headshot geek issue 1

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1 ISSUE 1: COSPLAYERS OF KANSAS CITY, MO • BATTLETOADS • ARCADE BREWERY NECA NECA and Randy Falk and Randy Falk Senior Director, Randy Falk, Gives an Exclusive First Look Also Inside: McKenzie Westmore of Syfy’s Face Off Andy Gonsalves of Gravity Falls & Uncle Grandpa Also Inside: McKenzie Westmore of Syfy’s Face Off Andy Gonsalves of Gravity Falls & Uncle Grandpa

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Headshot Geek is a geek pop culture digital magazine that covers everything from TV to movies to comic books to collectibles to cosplay to conventions and more. Our first issue features interviews with Randy Falk of NECA, McKenzie Westmore of Face Off, Andy Gonsalves of Uncle Grandpa and Gravity Falls, the cosplay community of Kansas City and a spotlight on Arcade Brewery. Enjoy!

TRANSCRIPT

1 HEADSHOT GEEK / / Is sue 1I S S U E 1 : C O S P L A Y E R S O F K A N S A S C I T Y , M O • B A T T L E T O A D S • A R C A D E B R E W E R Y

NECANECAand Randy Falkand Randy FalkSenior Director, Randy Falk, Gives an Exclusive First Look

Also Inside: McKenzie Westmore of Syfy’s Face Off

Andy Gonsalves ofGravity Falls & Uncle Grandpa

Also Inside: McKenzie Westmore of Syfy’s Face Off

Andy Gonsalves ofGravity Falls & Uncle Grandpa

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T A B L E O F C O N T E N T S

Andy Gonsalves . . . . . . . . . . . . . . . . . PAGE 04

Cosplay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . PAGE 06

NECA . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . PAGE 08

Jason Edmiston . . . . . . . . . . . . . . . . . PAGE 12

Like Father, Like Son . . . . . . . . . PAGE 13

McKenzie Westmore . . . . . . . . . . . PAGE 14

Arcade Brewery . . . . . . . . . . . . . . . . . . PAGE 18

Battletoads . . . . . . . . . . . . . . . . . . . . . . . . . PAGE 20

#Trending . . . . . . . . . . . . . . . . . . . . . . . . . . . PAGE 22

Interview with McKenzie Westmore, host of Syfy’s Face Off, page 14

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Editor/DesignerPriscilla Wilson

WritersJon CarabettaJeff GuerreroJim LeyvaRoss MaszczakBrett RoseEva SarraccoPriscilla Wilson

© Headshot Geek, 2015

Editor/DesignerPriscilla Wilson

WritersJon CarabettaJeff GuerreroJim LeyvaRoss MaszczakBrett RoseEva SarraccoPriscilla Wilson

© Headshot Geek, 2015

Andy GonsalvesG I V I N G P R O P S T O A P R O P D E S I G N E RBy Eva Sarracco

ANDY GONSALVES is a talented artist who wears many hats in the world of ani-mation. Andy is a writer and storyboard art-ist for Uncle Grandpa on Cartoon Network as well as the prop designer and journal illustrator for the Disney series, Gravity Falls. While both shows are geared toward children, it is easy as an adult to get caught up in both series. Uncle Grandpa is about the uncle and grandpa to everyone in the world who visits children and helps them work through everyday challenges. Gravity Falls is an animated series that follows twins, Dipper and Mabel, as they explore the mysterious town of Gravity Falls, Oregon. I was lucky enough to be able to sit down with Andy and get more information about what he does for each show.

HEADSHOT GEEK: How did you get started in this field?

ANDY GONSALVES: I owe my animation career to Phil Rynda, my buddy from SVA [School of Visual Arts]. Phil had just started on Gravity Falls as the production designer and he called me one night in New York to ask if I wanted to take a test to work on the show. I said yes. A few weeks later, I was offered the prop designer job. I said yes. I bought a one way ticket to Burbank, CA and one week later, I was soaring over the flyover states. They asked if I wanted peanuts. I said yes. When the plane landed in Burbank, Phil was waiting to pick me up. The very next day, I was in a cubicle at Disney. Working on Gravity Falls was an intense experience but also an invaluable one. I learned so much working on that first season and was beyond inspired by everyone around me. Alex Hirsch, the show’s creator, is indeed a perfectionist. When you work for someone who cares about even the tini-est of details, you’re constantly being pushed to do your best work.

HG: What projects are you currently working on? Are there any projects you are working on outside of Uncle Grandpa and Gravity Falls? AG: I’m finally starting to put together a couple of show ideas that I will be pitching to the networks in the very near future. I’m excited about what I have come up with so far. We’ll see what happens! HG: What exactly does a storyboard artist/writer do? AG: A heck of a lot of work. Some shows are entirely scripted, which means that the storyboard artist is handed a script with dia-logue and action completely pinned down. They then visualize all of that information into rough, sequential drawings. If you work on a premise show like I do, you start with a premise instead of a script. In this case, you’ve only got major

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plot points to work with. It’s your job to write all the dialogue, flesh out the story and invent the visual gags. If the show you’re working on is a comedy, you also have to be funny.

Nowadays, at least in television anima-tion, the storyboard artist is essentially the director of the cartoon. The board artist chooses all the camera angles, figures out staging and poses out the action. In the final product you see on screen, every shot is based on rough drawings that the story-board artist drew in the beginning. HG: You’ve written some of your own stories for Uncle Grandpa. How much influence do you have on each show, and what episode did you have the most influ-ence on?

