Buy a Tube Station

For those of you in London, today was your last opportunity to stop by the old Shoreditch Tube Station for a scheduled viewing: the whole thing is up for sale, listed at £180,000.

[Image: The old Shoreditch Tube station is for sale; image and property info courtesy of Andrews & Robertson].

“Situated at the junction with Code Street and Pedley Street adjacent to Allen Gardens,” the auctioneers explain, “[t]he property is within a popular residential area with its many trendy shops, bars and restaurants.” For instance, “Brick Lane is within easy walking distance and Old Spitalfields Market is close by.”

The single-floor building, pictured above, courtesy of the auctioneers, “comprises a ticket office, a lobby area, store rooms, plant rooms and a WC.” Owning a former Tube station with an address on Code Street would be an amazing thing, indeed. BLDGBLOG would move its offices there in a heartbeat.

(Thanks to Jim Stephenson for the tip! Earlier on BLDGBLOG: Buy an Archipelago, Buy a Map, Buy a Torpedo-Testing Facility, Buy a Fort, Buy a Church, Buy a Silk Mill).

Ruin, Space, and Shadow: An Interview with Mike Mignola

[Image: From a cover by Mike Mignola for Hellboy: The Storm, courtesy of Dark Horse Comics].

For half a decade now, I’ve been an avid fan of the work of Mike Mignola, creator of Hellboy, the B.P.R.D., and Abe Sapien, among many others, including, most recently, the new series Witchfinder and Baltimore. When my wife and I moved back to California last August, the heaviest boxes were the ones I’d stuffed full of graphic novels by Mike Mignola, which I’ve been hoarding whenever money allows. It’s become an addiction: the incredible old castle interiors and snowbound mountain landscapes of Conqueror Worm, the Mesoamerican design motifs emerging like mazes from pitch black walls of shadow in Seed of Destruction, the graveyards of ships wrecked on rocks before coastal citadels in Strange Places, and all of it shot through with Mignola’s dark sarcasm and humor.

Mignola’s work outlines an endlessly captivating world, somewhere between H.P. Lovecraft and Norse epics, Dracula—as rewritten by Jules Verne—and the Discovery Channel. Equal parts archaeology and horror fiction, Indiana Jones and The Thing, heretical mythology and conspiracy science, once Mignola’s work digs its plot lines and landscapes into you, it seems impossible to shake.

The buildings, terrains, and spaces Mignola’s plots take place within are equally extraordinary: there are remote, factory-like castles north of the Arctic Circle, wired floor-to-ceiling with arcane laboratory equipment; maritime plagues and New England shipwrecks; intelligent geological formations in space, larger than planets, signaling down to Army radar stations at the end of World War II; abandoned mines and ruined churches; Mayan fragments mounted on the luxurious, candlelit walls of Alpine mansions; Nazi conspiracies and fallen astronauts; derelict Victorian houses wrapped in fog on the coastal moor.

In addition to his prolific work as a graphic artist, Mignola has served as a visual consultant on three films by Guillermo Del Toro, each better than the previous: Blade II, Hellboy, and Hellboy 2: The Golden Army. With Christopher Golden, he is co-author of the recent novel Baltimore; he has drawn covers for Conan the Barbarian, X-Men, Aliens versus Predator, Superman, and dozens of others; and his Eisner Award-winning graphic novel, The Amazing Screw-On Head and Other Curious Objects, was republished in 2010.

[Image: A cover by Mike Mignola for B.P.R.D.: The Warning, courtesy of Dark Horse Comics].

Mike Mignola recently talked to BLDGBLOG about his interests, including H.P. Lovecraft, wartime landscapes, and houses on the verge of collapse, with a specific focus on what it means to draw spaces of horror and mythology. We spoke by phone.

• • •

BLDGBLOG: I’ve long been interested in how people outside of the architectural world use buildings, landscapes, cities, and other spaces as a way to frame mood or character. Your own work, from Hellboy and the B.P.R.D. to Abe Sapien and Baltimore, is full of ruined churches, old battlefields, houses with flooded basements, warped floors and empty attics, and other straightforwardly Gothic landmarks. What draws you to these particular building types and locations, and how do these settings then affect your plot lines and characters?

Mike Mignola: Well, I am unapologetically old-fashioned in my use of Gothic settings. Ever since I was a kid, when I read Dracula, I’ve just loved those kinds of places.

I have never done a story in a shopping mall because, even if I’m not drawing it myself, I don’t want to see somebody draw a shopping mall. In the Hellboy world, and in other things I’ve done, those places almost don’t exist. When I do Eastern Europe—and I’ve been to Eastern Europe, and I’ve seen the shopping malls and the god-awful housing projects and things, and there are horror stories that take place in there, I have no doubt—but I gravitate toward the classic, clichéd, spooky places, whether they truly exist in this world or not.

But that’s the world I want to live in, and it’s the world my characters live in.

[Images: (left) A cover from Hellboy: The Wild Hunt; (middle) from the cover of Rex Mundi by Arvid Nelson and Juan Ferreyra; (right) a cover from Hellboy: The Wild Hunt. All artwork by Mike Mignola, courtesy of Dark Horse Comics].

BLDGBLOG: Beyond shopping malls, I’m curious if there are other sorts of anti-Mignola settings, so to speak—places where you just could never set a story, even if it’s just a bank in London.

Mignola: I’m not going to do any stories that I don’t want to draw—and, for the most part, those are places that also just aren’t particularly interesting for me to write about.

