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1 Jamie’s World Jamie Kinroy MFA Thesis Supporting Paper Faculty Committee members: Clarence Morgan, Jenny Schmid, James Boyd Brent Department of Art, University of Minnesota April 2014

thesis draft 3 - University of Minnesota...of postmodern urbanism, dealing with themes of technology, density, architectural flux, youth! alienation ,! and! urban isolation.! While!

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Page 1: thesis draft 3 - University of Minnesota...of postmodern urbanism, dealing with themes of technology, density, architectural flux, youth! alienation ,! and! urban isolation.! While!

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Jamie’s  World  

 

Jamie  Kinroy    

MFA  Thesis  Supporting  Paper    

Faculty  Committee  members:  Clarence  Morgan,  Jenny  Schmid,  James  Boyd  Brent  

 

Department  of  Art,  University  of  Minnesota  

April  2014  

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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  My  work  is  rooted  in  comics,  which  I  read  fervently  as  a  kid,  and  emulated  

in  my  own  graphic  narratives.  Early  comic-­‐creations  of  mine,  such  as  “  The  

Badass  Chicken  Biker”  and  “The  Secret  Life  of  Dustbins”,  were  the  harbingers  of  

my  current  work.    Stylistically  and  conceptually,  my  drawings  and  prints  still  

owe  much  to  comics,  graphic  novels  and  other  modern  visual  storytelling  

mediums,  like  film  and  cartoons.  I  am  most  attracted  to  the  capacity  that  all  of  

these  formats  have  to  construct  detailed,  immersive  worlds.  However,  my  own  

work  functions  differently  in  terms  of  narrative.  

  While  my  medium  (drawing  /  printmaking)  is  closely  related  to  comics,  

my  work  rejects  sequential  illustration,  ‘plot’  or  single  narratives,  and  is  focused  

solely  on  intricately  designed  locations  or  environments.  The  images  work  

together  in  the  aim  of  building  a  comprehensive  picture  of  a  personal  urban  

cosmology,  an  imagined  but  contemporary  and  global  city,  built  out  of  my  

influences  and  lived  experience  of  a  range  of  places  –  Scotland,  Minneapolis,  

Japan.  As  with  any  city,  real  or  imagined,  the  potential  for  narrative  is  infinite.  I  

am  the  illustrator,  architect,  urban  planner  and  set  designer,  but  not  the  

storyteller.  My  images  present  open-­‐ended  environments  that  are  not  tethered  

to  a  single  narrative.  

  Open  world   environments   of   the   current   generation   of   videogames   (for  

example,   Skyrim,   Red   Dead   Redemption   and   Grand   Theft   Auto   V)   speak   to   me  

powerfully   as   spaces   of   infinite   narrative   potential,   in   which,   increasingly,  

players  can  invent  their  own  story.  Narrative  and  game-­‐play  are  limited  only  by  

the   player’s   imagination.   I   see   my   images   as   functioning   most   similarly   to  

videogames  in  the  way  that  I  construct  immersive  space  and  environments,  but  

the  player  /  viewer  takes  on  the  role  of  character/actor  and  director/storyteller.  

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My   work   aims   for   the   possibility   that   viewers   might   put   themselves   in   and  

imaginatively  navigate  the  spaces  I  construct.    

 

‘There  are  eight  million  stories  in  the  naked  city.  This  has  been  just  one  of  them’    

Narrator,  Jules  Dassin’s  The  Naked  City  (1948).  

 

  When  I  was  fourteen  I  read  Katsuhiro  Otomo’s  manga  tour-­‐de-­‐force,  Akira  

(1982-­‐1990).  The  book,  set  in  ‘Neo-­‐Tokyo’,  was  a  landmark  graphic  exploration  

of   postmodern   urbanism,   dealing   with   themes   of   technology,   density,  

architectural   flux,   youth   alienation,   and   urban   isolation.   While   the   written  

narrative   is   sprawling   and   amazingly   complex,   the   artwork   maintains   an  

equilibrium.   Otomo’s   drawing   is   executed   with   such   care   and   elegance,   as   to  

allow   him   to   construct,   and   situate   the   narrative   and   themes   within   a   truly  

immersive   world.   You   can   open   on   any   one   of   Akira’s   2000+   pages   and   lose  

yourself   in   the   environment   through   which   the   action   is   moving.   The  

environment’s  intricacy  creates  the  overwhelming  sensation  that  the  main  plot  is  

just  one  of  many  stories  taking  place  in  Neo-­‐Tokyo,  albeit  an  important  one.  With  

Akira,  Otomo   told   one   of   the   richest   and  most   complicated   stories   ever   to   be  

realised  in  the  comic-­‐book  format,  but  -­‐  perhaps  even  more  amazingly  -­‐  he  built  

an  imaginary  world  with  a  level  of  such  excruciating  precision  and  beauty  as  to  

make  it  almost  tangible  to  his  audience.    

  There   are   other   epics   of   graphic   fiction   that   function   similarly,  

constructing  detailed  worlds,   and  achieve  a  unity  of   story  and  art,   for  example  

Nausicaa   of   the   Valley   of   The  Wind   (1982-­‐1994)  by  Hayao  Miyazaki,  The   Incal  

(1981-­‐1988)  by  Moebius  and  Alejandro  Jodorowsky,  and  Frank  Miller’s  The  Dark  

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Knight  Returns  (1986).  These  works  have  also  exerted  a  significant  influence  on  

me.  However,   I  do  not  aim  to   tell  a  grand  narrative,  but  am   interested  more   in  

liberating  an  imaginary,  hand  drawn  world  from  a  single  story.    

