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Thomas von Kummant

GermanyGraphic

Interviews with Thomas von Kummant

Read the interviews with Thomas von Kummant: understand their philosophy, creative process and award-winning work.

Designer Profile

Design Interview

Gung Ho Illustration · 15 questions

The illustration is a triangular composition and is intended to reflect the term GUNG HO - GUNG HO in the sense of youthful recklessness and high spirits.

What is the main principle, idea and inspiration behind your design?

The illustration is a triangular composition and is intended to reflect the term GUNG HO - GUNG HO in the sense of youthful recklessness and high spirits. The inspiration comes from my own holiday memories of holidays in southern Europe.

What has been your main focus in designing this work? Especially what did you want to achieve?

I wanted to depict the imminent danger, but also the youthful cockiness and the outburst of pure adrenaline.

What are your future plans for this award winning design?

Since the image is digitally created, I will probably offer it one day as an original NFT.

How long did it take you to design this particular concept?

It took me 3-4 days from the sketch to the finished illustration.

Why did you design this particular concept? Was this design commissioned or did you decide to pursuit an inspiration?

At the end of the second book, the two teenagers escape from the protective settlement on their motorbike and are attacked by the dangerous rippers, a new species of animal, a freak of nature.

This scene is symbolic for the second book of our comic series GUNG HO.

I had the motif in mind from the beginning.

Is your design being produced or used by another company, or do you plan to sell or lease the production rights or do you intent to produce your work yourself?

The Cover Illustration was made especially for the French GUNG HO DELUXE issue 2.2 and used in several countries for the special issue.

What made you design this particular type of work?

I had already painted the motif as the essence of the story for the presentation to the publisher. But at that time it looked quite different, the characters and the dangerous rippers were not yet designed and the location was not yet clear. Three years later, the cover illustration was finally created in this form.

Where there any other designs and/or designers that helped the influence the design of your work?

During the development of our story I have always worked very closely with Benjamin von Eckartsberg and we have always influenced each other constructively.

Who is the target customer for his design?

The story is aimed at readers from 14+

What sets this design apart from other similar or resembling concepts?

Most post-apocalyptic stories take place in desolate areas and are shown in desaturated colors. However, we show this crisis situation from the point of view of teenagers, who, with their hormone-driven emotions, look at the world with completely different eyes. The world of GUNG HO has something of a summer camp in southern Europe.

How did you come up with the name for this design? What does it mean?

GUNG HO is an Americanism derived from Chinese and means motivated, committed and working together in harmony. Over time, however, the term acquired various meanings, e.g. it was used as a battle cry by the Marines in the Pacific during World War 2. In our history, GUNG HO is a slang term for hotheaded and overzealous, regardless.

Which design tools did you use when you were working on this project?

The image was created with the help of SketchUp in Photoshop.

What is the most unique aspect of your design?

The unique ones are arguably the rippers, an aggressive freak of evolution that has displaced humanity from the top of the food chain.

What are some of the challenges you faced during the design/realization of your concept?

The main task in composing a picture with so much detail is to guide the eye of the viewer.

How did you decide to submit your design to an international design competition?

I was invited by the A'Design award and my wife really wanted to go to the gala evening at Lake Como.

Design Legend Interview

28 questions

After graduating from "Design School Munich" in Munich, I started my professional career as a freelance illustrator in 1998 in the community studio "Die Artillerie" together with 8 other freelance illustrators and…

Could you please tell us a bit about your design background and education?

After graduating from "Design School Munich" in Munich, I started my professional career as a freelance illustrator in 1998 in the community studio "Die Artillerie" together with 8 other freelance illustrators and graphic designers. I started working for advertising agencies, publishers and film productions and found my love for visual storytelling. In 2012, together with Benjamin von Eckartsberg, I started to develop our own story GUNG HO as a comic series for the Swiss publisher Edition Paquet for the French market. The A'Design Award winning image shows a cover illustration of our series.

What motivates you to design in general, why did you become a designer?

I love the synergy of narrative and aesthetics. This passion took me rather late, but with great force.

Did you choose to become a designer, or you were forced to become one?

So I decided to become a visual storyteller and create the Design for the stories on my own.

What do you design, what type of designs do you wish to design more of?

I´m working on designs for stories told in movies, animation movies, magazines, books, or comic books.

What should young designers do to become a design legend like you?

As a young designer, you have to accept that frustrations are the most precious moments, as they are a sign of your progress.

What distinguishes between a good designer and a great designer?

A good designer can create great design. A great designer creates great design with ease.

What makes a good design a really good design, how do you evaluate good design?

As a visual storyteller, I would say a good design becomes a really good design when it not only supports a story, but gives it a very unique meaning.

What is the value of good design? Why should everyone invest in good design?

Good design supports the tone of the story and can add many layers to it visually. If a story has a good design, you only need to see any image out of it and you know immediately that it can only be an image from that very story.

What would you design and who would you design for if you had the time?

It's not a question of time, but whether a story fascinates me, the framework and the environment fit.

What is the dream project you haven't yet had time to realize?