AG: The board artists on Uncle Grandpa have quite a bit of influence on their epi-sodes. Pete Browngardt, the show’s creator, is a really great guy and he trusts and en-courages us to bring in our own stories. Al-lowing that kind of creative freedom makes a really big difference. The more excited you are with a story, the more fun you’re likely to have with it. My board partner, Jason Reicher, and I

have co-written most of the episodes we’ve done together. The latest one to air was “The Great Spaghetti Western.” We’re really proud of that one. Another favorite of mine was “Escalator.” I wrote that one with Casey Alexander and David Gemmill. The most influence I’ve had on an epi-sode so far has been on “Internet Troll.” I wrote 100% of that one and also boarded it myself. There’s so much going on in that one and I think the pacing makes it really fun. HG: Although Uncle Grandpa is on Car-toon Network, is this a show specifically geared towards children? AG: Uncle Grandpa was always geared

towards children but we push the bound-aries a little. Our main concern is just coming up with things that make us laugh. After that, you just make sure it’s appropriate for children. If anyone pushes the envelope too far, standards and prac-tices comes to the rescue. HG: What character do you most relate to, if any? AG: Probably Uncle Grandpa because he’s a kid trapped in an adult’s body. That’s basically what I am. Also, we both have the ability to grow mustaches. HG: Prop designer is a topic not often talked about. How is this role important for the show Gravity Falls?

AG: Prop design isn’t a job most people seek out in the animation industry. It can be tedious at times and pretty exhausting, but someone’s gotta draw all these things! The prop designer’s job is to design every object in the cartoon that moves. Props consist of everything from random objects to vehicles to debris. The props that are the most fun to work on are always the ones that function as visual jokes like products or magazine cov-ers. Designing packaging for a really stupid imaginary product is always super fun. The highlight of my role as Gravity Falls’ prop designer was all the journal stuff. The three journals and all of the pages within are a very big part of the series, and it’s truly an honor that Alex trusted me with it.

HG: Was there any other influence you have had on Gravity Falls? AG: The only big thing I really got to influ-ence was the look and style of the journals, and that’s good enough for me.

HG: What projects can we look forward to seeing from you in the near future? AG: Hopefully I’ll continue to work on shows that I find fun and exciting. I have no idea what happens next though.

HG: What would be a dream project for you? AG: My dream project would be running my own show. I think that would be a great experience.

In the final product you see on screen, every shot is based on rough drawings that the storyboard artist drew in the beginning .

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Cosplay INTERVIEW WITH A VAMPIRE... AND OTHERS

By Jon Carabetta & Brett Rose

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Dracula

HEADSHOT GEEK: Who are you cosplaying as and why did you pick this character?

ALEXIS MCGRAW: This is a cosplay I’ve kept a complete secret up until the day of the convention. It’s a gender swapped ver-sion of Dracula from Bram Stoker’s movie. I randomly stumbled upon an awesome piece from DeviantArt that showed Dracula as a female with very elf-like and beautiful features. Vampires are supposed to be masters in the art of seduction and I felt like a female Dracula made sense. This costume challenged me to work with a gown, body paint, fangs, and a lace-front wig, which I had not previously used in a cosplay. It was challenging but very rewarding when it all came together.

HG: How long have you been cosplaying and what inspired you to start?

AM: A little over a year ago was when I actually got involved with the Kansas City cosplay community, but I have always been a costume and Halloween fanatic. I attended Planet Comicon last year in my Poison Ivy costume and have never felt more at home. I met so many friendly and inspiring people, many of whom I’ve developed friendships with over the past year. Kansas City’s cosplay community is super accepting and encourag-ing. Knowing that they were accepting of people with all skill sets and levels of involve-ment is what has kept me engaged.

HG: If your character could go on a date with anyone who would it be and why?

AM: Tony Stark. He’s like the Christian Grey of the comic book world – a billion-aire control freak. Maybe a gal like Dracula could tame him? Maybe he could synthe-size human blood so I wouldn’t have to feed on humans?

HG: What’s the funniest thing that has hap-pened to you while cosplaying?

AM: While at Planet Comicon, someone paid actual money to have “Maleficent” arrested as a part of this steam punk jail for charity. I literally was read my rights, escorted to jail and had a mugshot taken. I had to sit in the jail box until someone came along and donated to charity to bail me out. It was hilarious and for a great cause. Imag-ine Maleficent begging for her freedom. So not her style! That’s another part of cosplay I love – all the acting and playing along for the kids and everyone’s sake.

HG: What’s been the best part of Kansas City Comic Con so far?

AM: Honestly? The photo bus [booth]! My fellow cosplayers and I have made many visits, and there have been some really comedic shots that have come out of it. The photo bus people are super nice and we are really appreciative. Sometimes as cosplayers, you’re so busy being documented and pho-tographed by others it’s nice to take a break and get some pictures of you with your friends versus hundreds of strangers.

Jessica Meditz-PorterSupergirl

HG: Who are you cosplaying as and why did you pick this character?

JESSICA MEDITZ-PORTER: I am co-splaying as Supergirl. I chose this character

COSPLAY HAS BEEN TAKING CONVENTIONS by storm. The elaborate and unique costumes garner all the attention, but there are great stories behind the masks and makeup. We had the pleasure of interviewing three cosplayers at Kansas City Comic Con earlier this month. Here’s a little behind-the-scenes look at what cosplaying is all about.

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INTERVIEW WITH A VAMPIRE... AND OTHERS

because as a child I loved the Superman and Supergirl movies. I find her to be strong and inspiring, drawing strength from the sun. It also helps that I felt comfortable to be this character. I felt I could represent her well.

HG: How long have you been cosplaying and what inspired you to start?

JMP: I have been cosplaying as Supergirl for eight years, but I first got my start in costuming through reenacting as a young girl. As for cosplaying, Supergirl came about because William from Elite Comics asked my husband Brandon if I would be interested in volunteering as a superhero and of course he said yes. So, to skip ahead through a very long story – I am a woman of my husband’s word and said yes. For me, it’s about volun-teering with different organizations. I got my start with Children’s Mercy Hospital and it has never stopped. I keep moving forward towards the next big adventure.

HG: If your character could go on a date with anyone who would it be and why?

JMP: If my character could go on a date with anyone, she would probably choose Nigh-twing because she is so in love with him.

HG: What’s the funniest thing that has hap-pened to you while cosplaying?

JMP:The funniest that has happened to me while cosplaying has to be when I was wear-ing my Viking Supergirl costume and I had a malfunction. I had two hooks that held the armor together and one of the hooks came undone after I took a deep breath. Luckily the second hook held and I was able to keep the armor on.

