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  • How does illustrator Rolua go about creating a story? - Harmonizing the charm of an illustration and the depth of a good setting
Interviews
2022.07.15

How does illustrator Rolua go about creating a story? - Harmonizing the charm of an illustration and the depth of a good setting

  • interview
  • illustrator interviews
  • illustration production
  • event info/report

Interview by Ichibo Harada

Illustrator Rolua's first solo exhibition Kawaki will be held at the pixiv WAEN GALLERY until Wednesday, July 27th, 2022. The exhibit features some of the artist's past original and commercial illustrations, and nine new works drawn especially for the event.

The appeal of Rolua's illustrations resides in the fact that the world depicted seems to extend beyond their borders. In this interview, the artist reveals how they manage to create such fascinating pieces while also focusing on background elements, like scene settings and stories.

Rolua
  • Rolua
  • Illustrator living in Tokyo. Mainly active on social media. Their most representative works include the jacket illustration for Nijisanji's talent group TRiNITY's first album PRiSM, the illustrations for the Ready Steady music video (by Giga), and the binding and book design for pixiv's art book VISIONS EDGE ILLUSTRATORS BOOK Evil & Power (KADOKAWA).

  • pixiv
    FANBOX
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I look up to creators who know how to update their artwork

── How long have you been working as an illustrator?

I started receiving illustration commissions around 2019. At the time, I was working as an artist for a game company, but I was also taking on personal projects on the side. As the weight of the latter increased, I became independent.

夕空の突風

by ろるあ/Rolua

One of the artist's original illustrations from 2019.

── Have you always wanted to pursue a career in illustration?

Yes. When I was in junior high, on my way home from school I'd tell my friends "I'm gonna go to art school!" (laughs) But I didn't in the end, although I still picked a faculty where I could study design. I thought I'd continue my studies in a different field, and if I still liked drawing after that then I'd think things over again. After studying product design, interior design, and graphic design at university, I realized I really loved drawing characters and reaffirmed my desire to become an illustrator.

── So you're self-taught? How did you practice?

I never practiced in the true sense of the word ー or rather, I never really thought of drawing as practicing. I just drew what I wanted, and whenever I came across something unfamiliar, like a shape or something, I'd look it up. It may not be the most efficient method, but...

── If you prioritize the things you want to draw, you won't feel as much pressure to practice.

Yes, I think the main thing is to keep drawing without overdoing it. Still, I would always try to complete my illustrations, and not call it quits at the sketch phase.

── Which creators influenced you?

When I was a student, I used to buy Shirabi's and Yugen's doujinshi at Comiket. Most recently, I really enjoyed the exhibition of the creative group SSS by Applibot held in June. I'm also keeping an eye on the upcoming Piggy One game, an adaptation of animator Hanabushi's original work, and I like Komugiko2000's animated videos.

I tend to look up to creators who know how to update their artworks by combining other fields in the realm of illustration. Of course, there are many people I like purely for their illustrations, such as Reoen.

── In the past, you mentioned Makoto Shinkai as one of the creators you admire. I also heard that your graduation project at university was a trailer for a fictional anime movie.

Director Shinkai completed Voices of a Distant Star almost entirely by himself while working as a company employee. That's crazy, isn't it? Such an ordeal would require abnormal energy (I mean it in a good way!), so he has my respect. If he could make Voices of a Distant Star in 2002, there is no reason why I couldn't do the same thing today. I hate to lose, so I wanted to keep up with him at all costs... (laughs)

Bringing the character's background into the illustration

── Creating an anime as your graduation project sound like quite the exploit. Are you passionate about animation?

I love stories. Illustrations have the immediacy of a single piece, but they may not have enough power to tell a proper story. I feel that using a timeline is a necessary element for creating a narrative. This can be achieved with various media, such as music, novels, and manga, but I am most interested in animation.

── Is there a kind of backstory to your illustrations?

Not a full-fledged story, but try to think about the characters' backgrounds while drawing. If I don't, the outcome tends to feel quite uninspired.

縷ル白雨

by ろるあ/Rolua

── There are two kinds of illustrators: those who, when drawing a room, start by picking the interiors they like, and those who start by picturing the personality and lifestyle of the tenants. Which one are you?

If I had to guess, I'd say the latter. I can't get started before I mull things over. As my hands start to move, sometimes I get these indescribable feelings, telling me to draw this or that motif.