It’s interesting, because the spin-off book from HellboyB.P.R.D.—is written by another writer. I have some involvement there, but the books are written by somebody else. You look at that book now, and the current storyline takes place in a trailer park. It’s entirely made of the places I have no interest in writing about—but the other writer doesn’t have my overwhelming love of the Gothic. He’s a much more modern type of writer, so we differ on our choice of locations.

But, now, a haunted bank? You know, that would be cool—but it would have to be a really, really old bank. And preferably a bank that’s been abandoned for a bunch of years, so you have cobwebs and things. I just like those old, spooky settings.

[Images: Covers by Mike Mignola, from Lobster Johnson: The Iron Prometheus and Abe Sapien: The Drowning, courtesy of Dark Horse Comics].

BLDGBLOG: There’s a maritime undercurrent in much of your work, including Hellboy, Abe Sapien, and, of course, the plague ships of Baltimore. It’s a kind of maritime Gothic—a world of shipwrecks and sea monsters and lighthouses on foggy coasts.

Mignola: Shipwrecks are great—but ships in general, even when they’re not wrecked, as long as they’re old school sailing ships, are wonderfully Gothic. I don’t know that I’ve done a lot of stories—if any stories—with ships that are 20th-century ships. I like the romance and the spookiness and the tragedy that goes with that old time sea travel. Those stories pertaining to ships are huge. I love them. They’re a big genre within ghost story fiction.

One of my favorite authors—a guy named William Hope Hodgson—most of his career, or a large chunk of his career, was writing supernatural ships-at-sea stories. There’s a romance in that old school, Gothic-y way to the world. And, basically, everything I love, I try to bring into my work. This world, or these different worlds that I’m creating, are entirely made of stuff that I love and think about.

Everything that I’m a fan of, I want to put into these worlds.

[Images: Photos by Fred R. Conrad, courtesy of The New York Times].

BLDGBLOG: Last summer, construction workers uncovered the remains of an old ship buried in the mud beneath the World Trade Center site in Manhattan, and some of the photos later printed in the New York Times, taken by Fred R. Conrad, were like something straight out of a Mike Mignola story. In some ways, it seemed like the perfect opening scene for a film version of Abe Sapien or for Hellboy 3—as if beneath, or even inside, the island of Manhattan we find this rotting, Gothic, semi-forgotten maritime history.

Mignola: Yeah, you know, I love history. I’m not a scholar—I’m not an historian—but it’s mostly because I just don’t have time. There’s too much other stuff I’m trying to keep on top of. But I love that sense of the buried past.

[Image: From Hellboy: The Wild Hunt, written by Mike Mignola and Scott Allie; art by Duncan Fegredo and Patric Reynolds. Courtesy of Dark Horse Comics].

BLDGBLOG: I want to go back to the idea of setting. Have you ever found yourself in a situation where a setting that you’ve devised for a certain storyline simply doesn’t work for Hellboy, say, so you have to use—or even invent—another character, or an entirely different plot, in order to use the architecture? In other words, how does setting—that is, how can architecture—affect plot and characterization, and vice versa?

Mignola: Well, part of the Baltimore series we’re doing now takes place on a World War 1 battlefield. I love that setting. It’s wonderfully rich in horror and drama—but it’s really hard for me to do a Hellboy story that takes place on a World War 1 battlefield. I could do it, and I’ve done stories like that, where it’s a time travel -slash- dream kind of thing—in fact, in an upcoming issue of Hellboy, I do have another character who I’ve tied to World War 1—but, to do it right, you need a World War 1 story.

So I came up with the Baltimore novel—and, now, the comic—to address that.

There’s also Victorian London, which I love. I came up with a Hellboy story once where he kind of time-traveled back to Victorian London—it seemed a little goofy to me—but I knew that I wanted to do Victorian London, so it was just a question of making a character who functioned in that world.

In a lot of cases, though, I am creating characters in order to see these places—these times, these settings. But, from the very beginning, I’ve known what kinds of stories I’ve wanted to do—so it’s also a question of finding the character who belongs to that world, as an excuse to draw that world.

[Images: Preview spreads from Witchfinder: In the Service of Angels. Art by Ben Stenbeck, story by Mike Mignola, courtesy of Dark Horse Comics. If this gets you hooked, purchase the book].

BLDGBLOG: I’m curious about your work method, as far as nailing the details of these settings and landscapes. Do you travel a lot, watch a lot of movies, look at lots of photographs, talk to archaeologists—or it is really just an act of imagination?

Mignola: It’s a little bit of everything. I do watch a lot of films—which is great for getting the voice and the general character and the atmosphere—but I tend to come up with stories that are not super-specific to particular locations.

If I’m doing Victorian London, I’m not trying to do that story for a scholar of Victorian London. In a way, I say that this is more like a 1940s film version of London—in other words, I want to do at least the level of research that you’d see in an old Hollywood film. So I’ve given myself a little distance from reality with that.

But, as I say, I do like history. If I’m doing something specific, I’ve got a ton of reference books here in the studio, and I’ll try to make sure I get some of the names right and some of the dates right, if I’m referring to specific things. But, for the most part, I tend to shy away from plotting stories that are going to require a lot of very specific, historical research.

In Witchfinder, where I’m doing Whitechapel—well, I’ve been to Whitechapel. But I’m writing about 1880s, or maybe 1870s, Whitechapel, and I want it to seem like the real thing. So I did a little bit of homework on the East End. But the trouble with doing research for this stuff is that you start finding so much material that’s interesting, after you’ve already plotted the story, and you think, oh, I want to use this, and I want to use this, and I want to use this—well, uh oh, too late.

