They Come From Everywhere: An Interview with Mike Elizalde

Many of today’s most original and bizarre visions of alternative worlds and landscapes come from the workshops of Hollywood effects studios. Behind the scenes of nondescript San Fernando Valley offices and warehouse spaces (if not outside California altogether, in many of the other nodes in the ever-expanding global network of cinematic effects production, from suburban London to Wellington, New Zealand), lurk the multidisciplinary teams whose job it is to create tomorrow’s monsters.

Mike Elizalde of Spectral Motion applies make-up to actor Ron Perlman, as Hellboy.

Spectral Motion, the effects house responsible for some of the most technically intricate and physically stunning animatronic creatures seen in feature film today, is no exception. Based in a small strip of anonymous one-story warehouse spaces squeezed in between a freeway and rail tracks, and overshadowed by a gargantuan Home Depot, Spectral Motion has developed monsters, effects, and other mechanical grotesqueries that have since become household nightmares, if not names.

Since its founding, by Mike & Mary Elizalde in 1994, the firm has worked on such films as Hellboy & Hellboy II: The Golden Army, Looper, Attack the Block, Blade 2 & Blade: Trinity, X-Men: First Class, The Watch, and this summer’s highly anticipated Pacific Rim.



This winter, while out in Los Angeles on a trip for Venue, I had the enormous pleasure of stopping by Spectral Motion with Nicola Twilley in order to interview Mike Elizalde, CEO of Spectral Motion, on a cloudy day in Glendale to talk all things monstrous and disturbing. To a certain extent, this interview thus forms the second part in a series with BLDGBLOG’s earlier interview with Hellboy creator Mike Mignola, and the present conversation, reproduced below, pairs well with Mignola’s thoughts on what we might call landscapes of monstrosity.

Our conversation with Elizalde ranged from the fine line that separates the grotesque and the alien to the possibility of planetary-scale creatures made using tweaked geotextiles, via the price of yak hair and John Carpenter’s now-legendary Antarctic thriller, The Thing.

Mike Elizalde behind his desk at Spectral Motion.

Elizalde, a good-humored conversationalist, not only patiently answered our many questions—with a head cold, no less—but then took us on a tour through Spectral Motion‘s surprisingly large workshop. We saw miniature zombie heads emerging from latex molds (destined for a film project by Elizalde’s own son), costumes being sewn by a technician named Claire Flewin for an upcoming attraction at Disneyland, and a bewildering variety of body parts—heads, torsos, claws, and even a very hairy rubber chest once worn by footballer Vinnie Jones in X-Men: The Last Stand—that were either awaiting, or had already performed, their celluloid magic.

The visit ended with a screening of Spectral Motion‘s greatest hits, so to speak, with in-house photographer and archivist Kevin McTurk—a chance to see the company’s creations in their natural habitat. We walked back out into the flat light and beige parking lots of the Valley, a landscape enlivened by our heightened sense of the combination of close observation and inspired distortion required to transform the everyday into the grotesque.

• • •

Geoff Manaugh: I’d love to start with the most basic question of all: how would you describe Spectral Motion and what the company does?

Mike Elizalde: We are principally a prosthetics, animatronics, and special effects creature studio, but we are also a multifaceted design studio. We do a lot of different kinds of work. Most recently, for example, in partnership with one of my long-time colleagues, Mark Setrakian, we built anthropomorphic bipedal hydraulic robots that engage in battle, for a reality show for Syfy. It’s called RCLRobot Combat League. It’s pretty astounding what these machines can do, including what they can do to each other.

Battling it out in Robot Combat League with two robots—”eight-feet tall, state-of-the-art humanoid robots controlled by human ‘robo-jockeys,'” in the words of Syfy—designed by Mark Setrakian of Spectral Motion.

Nicola Twilley: Are the robot battles choreographed, or do you genuinely not know which robot will win?

Elizalde: Oh, no, absolutely—it’s a contest. It really is about which robot will emerge as the victorious contender.

RCL is not only one of our most recent projects, but it also shows that, here at the studio, we can do everything from a very delicate prosthetic application on an actor, to an animatronic character in a film, to something that’s completely out of our comfort zone—like building battling robots.

