| 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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