 

  Along   with   Akira,   the   1982   cult   film   Blade   Runner   fundamentally  

reshaped   the  way   I   perceived   and   thought   about   the  urban   reality   around  me,  

and   my   position   in   it.     Blade   Runner’s   L.A.   2019   was   at   once   alienating,  

nightmarish,  but   familiar  and  awe-­‐inspiring.  With  an  undertow  of   romanticism  

the  film  puts  a  cast  on  an  aesthetic  of  post-­‐industrial  bleakness.  Blade  Runner  is  

celebrated  amongst  fans  for  its  visual  beauty  –  the  aesthetic  was  rendered  with  

an   astonishing,   kaleidoscopic   level   of   detail.   Like   Akira,   the   film   allows   the  

viewer  to  look  beyond  the  narrative  arc  of  the  main  action,  at  the  choreography  

of   spaces,   and   their   wealth   of   detail.   Blade   Runner,   though,   takes   this   a   step  

further.  Director  Ridley  Scott  had  a  reputation  for   film  environments  that  were  

sumptuously  layered,  complex  in  design,  and  played  a  far  more  active  role  than  

mere   background.   Scott   Bukatman   explains   how   in   Alien   (1979)   “the  

environment   of   the   film   became   its   most   potent   site   of   meaning”   (Bukatman  

1997,   19)   and   that   similarly,   “the  brilliance  of  Blade  Runner  …   is   located   in   its  

visual   density.   Scott’s   layering   effect   produces   an   inexhaustible   complexity,   an  

infinity  of  surfaces  to  be  encountered  and  explored”  (Bukatman  1997,  8).  Indeed,  

detail  on  the  sets  of  Blade  Runner  bordered  on  the  ridiculous,  with  instructions  

on  ‘electrified’  parking  meters,  and  individually  designed  magazines  on  the  racks  

of  street  vendors’  stalls  (Sammon  1997).  Cult  Cyberpunk  writer  William  Gibson  

explains  how  

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  “Scott   understood   the   importance   of   information   density   to   perceptual  

overload.  When  Blade  Runner  works  best,  it  includes  a  lyrical  sort  of  information  

sickness,   that   quintessentially   modern   cocktail   of   ecstasy   and   dread”   (Gibson  

Webb,  1996,  45).  

  The   intricate   mise-­‐en-­‐scene   in   Blade   Runner   was   the   blueprint   for   a  

generation  of  dystopian  science  fiction  in  film  and  comics  and  the  genesis  of  the  

emerging   aesthetics   of   ‘Cyberpunk’.   To   some   extent,   my   images   adhere   to  

Cyberpunk’s  visual  style,  most  significantly  to  the  idea  of  ‘information  density’.    I  

have  a  commitment  to  rendering  each  image  –  each  space  -­‐  with  an  extreme  level  

of   detail,   in   order   to   overwhelm,   but   also   to   hint   at   a   broad  wealth   of   untold  

narratives  and  untold  complexities.  I  work  under  the  principle  that  the  richer  the  

detail  of  an  encountered  environment,  the  broader  and  more  fertile  its  narrative  

possibility.   The   idea   of   reading   stories   from   an   environment’s   marginalia   is  

neatly   reduced   for   me   in   Hitchcock’s   film   Rear   Window   (1952).   In   the   film,  

voyeur  L.B.  Jefferies  (and  the  viewer)  are  able  to  conjecture  endless  narratives  of  

near   infinite  possibility   from   the   scrutiny  of  minute  details,   such   as   objects   on  

windowsills,   and   partially   obscured   views   of   distant   apartments   and   their  

contents.    

  Scott  Bukatman  describes  how  Ridley  Scott’s  vision  of  urbanity   in  Blade  

Runner   is   heavily   indebted   to   the   imaginings   of   French   comics   artist  Moebius,  

which   showed   cities   with   a   kind   of   ‘unbounded’,   or   infinite,   urbanism.   In   the  

urban   worlds   of   Moebius,   “the   only   constant   was   the   view   that   revealed  

everything   in   a   single   glance;   a   view   both   panoramic   and   kaleidoscopic”  

(Bukatman   1997,   45).   Similarly,   in   Blade   Runner,   a   view   that   shifts   through  

different  levels  of  scale,  from  city-­‐wide  panoramas,  to  ground  level  street  action,  

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to  the  interiors  of  buildings  and  rooms,  creates  the  overwhelming  impression  of  

infinite  complexity.  Bukatman  posits  the  idea  that  Blade  Runner  defines  the  city  

as   ‘fractal   geography’.   Fractal   spaces   are   characterized   by   “infinite  

fragmentation,  and  by  similarities  across  different  scales  –  fractal  forms  such  as  

coastlines  or  cloud  patterns  reveal  equal  complexity  at  any  magnification,  so   ‘a  

fractal   is  a  way  of  seeing  infinity’.”  He  continues,  “Blade  Runner  reveals  the  city  

itself  to  be  a  complex,  self-­‐similar  space  –  a  fractal  environment.  The  panoramic  

camera  panned  across   the  spaces  of   the  city,  but   the   fractal   camera  also   tracks  

through   endless   levels   of   scale…   Infinite   complexity   structures   urban   reality”  

(Bukatman  1997,  58-­‐59).  

  Shifting  perspective  and  scale  is  an  approach  that  I  use  in  my  work  in  an  

attempt  to  create  a  view  that  is  overwhelmed  by  a  sense  of  totality.  Each  of  my  

drawings  allows  exploration  of  a  specific  space  within  the  same  imaginary  city.  

In  effect,  they  are  views  of  the  city  magnified  to  different  scales.    