HG: What’s been the best part of Kansas City Comic Con so far?

JMP: Eden, Brody, Lizzy, and Kylie have to be the best part of my weekend here at Kansas City Comic Con. These amazing children came from three different fami-lies who all have a special connection with Children’s Mercy Hospital. All of these children were absolutely wonderful, but Eden really touched my heart. I met her by chance on Friday the first day of the show.

Mike Steinmetz and I had just visited a family at Children’s Mercy Hospital to drop off passes for the con and on our way out we saw Eden. I had followed her story and I turned to Mike and said, “Do you think we should give them passes?” He said yes and it just so happened that I had some in my bag. So Sunday morning I was standing at my booth and here comes Eden with the most amazing smile. She was so excited to be invited and involved in the convention. You see Eden is one month cancer-free! And she is making the most of it. The happiness radiated from her smile and every person from cosplay, to celebrities, to artists, and anyone who had the pleasure of meeting her could feel it. This incredibly inspiring girl has forever changed my life.

Dennis ButtPredator

HG: Who are you cosplaying as and why did you pick this character?

DENNIS BUTT: I am cosplaying as the original Predator from the first movie.  I chose him because as a kid this creature scared the crap out of me. I wanted to learn more so I started buying comics and then books. Then Alien vs. Predator came out and I had to make one.

HG: How long have you been cosplaying and what inspired you to start?

DB: I’m not exactly sure. I’ve been into Renaissance Faire stuff for as long as I can remember, and when I met my wife, her father was into living history. So I did that for a few years. It just kind of merged together, but I’ve been doing actual cosplay for about seven to eight years now. I love it because it can bring out the best in people. I love the planning stages of a costume and researching different ways I want to create and assemble things.

HG: If your character could go on a date with anyone who would it be and why?’

DB: If I had to go on a date with a female, I’d have to say Lois Griffin from Family Guy, but if I had a “bro date” I’d have to say Tony Stark just so I could possibly get new Stark technology.

HG: What’s the funniest thing that has hap-pened to you while cosplaying?

DB: Drunk women…they get handsy.

HG: What’s been the best part of Kansas City Comic Con so far?

DB: The fans and people have been fantastic asking questions and taking pictures, but judging the costume contest was a great experience. Being on the other side of the table was very eye opening and getting to see all the great costumes in one place was great. 

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NECAT H E C O L L E C T I B L E C O M P A N Y

W I T H L I C E N S E S T O K I L LBy Jim Leyva

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IT IS AMAZING FOR ME to see many of my favorite childhood hobbies, some of which caused me to be ridiculed, have now become attractions that major events revolve around as an adult. If there is any kind of doubt as to the level of mainstream atten-tion pop culture has created, one needs only to observe the grandeur that is San Diego Comic Con (SDCC). Collectors worldwide look to this event as an opportunity to obtain

IT IS AMAZING FOR ME to see many of my favorite childhood hobbies, some of which caused me to be ridiculed, have now become attractions that major events revolve around as an adult. If there is any kind of doubt as to the level of mainstream atten-tion pop culture has created, one needs only to observe the grandeur that is San Diego Comic Con (SDCC). Collectors worldwide look to this event as an opportunity to obtain

the centerpiece of their prized collection. Very few collectible companies have perfected the delicate balance between de-tail, quality and affordability quite like the people behind a personal favorite company of mine, National Entertainment Collect-ibles Association (NECA). Since 1996, NECA has been in the busi-ness of making collectibles. It was not until 2002 that NECA was lucky enough to add a

the centerpiece of their prized collection. Very few collectible companies have perfected the delicate balance between de-tail, quality and affordability quite like the people behind a personal favorite company of mine, National Entertainment Collect-ibles Association (NECA). Since 1996, NECA has been in the busi-ness of making collectibles. It was not until 2002 that NECA was lucky enough to add a

member to their team that would soon become the Senior Director of 3D Product Develop-ment, and basically all things badassery, Mr. Randy Falk. Within that same year, NECA announced their Reel Toys line – a division cre-ated to produce figures that are geared towards action figure and toy enthusiasts. With these key additions, NECA became a major player in the world of collectibles.

member to their team that would soon become the Senior Director of 3D Product Develop-ment, and basically all things badassery, Mr. Randy Falk. Within that same year, NECA announced their Reel Toys line – a division cre-ated to produce figures that are geared towards action figure and toy enthusiasts. With these key additions, NECA became a major player in the world of collectibles.

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Under Randy’s direction, NECA has spent the last decade setting an industry standard by creating amazing figures based on the most popular licenses in pop culture. Amazing figures from many of NECA’s major licenses were shown during this year’s SDCC. Comic-Con’s first looks included figures from the fan favorite ¼ scale line that revealed new Predator, Alien and DC figures. Although these were all certainly head turn-ers, there was one figure that stole the show at this year’s convention: the epic two-foot tall Incredible Hulk. This figure is meant to be to scale with the previously released 18˝ ¼ scale Captain America and Thor, as well as the SDCC 2015 revealed Iron Man Mark XLIII. Not being fully aware of these details, I as-sumed this was an enlarged display version of this figure. Can you imagine my nerdish joy as I read the magical words at the foot of this behemoth that read “actual size shown?” I am only grateful that it was a fellow geek that heard my nerdgasmic giggle after learning this and not my wife, as the man card may have lost a few points. NECA has won a place in the hearts of millions of collectors all over the world by employing the most basic customer sales tactic: listening to their consumers. This is evident by Randy’s constant interaction with fans on social media, live events, or occasionally, granting an interview and article request by a group of fans beginning a labor of love magazine named Headshot Geek. Randy and all of the people be-hind my favorite collectible company, NECA, are proof positive that the old saying has never been more true – “if you love what you do, you will never work a day in your life.”

HEADSHOT GEEK: Can you tell us about the details of getting into the collect-ible industry? It is my understanding that you spent some time with McFarlane toys before joining NECA.

