Welcome to Haunted MTL‘s “People behind the mask” interview series where readers are introduced to fantastic horror content creators.
This week the interview is with artist Stefan Decarlo. Stefan studied at the Du Cret School of Fine Arts in New Jersey and has an active Instagram account full of the grotesque, creepy, and awesome. Stefan will walk us through three art pieces from his Instagram account and answer some general questions.
Welcome to Haunted MTL‘s “People behind the mask,” Stefan. Can you tell us all about this amazing Leatherface illustration?
Stefan: Well, simply put, he’s quite an iconic figure in the horror genre. A genre I have always felt extremely connected to an inspired by. I mean, the first time I saw the original Texas Chainsaw Massacre my mind was exposed to a whole new type of art form. I couldn’t help but take a crack at such an iconic maniac.
As far as the technique for this one went, I wanted the image to kind of look as though it was drawn by a psychopath (debatable whether it was or not), so I did what I sometimes do and pull a blind handful of a few markers, pencils, pastels, and ink, and just committed myself to put the piece on paper as best I can, with what I grabbed. Keeping the drawing loose, almost to convey motion. Similar to how Francis Bacon would show motion within his characters in a way that seems haphazard, but with a steady intention underneath.
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Now, this image is far from original… it’s quite well known and has become as recognizable for horror fans as Micky Mouse is in the Disney community. Albeit, fun to draw nonetheless.
How about this revealing figure?
Now this one is an original character of mine. It was done in pencil, from what I remember it was a 4H, HB, and a 3B for those who care to know. I started this one, not unlike I do most characters of mine, with a blank page in front of me and an unstable cast of strange and somewhat intimidating thoughts slithering through my head. I tend to not know the meaning, (if any) in the drawing until it’s at least halfway complete.
I realized there was an overabundance of images online and in the media in general of this exhibitionist culture that was so prevalent, it was practically a wallpaper in every young heterosexual male’s brain. And the idea of this young women flashing, and men howling like troglodytes gave me an idea. How unnerving would it be for a woman to reveal her naked body, only for these howling gawkers to then see themselves, along with their comrade’s faces looking back at them? And looking quite animalistic to drive home the point of how distilled their emotions become when libido is doing the driving.
It was a fun piece to draw and got more than a few reactions that justified my sentiment. So, I continued the theme in future drawings. But, changed the overall message with what the woman was exposing.
This one just freaked me out.
This one is an example of the uncanny valley I try to portray often. I love the idea of taking a feature and distorting it to a point where the viewer can almost feel uncomfortable from trying to make sense of what they’re looking at. This was done in colored ink and marker.
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It’s really an image of a woman who lost all feeling and has become obsessed with tugging away at her teeth and jaw. Slowly becoming something far from relatable. It’s really just meant to give you the cringe factor. Whether it does that or not I’m not sure.
Where did you train as an artist?
I spent three years studying fine art at the Du Cret School of Fine Arts in New Jersey. This was years after I had already had some success as a freelance artist and many years after I had decided that my future commitments would be to learn as much as I can about the artistic process. The school certainly helped me as far as learning how to control oil painting. I fell in love with oil and still to this day, there is no more rewarding feeling than painting with oils. The chemistry, the techniques, the limitless variations, and potential when working with oils will forever be my chosen medium.
Second only to the ballpoint pen. A stark contrast indeed, but my love of fine art, paired with my adoration for cartooning, has been the main ingredients in creating the style that I continue to develop today.
It seems like you have a fascination with the grotesque.
Guilty as charged. I’ve always had a fascination with revolting viewers. I love being able to give people a visceral feeling when looking at a drawing or painting of mine. It’s about as close to the feeling I’ve achieved something as I’m ever going to get. Though, I’m very careful to develop and study the graceful, the beautiful, the archetypes of perfection in all things so that I may properly mangle them at my leisure.
I suggest strongly to anyone whenever I’m asked how they can add a touch of the vile to their art, that it all really stems from studying and practicing the proper form, colors, composition, and shape of all things. Study idealistic art. The more you can capture the recognizable, the easier it’ll be to alter sometimes one small feature and evoke disgust in all that stumble upon it. And that’s a success in my book.
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I painted live models almost daily for two years, and never once tried to get expressive while in class. That’s for after. That’s a private mission that artists should explore on their own time when you’re lucky enough to have live nude models posing for you, you should take full advantage of the chance to focus on your techniques in capturing exactly what’s in front of you.
