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INTERNATIONAL CREATIVE ARTS MAGAZINE ISSUE 1 FEBRUARY 2012 tribe

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INTERNATIONAL  CREATIVE  ARTS  MAGAZINEISSUE  1  FEBRUARY  2012

tribe

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PHOTOGRAPHY/STYLE  |  ROSALIND  CHAD

MODEL  |  GEMMA  HENWOODMAKEUP  |  REBECCA  SEARLEHAIR  |  LYNDY  EWING

VISUALPROVOCATEUR.COM

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WELCOME  to  the  first  issue  of  tribe  magazine.  It’s  been  a  long  road  to  get  here  but  it  has  been  a  very  enjoyable  journey.    Along  the  way  we  have  met  some  fantasOc  people,  made  great  new  friends  and  viewed  some  truly  fantasOc  artwork.  

Peter,  Glyn  and  I  always  intended,  when  we  first  came  together  to  discuss  the  idea  of  a  submissions  driven  creaOve  magazine,  that  the  work  of  arOsts  takes  centre  stage.  The  ethos  of  tribe  is  for  crea(vity  and  we  hope  that  the  magazine  shows  to  all  our  readers  that  very  spirit  and  passion  for  the  visual  arts.

Each  month  tribe  will  showcase  new  and  emerging  talent  alongside  more  established  work,  so  it  is  important  to  bear  in  mind  that  some  work  will  not  look  as  ‘polished’  as  others.  We  think  it  is  important  to  bring  together  the  established  and  the  new  in  one  publicaOon.  PotenOal  is  so  oWen  dismissed  in  favour  of  the  finished  arOcle,  and  in  doing  so,  many  creaOve  outlets  end  up,  admiXedly  not  intenOonally,  disheartening  arOsts  that  lack  the  confidence  and  the  media  contacts  to  take  that  first  step  in  showing  their  

work  to  the  world.  tribe  will  always  be  a  place  for  new  creaOves  to  show  their  work  to  the  world.

We  also  think  it’s  important  to  feature  established  and  famous  arOsts  in  the  magazine,  and  I  can  think  of  nothing  more  inspiring  for  new  talent  than  to  see  their  work  sit  alongside  that  of  creaOves  that  are  working  at  the  very  highest  arOsOc  levels.

At  the  Ome  of  wriOng,  we  are  all  experiencing  severe  pressures  on  our  personal  finances.    With  uncertain  economic  Omes,  many  arts  funding  streams  are  being  cut  or  pulled  completely.    We  at  tribe  magazine  hope  we  can  play  a  small  part  in  the  development  of  new  and  local  talent  and  in  turn  help  to  improve  the  cultural  landscape  in  the  South  West  of  England,  the  UK  and  eventually  the  world.

Enjoy  the  first  issue  and  see  you  in  the  next  one!

Mark  Doyle,  Editor

EDITORIAL

TRIBE  MAGAZINE

for  creaOvity

www.tribemagazine.org

tribe  is  wriXen  and  produced  in  Plymouth,  UK

for  sponsorship  and  adverOsing  opportuniOes  please  contact  us  at  [email protected]

to  submit  work  to  tribe  please  see:www.tribemagazine.org/contact.html

next  issue:  28th  February

editor  MARK  DOYLE

sub  editor  GLYN  DAVIESeditorial  director  PETER  DAVEYresearch  HANNAH  DOYLE

art  BEX  EDWARDS  bex-­‐edwards.blogspot.comcover  EUGENE  SOLOVIEV

photography  MARK  DOYLE(except  where  noted)

(C)  2012  tribe  magazine

arOsts  have  given  permission  for  their  work  to  be  displayed  in  tribe  magazine.  no  part  of  this  magazine  may  be  reproduced  

without  the  permission  of  the  copyright  holder(s).

tribe

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BEN  MATHIS  |  MR-­‐CHOMPERS.COM

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8BEN  MATHIS  |  MR-­‐CHOMPERS.COM

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10BEN  MATHIS  |  MR-­‐CHOMPERS.COM

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13JANE  WALKER  |  AXISWEB.ORG/ARTISTS/JANEWALKER

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15JANE  WALKER  |  AXISWEB.ORG/ARTISTS/JANEWALKER

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Can  you  describe  your  crea(ve  process?

It  is  quite  random,  all  the  Ome.    I  don't  have  a  formula  or  a  series  of  steps  I  take  to  reach  a  certain  point.    The  whole  process  just  leads  me  and  I  have  to  let  myself  go  with  it,  because  that  is  when  I  am  most  proud  of  the  outcome  -­‐  although  I  am  never  completely  saOsfied.    It  generally  starts  with  an  idea  I  want  to  translate  into  words  but  can't,  and  things  just  start  to  come  together,  along  with  the  process  itself.    It's  not  always  clear  what  the  final  result  will  be,  I  just  trust  my  insOncts.

Where  do  you  get  your  ideas  from?

From  everywhere.    Everything  is  inspiring:  quotes  or  songs  or  news  or  anything  my  mind  can  hold  on  to  for  more  than  four  seconds.    Especially  movies.

What  issues  do  you  like  to  explore  with  your  work?  What  does  your  work  say?

