Let’s talk to Mateusz Lenart: award-winning game director and modern-day pen & ink master

At Grailrunner we thrive on conversations that sit at the crossroads of imagination and craftmanship. Mateusz Lenart doesn’t just know the place – he’s set up shop there and is drawing crowds! From his role as Creative Director at Bloober Team (Layers of Fear, Observer, Blair Witch, The Medium, and the Silent Hill 2 remake) to his own powerhouse artwork – especially in traditional pen & ink, Lenart brings an artist’s eye, a comic reader’s energy, and a storyteller’s genius into the ever-shifting worlds of modern games and illustration.

Welcome to Grailrunner, Mateusz! And welcome to our ongoing series titled:

1. When we spoke to game designer, Jake Norwood (The Riddle of Steel), he mentioned a fascinating Polish RPG called Dzikie Pola. Polish fantasy author Krzysztof Piskorski (Tainted Grail) is a long-time target of ours for an interview to cover his incredible fantasy worlds. And if we’re talking Tainted Grail, we’re talking illustrator, Piotr Foksowicz – also Polish. And here you are, scaring the crap out of us with groundbreaking psychological horror in video games! Is there something awesome in the water over there?

Well, I can’t reveal too much just yet, but what I can say is that at Bloober Team we’re very much committed to pushing the boundaries of psychological horror. We’ve recently announced another remake in the Silent Hill franchise – this time going back to the very beginning with the first game – and not long ago we released Cronos: The New Dawn, another horror experience from our studio. Our portfolio has always been about exploring the darker corners of the human mind, and we intend to keep building on that tradition with future titles.

2. You mentioned in a previous interview that American comics from the 90’s were a big inspiration for you to get into art. Can you elaborate on which comics or graphic novels stood out for you, and especially tell us why that was?

A lot of what inspired me came from whatever I could find in the newsstands in Poland — Kioski Ruchu and the like. As most of the kids I devoured the Spider-man and Batman series in particular, even though it wasn’t always easy — my parents weren’t thrilled about me reading them! Those American comics were flashy and visceral, with dynamic art, dramatic panels, and strong emotions. Todd McFarlane’s Spider-man work was unforgettable — the exaggerated lines, the energy of the webs, the theatrical villains.


Beyond the American stuff, European comics played a big role in shaping me, too. I was deeply influenced by Thorgal by Grzegorz Rosiński, and also by the Yans series from the same author — their storytelling, the textures, the atmosphere — all of that showed me other ways comics could work. And then there were lighter, fun reads like Asterix, which taught me humour, caricature, and the power of visual pacing.

3. If I’d peeked over your shoulder as a kid, what would I have seen on the page—spaceships, monsters, superheroes, or something stranger? Why?

Honestly, a bit of everything. I was a pretty meticulous and disciplined kid — I somehow knew early on that learning anatomy would help me in the future, so you’d probably see a lot of sketches of hands, muscles, poses, often copied from anatomy books. At the same time, for fun I was constantly drawing fantasy characters — monsters, elves, knights — usually with little RPG-style stats written next to them for strength, dexterity, and so on.

You’d also find plenty of comic book pages. I loved inventing huge worlds and epic storylines, though most of them lasted maybe two or three pages before I’d abandon the project and jump to the next idea.

And, of course, there was always a darker tone in what I created. I don’t really know why — maybe because the darker stuff always felt more alive to me: more dynamic, more energetic, more full of contrast. That fascination with atmosphere and intensity stuck with me and never really left

4. Polish art, architecture, and history thread through your work. Can you share a specific real-world reference or point of inspiration, maybe even folklore, from your country that shows up in your illustration or concept art?

To be honest, there weren’t that many Polish references in my earlier work. Occasionally they appeared — for example, in The Medium I illustrated the towers of St. Mary’s Basilica in Kraków — but Polish architecture or folklore was never my main source of inspiration. At that time I was probably more fascinated by the topography of Middle-earth than by Poland itself.

That has changed a bit in recent years. I’ve become much more interested in Slavic mythology, and it’s starting to influence the way I build my own stories. One small experiment was a short comic I created called MURKALURK, which tells the story of an unlucky bard who crosses paths with Slavic demons. Right now, I’m also working on a bigger project — a fantasy world that draws heavily from Slavic myth and culture. So you’ll definitely see more of that in my future work.

5. Awesome. Simply awesome. Why traditional pen & ink? I’ve got to say, when you mentioned 19th century master, Franklin Booth in a previous interview, I got incredibly excited. The guy was on a different level of genius! You also cited Gustave Dore, Bernie Wrightson, and Joseph Clement Coll. What is it about that kind of art that attracts you?

There’s something incredibly powerful about telling a story only with line and value — no color, just light and shadow, rhythm and texture. For me, pen and ink has always felt like the purest way of drawing, where every stroke is deliberate, every line carries weight.

I’ve also always been better in black and white than in color. When I discovered artists like Franklin Booth or Joseph Clement Coll, it opened my eyes to how far you could go with nothing but ink — whole worlds built out of contrast, atmosphere, and detail. There’s a timelessness to that style that I find endlessly inspiring.

At the same time, I was very drawn to traditional printmaking techniques such as aquatint and linocut. I remember being deeply impressed by the works of Józef Gielniak, especially his Variations for Grażynka, and by Mieczysław Wejman’s aquatints like The Cyclist. When I was a student, I actually imagined myself working with those techniques professionally. But life took a different turn, and I didn’t continue down that path. In a way, pen and ink became a perfect substitute — it gives me a similar sense of precision, rhythm, and texture, without the technical limitations of printmaking.