I always tell people that, if they come in here with a drawing of a car, we could build that car. It is a very diverse group that we work with: artists, technicians, and, of course, we use all the available or cutting-edge technologies out there in the world to realize whatever it is that we are required to make.

Mike Elizalde of Spectral Motion shows us a creature.

Manaugh: What kind of design briefs come to you? Also, when a client comes to you, typically how detailed or amorphous is their request?

Elizalde: Sometimes it is very vague. But, typically, what happens is we’re approached with a script for a project. Our job is to go through the script and create a breakdown and, ultimately, a budget based on those breakdowns. We take whatever we think we should build for that script and we make suggestions as to how each thing should look—what should move, what the design should be, and so on.

Other times, we’ll be working with a director who’s very involved and who maybe even has some technical knowledge of what we do—especially someone like Guillermo del Toro. He’s completely savvy about what we do because he used to own a creature shop of his own, so working with someone like him is much more collaborative; he comes to us with a much more clear idea of what he wants to see in his films. Lots of times, he’ll even show us an illustration he’s done. He’s the first one to say, “I’m not an artist!” But he really is. He’s quite gifted.

The creature known as Wink from Hellboy II: The Golden Army, designed by Spectral Motion, including a shot of the mechanical understructure used inside Wink’s left hand.

So he’ll bring us his illustrations and say, you know, “You tell me if it’s going to be a puppet, an animatronic puppet, or a creature suit that an actor can wear.” And that’s where our knowhow comes in. That’s how it evolves.

There are also times—with the robot show, for example—where they know exactly what they need but they don’t know how to achieve it. In those cases, they come to us to do that for them.

Twilley: Can you talk us through one of the projects you’ve worked on where you had to create your vision based solely on what’s in the script, rather than more collaborative work with the director? What’s that process like?

Elizalde: Well, I’d actually say that ninety percent of our work is that way. For most of the projects we work on, we do, in fact, just get a script and the director says, “Show me what this looks like.” But we love that challenge. It’s really fun for us to get into the artistic side of developing what the appearance of something will end up looking like.

We had a lot of fun working with a director named Tommy Wirkola, for example, who directed Hansel & Gretel: Witch Hunters. He was the director of Dead Snow, a really strange Norwegian film that involved this group of young kids who go off to a cabin where they’re hunted down by a hoard of horrifying zombie Nazi monsters. It’s really grisly.

Anyway, although Tommy did have really good ideas about what he wanted his characters to look like for Hansel & Gretel, there were certain characters whose descriptions were much more vague—also because there was such a broad scope of characters in the film. So they did rely on us to come up with a lot of different looks based on loose descriptions. In the end, the principal characters in the film were total collaborations between Tommy, myself, and Kevin Messick, the producer, and the rest of my team here at Spectral Motion, of course.

I’d say that’s a good example of both worlds, where you have some clear ideas about a few characters, but, for another group of characters, there really isn’t a whole lot of information or a detailed description. You have to fill in a lot of blanks.

Mark Setrakian, Thom Floutz , and Mike Elizalde of Spectral Motion pose with Sammael from Hellboy.

Twilley: What kinds of things do you look for in a script to give you a clue about how a character might work—or is that something that simply comes out when you’re sketching or modeling?

Elizalde: In a script, we basically know what we’re looking for: “Enter a monster.” We know that’s what we’re going be doing, so we look for those moments in the script. Sometimes there’s a brief description—something like, “the monster’s leathery hide covered in tentacles.” That kind of stuff gives us an immediate visual as to what we want to create. Then we explore it with both two-dimensional artwork and three-dimensional artwork, and both digital and physical.

In fact [gestures at desk], these are some examples of two-dimensional artwork that we’ve created to show what a character will look like. This [points to statuette above desk] is a maquette for one of the characters in Hellboy II—the Angel of Death. This was realized at this scale so that del Toro could see it and say, “That’s it. That’s what I want. Build that.” This actually began as an illustration that Guillermo did in his sketchbook, a very meticulous and beautiful illustration that he came to us with.

The Angel of Death from Hellboy II: The Golden Army.

