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Addy's Warden & Wolf King

Reader Adelaide brought Andrew a gorgeous art piece to sign, and of course we wanted it on the website too. Check out the color gradient, the stars in the wolf (!), Janner's humble posture. That posture speaks to me, especially with the scenes that've been standing out in my reading lately, where Janner has shown such willingness to fling himself into danger to protect Kal and Artham. Sometimes those decisions must be made in a split second, but even so they're based on more subtle decisions made day after day to prefer others, to identify oneself as a protector and servant. In this pose Janner seems to be saying, as he is saying every day as he learns to be a Throne Warden, "Here I am. Send me."Thank you, Addy.


This week, Madame Sidler will be reading chapters 12-16 of The Monster in the Hollows. Check out the forum for some conversation-starters, and we'll see you on Friday for an excerpt!

Nicholas Kole interview, part 3

Before we dive into this week's snippet of a conversation with Nicholas Kole, a Andrew asked me to make sure you all knew that Scott Lee Johnson's Wingfeather sculptures are going fast. Check out his website to order, and read Andrew's post about them for the whole story.This is part three of a good long fun interview. You can read the earlier parts of the conversation here (part 1) and here (part 2).


Madame Sidler: Speaking of all the various places where you’ve worked and the different projects you’ve worked on, Elia says, “Nintendo, you say? Any chance we could get a ‘Super Janner Run’ with toothy cows and quill diggles and Fangs?” [laughter] He got two upvotes for that. I think there’s a market! [more laughter]

Nicholas Kole: That’s great! You know, it’s been discussed! It is not off the table at all.

MS: Seriously?!

NK: ..but I feel like I’m not the one to float that idea.

MS: You know, if a studio picks the series up then we’ve got to do all the moichendizing.

NK: Yeah, yeah, absolutely! You know, there are different schools of thought about that with Wingfeather, but I think it’s got a lot of fun designs and it’s got a lot of fun worldbuilding that could potentially be a lot of fun to play around in! For me, the priority has always been the story and the world and the characters, vis a vis just creating the animated content. And if it sells toys, cool! And if we can make video games, rad! But I think that before it’s a video game, obviously, the Wingfeather Saga is a story.

MS: Sure. We’ve also had pleas for Lego sets and action figures—

NK: Plushies—I want plushies!

MS: Oh yeah!

NK: For myself, I would really like a thwap. A little huggable, squishable thwap.

MS: That would be amazing! And Gnorm is nice and squishable too. I don’t know that he would appreciate it…

NK: True… No, he would basically resent that.

MS: It might be an insult to his dignity.

NK: “How dare you! Unhand me!” [laughter] Yes! Perfect!

MS: [still laughing] Fantastic!


This week, Madame Sidler will be reading chapters 7-11 of The Monster in the Hollows. Visit our forum for some good conversation, and we'll see you back here on Friday for an excerpt from the week's reading!

Marvelous Light + Happy Birthday

Last week we finished up our book club reading of North! Or Be Eaten. This week we'll launch into the third book in the series, The Monster in the Hollows. I LOVE reading with you Featherheads! But before we start book three, let's linger for another few minutes over a beautifulness from the end of book two—a beautifulness that inspired a song.Ellie Holcomb, a songwriter friend of Andrew's, writes:

This song ["Marvelous Light"] was actually inspired by one of Andrew Peterson’s characters from The Wingfeather Saga, an old man by the name of Podo Helmer. Without giving anything away, he spent most of his life trying to hide his past, & one day all of his secrets are exposed in front of the very people he was trying to hide them from. Can you imagine? All of the things you’re most ashamed of, thrown out into the light for everyone you love and respect to see. My shoulders were tight as I read. After this intense scene, Andrew writes this about Podo:

“He moved through the days in peace and wonder, for his whole story had been told for the first time, and he found that he was still loved.”Oh how this resonated with me.

Ellie says (as many songwriters do, Andrew included) that she writes the songs she needs to hear. If you are also afraid of what might happen if people knew your darkest places, maybe this song will help you, too, believe the truth.Thank you so much, Ellie.https://youtu.be/7-5axIcYFVA


This week, Madame Sidler will be reading chapters 1-6 of The Monster in the Hollows. If you need a copy so you can read along, click here. See you on Friday for our first excerpt—and all week in the forum!

