How To Avoid Your “Inspired By..” Creative Works Turning Into Rip-Offs

The night before I wrote this article, I had a rather interesting experience that made me think about the difference between inspiration and rip-offs again. This was mostly because I happened to watch two episodes from season three of “Sliders” called ‘The Dream Masters’ and ‘Desert Storm’.

Both of these episodes have been inspired by different movies. ‘The Dream Masters’ is a genuinely creepy horror-themed episode that has clearly been inspired by the “Nightmare On Elm Street” films and ‘Desert Storm’ has clearly been inspired by the “Mad Max” films.

This is a screenshot from the episode “The Dream Masters” from season three (1996/7) of “Sliders”. As you can see, it takes some inspiration from ‘Nightmare On Elm Street’.

This is a screenshot from the episode “Desert Storm” from season three (1996/7) of “Sliders”. As you can see, it takes some inspiration from ‘Mad Max’ (and this is even referenced once in the episode’s dialogue too).

However, both episodes are also at least mildly good examples of how to take inspiration well. Although both episodes take fairly heavy visual and stylistic inspiration from their respective films, they also add a lot of original stuff too.

For example, the horror in “The Dream Masters” doesn’t just come from the nightmare scenes but from the fact that a small group of people with magical powers wield an enormous amount of power over the world (a horror further increased when one of these people takes a rather stalker-like interest in one of the main characters). Likewise, “Desert Storm” also includes quite a lot of New Age-themed stuff too.

Yes, the horror in “The Dream Masters” doesn’t come from one monster but from a secret society of evil magicians who wield absolute power. Likewise, note the use of scary red/blue lighting to signify that they’re the villains.

Likewise, the story in “Desert Storm” also includes a lot of New Age-y stuff, like magical crystals and psychic visions.

But, although these two episodes still tell original stories, they still almost fall into the trap of being “oh my god, this is just like…” rather than “hmm… this seems to be inspired by..“. In other words, their inspirations are a bit too obvious, even though they still avoid straying into the realm of plagiarism.

But, how do you avoid this in the things that you create?

The simple answer is to have lots of inspirations. The more inspirations you have, the less obvious each individual inspiration will be and the more “original” your work will be.

For example, for Halloween 2015, I wrote an interactive online novella called “Acolyte!” which can be read/played for free here:

Although the original inspiration was the old “Fighting Fantasy“/”Choose Your Own Adventure” books I read when I was a child (Steve Jackson’s “House Of Hell” especially), my interactive novel is distinctively different from these for several reasons.

For starters, it includes a lot more humour and it positions the main character as a more morally-ambiguous figure (rather than a heroic one). Although it includes illustrations, like in the books that inspired it, these illustrations have a more cartoonish style. Like in this poster I made for it:

[CLICK FOR LARGER IMAGE]. This was a promotional poster I made for “Acolyte!” in 2015 which shows off some of the story’s illustrations.

In addition to this, it also included a few other influences such as the classic computer game “Blood“, the horror fiction of H.P.Lovecraft, classic Monty Python, a “Doom II” mod called “Reelism Gold“, classic British sci-fi/fantasy comic fiction (eg: Terry Pratchett, Douglas Adams etc..), a slight satire on occultism (eg: “ancient orders” that were started in the 20th century), “The Devil Rides Out” by Dennis Wheatley, and the hilariously melodramatic 1960s film adaptation of it.

Thanks to the wider mixture of inspirations, the interactive novella manages to be it’s own thing rather than a rip-off of any one particular thing. So, the more inspirations you have, the lower the risk of producing a plagiaristic “rip-off” (eg: almost a direct copy) of something else will be.


Anyway, I hope that this was useful 🙂


Why Creative People Should Be Critics Too – A Ramble

Although I’m more of an artist these days, most of my formal training is as a writer. However, a slightly strange thing about one of the creative writing courses that I took during my late teens/early twenties was that the course would often include more hours spent studying literature than actually practicing writing or even discussing writing techniques.

For quite a while, I thought that this was just “filler” or possibly a way to make the course seem more “prestigious” or something like that. At my most cynical, I concluded that the literature modules were included to make the writing-based parts of the course seem more interesting by comparison.

But, thinking about it more carefully, it was actually a much more essential part of the course than it first appeared to be. In fact, it has even been useful to me after I became an artist. But, why? Because studying literature makes you think like a critic.