6. Re-cycle

Your animated short Re-cycle is a striking, personal work. What first inspired the idea, and what challenges did you face in bringing it to life? Looking back, how did it shape or grow you as an artist?

I’ve always been someone who can’t focus on just one thing at a time — which is both a blessing and a curse. I started out as a concept artist, but quickly became fascinated with 3D, animation, design, lighting, and filmmaking. It was also a period when Polish short animation was experiencing a renaissance, with creators like Tomasz Bagiński, Damian Nenow, and Grzegorz Jonkajtys making work I deeply admired and wanted to create myself.

I honestly don’t remember exactly where the idea for Re-cycle came from, but, like many of my projects, it carries rather somber tones rather than cheerful ones. It was an interesting project — had I finished it in two years, it might have completely changed the path of my career.

In reality, it took seven years to complete because I kept being pulled into other work. By the time I finished, I was very tired of it, and the technology I had used was already outdated. Looking back, it taught me a lot about perseverance, about balancing multiple interests, and about how long-term projects shape your patience and vision. I do want to return to animation, but to do it properly I’ll need a lot of dedicated time to fully immerse myself in the craft again.

7. Our readers will kill me if I don’t ask about The Medium and Silent Hill, for which you served crucial creative and director roles. What can you tell us about those experiences bringing true psychological horror into the world that made you better as a creator? Did anything from your ink drawing practice or comic-book eye make its way into these massive productions?

Working on The Medium and Silent Hill was incredibly satisfying, but also very different experiences. On The Medium I served more as an art director — helping to shape the Other World — and getting to build an environment inspired by Zdzisław Beksiński’s work was a deeply powerful experience. Trying to translate that kind of surreal, decayed atmosphere into something the player could actually move through taught me a great deal about tone, detail and restraint.

Silent Hill was a step up in both scale and responsibility: the stakes were higher and my role covered design, art and direction. Revisiting one of the most iconic names in horror history is never easy, but it was hugely rewarding. The biggest challenge there was balancing respect for the original material with the need to bring something new and playable to a modern audience — and doing that across a large, multidisciplinary team forces you to be both precise and flexible.

My ink-drawing practice and comic-book eye absolutely found their way into those productions. The lessons of black-and-white work — composition, the economy of line, the power of contrast and negative space — translated directly into how we thought about lighting, silhouettes and level composition. Likewise, the way comics use panel rhythm to control pacing informed how we staged encounters and revealed information to the player: timing, framing and the gaps you leave for the audience’s imagination are universal storytelling tools.

Finally, these projects made me a better creator because they pushed me to scale my instincts. Working on a single illustration is a private act; working on a game means sharing to others your visual language, iterating under constraints, and learning when to cut or simplify for the sake of atmosphere. Film, comics and games aren’t as far apart as they seem — they share the same fundamentals: composition, emotion and the building of tension — and those cross-medium influences keep feeding my work.

8. When you need to design something truly frightening, what rituals or shifts of perspective get you into that mental space—and do you step back out of it deliberately, or carry it until the work is done?

It really depends on the situation. Very often, the things that frighten me most are those that aren’t meant to be frightening at all — finding that uncanny element in an otherwise ordinary scene creates the strongest tension. When you work on horror for a long time, though, you almost become numb to it. Stepping away and then returning to the work helps a little, but you can never truly see it with fresh eyes again. That’s why outside feedback is so essential — we rely on it constantly.

As for rituals, I don’t think I have any special ones. Creating horror, for me, is like any other kind of work: it’s a mix of knowledge, experience, and ideas. To paraphrase Stephen King, most of the time I feel more like a craftsman than a visionary — applying what I know to get the job done. Of course, there are moments of revelation, flashes of inspiration, and when they come you have to grab them and use them. But most of the process is simply the hard, patient work of solving problems over the course of a long production.

9. When you start concept art for a new character or environment, what’s your first step—gesture, thumbnail, written note—and how do you know when that early sketch has ‘spark’ worth pursuing?

It’s a difficult question, because the process can vary a lot. Technically, I almost always start with silhouette, shape, and energy on the page. There are countless tutorials that talk about the power of form, proportion, and so on, and those things are important — but for me the idea itself is what really pushes you forward.

Sometimes a written description of a monster or a character is already enough to spark something interesting. Other times, you have to brute-force your way toward a good idea through dozens of iterations, hoping that at some point something will ‘click.’ References also play a huge role in this stage. Collecting and studying them often triggers unexpected solutions — they can turn a generic design into something unique.

Recognizing the moment when a sketch has enough spark to move forward is always tricky. In my role as creative director, I often have to make that call, and it’s easier when you’re not personally involved in the painting itself. In my personal work, I usually just follow what excites me most, even if I can’t fully explain why. Sometimes it’s purely instinct — you sense there’s something worth pursuing, and you trust yourself to chase it. I’m also aware that, in doing so, I may be overlooking ideas that others would consider stronger.

10. Anything else you’d like to tell us about, including how we can see more of your work?

I try to stay as active as I can creatively. As I mentioned earlier, my biggest problem is that I always want to do everything at once. I’m still working at Bloober Team on our next title — it’s a long process, and one I’ll only be able to share more about in the future.