However, while I often think about the background of my illustrations, I also feel that pictures that merely explain the setting are kind of boring. The illustration needs both to tell a story and to be an interesting piece on its own. That balance is important.

── Can you use one of your works as an example of this?

I created this work called Atarashii Watashi (lit. "A new me") during a live drawing session for Wacom's online courses. I came up with the idea of expressing the duality of a person in accordance with the theme of "light and shadow" presented by the client.

This girl dislikes her true self, and when she fakes being someone else while interacting with others she feels a sense of discomfort, brought about by the fact that she's in fact not acting like her true self. The beautiful figure she shows to others and her slimy inner self ー this is the duality I created by using lights and shadows.

新しい私

by ろるあ/Rolua

2

── I see. So first you get a clear picture of the character's background, and then bring it into your illustration to make it more appealing.

Exactly. A picture relying solely on its backstory is not that interesting, but it can certainly add depth. I do place importance on the visuals but also delve into the setting and other aspects of the work. I think in terms of both.

The importance of incorporating steady elements into an artwork

── Your artworks all have a sense of movement. They look good at first sight. Composition is especially hard for bust-up illustrations, as they're always in danger of looking like mug shots when done poorly...

I used to be bad at drawing bust-ups myself, but at the end of last year I drew one and it turned out surprisingly well, so I have been drawing them more often since then. I've also started getting more work commissions for bust-ups and face close-ups.

Psykhe

by ろるあ/Rolua

── You seem to use a few variations for the composition of your bust-ups, for example by making use of hands and hair.

I follow some patterns, like placing a hand next to the character's face or drawing them as they run their fingers through their hair, but I always try to change things up a bit.

Personally, however, I think that the strongest artists are those who never get tired of the same compositions and motifs, because it means that the artworks themselves are powerful. Those artists don't just keep drawing the same elements by inertia, but rather they continue to challenge themselves while knowing what looks good. That's why their work always feels fresh.

── Pardon the vague question, but what makes an illustration pleasant to look at?

It's hard to put into words, but I think an artwork looks nice if it includes something steady. I recommend practicing elements like hands, hair, and wrinkles in clothes to make them your strong suit and use them in your pictures. These are all elements that, if drawn well, can make or break an illustration.

── So that the viewer doesn't get that hard-to-place, "something's off" feeling, right? It's true that in many of your works, hands and hair are portrayed beautifully.

I've always had a hard time with hands and hair, and I would avoid drawing them whenever possible. (laughs) Little by little, I eventually managed to draw them in a way I'm happy with.

── How do you practice drawing nowadays?

It's tough for me to find time to practice, so I try to include some personal challenges in work commissions too. The most recent example is the Princess Knight illustration I made for "Shin Arts x Osamu Tezuka Characters ~ Acrylic arts by Illustrations ~", a project based on Osamu Tezuka's works.

Not long ago, I visited the Hoki Museum in Midori Ward, Chiba, which is a peculiar museum focusing on hyperrealism, and I found it very inspiring. I started considering an approach that, while different from photorealism, would make the viewer believe they're seeing something very close to reality. Fleshing out my own interpretation of the original, deformed work was also refreshing.

リボンの騎士
2022.6/17-6/30 @表参道「SPAGHETTI」@ShinArts_#ShinArts pic.twitter.com/HuqlSfaJe1

— ろるあ|𝙍𝙤𝙡𝙪𝙖■個展『渇』 (@Rolua_N) June 7, 2022

Study each part and merge them into your work

── When did you find your current style? The works you posted on pixiv in the past look quite different from your current decadent taste.

I settled on my current drawing style around 2020. I was still receiving work commissions at the time, but I thought if my style stayed the same, eventually, clients would stop contacting me, so I radically changed the way I drew pictures.
Naively, I used to believe that the finer details would not be conveyed to the client anyway, but I began to take my paintings more seriously, for example, by choosing colors from scratch when using tone curves. I also moved on from casting shadows to adding highlights.

蝉蛻

by ろるあ/Rolua

An artwork that Rolua stuck with despite some struggle.

As a result, the amount of time I spent on a single piece of work increased drastically from one or two days to one, two, or three weeks. I also had to revise my conditions for accepting new jobs, which led me to switch gears as an illustrator.

── In other words, the way you work has evolved together with your art style. Many creators tend to feel that something's wrong with their illustrations, but at the same time don't know how to improve. How did you overcome this problem?

I studied each part of other creators' illustrations ー picking one for their skillful coloring, and another for their line art, and merged them into my work. I tried to focus on what kind of pictures I liked rather than on what kind of pictures I was drawing at the time.

