Tuesday, March 8, 2011
Ryan K. Peterson
Posted
By Gavin Sheehan
on March 8, 2011, 7:24 AM
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As
most film companies have now boiled their special effects down to
whatever they can force out of a computer, for a long time 90% of
those effects were created by designers for physical creations.
Ten years ago films like “Avatar” or “Transformers” would
have had to hire teams to create the costumes and build the
outlandish, with computerized graphics playing only a minor role in
the overall process. A skill that has been whittled away with every new piece of tech. Which is why people recognize the cinematic
craft for the true artform it is, helping define many of the sci-fi
and action films we grew up with and , that defined the term “movie
magic”
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--- Local
artist Ryan K. Petersen was one of those magicians for a number of
years, having a hand in the design of characters and props from films
such as “Mortal Kombat”, “Men In Black” and “The Devil's
Advocate” to name a few. Now only working on film materials
part-time, he's taken up residence at Poor Yorick Studios to continue
his design artwork and sculpting, including creating The Brothers Bighead exhibition
you can check out next week up at the
Art Barn on Finch Lane, and other works you can check out in a couple weeks at Poor Yorick Studio's open house on the 25th and 26th. I got a
chance to chat with Ryan about his career and works, plus his
thoughts on local art and a few extra topics.
Ryan
K. Peterson
click to enlarge
http://www.ryankpeterson.com/
Gavin:
Hey Ryan! First thing, tell us a bit about yourself.
Ryan:
Well, I began my life in a sparsely populated, northern Utah town, surrounded by more cows than people, where I was raised in a very
loving, open-minded household. I’m now forty years-old and attempting
to live a comprehending and creative life.
Gavin:
What first sparked your interest in art and what were some early
inspirations for you?
Ryan:
Dinosaurs were the first to seize my imagination. It happened when
I was, oh, probably the age of three or four. They were an obsession. I
had dinosaur toys, dinosaur decorated plates, bathed in dinosaur
bubble baths (with a memorable plastic, Brontosaurus container),
dreamt of going to Dinosaur National Monument, and read every book on
them I could get my hands on. Eventually, it simply wasn’t enough
to consume all of this Dino stuff and I had to draw and sculpt them.
Then movies expanded my obsessions. My parents, mainly my father,
took me to see a lot of movies while growing up. I saw "2001 – A
Space Odyssey", "King Kong" the 1976 version, "The Island Of Dr. Moreau" "White Buffalo" and "The Land That Time Forgot" to name just a few that
had impact. But the most memorable was seeing "Jaws" when I was five years
old. I remember that day in vivid detail: I went to the bookmobile
with my sister, checked out a few dinosaur books and walked home on
the moody, cloudy day in anticipation for a movie I wasn’t prepared
to see. In fact, I barely saw it. After the scene where the boy on
the raft was eaten I buried my face in my dad’s chest and just
listened. Soon after, I had to cover my ears for total sensory
depravation. An interesting note: Because of "Jaws", I still dream
monthly about sharks. They’re never about me being attacked just
weird scenarios with sharks in them. Now, lest one reading this
becomes a bit too judgmental toward my parents for letting their
young son see such films, just know I wouldn’t have changed any of
it. I owe my active imagination to those early experiences.
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Ryan: So
after Dinosaurs, I grew to add monsters, giant gorillas and sharks to
my creative repertoire. Around the age of ten, I started to idolize
those who made monsters for a living - guys like Ray Harryhausen,
Dick Smith and Rick Baker. A little later, in my teens, I became
fascinated by film directing and two directors in particular, Stanley
Kubrick and David Lynch. Because of them, I started to trust my
analytical skills – I felt like I “got” what they were doing.
When I would watch "A Clockwork Orange or "Blue Velvet", both Kubrick
and Lynch played with the principles of music, visuals and sound in a
way that made me high – not a literal high, but something related,
like a natural, aesthetic rush. To me it was one of the best
feelings in the world. If the process of movie directing didn’t
seem so exhaustive I think I would be doing that just so I could get
closer to the source of “the high” that I love so much. With the
exception of art classes and sports, I didn’t engage much with High
School. My mind was elsewhere – it was awakening to the power of
cinematic creativity and the need understand it.