RANDY FALK: I have been a lifelong col-lector, a connoisseur of toys and action fig-ures. I used to customize a lot and I owned and operated a collectible toy retail business pre-eBay and internet. In 2000 I landed a job with McFarlane Toys at their design studio in New Jersey. I handled research and development on their licensed lines and worked as a liaison between the licensors and the various departments and divisions at Todd McFarlane toys.

HG: What were some of the first projects you worked on after joining NECA?

RF: When I first joined NECA in 2002 there was no art department, sculptors or anything. I hit the ground running coming up with cool or original ideas for the licenses or categories that NECA had the rights to. There were no action figures and at the time, no plans to get into that business. For example, we had the rights to candle holders for Lord of the Rings. So one of my first items was a Balrog votive holder that was sort of a bust of the fire demon in clear resin and when you placed the tea light in back it illuminated and glowed with fire like in the movie. It was a really cool item that I am still proud of and showed that we could make cool collectibles that weren’t action figure based. The first major action figure line that I spearheaded and brought to NECA was

Hellraiser. That will always remain special because it really put us on the map, opened up our worldwide distribution and showed that we were now a major player in the toy and collectible field.

HG: What would be a dream project for you if you could pursue any franchise or license?

RF: I would love to work on a line of classic NES, Nintendo-based figures from say ’86-’89 roughly: Pro Wrestling, Mike Tyson’s Punch-Out, Metroid, Mario, Zelda. Those are so great and have never had a killer toy line around them. Tyson’s Punch-Out and Pro Wrestling have never

had any real merchandise behind them at all so it’s totally unexploited and great nostalgia for classic gamers. I am also a die-hard metalhead so if it was economically feasible I would love to make figures of Dio, Lemmy, Rob Halford, King Diamond – basically the greats, the legends of METAL.

HG: You were able to get what many collec-tors consider the holy grail of exclusives when you announced the Alien Series 4 figures with Sigourney Weaver’s likeness. Can you tell us about that process and are there any other likenesses you are currently pursuing?

RF: Thanks. That was a long process of pur-suing Ms. Weaver and showing her that we would handle her likeness with respect and detail. We also shared with her what other talent from Alien and Aliens we were working with and let her review those sculpts and im-ages as well. Really it was a matter of making her feel comfortable with what we were doing in toy form and waiting for responses back

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from her due to a busy schedule of doing theater– I think she was on Broadway at the time– and of course her feature film work.

HG: There were some impressive pieces on display at your SDCC 2015 booth. What can you tell us about those reveals and was there anything you were especially excited about?

RF: Thanks. SDCC was amazing for us and we had some great surprises for sure. The massive Hulk and the Bat Gremlin were a big reveal and favorite of mine as well as our Ultimate Part 6 Jason. Also, the things I feel most excited about are the things we didn’t show or tell at SDCC. By design, we deliberately hold some things back, some of which will arrive on shelves this Fall totally unannounced. We like to do stuff like that and recreate that magic from when you were a kid and suddenly there was something new without warning or fanfare – it was just there. Now with the internet you know and see things for months or sometimes years in advance. Its nice to bring back some of the classic nostalgia once in a while, you know?

HG: Your extremely popular video game line that started with the classic NES Jason Vorhees at SDCC 2013, just revealed its 12th and 13th figures at SDCC this year. What can you tell us about these figures and the future of this line?

RF: This line has been a success beyond my wildest dreams or expectations. It connected with so many people that are either clas-sic gamers or grew up playing these games, some of which were just plain awful. The packaging is a huge part of the success of this line. At least 50% of the appeal is how it is packaged and marketed. Then combine that with the insane paint jobs our painters come up with using that 80s color palette imitat-ing cel shading and pixels. It was just stuff that no one else is or was doing in toys. We are really very proud of this line, what is has

become and how it evolved for us. The future is bright for this segment too as all along we have pulled from existing licenses we already had that happened to have an 8-bit or 16-bit game back in the late 80s. Now we are looking at adding some new licenses with no movie tie-in at all, just IPs that are games and games only and bringing them life in figure form for the first time in their 25+ year his-tory. Some great things are in store for sure. HG: As a fan, I was excited to see the new ¼ scale figures at SDCC this year. However, there was one figure that was just truly…incredible. What can you tell us about the new ¼ scale Incredible Hulk and the process that went into making him?

RF: He is definitely a stand out and is massive at two feet tall! Time has been the biggest fac-tor that went into creating him. We wanted to do this figure since Avengers 1 and just needed to find the time to devote to sculpting such a massive figure. I am also proud to say it was all created tradition-ally, no 3D printing or scans. We used the film reference from Marvel/Disney, and we sculpted him by hand the old fashioned way. I love the way he turned out and now I have the challenge of mass producing such a large figure that is fully posable and looks like he does on film. I am hoping we can have him out in time for Christmas

HG: What is your ideal goal for NECA over the next five or even 10 years?

RF: Complete Toy Domination Worldwide – LOL. I need to start a podcast as I get requests often and I have also done some radio in the past which always gets a good response from fans. Also, at some point down the road when there is a time, I definitely want to do a book about the behind-the-scenes stories and madness that goes on in this business. There are some stories that are really hilarious whether you are a toy collector or not.

Honestly, I am a very happy person. I get to come to work every day and be a part of creating cool figures and collectibles that people all over the world enjoy. I get to inter-act with our audience at events like SDCC or on social media and it is super gratifying. I just want to keep doing what we are doing and expanding or adding new segments to our business where it makes sense – The Video Game Appearances from two years ago are a good example, or our retro style figural dolls that are like modern-day Mego. These are two great lines that have now grown and thrived outside of our core action figure business. I have a new project that has been in the works for over a year that we will launch in 2016 and it is totally different than anything we are currently doing. I think this fills a huge void for collectors so I am excited to reveal that line to the public at large. I have kept this totally secret from everyone and it has not been easy.

I get to come to work every day and be a part of creating cool figures and collectibles .