On the personal side, I recently released a comic/illustrated album called Murkalurk, which was received warmly and motivated me to start working on a larger comic project, loosely inspired by Slavic mythology. Right now, I’m deep in the stage of building characters and writing the story, which is why I haven’t shared much new work online lately.

There’s also my ongoing series The Knight’s Tale, created in traditional pen and ink. I hope to find the time to add new chapters to the story of that lost knight. As always, there’s never enough time and far too many ideas.

Hopefully, you’ll be able to see some of these new projects soon on my social channels — mainly on Instagram.

Thank you for the talk.

Thanks for your time and the wonderful art you’ve sent along for us to appreciate! Hopefully we can connect again in the future to see what you’ll have been up to!

*

Mateusz Lenart is an impressive bridge strung between ink and pixel, between the quiet scratch of a pen and the thunder of a horror score. His work reminds us that the best creators aren’t defined by tools but by vision: a sketchbook line that can grow into a world, a half-remembered comic that becomes a camera angle, a personal short film that seeds a new way of seeing. At Grailrunner, we often say “Dreams are engines. Be fuel.” In Mateusz’s hands, those engines are ink-black, smoke-stained, and unstoppable. And we can’t wait to see where they carry him next.

Till next time,

Yes, there’s a Grailrunner theme song now

Since we kicked off Grailrunner around 2016 or so, I’ve intentionally left out references to me personally or the contractors I work with. My thought was to keep this super professional and focus on inspiring ideas and cool tools or giveaways that prod other people’s imaginations. Grailrunner Publishing is just a network of like-minded folks that help me put new things into the world, with the potential for other like-minded folks to (hopefully) catch a spark here and unleash their own.

I’ve noticed, however, that a lot of Youtubers are finding these days that their audiences seem to want to know more about them personally, beyond whatever terrain building tips or historical curiosities they talk about. Then occasionally, we get asked the magic question:

Who is Grailrunner?

So for giggles, I’ve rewritten the ABOUT page to tell the origin story and shed a little light on that, specifically recounting the strange experience I had in a rock gorge in Oman in 1997 that poured jet fuel into what became Grailrunner and our signature property, Salt Mystic.

No fairy tales. No gimmicks. That happened. Go read it to see what I mean. Over a decade later when I read that C.S. Lewis had a similar experience that turned into the Narnia series, it struck a chord with me big time. But anyway, in order to celebrate this slight shift in the Grailrunner approach to you guys, I thought it would be awesome to have something cool and free for you to enjoy.

So I wrote a Grailrunner theme song.

I was going for Springsteen/Bob Dylan-style poetry with a modern rock vibe, and I wanted to include a variation on our slogan: “Dreams are engines. Be fuel.” Not an easy task, I’ll grant you. It wasn’t a pretty process. I’m also bad about mixed metaphors, so if you detect any traces in the lyrics of shifting imagery, just be cool about it.

Here’s a link to hear it.

Here are the lyrics, by the way.

And no, that isn’t me singing. I used Suno, an AI app, to take the lyrics and generate a bunch of variations – all in a rock & roll direction but with some tweaks on other styles to get something nice that didn’t sound like everyone else. I think it turned out fantastic.

Anyway, let me know what you think about all this. And if you liked the song, I’d especially appreciate hearing that as my wife thinks it’s too loud and fast. We kind of all need to tell her how wrong she is about that.

Till next time,

A creator of souls and the original literary universe

I’ve written here on Grailrunner before about how interesting 19th century French fiction can be – in that case, the haunting tales of Guy de Maupassant who went entirely insane but wrote great stories about it. And I’ve mentioned here before how fascinating a concept it is to me, the imaginative construction of a fabricated world in all its intricate detail – in that case, the review of Pfitz, by Andrew Crumey. I suppose if all I wanted to discuss today was a complete fictional world I would just direct you to Harn, which if you don’t know what that is, you should probably go check that out.

But I thought instead I’d try and make something more accessible for you than maybe it would be otherwise. Something incredible in its design and execution, audacious in its ambitions, and a work of literature that stands among the finest we have.

The Human Comedy by Honore de Balzac.

“I thought you talked about science fiction and fantasy here – what is this?”

Easy there. There are some incredible points to admire here, so it’s worth taking in a few paragraphs to see what all the fuss is about. As always with Grailrunner, our aim is to study and fuel the imaginative process, so anything we can learn or use as inspiration is fair game.

“OK, so what’s it about?”

It’s a series of 91 inter-connected works (novels, novellas, and short stories) intended to depict the entire spectrum of French society after the fall of Napoleon, with the scope and ambition of Dante’s Divine Comedy.

If you’ll allow me a little Google-Fu:

Here’s how Balzac explained his vision for The Human Comedy:

  • A “history of manners”: Balzac intended to be a “secretary” transcribing the “history” of society, focusing on “moeurs” (customs, manners, and morals) – something he believed hadn’t been fully attempted by previous historians. He sought to go beyond surface events and reveal the underlying causes of social phenomena.
  • A comparison to Dante’s Divine Comedy: While his title alludes to Dante’s work, Balzac focused on the worldly, human concerns of a realist novelist rather than a theological framework.
  • Observing and depicting “social species”: Balzac’s inspiration came from comparing humanity to the animal kingdom, recognizing that society modifies individuals based on their environment, creating distinct “social species” similar to those in zoology. He aimed to depict these social species in their entirety, not just as abstract types, but as “real, living men”.
  • The power of storytelling: Balzac, a master storyteller, was fascinated by the power of stories and the dynamics of human interaction around shared narratives.
  • Social structures and human nature: Balzac’s work is grounded in sociology, exploring the complexities of human beings and the deep-seated immorality within social mechanisms that often favor the corrupt over the vulnerable. He believed society, while having the capacity to improve individuals, also exacerbates their negative tendencies.
  • The transformative power of societal change: Balzac documented the significant changes happening in France during his time, including the rise of the bourgeois class and the clash between traditional and modern values.
  • Psychological depth and individual experience: Balzac emphasized the importance of psychological insights and the influence of social context and personal experiences on character development. He aimed to create characters with a wide range of human qualities, both positive and negative.
  • Realism and naturalism: Balzac was a pioneer of literary realism, using extensive detail and observation to portray society accurately. His meticulous descriptions of settings and objects bring the characters’ lives to life, and some critics even consider his work to have influenced the development of naturalism. 