Gavin:
You got your BFA from the U in Fine Arts. What made you choose the U
and what was their program like for you?
Ryan:
During my search for which University to attend, my parents and I
took a tour through the University of Utah’s art department. Two
things swayed me there. The first was seeing pink blossom laden
trees outside the ceramic department’s windows and envisioning how
wonderful it would be to create in such a room where they were
visible. The second occurred while on the third floor in the
painting department. We were taking in the vibe of the place –
looking at student work on display and peering into classrooms - when
the elevator binged and its doors opened up. Instead of seeing
students or teachers exiting, out walked a German Shepherd. He was
the only one in the elevator and proceeded to casually head down the
hall with not a care in the world. Our guide told us the dog
belonged to one of the painting instructors, and was a regular
presence within the department. It was such a wonderful moment that
it sealed my decision. I was going to the U. The irony of my choice
was that I had planned on majoring in sculpting and within my first
year two key sculpting instructors left and the department fell into
disarray. I took the painting and drawing track instead. This
proved to be fortuitous because Dave Dornan, Sam Wilson, Paul Davis,
Maureen O’Hara Ure and Tony Smith were excellent instructors and
very interesting people to boot. I graduated in 1993 and am so
grateful to have been a student during that time.
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Gavin:
What really pushed you toward sculpture and design work as your main
craft?
Ryan:
I have two different creative “hats” that I alternate wearing.
One hat, my “monster hat,” represents my youthful passion for the
fantastical and was spurred on by my monster making idols. I wanted
to have skills like them so I practiced sculpting pretty much every
day (I had good discipline). This hat is what I wear to make a
living as a sculptor/designer for film, animation and gaming. It’s
mainly technique driven and requires very little critical thought.
The second hat is my “fine art hat.” It formed in college and
reflects the more adult side of me satisfying my intellectual,
aesthetic and emotional needs. Both hats keep my awareness in check
so I don’t become too discouraged with the difficulties of living
life. As for your question, I’ve been strongest in, and had the
most patience with, sculpture. Drawing has become increasingly
frustrating for me. In fact, I don’t draw anymore. If I do, I do
it in the computer because it’s more forgiving. Now painting is
different. Going to the University of Utah, and learning from such
great painters, instilled an appreciation for painting. I guess I
feel less restricted while sculpting and painting let’s me play
with color, mood and composition. Unfortunately, ego is a director
too. If you don’t enjoy doing something you won’t improve and
you won’t get praise. So much of what guides artists, and I
suspect humanity in general, is to go where one’s ego gets fed.
Personally, I wish I could rise above this. I would like to be more
explorative with my art technique but my ego wants me to play it
safe. I’m gradually changing this. One of the benefits of getting
older is that I don’t care so much what people think.
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Gavin:
How did you first get involved working for film studios as a
designer?
Ryan:
I don’t work directly with the big studios like Universal, Disney
or Sony studios. In the past they had their own special effects
facilities but that changed I think in the '70s and '80s. Now
special effects and make-up companies are independent of the studios
and compete with each other for gigs. These various companies,
usually started by talented artists who had to expand in order to
accommodate the scale of special effects required, hire people like
me for help. For instance, Rick Baker, who is a seven time Oscar winner and just won for "The Wolfman", is so talented he could do every aspect
of a special make-up effect himself but can’t, most of the time,
due to time restraints. He needs a crew of specialists – mold
makers, painters, sculptors, mechanics, hair ventilators, etc., which
can vary from a handful to, on the big projects like "Men In Black",
close to a hundred employees. Anyway, after college, I made various
portfolio packets – photos, cover letter, resume - and sent them
out to special effects companies I admired. I sold myself as a
sculptor. Not until I got out to L.A. did I realize how important
2D designers were to the process. I just assumed sculptors did much
of the designing, since that is what Rick Baker did. I considered
myself a designer, one who designs using clay, but didn’t always
get a chance to do so. That has changed with the introduction of 3D modeling programs like Zbrush. In a way, sculptors now have an
advantage over 2D designers because they can quickly realize a
character dimensionally, light it and render it, providing more
visual information than previously accustomed. Technology has an
interesting way of reversing fortunes in this business; we’ve all
felt the sting of it in one form or another.