My  work  explores  the  relaOonship  between  man/nature  and  arOficiality  

most  of  the  Ome.  Ever  since  I  was  a  child  I  have  been  fascinated  by  the  limits  of  what  seems  real  and  what  is  not;  the  concept  of  the  fake  and  the  make-­‐believe.    So,  with  influences  as  diverse  as  Remedios  Varo  and  Chris  Cunningham,  I  have  sought  the  explanaOon  for  the  human  obsession  with  arOficial  and  surreal  scenarios.    The  dioramas  of  Louis  Daguerre,  and  the  painOngs  of  Dalí  and  MagriXe,  set  me  about  wondering  why  it  is  we  are  never  saOsfied,  and  why  we  seek  an  unnatural  perfecOon  that  aXempts  to  pass  as  real.    Or  simply,  why  we  are  not  content  with  what  our  eyes  see  and  need  to  invent  other  realiOes  -­‐  and  whether,  ulOmately,  those  worlds  do  exist.    I  love  working  with  colour,  allegories  and  symbols  as  vehicles  to  examine  the  past.    However,  I  also  agree  with  painter  John  Currin  that  "the  subject  of  a  painOng  is  always  the  author,  the  arOst..."    So  while  I  certainly  believe  we  make  excuses  to  talk  about  other  things,  in  the  end  it  is  ourselves  we  are  exploring.  <

RAFA  TORR

E  |  QUICK  INTERV

IEW

RAFA  TORRE  |  RAFATORRE.COM

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24RAFA  TORRE  |  RAFATORRE.COM

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CORNELIUS  VAN  RIJCKEVORSEL  |  [email protected]

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CORNELIUS  VAN  RIJCKEVORSEL

ORIGINALLY  FROM  THE  NETHERLANDS,  CORNELIUS  TRAINED  IN  FRANCE  BEFORE  SETTLING  IN  STONEHOUSE,  PLYMOUTH

HE  TALKS  TO  TRIBE  MAGAZINE  ABOUT  HIS  CURRENT  WORKPhotographed  by  Mark  Doyle

[email protected]

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You  men(oned  that  you  drew  the  same  model  over  a  number  of  years.    What  is  it  about  drawing  the  same  model  every  day  that  is  so  appealing?

You  get  a  good  feel  for  your  model.    Also,  he  was  a  perfect  model,  I  think,  in  my  mind.    He’s  from  Syria,  and  has  that  whole  Mediterranean  kind  of  body  plan,  athleOc,  like  a  Greek  sculpture.    I  never  Ored  of  him.    I’d  like  to  draw  him  for  the  next  thirty  years!

So  what  is  it  about  the  human  form,  par(cularly  the  male  form,  that  appeals?

It’s  an  object  with  expression.    It  moves  and  is  completely  flexible.    It’s  forever  variable.

Take  us  through  your  process  for  drawing.

It  took  me  four  years  of  daily  life  drawing  classes  to  get  the  feeling  of  what  it  might  be  like  to  draw  confidently.    You  get  moments  of  achievement,  like  landings  on  a  staircase.    In  the  beginning  you  are  all  over  the  place.    Just  navigaOng  on  the  page  is  difficult,  as  you  don't  know  where  you  are  in  relaOon  to  all  the  bits  you  have  to  draw.    Geqng  everything  inside  the  dimensions  of  your  chosen  size  of  paper  is  the  next  challenge,  let  alone  the  proporOons  of  the  body  you  are  drawing,  and  it  will  sOll  be  far  from  any  resemblance  to  the  subject.    You  will  get  lost  in  details  that  are  invariably  out  of  size  and  shape.    Also,  it  is  difficult  to  keep  an  objecOve  overview  of  what  you  are  doing.    You  must  not  wire-­‐fence  your  body  with  one  contour  line:  some  parts  are  in  the  light,  others  in  the  shade.    Over  Ome  you'll  get  a  feel  for  a  unity  of  dimension.    There  are  no  shortcuts  to  this  process.    I  have  taught  people  to  draw  and  was  reminded  Ome  and  again  of  

the  uXer  frustraOon  of  not  being  able  to  master  all  these  skills  simultaneously.

You  are  never  working  towards  a  finished  product,  it’s  more  like  a  conOnuous  training  process,  and  in  that  process  you  are  someOmes  lucky  with  the  results.    The  best  test  for  a  drawing  is  when,  aWer  you  are  finished,  you  are  conOnually  drawn  back  to  look  at  it.    

So  you  can  look  at  old  pain(ngs  or  drawings  and  think  “I  wasn’t  in  a  very  good  mood  that  day”?

Yes.    You  can  see  with  that  one  [shows  drawing].    I  was  a  bit  frustrated  that  day,  and  it  turned  out  a  fantasOc  drawing.    But  somebody  like  [Alberto]  Giacomeq,  he  used  to  draw  his  brother  every  day,  for  decades,  just  his  portrait.    It  doesn’t  maXer  what  you  draw,  as  long  as  you  draw.    I  find  this  model  an  interesOng  person  to  draw.

You  photograph  too.    Do  you  take  a  different  crea(ve  view  from  when  you’re  drawing?

I  don’t  want  to  be  a  professional  photographer.    I  don’t  want  to  learn  all  the  tricks.    Because  I  don’t  think  we  need  it.    It  becomes  a  bit  lame,  I  think,  when  you  fiddle  too  much  with  photographs.    And  with  drawings  too:  aWerwards,  if  you  start  rubbing  out  and  adding  things,  suddenly  it  lacks  power.    Also,  if  you  get  too  technical  with  photography,  you  lose  a  lot  of  immediacy.    So,  I  don’t  know  whether  I  am  a  professional  photographer.    I  think  I’m  not,  I’m  an  amateur,  but  I  bring  with  me  my  experience  of  being  a  painter.    I’ve  taken  thousands  and  thousands  of  photographs,  but  I’m  of  the  opinion  that  in  every  thousand  photographs,  there  is  one  excellent  photograph.  >

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Do  you  draw  from  photographs,  or  do  you  only  draw  from  life?

I  never  draw  from  photographs,  no.    You  can  see  that.    It  lacks  life.    When  people  draw  or  paint  from  photographs,  you  can  always  see  it.    Maybe  it’s  because  I  have  a  trained  eye,  but  you  can  always  see  it,  and  it’s  not  interesOng.    What  you’re  drawing,  then,  is  a  photograph.    Somebody  once  told  me,  if  you  buy  an  old  chair,  and  want  to  know  whether  it’s  an  original  or  a  copy,  you  just  sit  in  it.    If  it’s  an  original,  the  chair  will  sit  right.    If  it’s  a  copy,  then  it  won’t  sit  right,  because  it’s  meant  to  be  a  copy  of  something  else,  and  not  to  sit  somebody  comfortably.    I  think  it’s  the  same  with  drawing  from  a  photograph;  you’re  drawing  something  that  is  flat  and  lifeless.    I  will  always  see  it!  