There’s often something of an artificial divide between critics and creative people in popular culture. After all, there’s even the famous saying that “a critic is just a failed writer/artist/director/musician” But, thinking like a critic is one of the best ways to get good at writing or making art.

Why? Because, when you strip away all of the pretentiousness, the main job of a critic is to study and analyse other creative works. A critic takes a careful look at something and works out which parts of it “work” and which parts don’t. After this, they also have to work out why.

Once they’ve done this, a critic also has to look at how a creative work relates to other works in the same genre, how it takes inspiration from other things and what techniques the writer, artist etc.. used. A critic has to really “get to know” something and then describe it in a (relatively) concise review.

In other words, a critic has to “dissect” other things in order to see how they work and then distil that information into a small guide. A critic has to be able to look at creative works closely and think about them in a greater level of depth. Over time, a critic will also gain a good sense of both their own sensibilities and the sorts of things that appeal to audiences.

From there, it isn’t too much of a leap to “reverse engineering” other creative works in order to learn how to improve your own creative works.

And this is how you learn how to be a better artist, writer etc… You see what other people have done, you work out how they did it and then you use those techniques in a new and original way in your own works. In addition to this, if you have a basic knowledge of copyright law, you can even go a step further and take inspiration from any works that really impress you.

Part of taking inspiration properly includes being able to look at creative works in a fairly analytical “critic-like” way in order to break them down into the general, non-copyrightable elements that you can re-use in new and interesting ways.

Thinking like a critic means that you can focus on more than just the story that is being told or the image in a painting. It means that you also pay attention to things like story structure, emotional tone, narrative style, chapter length, art materials, colour palettes, lighting decisions, themes etc.. too.

Thinking like a critic also means that you can learn from more than just the things in your chosen field too.

For example, many of the art techniques that I’ve learnt over the past few years haven’t come from looking at other paintings and drawings, or even from reading art tutorials. They’ve come from looking closely at movies, TV shows, photographs and computer games. So, yes, thinking like a critic means that the range of “educational materials” available to you is much larger than you might think.

So, strange as it might sound, thinking like a critic is one of the best ways to become a better artist or a better writer.


Anyway, I hope that this was useful 🙂

Some Quick Thoughts About “Realistic” Muses – A Ramble

Normally, I’m quite sceptical about the whole concept of a “muse”. This is mostly because the absence of said muse is often used by artists as an excuse not to make art (and, no, being suddenly and mysteriously inspired doesn’t happen to artists often. It’s cool when it does, but don’t rely on it if you actually want to make art regularly.). Likewise, there’s also something vaguely creepy about the idea of a real person being a “muse” too.

But, saying that, many artists will have something that fills the role of the muses of antiquity. But, it usually won’t be some kind of unseen mythical creature or a beautiful lover. No, real-life muses are often a lot more random than that.

I was reminded of this topic recently when I suddenly found myself preparing what is turning out to be an art series of some kind. This will be a series of gothic paintings that revolve around one of my muses – the town of Aberystwyth or, more accurately, my memories of it. Here’s a preview of a couple of the stylised gothic paintings:

This is a reduced-size preview. The full-size painting will be posted here on the 5th June.

This a reduced-size preview. The full-size painting will be posted here on the 7th June.

Yes, muses can be places. In fact, a place is often the perfect thing to use as a muse for a number of reasons.

The first is that it is something of a “blank canvas” that can be host to literally any type of painting. You can focus on one part of a large place in each of your paintings (allowing you to come up with lots of different ideas quickly). You can change the lighting to make a familiar place look different. You can interpret a place in all sorts of ways. I could go on, but places are an awesome type of “muse”.

But, real life muses can also be other creative works too (eg: films, comics, games, novels, songs etc..). Yes, you’ll need to know the difference between taking inspiration and plagiarism, but other creative works can often be excellent “muses”. This is especially true with creative works that leave a lot to the imagination or which hint at a much larger fictional “world”. But, it can happen with literally anything. In fact, it often seems like these highly-inspirational creative works choose you, rather than the other way round.

For example, one of my other long-standing “muses” is the film “Blade Runner“. Although it wasn’t the only thing that introduced me to the idea of high-contrast lighting, the lighting in this film had a huge impact on my imagination. For starters, the film’s complex, but mysterious, locations are the kind of thing that will linger in your imagination for the rest of your life. It’s also the kind of film where you’ll notice something new every time you watch it. Needless to say, it is one of my largest influences.