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Gavin:
What was your first big motion picture you worked on and what was
that gig like?
Ryan:
I was first hired in 1994 by a relatively new company called
Amalgamated Dynamics Inc. (A.D.I.). It was founded by a couple of
talented guys, Alec Gillis and Tom Woodruff Jr., who had worked for
Stan Winston of "Jurassic Park" fame. They were about to start "Mortal Kombat" and needed some sculptors to flesh out the four-armed
character named Goro. I drove out to L.A., got a hotel room
and worked on the film for five weeks. It was awkward at first. I
didn’t have any of the right tools and had to adjust to the high
quality of sculpting that surrounded me. It was sink or swim time.
Luckily, after the job, Tom and Alec asked me to stick around. "Mortal Kombat" soon led to "Jumanji" and I was officially living my
childhood dream. I’m very grateful to Tom and Alec for giving me
my start.
Gavin:
You've worked with a number of different companies, Cinovation and
A.D.I. to name a couple. What is it like for you
switching between them and working with different designers?
Ryan:
Some shops owners are legends within the film industry. They’re
respected so they get the bigger budgeted films with the longer
schedules. This is changing rapidly due to the technological shift
from practical effects to digital. To work under those conditions
can be fun - real quality can be achieved and that’s what it’s
all about. The down side is the crews are larger and more
departmentalized. When working for smaller shops you may get to do
more, and with less restrictions, but you have to work fast, which is
not always conducive to creating quality work. I think the one
project I worked on that was a nice combination of both was "The Curious Case Of Benjamin Button", for which my boss, Greg Cannom, won the Oscar
for best make-up. I had time and freedom on that one. What I miss most, when not in L.A., is working for,
and with, truly gifted people. Rick Baker ("Star Wars", "An American Werewolf In London" and "Harry & The Hendersons") and Rob Bottin ("The Thing", "Robocop" and "Legend") for example are geniuses. I say that without
the slightest hesitation. It’s not often one gets the opportunity
to work for brilliant people. It’s incredibly stimulating. What’s
sad is that these guys are slowing down. Rick is more selective
about work now and Rob Bottin hasn’t done anything for eight years (I
have no idea why this is). The younger filmmakers coming up in
Hollywood have different influences and may not even grasp what these
men can do. It has made me aware that, when time passes, it’s not
a given that progress is being made. Things just change they don’t
necessarily improve.
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Gavin:
For those interested, what are some of your prominent designs we've
seen in movies?
Ryan:
Most of my work has been collaborative so I can’t take sole credit
for much of it. The stuff that I think reflects my aesthetic
sensibility the best are the Edgar character in "Men In Black" and the demons in "The Devil's Advocate". Many of my designs throughout
the years never made it to screen. The Green Goblin for "Spider-Man" was one of them. It went out the window when the
production opted for a static mask instead of a make-up. But, I must
say, the work I lament the loss of most are the designs I did for Rob
Bottin’s directorial debut. The movie never happened but I am very
proud of the stuff we came up with. Unfortunately, I don’t have
any photos. It’s a weird feeling knowing your best work will never
be seen.
Gavin:
You also dabbled in computer graphics for video gaming for a while.
What persuaded you into exploring that field and what was it
like?
Ryan:
In 1999, a year after moving back to Salt Lake City, I was hired by
a local gaming company, Beyond Games, to provide clay character
sculptures with the understanding that I would also be introduced to
digital modeling. Just prior to that I had worked on "The Grinch" for
Rick Baker (I no longer lived out there so I stayed on the couches of
friends for a few months), and one of my co-workers, Aaron Sims, was
getting heavy into digital work. He was one of the first practical
artists out there to do so and was very effective at it. Anyway,
Aaron planted the seed so when the opportunity came to get my feet
wet digitally, I took it. My practical work at Beyond Games did
eventually segue into learning 3D modeling programs like Maya. It
wasn’t easy. I was a computer illiterate and the left parts of my
brain being forced awake protested. Also, Zbrush, a very effective
sculpting program, had not been released yet, which would have made
the adjustment easier. Kris Johnson and Clark Stacey, Beyond Games’
President and Vice President (who have since started Smartbomb Interactive) were very patient with my rather
sluggish learning curve. All in all, it was a valuable
experience.