 

Fig.  1:  Jamie’s  World  Jamie  Kinroy,  photolithograph,  8  x  11.5”  (2012)  

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For  example,  Jamie’s  World  (fig.  1)  shows  a  panoramic  view,  perhaps  several  city  

blocks,  which  takes  in  entire  buildings,  road  systems  and  other  mega  structures:  

the  perspective  of  the  architect,  urban  planner  or  video-­‐gamer  (as  in  Sim  City)  -­‐  a  

view  of  control.  Tiny  details  –  rooms  and  their  contents,  on  a  miniature  scale  –  

can  be  seen  in  the  windows.  (Fig.  2)  

 

Fig.  2:    Jamie’s  World  (detail)  showing  rooms  on  miniature  scale  

 

Conversely,   Hotel   Rich   (fig.   3)   shows   a   ground   level,   first-­‐person   human  

perspective  of  a  hotel  lobby.  Connections  can  be  drawn  between  the  tiny  rooms  

visible   in   Jamie’s  World  and  the  detailed   interior  shown   in  Hotel  Rich.   I  aim  for  

the   impression   that  Hotel   Rich  may  exist  within   Jamie’s  World  –   a   ‘zoomed   in’  

view  of  a  specific   fragment  of  the  structure.  Other   images,   for  example  Oriental  

Kitchen   Freeway   Crash   and  Chinese   Kitchen   also  have   close   parallels,   in  micro,  

inside   Jamie’s  World.  Hopefully,   such   parallels   create   the   sensation   that   if   you  

were  to  ‘open  a  hatch’  or  ‘zoom  in’  through  any  of  the  windows  in  Jamie’s  World,  

an  equal  level  of  detail  and  complexity  would  be  revealed  –  “infinite  complexity  

structures  urban  reality.”    

 

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Fig.  3:  Hotel  Rich  Jamie  Kinroy,  photolithograph,  9  x  12”  (2013)  

  This   shift   between   the   whole   and   its   components   –   between   macro-­‐

worlds   and   micro-­‐worlds,   happens   across   the   body   of   drawings,   but   it   also  

happens  within   the   drawings.   For   example,   a   detail   from   The   Chinese   Kitchen  

(fig.4)   shows   a   mini-­‐world   based   around   a   flowerbed.   Stray   cats   are   lounging  

amongst   trash-­‐strewn   plant   systems   dotted   with   rusting   bicycles,   abandoned  

lawn  chairs,  broken  glass  and  maneki-­‐neko  (Japanese  ‘beckoning  cat’  figurines).  

 It  is  a  micro-­‐world  in  itself,  but  it  is  also  a  small  part  of  the  macroscopic  whole  

space  of  The  Chinese  Kitchen  (fig.  5).  Like  the  probing  camera  in  Blade  Runner,  the  

viewer’s  eye  can  shift  back  and  forth  across  scale,  between  the  flower-­‐bed  mini-­‐

world  (as  well  as  other  micro  environments  in  the  piece)  and  the  environment  in  

its  totality.  These  shifts  in  the  perception  of  the  image  go  some  way  to  explaining  

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the   critical   importance   of   detail.  Mundane  detail   is   hand  drawn  with   the   same  

care   and   attention   as   overarching   structure,   resulting   in   ‘fragmenting’  

perspectives  of  overwhelming  clarity.    

 

 

Fig.  4:  The  Chinese  Kitchen  (detail)  showing  the  plant-­‐bed  microworld  

 

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Fig.  5:  The  Chinese  Kitchen  Jamie  Kinroy,  graphite,  22  x  30”  (2013)  

  My   ideas   about   the   secret   functions   of  marginalia   and  mundane   details  

were   further   informed   by   exploration   of   video-­‐game   environments.   These  

curious  topographies  interest  me  as  spaces,  sets,  or  environments  for  narratives  

to  take  place.    

   In  the  psychological  stealth  /  horror  game  Manhunt  (2003),  detail  plays  a  

subliminal  role  in  setting  up  the  tone  or  atmosphere  of  its  spaces.  The  premise  is  

extreme.  Manhunt   takes  place   in   the   fictional  Carcer  City   -­‐  a   “run  down,  broken  

rust   belt   town”   in   middle   America.   Players   take   control   of   James   Earl   Cash,   a  

death   row   inmate  who   is   abducted   before   execution.   As   Cash,   you   are   thrown  

into   a   nightmarish   ‘game’,   orchestrated   by   a  mysterious   figure   known   only   as  

‘The  Director’.  Over  the  course  of  a  night  you  must  navigate  abandoned  sections  

of  Carcer  City  that  have  been  closed  off  into  ‘levels’.  The  director  explains  to  you,  

via   an   earpiece   that   in   order   to   win   your   freedom   you   must   follow   his  

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instructions.  The  areas  are  being  patrolled  by  a  series  of  increasingly  dangerous  

and   deranged   gangs,  who   have   been   instructed   to   hunt   you   down.   In   order   to  

make   it   through  each   ‘level’  alive,  you  must  pick  off   the  gang  members,  one  by  

one,  murdering  them  with  whatever  makeshift  weapons  you  can  get  your  hands  

on  –  from  plastic  shopping  bags,  and  bits  of  barbed  wire,  to  shards  of  glass  and  

baseball  bats.  The   ‘action’   is  being  recorded  on  CCTV,   the  director  explains,   for  

his   snuff-­‐film   enterprise.   Typical   game-­‐play   involves   sneaking,   hiding   in  

shadows,   back   alleys,   underneath   cars   or   in   bushes   and   waiting   for   the  

opportune  moment  to  strike.  

