In my drawings, comics and video's everyday subjects play an important role. The environments I create and the topics I raise are sober and Dutch. With recognizable motifs I try to create a familiar world. This world can be a bedroom, a small town and it's inhabitants or the interior of a train.
In addition to the subjects and environments in my work that depict the real world, there are dream sequences or alienating events. Thus it may happen that in my work a person standing in a bathroom is shown. A seemingly normal event. However when followed by a scene where the person falls down and lays helpless on the bathroom-floor while his face is melting, it starts getting weird. At this point I play with the fundament of the created structure. This is what it is all about, leaving the viewer curious and confused.
The urge to create opposing worlds comes from a duality in interest. I can be equally inspired by a woman waiting in a car on a parking-lot eating a whole salami sausage as by the latest Transformer film in which enormous robots shape-shift into cars, trying to save the world from destruction.
If I feel an aura of darkness, discomfort, confusion or things that shouldn’t exist it catches my attention. Like the woman. In my eyes she represents the aesthetics of awkwardness. Besides the scene raises all sorts of questions. Why is she eating a 2 pound sausage by herself, did she get it from her own fridge and will it be missed by someone else, and why is she eating it on a parking-lot. These questions are candy for my imagination and can evolve in a story to depict.
On the other hand I am interested in blockbuster films. This mainly due to the visual spectacle they offer. The genre highlights the beauty of disasters, violence and misery and glorifies it in a tightly controlled rhythm. In my work stills or cinematographic ideas are often used as a reference. For example I'll make use of the cliché manner in which a particular action is depicted or a sequence of images mimics camera movement.
Unlike the science fiction films and disaster movies I love, the characters in my work are often anti-heroes. They lack the typical features assigned to ordinary hero's like intelligence, beauty, strength or determination. The characters are either based upon myself or people I know from my surroundings and are transformed in such a way that they become unrecognizable and individual.
The same principle applies to the story. Mostly ideas come from events I've seen or experienced which are rearranged or exaggerated in a distorted, fairy-tale like fashion. This explicitly is the case in my latest graphic novel “Muggen”. My home-town Meppel was the model upon the story was created. The book describes a small town and its inhabitants on the eve of the Apocalypse. It is supposed to be a modern view and a satire on the Book of Revelation and disaster-films.