What is your favorite horror story?
My favorite horror story may seem a bit top shelf but Frankenstein really is the perfect tale of horror. I mean, forget how it’s been portrayed. I mean the book. There’s so much more vivid exposition that always captivated me. It’s truly a story of man’s thirst for playing god and the suffering that the monster experiences is really something I can say gives me the full range of emotions through the story. I’m not going to explain the well-known tale here. But, I suggest anyone who hasn’t read it to do so.
I also like Bram Stoker’s Dracula because of how the book is written. It’s done in a series of journal entries, letters, and publications that kind of make you feel as though you’re a detective, weaving this story together.
I do have to say though, as far as the big screen goes, the movie Jacob’s Ladder is an all-time favorite of mine. The movie is truly terrifying. You’ll be left a hollow shell of a human if you watch it alone in the dark. The imagery is sure to leave an impression on you, and the story will have you asking questions that are on par with the deepest philosophical inquiries known to man. I watch quite frequently, and it does impress me more every time.
Do you have any upcoming shows coming up?
As far as upcoming events or exhibitions go I am currently working on a collection of oils for a show I plan to have before the year is up. I can only say to anyone who’s been to one of my past exhibitions, this will be a more comprehensive and personal look into what makes me afraid to sleep.
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I don’t particularly love talking about my art as it’s a visual medium, so I feel explaining it can tend to lead the witness in a way and not allow people to have a fresh reaction to something, and more so try to… figure out what they heard when they look at your work. Nevertheless, I am not opposed to trying to give a little context into what I love to do. This is the only thing I’m really comfortable doing. I couldn’t imagine not being an artist.
The very thought scares me more than any horror flick ever could.
If you would like to explore more of Stefan’s work you can find him on Instagram. There is also a fantastic write-up on Stefan’s work over at Juxtapoz Magazine which you can read online.
For more interviews with horror content creators, be sure to check out “People behind the mask” here at Haunted MTL.
To start off check out our exclusive interview with Barb Dexter from My Haunted Hometown! Prepare for spine-tingling tales as Barb Dexter unveils her shocking personal ghost encounters on T+E Channel’s gripping paranormal series, “My Haunted Hometown”. Don’t miss exclusive behind-the-scenes insights and emotional revelations that will leave you questioning reality. Premieres Friday, September 6th at 10 PM ET/PT.
Click the trailer for My Haunted Hometown and set your clocks for the premiere 6 Sept!
Want to know more about T+E Channel’s My Haunted Hometown?? Check out the trailer below (and make sure you watch the show as it airs Friday 6 September, 10PM PT/ET only on T+E!
If you ever wondered what it was like to be in a town with a dark history–and live in a forever home that might be forever occupied by spirit energy, then you need to check this episode out!
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Why T+E Channel’s My Haunted Hometown hits
The production value works. The camera. The crew. The sound. The editing. The PR team. These are all great assets–and the best asset of them all? The people in the show.
We have all seen shows where the ghost story is made up. It’s usually some quick cash grab for a celeb (although there were some great truly well done celeb ghost stories, too!) or just some channel/content filler type thing. This is not that….this is what every ghost show should be.
The crew sits down. The people are taken seriously. They are giving a channel to voice their story and by sharing their story, they get to grow and sometimes heal from the telling. We draw strength in knowing we are not alone.
When the episode starts, your emotions range from being afraid for the people to being all warm and fuzzy with knowing that these people are opening themselves up to you and you are not alone.
If you have any paranormal experience, these stories will help you feel a bit more whole.
If you are a believer, this is your show.
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If you are a doubter, this is your show. You might still doubt, but you won’t doubt that these are real down to earth people giving witness to what they saw.
See why we call the T+E Channel the Blumhouse of TV and catch the free preview on T+E Channel from Sept 2 to Nov 3
The Setting
I think small towns work well as a setting. If you recall most of Seth Breedlove’s movies are SMALL Town monsters. If you recall our interview with Harker Jones’s interview the scary horror wasn’t the city of LA but the SMALL Town where you are a bit more isolated.
Not only does the setting work because of the more remote feel, but it works because of the people. The people in the show make the show. They are relatable. They are down to earth. They are easily your next best friend after moving into the neighborhood.