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IN THE WORLD OF COLLECTIBLE pop culture prints, Jason Edmiston is a pretty big deal. Loyal fans, including yours truly, will continue following this amazingly talented artist in all aspects of his career.

HEADSHOT GEEK: When do you recall your initial interests in art beginning? What were your earliest influences?

JASON EDMISTON: I knew I wanted to be an artist at around four years old. My first influences were probably Garfield comics and Saturday morning cartoons. Later on, it was comic books, Mad magazine, and toy pack-aging. These things were incredibly fascinat-ing to me.I always wanted art as a career, and never had another direction to take. 

HG: I have noticed many of your art pieces having an 80’s pop culture theme. What was it about that era that influenced you so much?

JE: I think that era of popular culture was super bright, colorful, and happened dur-ing my childhood. So I’m sure it burned itself in my psyche. Maybe if I grew up in the 60’s or 70’s, I’d be into psychedelia, but the 80’s spawned my love of slasher mov-ies, action heroes, and G.I. Joe toys. I love vibrant colors, loud explosions, and plastic collectibles. I feel compelled to inject these influences in my art. 

HG: You have worked with enormous com-panies, the likes of Nike, Coca-Cola and Hasbro. What can you tell us about some of these projects and the experience working with these companies?

JE: Well, companies like Coke and Nike were challenging, but I felt that the art direction was very specific with not a lot of room for interpretation. Big budget advertising cam-paigns tend to be like that. It did train me to work with multiple bosses, and to remember that the client’s needs should be the priority – not my creative expression. It is a business after all. Hasbro was a lot more fun, as I had quite a bit of freedom, and it was super fun working on some of my favorite proper-ties like Star Wars and G.I.Joe. They are a huge company, but the art direction at that company has a lot of respect for artists and give them some leeway. Toy packaging art I did for them opened up many doors in my career, specifically in the pop culture market. HG: How did the relationship between yourself and NECA begin? 

JE: It’s an interesting example of kismet. Randy Falk, Art Director at NECA, had commented on my art on Facebook around the time that I was working on my first solo show for Mondo, called “A Rogues Gallery” (a collection of portraits of bad guys from movies). I reached out to Randy to say hi, comment that I’m a fan of his toys, and I’d be open to working with him. He came back and asked if I’d want to create art for an ED-209 toy package. Coincidentally, I had literally finished an ED-209 print for my solo show three days earlier. I sent him a picture of it, and said, “How about this?” He said, “Perfect.” My show was a month later, and we had the print hanging on the wall with a prototype of the toy and a mock-up of the box sitting below it on a shelf. Talk about perfect timing. It couldn’t have worked out

any better. Since then, we’ve worked together on a number of toy packages.

HG: How many collaborations have you and NECA completed together? Are there any projects currently in the works?

JE: Around six I believe. We have a few more things coming up as well, though I can’t talk specifics. Randy Falk is one of my favorite art directors to work with. He’s a fan of the properties, and is very passionate about his company’s product as well as art in general. And he’s a great guy.

HG: I have seen a wide variety of your artwork, though it seems the collaborations between yourself and NECA mainly consists of work you have done in the horror genre. Will that continue?

JE: I sure hope so! I’m having tons of fun, and horror is my favorite genre. I’ve loved every job I’ve been offered by NECA. I’m starting to answer emails from Randy with a straight up “Yes.” I don’t even read the proposal, LOL. HG: What can we expect to see from you in the future?

JE: More horror art, toy packaging, and movie posters. I’ve been having the best time lately with my clients and projects, and I want it to last as long as possible. I also have my next solo gallery show planned with a theme that’s a little differ-ent than my past shows. It will be unified by presentation more than content. Should be very interesting, visually.

Jason Edmiston NECA’S PACKAGE ARTISTBy Jim Leyva

AS BOTH A PARENT and a gamer, there is little more that brings a tear to your eye than watching your child pick up and embrace your favorite hobby as their own without being pushed into it. I had a feeling we were going to get along

well when the first toy he truly attached himself to were LEGO sets. That little guy could, would, and still does build for hours just like his old man. Though I can take credit for his intro-duction to LEGO, I deliberately chose not to push him into gaming. Regardless of

my adoration of it, there has always been a stigma of negativity that has hung like a millstone around its proverbial neck. Social stigmas aside, I was overjoyed when he asked to me to download Angry Birds a few years ago. Since then we’ve burned through

a few dozen iOS titles along with several of the LEGO games and a few installments from the Skylanders series. Our main pas-sion as a pair though, exists in the universe known as Minecraft. As we have explored and built in our worlds, the most rewarding moments are

when we can talk about lessons that tran-scend gaming and will carry through to his life for years to come. Planning is perhaps the most prevalent of these and Minecraft lends itself beautifully to teaching this particular facet of life. We regularly discuss resource allocation, proper construction methods and calculations for determining how many of each block we will need for our next creation. Not that everything has to be a lesson – the traditional objective of a video game is to enjoy yourself; but having the ability to do just that while passing on knowledge at the same time is extremely rewarding. My son Patrick is six years old and could not make me more proud. I look forward to the day that we need to buy a third controller for his little sister to join us.

By Ross MaszczakLike SonLike Father,

I look forward to the day that we need to buy a third controller for his little sister .

FA C E

OFFW I T H M C K E N Z I E W E S T M O R EBy Brett Rose & Priscilla Wilson

FACE OFF RECENTLY HIT the one hundred episode mark and the host of the show, McKenzie Westmore, has been there since day one. The special effects makeup show puts the competing artists in unique challenges where they must design and create elaborate characters using a wide variety of techniques. Their creations are then judged and one person is sent home each week. As the host of the show, McKenzie is there every step of the way. She presents the challenges to the artists, does a mid-episode critique with her father, Michael Westmore, and showcases the final makeups to the judges. McKenzie does an exceptional job hosting and it is no surprise that the show has been so successful. We were honored to have the chance to interview McKenzie and pick her brain about some of the behind-the-scenes action on Face Off.

continued >>

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HEADSHOT GEEK: Face Off is in its ninth season with over 100 episodes. How would you say the show has evolved since the first season?