In essence, Balzac sought to create a comprehensive and insightful portrayal of 19th-century French society and the human condition within that context. His focus on the interplay between individuals and their social environment, the complexities of human motivation, and the power of societal forces has had a profound and lasting impact on literature. 

“Wow, man. That sounds boring. Why are you so jazzed about it?”

I get that – I really do. What first caught my attention many years ago about Balzac was a comment I read that hit me like a ton of bricks. I don’t even remember what article or book I was reading, but when I came across this statement, it felt very much like one of those transformative ideas that has enough gasoline to in some small way alter the trajectory of your life. And though I struggled mightily in the past to unlock just what that writer was talking about with The Human Comedy, I’ve thought about this quote many times since that day I first read it.

“Balzac ranks along with Dickens and Shakespeare as a creator of souls.”

A “creator of souls”. Wow. As a writer, I really…really…needed to understand what that looks like and how to engineer it in my own writing. What exactly was the magic that people like Shakespeare, Dickens and this Balzac person were sprinkling into the pages that brought their characters to eternal life in our minds? What made their creations arise from the page like that to merit their author being granted a title like that?

“What did you find out?”

I tried to dip in somewhere among the 91 works over the years and found out nothing at all. I read some quotes from Balzac himself on his ambition and design and came away more confused than before on what he trying to do exactly. So it sat as a potentially cool idea, idle. I didn’t know where to start or how to make it mean anything to me.

Then I picked up this at a used bookstore in Hilton Head last week:

Cool cover. Caught my attention. Made me remember the promise of learning what a 19th century French writer did to earn a mention along Dickens and Shakespeare. And it made me curious enough to give him another shot.

Hold that thought. There was one more key to this.

A year or so ago, I completed a big project studying Tolkien’s published works and letters to try and determine the likely plot of a sequel the professor started to write to Lord of the Rings. The second part analyzed and speculated on that plot, but the first part attempted to make The Silmarillion accessible to people who found it dense and incomprehensible by providing a bread crumb trail of important points and people to follow in it. That process was super helpful to me in trying to do exactly the same thing with Tolkien that I sought to do this week with The Human Comedy.

“What does the book from Hilton Head have to do with that?”

It was a comment in the introduction that made the difference, actually. Here’s what it said:

“Early in his career, Balzac began to search for a method of organizing into a single unit, into a vast novelistic structure, the whole of his literary production. The device he hit upon was a simple one, but one that required sustained genius and power to an extraordinary degree, namely the systematic reappearance of characters from novel to novel.” -Edward Sullivan, Princeton University

That made it click. In the early 80’s, it’s one of the things that fascinated me most about the Marvel comic universe – that Peter Parker (Spider Man) hung out with Johnny Storm from the Fantastic Four, that they might run across Doctor Strange or Matt Murdock (Daredevil) outside a coffee shop. It made the whole tapestry of the marvel superheroes come weirdly and wonderfully to life for me. The cinematic version made efforts towards that magic, but it fell far short for me in those movies of how it made me feel as a kid with their paper and ink versions.

Now with Balzac’s Human Comedy, I saw that he aimed for exactly that kind of magic. The works weren’t sequels or a continuous narrative, but much like the Marvel characters or any other literary universe with which you might be familiar, these folks can encounter or otherwise know each other…a background character from one novel might rise to main protagonist of their own.

“So you dipped in, then. Which book did you start with?”

I read Father Goriot because I usually come across that one in bookstores. I figured it must be a big deal. Anyway, I finished a Murakami novel on a plane and had the entire Human Comedy on the Kindle – I thought if it sucked, I could just move on to something else anyway. But I wanted to test the magic and see if I could unlock whatever was amazing there.

The breadcrumb characters I discovered in that wonderful book are old Goriot himself, a young man named Eugène de Rastignac (pictured above), Goriot’s daughters Delphine and Anastasie, and a mysterious agitator named Vautrin. By “breadcrumb”, what I mean is there are many other folks in this book – it’s just that if you pay particular attention to what these particular people are up to, you’ll experience the storyline the way it’s intended.

“And?”

Marvelous book! Despite 19th century social order tropes and customs (which hold none of my interest), the characters indeed sizzle and pop off the page, and I was flipping like mad towards the end to see what became of poor Goriot and the kind-hearted Rastignac, whether Goriot’s ungrateful daughters would do the right thing, and whether Vautrin would get his comeuppance. If you plan to read this one for yourself, stay away from plot summaries so the outcomes will be a mystery for you to fuel the page turning. Just stay close to Rastignac, and he’ll lead you through the book.