  Unsurprisingly,   Manhunt   was   controversial.   Whether   its   depiction   of  

graphic  violence  and  inhumanity  causes  offense  or  not,  what  it  does  beautifully  is  

to   present   players   with   wonderfully   detailed   and   atmospherically   intense  

environments,  or  ‘sets’,  that  capture  the  imagination.  Carcer  City  presents  bleak,  

concrete  urban   space,   replete  with   a   striking   amount  of  detail,   from  a  massive  

catalogue   of   urban   forms.   Trash   cans,   rusting   shopping   carts,   garbage,   broken  

glass,   electrical   cables,   and  meter   boxes,   AC   units,   storm   drains,   wheelie   bins,  

chain   link   fences,   dense   networks   of   telegraph   poles,   traffic   lights   and   street  

lamps.  These  familiar  urban  forms  were  programmed  for  the  function  of  Carcer  

City;   the   player’s   eye,   flickering   across   virtual   space,   takes   in   everything,   but  

never  rests  on  details  for  long.  They  were  designed  to  be  absorbed,  not  observed.    

  Urban  videogame  spaces  are  simulacra  of  real  urban  spaces  and  so  must  

exhibit  the  same  urban  visual  lexicon  which  we  absorb,  but  do  not  observe,  daily.  

This  brings  attention  to  the  strange  notion  that  mundane  details,  e.g.  trash  bags  

or  A.C.  units,  while  we  pay  them  no  attention,  are   in  some  way   fundamental   to  

our  understanding  of  urban  reality.  Film  sets,  also  concerned  with  a  simulation  

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of   reality  work   in   a   similar  way.   In  Blade  Runner   it   is   such  a  close   attention   to  

detail  that  gives  its  spaces  the  exhilarating  sense  of  ‘hyper  reality’.    

  The  invisible  architecture  of  game  environments  and  film  sets  prompted  

me   to   reassess   the  peripheral   information  –   “just  urban   crap”   (Crumb,  Zwigoff  

1994),  as  Robert  Crumb  has  put  it  -­‐  and  to  record  (take  photos),  re-­‐organise  and  

illustrate.  As  I  aim  to  achieve  an  immersive  experience  through  my  images,  detail  

is  crucial.    

 

  Manhunt  was   an   important   influence   for   the   lens   of   extreme   bleakness  

through   which   it   viewed   urban   space.   The   game’s   detail   and   peripheral  

information  played  an  important,  unseen  role  in  this  vision.  However,  in  terms  of  

narrative  possibility,  for  players  to  create  their  own  stories,  the  game  was  in  fact  

quite   limited.   Game-­‐play   operated   under   a   -­‐   fairly   strict   -­‐   hide   /   sneak   /   kill  

narrative  system.    I  am  interested  in  the  idea  of  an  immersive  world  (especially  

an  urban  one)  of  the  sort  seen  in  all  of  these  visual  storytelling  formats  –  comics,  

film   and   games   –   that  might   exist   and   function   autonomously   from   traditional  

narrative  conventions.  

  Blade   Runner   goes   some   way   to   achieving   this.   The   film   has   been  

criticized   for   poor   characterization   and   for   ‘falling   short   emotionally’   at   the  

expense   of   special   effects   and   visual   spectacle.   Many   have   acknowledged   this  

failing  but  argued  that  the  core  dynamic  by  which  the  film  actually  works  rests  in  

the   landscape  /   setting.  Blade  Runner  does  not   rely   so  much  on   the   traditional  

narrative   conventions   of   characterization   and   a   rigid   plotline,   and   is   focused  

more  on  the  world  it  imagines.  In  a  way,  the  city  itself  is  the  central  protagonist  

of  Blade  Runner.  Foremost,  the  film  is  a  mesmerizing  representation  of  urbanity,  

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which  the  characters  kind  of  lurk  beneath,  presenting  a  loose,  more  open-­‐ended  

approach  to  narrative.    

  Grand  Theft  Auto  V  was  released  earlier  this  year  in  what  was  a  defining  

cultural   moment   -­‐   British   newspaper   The   Guardian   has   hailed   GTA   V   as   “A  

dazzling   but   monstrous   parody   of   modern   life”.   For   me,   the   game   represents  

contemporary   urbanity,   reflected   with   a   mesmerizing   totality.   It   allows   for  

completely  open-­‐ended  exploration  of  the  ‘infinite  narrative  potential’  of  the  city.    

Of  course,  GTA  V  has  characters,  and  a  main  narrative  arc,  but  these  are  entirely  

disposable   –  what   is   truly   amazing   about   it,   and   the   reason   behind   the   series’  

enduring  success,  is  the  virtual  world  that  it  builds.  At  its  very  core,  the  game  is  

truly   about   its   environment.   In   GTA   V,   the   city   of   Los   Santos   really   is   the  

protagonist.   With   you,   the   player/viewer   directing,   the   world   drives   stories,  

daring  you  to  test  its  limits;  and  your  expectations  are  repeatedly  confounded  by  

an  apparent  infinity  of  possibility  and  complexity…    

  You  hang  out  in  a  parking  lot.  As  the  sun  sets,  casting  everything  in  brilliant  

orange,   you   are   drinking   sodas   from  a   vending  machine.   As   you   sling   the   empty  

cans  onto   the  concrete,   they   roll  across   the  ground  and   into   the  gutter.  You   take  

Chop,  your  dog,  for  a  walk  to  the  local  park.  It  is  grey  and  drizzling  now,  and  you  

get  bored  playing  fetch.  You  spot  an  unlocked  bicycle  and  decide  to  steal  it.  After  a  

few  successful  wheelies  and  bunny-­‐hops,  you  fall  off  and  graze  your  knee.  You  give  

the  now  bent  bike  a  kick  for  good  measure  -­‐  blood  drips  from  a  hole  in  your  jeans.  