In terms of specifics, a little bit of dialogue, a little bit of color, a little bit of flavor, will give any story a certain amount of authenticity, but I’m not looking to make giant plot points out of that kind of stuff. It’s just background. Most of my buildings, and most of the things I do stories around—when I’m drawing these things, I’m trying to create objects, buildings, ships, whatever, with a particular background. I want it to feel like there is more to the story than can be told.

But, yes, you know, I have traveled a bit—and people love to think that what I’m doing comes from lots of traveling, and from talking to old monks and that sort of thing—

BLDGBLOG: [laughs]

Mignola: —and I have spent more time in Prague than I ever thought possible. But, other than a story I haven’t yet done—about a haunted couch—there are no experiences I’ve had that I’ve turned into stories. And the couch wasn’t haunted, you’ll be glad to hear; I think it was just infested with some kind of Eastern European insect.

For more exotic locations—like I did a story once set in Malaysia. It was entirely because I’d read a description years ago of a particular kind of Malaysian creature—a vampire—and I just knew I was going to do that story someday. But I needed pictures of Malaysia; I needed to do Malaysia research. That went back and forth for years, until, one day, I stumbled upon a book that just had really good photos of Malaysia. And that was it. It was the same with Norway: it was just a matter of some guy at a convention coming up to me with a book once that had great photos of Norway.

You know, I’m constantly looking for visual references. Story-wise, I’ve got all that stuff in my library—but I can never have enough photo references. There are still stories that are waiting to be told until I have the right references; and there are certain stories that I decided to set in a location just as an excuse for me to draw a particular place or building.

For instance, I did a story a couple of years ago called “In the Chapel of Moloch.” It was designed to take place almost entirely inside an old chapel. But the story wasn’t set in any particular location; it was just a matter of going to the books I had and looking for a building that would be fun to draw, or for a city that would be fun to draw, and I happened to have a book on Portugal. It had these great photos of decrepit hill towns, and a couple really good pictures of an old chapel. There was nothing about the story that was specific to Portugal—it was just that Portugal would be fun to draw. It was a nice, exotic location that I had never drawn before. And that’s usually how it works.

[Images: From Hellboy: In the Chapel of Moloch by Mike Mignola, courtesy of Dark Horse Comics].

BLDGBLOG: Stepping away from the idea of setting, I’m also interested in how you populate your stories with this constantly shifting catalog of sinister, yet natural, creatures: amphibians, frogs, worms, apes, gorillas. What is it about these particular species that works so well in terms of developing your mythological world?

Mignola: Well, I think monkeys are funny—that’s the easiest answer there. I don’t really love monkeys—but they’re kind of fun to draw. Something I always say is: monkeys always work. [laughter] People just like to see monkeys show up in these stories. I think it’s the absurdity of it.

In one of the first issues of Hellboy, I showed a 1940s scientist. I was drawing a bunch of scientists in a room, and one guy was actually just a severed head in a jar—but that wasn’t enough. The picture needed something else. So I drew a giant gorilla towering over them, with these Frankenstein-like bolts sticking out of his neck.

Oh—and you know what? Go back even earlier than that. Go back to one of the try-out stories—one of the teaser stories—before I even started the Hellboy series. It was a Frankenstein gorilla about to stick a needle in a girl’s neck—and, not that I stole the image from pulp magazines, but it’s such an old, clichéd, pulp magazine image. Making it a Frankenstein gorilla probably took it one step further, and made it my own, but it’s just… it’s funny. It’s so absurd it’s funny.

So, yeah, I use monkeys. And monkeys are usually the animal you associate with animal-testing. For instance, there’s another story where Hellboy’s blood is being extracted—and what are you going to inject Hellboy’s blood into? A rat? A rat just isn’t as much fun to draw turning into a giant hell-rat—actually, that’s not a bad idea—but it would be much more fun to take a monkey and turn it into a big demon-monkey, which is what I did.

As far as frogs and other amphibian stuff—that, again, is a reference to this kind of H.P. Lovecraft worldview where anything from the ocean is scary. Frogs, in a Lovecraft sense, are associated with some kind of unknowable world. They’re not from the ocean, but they’re also not from, you know, the woods. Where do they come from? And why are they always out there… chirping, or whatever the hell it is that frogs do? Lovecraft also uses birds that way—and birds are great—but I have a harder time drawing birds than frogs.

In the very first issue of Hellboy, I did a sequence with frogs in it, and it just sort of stuck. I established it early. Frogs will be my kind of icon characters; when frogs show up, you know something bad’s going to happen. They become symbolic of this kind of evil that’s always running around in the background.

And then things just tend to snowball. You know, you hear about something like a “rain of frogs,” which happens periodically for whatever reason—it’s one of those weird phenomena that gets written about—and, I thought, well, let me have a little bit of that kind of action. I mean, that’s a weird thing and it’s got a kind of authenticity to it: there’s something about it that’s unnatural, yet supposedly it does really happen. And I like that.

But I think you’ve put more thought into these questions than I have into why I do these things!

[Images: Covers by Mike Mignola, from Abe Sapien: The Drowning and B.P.R.D.: War on Frogs, courtesy of Dark Horse Comics].

BLDGBLOG: No, this is fascinating. It’s great to hear how you work. You mentioned H.P. Lovecraft: I’m curious to hear what you think it is about the Lovecraft universe—about the mythology of H.P. Lovecraft—that remains so appealing. In fact, it actually seems to be increasing in popularity today.