HAPPY BIRTHDAY ANDREW!!!

TODAY is our dear author's birthday. We are celebrating him all day long! You are invited—come to the party! :-D

Nicholas Kole interview, part 2

We're back with more Nicholas Kole! In last week's interview segment, we talked about Nicholas' background and how he got started working with Wingfeather. This week, the next ten minutes!


Madame Sidler: So talk about working with the Wingfeather project.

Nicholas Kole: Yeah! So, the very first thing that I did was go and hunt down the books. Because I wanted to know, very quickly—they’re dropping names, and they’re setting this up, and there are dragons, I know, and they’re invoking Chesterton, so I know something good’s going on but I’m not really sure what it is. And that first chapter really just grabbed me, and I was in. That setup, the language, the kind of playful narrative: “Everyone was happy except for the horrible giant Fangs…”

MS: Yes. Yes, I love those introductions.

NK: So good! And it just set such a great tone, something you really rarely encounter. And I’ve been doing work for toy companies like Hasbro, and movies, and games, and things of that nature, and nothing I’ve done has ever had quite that type of charm, and especially right off the bat. And working from source material that strong, and that heartfelt, and that good—just that good-hearted sense of worldbuilding and character—and that warm pull-a-chair-up-to-the-fire-and-let-me-tell-you-a-story feeling was a very immediate draw to the project. And so I dug into the books and started to get really into it, and did a couple of early passes on the character designs.

Some of the visual development had already been started; Tom Owens had done a bunch of loose character designs to kick his boards off, and there was a little bit of early painting that I think was part of the Kickstarter, too. So it wasn’t like entering completely from scratch. I was stepping into a project already in motion, but definitely trying to find its voice and trying to find its visual style and find its feet there. And so, I didn’t know it at the time, I thought I was good to go, but apparently I was being sort of tested out by Andrew and Chris and all in the first couple of stages of the design process. They would know better where the turning point was, but I think they saw that I was falling very quickly and very seriously in love with the world and the story, and that that was coming through in the designs.

MS: Yeah. Definitely.

NK: And so it was really, just throughout the process of designing the cast especially, just all of it, a really fun experience to be close enough to the author, and people involved in and invested in the project, to know that I was getting it right when I was. Definitely when I was, those were really rewarding experiences, because to hear from Andrew, like, “That’s Nia!” was just so rewarding, and as a freelancer that’s so rare to get that kind of direct confirmation from somebody who really does know. [pause to ponder] Were there other areas you wanted me to speak to?

MS: Well, we have a question from Inara, who’s 11, who’s wondering who was your favorite Wingfeather character to illustrate.

NK: Ooh! Oh. Hm. [laughs] Hm. There’s a difference between my favorite Wingfeather character, and my favorite Wingfeather character to illustrate.

MS: Oh, talk about that.

NK: I think I’m a Podo fan. Big time. He’s probably the perfect midpoint. I like Podo, and I like Kal, just in terms of their arcs and stuff like that. I like the little bits of the pasts they both have and the turns their stories take. Podo, especially, though, I just love—his warm grandfatherly character, with this very dramatic backstory that I really enjoyed discovering. I remember, every chapter of the book I was waiting to see if there was any sort of addendum: “And? What happened with Podo? What? Are we going to see the backstory yet?” And when it finally paid off I was really excited about that. But in terms of illustration, I liked Commander Gnorm. [laughter] He was a struggle, actually, to find.

MS: Really?

NK: We had different ideas about the kind of character he would be. As written, he’s kind of a selfish, covetous bully. But that can be interpreted a bunch of ways; that doesn’t have to be— What we decided to go with, and it didn’t really come through—we didn’t really have the time to fully flesh out his character in the short—but we had a couple scenes where we definitely [portrayed] him at the end as a sort of runty, sort of Napoleonesque in stature, little thing who would go around escorted by a bigger, more thuggish Fang who originally was the design I was going to put forward for Commander Gnorm. So the Fang at the depot, who checks out their papers, that was the original Gnorm design.