At   this   point   you   notice   some   local   ‘hoods’   across   the   park   are   gesturing   at   you.  

They  start  shouting  and  you  shout  back  –  before  long  it’s  escalated  and  there  is  a  

gang  of  thugs  chasing  you  across  the  rainy,  soggy  park.  Hopping  a  chain-­‐link  fence,  

you   dart   down   a   side   alley.   You   turn   a   corner   too   fast   and   run   straight   into   a  

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rusting  shopping  cart.  It  clatters  across  the  dirt,  taking  a  trash-­‐can  with  it.  Rotten  

garbage  and  rats  scurry  franticly  across  the  dirt.  You  keep  running.  After  climbing  

a   few   more   fences,   creeping   through   some   neighbor’s   yards   and   crawling   past  

kitchen  windows,   you   find   yourself   at   your   own  back   door.   You   lost   them.   In   the  

living  room,  your  aunt  is  on  the  floor  doing  aerobics.  You  crash  onto  the  couch,  and  

turn  on  the  TV.  As  you  light  up  a  joint,  the  last  rays  of  the  evening  sun  are  coming  

through   the   living   room   blinds.   That   ‘sun   dust’   stuff   is   floating   around.   You   can  

make  out  the  shapes  of  cars  cruising  through  the  neighborhood,  and  people  milling  

about   in   the   street   outside,   through   the   blinds.   You   lie   back   into   the   couch,   and  

smoke…  

  The  effect  where  imaginative  players  can  invent  and  immerse  themselves  

in   their   own   stories   is   a   direct   result   of   the   breathtaking  meticulousness  with  

which  the  environment  was  designed.  The  makers  of  GTA  V  (Rockstar  North)  are  

well   known   for   their   obsessive   creation   of   game  worlds  with   an   inexhaustible  

wealth  of  detail.    

  The  painstaking   approach   and   intricacy  with  which   I   construct  my  own  

hand-­‐drawn  spaces,  aims  at  creating  a  similar  effect  to  that  seen  in  GTA.  Viewers  

may   imaginatively   enter   the   spaces,   and   become   actors   ‘inventing’   the   kind   of  

meandering  stories  or  narratives  similar  to  the  ones  allowed  by  the  complexity  

seen  in  Los  Santos.    In  a  way,  my  images  are  ‘portraits’  of  a  protagonist  –  the  city  

itself.  The  peripheral   information  and  details  are  component  parts  of   the  city  –  

mini   protagonists,   and   they   have   roles   to   play   in   unseen   dramas,   which   are  

directed  by  the  viewer.  In  their  density  and  congestion,  the  details  combine.  The  

spaces  and  city  as  a  whole,  become  a  many-­‐membered  organism  or  entity  which  

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interferes,  distracts,  seduces,  and  ultimately  conditions  the  viewer  /  storyteller’s  

movements  through  the  spaces.    

In   what   follows,   I   shall   introduce   and   discuss   some   of   the   key   formal  

choices  and  aesthetics  that  I  employ  in  the  construction  of  this  vision  of  urbanity,  

where  the  city  becomes  the  protagonist.  Firstly,  I  shall  outline  a  concept  known  

as  ‘retrofitting’,  which  describes  a  post-­‐industrial  aesthetic  –  a  kind  of  ‘corroded’  

hi-­‐tech;  before  discussing  the  role(s)  it  plays  in  my  imaginary  spaces  /  city.  I  will  

also   elaborate   upon   the   influence   of   graphic   design,   and   candy   and   junk-­‐food  

product  packaging  that  can  be  seen  in  some  of  my  work.  I  will  attempt  to  explain  

the  somewhat  complicated  relationship  that  graphics  and  packaging  has  with  the  

proliferation  of  trash,  discarded  items,  fragments  of  refuse  and  other  ‘nuggets’  of  

congestion   that   inhabit   my   images.   Retrofitting,   garbage,   and   sickly,   lurid  

graphics  all  contribute  to  a  pervasive  sense  of  urban  bleakness  seen  throughout  

my  work.  I  will  discuss  my  attraction  to  bleak  urban  spaces,  before  positing  the  

idea  that,  in  a  way,  my  images  might  call  for  a  re-­‐assessment  of  the  perception  of  

such  spaces  as  ‘unpleasant’.  

 

Architect  and   theorist  Charles   Jencks  explained  how,  post  Blade  Runner,  

‘predictions   of   a   future   Los   Angeles   dystopia   have   grown   in   number   and  

credibility,’  and  how  commentators  on  current  cities  have  described  ‘…  a  typical  

dark   scenario…   (of)   corroding   hi-­‐tech,   no-­‐go   ganglands,   runaway   pollution,  

freeway  shootings…  super  congestion’  (Jencks  1993,  13)  

  The  Star  Wars  universe  may  have  sown  the  seed  of  corroded  hi-­‐tech,  but  

Blade   Runner  was   the   real   exponent   of   this   aesthetic.   The   architecture   of   L.A.  