How should I know?

What is your secret recipe of success in design, what is your secret ingredient?

I am constantly trying to evolve and reinvent myself so that I always find fresh approaches in my designs.

Who are some other design masters and legends you get inspired from?

Carter Goodrich, Peter de Seve, Eyvind Earle, Alberto Mielgo, Kazuo Oga, Hans Bacher, Bastien Vives, Mike Mignola, David Prudhomme.... amazing Designers for storytelling, just to name a few.

What is your greatest design, which aspects of that design makes you think it is great?

I think the design for our story GUNG HO is my most successful so far. It supports the story visually on many levels and when you see a picture from it, you know it must be from GUNG HO. Allerdings arbeite ich gerade an einer neuen Geschichte und denke das Design wird besser.

How could people improve themselves to be better designers, what did you do?

They must feel a deep love for design, constantly move and reinvent, but still stop and listen, be open to technology, do their homework on research and never stop learning.

If you hadn't become a designer, what would you have done?

I would also enjoy being a cameraman or director.

How do you define design, what is design for you?

For me, design is an art form that gives a story its own visual meaning.

Who helped you to reach these heights, who was your biggest supporter?

As far as storytelling in comics is concerned, there are early role models like Regis Loisel, Miguelanxo Prado, David Prudhomme, Mike Mignola, to name a few. Interacting with colleagues in my community studio or directors on film projects was an invaluable pool of inspiration and creative-constructive feedback. But my biggest supporters, besides my wife, were my colleague Benjamin von Eckartsberg and my publisher Pierre Paquet.

What helped you to become a great designer?

I welcomed frustrations as a sign of my evolution. As I continue to experience these frustrations, this process is still ongoing.

How do you think designers should present their work?

There is no general tip for this, every designer has to find that out for themselves.

What's your next design project, what should we expect from you in future?

There are several projects coming up. I'm currently working on an international project together with the French author Fabien Vehlmann, which will be very exciting. Benjamin von Eckartsberg and I will definitely design something new. I have also been asked to direct an animated film. If that works out it will be a big new step for me.

What's your ultimate goal as a designer?

Stories are a way to tap into the human condition. Stories can inform, explain, teach, manipulate, or entertain, triggering feelings and reactions. Making a story visual can help convey it. My main goal is to add an additional layer to it.

What people expect from an esteemed designer such as yourself?

The inclined comic reader probably expects a new story from me drawn in the same style as GUNG HO. But since I want to give each story its own style, it will be different.

What are you currently working on that you are especially excited about?

We are currently in contract negotiations for a film adaptation of GUNG HO. I am very excited to be a part of the filming process.

How long does it take you to finalize a design project?

I worked on GUNG HO for 10 years and created 420 comic pages, 15 cover illustrations and countless advertising layouts.

When you have a new design project, where do you start?

The story is always the beginning for me. and the tone of the story. After that, I go looking for inspiration and start researching until a concept is worked out. Then the design process begins.

What is your life motto as a designer?

Body and soul must be in harmony.

What kind of design software and equipment do you use in your work?

I work with Photoshop and sometimes with Blender or SketchUp.

Irrelative of time and space, who you would want to meet, talk and discuss with?

I would like to meet my younger self and give myself some thoughts, however I am not sure I would listen to myself.

Designer Interview

33 questions

After graduating from "Design School Munich" in Munich, I started my professional career as a freelance illustrator in 1998 in the community studio "Die Artillerie" together with 8 other freelance illustrators and…

Could you please tell us more about your art and design background? What made you become an artist/designer? Have you always wanted to be a designer?

After graduating from "Design School Munich" in Munich, I started my professional career as a freelance illustrator in 1998 in the community studio "Die Artillerie" together with 8 other freelance illustrators and graphic designers. I started working for advertising agencies, publishers and film productions and found my love for visual storytelling. In 2012, together with Benjamin von Eckartsberg, I started to develop our own story GUNG HO as a comic series for the Swiss publisher Edition Paquet for the French market. The A'Design Award winning image shows a cover illustration of our series.

Can you tell us more about your company / design studio?

I currently work in the collaborative studio REAKTOR, which I co-founded in 2019, together with Peter Popken, Luis Guggenberger - both concept artists - and Prof. Michael Coldewey - producer, director and professor for VFX and animation at the HFF Filmhochschule München.

What is "design" for you?

For me, as a visual storyteller, design underscores a story. The synergy of narrative and aesthetics can create a piece of art in the process.

What kinds of works do you like designing most?

My favorite things to work on are well-told stories with excitingly unique characters and extraordinary locations. The story doesn't necessarily have to be fictional.

What was the first thing you designed for a company?

One of my first designs were two animated characters guiding through the Junior Programme of the BMW Welt in Munich.

What is your favorite material / platform / technology?

All technology which helps telling a story. I still prefer to draw with pencil and brush for rough ideas. Later I mostly work on Photoshop, or use Sketchup.

When do you feel the most creative?

For me it is always important that body and mind are in harmony and that my family and my environment are well.