MS: Oh, interesting.

NK: He was going to be a bigger, kind of more grr, menacing, physical presence. But we decided that the sort of petty obsession with collecting would play more amusingly on someone who was overcompensating for something, so we wanted to make him more mean, et cetera. But I just love—I mean, lizard Fangs! What are you going to do? I loved drawing them.

MS: Oh, yeah. Those are really interesting things to think about!

So Maya wonders how you kept the characters recognizable and realistic while fitting them into a fantasy world, and it seems like we’re already sort of touching on that, but can you talk a little bit more about that?

NK: Well, realism only gets you so far. I think that the core of character design is deciding on priorities. And when you start to look at all the different possible styles you could work in, the possibilities are endless. Like, you could make it extremely realistic and textured, you could make them very close to human anatomy, or you could slide it further toward fantasy in stylization. Sort of a sliding scale between, like, Brave on one end of the realism spectrum, and like Secret of Kells on the other end.

MS: Oh, yeah, good examples.

NK: Yeah, you can slide between those two things, and I know that’s kind of generally the ballpark, world-wise, that we were playing in. We just knew, ultimately, that no matter what the styling was—which is something I just kind of naturally bring to the table; it’s not something I think a ton about; it’s how I draw. And we were pulling some references from like Secret of Kells and some of those more boldly stylized animated features. And at the core of it is really a question of, what’re your priorities? Is your priority that it looks cool? No. The priority is absolutely that these are the characters, that fans who’ve read and loved the books will look at the screen and recognize, that’s Podo. That’s Nia, that’s Kal—you know. And that’s a hard, that’s a tough order, you know? Because everybody has such a different idea, based on what they’ve read, of what these characters are going to look like. And I know we didn’t please everybody, for sure. That would be impossible.

But when you abstract things a little bit more, when things get a little more cartoony, that is a visual way of keeping things closer to the experience of reading a book. I don’t want to get too highly theoretically here, but, like, your mind is still filling in the gaps, you know? It’s not so realistic that I’m saying, this is exactly what Kal looks like. I think if I were to cast a live action actor in that role, people would have more disagreements about it and with me. But since it’s a cartoon, you’re looking at that character and the simplicity allows you to fill in the gaps with your own imagination a little bit, if that makes sense.

MS: Yeah, I think that does.

NK: Yeah.

MS: So you’re almost suggesting more than showing. I mean, showing; it’s a visual medium, you’re showing.

NK: Showing, absolutely. And the showing has to do with storytelling, too, you know, the idea of what’s important to get across about Podo, for instance. That he is a farmer now, a retired older man, so you want to play that body type up. He’s got broad shoulders to show that he was a more strapping kind of presence in his youth; his peg leg is a canonical important thing, right. So the overall [appearance], that says farmer. The shoulders and build say “once was a pirate.” The tattoo was a key thing that I brought in and the little stripy sock hidden under his cuff were little hints that I wanted to add in, and the earring as well, that sort of suggest pirate. But they’re all covered up; they’re covered by his farmer outfit, you know?

MS: And they’re subtle, too. Like the striped sock could just be a sock, but like you’re saying, it does also suggest something, when taken together with the other things.

NK: Right.

MS: What was your favorite scene to design?

NK: Hm. Hm. I think we all felt very particularly about the encounter with Yurgen, with the dragon, at the cliff.

MS: Yes. Yes.

NK: Honestly, everybody wanted that to be good, so much, and we all had different ideas of what would make that work. So it was actually one of the harder ones to land on and come to a point where we all came away feeling like we’d nailed it.

MS: I think you really did.

NK: I think in the end we did. And I’m really glad. I think one of the late stage things was we were feeling like it needed something, but we couldn’t really define precisely what. For me, the idea that it was just Leeli’s small form juxtaposed against this giant dragon, that seemed like enough. You know? We also wanted to show the magic, that there was something sort of otherworldly going on with her song, and with Yurgen, and the connection. And so we had a couple versions where he was glowing, or she was, or there was glowing underneath his scales… and there was a couple different looks, but it all felt like overkill. And right in the eleventh hour as we were trying to figure out those shots, I suggested that we do the fireflies, as a sort of subtle way of including kind of a visual magic without it being too on the nose. And I feel like everybody—we talked it back and forth and looked at it, looked at a couple versions of it, and finally landed on what you see. And I think that was a good last-minute solve for that. That was really fun.