“Backstreets” By C. A. Brown

“Architecture” By C. A. Brown

But, muses can be much more than this. They can be a particular season (eg: autumn/winter), they can be a particular type of weather (eg: gloomy and rainy), they can be a particular part of history (eg: the 1990s) etc… they can be a lot of things, but “muses” aren’t mystical creatures or real people.


Anyway, I hope that this was useful 🙂

Is Gaming A Waste Of Time (If You’re A Creative Person)?

Well, I still seem to be in a bit more of a computer/video games mood than usual at the moment, so I thought that I’d talk again about yet another way that this topic relates to things like making art, writing fiction, making comics etc..

This article was mostly inspired by this Youtube video which includes a quote from the author G.R.R Martin where he talks about how he lost a lot of writing time during the 1980s due to playing videogames. It was also vaguely inspired by hearing someone refer to games as “time bandits” a few days earlier.

On the surface, playing games may well appear to be “a waste of time”. After all, they usually involve sitting in front of a screen for a few minutes to a few hours, with no tangible real-life result from doing this. I mean, if you make some art, or build a model, or play a musical instrument etc.. then you’ll usually end up with something that other people can enjoy too. So, from this coldly utilitarian perspective, I can see why some might think that playing games is a “waste of time”.

But, by that logic, so is reading novels, watching movies, listening to music, going to the theatre, looking at other works of art, reading comics etc… too. And, yet, there probably isn’t a writer or artist out there who wasn’t inspired to start writing and/or making art because of something that they’ve seen or read. Likewise, there isn’t a single artist or writer out there whose creative works weren’t influenced or inspired by something else that they’ve seen or read.

For example, here’s a reduced-size preview of a painting of mine that will be appearing here later this month:

This is a reduced-size preview, the full-size painting will be posted here on the 19th May.

This digitally-edited painting was initially inspired by listening to various songs by the heavy metal band Cradle Of Filth. The settings in this painting were inspired by various gothic horror settings in movies, TV shows and computer games. Likewise, the ominous red/blue colour scheme was also inspired by similar colour schemes that I’ve seen in movies, games, comics etc… before.

At the very least, games are just another source of inspiration for creative people. A type of source material that, if it’s good enough, can be broken down into it’s most basic elements, re-interpreted and mixed with many other things in order to create new and original things for other people to enjoy.

But, games are much more than this. Another great thing that games can do is to help you deal with artist’s block, writer’s block etc.. too. I’ve mentioned this before, but one of the best ways to get into a more inspired frame of mind is to just play a challenging game that you’ve played a lot and/or are good at.

Since you’ll be playing this familiar game “on autopilot”, this gives you room to think and daydream. Your expertise at the game will also help to distract you from the feelings of frustration and/or inadequacy that can block your creativity too. Seriously, it’s a far more productive method for dealing with creative blocks than just staring at a blank page or screen and thinking something like “WHAT can I DO??!? WHY don’t I have any good ideas?!!?“.

This is a screenshot from “Reelism Gold” (2015), a thrillingly challenging, wonderfully nostalgic and hilariously eccentric fan-made modification for “Doom II” (1994). This is one of my go-to games when I’m feeling uninspired.

In addition to this, games aren’t a waste of time for creative people because playing even vaguely good games for a while will probably make you want to make games of your own. But, since making games is a complicated, expensive etc.. process, then you’ll probably end up channelling these new creative urges into things that you can make easily. In other words, art, fiction, comics etc.. So, playing games can (indirectly) make you feel more creative too.

Likewise, games can also be a good litmus test for how good your latest creative project is. If your project is something that you constantly find yourself procrastinating from making by playing games, then this is probably a sign that you need to change something about your project and/or start a new project (so that it is more compelling to make and, by extension, more compelling for your audience to read, look at etc..).

Conversely, if you feel more enthusiastic about making a painting, making a comic or writing a story than you do about playing games, then this is usually a good sign.

So, yes, if you’re a creative person, then playing games isn’t a waste of time. Games can inspire you, they can bypass creative blocks, they can make you feel more creative and they can also help you to see how well your current project is going.


Anyway, I hope that this was useful 🙂

Five Reasons Why Artists Should Be Gamers Too

Although I’ve talked about computer/video games and artistic inspiration more times than I can remember (and apologies if I repeat myself in this article), I thought that I’d look at this subject from a slightly different angle today. In particular, I’ll be talking about why artists should be gamers too.