Mignola: For me, the monsters in Lovecraft are… you know, they’re fine. But what’s really appealing to me is his antiquarian sensibility. It’s the old houses in Rhode Island. It’s the fact that the guys are all scholars and they’re researching things, and there are references to different editions of this book or that book, and this edition is in that library, and a Latin translation of that book is in this other library. He writes about smart guys who spend a lot of time in libraries—and I love that.

His stories are set in a time when people are still wearing suits everyday. They even have upturned collars and things like that. There’s just a wonderfully old-fashioned, scholarly antiquarian feel to the stuff. It bridges the gap between modern horror and the old, classic M.R. James ghost stories—Lovecraft just added bigger monsters. Instead of some shadowy thing that skitters along the wall, it’s a giant octopus in space that makes people go crazy.

But it’s his obsession with old buildings, and shuttered windows, and climbing into church steeples—it’s his locations. I just love that.

[Images: Covers by Mike Mignola, from Hellboy: The Storm and B.P.R.D.: King of Fear, courtesy of Dark Horse Comics].

BLDGBLOG: As well as things like abandoned fishing towns in New England, with collapsing wharves and moonlit salt marshes and that sort of thing.

Mignola: That’s actually one of my dream projects: to sit around and do half a dozen paintings of those towns. To do a series of drawings that’s just called Arkham, and it’s all about these buildings in creepy old coastal towns where the walls are falling over and they have these wonderful leans.

[Images: Covers by Mike Mignola, from Hellboy: The Sleeping and the Dead and Hellboy: Double Feature of Evil, courtesy of Dark Horse Comics].

BLDGBLOG: That brings us back to the idea of architecture and the role that architecture plays in your work. What brings you to draw a certain building or structure—and what do you add or exaggerate to make it more your own?

Mignola: [laughs] Well, once upon a time, when I started all this stuff, the one thing I didn’t want to draw at all was buildings. Because, growing up in California, buildings to me were an exercise in using a ruler and perspective, and shit like that. I just had no interest in drawing that kind of stuff.

It was only after having lived in New York for a while, around really old buildings—where you see that, actually, this building’s kind of sagging and that building’s kind of leaning against the other building next door and this chimney looks like, if those three wires weren’t there, it would all fall over, and that fire escape is at some odd angle—that’s when I really started to love architecture.

It’s one of those things that is still evolving in my work, as I become more and more comfortable drawing that sort of stuff: my buildings lean more.

Right now, I’m drawing an old house, and the house is leaning one way, the fence is leaning another way; I’m working from photo references, as I love to do, but I’m able to exaggerate it, and say, yeah, okay, this building’s kind of crooked in the photo, but let’s lean it way the hell over there. Let’s throw a couple of sticks out of it this way. Let’s make the building next door look like it’s about to fall over. And let’s make everything dark.

It’s really one of my favorite things to draw these days: old, crumbling architecture.

[Image: From “The Whittier Legacy” by Mike Mignola, courtesy of Dark Horse Comics; originally published in USA Today].

BLDGBLOG: Is there a particular building in your recent work that stands out this way?

Mignola: I recently did an 8-page story for USA Today called “The Whittier Legacy.” I said I was going to keep it simple for myself; I would set it almost entirely inside a house, in the dark. The way the story’s structured, we’re not going to spend a lot of time drawing furniture, little details, and things like that; it could just be an old, derelict house.

The most work that went into that story was going through my references and finding a really good house that would be fun to draw. I happened to have a book on Victorian houses that had a lot of really good texture to them and really nice angles, with things jutting out at weird angles. With the way I use shadow, it’s really important to me to have some sort of structure where things are going to be jutting out at different angles—because you can say, okay, if I light it on this side, that bit’s going to be in shadow; but if I light it on that side, then this is going to be in shadow. A square? You get light on one side and black on the other.

But if it’s a square with other things sort of jutting at you out of the shadows, and if you put a big porch on it, and, you know, it’s a derelict place so it’s all sort of sagging the way those old places start to do—then that’s a really good day for me, being able to draw stuff like that.

• • •

Thanks to Mike Mignola for taking the time to talk—and for producing so many awesome comics. Thanks, as well, to Jim Gibbons, Jeremy Atkins, and Scott Allie at Dark Horse Comics for their help with the images. If this interview piques your interest, consider picking up some of Mignola’s work for yourself.

People Textures on the Athletic Fringe of the City

Yesterday’s New York Times Magazine included a new installment of Rob Walker’s excellent “Consumed” column in which he explores “the little human figures who inhabit the rendered world” of today’s architectural images.

[Image: From a proposal by WE Architecture, via Bustler].

“The apparent purpose of these figures is to provide [a] sense of scale,” he writes. They give the image what is known as “people texture.”

“But where did these uncanny little citizens come from, and what are they really up to?”

[Image: From a proposal for the Minneapolis waterfront by TLS/KVA, via Bustler].

I had the pleasure of speaking to Rob about his piece, and our conversation rapidly turned into a sprawling look at the various meanings and purposes of inserting nameless, miniature, and often semi-transparent human beings into images of the built environment. The resulting article is worth reading in full—but there are two particular sub-topics we discussed that didn’t make it into the final article, and I’d briefly like to mention those here.

1) Rob points out that “there is a small people-texture industry.” He writes, for instance, that a company called Realworld Imagery sells a CD featuring 104 “Business People” for $150 per disc. “A site in Britain,” he adds, “Falling Pixel, offers, among others, ‘120 Casual People’ (which sounds like a passable indie movie) for about $70.” Further, he explains, “While a certain amount of variety matters—scalies can be young or old and come from diverse ethnic backgrounds—the most important factor is making sure any individual isn’t so remarkable as to distract from the scene as a whole (or dressed in outfits that will quickly look dated).”