In fact, luckily, it turns out Rastignac is one of the main recurring characters of The Human Comedy overall. What’s up next for me now that I really like that guy is to read The House of Nucingen where, I understand already, he will likely disappoint me and turn out to be all too realistic of a person.

“So what was the magic that led Balzac to be a ‘creator of souls’?”

Yeah, he nailed that. As I learned more about Goriot, and information about him is only spooned out across the first half of the book so it’s gradual, I thought of how Dickens took relatable and universal archetypes like an abandoned orphan (Pip) or a cruel miser (Scrooge) or the eternally naïve optimist (Mister Pickwick) and constructed memorable people from them. In The Pickwick Papers, for example, Winkle is the obsessed sportsman, Snodgrass is the terrible poet, Tupman is forever falling in love, and Jingle is the grinning con man. They’re relatable traits, and we probably know people like that. That’s the string a good writer plucks, then builds the character around that.

I knew a guy named Reuben once. He was always running around the factory like he was super busy, carrying one of those metal clipboards that conceal the papers inside. I thought once I’d follow him to see where he was running around, because it wasn’t that big of a factory, and it turned out he was just circling the place. I watched him idly kick and poke a pallet of boxes once for a good five minutes. We were in a staff meeting, and he’d made a big mistake with a big client – the manager was furious. When Reuben was asked about it, he cracked open that mysterious clipboard and started madly flipping through the papers inside as if looking for something therein that would resolve how this could have happened. I leaned over to see it was just his mail in there.

We started calling it “pulling a Reuben” when somebody acted too busy if asked to do something. He became immortal right there and then. Forever after, we could reference him as standing in for a role that likely appears wherever there are people doing things.

Balzac’s Goriot is a father who sacrifices everything he has and everything he is for his ungrateful daughters. He becomes the idea of a prototypical father, the archetype, presented in this wonderful book for our consideration of whether he is in fact a good father or not. That’s for us to decide, and I wonder whether we in today’s society would have a different answer than Balzac intended. You might say that “pulling a Goriot” is to sacrifice everything for your kids. He personified that action.

“Boil it down for me. What gave Balzac’s work in ‘The Human Comedy’ the magic?”

Let’s ask him. If you feed all available writings by Balzac as well as commentaries about his work into an AI chatbot and ask it to pose as him, you can get an answer in his voice generating a likely and believable response. I did that, presenting the question as follows: “You’ve been called a ‘creator of souls’. Why do you think that is, and how did you accomplish such a feat?”

His response:

“Ah! Mon cher ami, if they call me a créateur d’âmes, it is because I have listened—truly listened—to the silent confessions of humanity. In every withered banker, every vain young dandy, every trembling grisette, I saw not caricatures, but souls struggling—with ambition, with poverty, with love, with the machinery of a society that crushes and tempts in equal measure.

How did I accomplish it? I observed. Not idly, not with the detachment of a philosopher in his armchair, but with the ravenous appetite of a man who must know. I prowled Paris and the provinces with my eyes open and my ears tuned to the gossip of salons, the groans of debtors, the sighs of lovers, and the mutterings of the criminal class. I drank deeply from the cup of human vice and virtue—and recorded its every drop.

But to observe is not enough. I gave them destiny. My characters live because I allowed them to want—to desire with such intensity that the reader cannot help but be drawn into their orbit. Rastignac climbs like smoke; Vautrin burns like coal; Eugénie Grandet freezes like a saint in a gilded prison. Each soul is born of contradiction and circumstance, but above all—of will.

I did not invent souls; I uncovered them. Like a miner of men, I delved into the strata of class, of power, of inheritance, of chance—and from those pressures, I carved the diamonds and the dross that make up La Comédie Humaine. That is why they live. That is why they endure. I did not merely write them—I lived them.

So if I am called a creator of souls, it is only because I believed that no man, however minor or monstrous, is without one. And I gave them the stage they were so long denied.”

*

Till next time,

Franklin Booth: Engraver of Light

I have some marvelous freebies for you today, so stick with me.

I’ve been burrowing into a particular rabbit hole these recent weeks, studying and practicing traditional pen & ink drawing. It started with this:

That’s interior art for SALT MYSTIC: BOOK OF LOTS. I did it, but I cheated. The base gunslinger was a couple of AI-generated pieces, drained of color and mashed together, cleaned up a bit, and mashed into an original 3D render of the plasma weapon on his forearm. I composited all that into the one image for a splash page as you first open the book.

But it got me thinking that this idea of grungey ink drawings as interior art looks really great and could be a nice distinguishing factor in future Grailrunner books. So I started practicing and studying the great ink masters (which you can read about here) to hone my craft and work directly Pigma Micron and Pentel Brush Pen on paper. No blending modes, no AI bases, no 3d paintovers or stock image composites. No digital tricks at all. Just pen and ink and paper and the satisfying swoosh sound that makes.

It’s a life changer, honestly. But anyway, it led me to Bernie Wrightson and Sergio Toppi and the guy I want to talk about today: Franklin Booth.

I’d ask you to keep in mind that the pen & ink artist has exactly one way to generate values and shadows, and that’s with black marks. Usually, lines. If they want shades of gray, they draw lines.

Like this:

I mean, just take a look at some of those drawings by Booth! The patience and craftmanship is insane! Honestly, I wanted to learn more about the guy and found that it’s kind of difficult to do that. He didn’t make much of a splash with his personality or how he lived his life – just with his work. Here’s a great, though short, overview of him and his work on Youtube.