1) Thinking in 3D: I vaguely remember reading that there was actually a scientific study about this, but most artists who are also gamers will know about it anyway. I am, of course, talking about how playing 3D computer/video games can actually help you to think in three dimensions.

What I mean by this is being able to visualise the things you want to draw or paint as if they were 3D objects.

This is one of the most essential skills for making art, since it can help you with things like realistic perspective, realistic shadows, copying from life etc… Being able to see the things in your drawing or painting as three-dimensional objects (converted into a 2D drawing or painting) is an incredibly useful skill- and playing lots of 3D games can really help with learning it.

This is especially true if you play older 3D games with less realistic graphics. Because these games look less realistic, it is easier to see all of the various 3D shapes. Older 3D games also provide simplified interactive examples of things like one-point perspective (eg: any first-person shooter game will use this perspective), 3D shapes seen from different angles etc…

This is a screenshot of “Rise Of The Triad: Dark War” (1993). Although not technically a “3D” game, this screenshot shows how one-point perspective (eg: the bottoms of the two walls beside the player converge towards one point on the horizon) is an essential part of the first-person shooter genre.

This screenshot from “Vampire: The Masquerade – Bloodlines” (2004) provides another example of one-point perspective, albeit from a third-person perspective.

2) Having fun with a creative work: If there’s one thing to be said for computer/video games, it is that most of them are meant to be fun. Yes, I’m aware that this is something of an old-fashioned simplification these days. But, historically at least, fun has been the primary concern of most game developers.

Having fun with games is important if you are an artist for the simple reason that it can remind you that the goal of creating things is to make something that the audience will enjoy. To make something which will impress them, make them think, evoke a particular emotion and/or inspire them creatively in some way or another.

Playing games also allows you to see pieces of artwork “in action” as part of a larger creative work (eg: as backgrounds etc..), which can remind you of the value of art.

Because games are such an immersive and interactive medium, they are a perfect way to remind yourself of the power of creativity. To remind yourself of how fascinating creative works can be and how creating things is a meaningful and important activity.

This is a screenshot from a hidden object game called “The Gift” (2012?), it’s a paranormal “film noir” style puzzle adventure game that (aside from one repetitive segment) is quite relaxing to play. As you can also see, it also contains some cool-looking art (which uses one-point perspective) too.

3) It makes you appreciate how “open” art is: This one is a bit more cynical. But, you may have noticed that all of the game screenshots included in this article are from older and/or very low-budget games.

This is mostly because the computer I’m typing this article on isn’t exactly a modern gaming machine (it’s a low-end computer from the mid-2000s, and I love it 🙂 ). Simply put, it isn’t powerful enough to play many popular contemporary games. If I didn’t love old/ low-budget games so much, then I’d probably feel like I was missing out on something.

This is a screenshot from “Blackwell Epiphany” (2014). It is that rare thing, a “modern” game that will actually run on pretty much any computer.

Of course, art doesn’t really have these problems. As long as your eyesight is ok, then you can look at any piece of art you want. You can look at everything from old paintings from the 15th century on the internet to the latest works of contemporary digital art on DeviantART. Seeing the technical restrictions that games place on their audience can make you appreciate how “open” art is by comparison. How it is something that is instantly accessible to a much wider audience.

Likewise, if you play a lot of games, then you’re inevitably going to think “I want to make a game!” at some point. Of course, even a small amount of research will show you that making a “proper” game is a complicated thing that often requires a team of people, a budget etc.. (it’s kind of like making a film in this regard). Making art, on the other hand, is something that you can do with just a pen and paper if you want to. Again, the barrier to entry is a lot lower.

4) Trickery and limitations: One of the really cool things about old games is that the designers had to make enjoyable games that would run on the low-powered computers and consoles of the time. This meant that they often had to use all sorts of clever trickery in order to make their games seem more visually-impressive than they actually were

Sometimes, designers would actually turn a technical limitation into an important feature. A good example of this can be found in the older “Resident Evil” games from the mid-late 1990s.

These are horror games that create a suspenseful atmosphere through, amongst other things, the use of fixed “camera angles”. Not only does this give the game a more “cinematic” look (and allows for more artistic compositions), but it also allows the designers to occasionally hide monsters just off-screen in order to create things like jump scares etc..

This is a screenshot from “Resident Evil: Director’s Cut” (1997) – note the unusual “camera angle” in this scene. By leaving part of the room out of sight, the game’s creators can create a sense of suspense. Likewise, notice how the stag’s head and candelabra in the close foreground help to give the room a sense of depth. Not to mention that this screenshot is a good example of three-point perspective too.