Also, if you are a fan of cats and dogs–there are a few of the most adorable furry friends ever in this episode.
The Rating and Where to Watch
After watching the first episode, I can’t wait for the rest! I’m sure to check it out when they drop every Friday in September! Won’t you join me? 🙂
See what all the rave reviews are about (5/5 Cthulhu!) and see why we call the T+E Channel the Blumhouse of TV and catch the free preview on T+E Channel from Sept 2 to Nov 3 – your gateway to the supernatural! Tune in and share the thrills with #MyHauntedHometown and #TEonTV. Are you brave enough to watch?
(5 / 5)
Another game I had the chance to play at PAX East was, Let’s! Revolution!, a Minesweeper-inspired roguelite puzzle game by animation (and now game) studio, BUCK. I talk more about the game itself in another post. Here, I wanted to highlight the conversation I had with Michael Highland, the Creative Director for Let’s! Revolution! and his journey through video game development.
How did you become involved in video game development?
I studied digital media design in college; this was before there were many programs dedicated to game development. After graduating, I self-published a mobile game called Hipster City Cycle with friends. Over the next few years, I slowly got more freelance work as a game designer, and eventually landed a full-time role at thatgamecompany working on the follow-up to their 2012 GOTY Journey. I worked my way up there and was eventually the Lead Designer on Sky: Children of the Light. Working at thatgamecompany opened a lot of doors professionally. I eventually wound up at BUCK, where I saw the opportunity to help establish a new game studio within a very vibrant existing creative culture.
What has been the most challenging aspect of the development process?
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Each studio has its own unique issues based on the people involved. There are commonalities like the need to fight feature creep and building consensus around ideas early in the process when all you have is an abstract grey box prototype to react to. At BUCK the biggest challenge has been channeling the abundance of creative energy and talent into a shippable product. There’s a ton of enthusiasm for games within the company, and without clear product-centric goals (who is the target audience, what platform are we releasing on, what’s the marketing strategy), projects have the tendency to spiral out of scope. Another challenge has been building credibility with publishers. BUCK has an amazing pedigree for animation and design, maybe the best in the world, but when we initially pitched ideas to publishers, they all said the same thing: looks great, but until you’ve shipped a game, you’re too high-risk. That’s what led to us self-publishing Let’s! Revolution! Now that we have a well-reviewed game out in the wild, I feel confident we’ll have more luck with publishers.
BUCK primarily has its roots in animation, what led the decision to start branching into video game development?
It started with a general excitement about the medium and a desire among the staff to work on a game. Leadership at BUCK is all about providing the staff with exciting creative opportunities, and getting to work on a game, is, for some, a creative dream come true. And putting BUCK content out in the world is a point of pride and a boost to morale. From a business perspective, the fact we can staff out game projects with the top animation and design talent in the world is a huge advantage. We’re already starting to see new opportunities for the service side of the business based on the success of Let’s! Revolution!
The art, unsurprisingly, is delightful. What were some of the priorities during the character design process and how did those influence the final hero designs?
Our Art Director Emily Suvanvej really led the charge on the look of the game. There are obvious influences like Studio Ghibli, Moebius, and Steven Universe. My shared goal with Emily was to make something together that reflected the diversity of the team’s artistic and lived experiences. The artists put so much love into the character designs and animation, it really shows.
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Some of the primary game mechanics take inspiration from Minesweeper, what was the process like to create your own interpretation of those classic mechanics?
This article goes into depth on this topic. The TLDR is that we took a very iterative approach, at each stage trying to identify what was working about the prototype and lean into that. The initial game concept came together relatively quickly in part because our goal for this project was just to finish a game. We just focused on what was good and kept building on it. I wouldn’t say the final game is “perfect” – but we wound up with a much bigger and higher quality experience than I expected by not letting perfectionism get in the way of making good better.
Is there anything else you would like to plug or that you think is important for people to know about Let’s! Revolution! or other upcoming projects?
The music and sound design for the game is stellar. We worked with a creative audio company called Antfood and they knocked it out of the park. The audio got an honorable mention from IGF, which I think is extra impressive because most of the other games were audio-centric titles with some unusual hook to the sound design. For the OST, Antfood reworked all of the music from the game into a continuous flow, like a concept album. It’s so good. I love working with them.
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