Favorite artists: WLOP, Marc, some works of zeronis and sakimichan.
I've always wanted to be able to draw and it actually started back in the beginning of the PS2-era with games like Final Fantasy X and Silent Hill 2. I had a freak of a friend who could copy a reference on the monitor pixel perfect and put it down on paper and shade it really well, making the picture almost come alive. I thought that it looked really cool and tried it myself with another friend when we wanted to make a game (we were 14 so no judging! :=)) but as one would expect we shut it down pretty fast.
I've had a few times where I tried to learn drawing again, even buying a small wacom bamboo something. Every time I quit because there was no curriculum or any type of plan. I tried to find something but most tutorials were like "here's how you draw an owl" or "this is how you shade a tree", I had no idea what to do what that information, how to put it together or where to go next.
I've always been a lifelong learner with roots in programming and I like creating things.
I might be the odd man out here, I don't want to work in the industry and freelancing is not something I'm aiming for either.
One of my goals is to be able to draw good enough to put my ideas and visions down on (digital) paper.
One of my end goals is to create a game, my game. I want to be an active part of the creative process and rather than giving a general description of key assets which the artist then interprets I'd like to be able to join in or have things ready already that they can iterate on if necessary. I've finished a few courses in Unity and I'm currently learning UE. Maya is not completely unknown to me either (Gnomon was the shit back in the day).
I've kept an eye on Marc's stuff for a long time and when he announced art school it seemed like a really cool idea and it really clicked with me since I really need structure and organized stuff when learning basics otherwise I get demotivated really really fast.
I'll get through the classes as soon as possible to get an overview of the material and how to turn it into segments of practice.
Without knowing too much about the material at the moment I'll probably split the practice into two categories depending on the material:
1. X strict repetitions following a set of steps. (like drawing the head base or face features)
2. X min of drawing Y with no clear steps or directions (like drawing a wall in perspective)
After X reps I move on to the next thing while spending a few minutes/reps each day working on old things.
I'm putting down 2 hours a day. Slow and steady wins the race (also consistency).