What  influences  you  now?  

I  mostly  look  to  20th  Century  arOsts.    I  love  arOsts  like  Dufy  and  MaOsse.    That’s  where  I  come  from,  I  went  to  art  school  in  France.    What  I  found  very  interesOng  in  Rome  was  a  stadium,  built  by  Mussolini  -­‐  so  it’s  a  Fascist  construcOon  -­‐  but  all  around  the  stadium  there  are  almost  150  four  metre  high  marble  sculptures,  all  nude  male  athletes,  and  they  all  represent  a  sport,  tennis,  football,  whatever.    And  every  town  in  every  county  in  Italy  had  to  submit  and  pay  for  one  of  these  sculptures  for  Mussolini.    And  the  craWsmen  went  off  to  Carrara  in  Northern  Italy,  where  the  marble  is,  and  would  hack  them  there.    Some  of  them  are  fantasOc;  just  to  walk  there  is  incredible.  >

PIC:  ELIOT  SEIGEL

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Do  you  see  art  as  an  escape  or  as  therapy?

I  really  don’t  know.    It’s  always  difficult  to  be  authenOc  to  yourself.    But  that’s  what  I  like  to  do,  and  that’s  what  I’m  doing.    It  works  in  itself.  

Have  you  ever  thought  about  working  in  sculpture  or  3D?

Oh  yes,  I’d  love  to.    Or  help  to  do  restoraOon  work  of  those  sculptures  in  Rome.    Because  of  course,  during  the  years,  the  Italians  knocked  off  all  the  genitals  and  things  like  that.    Well,  it  is  a  Fascist  stadium.    There  are  similar  things  in  Germany  as  well,  these  incredible  sculptures  which  have  been  completely  forgoXen  about  

because  they  have  Fascist  connotaOons,  but  it’s  very  powerful  art.    But  if  you  look  at  Roman  or  Greek  sculptures,  you  don’t  know  who  ordered  them,  and  for  what  purpose,  so  you  have  to  rid  them  of  their  poliOcal  background  and  just  see  them  as  sculpture.  >

“The  best  test  for  a  drawing  is  when,  aEer  you  are  finished,  you  are  con(nually  drawn  back  to  look  at  it.”    

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What  are  you  working  on  at  the  moment?

I  just  draw.    The  thing  is,  I  look  aWer  two  children.    My  wife  works  all  day,  so  I’m  the  at-­‐home  daddy  as  well.    What  I  tend  to  do  is  work  for  myself  in  the  morning,  and  in  the  aWernoon  I  run  the  house  and  the  family  and  all  that.    So,  I  must  say  I’ve  taken  a  step  back,  because  I  used  to  paint  and  draw  full-­‐Ome  every  day.    Another  3-­‐5  years  and  I’ll  quietly  go  back  to  painOng.    But  I  want  to  remain  in  contact  with  my  trade  by  drawing,  and  by  taking  photographs.    It’s  just  lovely,  it’s  what  I  

do.    But  yes,  there  is  a  sculpture  that  is  wanOng  to  come  out.    I  was  with  my  daughter  in  Pompeii  two  years  ago,  and  I  found  a  liXle  sculpture  that  was  actually  a  tap,  a  kitchen  tap.    But  it’s  a  sculpture  of  a  naked  man,  and  from  its  willy  came  the  water!    I  just  thought  that  was  so  funny.    And  in  the  garden,  we  have  what  I  think  was  a  water  pump,  so  that  is  where  I  want  my  liXle  sculpture.  <

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38MARTIN  BEDFORD  |  MARTINFBEDFORD.COM

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40MARTIN  BEDFORD  |  MARTINFBEDFORD.COM

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Emily  Cooper  |  emsart.com

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“Closed”  is  a  series  of  twenty  images  that  focuses  on  derelict  shops  in  the  centre  of  Plymouth.  When  this  series  of  images  is  brought  together,  it  oEen  only  then  becomes  clear  to  the  viewer  how  many  closed  shops  there  are,  and  also  how  they  blend  into  the  high  street  so  well  that  they  oEen  go  unno(ced.

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For  this  project  I  documented  the  current  (me  and  photographed  some  of  the  more  visually  interes(ng  closed  shops.    The  project  was  shot  over  a  period  of  3  months,  during  which  (me  more  closed  shops  were  constantly  appearing.

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One  of  the  aims  of  the  project  was  to  capture  the  architecture  of  the  buildings,  the  bold  lines  and  symmetry  that  occurs  in  many  of  the  shops,  as  well  as  the  deteriora(on  and  condi(on  of  the  buildings  and  the  contrast  between  a  shop  that  had  been  closed  for  years,  compared  to  a  shop  that  had  recently  closed.

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Also  captured  in  the  series  is  how  some  of  the  buildings  have  become  works  of  art  themselves,  where  local  ar(sts  have  been  able  to  create  images  on  the  buildings  which  gives  them  a  new  look  and  may  even  make  them  more  visually  pleasing  for  the  passer  by,  whereas  many  are  leE  to  deteriorate  over  (me.

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A  regular  thought  by  many  that  see  the  series  of  images  is  that  the  project  is  very  nega(ve.    However,  the  purpose  of  this  series  is  not  to  be  nega(ve,  but  to  bring  aPen(on  to  the  number  of  closed  shops  constantly  appearing  in  our  ci(es.  