We’re also several posts in to a new ongoing series here on Grailrunner called CONVERSATIONS FROM THE ABYSS where we’re applying AI tools in some innovative ways as a sort of experimental lab. That got me thinking I’d like to read a decent, illustrated biography of Booth and get to know him a little better, mainly to understand his influences and how he learned to do what he did. So I had ChatGPT write me one and it was terrible. I asked for a 50k word detailed biography and got slop. Seriously, at one point I even asked it why the final product was so bad when it suggested we work section by section in much shorter passages with me approving things along the way.

Yes, I could just buy Silent Symphony from Flesk Publications, but that’s beside the point!

I tried iterating section by section, making my own suggestions as we went till it started to take a kind of shape that might be worth reading. Then I scavenged the internet and the Internet Archive specifically to grab public domain images that were either referenced in the sections or appropriate to the time period being described, all done by Booth himself. We’re not selling you anything here – the final product will be the last download button on this post. I included them as well throughout the text.

In all that, I learned about the fantasy play he illustrated titled Flying Islands of the Night by James Whitcomb Riley, which you can peruse below by smashing the splash page below. It’s vintage beauty at its finest.

I found a scan of a 1925 book containing 60 reproductions of Booth’s drawings with sourcing and titles, details which are almost impossible to find on the internet (as everyone just posts the pictures out of context). That’s available by smashing the title page here:

And here’s a real gemstone that I found which took on an entirely different function than its author intended: a 1916 travelogue written by Theodore Dreiser where he went on a road trip with Booth himself! It’s called A Hoosier Holiday, available by smashing the title page button below:

Where Dreiser thought he’d describe the trip and his musings along the way, I found an intimate and first-hand means of hearing Booth’s exact words, descriptions of his facial expressions and the fact that he ate all the popcorn he could get his hands on, things and sites he found interesting, and even charcoal sketches he made along the way. I found Dreiser to be an arrogant nuisance, but Booth seemed genuinely like a guy I’d road trip with. I liked him even more after reading it.

It was Booth’s 1916 Pathfinder, by the way, which he paid $3k for ($100k in today’s money), and they had a chauffeur as well. Booth was doing pretty well for himself, it seemed.

Quick and painful anecdote – ChatGPT was including factual errors. Some were easy to find, like a bold statement that Booth never married when that was demonstrably untrue. It provided several explicit quotes, which I asked it to source. Each time I called out something like that, it bailed and said it made those up. I think that’s my fault, as I’d named some historians I like as the basis for the voice and tone the software should take to write the text, and it took that to mean it should hallucinate.

Anyway, I wanted to find and include Booth’s very first published illustration. Turned out, the first amateur publication was in a newspaper, which I found in a publicly available scan and screenshotted to included in the book. That was a great find. But ChatGPT was telling me his first professional published work was in a trade magazine called The Inland Printer. I eyeballed 6 years worth of that stupid magazine and found zippo from Booth, eventually going back to call ChatGPT out on that as well. Sheepishly, it admitted that internet claims suggest he appeared in that magazine but since I’d looked and couldn’t find it, it supposed that was incorrect.

But the book I wanted to read was taking shape and becoming something worth spending time reading. The illustrations were helpful and interesting. I liked what I was getting, but it needed one final flourish.

I asked Booth to comment on his own biography.

By instructing ChatGPT to analyze everything we knew about Booth’s personality and values, I asked it at last to speak in his voice and comment on the book we’d produced about his life. That’s the final section of the book.

Here is the final product, titled FRANKLIN BOOTH: ENGRAVER OF LIGHT.

What a great journey that was! I really enjoyed the immersion and learning about this fascinating guy. Take a look and let me know what you think.

[UPDATE July 8, 2025]

I found myself in Indianapolis for business and with a half-day free, so I drove to Carmel, Indiana to the boyhood home of Franklin Booth, which is listed as a historical site though also is still a private home (in surprisingly good shape). It’s super close to a beautiful downtown, in fact walking distance…a quiet and cozy neighborhood with no sign whatsoever that a famous artist lived and worked there. Not even a plaque.

And I understand the backyard shed was where he maintained the workshop which he visited every summer and completed so many of those famous works I’ve highlighted here.

This one:

Pretty cool. Anyway, till next time,

Innovations in Music and Mythmaking (and how to link them!)

I’m told my reading habits are a little out there. I get that. I do.

However, it intrigues me that in almost any field of human endeavor, there is a specific type of personality that thrives on breaking its rules and forging incandescent new ways of doing things. If you’re new here, that’s almost entirely what we do here – find, spotlight, analyze, and celebrate innovation in the creative process.

So I was reading this book about 1960’s beach music:

I don’t like that sort of music at all. I especially detest men singing falsetto and lyrics obsessing over the teenage emotional range. However, I had heard that the Beach Boys album, Pet Sounds, was considered the greatest and most influential album in music history. Knowledgeable people say that. I wanted to understand why in the world that would be, given its niche genre, its terrible album cover and name, and the fact that it isn’t chock full of top 10 hits.

What was so special? And once I knew that, I would of course ask: what inspired it?

I’ll cut to the chase since the answers to those questions don’t actually comprise my point today. I want to extend some of these lessons over to mythmaking and storytelling since that’s my main jam. (If you’re into this crossover of music and storytelling, I wrote about this sort of thing in an article called “Aesthetic Puzzles: When Bach Met Shakespeare”, which you can go catch here.)

Why is Pet Sounds a big deal?