But that’s the process: illustration and then maquette. Sometimes, though, we’ll do a 3D illustration in the computer before we go to the next stage, just to be able to look at something virtually, in three dimensions, and to examine it a little bit more before we invest the energy into creating a full-blown maquette.

The maquette, as a tool, can be very essential for us, because it allows us to work out any bugs that might be happening on a larger scale, design-wise. Practically speaking, it doesn’t give us a lot of information as to how the wings are going to work, or how it’s going to function; but it does tell us that a human being could actually be inside of it and that it could actually work as a full-scale creature. It’s essential for those reasons.

Simon, the mechanical bird from Your Highness, before paint has been applied, revealing the internal workings.

Because you can show a director a drawing, and it might look really terrific—but, when it comes to actually making it, in a practical application at scale, sometimes the drawing just doesn’t translate. Sometimes you need the maquette to help describe what the finished piece will look like.

Manaugh: You mentioned animatronics and puppeteering. We were just up at the Jet Propulsion Lab in Pasadena yesterday afternoon, talking to them about how they program certain amounts of autonomy into their instruments, especially if it’s something that they’re putting on Mars. It has to be able to act on its own, at times, because it doesn’t have enough time to wait for the command signal from us back on Earth. I’m curious, especially with something like the robot combat show, how much autonomy you can build into a piece. Can you create something that you just switch on and let go, so that it functions as a kind of autonomous or even artificially intelligent film prop?

Elizalde: It really depends on the application. For example, when we’re filming something, a lot of times there’s a spontaneity that’s required. Sometimes actors like to ad lib a little bit. If we need to react to something that an actor is saying via a puppet—an animatronic puppet—then that live performance really is required. But we always have the option of going to a programmable setup, one where we can have a specific set of parameters, performance-wise, to create a specific scene.

For live performances on a stage, we’d probably want to program that with the ability to switch over to manual, if required. But, if it’s scripted—if it’s a beat-by-beat performance—then we know that can be programmable. We can turn on the switch and let it go. In the middle of that, you can then stop it, and have a live show, with puppeteers in the background filling in the blanks of whatever that performance is, and then you can continue with the recorded or programmed performance.

It really goes back and forth, depending on what it is the people who are putting on the production need.

The mechanical skull under structure of the Ivan the Corpse from Hellboy.

Twilley: That’s an interesting point—the idea of how a live actor responds to your creatures. Have there been any surprises in how an actor has responded, or do they all tend to know what they’re getting into by the time you’re filming?

Elizalde: They do know what they’re getting into, but it’s always rewarding to have an actor go over to the thing that you built, and stare at it, and say, “Oh, my God! Look at that thing!” They can feed off of that. I think they are able to create a more layered performance, with a lot more depth in their reactions to something if it’s actually there—if it’s present, if it has life to it, and it’s tactile.

A lot of times people turn to digital solutions. That’s also good, if the application is correct. But, you know, a lot of directors that we talk to are of the mind that a practical effect is far better for exactly that reason—because the actor does have a co-actor to work with, to play off of, and to have feelings about.

That’s one of the things that keeps us going. And, the fact is, with this business, no matter what walks through that door we know that it’s going to be a completely different set of challenges from the last thing that we did.

Mechanical puppet of Drake from a Sprite commercial. Scott Millenbaugh and Jurgen Heimann of Spectral Motion are seen here making mechanical adjustments.

Manaugh: About six years ago, I interviewed a guy who did concept art for the Star Wars prequels, and he had a kind of pet obsession with building upside-down skyscrapers—that is, skyscrapers that grew downwards like stalactites. He kept trying to get them into a movie. He would build all of these amazing 3D models and show them to the director, and the director was always excited—but then he’d turn the model upside-down and say, “Let’s do it like this!” So all the upside-down skyscrapers would just be right-side up again. In any case, this artist was then working on the recent Star Trek reboot, and there’s a brief moment where you see upside-down skyscrapers on the planet Vulcan. It’s only on screen for about a second and a half, but he finally did it—he got his upside-down skyscrapers into a film.

Elizalde: [laughs] But, ohhh! For half-a-second! [laughter]

Manaugh: Exactly. Anyway, in the context of what you do here at Spectral Motion, I’m curious if there is something like that, that you’ve been trying to get into a movie for the last few years but that just never quite makes it. A specific monster, or a new material, or even a particular way of moving, that keeps getting rejected.