CHRISTOPHER  APPERLEY-­‐BENNETT  |  CABPHOTOGRAPHY.CO.UK

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LISA  BIRCH  |  LISABIRCH.CO.UK

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ANTONIO  |  VILLAGE9991.IT

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EUGENE  SOLOVIEV  |  APECHENNOV.DAPORTFOLIO.COM

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Glyn  Davies  takes  a  look  at  the  art  of  Oliver  Frey,  whose  dis(nc(ve  illustra(ons  helped  spearhead  a  small  but  significant  publishing  revolu(on  in  the  1980s.

It’s  June  1984.  Fluorescent  is  the  colour  of  now,  Quatro  is  the  sugar-­‐and-­‐addiOve-­‐filled  soW  drink  to  be  seen  quaffing,  and  Frankie  Goes  To  Hollywood  have  triumphantly  deposed  Wham!  from  the  top  of  the  charts  with  the  era-­‐defining  “Two  Tribes”.  I  have  just  had  my  12th  birthday,  for  which  I  have  gratefully  received  a  spanking  new  Sinclair  ZX  Spectrum  computer.  I  tootle  off  to  the  local  newsagent,  keen  to  spend  a  small  porOon  of  my  birthday  money  on  a  computer  magazine  to  advise  me  on  the  best  new  games  to  buy.

Scanning  the  shelves,  I  find  the  Spectrum  secOon  and  glance  at  the  covers.  Sinclair  User,  inexplicably,  features  a  grinning  woman  holding  a  boXle  of  fizzy  wine,  and  offers  such  inviOng  aXracOons  as  add-­‐on  keyboards,  chess  and  the  new,  soon-­‐to-­‐be-­‐obsolete  Sinclair  QL.  Your  Spectrum  is  even  less  promising:  a  large  photo  of  a  black-­‐and-­‐white  printout,  with  some  waffle  about  screen-­‐dumps  and  sOll  more  about  this  QL  contrapOon,  about  which  I  care  

liXle.  I  flick  through  both  magazines  briefly.  Lots  of  text,  a  preponderance  of  computer  code,  the  occasional  picture  of  a  computer  peripheral,  but  not  much  about  games,  bar  a  few  grudging  pages  of  terse  reviews.  Barely  an  aWerthought.  I  put  them  back  despondently.

Then  I  spot  it.  A  bold  white-­‐on-­‐blue  logo  with  a  few  sparks  thrown  in  for  good  measure.  The  cover  features  a  very  cool  painOng  of  a  sleek  spaceship,  which  is  hurtling  through  a  canyon  comprised  of  computer  game  cases,  pursued  by  equally  sleek  enemies.  This  looks  promising.  A  corner  flash  informs  me  that  this  mag  is  also  for  the  Spectrum.  I  pick  it  up  and  thumb  through  it.  Games  reviews.  Tons  of  them,  many  geqng  a  whole  page  to  themselves.  Some  even  get  two  pages  and  are  in  full  colour.  Most  are  illustrated  with  at  least  one  in-­‐game  screen  shot.  This,  I  tell  myself,  is  the  one.  Exactly  what  I  was  looking  for.  The  magazine  is  called  Crash.  >

GAME

OVE

R

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It  was  through  Crash  that  I  –  along  with  a  whole  generaOon  of  ardent  gamers  –  first  became  aware  of  the  work  of  Oliver  Frey,  the  Swiss-­‐born  illustrator  responsible  for  both  the  cover  and  internal  artwork  of  not  only  that  issue  of  Crash  but,  over  the  next  eight  years,  dozens  of  others,  as  well  as  that  for  Crash’s  equally  ground-­‐breaking  sister  magazines  Zzap!64  and  Am(x  –  essenOally  Crash  for  Commodore  64  and  Amstrad  gamers  –  and  various  other  computer  and  non-­‐computer  Otles  subsequently  published  by  Newsfield,  a  small,  independent  publishing  company  based  in  the  unlikely  locaOon  of  Ludlow,  Shropshire,  which  Frey  co-­‐founded  in  1983  with  his  partner  and  younger  brother.

While  it  might  have  been  his  work  for  Newsfield  which  earned  Frey  the  cult  following  he  sOll  enjoys  to  this  day,  by  the  early  1980s  he  was  already  a  commercial  illustrator  of  some  repute.  Born  in  Zurich  in  1948,  Frey  had  been  earning  a  living  in  Britain  drawing  comic  strips  and  illustraOng  numerous  books  and  magazines  since  the  late  1960s,  including  IPC’s  War  Picture  Libraries  series  and  Fleetway’s  Look  and  Learn,  as  well  as  a  considerable  amount  of  gay  eroOc  art  for  publicaOons  such  as  HIM  magazine.  Frey’s  artwork  was  also  featured  in  Richard  Donner’s  1977  film  Superman  –  Frey  illustrated  the  comic  book  which  is  seen  being  flipped  through  at  the  very  beginning  of  the  film.  So,  by  the  Ome  he  was  working  on  

the  Newsfield  Otles,  Frey  already  had  nearly  fiWeen  years’  worth  of  illustraOon  work  behind  him.

With  such  a  varied  wealth  of  experience,  it  was  perhaps  liXle  wonder  that  Frey’s  cover  art  for  Crash  immediately  set  it  apart  from  its  compeOtors  and  gave  the  magazine  a  unique  visual  trademark  that  would  serve  it  throughout  its  eight-­‐year  life.  Whether  by  accident  or  design,  Crash  and  its  sister  publicaOons  played  a  significant  role  in  changing  the  way  computer  magazines  were  styled  and  presented.