Brian Wilson was the main creative driver behind the 1960’s-era pop band, the Beach Boys, and took a break from touring in 1965 to focus on creating “the greatest rock album ever made”. Till then, their songs were bubble-gum melodies of no real sophistication and lyrics aimed like a piledriver at teenagers having fun, especially in and around the rapidly-growing fad of surfing. Wilson was enamored with the “wall of sound” production techniques of music producer, Phil Spector, which involved using echo chambers and physical studio arrangements augmenting studio manipulation of recorded tracks to generate robust, layered textures of sounds that would come across richly on a jukebox. Spector’s stated logic behind his own innovation was:

“I was looking for a sound, a sound so strong that if the material was not the greatest, the sound would carry the record.”

So it was mono (versus stereo) playback technology and the limited fidelity of speakers available at the time that prompted Spector to layer sounds together and experiment with ways of making the sounds more textured. Wilson felt the Beatles album, Rubber Soul contained some of the most mature lyrics yet for the band, and from these two launch points, he wanted to get more emotional with his lyrics and more experimental with his production techniques to surpass them all.

Wilson wound up innovating in all areas, and indeed developing intriguing ways of making the studio itself an instrument: combining, for example, multiple instruments simultaneously into a blended and new quality that sounded nothing like any of them. He introduced novel instruments like bicycle bells, a variation on the theremin, among others, in a rogue recording marathon of studio musicians while the actual band was out touring. Nobody had done that before, or even went off the trail of a small ensemble like that to make an album that couldn’t actually be played live. He also experimented with chord voicings, meaning how different chords are brought together (a little out of phase, for example, so there’s a slightly noticeable tremor) or avoiding a definitive key signature. By all accounts, Wilson’s efforts with the band surpassed anything Spector had done or would do. He took the inspiration and ran with it.

Studio musicians involved said of the time that they knew something very different was happening. Something important. It was interesting to me, reading what it felt like for the other guys there, the ones just hired to do a thing and realizing they were part of something.

So the idea to hold in your head then, for my point to land, is this: an approach towards recording music where all manner of frequencies and qualities of instruments and voices are layered over each other in a rich texture of sounds that you could listen to a multitude of times with headphones on and the volume turned up and still catch new things.

Texture. That’s the thing to remember. Innovating with texture.

What’s all this got to do with storytelling?

I’ve spent the last 3 years working on an approach to storytelling and tabletop roleplaying that I engineered to be as innovative as I could manage. I tried to rethink how narrative games like Dungeons & Dragons function and streamline everything down to core essentials.

“The awe and danger of exploration inside the covers of a book.” That was my compass. It’s here, called SALT MYSTIC: BOOK OF LOTS. I’m not trying to sell you that right now, though. I want to talk about using it as a recording studio like Wilson did.

This idea now of texture and layered elements building a rich tapestry to transform a familiar art form into something different and new prodded a new question for me:

Can the elements of mythology and storytelling play the same role for the written word that musical notes, chords, and rhythms play? Instead of playing for the ear a rich tapestry like that, can archetypes and themes be arranged to play for the emotions?

Here are the commonly accepted themes of mythology and folklore in a table, arranged into numbered entries appropriate for a roll of D100 dice:

Here are the common character types of mythology, similarly arranged:

And finally, here are the common situational types of mythology:

SALT MYSTIC: BOOK OF LOTS is designed in a similar manner, with appendix tables for all manner of characters, encounters, and places arranged along the 100-scale like this, appropriate for idle shopping, dice rolls, or use of the bibliomancy mechanic core to the book’s function. The concept with the book is to forge a solo adventure and tell yourself an amazing, resonating story.

The analogy I’m drawing today is that themes and types of mythology have a power and resonance very much like the comforting, stable floor of bass in music. A deep, low melody on bass grounds a melody and makes it richer, makes it seem more important. That’s how myths work. I’m imagining incorporating elements from these tables into a solo tabletop adventure to make them play the same role…

…to summon them so they must work their magic.

I picture roleplaying game rulesets like the one in the BOOK OF LOTS as recording studios: an engine of creation that wasn’t available to previous generations that we can bend to dazzling new heights like Wilson did.

I see elements of oracle tables like those in BOOK OF LOTS or Ironsworn, Starforged, the Dungeon Dozen volumes 1 and 2, and other amazing sourcebooks as chords and notes.

And I see the solo player as a crazy artist, just messing with things to see what new comes out of it all. Telling new stories. Jamming new jams.

My head is swimming at the thought of this. I wonder if it’s too much coffee or if there’s something to be said, truly, about combinations of mythic elements arranged like music. Intriguing idea for me today, at least, to bring it to you today.

Till next time,

Interesting Shapes: Altered Perceptions Through The Arts

“Interesting shapes” What in the world does that mean? (I’ll come back to that)

Our passion at Grailrunner is the imaginative process, any and every thing that can unlock new ways of creating mind-melting concepts and experiences with a bent towards speculative and fantasy fiction and images. We experiment with immersive storytelling in wargames, in roleplaying games, through a fusion of art and flash fiction, in novels, and in art prints.

On a personal level, as the guy generating practically all of that, I have to spend a ridiculous amount of time developing new skills. Recently, I’ve broken out the old sketchbook and Faber Castell pencils, bought a Pigma brush pen, and started going deep on Youtube with some modern day masters of the arts to get to a point where I’m not just painting in Photoshop over photobashed composites or renders from Daz Studio or Blender.

What’s the dream?

