On The Art Of Sweet Action: An Interview With A. Shay Hahn

The Canadian painter and illustrator A. Shay Hahn, is now a comics creator with the imminent release of three new and original self-published comics works. And before his Sweet Action exhibit, commission, and presentation event at The Society of the Seven Crowns Tattoo we at GEEKPR0N have been given the opportunity to talk with him about his art, his process, and his upcoming works.

GEEKPR0N: In a piece by TJ Dawe on the Blog Beams and Struts, you outline your artistic method and philosophy at length with regards to painting. You discuss how you create your illustrations as a diarist, with emphasis on abstraction, storytelling, and an attempt to avoid identity in your figures. Does this creative process — your own unique visual and artistic language — translate in any way into your comics art and, if so, how might it do so

A. SHAY HAHN: My process for painting and my process for comics don’t intersect. In comics you need to define the characters in appearance and attitude with a forward moving story, whereas painting allows a lot more freedom. In painting the viewer is allowed to a degree to define what the painting is about: they add some of their own biography to the piece. In my comics, or in most comics, the viewer is guided by the images through the story. It’s narrative driven as opposed to interpreted. I want to hook the reader for a wild ride in my comics.

"Girl with an Axe" by A Shay Hahn. It is a painting that feels like it could be the beginning of a story in itself.
“Girl with an Axe” by A Shay Hahn. It is a painting that feels like it could be the beginning of a story in itself.

GP: In your interview on the Fragmentalist with regards to your work in the Cameron, you talk about how artists should make themselves — and their works — a part of the venue in which they are presenting their part. How do you see yourself applying this philosophy to your Sweet Action presentation at Seven Crowns Tattoos? How do you think your comics art aesthetic will complement the establishment in comparison and contrast to your work in the Cameron?

ASH: Good question, I think artists should be available while their work is being displayed so I will be at Seven Crowns Tattoo, hopefully once a week to sit in the gallery and I’ll be drawing comics while I’m there. If people have questions about who did the work there will be one day a week where I can answer their questions in person. I love the idea of showing the comic based work at Seven Crowns. Tattoos, like comics can be bold and colourful – like the work of Jack Kirby or darker and more moody. I want the show to really have a feel of fun and energy and see how that affects the space. It should put people in a good mood.

10389005_1610228159196192_2231374868083251771_n

GP: You are going to be presenting your three self-published new comics works at Sweet Action. However, this is not the first time you have been involved with the comics medium. According to your profile on Monkey Brain Comics, you were the artist for Issue #7 of Amazing Forest written by Erick Freitas and Ulises Farinas. Can you tell us more about your time there and while you were inspired to create art by your childhood with comic books, was this particular collaboration the transition point to you creating your own comics work?

ASH: I was actually asked to do the story “Nonbelievers” for Amazing Forest just as I was finishing the final art on my third comic. They needed an eight page story done and asked me to do it. I’d been recommended by another comic artist on twitter and I read the pages and knew that I’d be able to fit it into my schedule. It was my first professional comics gig and I’m grateful that I was asked to do it. I was sent a script and just went hardcore over five days, drew the whole thing inked it, lettered it and sent it back finished. It was a whirlwind and they were really happy with the results. I’ve wanted to do my own comics for years, I just had to be able to book off the time to do it. I only did a few other commissioned paintings during the time so I wasn’t making any real money while I drew the comics. It was a huge learning curve and I came out the other side with a product that I think people are going to really enjoy.

"Nonbelievers" from Amazing Forest. Written by Erick Freitas and Ulises Farinas and illustrated by A Shay Hahn.
“Nonbelievers” from Amazing Forest. Written by Erick Freitas and Ulises Farinas and illustrated by A Shay Hahn. Published by Monkey Brain Comics.

GP: What are your favourite drawings or sketches for your Sweet Action show at Seven Crowns Tattoo so far?

ASH: That’s a tough one, each piece has a little something about it that I like, whether it’s a facial expression or a pose, maybe I did some nice colouring with the Copic markers on a certain piece. I like things that are funny, hard core comic guy poses are cool but if I can do something like MODOK wearing a beer can hat or getting to draw a character like Wez from The Road Warrior those one’s stand out for me.