Launched  in  January  1984,  by  mid-­‐1986  it  was  the  best-­‐selling  computer  Otle  in  the  UK,  and  its  compeOtors,  many  of  which  had  long  derided  it  as  liXle  more  than  a  glossy  rural  fanzine,  were  desperately  imitaOng  its  style,  its  liberal  use  of  colour  and,  most  of  all,  its  unapologeOc  emphasis  on  games.  Compared  to  other  computer  magazines  of  the  Ome,  Crash  was  exciOng  and  disOncOve.  It  wasn’t  the  first  computer  magazine  to  focus  mainly  on  games  –  the  perennial  Computer  &  Video  Games,  sOll  going  strong  in  2012,  had  been  around  since  1981  –  but  it  was  arguably  the  first  to  take  a  genuinely  enthusiasOc  and  criOcal  approach  to  them.  What  really  set  Crash  apart,  however,  was  the  way  it  looked.  >

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Crash’s  closest  rivals  in  the  Spectrum  market  were  very  tradiOonal  in  their  layout  and  content,  with  page  aWer  page  of  news  stories  which  pracOcally  collided  with  one  another.  There  were  photos  and  colour  features,  but  anything  interesOng  was  oWen  lost  in  a  monochrome  sea  of  mediocrity,  parOcularly  in  Sinclair  User,  which  in  its  early  days  was  more  geared  towards  technical  and  educaOonal  coverage  of  the  Sinclair  machines,  with  the  rest  of  the  magazine  filled  up  with  seemingly  endless  printouts  of  type-­‐in  programs.  Your  Spectrum  had  more  of  a  tradiOonal  magazine-­‐style  layout,  but  was  similarly  targeted  at  technical  hobbyists  and  amateur  programmers.  Both  magazines  also  had  dreadful  covers,  although  this  was  fairly  typical  of  the  mainstream  specialist  press  at  this  Ome,  which  seemed  to  

favour  photographs  of  bearded  men  holding  bits  of  hardware.  Literal  and  informaOve,  perhaps,  but  not  parOcularly  interesOng.

Crash  broke  important  new  ground  in  terms  of  the  design,  layout  and  content  of  computer  magazines.  The  magazine  was  designed  not  only  to  be  readable,  but  to  be  re-­‐readable  and  even  collecOble.  Elements  which  now  seem  blindingly  obvious  in  any  games  magazine  –  a  full  colour,  clearly  laid-­‐out  contents  page,  in-­‐depth  playing  

Ops  on  the  latest  Otles,  interviews  with  the  top  games  programmers  and  developers  of  the  day  (as  opposed  to  anonymous  industry  bigwigs  in  suits)  and  a  very  close  and  symbioOc  relaOonship  with  its  readers  -­‐  were  all  key  features  of  Crash  from  the  very  beginning.  >

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There  was  even  a  four-­‐page,  full  colour  comic-­‐strip  throughout  its  first  year,  “The  Terminal  Man”,  wriXen  by  2000AD’s  Kelvin  Gosnell  and  exquisitely  illustrated  by  Frey,  which  proved  hugely  popular  with  the  mid-­‐to-­‐late-­‐teen  readership  Crash  was  targeOng.  The  rest  of  the  magazine  was  also  eye-­‐catchingly  illustrated  by  Frey.  As  well  as  the  headings  for  the  regular  features,  Frey  also  illustrated  any  arOcles  or  compeOOon  pages  that  required  visual  embellishment,  while  any  other  conspicuous  gaps  would  be  filled  by  a  quick  Frey  doodle.

Alongside  its  very  convenOonal  rivals  on  the  news-­‐stands,  everything  about  Crash  was  designed  to  leap  out  and  grab  the  eye:  the  unusual  logo,  with  the  leXers  C-­‐R-­‐A-­‐S-­‐H  rendered  in  straight  lines  and  sharp  angles,  was  immediately  striking.  It  looked  jagged  and  crude,  and  even  a  liXle  comic-­‐like,  but  it  worked.  Likewise,  Frey’s  dynamic  covers  provided  a  stark  contrast  to  the  unimaginaOve  and  oWen  cheesy  fare  of  its  rivals.  Crash’s  cover  design  not  only  emphasised  its  difference  from  its  compeOtors,  but  also  its  determinaOon  to  convey  the  more  fun  aspects  of  compuOng.

The  emphasis  on  games  was  clear.  Literally  dozens  of  games  were  reviewed  each  month,  the  reviews  being  lengthy,  detailed  and  brutally  fair.  Significantly,  while  other  magazines  employed  experienced  professional  journalists  to  review  games,  Crash  used  

a  pool  of  reviewers  mainly  in  the  15-­‐19  age  group  the  magazine  was  aimed  at.  Most  were  enthusiasts,  rather  than  journalists,  but  were  knowledgeable  enough  about  games  to  know  a  crock  when  they  saw  one,  and  were  not  shy  about  poinOng  it  out,  much  to  the  collecOve  horror  of  the  soWware  industry,  which  wasn’t  accustomed  to  magazines  being  overly  criOcal  of  its  products.  But  as  the  games  market  grew,  and  magazines  like  Crash  began  to  wield  more  influence,  the  soWware  industry  quietly  acknowledged  that  it  would  be  less  able  to  churn  out  sub-­‐standard  products  without  aXracOng  criOcism.  Crash  was  firmly  on  the  side  of  the  consumer.

UlOmately,  Crash  wanted  to  celebrate  games,  and  Frey’s  artwork  was  central  to  this.  Frey  made  Crash’s  mission  statement  very  clear  in  the  now-­‐iconic  cover  of  its  first  issue,  which  featured  a  fearsome  chrome  alien  being  glaring  out  of  the  cover  whilst  playing  Space  Invaders,  the  screen  reflected  in  its  eyes.  This  sort  of  wry  visual  gag  would  become  a  feature  of  Frey’s  cover  art  across  all  Newsfield’s  Otles,  as  would  his  surreal  use  of  computers  as  players  in  the  image’s  drama.  The  Spectrum,  or  recognisable  elements  of  it,  such  as  its  infamous  rubber  keyboard  or  rainbow-­‐coloured  logo,  were  regularly  incorporated  by  Frey  into  Crash  covers.  >

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SoWware  publishers  oWen  employed  a  similar  technique  for  their  cover  art,  of  course,  but  at  their  best,  Frey’s  Crash  and  Zzap!64  covers  depicted  computer  games  not  only  more  dramaOcally,  but  also  more  honestly,  conveying  a  real  understanding  of  the  nature  of  the  gameplay  and  the  whole  spirit  of  the  game.  Crash’s  credo  was  that  computer  games,  at  their  very  best,  could  be  akin  to  works  of  art,  and  Frey’s  artwork  helped  the  games  live  up  to  this.  Twenty  years  later,  as  technology  advanced,  there  would  no  longer  be  any  such  disparity  between  the  artwork  and  the  games  they  depicted.  Frey,  who  always  found  the  dynamism  of  computer  games  to  be  the  perfect  subject  maXer  for  his  work,  understood  this  perhaps  like  no  other  arOst  of  the  

Ome;  he  was  just  filling  in  the  gaps  unOl  technology  caught  up.

