|
You
have reached a status where people approach you to work for them without
you having to compromise much. Could you point to one incident, one
moment, one project as the one which brought the change for you? The
moment when you felt that from that point onwards you were 'independent'?
I suppose starting Amos was significant. It meant I was no longer
reliant on external influence in commissioning work. I could decide
what I wanted to do myself. If I had been an Artist in a more traditional
way, working on one-offs, I think that this wouldn't be so
important. But I have always been drawn to mediums of mass communication:
graphics, cartoons, comics.
There has always been a debate about artists
getting involved with 'the industry', about the possibility
of being (ab)used by commercial enterprises. What's your opinion,
how do you handle these two worlds - art and commerce?
I don't really see myself as an Artist with a capital 'A'. My chosen
mediums are ones completely dependent on some form of commerce, given
that we operate in a capitalist system. So there shouldn't really
be a conflict. However, I can't deny that the idea of being an Artist
appeals! I like the idea of working in a large, white studio carving
giant potato-heads out of granite and making big, non-linear drawings.
But there is always a voice telling me that would be self-indulgent.
|
|
How
long did it take you to decide whether you wanted to work on this
project - what were your thoughts, your ideas, maybe your fears?
We made this toy because Leon, the manager of the London Stüssy
shop, is a good friend of mine and Russell's, and he asked
us.
Your first characters came about through your
work with/for SILAS. Would you say that your characters label-savvy
in general?
When I started out as an illustrator I used to make a lot of very
specific references to 'labels'. It was a big part of
my works' look. But I started to become a bit uncomfortable
with this. That was when I started thinking about specific worlds
for my characters to live in that were completely their own. I could
play god with my potato-heads.
Before, you created characters anew - from
the drawing board to the real figure; you formed them and provided
them with characteristics and characters so that they would get along
(or not) in their respective worlds. For Leon, however, the process
was reversed. You took a real person and turned him into one of your
characters. How easy was this process and how does Leon get along
with the rest of your folks?
|
|
I think that with 'Leon'
I am still doing the same thing I do with everything else: rebuilding
the world in my own image. The plastic 'Leon' is his own
thing entirely. He lives in plastic Leon world, not ours.
Leon is a typical James Jarvis creation, the figure has your very
characteristic features. How easy (or difficult) was it to get this
figure to actually represent Leon, the person?
I had previously made a 'Leon' figure for my Sony capsule
toy series. One of the things I wanted to do with 'Leon'
was re-appropriate him from that. I added a beard, because this Leon
is a few years older and wiser. He is still quite angry.
Which are the key aspects of the Leon figure
which make him 'Leon', the Stüssy store manager?
His anger, intolerance and good humour.
Is Leon wearing Nike sneakers or are the Nike
sneakers wearing him?
Definitely the former.
... |