2019  was  characterized  by  external  piping,  ducting,  bare-­‐bones  machinery  and  

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makeshift  electronics,  snaking  rampantly  across  the  sides  of  buildings;  a  sort  of  

nightmare   heavy-­‐metal   ivy,   growing   at   a   rate   impossible   to   restrain.   The   term  

‘retrofitting’   has   been   used   by   industrial   designer   and   Blade   Runner   ‘visual  

futurist’  Syd  Mead  to  explain  this  phenomenon.  Retrofitting  describes  (in  Mead’s  

own  words)   ‘…upgrading  old  machinery  or  structures  by  slapping  new  add-­‐ons  

on  to  them’  (Mead,  Bukatman  1997,  21).  Retrofitting  is  a  process  brought  about  

by  necessity.  Malfunctioning  or  redundant  machinery  is  simply  modified  or  built  

on  top  of  so  that   it  may  resume  its  utility  or  meet  some  new  requirement.  This  

approach  makes  for  an  anarchic  aesthetic.  The  machines  feed  and  grow  from  the  

remains   of   their   rotting   predecessors,   and   have   no   constant   form,   showing   a  

predilection  in  their  design  for  the  chaotic  and  severe  aesthetics  of  industrialism.  

The   retrofitted  buildings  of  L.A.  2019  present  architecture  and   technology   in  a  

seemingly  organic  cycle  of  growth  and  decay.    

  Retrofitting   became   a   key   part   of   the   urban   aesthetic   in   Cyberpunk.  

However,  it  is  also  a  real  phenomenon  that  exists  in  the  world  and  was  inspired  

by   the   layering   of   structure   and   architecture   that   goes   on   in   modern   urban  

environments,   especially   in   certain   Asian   cities   –   for   example,   Tokyo,   Kyoto,  

Beijing,  or  Hong  Kong.  Retrofitting   is  a  concept  that   informs  my  reading  of  real  

urban  space.    

  While  exploring  cities  like  Istanbul,  Tokyo,  and  Kyoto,  but  also  in  Scotland  

-­‐   Edinburgh   and   Glasgow   -­‐   I   am   attracted   to   the   proliferation   of   structure  

adorned   with   external   ducting,   and   industrial   /   mechanical   forms.   This   is  

reflected   in   my   own,   hand-­‐drawn   world.   In   building   my   imaginary   city,  

retrofitting  plays  a  number  of  key  roles  in  the  way  spaces  function.  (figs.  6  and  7)  

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Fig.  6:  The  Chinese  Kitchen  (detail)  showing  retrofitting  

 

Fig.  7:  The  Chinese  Kitchen  (detail)  showing  retrofitting  

 It   contributes   to   information   density,  which,   as  we   have   seen,   helps   to   create  

totality,  and  narrative  possibility.  The  ‘corroded  hi-­‐tech’  aesthetic  of  retrofitting  

also   supports   the   sense   of   urban  bleakness   that   permeates   the   spaces.   Finally,  

retrofitting  reinforces  the  idea  of  the  city  itself  as  the  central  protagonist  of  the  

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work.  It  shows  time,  bestowing  upon  structure,  architecture  and  in  turn,  the  city  

as   a   whole,   character-­‐like   traits   such   as   a   ‘personal’   history.   The   ‘seemingly  

organic  cycle  of  growth  and  decay’,  suggested  by  retrofitting,  also  allows  me  to  

draw  analogies  between  architecture  -­‐  and  the  city  -­‐  to  organic  entities  like  the  

human  body  and  mind,  suggesting  its  ability  to  move,  change  and  to  ‘act’.  

 

  Seductive  and  sickly  day-­‐glo  graphics   found  on  the  candy  wrappers,   fast  

food  packets  and  other  urban  detritus  that  litter  our  everyday  landscapes  really  

interest  me.  I  get  a  strange  kind  of  inspiration  from  the  designs  found  on  cans  of  

Irn  Bru,  Slap!,  Kick,  Nos  and  other  products  which  I  drink  and  eat,  while  drawing  

late   at   night.   If   they   were   creatures,   their   natural   habitat   would   be   amongst  

broken  glass  in  a  rainy  car  park.    

  The  graphic  design  on  the  Mama  brand   ‘Oriental  Kitchen’   instant  noodle  

cup  (Fig.  8)  captured  my  imagination  powerfully.    

 

 

Fig.  8:  Mama  brand  Oriental  Kitchen  instant  noodle  cup  

It   brought  my  mind   to   the  piles   of   steaming   seafood   and   the  nuclear   colors   of  

General   Tso’s   chicken   you   can   find   glowing  warmly   under   the   strip   lighting   of  

Chinese  buffets  and  dining  halls.  The  beautiful  neon  and  golden  graphics  of   the  

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noodle  cup  conjured  up  the  delicious  atmosphere  and  the  dreams  and  happiness  

that  the  Chinese  buffet  promises.  At  the  same  time,  the  noodle  cup,  in  reality,  was  

a  piece  of  garbage,  and  this  recalled  the  concrete  desolation  of  the  trash-­‐strewn  

parking   lot   (commonly   found   outside   the   Chinese   Buffet).   The   parking   lot  

represents  the  sort  of  undesirable  non-­‐place,  so  easily  re-­‐imagined  as  a  dystopia  

in  Blade  Runner,  or  a  nightmarish  setting  for  violence  in  Manhunt.  For  me,  pieces  

of  rubbish,  such  as  the  noodle  cup,  become  artifacts  of  great  value  and   interest  

that,   in   a   complex   interplay   of   graphics   and   form,   summon   the   contradictory  

scenarios  of  junk  food  utopias  and  their  inherently  bleak  urban  surroundings.    

  A  desire   to  explore  graphics;   their   flatness,  use  of   text  and   imagery,  and  

the   ‘natural   habitats’   of   the   detritus   on   which   they   are   found,   was   the   initial  

inspiration  for  a  different  series  of  prints.    