The  art  of  Oliver  Frey  was,  for  me,  a  significant  factor  in  the  allure  of  being  a  Crash  reader.  The  magazine  always  stood  out  on  the  news-­‐stands;  first  you  scanned  the  shelves,  you  spoXed  the  logo,  then  you  took  in  the  artwork.  Most  other  magazine  covers  barely  registered  with  me,  and  although  I  could  never  honestly  say  I  had  any  real  interest  in  art  at  that  Ome,  I  could  –  and  did  -­‐  look  at  Crash  covers  again  and  again,  always  finding  some  new  detail  I’d  previously  missed,  and  almost  wishing  I  could  climb  into  the  surreal,  exciOng,  intricately  painted  worlds  that  Frey  created.  What’s  more,  I  sOll  do.  <

www.oliverfreyart.com

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BERNARD  STOKES  |  [email protected]

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BERNARD  STOKES  |  [email protected]

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69JILL  ADAIR  |  [email protected]

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70NITSA  |  BLOG.NONPHOTOGRAPHY.COM

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NITSA  |  BLOG.NONPHOTOGRAPHY.COM

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NITSA  |  BLOG.NONPHOTOGRAPHY.COM

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NITSA  |  BLOG.NONPHOTOGRAPHY.COM

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78DEREK  DODSON  |  DEREK@CYBER-­‐CENTRAL.CO.UK

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JASON  GRACE  |  JASONSCAMERA.CO.UKMODEL:  SKY  VALENTINE

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JASON  GRACE  |  JASONSCAMERA.CO.UKMODEL:  SKY  VALENTINE

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These  images  are  fragments  of  previous  narraOves,  glimpses  of  our  current  way  of  life,  of  forgoXen  things  that  manage  to  transcend  their  ordinariness  through  uncanny  juxtaposiOons  and  vivid  colour.  It  is  a  visual  record  of  my  acOons  as  a  voyeurisOc  observer,  trying  to  capture  a  moment  that  reflects  my  own  reality  and  answers  my  psychological  need  for  meaning.

We  all  leave  some  kind  of  trace  that  gives  an  insight  into  our  society  and  culture.  Objects  are  like  a  memory  of  past  selves,  and  like  all  material  will  be  leW  to  gather  dust  and  eventually  decay.

I  spent  a  lot  of  Ome  in  courtyards,  alleyways,  empty  buildings  and  abandoned  spaces  shooOng  these  images  in  a  deadpan  style.  My  only  rule  was  to  photograph  things  exactly  as  I  found  them.  Wandering  the  streets  of  the  towns  and  ciOes  I  visited  for  this  series  meant  leaving  behind  the  noise  and  distracOons  of  everyday  life.

The  state  of  contemplaOon  produced  by  just  “looking”  made  me  gradually  understand  that  the  images  of  discarded  objects  I  searched  for  throughout  this  project  were  as  much  about  my  own  childhood  feelings  of  abandonment  and  isolaOon  as  they  were  a  commentary  on  our  materialisOc  society.  

PETE  DAVEY  |  PETERDAVEYPHOTOGRAPHER.CO.UK

FOUND OBJECTS

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91PETE  DAVEY  |  PETERDAVEYPHOTOGRAPHER.CO.UK

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YVONNE TURNER Plymouth-based artist and photographer talks to tribe magazine about her past and present work

IN A SPACE

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Your  travel  images  are  interes(ng,  and  there  seems  to  be  a  link  between  these,  in  terms  of  technique  and  imagery,  and  your  more  recent  work  shoo(ng  local  urban  scenes  –  Union  Street,  for  example.  Would  you  agree?

Well,  back  in  the  80s,  it  was  much  easier  to  travel,  so  I  had  more  scope  available,  and  I  was  travelling  to  some  quite  exoOc  places  –  Africa,  Thailand  and  such.    And  I  felt  an  empathy  with  the  people  because  I  think  they  move  in  a  different  space,  if  that  makes  sense.    

As  far  as  technique  goes,  in  those  days  I  was  using  Nikon  and  Mamiya  cameras,  which  obviously  weren’t  digital,  so  they  have  a  completely  different  feel.    The  acOon  between  me,  the  camera  and  the  object  was  much  closer,  and  that  enabled  me  to  take  –  I  think,  personally  -­‐  much  beXer  photographs.    Whereas  now,  with  digital,  I’m  a  liXle  bit  unsure  of  operaOng  a  computer  to  take  photographs  –  because  that’s  basically  what  a  digital  camera  is  –  because  it  takes  far  too  long,  there  are  too  many  opOons  and  by  the  

Ome  you  get  around  to  actually  taking  a  photograph,  you’re  lucky  if  you  have  a  decent  image.    

What  I’d  like  to  see  is  a  modern  copy  of  an  SLR,  say,  with  a  digital  filing  system,  so  you’re  using  the  camera  in  exactly  the  same  way  without  having  to  manipulate  the  prinOng  side  at  the  same  Ome  as  you’re  shooOng.      And  of  course,  you  can’t  use  film,  whereas  in  those  days  I  could  select  which  film  I  wanted  for  a  parOcular  bias,  depending  on  what  I  was  shooOng.