Elizalde: That’s an interesting question. [pauses] You know, I’d have to say no. I’d say it seems like the more freely we think, the better the result is. So it’s quite the contrary: most of the stuff we suggest actually does make it into the film, because it’s something that someone else didn’t think about. Or perhaps we’ve added some movement to a character, or we’ve brought something that will elicit a more visceral reaction from the audience—bubbly skin, for instance, or cilia that wiggle around.

I don’t think I’ve really encountered a situation where I thought something would look great, but, when I brought it to a director, they said, “Nah—I don’t think that’s going to go. Let’s not try that.” They always seem to say, “Let’s try it! It sounds cool!”

Mike Elizalde applies some last-minute touch-ups to actor Ron Perlman on the set of Hellboy.

We really haven’t had a whole lot of frustration—maybe only when it turns into a very large committee making a decision on the film. Then, I suppose, a certain degree of frustration is more typical. But that happens in every industry, not just ours: the more people are involved in deciding something, the more difficult it is to get a clear image of what it is we’re supposed to do.

Manaugh: When we first spoke to set-up this interview, I mentioned that we’d be touring the landfill over at Puente Hills this morning, on our way here to meet you—it’s the biggest active landfill in the United States. What’s interesting is that it’s not only absolutely massive, it’s also semi-robotic, in the sense that the entire facility—the entire landscape—is a kind of mechanical device made from methane vents and sensors and geotextiles, and it grows everyday by what they call a “cell.” A “cell” is one square-acre, compacted twenty feet deep with trash. Everyday!

But I mention this because, during our visit there, I almost had the feeling of standing on top of a mountain-sized creature designed by Spectral Motion—a strange, half-living, half-mechanical monstrosity in the heart of the city, growing new “cells” every day of its existence. It’s like something out of Hellboy II. So I’m curious about the possibilities of a kind of landscape-scale creature—how big these things can get before you need to rely on CGI. Is it possible to go up to that scale, or what are the technical or budgetary limitations?

A Tyrannosaurus rex in a bathtub in the back prep rooms of Spectral Motion.

Elizalde: We can’t build mountains yet but, absolutely, we can go way up in scale! Many times, of course, we have to rely, at least to some degree, on digital effects—but that just makes our job easier, by extending what is possible, practically, and completing it cinematically, on screen, at a much larger scale.

For example, on Pacific Rim, Guillermo del Toro’s new film that comes out this summer, we designed what are called Jaegers. They’re basically just giant robots. And we also designed the Kaiju, the monsters in the film. First, we created maquettes, just like the ones here, and we made several versions of each to reflect the final designs you’ll see in the film. Those were taken and re-created digitally so they could be realized at a much larger scale.

To that degree, we can create something enormous. There’s a maquette around here somewhere of a character we designed for the first Hellboy movie—actually, there are two of them. One of those characters is massive—about the size of a ten-story building—and the other one is much, much bigger. It’s the size of… I don’t know, a small asteroid. There really is no limit to the scale, provided we can rely on a visual effects company to help us realize our ultimate goal.

The animatronic jaws and bioluminescent teeth (top) of the alien creature (bottom) designed by Spectral Motion for Attack the Block.

But going the opposite direction, scale-wise, is also something that interests us. We can make something incredibly tiny, depending on what the film requires. There is no limit in one direction or the other as to what can be achieved, especially with the power of extension through digital effects.

Manaugh: Just to continue, briefly, with the Puente Hills reference, something that we’ve been interested in for the past few years is the design of geotextiles, where companies like TenCate in the Netherlands are producing what are, effectively, landscape-scale blankets made from high-quality mesh, used to stabilize levees or to add support to the sides of landfills. But some of these geotextiles are even now getting electromagnetic sensors embedded in them, and there’s even the possibility of a geotextile someday being given mechanical motion—so it’s just fascinating, I think, to imagine what you guys could do with a kind of monstrous or demonic geotextile, as if the surface of the earth could rise up as a monster in Hellboy III.