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Gavin:
After a number of years it seems you pulled back from doing design
work for films. What brought on that decision?
Ryan:
That was due to me living in Utah. I moved back so I could start
creating fine art. I knew I needed a break from L.A. when I kept
returning to this book I had on the English painter Francis Bacon. I
was enamored by a particular photo of him working in his studio. For
those not privy to Bacon, his painting studio epitomized creative
chaos – the domain of a hoarder aesthetician. I guess I was sick
of doing work for others so to me his studio and life represented
unabashed, creative freedom. I wanted that. So I moved back
home.
Gavin:
When did you first come across Poor Yorick Studios, and what made
you decide to move in?
Ryan:
I had to have a studio if I was to take this turn in my life
seriously. So I checked out a building that advertised art studios
for rent. That’s when I met Brad Slaugh. I recognized Brad from
the University of Utah’s art program and seeing him was reassuring
because I’d rather rent from a fellow artist. Now, this was back
in 1998 and I don’t think Brad had been in the business of studio
rentals for long. The building he was sectioning studios out of was
located on 3rd West and 4th North and had yet to be called Poor
Yorick studios. It turned out to be exactly what I needed and I’ve
rented from Brad ever since.
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Gavin:
What's the process like for you when creating an original piece,
from concept to finished product?
Ryan:
It starts with an idea. Sometimes the idea initially communicates
itself as a whisper - a hint of something worth creating. At other
times, the idea presents itself loud and clear, which can be a
blessing or a curse depending on one’s energy level (It’s easier
to ignore the whispers). There’s a flip side to all of this and
that is that some ideas are dead end duds. That is why it’s so
critical for an artist to hone his/her intuition, especially if you
work with expensive materials like I do. Now, some artists are more
technique oriented and less concept driven. I respect that. At
times, I enjoy looking at a good landscape painting as much as
processing somebody’s abstract idea. I understand the need to
create both. So, if I get excited about an idea, and feel it’s
worth committing to, I will start by assembling the materials to
create it. Once I’ve begun my main fear is to not finish it. If
that happens, it can be pricey and a bit deflating emotionally. I
consider my artwork complete when I lose energy, or realize the idea
has stopped communicating, or reach the point in my mind’s eye
where I envisioned it finished. Most of the time, it’s a
combination of the three.
Gavin:
Do you usually play around with the concept before finishing it, or
are you pretty determined to keep what you had in mind as the final
look?
Ryan:
If the concept is hazy, or still a whisper, I will “play” with
it. A while back I had an idea to go to Deseret Industries and find
a cheap, cool looking frame that I could sculpt a clown face in, sort
of a relief piece. Not the most original or interesting start, yet
for some reason I felt it was worth continuing. I ended up with
various small picture frames from the D.I. and just started
envisioning how a sculpted face might play within each of them. I
usually like to explore ideas as a series to fully exhaust their
potential. So the plan became to mold my favorite of the frames and
cast multiple copies of it so I could explore various clown faces in
each… Frame... Clown… Sculpted frame… Utah shaped frame…
Utah state Senator Chris Buttars… Buttars as a clown… Buttars
as a puppet… Buttars spewing vomit... And so it goes. That’s
how my “Public Forms” series on Chris Buttars came about. I don’t
make a point of attacking people I disagree with. I believe in
diverse points of view. But when people in power keep delivering
hate speech I feel compelled to react the best way I know how. I’m
sure Mr. Buttars has a good side, but man, the guy is sure resistant
to show it.
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Gavin:
Considering the kind of work that you do, what's the difference for
you in creating something by request and coming up with something of
your own?