10410650_10204704415723143_8489205477210086872_n

GP: Can you tell us more about your three comics works: The Homeless G-Men, Crypto Zombic, and Battle Rally?

ASH: As a whole I wanted them to be fun. I wanted people who don’t consider themselves hard core comic fans to enjoy them: that there isn’t an intimidation factor, that they were more like great B-movie VHS films than serious investigations into what it means to be a hero or plots that were too esoteric to follow. Here’s a breakdown of what each comic is about: 

Homeless G-Men

THE HOMELESS G-MEN is about a team of cops hunted by the very city they swore to protect race to clear their name: a “good time noir” for fans of Eric Powell’s The Goon and Will Eisner’s The Spirit.

Crypto-Zombic

CRYPTO-ZOMBIC is about the only surviving scientist of an experiment gone horribly wrong as he returns to the Island of Isla Sopresa: populated with zombies, monsters that were thought to be the stuff of legend and a whole bunch of psychopaths. It’s a tale of mad science and ghastly creatures. If you loved the game Altered Beast or any 80’s action film, CZ is the book for you.

page1

Finally get ready for BATTLE RALLY! In the near future teams of racers risk life and limb for glory and product endorsements, will the members of “Team Juicy Blast” win the gold or tear themselves apart before they even place? Battle Rally combines vehicle combat and giant robot battles in explosive action for fans of Voltron, The Shogun Warriors and Death Race.

You can find samples of A. Shay Hahn’s artwork on his Blog Smudges and Lines, or check out his work February 7 at The Society of the Seven Crowns Tattoo any time after 8 pm.

A Ghost Arcade In A Festival of Zines and Underground Culture

On October 20, I attended the 2013 Canzine Festival of Zines and Underground Culture at the Bathurst Culture, Arts, Media and Education Centre: an event presented and covered by Broken Pencil Magazine. And here is where a little more background information is order. A zine is usually a self-published work of original or “borrowed” text with images that are usually printed and arranged from photocopied material (though sometimes they are hand-drawn as well), while “underground culture” can generally be seen as an umbrella term for art, politics, philosophies, Do-It-Yourself crafts and games that focus on topics generally not given the same attention by “mainstream culture” such as many of the above including fanfiction, sexuality, and ephemera.

Remember the word ephemera: because it’s integral to the idea behind the Ghost Arcade.

CanZine 2013

I already feel as though I am doing the Canzine Event–which spans the cities of both Toronto and Vancouver–very little justice in my above description. For me, that word ephemera is what comes into play: transitory material and supplements that do not always survive the light of another day. The truth is that I wanted to cover this Event for G33kpr0n. I wanted to talk about how important it is, and focus on some of the glimmering gems that I found among the newspaper-like quality of zines, the Robert Crumb Underground Comix-like drawings, Game of Thrones colouring books (with presumably wide lines for lots and lots of red), abstract Nuit Blanche-worthy art, erotic Choose Your Own Adventure Books, the presence of the Toronto Comics Art Festival, vendors with small tiny cautionary stories about loving someone who does not love you back, chocolate-chip cookies, and so much–oh so much–irony. It’s like a 21st century Portobello Road of sass, cuteness, and the just plain weird: but at the same time it’s also a community where friends can meet, eat $10 vegetarian meals and even make a profit or so as a vendor in a laid-back atmosphere of general good will. But this is a very generalized description and there isn’t very much that I can add beyond it.

Instead, all I can focus on is the Ghost Arcade and how, in my mind, it ties everything–and all of this–together.

I actually heard of it online first and knew that Broken Pencil had specifically gone out of their way to ask Skot Deeming (aka mrghosty) to bring the Ghost Arcade to the Festival: as if it hadn’t already been there … at least outside of its spirit. Skot is an artist, curator, researcher and doctoral student at Concordia University as well as a curator for Team Vector and co-director for its Vector: Game and Art Convergence symposium: which is appropriate given that Skot himself examines how video games influence culture and create various hacker subcultures. This focus determines the Ghost Arcade and, in some ways, draws on the very spirit of the Canzine Festival.

