El Vicho - Eduardo Villacis
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ARTIST STATEMENT

My life would probably be very different today if my father did not have a vast library. I grew up fascinated by the images in his books, particularly the albums of great past and contemporary artists. Perhaps the impulse to draw came after seeing those pictures. Many years would pass before being able to travel outside Ecuador and seeing an original Ernst, a Rembrandt or a Miro, but the printed pictures of their work haunted me even before being able to read the text of the books they were in. I realized in my adolescence that seeing artwork in a book or screen could affect many more people than if those paintings were confined in a gallery. That thought attracted me to illustration, which to me is not about any specific genre, style or market, but about visual ideas that are created with the ultimate purpose of reaching people far away through reproduced copies.

Because of this interest most of my activity so far has been in the field of media arts. The works have been primarily short 3D animated films, multimedia shows, comics for magazines, puppets for political satire and designs for musicians and theater groups

Despite the variety of media, one of the constants of my pursuit has been the use of humor. Once again, much of the discovery of comedy as a tool is a heritage from my father. As a poet, he has a great sense of metaphor and irony that he applies daily in a seemingly effortless manner. He taught me how to use witticisms as means to find comfort from the paradoxes of life. The first practical application of this defense system was against bullies at school. It was great to see that by finding the right nickname or making a nasty but exact caricature you could transform a helpless situation into an advantageous position. Ralph Steadman, the outrageous British cartoonist, said that grotesque imitation is the next best thing to shooting somebody. Probably that is how most satirists start, as a defense and protest against an absurd and hostile environment. Parody transforms pomposity into ridicule and affects even the most powerful figures.

The vehicle for such humor usually is story. Most of my tales happen in fictitious and improbable places or situations. For instance: an Andean town whose inhabitants are rusty machines about to be seduced by the false promises of a video prophet, or an inverse history of the world where the Aztecs conquer Europe and reduce the light skinned natives to slavery. The evident unreality of the scenarios is intentional. For one thing, I prefer to make worlds that justify the effort invested in creating them. Today, real life chronicles are usually better told with cameras than with pencils. To me the strength of drawing and animation lies in their capacity to generate impossible situations. More important, there is power in the creation of worlds that seem very different but are actually metaphors for our own. That is a lesson from the masters of fantastic literature like Kafka and Jorge Luis Borges, or sociological science fiction writers like George Orwell or Stanislaw Lem. Despite how absurd my fables might seem, beneath the surface these fictions deal with some aspect of our conflictive reality. Maybe these narratives are channels to transform inner struggle into something positive.

Each story has a certain medium through which it is told at its best. Usually, when working on the concept for a fiction, there is a progressive revelation if the narrative will work better as animation or as a graphic novel. While crafting the plot there is simultaneous work on the visual development of characters and environments. A big influence in the way I think about the visual design of a project is Dave McKean, a British comic book artist who explores many styles and media. He does not hesitate to combine painting, photography, computer graphics, typography, assemblages and puppets in his comics to convey a specific message.  He is equally resolute in simplifying the visuals to a minimum if he thinks it best suits the overall concept. To achieve this level of versatility is a personal goal.

A great part of the process is devoted to developing the characters. I do studies of every detail: how they look, their body language, their costumes, the spaces they inhabit. At the same time there is an intense production of sketches of different story sequences destined to bring the narration to a visual existence. Once a certain level of assurance in the decision process has been achieved, I start drawing the actual pages of the comic or begin to model the final objects for the animation.

Comics and animations consist of hundreds of images. That means the projects are long and demand enormous patience. In a comic, unlike a painting, each image is not necessarily significant in itself; it may be seen only for an instant, enough time to make the story advance. Therefore each individual picture is not considered a precious object.

Most of my previous comics were drawings that were scanned for later digital assembly and processing. Others were a combination of drawing and different computer techniques like 3D graphics and photomontage. Gradually, I felt a need to produce the artwork as manually as possible. Many years of creating artwork behind the computer screen have increased the urge to use the sense of touch. I also desire the beautiful imperfection of the human mark.

These past two years have been devoted to the foundations of traditional drawing and painting. A current enterprise is the previously mentioned graphic novel that tells the discovery and conquest of Europe by the Aztec civilization.  This epic farce allows me to further my interest in pre-Columbian art. Those ancient symbols are part of my culture and are incorporated into the artistic style of the novel. The artwork in the book will be a hybrid between drawing and painting. I am using color pencils, ink, pastel, acrylics and oils to create the images on wood panels and illustration boards. The clash of cultures is made visual by the contrast between a Mesoamerican aesthetic and European Medieval iconography. That mixture is an example of my fascination with the phenomenon of syncretism and its visual manifestations. Whenever I draw, paint or design anything there is an attempt to integrate dissimilar qualities and somehow turn that mix into a working alchemy. My nature tends to caricature and exaggeration in the vein of artists like Hyeronimus Bosch  and Gerald Scarfe or  filmmakers like Terry Gilliam. That excess is balanced with a certain refined stylization inspired by artists like Gustav Klimt or Egon Schiele. For the Aztec project I am also working with the contrast of vivid colors versus muted tones. The intent is to represent the hegemony of the Aztec invaders with vibrant colors that overpower the paler tones of a collapsing European culture .

The main motivation for the Aztec story is to reflect on the topics of racism and the manipulation of religious beliefs as ideologies of conquest and as tools of deceit. I guess you could call them Weapons of Mass Distraction.

 


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