Do  you  think,  from  an  ar(s(c  perspec(ve,  that  modern  cameras  remove  the  ability  of  photographers  to  shoot  well?

That’s  a  difficult  one  to  answer,  because  there  are  a  lot  of  great  photographers  out  there  shooOng  great  things,  but  half  of  them  are  accidents.    Whereas  I  felt  that,  when  I  was  using  film,  I  was  in  complete  control  of  my  camera.    >

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For  me,  it’s  all  about  Ome,  the  amount  of  Ome  you  spend  seqng  up  your  camera  to  shoot  a  parOcular  image.    If  another  image  comes  by,  you  don’t  have  enough  Ome  to  change  the  seqngs  to  shoot  the  second  image,  so  you’re  constantly  only  having  to  concentrate  on  one  area  of  photography  in  that  one  session,  and  you’re  missing  out  on  everything  else.    

So,  what  took  you  to  Africa?

Africa  for  me  was  a  bit  of  a  phenomenon.    I  was  only  there  for  ten  days,  and  during  that  Ome  I  decided  to  travel,  take  the  camera  with  me  and  see  what  I  could  find.    I  think  a  lot  of  photographers  like  to  explore  the  unexplored,  and  I’m  no  different,  I’m  an  adventurer.    So  seqng  out  there  iniOally,  you’re  puqng  yourself  in  a  posiOon  where  you’re  going  to  have  an  adventure  anyway.    And  nothing  was  manipulated.    It’s  not  as  if  I  went  out  there  and  said  I’m  going  to  take  photographs  of  people,  or  of  birds,  or  whatever,  I  just  wanted  to  see  what  was  there.    For  instance,  the  picture  of  the  line-­‐up  of  kids  in  the  village,  

they  lined  themselves  up,  I  didn’t  ask  them  to  line  up!    They  really  just  grouped  together.    They  were  all  together,  you  could  see  they  were  all  together,  and  it  was  kind  of  reflecOng  their  culture,  in  a  way.

So,  completely  different  to  the  UK,  say?

Yeah.    Well,  look  at  the  problems  photographers  have  here.    I  mean,  you  have  to  have  a  cerOficate  signed  by  the  person  you’re  photographing!    How  does  that  make  it  interesOng?    You  can’t  even  document  children  anymore.    I  find  the  modern  era  in  photography  ridiculous.    I  think  it’s  gone  backwards.    I  think  the  press  have  done  that  to  photography,  to  be  honest.    They’ve  killed  it,  in  a  way,  and  they’ve  turned  it  into  a  commodity,  whereas  in  my  mind  it’s  a  documentary  tool.  >

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Would  you  argue  that  every  picture  is  a  documentary  in  itself?    Is  there  a  difference  between  art  and  documentary,  or  does  documentary  in  itself  become  art?

No,  I  think  the  two  are  separate.    Either  you  want  to  document  something,  or  you  want  to  create  a  piece  of  art.    I  don’t  think  the  two  are  the  same.    There’s  a  disOncOon  between  the  two.    For  instance,  the  3D  stuff  that  I’m  working  on,  I  wouldn’t  class  that  as  a  photograph,  I’d  class  it  as  a  piece  of  art.

Could  you  explain  your  3D  images  a  bit  more?    What  inspires  you  to  take  a  photograph  and  turn  it  into  something  else?

Well,  the  concept  originally  began  when  I  wanted  to  use  light  in  a  way  that  nobody  else  had  been  using  it,  where  the  light  was  actually  shining  through  the  image,  creaOng  depth.    And  I  don’t  mean  on  a  flat  surface.    So,  the  only  way  to  do  that  was  to  add  images  together  -­‐  and  this  is  pre-­‐Photoshop.    We’re  talking  1982,  the  concept  of  Photoshop  hadn’t  even  been  thought  of.    I  knew  what  I  wanted  to  achieve,  but  I  was  never  going  to  achieve  it  simply  by  montaging  pictures  together.    And  I  think  even  today,  it’s  sOll  hard  to  create  the  idea  that  I  had  in  my  mind  about  how  light  shines  through  transparency  to  create  a  three-­‐dimensional  image.    Maybe  I’m  thinking  about  holography,  it’s  a  kind  of  holography:  moving  the  image  away  from  the  medium  and  into  space.    That’s  where  I  want  to  go  with  it.    But  the  idea  started  in  1982,  and  I’ve  been  trying  to  work  towards  it  ever  since,  but  have  always  been  set  back  by  lack  of  money,  probably  not  meeOng  the  right  people,  or  not  even  discussing  it  with  people  because  I  didn’t  really  have  anyone  to  discuss  it  with.

With  that  kind  of  project,  do  you  feel  that  it’s  good  to  have  other  people  to  cri(que  your  work,  to  help  you  get  on  the  right  path?

Yeah.    I  stopped  taking  photographs  for  about  ten  years,  because  I  got  fed  up  with  the  fact  that  I  couldn’t  go  any  further  with  the  photographic  image,  and  I  certainly  couldn’t  make  it  into  a  3D  object.    With  Photoshop,  

what  we’ve  at  least  managed  to  do  is  split  the  image  up  and  be  able  to  transfer  the  light  into  a  transparent  image.    It’s  sOll  on  a  2D  plane,  we  can’t  get  away  from  that.    I  want  to  go  further,  and  see  holographs  in  3D  space.

Will  that  change  how  people  perceive  photographs?

I  think  it  will  expand  their  mind,  so  they  can  explore  more  ways  to  interpret  a  language,  their  own  language,  what  comes  from  their  own  mind.    Images  are  a  language;  they’re  a  communicaOng  force  between  people.

Has  the  internet  and  social  media  has  made  photography  more  accessible,  or  do  you  think  it  has  saturated  the  market?