Ryan:
If I’m wearing my “monster making hat” I can sculpt or design
upon request. That is, technique can be a compelling enough reason
to move forward – a challenge, say, to sculpt the coolest wrinkles,
forms or bone structure possible. It’s not as easy to do this
while wearing my “fine art hat.” If I had to create someone
else’s idea, or suggestion for a piece, it would kill my creative
energy and betray my process. I will never say never; especially if
a lot of money is involved, but it would feel… Faustian.
Gavin:
Currently you have The Brothers Bighead on exhibitionup at the Art Barn. Where did the
idea come from in creating them, and what was it like putting them
together?
Ryan:
I’ve always loved dioramas. It goes back to my love of Dinosaurs
and seeing them featured in various dioramas in Museums. My idea was
to create four different dioramas each contained within a sculpted
shell. I wanted to make sure the outer sculpture was interesting
enough to hold a viewers attention. That way when the viewer figured
out they housed interior sculptures it would be a bonus to their
experience. Once I had this concept down I knew it was going to be a
challenge creating them. Goodness, they were expensive, time
consuming and required the use of toxic materials. Worst of all, I
knew I had to make them because I loved the idea so much. Once I had
a rough idea of what the outer shells were going to look like I
sculpted them. They were big sculptures so I wanted the finished
molds to be made of a light weight material. I made them out of
silicone and fiberglass resin at my Poor Yorick studio. That was a
mistake. The resin used is toxic and I tried to contain the smell of
the resin by blocking all the openings from my studio to the rest of
the building. It didn’t work. I subjected my fellow artists to
this horrible material and it was irresponsible. I now had to
continue the process somewhere else. I ended up casting all the
polyester resin outer shells, from their molds, in my parent’s
barn. It took forever because I tackled each stage, of what was
going to be a series of four pieces, simultaneously. Everything had
to be done in quadruplet. That way, if a subsequent stage proved too
difficult, I wouldn’t be discouraged from plowing ahead on the
other three. After completing the outer shells I had to narrow down
what would be inside the heads – what the dioramic subject matter
would be. This too was hard and their engineering was a nightmare.
The internal scenes required miniature sculpting, wiring, soldering,
LED lights, vacuum form plastic, more fiberglass… oh good hell, it
was never ending. On and off, the Brothers Bighead series took five years to complete. And I wouldn’t have changed a thing because the
idea was so satisfying to explore.
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Gavin:
Are you looking to do any more grand exhibitions over the rest of
the year or adding onto this one?
Ryan:
No, not really. To be honest, I’ve had to delve deeper into
digital sculpting to expand my skill set because I went a long time
without employment. I used the down time to learn Zbrush because my
digital education had stopped six years earlier with gaming and the
program Maya. Zbrush, by the way, is an amazing computer program.
It was designed with practical special effects sculptors, like me, in
mind so we could do the things we were accustomed to doing in
Hollywood. It came out after I had left gaming and it became a
revolutionary tool for the entertainment industry. Young people were
doing some amazing stuff that was becoming too difficult to ignore.
And once "Avatar" came out, it became painfully obvious that practical
special make-up effects and animatronics were in trouble. Digital
creations were the future, whether I liked it or not, so I had to
adapt. The consequence of this, and there are always consequences,
is that I haven’t put on my “fine art hat” for quite some time.
I feel out of balance and a bit empty. I’m not complaining. I
know with every door that shuts, another opens. I’m just orienting
myself to the reality of this new room.
Gavin:
Going local for a bit, what are your thoughts on our art scene, both
good and bad?
Ryan:
Our local scene has genuine, strong voices. I’m so impressed with
what I’ve seen. Unfortunately, living away from the coasts, we sit
in relative isolation from the nourishment an appreciative audience
provides. For instance, my artist friends in L.A. are doing very
well. We, by contrast, seem to be lone voices in the wilderness. I
guess I shouldn’t speak for others. I just know I haven’t
figured out how to survive yet. I was watching a documentary on Bob
Dylan and one of the people interviewed talked about how in the 60’s,
artists, even the citizenry, were valued for “what they had to
say.” He went on to say it’s different now – priorities have
changed. I agree. The Utah artists who actually have something to
say are the counter culture providing balance, albeit small, to our
community. The best of us are the release valves, the voices of
conscience, the annoying itch to collective, psychological decadence
and a challenge to the status quo. It’s a struggle to live this
way: It takes time, resources, attention, sacrifice and energy.
