• Image credits: (Left) 'Christopher Sloan Portrait' by Kurt F. Mutchler © National Geographic Magazine, (Right) Image by Doug Stern. © National Geographic Magazine,

    CGNetworks Feature ::National Geographic
    The Art of National Geographic: Christopher Sloan
    Daniel Wade, 20 December 2003

    Ballistic Publishing is pleased to announce that Christopher Sloan, the Senior Editor for Art at National Geographic Magazine, will be one of the distinguished members of the EXPOSÉ 2 Advisory Committee. No stranger to the publication, Sloan has used EXPOSÉ 1 at National Geographic as a resource to find computer graphic talent.

    Founded few blocks from the White House in 1888, the National Geographic Society grew to become the largest non-profit scientific and educational institution in the world. A pillar of the society has been National Geographic Magazine, which was first published towards the end of 1888. In 115 years, National Geographic Magazine has provided a highly visual window on the world and its inhabitants in compelling stories covering topics such as animals, nature, science, technology, culture, history, travel, adventure, exploration, and geography.

    Though photographs have been the visual backbone of National Geographic Magazine for some time, artwork has always been required to illustrate subjects which cannot be photographed such as dinosaurs or ancient civilizations. Christopher Sloan, the Senior Editor for Art at National Geographic Magazine heads up a department of four art directors, three art researchers, and two support staff, who commission freelance artists and also execute final art using 3D applications like Alias Maya.

    National Geographic’s Senior Editor for Art
    Christopher Sloan joined the National Geographic staff in 1992. Prior to working at National Geographic, he art directed and redesigned several other U.S. magazines and was a freelance science illustrator. Aside from his duties as Art Director, Sloan is the magazine’s specialist in paleontology and paleoanthropology, writing articles for National Geographic including ‘Feathers for T. rex’ as well as several award-winning children’s books published by the National Geographic Society. Sloan’s keen interest in computer graphics started in the late 1980s when he worked on a Mac Plus with programs such as MacPerspective, Pro3d, and Adobe Photoshop. He has followed the development of computer graphics and their use in print and illustration ever since. The Art Department at National Geographic which he directs works primarily with Alias Maya and Maya Unlimited on Macs and PCs. Scientific and medical visualization software are also used in the department and freelance artists commissioned by the magazine work with many different platforms and packages.

    'Sloan has used EXPOSÉ 1 at National Geographic as a resource to find computer graphic talent

      Image by Portia Sloan.
    © National Geographic Magazine

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  • Image credit: (Above) 'Art by Art Andersen and Kyle Kenny. CT scans by Bruno Frohlich, Smithsonian Institution. Source: Bonnie J. Smith, Virginia-Maryland Regional College of Veterinary Medicine, Blacksburg, Virginia. © National Geographic Magazine

    Finding talented artists
    As Senior Art editor, Christopher Sloan is responsible for commissioning artwork which meets the requirements of National Geographic both in quality and the communication of information. Finding capable artists is simplified with communities such as CGNetworks. “I subscribed to the CGNetworks web site a year or two ago”, explains Sloan. “I use it to keep abreast of developments in 3D graphic software and to keep an eye out for new talent.”

    EXPOSÉ 1
    Beyond web sites such as CGNetworks, Sloan relies on submissions from artists and published collections such as Ballistic Publishing’s own EXPOSÉ 1: “I ordered a copy of EXPOSÉ 1 the first day I saw it advertised. For me it represented a unique resource for computer graphic talent. We get a lot of promotional art books here at National Geographic. They are filled with great art, but computer graphics artists are mixed in with artists using other media. Some of these books are three or more inches thick so it is quite a chore to find the computer artists in them, to say nothing of simply lifting them. EXPOSÉ was immediately attractive because it only contained computer art. Furthermore, the art in EXPOSÉ was selected for its quality, so I did not have to hunt for gems of good computer art amid mountains of bad computer art.”

    CG in National Geographic
    Since National Geographic is such an intensely visual publication, responsibilities are divided into several separate functions where an Art Director at a typical magazine might cover them all. According to Sloan: “There is a director in charge of photography, one for layout and design, one for art, and so on. As the Senior Editor for Art I manage a department of nine people who are responsible for what cannot be photographed. We’re the group that develops the artwork of prehistoric life, ancient civilizations, sunken ships, outer space, information graphics, etc. Anyone who has looked at the magazine knows that we emphasize photography, but between the photos there is often art. The percentage of artwork that is computer generated has been increasing steadily year after year. The reason for this is that the quality of computer graphics available for print purposes has been improving. I think this is happening because training programs for artists are maturing, the costs for software are coming down, and the power of computers in increasing.”


    Image Credits: (Middle Right) Image by Keith Kasnot. © National Geographic Magazine |
    (Bottom Right) MRI by Siemens Medical Solutions, inc.; digital coloration and composite by Christopher P. Sloan. © National Geographic Magazine


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  • Image credit: (Above) Robert Kinkead, Raymond V. Wong. Digital sky art: Peter Baustaedter. © National Geographic Magazine

    CG credibility
    Christopher Sloan doesn’t believe that CG artists are less talented compared to traditional artists. “I think computer graphic artists are just as creative as other artists”, he explains, “but they’re working with a medium that happens to require a significant amount of technical ability and computing power. Traditional media such as oil painting can be fairly technical as well, but artists manage to be creative. I believe that as computers get faster and software improves, we’ll see more and more great art of all types from CG artists. The specific strength of CG illustration from National Geographic’s perspective is its flexibility. I am referring both to the ability we have to modify it with relative ease at various stages of a project and to its digital nature, which allows it to be used on a variety of platforms, such as in print or as animations for web sites and television. As far as CG illustration replacing ‘traditional’ media goes...who knows? My view is that CG tools will eventually replace traditional media, but I hope it doesn’t happen in my lifetime because I love the smell of oil paint. I expect that CG tools and software will behave more and more like traditional media as technology develops. I think traditional media will become the rock art of the future.”

    Multi-purpose CG
    The National Geographic Society crosses several different media with its magazine, cable channel, web sites and other publications. With CG assets, the opportunity is available to reuse graphics across its different media. “We’ve been experimenting with this and have done minor projects thus far”, explains Sloan. “ The pull-out poster on the history of flight in the December issue of National Geographic and its companion piece on the Magazine’s web site are good examples of a CG project that worked well in both print and interactive form. Larger projects are in the works. We recognize that there is a great potential for crossover CG projects at National Geographic since we have magazines, books, web sites, television, film, exhibits, branded products, education, and public outreach divisions.”

    Getting into National Geographic
    When looking for potential artists, Christopher Sloan looks to resources such as EXPOSÉ and CGNetworks: “I look for well-crafted creative artwork. What I value most is CG artwork that stands on its own merit without regard to the fact that it is computer-generated. I don’t profess to be a computer graphics expert by any means, but I know good artwork when I see it. Artists are welcome to send examples of their work to National Geographic. What works best for us are mailed printed samples or printouts. CDs are welcome as well, but viewing them may be delayed simply because no one has time to sit and look through CDs. Printed samples tend to get under our noses quickly and thus we can respond more efficiently. We cannot look at emailed images and web sites.”

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    (Image Credits) (Middle & Above) Art by Christopher P. Sloan, NGM Art, based on Finite Element Analysis image by Emily Rayfield, University of Cambridge.Photographed by NGS photographer Mark Thiessen. Fossil skull source: Paleoworld.com. © National Geographic Magazine

    Words: Daniel Wade, Christopher Sloan
    Images: National Geographic

    Related Links
    Ballistic Publishing
    National Geographic Magazine


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