple of guys who had an IP for a video game in the working. He was hired as a freelancer to do some inspirational concept paintings of the IP. Those paintings, along with the overall game synopsis, caught the eye of multiple developers. From there he and his new found work partners over at Contagious Concepts acquired more work for 2 unnamable XBox titles, as well as an online game (he apologizes for not being able to show any pics of these projects, or even mention names, but this is the birth of a new direction for him and he doesn't want to ruin that at the starting gate - these projects are currently held by NDA contracts and cannot, as of yet be shown publicly). On these projects he has acted as a digital conceptual illustrator, matte painter and 3-d texture painter. For fun he acts like a Hindu diplomat, but that's another story. Now he also buys comic books again! The roots have come back to him, hopefully in full force! He also frequents the art forums around the net, lending a hand whenever he can in the warping of minds all over the world. He is always ready to help with any questions someone may have with drawing or painting issues. And if you're looking for someone to help you with a project that you have, that needs any kind of 2-d work, he'd be happy to oblige! For more of this tale of woe and intrigue into an artist's migration from one industry discipline to another, visit his site!

CLICK FOR POP-UPBobby's thoughts on Production:
What we do is a job, (an obstacle to our ultimate goal of being able to create totally free of responsibility... if in fact, you choose to be paid for it) governed by someone who wants to make money off of our talents. Deadlines may suck, late nights will hurt your extracurricular drinking! Ultimately someone else with probably no apparent abilities to speak of, will have a say in how things are done. So production as a whole, sucks. It can, and sometimes does, limit your creativity. It has a lot of negative drawbacks. However, it gives validity to an artists' skills. For sake of argument, even if you are a fine artist, who gets paid to sit around and paint naked fruit, you are still relegated by an outlet that desires you're supply. Hence you essentially work under production parameters, maybe not as directly obvious, but apparent nonetheless. What I can say about production, really shouldn't hold any weight or significance to anyone reading this. It should serve merely as an example or case study of my thoughts. Production is important in an artists' growth, it helps you deal with working along side peers of comparable abilities (more or less) it helps you understand logistics of budgetary restrictions (a highly overlooked aspect of being an artist), it certainly helps you become more efficient (trusting that you work in a well organized environment - which sometimes you won't :) It helps you get a complete picture of "how to be an artist!" In general, the short, short version, "It's a necessary evil!"

CLICK FOR POP-UPBut alas, you need not run and scream into the night, fearing this abomination, this word, production. You can find comfort in this fact (and this is probably the only thing I can write that's worth remembering.) As long as you keep the same childlike excitement inside you (the reason more than likely, why you ever pursued a creative endeavor), and tackle any production with that same vigor and passion, no production... negative or positive will ever overwhelm you. And the love that we have for what we do, w ill always overcome any obstacles we encounter. And no matter what we are challenged with, no one could ever say they do something cooler than we do as artists.

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