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Yayoi Kusama Turned Art Into a Selfie

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A photo of the artist and writer Yayoi Kusama painting in her Shinjuku studio.
Yayoi Kusama, pictured in her Shinjuku studio.Photograph by Alex Majoli / Magnum Photos

The rules of culture in the twenty-twenties are strange but consistent. One is that fame is a form of insanity. Another is that artists can be both ardently commercial and devoted to making the world a better place. Serious art is therapy—either a way of “working through” something, if you’re the artist, or a way of beefing up your empathy muscles, if you’re the consumer. In these respects, the defining cultural figure of the decade, the one who best understands the lay of the land, is the ninety-four-year-old Yayoi Kusama, whose work has sold for many millions; who speaks frankly about her hallucinations; and who once announced, “I create art for the healing of all mankind.”

She is that quintessential modern beast, the shy megalomaniac. Mass media bellow on her behalf. Her “infinity rooms,” mirror-lined cubes that transform whatever’s inside into endless stacks and rows of itself, are so selfie-friendly that the selfie might have been invented to glorify them. She has referred to the present, without detectable irony, as an era of “worldwide Kusamania,” and her memoir is full of lines such as,“[1972] was the year my name was first listed in the American Who’s Who. I have been listed each year since.” She seems to want to conquer the planet, but only for the sake of covering it in polka dots. Those polka dots! If you know nothing about art, you know that Kusama makes dot paintings and dot sculptures, and even if you know everything about art you may still only be certain of this single fact.

Seen one way, “I Spend Each Day Embracing Flowers,” a new exhibition at the David Zwirner gallery, is the latest branding maneuver by the Tokyo-based media company Yayoi Kusama, Inc. So far, it’s having a busy 2023: a Louis Vuitton collaboration that dropped in January; a second one in March; the usual full-court press on social media; and enough licensed socks, tights, and T-shirts to clothe a small country. Gift-shop merch aside, the company thrives on artificial scarcity. The closest thing to a guarantee in entertainment is that, wherever an infinity room is installed, it will attract a long line of consumers happy to wait for hours. Stick to this strategy and you get more selfies, more consumers, and a product as recognizable as a bottle of Coke.

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The exhibition is also, technically speaking, a collection of recent art by Yayoi Kusama: some massive steel sculptures of rainbow-dotted flowers, some equally large bronze sculptures of black-dotted pumpkins, more dot paintings, another infinity room. (Zwirner’s Web site offers tips for the best time to beat the traffic.) Still, I’m not sure there’s a meaningful difference between the person and the corporation that she oversees. Plenty of artists have a talent for self-promotion, and plenty more make insightful work about the media that make self-promotion possible. Kusama is something else. For decades, she has been trying to dissolve life and art in her own public image—to be one with Brand as others have tried to be one with God. Her favorite word, judging from her writings, is “obliterate.”

It is hard to think of another artist who explains her work in such strictly autobiographical terms. Kusama sculpts pumpkins because she hallucinated a giant talking pumpkin; she paints dots because she’s had visions of them since her childhood in Japan. Her art, she says, is the only way that she can process her life, and her interviews quiver with raw material: as a toddler, she “witnessed the sex act,” and after moving to New York City, in the late fifties, she was forced to survive on scraps of food that she’d found in the trash. Over the next decade, she became one of America’s best-known artists—“reported on,” she’s claimed, “almost as much as Jackie O.” Her soft sculptures, chairs and boats turned anemone-like by hundreds of pale phallic shapes, may have inspired Claes Oldenburg. But the pressures of success, combined with the bigotry of the times, seem to have strained her sanity. In 1977, following several breakdowns and an attempted suicide, she moved into the mental institute where she still resides.

Lived experience would seem to be the core of Kusama’s appeal. Viewers aren’t just looking at art; they’re seeing the world through her eyes, sharing what she calls her obsessions. It’s a timely theme—the soothing remove of the screen has made it easy for us to wallow in private desires. But the weird thing about Kusama’s obsessions (versus, say, Joseph Beuys’s penchant for animal fat) is how un-weird they are. Polka dots don’t challenge or disrupt, least of all the way she paints them. You can stare and stare at the dot paintings in Zwirner without registering anything out of the ordinary about their texture or facile color harmonies—they’re wallpaper, a birthday present, socks. Some critics claim to sense something eerie in them, though I suspect that this has little to do with form. The main reason someone would look at these paintings and think “obsession” is that Kusama has been repeating the word, in interview after interview and press release after press release, for the last half-century. It’s fitting that her work, so beloved on Instagram, should illustrate the dirty little fallacy of social media: your obsessions tend to be the least singular, least mysterious, least compelling part of you.