My  prints  Huge  Mart,  (fig.  9)  and  Oriental  Kitchen  (Fig.10)  are  spaces  where  

fragments   of   other   drawings   could   be   recycled,   released   from   their   realistic  

virtual   environments,   and   allowed   to   float   around,   existing   just   as   ‘graphics’  

alongside   text   and   pattern   etc.,   rather   than   as   ‘real’   objects   existing   in   real  

spaces.  These   images   relate   to   the   imaginary  city,  which   I  am  building,  but  are  

more  personal  and  self-­‐referential.  For  example,   they  allow  me  to  engage  more  

directly  with  my   influences   (e.g.  presence  of  Ren  and  Stimpy   in  Huge  Mart),   to  

play  with  different  drawing  styles,  scribbles  and  doodles,  and  to  experiment  with  

the  languages  of  the  graphic  designs  that  inspire  me.  None  of  this  would  belong  

in  the  other  works,  to  which  the  illusion  of  realistic  space  is  essential.    

 

 

 

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Fig.  9:  Huge  Mart  Jamie  Kinroy,  photolithograph,  22  x  28”  (2013)  

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Fig.  10:  Oriental  Kitchen  Jamie  Kinroy,  photolithograph,  25  x  31”  (2013)  

 

  As   I   have   shown,   my   vision   of   the   urban   environment   is   intrinsically  

bleak.  This  is  apparent  in  both  the  spatially  realistic   images  (Jamie’s  World,  The  

Chinese   Kitchen,   and   Hotel   Rich)   as   well   as   the   graphic-­‐design   driven   images  

(Huge  Mart,  Oriental  Kitchen)  where  space  distorts.  The  dystopian  vision  of  Blade  

Runner  provided  me  with  an  aesthetic  lens  and  a  visual  language  or  vocabulary  

with  which   to   engage  my   immediate   urban   surroundings.   The   perpetual   night  

and  rain,  and  crowded,  grimy  squalor  of  Scott’s  LA,  2019  spoke  strongly   to  my  

experience   of   urban   Scotland.   On   the   dark,   wet   streets   of   Edinburgh   and  

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Glasgow,   vomit,   broken   glass,   dog-­‐shit   and   garbage   were   widespread.   The  

grayness  was  punctuated  with  neon,  and  the  lights  of  the  late-­‐night  fast  food,  bar  

and  café  scene.    

  ‘Urban   crap’   (broken   glass,   garbage,   trash   bags,   retrofitting)   of   the   sort  

that  is  intricately  reflected  in  Manhunt,  Blade  Runner,  Grand  Theft  Auto  and  so  on,  

is  daily  and  undeniable.  It  is  the  result  of  a  curious  feat  of  perception  that  urban  

dwellers  choose  not  to  see,  but  to  step  over  and  live  with  these  parts  of  city  life  –  

a   kind   of   everyday   desolation   that   is   inherently   bound   to   the   aesthetics   of  

modern   urbanity.   Prompted   by  my   influences,  my  work   suggests   a   reversal   of  

perception,  whereby   bleak   spaces   and   their   component   parts   (trash,   corroded  

architecture  /  machinery)  become  focal  points   to  be  explored  and  examined.     I  

do   not   see   density   and   street   squalor   as   a   negative   thing.   Strangely,   I   am  

attracted   to,   and   find  a  peculiar   comfort   in   such  desolate  urban  places   like   car  

parks,  congested,  dirty  alleyways  and  refuse  areas  found  behind  restaurants.  To  

some   degree,   I   am   opposed   to   the   conventional   reading   of   such   spaces   as  

dystopian,  proposing  that  they  might  rather  be  fascinating  sites  of  discovery,  to  

be  cherished,  rather  than  avoided.    

  In  an  attempt  to  understand  my  strange  attraction  to  ‘unpleasant’  urban  

spaces,  Mike  Davis’s,  at  times  apocalyptic,  accounts  of  contemporary  Los  Angeles  

are  useful.  Davis  turns  a  critical  eye  on  contemporary  architecture  and  urban  

planning,  describing  how  urban  space  and  structures  are  far  from  politically  

neutral.  Often  they  are  designed  to  play  a  role  in  Police,  governmental,  or  private  

corporate  security  apparatus,  with  the  insidious  intent  of  control,  and  subliminal  

“  policing  of  social  boundaries”  (Davis  1992,  223).  

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  “The  neo-­‐military  syntax  of  contemporary  architecture  insinuates  

violence  and  conjures  imaginary  dangers.  In  many  instances  the  semiotics  of  so-­‐

called  ‘defensible  space’  are  just  about  as  subtle  as  a  swaggering  white  cop.  

Today’s  upscale,  pseudo-­‐public  spaces  –  sumptuary  malls,  office  centers,  culture  

acropolises   and   so   on   –   are   full   of   invisible   signs   warning   off   the   underclass  

‘Other’.  ”  (Davis  1992,  226)  

  He  goes  on  to  describe  the  erosion  of  public  space,  resultant  of  aggressive  

design   tactics   deployed   by   city   planners   and   corporate   architects   in   order   to  

exclude   people   of   low   social   status;   in   particular   ‘street   people’   (i.e.   the  

homeless).  This,  argues  Davis,  has  brought  L.A.  to  a  point  where  there  are  almost  

no  truly  ‘public’  spaces  left.  