Elizalde: [laughs] Well, now that I know about it, I’ll start looking into it!

Twilley: Aside from scale, we’re also curious about the nature of monsters in general. This is a pretty huge question, but what is a monster? What makes something monstrous or grotesque? There seems to be such a fine line between something that is alien—and thus frightening—and something that is so alienating it’s basically unrecognizable, and thus not threatening at all.

Elizalde: Exactly. Right, right.

Twilley: So how do you find that sweet spot—and, also, how has that sweet spot changed over time, at least since you’ve been in the business? Are new things becoming monstrous?

Elizalde: Well, I think my definition of a monster is simply a distortion: something that maybe looks close to a human being, for example, but there’s something wrong. It can be something slight, something subtle—like an eye that’s just slightly out of place—that makes a monster. Even a little, disturbing thing like that can frighten you.

So it doesn’t take a lot to push things to the limit of what I would consider the grotesque or the monstrous. At that point, it runs the gamut from the most bizarre and unimaginable things that you might read in an H. P. Lovecraft story to something simple, like a tarantula with a human head. Now there’s something to make me scream! I think there’s a very broad range. But you’re right: it’s a huge question.

Mark Setrakian of Spectral Motion working on the animatronic head of Edward the Troll from Hansel and Gretel: Witch Hunters.

And sometimes the monstrous defies definition. I guess it’s more of a primal reaction—something you can’t quite put your finger on or describe, but something that makes you feel uneasy. It makes you feel uncomfortable or frightened. A distortion of what is natural, or what you perceive as natural, something outside what you think is the order of things—or outside what you think is acceptable within what we’ve come to recognize as natural things—then that’s a monster. That’s a monstrous thing.

Do you recall seeing John Carpenter’s The Thing?

Manaugh: It’s one of my favorite movies.

Elizalde: My goodness, the stuff in that film is the stuff of nightmares. It really is brilliantly executed, and it’s a great inspiration to all of the people in our industry who love monsters, and to all the fans all over the world who love monstrous things.

Actor Ron Perlman gets make-up applied for his role as Hellboy, as director Guillermo del Toro and Mike Elizalde from Spectral Motion stop in for a visit.

Twilley: Have there been trends over time? In other words, do you find directors look for a particular kind of monster at a particular moment in time?

Elizalde: I do think there are trends—although I think it’s mainly that there’s a tendency here in Hollywood where somebody hears a rumor that someone down the street is building a film around this particular creature, so that guy’s now got to write a similar script to compete. But sometimes the trends are set by something groundbreaking, like The Thing. Once that movie was released, everybody paid attention and a whole new area of exploration became available to create amazing moments in cinema.

Those are the real trends, you know. It’s a symbiosis that happens between the artistic community and the technological community, and it’s how it keeps advancing. It’s how it keeps growing. And it keeps us excited about what we do. We feed off of each other.

Technician Claire Flewin uses her hand to demonstrate how yak hair looks stretched over a mold.

Manaugh: Speaking of that symbiosis, every once in a while, you’ll see articles in a magazine like New Scientist or you’ll read a press release coming out of a school like Harvard, saying that they’ve developed, for instance, little soft robots or other transformable, remote-control creatures for post-disaster reconnaissance—things like that. I mention this because I could imagine that you might have multiple reactions to something like that: one reaction might be excitement—excitement to discover a new material or a new technique that you could bring into a film someday—but the other reaction might be something almost more like, “Huh. We did that ten years ago.” I’m curious as to whether you feel, because of the nature of the movies that you work on, that the technical innovations you come up with don’t get the attention or professional recognition that they deserve.

Elizalde: I think your assessment is accurate on both counts. There are times when we see an innovation, or a scientific development, that we think could be beneficial to our industry; in fact, that happens all the time. There’s cross-pollination like that going on constantly, where we borrow from other industries. We borrow from the medical industry. We borrow from the aerospace industry. We borrow, really, from whatever scientific developments there are out there. We seek them out and we do employ some of those methods in our own routines and systems.

In fact, one of our main designers, and a very dear friend of mine whom I’ve worked side by side with for years now, is Mark Setrakian. When he’s not working here with us, he is a designer at one of the labs you just described.