A photo of one of Yayoi Kusamas “infinity rooms.”
One of Yayoi Kusama’s “infinity rooms.”Art work by © Yayoi Kusama / Courtesy David Zwirner

The objects at Zwirner are exactly on brand and resoundingly dull, with neither the trancelike boredom of Minimalism nor the wise-ass boredom of Pop. True, they’re flashy, as any colorful stuff in a white room would be, but that’s all they are—search them for irony or wisdom and you’ll walk away disappointed. The flower and pumpkin sculptures are boring in the same way that someone else’s dream is boring: bright, loud spectacle fades fast, leaving only the confidence that you’ll go on paying attention. The exhibition’s organizers are smart to allot visitors no more than sixty seconds in the infinity room. When I stopped by, a few days before the opening, I had the luxury of spending ten minutes inside. What I encountered was very pretty—natural light oozing through big translucent holes of blue, yellow, red, and green—though in a spoon-feedy way that left me craving subtler flavors. Infinity is a lot for any art work to promise, but even I was surprised by how quickly my eyes adjusted to the endless reflections, how predictable my movements became, how soon the glass box came to feel little and cagelike. A room of mirrors will always look cool, but time exposes coolness as a crutch: when I walked out and found some dot paintings grinning back at me, it occurred to me that, canvases or infinity rooms, Kusama’s tool kit is basically the same.

The artist has made a perpetual motion device of herself: her work is mainly of interest because of her life, and her life is mainly of interest because of her work. (Who painted all these polka dots? Yayoi Kusama. Who is Yayoi Kusama? The artist who paints polka dots. Why polka dots? Because she sees polka dots.) Until about a decade ago, many articles about her wondered if this state of affairs wasn’t a tad fishy, a little too perfect—if some of that lived experience was actually lived. Andrew Solomon understood the puzzle well when he wrote, in 1997, that “it was difficult to tell the difference between Kusama’s authentic obsessions and the affected ones that she manifested in order to increase her own hype.” Recent press tends not to acknowledge the puzzle at all—partly because hype eventually congeals into fact, but also because the not-quite-rightness of Kusama’s persona is the same not-quite-rightness one now finds in every celebrity. Even when she’s been caught messing with the truth—tinkering with some early watercolors to make her body of work seem more cohesive, or memory-holing some odious passages about Black people for the new edition of her memoir—nothing much happens. Our noses have numbed.

It’s too bad, because Kusama’s fishiness is by far the most interesting thing about her—a greasy fingerprint on the machinery of her fame. There’s a sort of deadpan hilarity in the way she claims obvious, photogenic things as hers: in 1999, when a journalist asked her what she thought of another artist’s mirrored rooms, she accused him of “following what Kusama has done” and insisted that she’d come up with the idea as a child. Whether she really believes that or not, it’s a fact that she participated in a 1962 show at the Stedelijk Museum, where the now largely forgotten artist Christian Megert had installed a mirrored room. Three years later, Kusama débuted her own. Contemporary art isn’t a footrace, of course—you don’t win by being the first, never mind the best. The trick is to be the loudest, to have the most intriguing backstory, to send audiences bouncing back and forth between your smooth, shiny creations and your smooth, shiny self—like the light between two mirrors—until nobody can tell them apart. ♦

A photo of the sculpture “Aspiring to Pumpkins Love the Love in My Heart” by Yayoi Kusama.
“Aspiring to Pumpkin’s Love, the Love in My Heart,” by Yayoi Kusama.Photograph by Kerry McFate; Art work by © Yayoi Kusama / Courtesy David Zwirner

 

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Art in Bloom returns – CTV News Winnipeg

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Art in Bloom returns  CTV News Winnipeg

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Crafting the Painterly Art Style in Eternal Strands – IGN First – IGN

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Next up in our IGN First coverage of Eternal Strands, we’re diving into the unique and colorful art in the land of the Enclave. We sat down with art director Sebastien Primeau and lead character artist Stephanie Chafe to ask them all about it.