  “The  contemporary  opprobrium  attached  to  the  term  ‘street  person’  is  in  

itself   a  harrowing   index  of   the  devaluation  of  public   spaces.  To   reduce   contact  

with   untouchables,   urban   redevelopment   has   converted   once   vital   pedestrian  

streets   into   traffic   sewers   and   transformed   public   parks   into   temporary  

receptacles  for  the  homeless  and  wretched.”  (Davis  1992,  226)  

  Such  a  perspective  helps  to  elucidate  the  reasons  that  allow  my  positive  

view   of   so-­‐called   ‘unpleasant’   spaces.   Davis   explains   how   a   “conscious  

‘hardening’  of  the  city  surface  against  the  poor”  (Davis  1992,  232)  can  be  read  in  

today’s  ‘pseudo-­‐public’  spaces  (sumptuary  malls,  office  centers  etc.).  With  this  in  

mind,   the   opposing   bleak   urban   spaces   that   I   portray,   like   the   grubby,   chaotic  

surroundings  of  the  cheap  restaurant  in  The  Chinese  Kitchen,  and  the  trash-­‐and-­‐

turd   littered   car   park   seen   in   Aldi   (one   of   the   few   of   my   works   to   show   the  

presence  of  humans),  can  be  newly  interpreted.    

 

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Fig.  11:  Aldi  Jamie  Kinroy,  photolithograph,  15  x  18”  (2013)  

 

Fig.   12:   The   Chinese   Kitchen   (detail),   another   microcosm,   showing   the   grubby,   trash-­‐strewn,  

chaotic  surroundings  of  the  cheap  Chinese  restaurant  

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While  they  may  not  be  completely   free,   they  might  now  be  seen  as  democratic,  

public  spaces  of   liberation.  Trash,   retrofitting,  and  other   irrational  components  

are   bound   up   in   this   new   vision,   and   no   longer   have   to   be   understood   as   the  

filthy  signs  of  urban  chaos.  In  a  way,  they  signify  a  kind  of  freedom  of  space,  and  

by   showing   the   traces   of   other   people;   they   are   points   of   connection   to   other  

human  experience  and  stories.    

 

  As   we   have   seen,   my   images   present   an   imaginary   world   that   aims   to  

achieve   an   immersive   quality   through   intense   detail   and   a   realistic   sense   of  

perspective  and  depth.  I  am  the  architect,  and  this  world  is  personal  to  me,  but  

importantly   it   reflects  elements  of  urban  reality,  which   I  have,   and  continue   to  

experience  daily.   It   is   important   that  my   city,  while   fictional,   is   to   some  extent  

recognizable   and   familiar   to   the   viewer.   The   images   speak   of   the   dense   and  

overwhelming   urban   visions   of   cyberpunk   seen   in  manga   like  Akira   and   films  

like  Blade  Runner,  which  endure,  and  continue  to  reflect  our  urban  environments  

with  an  alarming  accuracy.  My  work  also  describes  an  extreme  sense  of  urban  

bleakness,  and  chaotic  density  via  retrofitting,  trash  and  detailed  congestion,  that  

is   influenced   by   representations   of   urban   environments   in   videogames   like  

Manhunt  and  Grand  Theft  Auto.  Film  and  especially  videogames  are  products  of  

the   technologically  cutting  edge,  contemporary  world   that  we   live   in   today.  My  

work  is  not  a  film,  or  a  videogame.  So  what  does  it  mean  to  draw  in  a  retrofitted,  

cyberpunk  world?  

  My  work  is  rooted  in  comics.  However,  it’s  important  that  the  images  are  

not  comics,  and  that  they  avoid  a  sequential  kind  of  illustration  that  describes  a  

single,   linear   story.   I   see  my  work   as   fine   art,   sitting   perhaps,   alongside   other  

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contemporary   artists   who   draw,   such   as   Paul   Noble,   and   the   German   artist  

Johanness  Spehr.  The  influence  of  videogames  is  very  apparent  in  Spehr’s  work,  

and   Noble’s   images   strongly   present   a   fixation   with   modern   architecture   and  

other  things,  like  typography  and  classic  literature.  Like  Noble  and  Spehr’s  work,  

I   see  my   own   images   as   existing  within   a   fertile   ‘space   of   becoming’   (fine   art)  

where  many  traditional,  contemporary,  and  (especially  in  my  case)  pop-­‐cultural  

references  can  coalesce  into  something  new.    

 

  Videogames  are  the  collaborative  products  of  vast  networks  of  creatives  

and  artists,  now  working  with  (in  many  cases)  budgets  that  surpass  that  of  many  

Hollywood  movies.  Like  film,  the  results  can  be  spectacular,  mesmerizing.  But  to  

some  extent  this  results  in  a  disconnect  of  the  viewer.  While  they  can  be  stunning  

products,  because  the  means  of  production  is  beyond  easy  comprehension,  they  

can  be  overwhelming  and  indigestible.  With  this  in  mind,  I  propose  the  idea  that  

drawing,  while  defiantly  ‘low-­‐tech’  seems  an  appropriate  medium  with  which  to  

tackle  issues  of  contemporary  urbanity,  like  information  density.    

 

 

 

 

 

 

 

 

 

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List  of  References  

 

Bukatman,  Scott.  1997.    Blade  Runner,  London:  British  Film  Institute  

Dassin,  Jules.  2009.  The  Naked  City,  Arrow  Films  

Davis,  Mike.  1992.  City  of  Quartz  :  excavating  the  future  in  Los  Angeles,  New  York:  

Vintage  Books  

Jencks,  Charles.  1993.  Heteropolis:  Los  Angeles:  the  riots  and  the  strange  beauty  of  

hetero-­‐architecture,  London:  Academy  Editions  

Sammon,  Paul  M.  1997.  Future  Noir:  the  making  of  Blade  Runner,  London:  Orion  

Publishing  Group  

Webb,  Michael.  1996.  Like  today  only  more  so:  The  credible  dystopia  of  Blade  

Runner.  In:  Neumann,  Dietrich.  Ed.  Film  architecture:  set  designs  from  Metropolis  

to  Blade  Runner,  Munich:  Prestel  

Zwigoff,  Terry.  1994.  Crumb,  Sony  Pictures  Classics