Of course, these fixed camera angles weren’t a completely deliberate choice. They were, in fact, the developers taking advantage of a major technical limitation. The reason why the camera doesn’t move is because the game’s locations aren’t actually 3D. They’re just a collection of two-dimensional pictures, with 3D characters super-imposed on top of them. It was a really sneaky way to make the game run faster and look better on the technology of the time.

Yes, making games and making art are two very different things. But, seeing game designers turn limitations into features can be a great learning experience if you’re a more inexperienced artist and/or you don’t have time to spend months on a single piece of art. Being impressed by games that use technical trickery will put you in the mood for finding time-saving tricks for your own art and/or sneaky ways to make your art look even better.

5) Worldbuilding: Finally, one other thing that makes games so useful to artists is that they immerse the player in a fictional “world”.

What this means is that everything in a game has to look like an organic part of the game’s “world”. If something seems out of place or poorly-thought-through, then it it will be immediately obvious to the player. So, good location design and worldbuilding is very important in sci-fi, fantasy, horror etc… games.

This is a screenshot from “Shadowrun: Dragonfall” (2014). The location in this screenshot is an anarchist micro-state in a futuristic version of Berlin. This is signalled to the player through the futuristic neon lighting/gadgets, some German text on the buildings in the background and the fact that the streets and street lighting look a bit more “makeshift” than usual. These are all organic elements of the game’s world that have emerged from the idea of “an anarchist micro-state in futuristic Berlin“.

As such, games contain numerous perfect examples of how to come up with more interesting or convincing locations if you are painting or drawing from imagination. Even less-perfect examples of this sort of thing can show you what sorts of mistakes you need to avoid when coming up with backgrounds for your paintings or drawings.


Anyway, I hope that this was useful 🙂

Not Every Webcomic Update Will Be Stellar… And That’s Ok – A Ramble

Well, since I’m busy making next month’s webcomic mini series at the time of writing, I thought that I’d talk about quality variations in webcomics today.

This is mostly because, although the second update in the upcoming mini series certainly isn’t a “bad” comic update, it didn’t end up being quite as funny or artistically detailed as the previous comic update was. Here’s a preview of it:

The full comic update will be posted here on the 23rd May.

Even if you only make webcomic updates occasionally, you’ll probably run into this problem too. Sometimes, the only good idea for a webcomic update isn’t quite as good as the idea you had last time. Of course, in these situations, the only sensible thing to do is to… make the comic update anyway.

Yes, you heard me correctly. Make the comic update.

As counter-intuitive as it sounds, a mediocre finished webcomic update is still better than a hypothetical “great” webcomic update that you haven’t made. For starters, it means that your audience gets to see something. Even if they aren’t impressed by the comic update, they can at least feel reassured by the fact that you’re still making comics (and sticking to your schedule).

Secondly, you are almost certainly your own worst critic. If you’ve been making webcomics for a while, then even one of your “bad” comic updates might still be considered acceptable or even good by the standards of other people. If you haven’t been making webcomics for long, then you need the practice – so make the update and post it for your own sake. Remember, even the best webcomics weren’t as good during their early days.

Thirdly, even if you only publish six comic updates a month (which seems to be my thing at the moment), you’ve still got to make multiple comic updates within a relatively short period of time. This is especially true if you want to make a long-running webcomic.

You’ve got to come up with comic ideas on a regular basis and, as such, there are inevitably going to be slight dips in quality occasionally. No-one’s imagination runs at 100% efficiency all of the time. Your audience probably understands this too and are more forgiving then you think. At the very least, if you stick to your update schedule then this means that they won’t have to wait that long for the next comic update (which might be better).

Fourthly, a mediocre webcomic update can be more inspirational than you think. After all, if there are any aspiring webcomic creators in your audience, then they are probably going to see the mediocre comic update and either think “I can do better than that! I’ll finally start my own webcomic!” or “Whew! I’m not the only one who has off days with my comic sometimes!“. So posting a mediocre comic update might actually help out other people.

Finally, and most importantly, if you care about the fact that your latest comic update isn’t as good as the one you made before it, then this means that you care about making webcomics. It means that webcomics still matter to you. It means that you still feel motivated to make webcomics. It means that you aren’t giving up in frustration or anything like that. It means that you want to make better webcomic updates. And this is a good thing!