Most people I suspect are too distracted to care these days - there’s
just too much stimuli out there. That’s why I create art to please
myself and if others like it, well, all the better. That’s why I’m
so grateful for my Poor Yorick studio. Twice a year we open up our
doors to the public and get to display our work to those who seem to
care.
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Gavin:
Is there anything you believe could be done to make it more
prominent?
Ryan:
There are pretentious and rather asinine ways to achieve prominence
these days, especially in the art world. Anyone who has seen the
documentary "Exit Through The Gift Shop" can attest to that. So maybe
we should consider whether prominence would actually improve our
scene. If say, a particular artist’s voice is loud enough to reach
areas that give a damn, what would the consequences be? Would it
stimulate others to find their own voice or motivate mimicry? For
every original voice, there is an army of emulators. This can garble
communication. At the same time, artists need to keep expressing
themselves. If they can’t because their invisibility has taken a
financial toll, well, that’s a problem. I guess my point is, in
the art world, everything is arbitrary. It’s not a given that
those who get attention have earned it by developing a substantive
voice and quality doesn’t guarantee prominence. With that in mind,
maybe the middle way is the best course of action. For our scene to
get prominence we need to draw attention to ourselves. Controversy
works nicely. After we shock some sensibilities the spotlight will
turn our way and, at that critical point, we would need to display
substance, which we’ve got; act with shallowness first, end with a
display of quality. Our local scene would then get to enjoy the
fruits of our efforts… until Denver’s scene takes it
away.
Gavin:
What do you think of the galleries we have in town and around the
state, and the work they do to promote local art?
Ryan:
I think the galleries are doing the best they can. Everything is
about survival. The gallery needs to sell art and the artist needs
to make enough money to keep making art. The two don’t always
connect.
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Gavin:
What's your take on Gallery Stroll as a whole and how it’s doing
today?
Ryan:
I haven’t done the Gallery Stroll for some time now. I love the
idea of it and when I have gone I’ve enjoyed it. I’ve been a bit
anti-social lately... it’s something I need to work on.
Gavin:
What can we expect from you over the rest of the year?
Ryan:
After the Finch Lane show, I’m not sure. Like I said, I’m in
adaptation mode so computer sculpting and design are where my
attention is focused. Last month I did participate in a group
sculpture show, "Conjoined - In 3D", at the Copro Gallery in Santa
Monica, California. A talented friend of mine, painter Chet Zar,
curated the show and it was a resounding hit. I’ve been invited to
contribute to its sequel next year. So I have that. Also I
helped out on some alien designs for a film "Battleship" that I think
comes out this year. It’s being directed by Peter Berg who did "Hancock" and "Friday Night Lights". I think he is preparing to remake "Dune", which is intriguing. Also, last October I was one of a team
of artists that helped Director Guillermo Del Toro with trying to get "At The Mountains Of Madness" green lit. Del Toro took all of our
designs, sculptures, etc. for a presentation to Universal. I’m not
sure of the project’s fate but I was grateful to play a small part.
So we’ll see what happens.
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Gavin:
Is there anything you'd like to plug or promote?
Ryan:
What a fun question to get. Yeah, in fact there is. I’m
currently helping a friend, Christopher Salmon, who just received
funding to direct an animated short film based on Neil Gaiman’s "The Price". Another friend, Dave Laub, whom you’ve interviewed, is
helping out as well. The three of us go way back and are having fun
working out the book’s character designs. It’ll be cool. If
anyone is curious to learn more they can visit the following our website. Also, for those interested, you can check out my
portfolio/blog. Thank you Gavin for
your interest and support!
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Tags: Ryan K. Peterson, Image