── You've worked on a variety of projects, from CD jackets and illustrations for music videos to light novel artworks. When it comes to drawing, is it "different strokes for different media"?

I don’t worry too much about music videos and other works that are mainly viewed on the web, but when I work on print publications, I'm always conscious of the genre of the work. Books have very different looks, depending on what shelf they occupy. So I go to bookstores and check out the shelf with books of the same genre, evaluate what kind of design will be the most eye-catching when placed in that section, and then I decide, for example, "Since most light novel covers have white background illustrations, I'll use a different color background," or "In this genre, a simple design might stand out better."

悪逆大戦

by ろるあ/Rolua

2

Cover illustration for the light novel Akugyaku Taisen Jigoku No Oi Sandatsu Sha Ha Zainin to Odoru (by Keishi Ayazato, KADOKAWA)

── I bet both the author and the editor will be happy to see you think that far ahead! What part of the process takes the longest? The sketch, coloring...?

I spend a lot of time working on the sketch. Sometimes ideas come to me in a flash, but other times I spend a week or so mulling it over. If I keep working without having a clear idea, I'm bound to be unsatisfied with the result... When I can't come up with an idea, I play an association game with the given theme and wait for a good keyword to come up.

The heterogeneous space of Rolua's first solo exhibition

── What are the highlights of your first solo exhibition, Kawaki?

I asked the staff the impossible (laughs) and was very particular about the interiors. I wanted the entire venue to have an inorganic feel, so I made some changes to the floor. I am happy with the result: a different kind of space from any of the past exhibitions held at pixiv's WAEN GALLERY. The exhibit also features nine never-before-seen artworks, and I hope you'll enjoy them as well.

── How did you pick the title, Kawaki (lit. "thirst")?

My illustrations often convey a feeling of desire and aspiration. I played an association game from the word "wish" and came up with "thirst". I believe it's a word with a salty flavor, not too heavy, yet somehow evoking a sense of obsession. 

個展『渇』

by ろるあ/Rolua

2

── I see, the character used to write kawaki (渇) also comes up in words like 渇愛 (katsuai, "craving") and 渇望 (katsubō, "eager desire"). Can you tell us about the main visual?

The main visual is a new illustration and is inspired by the "cracks" that the idea of thirst summons. And what cracks? A shell. So she's trying to break out of her shell. In a way, it represents a change to a new self, but by drawing many arms reaching out around her I made it look like she's being forced to hatch ー which raises the question, "Is change always a good thing?" The word "hatching" is also connected to the character's hair, which is the same color as a cicada in the process of molting its old skin.

── Now that you've opened your first solo exhibition, what are your future goals as an illustrator?

I'd like to work with animation. And to create a series of illustrations. It's going to be challenging, since telling a story through illustrations can lead to boring results, but I'd like to practice and try to make a series of illustrations that can reconcile the two things.

Rolua’s first solo exhibition "Kawaki" is on display until July 27th!

pixiv WAEN GALLERY by TWINPLANET × pixiv, a gallery jointly operated by pixiv and Twin Planet, is currently holding Rolua's first solo exhibition Kawaki until July 27th, 2022.


The exhibition features about 60 illustrations, including 9 especially drawn for the event. The floor and wall colors have been changed to harmonize with the artwork, creating a space where visitors can take their time to enjoy Rolua's works. Please feel free to stop by!


Exhibition period: July 8th (Fri) ~ July 27th (Wed) 

Holiday: None

Free admission

Location: TWIN PLANET South BLDG. 1F, 5-46-1 Jingumae, Shibuya, Tokyo

Opening hours: 12:00 pm - 7:00 pm


>>pixiv WAEN GALLERY Official Website<<

>>Official Twitter<<


* Please be advised that we may stagger admission via numbered tickets on crowded days


* Countermeasures against the new coronavirus

Rolua’s exhibition Kawaki is currently scheduled to run through July 27th (Wed). We will continue to monitor the situation, but there is a chance the exhibition dates may be subject to change due to the spread of the virus. You can find more information about products on sale, reaching the venue, etc., on the pixiv WAEN GALLERY official website and Twitter. We thank you for your understanding.

Merchandise is also available online!

You can purchase some of the merchandise sold at the exhibition on BOOTH. Come and get your hands on some beautiful merch featuring Rolua’s stylish illustrations.

>>Check out BOOTH<<

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