It was the first room I went into as I entered the festival. I didn’t know what to expect and I admit: I was surprised. The room’s blinds were drawn and there were devices with pieces of paper under them. The items ranged from PlayStation Portables, to Gameboys, all the way to miniature laptops. I will also admit that, at first, I was disappointed. Here I was expecting to find game cabinets like the Torontrons painted in white or ethereal colours with strange and unusual pixilated games from a lost time. But I looked at the games themselves and their descriptions within the dim light of the room and the screens that still glowed.

And this is where the power of the Ghost Arcade began to exert itself on my mind. I found a prototype hack of Resident Evil 2–known as Resident Evil 1.5–and a NES or Famicom version of Final Fantasy VII on a hand-held device. There was Somario: which was a game featuring Mario with all of Sonic the Hedgehog’s running and spinning moves. There was also the strange and arcane Polybius game that supposedly drove people insane from a singular black arcade cabinet in the 1980s: in which you as the player must align the environment around you so that your ship–which you can’t move–can shoot the targets properly and not get destroyed in the process. In addition, there was a Marvel Vs. Capcom remix game: a hacked game that plays Michael Jackson’s songs in lieu of the original programmed soundtrack, a Nintendo 64 controller reprogrammed and modified to play games as its own entity–in much the same way H.P. Lovecraft’s Herbert West experimented on dead body parts to make them into singular and independent creatures–and a Pokemon Black game inspired by the creepypasta of the same name: another Internet urban legend made manifest by the will of its hacker-fans.

Ghost Arcade Polybius

Polybius at Ghost Arcade. Do you feel the madness? Photo credit: Skot Deeming.

Did I also mention that at least one Nintendo game was on a PSP and there were just as many hardware modifications as there were software alterations? This is only part of the point that Skot Deeming is trying to illustrate–a perspective that Anna Anthropy in her book Rise of the Videogame Zinesters also shares–in which video games have evolved from being products of an industry to narratives that inspired many childhoods from the late 70s onward the point of being appropriated by hackers acting as programmers, artists, and storytellers. Zines themselves are also historically known as being part of the punk subculture: in which–in addition to punk and grunge music of the late 80s to 90s–zines, remixes, and other counter-culture or DIY artifacts were–and are–crafted. What I’m trying to illustrate is that all of this is tied together: that Skot partially looks at how some of us as players have taken something that was once a consumer product–something considered ephemeral and made for short-term fun–and made it into something beyond the nostalgia factor: made it into something new.

But Skot goes further than that. The Ghost Arcade–in which he curates all these games and customizes their strange bare-bones Frankensteinian hardware–is a one-day event that displays games that not only should have been short-lived and brushed away in the daylight, but also should never have existed at all. And yet they do:  just like ghosts are reported to be. And now, think about what a Ghost Arcade is. An arcade is defined as a succession of arches supported by columns that sometimes enclose a particular space. But what happens when these arches are ideas and the columns are the stuff of daydreams and nightmares made manifest in pixels and old newspaper?

And that, in the end, is what the Ghost Arcade represents to me. It symbolizes the very soul of the Canzine Festival: a one-day market and celebration of media that can easily be modified and thrown away, but whose ideas continue to linger on and find new life in places beyond traditionally established organizations. They exist in unique goings on. They get recycled and modified. They exist in people and every-day individuals.

It’s strange how things come together. A little while ago, I examined the origins of a Slovenian art and music 1980s movement known as FV Disko on my Mythic Bios: and not only did they have punk, DYI, collage, pastiche, and experimental influences but they also used photocopiers and appropriated technology from older authority structures and industrial products to make new art. And after attending the Festival this weekend, I can see where social change and art interlap and it’s just as autumnal, fleeting, modest, and beautiful as an exchange and a celebration of Geeks and ghosts. In fact, and as far as I am concerned, life itself can be defined a Ghost Arcade.

If you are interested in knowing more about Skot Deeming’s Ghost Arcade, please feel free to read his Blog on the subject: in which he describes the importance of saving transitory and ethereal human experiences in pixels far better than I ever could.