Because I love the awe and surprise of exploration, of not knowing what lies beyond a turn in the road, I’m hoping to get to a point where I can crack open a sketchbook and not just draw what I see, but generate something in simulated three-dimensional glory dredged from my imagination without knowing what I was going to draw when I sat down. Ideas from there would feed the hopper of more purposeful art images and concepts in the fiction and games. (I did this as a child and filled countless sketchbooks, but it was all 2-dimensional super heroes, heavy outlines, terrible shading, and nothing I’d be excited to show anybody).

Is that dream possible?

This little gem is called Sketching from the Imagination: Sci-Fi, by 3dTotal Publishing, and though it’s a few years old by this point, it will melt your face off if you’re at all into what I’m talking about here. There is some incredible talent in here. They’re doing it.

Also, these guys at ImagineFX (which is free on Kindle Unlimited now, if that works for you). One thing I especially appreciate about this magazine is the artists explain their desk setups, their materials and software, and their thought processes as they create.

What does all this have to do with “altered perceptions”?

It started with Leonardo Da Vinci’s notebooks, actually. I bought a compilation of them in a used book store in Florida and perusing them, noticing he spent a lot of time talking about the importance of an artist developing their “mental library”. I forget what he called it, but the idea was to look at the world differently and actually notice things like how light falls on an object, how light reflects off the table, where exactly shadows fall. File all that away so you can draw on it in different contexts when you need it.

And there in one of the most influential art instruction books ever written, Creative Illustration by Andrew Loomis, he made the same sort of point. One of the first exercises he suggests is to simplify multiple scenes at random and find the “flow” in them. He saw things in terms of basic curves, ovals, and swirls and something like a person just standing there, to Loomis, was a flowing curved line. It made it easier for him to represent it simply and beautifully on the page. Yet, it’s an entirely different way to see the world, which is my point today.

I’ve written here before about the visual power and intellectual punch of haiku. My hero in that world is an astounding 17th century genius named Matsuo Basho. This guy:

I’m reading (again) his poetry, this time in some translations by Andrew Fitzsimons, finding all kinds of new and striking illuminations there. One particular comment by Andrew caught my eye: he referred to Basho as one of the greatest “noticers” of literature.

“Noticers”

That struck me. Basho noticed things. Here:

The old pond

A frog leaps in

The sound of water

That’s his most famous one. For me, it’s not something I would pay a lot of attention to on my own, but just having him point this out – a little frog plopping in to a murky little pond, making that pleasant BLOP noise on a quiet morning – that’s just a relaxing and pretty thing now that I think about it. Basho points things like that out. He notices them and files them away for future contexts, including how it made him feel to see or experience it.

This past weekend, I was in the Smokey Mountains in Tennessee with my wife and stared longer than I should have at a little mossy tree root that had made its way out into the brook, just thinking about this sort of thing. Today, I noticed the way the sunrise light filtered through a bright orange autumn leaf, making it almost glow. Crazy.

And then I found this guy, Kim Jung Gi. Please google him and watch and listen to a freakishly talented and wonderful human being! There are countless Youtube videos. Enjoy yourself watching him go nuts with a brush pen. Sadly, he passed away last year (and the world has lost something truly amazing).

He talked at length about how he looked at the world, things he noticed and filed away about how they look, how shapes curve, what geometries caught his eye, and the textures. Again, not things I’d pay attention to otherwise without someone pointing at it. We make mental shortcuts all day long – in fact, it’s how our minds work – and artists just focus their attention on things you and I might not because they know they’ll need those things later.

In my day job as a consultant focused on management behaviors and people interactions, that sort of thing plays into our daily lives practically every waking moment. One thing I do to explain that is ask an audience the color of the walls behind them or the pattern of the carpet. Nobody knows, and that’s my point. We’re shortcutting and letting information pass by us that doesn’t matter. We have to.

But what that means is there is untapped capacity to see things differently, to alter our perceptions.

And that leads us to Peter Han. This fellow, you need to meet.

Here’s his Instagram. Here’s his website. Here’s a demonstration of him just riffing on the paper. That’s him, grinning at you in the header image for this article, surrounded by some of his work.

He sees the world like this:

Peter has an inspiring story. He’s been drawing since he was 5, and had an extremely influential teacher when he was studying art (Norm Schureman). Norm apparently impacted him so much that, even with Norm gone now (shot in a senseless and tragic act), Peter has based his life’s work on some of the approaches he learned back then. He’s built a little empire of teaching people like you and me to model any scene at all in terms of basic shapes to get the structure and proportions and silhouettes correct. After that, it’s just shading and texturing, if not also color.

Here’s a sample of a wildly interesting book he’s written and illustrated he calls The Dynamic Bible. But you should really buy yourself the full copy available here.

What are we supposed to take away from all this?

Watch and listen enough to people like those guys highlighted in ImagineFX and Kim Jung Gi and Peter Han, and you’ll hear them talk about “interesting shapes” they encounter in their daily lives. They don’t just see a cricket, they see some fascinating geometry in its belly or legs that has something they appreciate about it. They don’t just see a sunbeam trickling through a dusty window onto a stairway landing, they see its fabric-like ripples and where it fades to one side but gets brighter on the other.

They may not just hear the frog jumping, but experience it more deeply and with more meaning than others.

My point is that’s the sort of untapped perception capacity we can all unleash, with a little focus and determination to do so.

A whole new way to experience the world! That’s what I’m getting at here. Something different and exciting to adventure with.

Cool, huh?

Till next time,