IGN: Let’s talk about Eternal Strands’ distinctive art style. What were some of the guiding principles behind the art direction?

Primeau: I think what was guiding the art direction at the beginning of the project was to find the scale of the game, because we knew that we were having those gigantic 25-meter tall creatures and monsters. So we really wanted to have the architectural elements of the game – the vegetation, the trees – to reflect that kind of size.

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So one of my inspirations was coming from an architect called Hugh Ferriss, and I was very impressed by his work, and it was very inspiring for me too. So just the scale of his work. So he was a real influence for Metropolis, Gotham, so I was really inspired by his work.

Chafe: I think one of the things that, just as artists and as creators, we were interested in as well was going for a color palette that can be very bright. And something that can really challenge us too as artists, and going into a bit more of at-hand painterly work, and getting our hands really into it, into the clay, so to speak, and trying to go for something bright and colorful.

Eternal Strands Slideshow – IGN First

IGN: That’s not the first time I’ve heard your team describe the art style as “painterly.” What does that mean?

Primeau: Painterly is just a word that can give so much room to different types of interpretation. I think where we started was Impressionist painters. So I really enjoy looking at many painters, and they have different types of styles. But we wanted to have something that was fresh, colorful, and unique.

And also, I remember when we were starting the project there was that word. “It’s going to be stylized,” but stylized is just a word that gives so much room to different kinds of style. And since we were a small team, we had to figure out a way to create those rough brushstrokes. If it was painted very quickly by an artist, like Bob Ross would say, “Accident is normal.” So I think we wanted to embrace that. And because we’re all artists, it’s hard too, at some point, to disconnect from what you’re doing. It’s like, “Oh, I can maybe add some more details over there.” But I was always the- “Guys, oh, Steph, that’s enough. Let’s stop it right there. I think it looks cool.”

IGN: So, when you create an asset for Eternal Strands, is somebody actually painting something?

Chafe: I can speak more on the character side. For us, we do a lot of that hand painting, a lot of those strokes by hand. And we try to embrace, not the mistakes, but the non-realistic part of it having an extra splotch here and there.

We’ve got brushes that we made that can help us as artists to get the texture we’re looking for. It really is a texture that gives to it. But a lot of the time it’s not just something generated in a substance painter, or getting these things that will layer these things for you, making it quick and procedural. Sometimes we have those as helpers, but more often than not we just go in and paint.

IGN: Eternal Strands is a fair bit more colorful than lots of games today. Why was it important to the team to have lots of bright colors?

Primeau: You need to be careful, actually, with colors. Because with too many colors you can create that kind of pizza of color.

We wanted to balance the color per level, because we’re not making an open-world game. I really wanted each level to have their own color palette identity. So we’re playing a lot with the lighting. The lighting for me is key. It’s very important. You can have gorgeous textures, props, characters, but if your lighting is not that great, it’s like… So lighting is key. And especially with Unreal Five, we have now, access to Lumen. It brought so much richness to the color, how the color is balancing with the entirety of the level. It definitely changed the way we were looking at the game.

We’re using the technology, but in a way to create something that feels like if you were looking at a painting. I think we have achieved that goal.

Chafe: I’m very happy with it.

IGN: What were your inspirations from other games or other media when developing the art style?

Primeau: I have many. I’ll start with graphic novels, European graphic novels. I really wanted to stay away from DC comics, Marvels comics, those kinds of classics.

Before I started Eternal Strand, I saw a video. It was one of the League of Legends short films for a competition. It’s “RISE.” I don’t know if you remember that one, but it was made by Fortiche Studio who did Arcane, and I’m a huge fan of Arcane. When I saw that short film, it was way before Arcane was announced, I was like, “oh gosh, this is freaking cool. This is so amazing. I wish I would be able to work on a game that has that kind of look.”

Chafe: For me, when we started the project, one of the things that I wanted to challenge myself a lot was in concept and drawing and stuff like that and doing more, learning more about color as well, which is something I find super fascinating and also kicks my butt all the time because of just color theory in general.