MCKENZIE WESTMORE: You know, what I love about the show is that we do evolve with the times and with viewership. We keep a certain aesthetic that the original viewers know and love. So there’s always that feel of when we first started. However, there are additions that don’t completely take away from how we first started, but evolve the show to a certain degree. So that the new viewers and even the original viewers can see something new and excit-ing. We have added new challenges. We have something called The Gauntlet which pretty much speaks for itself. I have another challenge called The Focus Challenge which is coming up very soon. It’s just a fun new way to reinvent the show a little bit without going too much outside the box.

HG: We love the dynamic between you and your father on the show. What’s it been like working alongside him for Face Off?

MW: Oh my God, it’s such a dream. It’s so amazing. I really am the luckiest girl on the planet because, first of all, I love my dad. We genuinely have an amaz-

ing relationship together. We genuinely love each other. It’s really funny because recently we were shooting in the lab and I really kind of adopted the position of, “I’m going walk in there, and I’m going

be the viewer. I’m going to be the person sitting at home watching the show.” With Dad, I’m never going to be anywhere close to the level or knowledge that that man has. So, we’re looking at a makeup one day, and I was liking it. I could see the direction this person was going in, and I looked at Dad and said, “What do you think?”. He said, “I don’t like it.” And I’m like, “Fine, you don’t have to. I like it.” I looked at the camera and said, “Oh my God, this is the first time we disagreed on something on or off camera.” Really, genuinely they thought we were going to start punching each other because were like, “Fine!”, “Fine!”, “Fine!” There was no way around it – we had to walk away. We really do have an amazing rapport. This Father’s Day, I wrote my dad a three page Father’s Day card. I’ve been working

with him all these seasons and having him around. You know, as a kid growing up, he was always gone doing movies and I didn’t get it. As a kid, I didn’t understand. So I just wanted him to know (a) that I

was sorry for any grief I gave him through the years for not being there and (b) I get it. I get why he was gone. He was doing it for his family, to take care of us, and also to follow his passion. And that’s the man that I’ve longed to look up to because he allowed me to follow my passion, my heart, and to do my dream job.

HG: On the show, you have seen creations from start to finish. Have you ever been surprised by any of the end results?

MW: Oh my God! All the time! We’ll be in the lab and something can look amazing. It can look unbelievable, and this is why we are constantly stressing – give yourself enough time for your painting, give yourself time on Application Day, don’t wait ’til the last minute. Because so many times I see

This is why we are constantly stressing . . . give yourself time on Application Day .

HEADSHOT GEEK / / Is sue 1 17

something look amazing in the lab, and then all of a sudden it gets on the stage and it’s like, “What happened?! It was so good.” And vice versa. Sometimes something will look hideous in the lab, and then we get to the elimination stage and it’s amazing! So it’s fun sometimes to see that change.

HG: The makeup reveals always seem to go flawlessly, but there has to be a blooper reel somewhere. What’s the funniest thing that has happened during a reveal?

MW: I would say if we put a blooper reel together there would be hours of footage. We always have something happen. On a more serious note, one of the models came out with a huge sword and was doing this karate-type sword wielding. I had just stepped off the stage. I stepped off of my

position because when the model’s up you don’t need to stand there. I just left the stage and the sword went flying across and landed right on my mark.

HG: How frightening! Speaking of which, is Glenn scary in real life or is he a teddy bear behind the angry facade?

MW: He’s a total teddy bear. He really is one of the most genuine sweethearts of a guy. He’s there at the drop of a hat if you need him. The persona that you see on TV is tough, don’t get me wrong. However, we have a good time and he has a wicked sense of humor.

HG: One of our favorite episodes of Face Off was when you took the contestants to Japan in Season Six. Are there any plans to travel to another country again?

MW: No. No traveling right now. There is so much rich history in Hollywood and so many places we can explore for great inspiration for

the challenges. There’s really no need to travel at the moment, but maybe in the future.

HG: You’ve been in the makeup industry since the day you were born. What’s your all time favorite make-up you’ve seen on TV or in a movie?

MW: Oh God, that is so hard. There’s so much great stuff out there. I always admired the design aesthetic, not necessarily the makeup itself, of Silent Hill. I love horror films and that was the one and only movie that kept me up for a week. The designs they had in that were so terrifying. The triangular headed creatures with the bulging muscles – they were terrifying.

HG: Star Trek, Passions, All My Children, and Face Off are just some of the great things you’ve been a part of. Are there any future projects for you?

MW: I have kind of stepped away from the acting side for now. There have been a couple movie offers here and there, but it just has not worked with my Face Off sched-ule. That is always number one. I have developed a cosmetic line. I’ve

teamed up with QVC, and we launched Coverage Perfector in April. If you go to QVC.com you can see Westmore Beauty or if you go to WestmoreBeauty.com you can check it out. It’s really an innovative, new

category of foundation. There’s nothing like it on the market, and that’s the big thing for me – the technology. There’s so many great stories about ingredients, but I’m about the technology. Obviously I come from the sci-fi world so why wouldn’t I be? It’s a BB cream, it’s a CC cream, it’s a tinted moisturizer. It’s also transfer-proof, budge-proof, and water-proof. We had so many test studies of women who put it on at 8am, went an entire day, went to a workout, errands, running around with the kids, and going to bed on a white pil-lowcase. The next morning, not only was there no transfer onto the white pillowcase, but at 9am the next morning they looked exactly the same.

HG: We are all geeks here at Headshot Geek. What’s your geeky interest or hobby?

MW: Singing opera. I’ve been singing opera since I was seven. I always thought I’d be on Broadway or the Met, and it just didn’t hap-pen. I ended up going to a soap opera. I al-ways say, “Be careful what you put out in the universe. Be very specific.” Wasn’t the opera I thought I’d be doing! But that’s probably my geeky hobby because that’s kind of relegated

my car. I know I look crazy on the 101 and the 405, but I don’t care.