I had to wonder, nonetheless, if there might not be some fantastic, Don DeLillo-like storyline hidden in the material here—a novel, or short story, or film, that would follow a group of individuals who pay their bills and make a living working as nothing more than anonymous “people texture” in the backgrounds of architectural renderings. SOM, KPF, OMA, HOK—their press teams all seek out this elite group, who, like the legendary hand-model from Zoolander, are seen as uniquely able to add authentic culture to the increasingly elaborate press releases of the architectural world. Listening to their iPods in apartments that don’t exist yet, walking their dogs down prospective city streets, playing chess together in a forthcoming park near Potrero Hill.

Anonymous, translucent, and ubiquitous, they are the ghosts of modern real estate, minor celebrities of unbuilt space.

[Image: From a proposal by West 8, via Bustler].

2) If we treat this whole discussion simply as a look at how the human body is depicted in architectural images—in renderings, animations, and films—then it is interesting to look back at a video released roughly three years ago in which “urban free runners” are seen jumping, leaping, bounding, and rolling through the Mountain Dwellings in Copenhagen, designed by Bjarke Ingels Group with Julien De Smedt.

I feel compelled to admit that I am not actually a fan of parkour; my interest here is simply in pointing out that fringe athletic videos—BMX tricks, free-running, skateboarding, etc.—can be tentatively placed into the same genealogy as the “people textures” discussed by Rob Walker.

These peripheral athletics of the city, in other words, are another way to show how the human body populates, textures, and otherwise interacts with architectural space. They don’t suggest actual future uses, however, but rather indicate the range of behaviors and movements that a specific location can tolerate. In this context, we could perhaps even suggest that someone like Danny MacAskill is actually advancing the “people texture” industry, without intending to, insofar as his actions reveal new ways for the human body to interact with a given landscape, or that something as apparently irrelevant as trick basketball-shot videos suggest a humanization of architectural space that even well-populated renderings still struggle to achieve.

Fringe athletics videos, then—even if we limit ourselves solely to the Bjarke Ingels/parkour example cited above—can be seen as a kind of unexpected continuation of the people texture industry: highly novel ways of revealing how a site can be woven into the cultural fabric of the city.

Read Rob Walker’s article for more.

Quick Links 15

[Image: Courtesy of the Alexander Turnbull Library, via ScienceDaily].

Autonomous underwater robots in New Zealand have discovered a submerged geological feature that was once described as a Wonder of the Natural World, before it was buried by a volcanic eruption.

—Street thieves in Johannesburg are stocking their cell phones with SIM cards stolen from traffic lights—or municipal infrastructure repurposed as telecommunications technology. The city broken apart and turned into private telephones.

—”New York’s central nervous system is growing.” Earlier: NYNEX, Embedded Angel of New York City.

—New York City has hired its first Chief Digital Officer, Rachel Sterne. Sterne has the official goal “of improving communication with residents and businesses by enhancing government transparency and working closely with digital media… Sterne is tasked with helping to make NYC.gov more user-friendly, ensuring that agencies integrate social media opportunities and serving as an advocate for the digital media industry in New York City.” Information is public infrastructure.

—On Chicago and New York as emerging hubs in a climate-changed world.

[Image: Watts Towers photographed by Michal Czerwonka for The New York Times].

—Are the Watts Towers doomed by California’s precarious finances? Earlier: Crash State.

La Cité du Pétrole, a documentary about the “largest offshore oil town ever built.” Known as Oil Rocks it is a vast, sprawling web of oil platforms in the middle of the Caspian Sea, commissioned by Stalin in 1949,” with “2,000 oil rigs, 300 kilometres of bridges, rusty old Soviet trucks rolling back and forth, nine-storey building blocks, thousands of oil workers, a cultural palace, a lemonade factory, a green park.” Earlier: Oil Rocks.

—On Thursday, February 10, at Ronald Feldman Fine Arts in New York City, the Nevada Museum of Art’s Center for Art + Environment will announce the line-up for its forthcoming 2011 fall conference.

Friends of the Pleistocene is seeking papers about the influence of geology on human popular culture, or what they call “the geologic turn in contemporary cultural practices.” You have till March 1 to submit proposals.

—”Yellowstone National Park’s supervolcano just took a deep ‘breath,’ causing miles of ground to rise dramatically, scientists report… ‘It’s an extraordinary uplift, because it covers such a large area and the rates are so high,’ said the University of Utah’s Bob Smith, a longtime expert in Yellowstone’s volcanism.” Earlier: A bulge in the floor now 100 feet high.

—”The best way to manage national parks in the face of the effects of climate change is not to manage at the park level, but to work with [entire] landscapes.” Thus the growing interest in corridor ecology: “This is why conservation biologists, since at least the early 1990s, have called for parks to be connected to one another by unbroken corridors of nature, through which large species can move. For small mobile species, such as birds and insects, a stepping-stone scatter of protected areas close to one another has much the same effect… In particular, sites with microclimates to harbour species that can’t take the heat need to be identified, protected and linked to existing protected areas.”

—Archaeologists in the UK might soon be required by law to re-bury many of their finds. “The dispute centres on legislation introduced by the Ministry of Justice in 2008 which requires all human remains excavated at digs in England and Wales to be reburied within two years, regardless of their age.” Earlier: Catch-and-Release Archaeology.

[Image: Photo by Paul Bryan, courtesy of the Guardian].

