In 1991 Bryan Ansell sold his shares in Games Workshop and left the company, and Tom Kirby took over the top management. More interested in the business side than in art and games, Kirby delegated the supervision of these activities to other managers. John Blanche was already Art Director but he was mostly involved in the Warhammer 40K setting, launched in 1987 and quickly gathering fans; but for Warhammer Fantasy, at that time the core business of the company, work had been directed by Ansell with the assistance of many designers and artists. With Ansell missing, Blanche was able to give a stronger personal touch to Fantasy art.
Unfortunately, in the following years many of the earlier artists that had helped define Warhammer left the company:
first Paul Bonner and Adrian Smith started to work on other projects, including comics magazine Toxic! managed by Pat Mills; Russ Nicholson and Ian Miller didn't like the way things were managed and soon left as well, and Tony Ackland also reduced his contributions. eventually John Blanche, Dave Gallagher and Wayne England were the only artists left from the '80s team, and England left not long after. The only new addition to the team was Mark Gibbons.
At this time, Games Workshop was starting to become massively popular, and instead of adapting its products to existing settings - like the world of Tolkien, Moorcock, Lovecraft and Judge Dredd - the company found itself as the plagiarized one. In order to defend its business, GW embarked on a policy that changed its history forever: drop all references from other settings and develop their own lore and style, setting it apart from everyone else to better defend it from copycats. It was the birth of the Warhammer IP.
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Cover for WH40K 2nd edition (1993) |
While in the '80s Warhammer had thrived on the variety of styles on many artists, now the management wanted to have a single, clear style, which John Blanche was tasked to develop. He had to define, in his words, "the visual language of Warhammer". And the grammar of that language was made of skulls, scrolls, giant banners, bulky armours, fancy helms, oversized weapons, mohawks, masks, tattooed latin mottoes, grotesque shapes, mixing of organic and mechanical, leather, bolts and spikes.
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Empire Army (1992) |
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High Elf Hero (1993) |
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High Elves (1993) |
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Undead Army (1994) |
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Bretonnia (1996) |
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Night Goblins (1996) |
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Chaos Thugs (1998) |
In Warhammer Fantasy, Blanche's touch was, in a way, more limited but also created a more marked break with the past. The realistic and somehow creepy or melancholic touch of previous authors was lost in favour of pure fury and rage: most of Blanche's art on this setting consists of massive battle scenes, where heroic characters fight in messy melees. It emphasizes combat over subtlety, and epicness over horror. Honestly I don't know if this was intentional or simply a reflection of Blanche's more superficial interest in Fantasy: but the departure from the 80s was significant, and it influenced the whole studio.
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Skaven Shaman (1992) |
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Orc (1995) |
To be fair, Blanche also worked on some single character studies, but again they were mostly focused on combat, with monsters wielding weapons and keeping aggressive stances. The new mood was set, and Warhammer Fantasy art would never again be the same.
In Warhammer 40K, Blanche's passion was more evident: he produced marvellous concept art that defined the setting forever. Its sheer breadth and variety is unbelievable, and possibly Blanche reached the zenith of his creativity in this period. Compared to the 80s, his style developed into more sketchy and focusing on surrealistic elements, that distort proportions and convey a feeling of grotesqueness and madeness that eventually became a trademark of 40K.
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And they shall know no fear (1993( |
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Golden Throne (1993) |
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Squats (1993) |
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Cupids from Necromunda (1995) |
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Ratskin Ganger from Necromunda (1995) |
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Adepta Sororitas (1997) |
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Ecclesiarchy (1997) |
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Cover for WH40K 3rd edition (1998) |
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Battlefleet Gothic (1999) |
By the end of the '90s, both Warhammer Fantasy and 40K bore the mark of John Blanche. One, in my opinion, more successfully than the other. The following decades would see each develop according to the groudnwork done in the '90s.
And for what concerns John Blanche, everything is detailed in
Part III.
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