All-new episodes of Face Off air on Tuesdays 9/8c.

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THE DAYS WHEN YOU CAN put the business aspect aside and take the time to appreciate your artists and com munity members are invaluable. Couple that op-

portunity with an avid appreciation for beer, comics, and video games and you get the vision of the Chicago brewing company, Arcade Brewery. Owners, Chris Tourre and Lance Curran, along with a

small team of dedicated folks are bring-ing this vision to life. Arcade Brewery is a culmination of crowdsourcing and community, getting its

start off a fully-funded Kickstarter campaign back in 2012. Releasing 15 beers in their first year of business, they have easily made a name for themselves in Chicago as a brewery to watch. They impart a genuine sense of

intimacy upon the com munity, making their importance valued by empowering artists not only locally, but globally. They also have the ultimate decision when it comes to picking

everything from the name to the beer label since they have no shareholders to appease. Design challenges are constantly facilitated to welcome artists all over the world to create the next package design. Alongside these

“It creates a unique relationship between the brewery and our community. In today’s media marketplace, it’s little about what you have to say, but what you are willing to listen to.” –CHRIS TOURRE

Arcade Brewery

HEADSHOT GEEK / / Is sue 1 19

labels, there have been several well-known commissioned artists from Jill Thompson (Sandman, Scary Godmother) to Alexis Ziritt (Space Riders) to Mike Norton (Runaways, Gravity), who have helped make their bomb-ers standouts in the sea of beers. Arcade Brewery is also responsible for the first six-pack stories; Festus Rotgut is a complete zombie tale told throughout the comic-style beer labels. By combining the tal-ents of two comic heavy-hitters, Tony Moore (Fear Agent, The Walking Dead) and Jason Aaron (Thor, Southern Bastards), you get a special collaboration to remember. This is a

true exemplification of how Arcade Brewery is innovating in the beer world. Along with taste, you really learn to appreciate the care and love that goes into each bottle, with each actually telling a story. It’s the perfect intertwining of art and beer. With the success

of Festus Rotgut, the brewery has the next six-pack story already in the pipeline. So what’s next for Arcade Brewery after a strong and impactful first year? More beers! Playing on their video game aesthetic, the brewery will be celebrating their first year with a launch of the first of their Boss Battle series: a Pale Minotaur Belgian Ale.

If you’re in the Chicago area, come join in on the one-year anniversary extravaganza on Saturday, September 5th at 3:00pm at Logan Arcade, 2410 W Fullerton Ave, Chicago, Illinois 60647.

B y J e f f G u e r r e r o

“The best part to me is making something you’re really proud and excited about and seeing that others are enjoying it too.” –LANCE CURRAN

Arcade BreweryF R O M C O N C E P T I O N T O C O N S U M P T I O N

BattletoadsR A G E A G A I N S T T H E M A C H I N EBy Brett Rose

WHILE WALKING AROUND the Xbox Lounge at San Diego Comic-Con I was handed some bizarre looking foam fingers. My heart skipped a beat when I saw what they were promoting. The game that haunted me as a child was coming to Xbox One as part of a thirty game compilation from developer Rare. Battletoads was getting ready to show a new generation what “rage quitting” is all about.

Photography by Brett Rose

HEADSHOT GEEK / / Is sue 1 21

Battletoads Battletoads is one of the thirty games fea-tured in Rare Replay which hit store shelves on August 4th. The game follows two toads, Rash and Zitz, as they battle their way through twelve levels to save their friends Pimple and Princess Angelica from the Dark Queen. Yes, all the toads are really named after skin condi-tions. If Teenage Mutant Ninja Turtles and Double Dragon had a baby it would definitely resemble Battletoads. The story is chock-full of humor, but that is not what most people remember about the game. Most memories about Battletoads revolve around broken con-trollers and broken egos. The difficulty level is downright absurd. I spent a ludicrous amount of hours as a child trying to make it past the third level. Conquering the Turbo Tunnel level without cheats was more satisfying than scor-ing the game winning goal in a soccer game or having my first kiss. Twenty plus years later I surprised myself by actually making it past the Turbo Tunnel level. The rest of my Battletoads experience was a rollercoaster of emotions. After playing for over eight hours and after losing eight hundred and fifty lives (Game Genie is a must if you want to attempt to beat this game without going crazy) I decided it was time to put the con-troller down. I made it to the final level, but decided it was time to quit after I noticed my dog cowering in the corner of the room. My plethora of curse words did not please him. Battletoads is by far the most challeng-ing game I have ever played, but behind the difficulty lies a brilliant game. The level design is truly remarkable in every aspect. The graphics are spectacular and seem way ahead of their time for a NES game. It feels like you are playing a 16-bit game on an 8-bit platform. A wide

variety of puzzles and obstacles make each level unique and intriguing. The infamous Turbo Tunnel level has the toads riding hover bikes as they dodge concrete barriers and make death defying jumps over bot-tomless pits. As you progress through the level you are met with increasing speed and difficulty. Blinking could very well cost you a life. The developers also decided to speed up the music to make every moment tense and terrifying. If you happen to pause the game you are greeted with even more upbeat music that reminds you how brutally insane

this game really is. There is a level called Rat Race where you literally race a rat to diffuse a bomb. The rat is significantly faster than you so you have to continuously punch him in the face to gain the upper hand. Another level called Terra Tubes has you battling rubber duckies that throw you off the screen and out of the game. My kids will not be allowed to play with rubber duckies because of that level. The variety of levels kept me interested, but the precision needed with the controls left me extremely frustrated. The fighting mechanics are particularly simple with the A button for jumping and the B button for throwing punches, but simple does not always translate to easy levels. I consider myself to have great hand-eye coordination, but mistiming a jump by a fraction of a second leads to immediate death in most cases. This one area is what makes Battletoads a nightmare. I am pretty confident

that I invented some new curse words while making my journey to the final level. A rubber ducky surrounded by giant spike balls killed me over one hundred and fifty times. If you can somehow get past the difficulty of the levels there are some great fighting features that provide some laughs. The toad you are controlling will turn into different inanimate objects like a giant boot or a wrecking ball and obliterate whoever is in your way. Enemies will go flying across the screen if you land a particular combo and if an enemy happens to land a death blow the same happens to you.