—”Cutting-edge space science technology of the sort used to analyse moon rock is being applied to fragments of 16th-century tombs. Scientists from the Space Research Centre in Leicester are working with an art historian from the nearby university as well as academics from Oxford and Yale in a three-year project that hopes to shed new light on our understanding of the Tudor Reformation.” There’s something endearing about a species so desperate for historical knowledge about its own that it resorts to studying its own cultural artifacts with instruments first designed for exploring other planets.

—Finally, a family in China was stranded inside their home after property developers “demolished every staircase in a seven-storey apartment block to make them quit their top floor flat.” “The only way we can get out now is through ladders and climbing but it is very dangerous,” one of the family members told the media.

(Some links via @eatingbark, @doingitwrong, Archaeology News, Simon Fagéus, a commenter named SED, and more).

Landscapes Dynamic and Undone

[Image: “Preflooded Wetlands” by Darryl Chen and Liam Young].

Brian Romans, author of the long-running geology blog Clastic Detritus—which recently had the honor of joining Wired‘s family of blogs—has posted a Q&A we recorded, discussing everything from last month’s Landscape Futures Super-Workshop to Taipei 101 and the possibility of architecturally-induced earthquakes, from the debris basins of outer Los Angeles to biotechnological plans to rescue Venice using engineered coral reefs, and from fossil cities one mile beneath the earth’s surface discovered 99 million years from now to future post-oil plastic industries based on chemicals produced by bees, among many other subjects.

If you get a chance, check it out—and definitely consider adding Clastic Detritus to your list of blogs, while you’re at it. Brian’s “Seafloor Sunday” series has already become something of an online landscape studies cult classic.

Engineering the Megacity

[Image: “Megacity” wallpaper].

The USC Viterbi School of Engineering is hosting a conference next week, on February 10, called “Engineering and Managing the Megacity,” about “the challenges of planning, building and managing megacities, specifically focusing on the issues of energy, environmental quality, infrastructure, transportation, and natural disasters.” This final category will be addressed specifically by panelist Thomas Jordan, director of the Southern California Earthquake Center.

Things kick off at 1pm, and the event appears to be free and open to the public; here’s a link for registration.

(Thanks to Nate Berg for the tip!)

On the Grid

[Image: 020 by Gerco de Ruijter, 28″ x 28″, from Baumschule (2008-2010), courtesy of the artist].

Dutch photographer Gerco de Ruijter recently got in touch with an extraordinary series of aerial photographs called Baumschule—some of which, he explains, were taken using a camera mounted on a fishing rod.

The series features “32 photographs of tree nurseries and grid forests in the Netherlands.”

[Image: 010 by Gerco de Ruijter, 28″ x 28″, from Baumschule (2008-2010), courtesy of the artist].

“How abstract can a landscape become while remaining a landscape?” de Ruijter asked himself. “I tried to find the answer to this question during extended travels, by searching for a fully natural landscape, not manmade, and lacking any cultural presence. I found these ‘natural-born’ sites in New Mexico—deserts formed by rocks and sand and all forms of erosion. A barren landscape, too, with scarce vegetation.”

[Image: 014 by Gerco de Ruijter, 28″ x 28″, from Baumschule (2008-2010), courtesy of the artist].

But this same research—a quest for a kind of inhuman authenticity of the surrounding terrain—eventually brought him to the hyper-artificial landscapes of tree farms and nurseries in the Netherlands.

[Image: 005 by Gerco de Ruijter, 28″ x 28″, from Baumschule (2008-2010), courtesy of the artist].

He thus set about visually documenting what he calls “the Dutch culturally defined landscape”:

The Dutch landscape was efficiently drawn with functionality in mind on the drawing boards of urban and rural planners. Tulip fields, hothouses, land worked by farmers on tractors with their GPS handy.

As de Ruijter goes on to explain, even though the project seeks to document “an extremely defined cultural landscape, it is the abnormalities that jump into view.”

[Image: 009 by Gerco de Ruijter, 28″ x 28″, from Baumschule (2008-2010), courtesy of the artist].

Returning to the original question—”How abstract can a landscape become while remaining a landscape?”—de Ruijter suggests that “all of these objects arranged to form rows create a new form of abstraction, not because of the image’s emptiness but, to the contrary, because of the presence of so many ‘things,’ and their patterns and rhythms,” as if we could farm and harvest barcodes directly from the ground.

[Images: 007 and 032, all by Gerco de Ruijter, 28″ x 28″, from Baumschule (2008-2010), courtesy of the artist].

Indeed, “I found an enormous variety of visual elements,” he adds. “They show up not just because of the different seasons, but also through the stratification of the land. Trees, soil, holes. The combination of a tight grid and the camera’s central perspective results in a distinct depth, while on a cloudy day fore and background may slide into each other.”

[Image: 002 by Gerco de Ruijter, 28″ x 28″, from Baumschule (2008-2010), courtesy of the artist].

To take these photos, de Ruijter used both kite photography and even “a long fishing rod.”

He describes how the process worked: “On top of this rod is a 2.5″ x 2.5″ camera with a wide-angle lens. A self-timer is adjusted to give me enough time to telescope the rod and manoeuver the camera above the subject. The frame of the image begins in front of my own shoes and measures roughly 30′ x 30′.”

[Image: 001 by Gerco de Ruijter, 28″ x 28″, from Baumschule (2008-2010), courtesy of the artist].

It is fascinating to see, though, when the arboreal vitality of the trees overcomes the grid they’re planted in, to become fractally expressive of a different formal logic, one that exceeds any agricultural formatting of the landscape.