Sorry for the short article, but I hope it was useful 🙂

Two Reasons Why Making Studies Of Old Paintings Can Be A Good Idea (When You’re Uninspired)

Well, as a way of gradually getting out of the uninspired phase I seem to be going through at the time of writing, I decided to make some studies of old out-of copyright paintings. This is something that I do every now and then, and it’s certainly worth trying for a variety of reasons.

And, yes, I’ve probably said all or most of this stuff before. But, it’s worth repeating!

1) It still gives your imagination some exercise: Although the idea of copying an old painting might seem like an “unimaginative” way to make art when you’re uninspired, it still involves a fair amount of imagination and creativity.

But, thanks to the fact that you have something to copy, there’s no pressure to come up with entirely new ideas. So, you can give your imagination a bit of exercise without stressing out about the fact that you can’t think of any totally new ideas.

Even so, you actually have to find an interesting painting that is no longer in copyright. Although sites like Wikipedia and Wikimedia Commons contain plenty of public domain paintings, you still actually have to look for them (and check their copyright status) yourself.

Still, looking at lots of art isn’t exactly a waste of time – since it will help to remind you how awesome art can be (which can help you feel more inspired). Not only that, you might even end up discovering a few interesting artists that you’ve never heard of before.

And, no, not all out-of-copyright paintings are boring. In fact, if you’re willing to search, you can find some really cool ones. For example, the painting I used in my study was this rather gothic-looking late 19th/early 20th century painting called “Lady With Cigarette” by Oskar Zwintscher (1870-1916):

“Lady With Cigarette” by Oskar Zwintscher (Via Wikipedia)

Not only does this painting contain some brilliantly gloomy lighting and an ominously ornate background, but it also has something of a timeless quality to it too. Needless to say, I was eager to make my own version of it.

But, like any cover version of something else, I realised that I’d have to put my own spin on it. Initially, I thought about going in a minimalist direction and just painting the lady’s face and hands (and using a solid black background for the rest of the picture). But, this seemed a little bit too lazy.

So, I eventually just decided to make the painting in the same way that I would if I was making an original painting. In other words, I used my usual cartoonish style, slightly limited palette, mixture of traditional and digital tools, high-contrast approach to lighting etc…

I also simplified a few things and changed the picture from a portrait painting to a square painting (with film-style letterboxing bars too). In addition to this, I also took inspiration from a mixture of other things that have inspired me in the past (eg: heavy metal album covers, old computer games etc..). So, my imagination still got a bit of exercise, but without the pressure of having to think of a totally new idea for a painting.

Here’s a small preview of my finished study of Zwintscher’s painting. The full-size version of it will be posted here next month:

This is a reduced-size preview, the full painting will appear here on the 4th May.

So, yes, making a study of an old painting doesn’t have to be a boring exercise in copying something verbatim. In fact, using your imagination a little bit (in a low-pressure situation like this) can help to remind you of how much fun it is to be creative. Best of all, since you’re already copying a pre-existing thing, inspiration is much less of an issue too.

2) It reminds you of what making good art feels like: Although there’s certainly something to be said for just pressing on and making crappy paintings until you feel inspired again, this approach doesn’t always work. Especially when you’re producing original art that looks a bit like this…

This is a reduced-size preview, the full painting will appear here on the 3rd May.

Whilst, during more inspired times, your original art looks more like this…

“Architecture” By C. A. Brown

If you’ve been experiencing severe uninspiration (and are producing very low-quality art very slowly as a result), then seeing yet another low-quality painting can end up sapping your self-confidence rather than making you think “Yes! I made some art! Even though I wasn’t inspired, I made some art!

So, making a study of a good (out-of-copyright!) painting by someone else can be an easy way to experience the feeling of making good art. And, yes, it is a feeling. It’s a focused feeling of purpose, of pride in your work and of complete and utter immersion in the process of making art. It feels like the literal opposite of feeling uninspired.

Feeling that “making good art” feeling once again can remind you of why you became an artist in the first place. It can distract you from the emotions that being uninspired provokes in you. It can make you feel proud of producing a piece of art that you gladly want to show off to other people. It can remind you of how unique your own way of making art is (if you compare your study to the original) and how it’s worth continuing to develop your own art style.

In other words, it’s a way to feel like you’re more inspired. And, when you’re feeling inspired, then you are much more likely to get inspired again.


Anyway, I hope that this was useful 🙂