MS: You know, that was amazing. That might’ve been my favorite part. Well, that and Nugget scorning the Fangs. That was great. [laughter]

NK: Nugget’s design is actually based on a puppy I saw out on the street outside a coffee shop one day, and I took a photo of it—somebody else’s dog, and I was like “That is the cutest dog I’ve ever seen in my life,” and just kept it for a year because I thought it was a cute dog. And they were like, “What does Nugget look like?” and I said, “Maybe… he looks like… my favorite puppy of all time.”

[laughter]

MS: Oh, that’s great!

NK: Yup!

MS: So as you’re designing these things, and thinking about how to represent different characters, and how to show without telling even in a visual medium, were there any conflicts in the way you were thinking about stuff? any conflicts of vision, or just how your imaginations were going different directions? And how did you work that out?

NK: Yeah, definitely. I think that’s just part of the artistic process on anything, is that it’s a team effort, so there’re a lot of different opinions. And with artists, and people with a strong sense of their own vision, sometimes those opinions can get very strong, and the conversations can be very intense, even among people who are pulling for the project and like each other. It’s just the nature of the beast that there’re going to be points where not everybody sees eye to eye. And sometimes, you know, you pick your battles. You pick where you’re going to plant your feet. And ultimately, you always return to the fact that that no matter who it is on the team, that we’re all really trying to make this thing awesome. You know?

And that might mean different things to us at different times. But I don’t think I ever lost the sense that we were all pulling for something that felt right, that felt great. And I think at times maybe I or Tom wanted to pull in a new direction that wasn’t necessarily backed by the books, and Chris might pull a little bit back to “Well, we really want to be faithful to the source material.” And then sometimes that was reversed, and I would be the one being like “I don’t know; I really remember the scene from the books being important in a particular way…” and so that was a big source of… well, not even arguing, just conversations, you know, we would just go back and forth on, like, that dragon sequence. How fantastical; are we adding too much to this moment or this character; or is it just right?

Things like Commander Gnorm. I mentioned that he was a favorite design, but figuring out his stature and what he would look like, and the particular tone of his character, was really tricky. And I’m not—I think there are probably eighteen different Commander Gnorms, that most people watching it would be delighted to see, and it’s just a matter of arriving at a point where Tom and Chris and Andrew and I all agree, that’s the one we’re going to go with. He could be skinny and paunchy, or he could be enormously fat, and he could be little and grumpy, and a hundred variations between all of those.

MS: You’ve worked at like a billion different projects at different places, and how does that work out in other projects? Are there patterns that you see in reconciling creative visions or in working together? You used the word “teamwork,” which is a great way of thinking of it, that you’re all working on one thing rather than all working on separate things.

NK: Yeah. It’s interesting. I’ve worked in-house with places before, which is usually the best way, to get with the people and encourage that sense of teamwork, but most of my work is remote. So I work from home, or whatever remote location, and so often I don’t get to interface with the team directly. With Wingfeather it was great because I got to come to Nashville for a kickoff meeting at Hutchmoot—two years ago, I think? and then came back again for the premiere, and the was really great, just to meet everybody face to face and put a name to the emails.

MS: That makes a big difference, doesn’t it?

NK: Definitely. And I don’t know, there’s a skit by Key and Peele, it’s a comedy duo, and it’s a bit lewd, but it’s about two friends, and they’re texting each other and one of them’s just chilled out at home and the other’s like getting ready for his work day, and he keeps getting these texts from his chilled-out friend, and they’re very brief, and he’s reading them and he’s interpreting them and he’s like “what do you mean, fine?!” You know, like getting all worked up, because the one-word answers, he’s reading them as though they were really negative and angry. And that’s really easy to do—

MS: It’s so easy to do.