[Image: 028 by Gerco de Ruijter, 28″ x 28″, from Baumschule (2008-2010), courtesy of the artist].

I should also point out that I recently found some great views of a tree farm on Google Maps, a strangely dot-matrix landscape that appears more cryptographic than botanical—an emergent garden of living QR codes.

[Image: 008 by Gerco de Ruijter, 28″ x 28″, from Baumschule (2008-2010), courtesy of the artist, a great example of how the “fore and background may slide into each other,” as the photographer describes it].

Gerco de Ruijter’s Baumschule series is currently on display in its entirety at the Stedelijk Museum Schiedam, where it opened last week. It closes on April 10.

Choke Points and Kill Switches

[Image: Courtesy of Terremark, via the Atlantic].

Andrew Blum has a short piece up at the Atlantic today about the geography of “internet choke points,” and the threat of a “kill switch” that would allow countries (like Egypt) to turn off the internet on a national scale.

After all, Blum writes, “it’s worth remembering that the Internet is a physical network,” with physical vulnerabilities. “It matters who controls the nodes.” Indeed, he adds, “what’s often forgotten is that those networks actually have to physically connect—one router to another—often through something as simple and tangible as a yellow-jacketed fiber-optic cable. It’s safe to suspect a network engineer in Egypt had a few of them dangling in his hands last night.

Blum specifically refers to a high-security building in Miami owned by Terremark; it is “the physical meeting point for more than 160 networks from around the world,” and thus just one example of what Blum calls an internet “choke point.” These international networks “meet there because of the building’s excellent security, its redundant power systems, and its thick concrete walls, designed to survive a category 5 hurricane. But above all, they meet there because the building is ‘carrier-neutral.’ It’s a Switzerland of the Internet, an unallied territory where competing networks can connect to each other.”

But, as he points out, this neutrality is by no means guaranteed—and is even now subject to change.

Landscape Futures Super-Media

[Image: For a project at the Bartlett School of Architecture’s Unit 11, presented and discussed at the Landscape Futures Super-Workshop, Rina Kukaj explored a series of aerial landscapes—a “purification blanket”—that would act as a distributed atmospheric filter for the city].

Two write-ups of the Landscape Futures Super-Workshop have appeared. In one, Nate Berg, writing for Domus, refers to what he calls “a new shared and experimental approach to curating” that helped to animate the super-workshop’s various events. In another, Friends of the Pleistocene describe their burgeoning research project into the debris basins on the edge of the city, a “long-term project to map their locations and create a typology of their forms,” which kicked off during the super-workshop.

Each debris basin “exists as a ‘signaling device,’” they write.

Each announces that geologic change unfolds here, right here, in continuous and unpredictable ways. Each basin also exemplifies the best human attempt to build, plan for and contain the potentially uncontainable: the material reality of geologic time and force. When flowing debris activates these basins, an incredible shape-shifting occurs: the force and materiality of geologic time actually become perceivable. Solid becomes liquid, the far becomes near, virtual becomes actual, top becomes bottom, and a precarious equilibrium loses its poise as the habitable instantly becomes uninhabitable.

They cite the classic essay, “Los Angeles Against the Mountains,” also previously mentioned here on BLDGBLOG, where write John McPhee introduces us to the terrestrial instability of the ground beneath and around greater Los Angeles. In the process, he specifically describes the often bizarre spatial defenses through which houses can survive in the fallout paths of rockslides, debris slugs, and other forms of geologic “mass wasting.”

[Image: Landscape Futures Super-Workshop students visit a debris dam at the top of Pine Cone Road].

The outermost suburbs of L.A. have reached what McPhee calls the “real-estate line of maximum advance” against the dark bulk of the San Gabriels—a range “divided by faults, defined by faults, and framed by them.” The San Gabriels “are nearly twice as high as Mt. Katahdin or Mt. Washington,” he points out, “and are much closer to the sea. From base platform to summit, the San Gabriels are three thousand feet higher than the Rockies.” However, they are also “disintegrating at a rate that is also among the fastest in the world.”

The San Gabriels produce, in the process, extraordinary rockslides: “On the average, about seven tons disappear from each acre each year—coming off the mountains and heading for town.” These slides are known as debris slugs, and they “amass in stream valleys and more or less resemble fresh concrete. They consist of water mixed with a good deal of solid material, most of which is above sand size. Some of it is Chevrolet size.” Debris slugs have been known to contain “propane tanks, outbuildings, picnic tables, canyon live oaks, alders, sycamores, cottonwoods, a Lincoln Continental, an Oldsmobile, and countless boulders five feet thick.” And all of it comes crashing down—frequently going right through people’s houses.

[Image: The debris dam & basin at the strikingly beautiful Deukmejian Wilderness Park].

In the face of “this heaving violence of wet cement,” as McPhee describes it, new architectural techniques have become urgently necessary. “At least one family,” for instance, “has experienced so many debris flows coming through their back yard that they long ago installed overhead doors in the rear end of their built-in garage. To guide the flows, they put deflection walls in their back yard. Now when the boulders come they open both ends of their garage, and the debris goes through to the street.” The house becomes a mechanism through which mobile geology violently flows.

Mazes of street barriers, deflection walls, overhead doors, feeder channels, concrete crib structures—these emerging typologies are not just limited to the domestic world. The whole city’s in on it. Los Angeles County “began digging pits to catch debris,” McPhee explains, surrounding itself with a necklace of voids in order to counteract an earth that moves.

