How to Be Alone

16 08 2010

This video is adorable.





Scout

7 08 2010

Super adorable video inspired by the mural “Scout” in Washington D.C, set to a Beirut song. Film by Sebastian Tobler. Mural by Kelly Towles.





Julien Vallee

1 08 2010

Julien Vallée for OFF Paris 2010.





Anna Yausheva

20 07 2010

My Dance The Skull is an independent tape label and publishing house. They put out pretty photo zines and cassette tapes. These photos are from a zine they are putting out by Russian photographer Anna Yausheva. They’re raw and awkward and hazy. And sexy, but a very nervous sexy.

For some reason the first photo reminds me of the Joanna Newsom song, “Baby Birch”.





Bulletproof Coffin

22 03 2010

Bulletproof Coffin is a comic by David Hine and Shaky Kane available from Image. You can see more background info and previews here.


It looks awesome.





Cyr, van

1 02 2010



Artist Kevin Cyr.He has an upcoming show called Behind the Curtain at Raandesk Gallery.





stay fucking punk

9 01 2010

Plenty of new art from old favorite Swampy. Swampy is a street/whatever artist who rides around the country on freight trains and is based in Oakland, California. He’s a wild man.

Check out his Flickr Stream here.





Ahndraya Parlato

31 12 2009



The photography of Ahndraya Parlato.





Angels in the architecture

9 09 2009

Pretty art from Jon Macnair. It kind of reminds me of little Maurice Sendak illustrations. But a little bit more Swedish heavy metal. There is a really big new pastoral/fantastic/woodland vibe weaving in and out of the zeitgeist these days. Jon does other work too…so check out his website. It’s special.

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Q&A with Camilla d’Errico

16 08 2009

It’s hard to give a one-sentence description of Camilla d’Errico. Here’s my attempt: Camilla d’Errico is a comic book artist who develops creator owned, small press science fiction books with a heavy manga influence, as well as a very successful gallery artist linked to the so-called “low-brow” scene, for which she paints fantastical canvas pieces of sprite-like girls and animal familiars reminiscent of a more lush, pastel Yoshitaka Amano. That’s the short version, and it fails to mention her commercial work for Microsoft Zune (among others), the plush toy based on her character “Kuro”, her work on the Nintendo DS game Billy Boom Boom, or her mainstream comic book work for DC Comics’ Vertigo imprint. I think Camilla is probably what we’ll all have to become in this grumpy, unforgiving economy: versatile. An elastic creative who can look at an idea or a character and understand its aesthetic so fully, that extending it outwards across platforms and mediums, from two dimensions to three dimensions and back again, is second nature. Some consider her a contemporary of gallery artists Stella-im-hultberg and Audrey Kawasaki, but it may also be accurate to compare her to media-hip, genre spanning comic artists like Paul Pope, Jamie Delano or Ashley Wood. Camilla was nice enough to answer some questions for me.

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As someone who is pursuing parallel careers–in two different worlds where success relies on a great deal of hustle and patience: have you had to push yourself and hustle equally in both the gallery world and in the world of comics? Had you planned on pursuing both of these threads in your art career, or did it just develop this way?
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(Camilla at work on a print inspired by a Neil Gaiman short story, “How To Talk to Girls at Parties”)

Push and hustle equally – a resounding YES. Absolutely. Both work, though vastly different, require the same kind of dedication and passion, hard work, and even hair-pulling! To be successful at any medium or even any career, I honestly believe it requires determination and hard work. As for planning the careers, I actually had no intention of becoming a painter. My career choice has been comics since I can remember (excluding wanting to be a paleontologist when I was 5). But events brought painting into my life and I’ve been lucky enough to have my work not only accepted but loved by collectors.


Related to the previous question: While you’re having a lot of success now, if, one day, work was drying up in either the gallery or comics world, which career would you feel more committed to focusing your energy?

Wow that’s a tough question and I need to ward off the evil eye! The only thing I can say, is that I would still give both careers the same kind of attention they needed to continue thriving. You see, as each one builds, it will require ever more work and stamina to keep it at a high level and to continue pushing it further. I paint and draw for passion, and I worked many years without pay, so I wouldn’t have issues if I had to go back to ‘working for free’ in order to keep it all afloat until the next wave came in to swoop me forward.

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Is there anything you can tell us about your upcoming comics project with Grant Morrison? Which of Grant’s stories have you read?

Which haven’t I read?! I love Grant Morrison and when we have had our creative meetings I’ve come away so motivated and inspired! Grant actually announced in March that the project is going to be “The New Bible”. I’ll be seeing him at San Diego convention so we’ll have a pow-wow on it. Other than that, I can’t say much.

What do you think is necessary for a good story?

The essential thing is well thought-out and compelling characters.

What is your genre/sci fi DNA composed of? What comics or science fiction stories did you read as a kid?

