
There is a huge gap in the chronology of the S.A.D. project, from 2001 to late 2004. I think this is why. If you don't like long posts, read
this.
I
I came to UNCA with vague idea of being a music major. It was soon apparent that I had no talent or interest in any music other than rock and roll, and academia considers that music about as much as it considers photography art.
I took a drawing class. It was an absolute waste of time. My inability to draw is pretty well-documented on this blog, and in my college transcript. I think I made a C.
I took almost no pictures during this time. I was busy getting the Humanities out of the way, learning what academia thought about the human condition. Comparatively, the drawing class, working in retail, or playing the Nintendo we kept in our dorm room were a better uses of the precious hours of my life.
Not happy. I was not happy. The limp noodle of a drawing instructor slunk around the class and said vague things about how I wasn't applying myself. I'd walk home from Owen with that big, wasted portfolio under my arm, hating every second of it. Then I'd go to my Humanities classes and listen to what my professors thought I should find inspiring in 5000 year old literature.
II
I played video games. Built into a cheap excuse for a strip shopping center in Burnsville was a place with a bunch of networked computers, and you paid six bucks an hour to play Unreal Tournament, Rune, Quake III. Until it inevitably went out of business, this was where we gathered--the few in Yancey County with imagination enough to enjoy what the place had to offer.
When I say this was a better use of my time than Humanities classes, I mean it. Considering our society objectively, the gaming industry produces a more pure and vibrant art than all the tenured professors on sabbatical, and all the BFA students finding themselves, and all the hippies in downtown studio apartments.
Out of a hundred people, how many will buy a painting, or a photograph, or a sculpture, for the sole sake of enjoying it? Taken a step further, how many will buy a novel? And how many of those people will buy a video game?
The idea of gaming as an art gets some harsh reaction, especially from the art community. Imagine the telling the chair of the art department that the outpost on the Phobos moon is more deeply rendered, more heartfelt, more
real than all of Mary Cassatt's paintings put together. The Art World fears an imaginative visual medium that supports itself, without government subsidies or an academic caste or pledge drives pleading for more support for "the arts." There is a market for gaming that will never exist for the "fine" arts because people respond to what entertains and intrigues them. Academia must herd young minds toward the arts like cattle; people gather toward video games of their own accord.
III
There was one Christmas break over which I dedicated most of my time to studying 3D graphic arts. Much of this time was spent with a guy we called Deadpool--after the Marvel character--staying up late, bleary-eyed, staring at wire frames and texture maps. And, more importantly, at the work of designers better than us.




Completely amateurish, but well-intentioned. Some rendered in Bryce, some from contact-scanning and heavy Photoshop. I posted these images on my first website with the slogan: "maxnation.com: what surrealism is
supposed to look like."
IV
When I came back to school that spring, I took an Art History survey as part my of my advisor's plan for me to
spend more money at the university find myself. I failed it. But not before I wrote a paper on how art was not, in fact, ruined by mass reproduction in the modern age. Warhol was wrong. Or was he right? Can't remember; I slept through most of the course.
The work of designers like Gilles Tran, who created
this,
this, and
this, is: more accurate than a photograph in detail, rectilinear rendering, and color balance; as heartfelt as a painting; losslessly reproduced in both vector and raster form; available for viewing globally for fractions of a penny; and more influential to me than the entire Art History canon from pre-history to the year 1900.
And so the first art I really studied was not the work I was pushed toward by my professors. I memorized the temple of Hatshepsut long enough to vomit it up on a slide ID test, but Tran's
Wet Bird ground part of the lens through which I see the world.
V
Deadpool bought a house, and had a housewarming party. This involved getting lots of guys together and shooting at each other in the dark. I got there late, and they were all sitting around the living room, and Deadpool said, "We think you're wasting your time with the music thing. You should go into the visual arts."
It wasn't until I started writing this post that I realized I took his advice. At the time, it seemed like the worst choice I could make: Drawing was a nightmare, and I had no reason to think 2D Design, 3D Design, Painting, Life Drawing, and Ceramics would be any better. And they weren't.
But I had a year of professional photojournalism under my belt, an exhibit or two on my resumé, and a Photo I credit from my time at PC. It seemed like the shortest path to getting the hell out of school. So I took a portfolio to
Professor White to see if I could skip some of the preamble in getting into the photo program.
He took one look at my work and said, "Well, you know how to handle a camera, but your printing technique needs a lot of improvement. Intermediate photo is the place for you."




VI
I didn't enjoy being labeled "intermediate." Nor did I enjoy the fact that I really enjoyed photography. Larry routinely picked me out in class to compliment my work, and I hated it. "Do what Cooper is doing," he told the class once. "Seek out new ways to see things." I did my best to sink below the table.
But I also realized that the work I was producing was no one's but my own. There is not one ounce of the Italian Renaissance in my photography. If I owed anything to anyone, it was to Tran,
Jacques Defontaine , and
Brian Prince, for showing me the irrelevance of force-fed art.
During one critique, I presented
this image of Shane and a photo of Jes looking heart-breakingly beautiful--with her legs caked in swamp mud up to the knees. Larry said, "Your work is technically very good . . . but I see a darkness here." I still don't know what he meant by that.
But I know what I meant. When I was finished printing for my final critique, I cleaned up the darkroom and walked outside. It was morning. I had worked all night. And with the birds chirping in the soft light over Owen Hall, I realized that I would have worked that hard for nothing else.