On the occasion of the release of our three new Harpy models, "Day", "Goth" & "White", we spoke with Peter de Sève to talk about his career, his desires, and the realization of this exceptional project in collaboration with our Golem label.
Is it easier to create characters in an already known universe or to create "new" characters?
It is not so much a question of ease as a question of satisfaction. In general, I do not like to work on projects with existing characters because, as a hunting designer, What I expect the most is to conceive something that the public has never seen before. My main goal is to have fun on each project that I accept to carry out. The more I am having fun, the better the results and, generally, the better for the customer.
In the early 2000s, you worked on several major 3D animation films (Monsters & Cie, Ice Age), is there a difference in the way of approaching a character in 3D animation compared to 2D animation?
The approach is very similar in 2D and 3D, but it is easier to cheat in 2D. 3D requires a real understanding of the character as a sculpture and must operate from all camera angles. 2D can always be refined in the drawing, but ideally, the design should resist the same examination.

Since "Le Bossu de Notre-Dame" in 1996, you have traveled almost 30 years of cinema. Do you work today as you worked at the time and find that there have been major changes in the world?
After 30 years, I learned a few things (thank God!) And I understand better what works and what does not work, from the design on paper to the editing and animation of a character. So I would say yes, I work differently. Certainly with more confidence. Regarding changes in industry, yes, I see a lot and for the designer Independent, it's not pretty to see. At the beginning, I felt like I had much more power about the conception of a character, especially in the many films of the Ice Age. There was respect for the unique character that a designer brought to the table, which in my opinion, is much more diluted today. So many films, especially those of major studios, avoid everything that is too unique. There is an average sensitivity that I find frustrating. I think it is because the films have become more and more expensive to produce and the public is now global. When you try to please everyone on the planet, you will sacrifice the advantage of aesthetic risk. This is why a large part of what comes out of major studios is practically interchangeable. After this tirade, I guess I can say goodbye to my career.

You have made several covers for The New Yorker, how does we approach we have to pass several strong ideas with a single drawing?
It is a challenge that I really appreciate. Riding a story or getting a message across a single drawing requires real visual mounting work. You should only include what helps you get your message out or tell your joke. Everything else is only superfluous and will not fail to confuse the spectator.
In your "local Fauna" monograph, we find Mike Mignola (Hellboy) and Bill Watterson (Calvin & Hobbes). Is there a desire to get into comics one day at your home?
When I was a child, I knew I wanted to become a comic book designer, but I did not have the necessary concentration capacity. In fact, this is another of the reasons why I like to make individual illustrations rather than a series of plates. I'm just distracted and I want to move on.

Now let's talk about the Harpy, can you tell me more about the birth of this project?
Frankly, the figure of the Harpie is the result of a series of many drawings that I have made of harpies in several years. I just found them fascinating and easy to represent in various ways. As I said earlier, one of my main objectives in this work is to have fun.
Harpy (s) by Peter de Sève
Harpy (s) by Peter de Sève

Harpy (s) by Peter de Sève

Harpy (s) by Peter de Sève

Harpy (s) by Peter de Sève

Harpy (s) by Peter de Sève




Was it an already existing drawn work or a drawing made for the occasion?
This particular drawing appeared in my sketchbook just after my first discussion with Michael Rouah on the goal of the toy and the limits of his production. But the idea of a cross between a crazy woman and a winged raptor tightening the skull of a man came to me quite quickly. In my mind, harpies don't really need men, except maybe food.


This is your first project of Toy Design, Is this a huge challenge, have you been conquered by the experience?
I loved working on it with the designers of Artoyz. They were incredibly patient with my endless notes but I think the result was worth it. I hope they will agree ...

Whether with the Harpy or in the rest of your work, we see a fascination for animals, consider that it is a leitmotif of your work?
The animals are present in a large part of my work, even if I would not necessarily say that it is a conscious decision. I have always liked to draw animals. I find the infinite variety of shapes, expressions and silhouettes so attractive that I cannot resist it.
