I mostly watched tv, I must admit that I didn’t actually read sci-fi, I mostly watched it on tv and movies (Dr. Who, Quantum Leap, Star Trek, etc.)

Does manga produced by Westerners, for western audiences, need its own aesthetic, tropes, and sense of identity, reverent to but distinct from its eastern analog? Or should it work to closely resemble Japanese manga?
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That is a VERY tough question because western stories are very different from their eastern counterparts. The problem with westerners imitating Asian manga is that they try to be authentic but they miss their mark because they aren’t going for the essence of manga (which is the story), but looking at the aesthetic only. So in a way, the westerners have created their own brand that can only ever appeal to a westerner, but not a true lover of manga, whether an Asian or a ‘Westerner’ (who loves and appreciates the essence of manga, ie. the story).

Why do you tend to collaborate with writers on your projects? Do you ever have an interest in writing your own scripts?

I collaborate with writers because I can’t write a story to save my life! And because I believe in teamwork and collaboration for any project to be successful. Writers have their own sensibilities and they are writers for a reason, I would never think to be able to do better than them, since they are experts.

What is the collaborative process like on a project like “Burn”: how do you go about communicating your plot and thematic ideas to someone who will turn it into words and dialogue?

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Collaborating on a comic involves the artist, the writer, and the creator (if this person isn’t already one of the two others) brainstorming, bouncing ideas off of each other and constantly going back and forth, developing the story. First comes the script with a general outline of the entire story/series, then each chapter broken down and refined. Then comes the art. When I have to communicate my visual ideas to a writer, I find I can actually set those out in writing pretty well – so it actually involves conversations, emails, and pictures insofar as my drawing thumbnails or sketches. Also, the writer himself will understand comic art, so between thumbnails and written descriptions, our own language and almost symbiotic understanding is created!

What is it that’s gratifying about gallery or canvas art that can’t be found in comics? As someone with an urge to tell stories and develop characters, how are these impulses played out within paintings? Do you ever feel the need to compress more information into your gallery pieces, to encode potential stories and background for the “character”?

Paintings, to me, are almost like an inside joke because I set out with a story to ‘paint’ and that is my story to tell, but everyone sees something different in a painting, since there are no words – it is completely open to interpretation. I have to accept the fact that the story that I’m telling with my one image isn’t necessarily what other people are ‘seeing’. The good thing about a painting is that I don’t have to give a narrative, but I can capture the essence of that story in a single frame. The negative can be a sense of disappointment when people don’t “get it”, especially when it is a story/painting that had a particularly strong meaning to me.

What was it like working on “Billy Boom Boom” for the DS? How were you approached about the project, and what was the creative process like? (And do you play any video games/did you grow up playing video games?)

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Billy Boom Boom was my first, big commercial illustration project and it is so wonderful to see it coming out in a big way now! It is going to hit stores in September and I am so excited about it. The release of the DS game will coincide with the release of the first issue of the Billy comic book, so it is a double whammy of Billy magic. I was actually approached by the creator, Sean Megaw of Day 21 Studios on referral. I was young, just starting out and he saw the potential in my art. Once I started working on the characters, I got involved in the story as well (I can’t separate the two things; art and story – they are one and the same for me) and we developed this amazing relationship and team. Together, we fleshed out the characters, the world, the story, and I would draw it all. In the end, I drew dozens of characters. It is mind-boggling to me now. And the game itself is great fun, it is like a racing game (ie. Mario Kart) but on glide-wings in fantasy worlds. I did play games when I was little, starting with Atari!!! Then of course Nintendo and Mario Bros., Zelda, Tetris, etc. Very old school, I know. But I have also played more recent consoles and games, especially with friends.

What drew you to the story of Faust, which you retell in “Tanpopo”?
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Faust drew me in initially because of the angst that the main character experiences and I was intrigued about the relationship with the devil and how the story plays out and ends. I didn’t originally expect Tanpopo to become a series; it was a book I illustrated out of the passion I felt for the story. The response has been so overwhelmingly positive, and with my sister’s (AdaPia) help we’re turning it into an amazing project that expands beyond just the stories, but into toys, plushies, clothing – it is a dream come true.
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Are there any other upcoming shows or projects you want to talk about?

Do I ever! I did an >illustration with Neil Gaiman, which just came out a few days ago (Editor’s note: Check it out here )

I am releasing Tanpopo Vol.2 at San Diego Comic Con – this time the tale is based on Samuel Coleridge’s Rime of the Ancient Mariner. I’ve also released my new plush – check him out:

Another cool thing releasing (pre- releasing, actually) at San Diego Comic Con is my first artbook, by IDW – Sparrow.

Billy Boom Boom DS game and Issue 1 of the comic book series, will both release in September.

Then, in September, I’ll have my last big gallery show in LA for a while at Thinkspace. The name of the show is Vain Remains.

And last thing (for now) is that BURN is being released as a graphic novel in October by Simon & Schuster!

Thanks infinitely to Camilla D’errico for taking part in this interview!