NK: —when you’re not in the same room. So it’s very easy to imagine, when Chris says, like, [upbeat] “Yeah, that’s fine!” that he’s like [glum] “Well, that’s fine.” “That’s fine.” You can read that so many ways. So that definitely happens on this or on other projects, where wires get crossed and everybody’s interpreting what the others are saying or meaning. So that’s always something you’re going to navigate. I think I need to know my role on a project, and either I’m a co-contributor on a conceptual level, or I’m just there to provide the service of drawing. And those are two pretty different tasks. And it’s easier to do your job well if you know which one of those two things you are.

MS: Mhm. How far does your responsibility go, and where’s your authority.

NK: Yeah. Yeah. And it’s not about authority so much as how can I be serving? Am I better serving the project and these people by trying to make decisions about the nature of the story and all this sort of stuff, or is it better for me to just keep my mouth shut and draw, you know?

MS: Right.

NK: With Wingfeather I felt a lot of ownership, and I think that was reflected in the actual product, too. Like I think we all split the decisions, and everybody had a say and were listened to. So that was a cool experience.

MS: Good. I’m really glad.


Thanks again to Nicholas for this fine interview! Be sure to check out his work (links here). You can catch up with last week's interview segment here. There's a lot more of that interview to come, too!

This week, Madame Sidler will be reading the end of North! Or Be Eaten! To read along, start with chapter 59 and then just read until there isn't any more book. What? No more book?! Don't worry; we'll start The Monster in the Hollows next week. :-)

ps. Andrew's birthday is next Monday! You know what that means... ;-)

Nicholas Kole interview, part 1

Featherheads! Back in March we cooked up the idea of chatting with Nicholas Kole, our animated series production designer. You all sent in some excellent questions, and he and I had a great 45-minute phone conversation. What with one thing and another I've just begun transcribing our talk this morning. My original plan was to turn our interview into one or maybe two posts, but it might end up being more than that. In any case, here are the first six minutes. :-)


Madame Sidler: So I’m really excited to talk to you. I told the Featherheads I would bring five questions with me, and they flooded the comment feed.

Nicholas Kole: Ooh!

MS: So we’ll see what all we get through. I thought we could maybe just start with… maybe just tell us about yourself.

NK: For sure, yeah. My name is Nicholas Kole, and I am a character designer, concept artist, comic book artist, illustrator, toy designer—whatever needs doing that I can make my skill set possibly fit, I try to make it happen. So I do freelance work, mostly character design. My background is primarily video games, but I’ve been doing a lot of branching out. I went to the Rhode Island School of Design and graduated in 2009, and went on a long journey through big companies and little start-ups and all manner of things in between.

MS: Awesome; thank you. Tell us about working with Wingfeather—how did that happen, and what has that experience been like?

NK: Well, how did that happen is a whole different story than what the experience has been like. Both have been great, but the story about how it happened is kind of wild.

I went to speak at a college in North Carolina called Winthrop University, on the request of one of the students that reached out. They liked my work, and they were looking for a speaker for their senior show in the illustration department. I was very flattered, and that was a very exciting little thing to do. I went and stayed with them for a couple of days and gave a talk and reviewed all their portfolios and their projects. So that was good fun, and I left having had a good time, but not thinking anything portentous about it. And funnily enough, if the screen were split, I went on to live my own life and do sort of whatever, unbeknownst to the deeper currents that were churning.

And apparently one of the alumni who didn’t make it to my talk was told that I’d come, and she was upset that she couldn’t make it, because she was also a Christian and an illustrator and wanted to come see my stuff; and, I think, just because she had been informed at some point that week or that day. But she also happened to be a backer of the Wingfeather Saga Kickstarter, and they sent out an update saying that they were looking for artists and starting to gear up the production. And so she made the connection, completely unbeknownst to me.

So basically, an alumna of a college that I didn’t attend, who herself did not attend my talk, sent an email to Chris and Andrew saying “Hey, you should check out this guy’s work.” And I got an email from them like a week later, saying “Hey, a classmate of yours recommended you to us; would you be interested in talking more about the Wingfeather Saga.” And I asked a few more questions and found out that it wasn’t a classmate; it was somebody who said “this person went to my school.”

MS: Oh! Got it; yes.