I am most creative when I have a well-told story and the research work brings the greatest possible input.

Which aspects of a design do you focus more during designing?

In the beginning I focus on the general form and colors. Later details become important and in the end everything needs to Coe together.

What kind of emotions do you feel when you design?

While working on a Design for a great story I feel excitement, anticipation and inner peace.

What kind of emotions do you feel when your designs are realized?

At best, satisfaction.

But this usually does not last long.

What makes a design successful?

For me, as a visual storyteller, design must always match and support the tone of the story.

The synergy of narrative storytelling and design aesthetics can elevate a project to a work of art.

The design of a story is successful when you see an image from the work and immediately recognise that it can only be from that story.

When judging a design as good or bad, which aspects do you consider first?

The charisma of the design and the tone of the story have to fit together.

It often happens that a design doesn't appeal to me at first, but I think it's brilliant when I've finished reading or watching the story.

From your point of view, what are the responsibilities of a designer for society and environment?

A designer on a story has to create a feeling and convey content, make it easy for the viewer to immerse himself in a world.

How do you think the "design field" is evolving? What is the future of design?

I think artificial intelligence will play a role, life will happen more and more on the net.

Virtual reality will replace the old football pitch.

That's why I like more and more to just look at the world with pencil and brush and capture designs on paper.

When was your last exhibition and where was it? And when do you want to hold your next exhibition?

2021, "Gung Ho - Sehnsuchtsort Postapokalypse", Comicfest - Alte Messe, München

2022, "Gung Ho - Sehnsuchtsort Postapokalypse", Comic Haus, Köln

2022, "Gung Ho - Sehnsuchtsort Postapokalypse", Comic Salon, Erlangen

2022, "nAcKT - Form durch Farbe und Fläche", kleine Altstadt Gallerie Dachau

2022, "NACKT - Form durch Fläche 2" Kleine Altstadt Galerie, Dachau

Where does the design inspiration for your works come from? How do you feed your creativity? What are your sources of inspirations?

Like probably most designers, my inspiration is observation, reflection and the desire to create something new.

How would you describe your design style? What made you explore more this style and what are the main characteristics of your style? What's your approach to design?

The Norwegian saying "Only those who wander find a new path" describes it quite well. I always try to find a new design that fits the tone of a story.

Where do you live? Do you feel the cultural heritage of your country affects your designs? What are the pros and cons during designing as a result of living in your country?

I´m living in Dachau, close to munich.

In our town we have the concentration camp from WW2.

Of course that had a deep impact as a young adult - I like melancholy.

Also Munichs artist community "Der blaue Reiter" was somehow an influence - I like colors and abstraction.

But I think that doesn´t effect my Designs.

How do you work with companies?

On a daily or weekly rate basis payment wise.

Communication works mostly over Skype, Zoom or some similar communication system.

Can you talk a little about your design process?

There are different steps.

In the beginning, I always try to approach the design very roughly and like to reflect on it and try to get feedback.

Then it's a matter of working out the spontaneous lines in detail without losing the feeling of the sketch.

What are 5 of your favorite design items at home?

desk lamp from Artemide Tolomeo

electric pencil sharpener from Dahle

speaker from Sonos

desk chair from James Eames

BMW R 100

Can you describe a day in your life?

Fortunately, I don't have a set daily routine and can adjust my days.

Could you please share some pearls of wisdom for young designers? What are your suggestions to young, up and coming designers?

Observe and reflect life every day, even on weekends and on holidays, don't stop processing your skills, don't eat in front of the computer and take good care of your body and soul.

What skills are most important for a designer?

Understanding of form and function, perspective, anatomy, the core of a story and its characters and a sense of creating something unique with these elements.

Which tools do you use during design? What is inside your toolbox? Such as software, application, hardware, books, sources of inspiration etc.?

My tools mostly are Pencil, Brush, Aquarell, Acrylic, Oil and Photoshop, sometimes blender and sketchup.

I have a huge library in my house and my studio with novels, biographies, art books, books on photography and architecture, comics etc. Internet is also a big source, same goes for nature.

Designing can sometimes be a really time consuming task, how do you manage your time?

There is no strict plan, every day is different.

What is the most frequently asked question to you, as a designer?

How can you do this and how do you generate your ideas?

What was your most important job experience?

Developing and working 10 years on one comic book series.

Who are some of your clients?

Pixar animation studios, Laika studios, Blur Studio, Atomic Cartoon, Maybe Movies,

BMW

Stern, Focus

What type of design work do you enjoy the most and why?

Designing (animated) movies and creating own Comic books.

What are your future plans? What is next for you?

Directing a movie.

Do you work as a team, or do you develop your designs yourself?

Both, it depends on the project. Working alone gives you a big freedom, but working in a team brings out the best of you and the exchange with like-minded people is a valuable resource.

How can people contact you?

https://www.thomy.org/contact/

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The design interview data shown in our design interview page with Thomas von Kummant regarding Gung Ho Illustration comes from the Design Interviews platform, where leading designers, architects and brands are interviewed regarding their award-winning designs, products and projects.