Rob Grom

Born and raised in Greenwich (pronounced green-witch) New York, I grew up among the beauty of the green rolling hills and the small town charm best depicted by Norman Rockwell. 

Through a dedicated group of like-minded friends, I discovered skateboarding, the first discipline that laid the foundation for my future. Skateboarding allowed me to re-imagine the world around me and not take anything for granted. Everything I saw became an obstacle to overcome. The streets became my stage for expression and a workshop for problem solving. I learned how to be resourceful and how to make the most of my limitations. This led to discovering the necessary balance between concept and execution. It's a labor of love and freedom…skateboarding is the reason I create.

Upon leaving Greenwich, I attended The College of Saint Rose in Albany, New York and graduated in 2004 with a Bachelor of Fine Arts degree. At St. Rose I developed my artistic abilities through, photography, drawing, concept invention and graphic design. Guided by the mentoring of the brilliant and inspiring faculty, I experimented with various techniques and approaches to self-expression through the visual arts. 

In August of 2004, I began as a Junior Designer under the Creative Director of Picador USA, Henry Sene Yee and Creative Director of St. Martin’s Press, Steve Snider. I continue working as the Senior Art Director at St. Martin’s Press in the Trade Art Department. I’ve designed and art directed many bestselling books and worked with a wealth of talented designers, photographers, and illustrators.

While at St. Martin’s Press I met Senior Editor, John Parsley, who started the online publication, Lost Magazine (2005-2012). My role as Art Director allowed me to create artwork for featured articles. This outlet provided me the means of broadening my concept development and furthered my experimentation with collages and photographic assemblages.

Art and Design are both forms of visual problem solving. The only difference between the two is where the problems come from. Designers receive problems from clients, companies, and other entities, both large and small. Artists, on the other hand...have their own problems.

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