The city’s debris pits are “quarries, in a sense, but exceedingly bizarre quarries, in that the rock [is] meant to come to them.” They are strange attractors, sometimes “ten times as large as the largest pyramid at Giza.”

[Image: Deflection walls protect houses not from terrorist attack or from runaway automobiles, but from geology: rocks spalling off the nearby hills and rolling through the neighborhood; photo by Friends of the Pleistocene].

Easily one of the most fascinating aspects of our field trip was seeing the sheer quantity of concrete deflection walls—aka Jersey barriers—that have come to line whole streets and front yards in these mountainous neighborhoods.

Objects now more popularly associated with anti-terror measures, these barriers are actually there to protect Los Angeles residents from geology. In many cases, private homes are all but invisible behind monolithic concrete barriers, surely begging a more elegant—not to mention permanent—architectural solution.

Entire, gently curving suburban roadway networks have thus been turned into emergency deflection labyrinths, extending the geometric logic of the debris basins above them.

In any case, I look forward to the results of Friends of the Pleistocene‘s research, and their post is worth reading in full.

Nest Factory

[Image: A swiftlet nesting house in Thailand; photo by Alexander S. Heitkamp, courtesy of Wikipedia].

“This drab, windowless concrete facade does not conceal an electricity substation, data servers, or a high security detention center,” Nicola Twilley writes over at GOOD. It is, instead, a living birds’ nest factory, an emerging building type that has “spread across Malaysia, Thailand, Vietnam, and even Cambodia, towering above traditional one-story structures and transforming the urban landscape.” Their purpose? To foster the production of swiftlet nests, used in Chinese bird’s nest soup.

Nicola explains that these nest farms are, in effect, surrogate geological formations: “the buildings are intended to mimic caves,” she writes, where the swiftlets would normally live, “with a carefully spaced matrix of wooden rafters replacing the ledges and crannies of a cave ceiling, and detailed attention paid to internal temperature, humidity, and even sound.”

They are, in effect, part of what could be called a saliva industry, as the nests are made from swiftlet saliva. A spitshop, say, instead of a sweatshop. Mechanize this one step further, and full-scale 3D saliva-printing might not be far off…

Machine Vitrine

[Image: The spidery and self-supporting Cavity Mechanism #4 w/ Glass Dome by Dan Grayber, courtesy of Johansson Projects].

Artist Dan Grayber has a new show on display in Oakland, at Johansson Projects. It features an ingenious collection of spring-loaded devices that play on ideas of architecture, tension, mechanics, and space.

[Image: Cavity Mechanism #2 w/ Glass Dome by Dan Grayber, courtesy of Johansson Projects].

They are more like booby traps—their only spatial purpose to support themselves in states of high tension—or re-tuned Vitruvian readymades sealed in glass.

[Image: Cavity Mechanism #6 w/ Glass Dome by Dan Grayber, courtesy of Johansson Projects].

Grayber’s Cavity Mechanism #6 w/ Glass Dome, for instance, “is a pair of spring loaded mechanisms that wedge themselves into the inside of a cavity (the glass dome in this case), suspending themselves. Cable running between pair maintains tension on both mechanisms. If cable were to fail, both mechanisms would fall.”

[Images: (top) Cavity Mechanism #5 w/ Glass Dome; (middle and bottom) Cavity Mechanism #3 w/ Glass Dome; all by Dan Grayber, courtesy of Johansson Projects].

As the gallery describes his work, “Dan Grayber isolates machinery from its usual role of fulfilling human needs through placing it in an eternal mode of self-perpetuation. His safety-orange powder coated objects endlessly assure their survival through completing the simple and essential task of holding oneself up. These sculptures, which create problems as they solve them, exude a sovereign elegance, the dignity of not having to justify themselves to an outside source.”

[Image: Untitled (fishbowl) Mechanism by Dan Grayber, courtesy of the artist].

This notion of a “sovereignty” of the object is a compelling one: the aloof, isolated, self-supporting nature of these pieces is done away with utterly the instant they are pulled from their glass domes.

Forced out of what could be called the tautology of the dome—a precise space of limitations in which each mechanism can perform itself endlessly—these arachnid-like devices become functionally useless.

They become not sovereign at all, but parasites robbed of their original, enabling context.

[Image: Column Mechanism #1 by Dan Grayber, courtesy of Johansson Projects].

An example of Grayber’s experiments with this latter spatial condition is Column Mechanism #1.

Removed from the glass vitrine and installed directly on a concrete wall, it “consists of central tensioning mechanisms and eight ‘satellite’ contact objects, in pairs. Tension created from central mechanism is run through pulleys on each pair of ‘satellite’ objects, pulling them together, creating tension that squeezes column and supports central piece.”

Similarly, the “centrally located springs” of Drywall Mechanism #2 “use bicycle brake lines to carry tension of springs to the outer mechanisms. Outer mechanisms have points that when tensioned simultaneously gently dig into wall surface.”

[Images: Drywall Mechanism #2 by Dan Grayber, courtesy of the artist].

These latter examples also raise the intriguing possibility of a Dan Grayber installation disguised as everyday construction or architectural testing equipment: devices attached to drywall and concrete, like something straight out of a box from Home Depot. Until you notice the intricate systems of bike cables and tension lines, and the strangely functionless beauty of the forms poised just slightly on the right side of snapping…

[Image: Cavity Mechanism #1 w/ Glass Dome by Dan Grayber, courtesy of the artist].

The gallery will be hosting an opening reception on February 4, in case you’re in Oakland and want to stop by; tell them you read about it on BLDGBLOG.