NK: So! I wound up in touch with them sort of through a really weird series of, kind of, telephone connections, and then, yeah, wound up talking to them about it. I hadn’t heard about the books at that point; hadn’t really known about the project or the Kickstarter, much to my—I mean, I’m the poorer for it, really. So anyway, that’s the long winding road to the Wingfeather Saga for me.

MS: I remember seeing a post about you in the Rabbit Room Chinwag on Facebook—your Maleficent by the cliff, “check out this artist,” and it was amazing. And I thought, I don’t even know what other artists are out there, but I hope they hire him! So I was thrilled when they did.

[laughter]

NK: The same woman, making that connection!

MS: That’s such a funny random story.

NK: Totally! And in the emails they dropped a couple key reference points—they said Hayao Miyazaki and they said GK Chesterton. And I, basically, anybody—it’s like a cheat code; if you were to drop those two names anywhere near each other, I would then drop whatever I was doing and find a way to make whatever work.

MS: Awesome.

NK: Those are perfect code words for “Hey Nick, you need to pay attention.” So yeah. And I didn’t even know for sure who these people were, or what the nature of the project was, or to what extent it was to do with the Christian literary scene; the Rabbit Room was unknown to me… In the process of discovering the series, Andrew himself, Chris, the Rabbit Room in general—it’s just been like, kind of this unbelievable unfolding of like, why did no-one tell me about this before? How did I not know?

MS: I’m glad you know now!

NK: Yeah, me too.

:-)


Thank you so much, Nicholas, for this great conversation! Stay tuned, everyone—there's more where that came from. Next Monday we'll get into Nicholas' experience working with the Wingfeather animation team, and see where else the conversation takes us.

For more about Nicholas, see our post here. And for more about the Rabbit Room, check out their website. (Your librarian had much the same reaction as Nicholas when she first realized the Rabbit Room was out there.)This week, Madame Sidler will be reading chapters 53-58 of North! Or Be Eaten. Come back on Friday for an excerpt and discussion!

Process video: Nia Igiby

In honor of Mother's Day yesterday, here is a video of Nicholas Kole creating Nia Igiby. :-)https://youtu.be/DEPYWDad5dcSpeaking of Nicholas, I am hoping to finally start posting bits of our conversation next week!Who are your favorite fictional mothers? I love mine, of course (she is fictional, as am I). ;-) I also love Joan Peterson from the Curdie books, and Frances the Badger's mother, and definitely Nia, among others. I would love to hear yours!


This week, Madame Sidler will be reading chapters 48-52 of North! Or Be Eaten. Come back on Friday for an excerpt and conversation!

Bright Eyes in a Dark Place

Last Monday's post brought us a beautiful piece of fan art—a drawing of Janner named "The Boy With Scars." Here's its companion piece, titled "Bright Eyes in a Dark Place."Once again I am so taken by the way Kathleen does eyes. That liquid effect is even more pronounced here in her portrait of Sara Cobbler. I love Sara's round face and tumbledown hair for the way they speak innocence even in dark circumstances. And I also love the way she seems to be leaning forward—she's still present and listening and willing to let herself become involved, even though she's been through so much and will endure so much more. As Janner said in Friday's excerpt, she's brave. No wonder she is such a source of hope, and not for Janner only.Thank you, Kathleen. I'm so glad you shared your art with us.


This week, Madame Sidler will be reading chapters 42-47 in North! Or Be Eaten. Come back on Friday for an excerpt, and to share one of your own! Meanwhile, we've got many opportunities for discussion in our forum.

The Boy With Scars

One of my favorite things about being your librarian is getting fan art forwards from Andrew. This one, from Kathleen, showed up in my inbox last week. I clicked it eagerly and it took my breath away. It's called "The Boy With Scars."This is Janner. I love how Kathleen imagined him, so young and brave and scarred from putting himself in danger over and over again. I can see in his eyes that his bravery costs him something but he is willing to pay that cost. I think his uncle must be proud of him.Thank you, Kathleen! More drawings, please.(If anyone else has art for Andrew, we'd both love to see it. You can find mailing instructions on the Art By You page.)


This week, Madame Sidler will be reading chapters 35-41 of North! Or Be Eaten. Come back on Friday for an excerpt and discussion!