My  concern  is  that,  because  there  are  so  many  images  being  produced  on  a  daily  basis  –  every  second  of  the  day,  a  new  image  is  being  taken  –  it  weakens  our  understanding  of  the  photographic  image,  and  the  reasons  for  taking  photographs,  in  some  ways.    For  other  people,  it’s  just  a  memory,  and  in  that  respect,  we’re  now  photographing  our  memories  every  second  of  the  day.    But  we  would  never  be  able  to  see  them  all  in  twenty  lifeOmes!    Does  it  make  us  all  editors?    We  start  ediOng  photographs  in  our  heads  before  we  take  them.    We  already  know  what  we  want  to  look  at.    Here’s  another  thing  about  the  digital  age:  we’re  beginning  to  learn  how  to  become  printers  as  well  as  photographers,  and  I  think  somehow  that’s  wrong.    The  process  of  creaOng  the  final  image  is  becoming  singular,  rather  than  involving  other  people,  or  even  working  with  other  people.    It’s  a  bit  lonely.    You  can’t  know  everything,  and  you  can’t  be  everything  to  everybody,  and  I  think  the  digital  age  is  trying  to  do  that.

You’ve  done  some  surrealist  work  in  recent  years.    Could  you  explain  the  inspira(on  behind  that?

Well,  as  far  as  I’m  concerned,  that  is  just  part  of  an  experiment  that’s  ongoing.  >

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It  was  never  something  that  I  wanted  to  dwell  on  too  long.    It  was  a  phase  I  was  going  through,    that  parOcular  period,  2006,  and  I  felt  I  was  moving  on  from  there  and  maybe  just  looking  into  different  avenues  of  what  could  be  done,  colour-­‐wise,  to  reflect  more  emoOon  into  the  image.    It’s  definitely  taken  out  of  the  reality  concept,  there’s  no  reality  involved  in  it,  except  that  fact  that  those  people  were  there,  but  not  necessarily  in  the  places  where  I  put  them!  So  I  kind  of  get  a  kick  out  of  the  montage  stuff,  puqng  people  in  places  where  they  have  never  been,  and  will  never  go.    It’s  an  unreality.

You  could  say  that  I  should  get  back  to  basics  and  shoot  standard  images  of  somebody  standing  in  front  of  the  Palace  Theatre,  but  to  me,  that  doesn’t  say  enough.    I  might  be  wrong,  in  some  respects,  but  I  felt  that  what  I  was  saying  about  that  image  was  more  about  ghosts,  really,  the  influence  of  ghosts,  and  unseen  elements  in  the  image.    I  wanted  them  to  come  together  in  the  final  image,  so  what  I  did  was  mentally  create  an  architectural  framework  for  the  final  image,  then  I  went  out  and  shot  all  the  single  images  and  put  them  together  to  discover  the  unknown  in  the  photograph,  the  unseen,  which  does  show  up.    A  ghost  in  the  house.

Does  it  change  your  percep(on  of  the  world  around  you  and  in  your  own  personal  life?

Yeah,  it  does,  because  I’m  taking  into  account  more  than  what’s  actually  there.    I  see  it  in  my  way,  which  is  different  to  how  other  people  see  things,  of  course.    But  photography  shows  that  up  in  people.    It  reflects  what’s  inside  you,  because  it’s  through  your  eye  that  you  see  it.

Because  you’re  seeing  thing  differently  to  other  people  when  you’re  out  there  taking  photographs,  does  it  shape  your  understanding  of  your  craZ?

I  think  what  helps  me  shape  my  understanding  of  my  craW  is  to  experiment  more,  and  then  reach  a  conclusion  about  the  experiment,  and  either  keep  it  or  discard  it.    And  hopefully,  that  will  shape  even  how  I  take  

a  simplisOc  picture.    One  of  my  favourite  film-­‐makers  is  Tarkovsky,  and  the  way  that  he  will  film  a  scene,  for  instance,  is  not  the  other  way  other  people  will  film  the  scene,  in  fact  he’s  preXy  unique  in  his  approach  to  filming.    Because  what  he  does  is  pull  you  into  a  posiOon,  and  make  you  see  things  you  would  normally  never  look  at.    So  in  my  mind,  he  expands  the  scene  considerably  by  doing  that.    

An  example  of  that  is  wind  blowing  in  a  scene  in  Mirror,  in  which  his  principal  actor  is  walking  through  a  field  towards  a  woman  in  a  dream-­‐like,  wide-­‐angle  image,  and  everything’s  sOll  in  the  picture,  so  it  appears  like  he’s  just  walking  towards  her,  but  in  actual  fact  there’s  a  lot  happening  within  that  scene,  because  all  of  a  sudden,  from  nowhere,  there’s  a  wind,  and  the  wind  just  blows  through  the  image.    And  it  says  much  more  than  the  image  that  is  being  depicted.    He  adds  another  element,  another  layer  to  the  text.    Which  is  what  I  try  to  do.    It  might  be  something  to  do  with  the  amount  of  Ome  that  people  have  leW  in  their  lives  –  you  might  want  to  show  a  lot,  but  you  might  think,    “Well,  there’s  not  enough  Ome  in  my  lifeOme  to  show  exactly  what  I  want  to  show.”

So,  would  you  say  your  work  has  an  element  of  “(me”  to  it?

Well,  I  think  that  element  runs  throughout.    I  mean,  that’s  all  pictures  are:  elements  of  Ome,  memories.    You’re  actually  creaOng  a  movement,  even  though  the  image  doesn’t  move  itself,  the  story  moves.    So,  you’re  not  just  using  the  image  as  a  recollecOve  memory,  you’re  using  the  image  to  actually  portray  something  which  is  acOve  and  moving  in  your  own  brain.    I  quite  like  the  idea  that  Einstein,  aWer  all  his  theoreOcal  ponderings,  came  to  the  conclusion  that  past,  present  and  future  are  all  the  same,  that  there  is  no  past,  present  or  future;  it’s  just  now.  <

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