I cannot even fathom how many times I was flattened by a giant enemy or sucked into an air conditioning vent. You also get to drive a wide variety of vehicles like a hover craft, snake, surf board, and an odd-looking bike as a hypnotic circle chases you down. Battletoads is full of so many great moments that stand the test of time. I have played a ridiculous amount of video games in my day and Battletoads ranks at the very top of my list for favorite and least favorite games. Excitement quickly turns to frustration and completing the game feels more like a chore than an accomplishment. But past all the torture there is an amazing game. The graphics, gameplay, humor, and level setup are all ahead of their time. Make sure you go pick up a copy of Rare Replay if you have not experienced the challenge that is called Battletoads. I look forward to seeing all the rage from a new generation of gamers.

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#TrendingNerds Are EverywhereBy Jon Carabetta

We live in a world where long-outcasted nerd culture

has become almost socially acceptable. The days of com-

parisons to Steve Urkel, Comic Book Guy or Screech are

becoming a distant memory. Now nerds and geeks are out

in the work force, and taking the world by storm.

I work in the transportation industry, which has long

portrayed the stereotypical truck driver who wears over-

alls, a flan nel shirt, and the iconic trucker’s hat. Although

I do not drive a truck myself, I am beginning to spot

classic nerdy icons within the trucking force. Truckers are

adorning their vehicles with Star Wars Rebel icons, TAR-

DIS from Doctor Who, and even Deadpools on the front

grill.

It does not end there; newer trucking companies are

donning parody names from Star Trek: The Next Genera-

tion, and even Stargate SG1. Their offices display small,

hidden figures of Batman, Superman, and the Avengers

just to name a few. Conversations are no longer about last

night’s ball game; instead, they revolve around questions

like “Did you hear about the new J.J. Abrams’ Star Wars

interview?”

So the next time you see a truck go down the highway,

pay attention to some of the decals or the name of the

company. You might just see something you had never no-

ticed before, and realize that we, as nerds, are everywhere.

HelldiversBy Jeff Guerrero

To the sky!

Truer words never been spoken about the rise in popularity

of Helldivers on Playstation 4. With games like Magicka and

their reboot of the iconic Gauntlet under their belt, Arrowhead

Game Studios delivers once again with this top-down shooter

mayhem. It’s almost as if Arrowhead took everything that was

great from similar Earth-defending predecessors and added

more depth and space to culminate a very unique experience.

The game can be played solo or online co-op, but Helldivers

is in no way an easy game either way. In fact, that’s an under-

statement – it is one of the most frustrating and infuriating

games in the best way possible.

Teamwork and strategy are two key ingredients for a success-

ful campaign to defend Super Earth. However, that’s a lot easier

said than done with a game that keeps it real to the point where

friendly fire is your worst enemy. Anything and everything can

and will kill you.

For a game with a price point of only $20 in the Playsta-

tion Store, the replay value is extremely high with the aspects

of leveling up your character, unlocking items, and randomly

generating open worlds. It takes something as easy as enter-

ing a series of D-pad controls to call down an item or weapon

and intersperses it into a world that turns it into anxiety-

driven mania. Regardless, no one gets extracted from a planet

without feeling a great sense of accomplishment that they can

celebrate with cape spins.

HEADSHOT GEEK / / Is sue 1 23

Saying Goodbye to Playstation 3: A Next-Gen DilemmaBy Jim Leyva

For almost two years now, an inner battle between familiar-

ity (or perhaps frugality) and a craving for the latest technology

has been raging within me. Luckily for me, having Metal Gear

Solid 5: The Phantom Pain being available on my beloved PS3,

familiarity/frugality will be the temporary victor.

This is where my dilemma really begins. I mean I have to

play Uncharted 4, not to mention the new God of War and The

Last of Us that are sure to be next gen exclusives. What is a

Playstation fan to do?

The countless memories of epic adventures, thrilling come-

from-behind Hail Mary victories and suggestions to smart-

mouthed 15 year olds are all PS3 memories that I’m not quite

ready to let go of yet.

I know I am just prolonging the inevitable, but I guess I

want to hold on to those memories for a little while longer. I

now know how a parent feels after watching their children grow

up and go off to college. As hard as it is to say goodbye, it is an

unavoidable aspect of evolution.

Survival Tips to Acquiring Funko Exclusives at SDCCBy Eva Sarracco

One of the biggest companies for sought-after exclusives

quickly rising to the same level of exclusivity as Mattel, Hasbro

and LEGO is Funko. Trying to get into this year’s Funko line

reminded me of last years’ LEGO line. It was every man for

himself (or herself ) and it wasn’t pretty. This year there were no

pre-order options so everything needed be purchased on the

show floor in person. Luckily, I was able to get my hands on a

few of these babies, and if they use the same booth procedures

next year, I have a few tips to help you out.

When I was finally able to get in line, it was on Sunday as the

morning as the convention was opening. We ran to the booth to

find they were passing out tickets along the counter. Through the

frenzy of pushing and shoving, I eventually made it to the front

of the mob where I procured one of the last of the tickets they

were passing out. The tickets tell you what time you can return to

stand in line. When they cap the line, it is over for the rest of day.

Once you are in line, they will give you an order sheet to fill out.

Mark the items you want, but be advised that quantity is limited and

some items may no longer be available once you reach check-out.

You can only purchase one of each piece per person. If you want

more, you will need to have another person in line buy it for you.

While being short helped to duck in and get up to the counter

where they passed out the tickets, getting them in hand took both a

fighting spirit and plain luck. I do hope that next year they have a dif-

ferent method to this madness – maybe even consider going the path

of LEGO or Hasbro. If not, you’re that much more prepared now.

I know I am just prolonging the inevitable, but I guess I want to hold on to those memories for a little while longer .

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