But with the [character] portraits specifically, I think, I mean, growing up I played a lot of games, a lot of JRPGs too. I played just seeing basic portraits in something like Golden Sun or eventually also Persona and of course Hades, which is a fantastic game. I played way too much of that, early access included. But I really liked that part. Visual novels too, just that kind of thing. You can get an emotion from a 2D image as well when it’s well done, especially if you have voices on top of it.

IGN: Were there any really influential pieces of concept art that served as a guiding document the team would reference later on?

Chafe: I have one personal: It’s really Maxime Desmettre’s stuff because it was so saturated. Blue, blue, blue sky. Maxim Desmettre is our concept artist that we have who works from Korea. When I joined the project, seeing that was just like… and seeing that as a challenge too, like ‘how are we going to get there?’

The one that I’m thinking of that hopefully we could find after, just in general with the work that always speaks so much to me is this blue, blue sky and the saturation of the grass. But also when he gets into his architecture and stuff like that, there’s just a warmth to everything. The warmth to the stone that just makes it look inviting and mysterious at the same time. And I think that really speaks a lot to it.

IGN: How did you go about designing Eternal Strand’s protagonist: Brynn?

Primeau: I think that Mike also, when he pitched me the character, he was using Indiana Jones as an example. So courageous, adventurer guy, cool guy. Also, when you’re looking at Indiana Jones, he’s a cool guy. And we wanted to create that kind of coolness also out of our main protagonist. And I remember it took time. We did many iterations.

Chafe: It was a lot of iterations for sure. Well, I think I had done a bunch of sketches because it’s what’s going to be the face of the player, and also to have her own personality as well in the story, and her history as well. And the mantle was a really big one too. What gives her one of sets of her powers and stuff, figuring that out was actually one of the longest processes. It’s just a cape, but at the same time, it’s getting that to work with gameplay and all that kind of stuff. But yeah, all of Brynn’s personality and her vibe really comes from a lot of good work from the narrative team. So, mostly collaboration there.

IGN: What’s the deal with Brynn’s mentor: Oria? How did you settle on a giant bird?

Chafe: Populating the world of the enclave was, “it’s free real estate.” You get to just throw things on the wall and see what sticks. And, “Oh, that’s really cool. Oh, that’s nice.” At some point I’d done a big sketch of a big bird lady with a claymore, and Seb said, “That’s cool.” And then kind of ran with it.

IGN: What’s the toughest part about the art style you’ve chosen for Eternal Strands?

Primeau: The toughest part was…A lot of people in the team have experience making games, so it was to get outside of that mold that we’ve been to.

For me, working on games that were more realistic in terms of look, I think it was really tough just to think differently, to change our mindset, especially that we knew that we would be a small team, so we had to do the art differently, find recipes, especially when we were talking about textures, for example. So having a good mix.

Chafe: One of the things too is also as we’re all a bunch of artists, and every artist has their own style that they just suddenly have ingrained in them, and that’s what makes us all unique as artists as well. But when you’re on a project, you have to coalesce together. You can’t kind of have one look different from the other. When you’re doing something more realistic, you have your North Star, which is a giant load of references that are real. And you can say “it has to look like that, as close to that as possible.”

When you have a style in mind and you’re developing at the same time, you kind of look at it and you review it and you have a feeling more than anything else.

You’re training each other with your styles as you kind of merge together in the end. And that kind of is how the style happened through, like you mentioned, like finding easy recipes, through just actually creating assets and seeing what comes out and, “Oh, that’s really cool. Okay, we can now use that as kind of our North Star.”

For more on Eternal Strands, check out our preview of the Ark of the Forge boss fight, or read our interview with the founders of Yellow Brick Games on going from AAA studios to their own indie shop, and for everything else stick with IGN.

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Collection of First Nations art stolen from Gordon Head home – Times Colonist

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Saanich police are investigating the theft of a large collection of First Nations art valued at more than $60,000 from a Gordon Head home.

The theft happened on April 2.

The collection includes several pieces by Whitehorse-based artist Calvin Morberg, as well as Inuit carvings estimated to be more than 60 years old.

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Anyone with information on the thef is asked to call Saanich police at 250-472-4321.

jbell@timescolonist.com

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