So there is a lot of crossover there.

The mechanical skull of the scrunt from Lady in the Water.

Manaugh: That’s interesting—do the people who work for you tend to come from scientific or engineering backgrounds, like Mark, or are they more often from arts schools? What kinds of backgrounds do they tend to have?

Elizalde: Generally speaking, I think they’re people like myself who just have a love for monsters. That’s honestly where a lot of people in our industry come from. There are people who started their careers as dental technicians and people who started out as mold-makers in a foundry. In all of those cases, people from those sorts of technical fields gravitate toward this work because of, first of all, a love for monsters and creatures, and, secondly, a technical ability that isn’t necessarily described as an art form per se. Electronics people love to work for us. People who design algorithms love to work for us. Even people with a background in dentistry, like I say, love to work for us.

There’s really no limit to the fields that bring people to this industry—they come from everywhere. The common thread is that we all love movies and we all love creatures. We love making rubber monsters for a living.

The shelves at Spectral Motion gives a good sense of the workshop’s range of reference. Highlights include the Third Edition of the Atlas of Clinical Dermatology (in color), The National Audubon Society: Speaking for Nature, Marvel’s Fantastic Four, The Graphic Works of Odilon Redon, and a Treasury of Fantastic and Mythological Creatures.

To go back to your previous question, there are definitely times when I think we don’t get a lot of exposure for what we do, but there is also, at some level, a kind of “don’t pay attention to the man behind the curtain” thing going on, where we don’t really want people to look backstage at what makes a movie work. We are creating a living creature for film, and that’s what we want to put across to the audience. In some ways, it’s actually better if there isn’t too much exposure as to how something was created; it’s like exposing a magic trick. Once you know the secret, it’s not that big a deal.

So we do live in a little bit of a shroud of secrecy—but that’s okay. After a film is released, it’s not unusual for more of what we did on that film to be exposed. Then, we do like to have our technicians, our artists, and what we’ve developed internally here to be recognized and shown to the public, just so that people can see how cool it all is.

I think, though, that my response to those kinds of news stories is really more of a happiness to see new technologies being developed elsewhere, and an eagerness to get my hands on it so I can see what we could do with it in a movie. And, of course, sometimes we develop our very own things here that maybe someone hadn’t thought of, and that could be of use in other fields, like robotics. And that’s kind of cool, too.

Mike Elizalde of Spectral Motion sculpting an old age Nosferatu as a personal project.

Manaugh: Finally, to bring things full circle, we’re just curious as to how Spectral Motion got started.

Elizalde: Well, I became involved in the effects industry back in 1987. It sort of just dawned on me one day that I wanted to do this for a living. I had been in the Navy for eight years when it really started getting to me—when I realized I wasn’t doing what I wanted to do with my life.

I decided that I’d come back to my home, which is Los Angeles, California, and look into becoming a creature effects guy. I was totally enamored of Frankenstein’s Monster when I was a kid. I grew up watching all the horror movies that I could see—a steady diet of Godzilla, Frankenstein, you name it. All the Universal monsters, and even more modern things like An American Werewolf in London. They just really fascinated me. That was a real catalyst for me to start exploring how to do this myself.

I also learned from books. I collected books and started using my friends as guinea pigs, creating very rudimentary makeup effects on them. And, eventually, I landed my first job in Hollywood.

Cut to fifteen years later, and I had my first experience on set with Guillermo del Toro. I was working with him on Blade II. I had done an animatronic device for the characters he was using in his film, and I was also on set puppeteering. We became very good friends. That’s when he offered me the script for Hellboy and that’s how we started Spectral Motion. I became independent. Prior to that I had worked for Rick Baker, and Stan Winston, and all the other big names in town. But this was our opportunity to make our own names—and here we are, today.

You know, this is one of those industries where you can come in with a desire and some ability, and people around you will instruct you and nurture you. That’s how it happened for me. I was taught by my peers. And it really is a great way to learn. There are schools where you can learn this stuff, as well, but my experience proved to me that the self-taught/mentored method is a very good way to go.

• • •

This interview was simultaneously published on Venue, where a long list of other interviews discussing the human relationship to the virtual, built, and natural landscapes can be found.

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.