You've seen their work in haunted attractions across the nation, you've seen
their products at the trade shows. Now, finally, you get a glimpse of Distortions'
"Head Ghoul", Ed Edmunds. We asked him a variety of questions, ranging from his beginnings, to
the much talked about inflatable structure that debuted at IAAPA in November 2002, "The Beast"(TM) and much more!
Leave the real world behind...you're about to be taken to a "distorted" reality.
HauntSearch: At what age did haunted houses and props interest you and how did you go about getting into the business?
Ed Edmunds: I think I became interested in haunted houses real close to when
Distortions was started, 25 years ago, previous to that I had never
seen a haunted house or been in a haunted
house.
There just were none in the area in Illinois I was living in or at
least that I knew of. I think our interest accelerated dramatically
when we started doing our own dark attractions and subsequently
manufacturing animatronics for dark attractions.
HS: What year was Distortions Unlimited born?
EE: I am going to guess at that because I don’t know for sure but my guess
would be 1972 or 1973 as far as the name and the concept of make-up and
masks and so forth. It didn’t really start as serious commercial
enterprise even though I did do some work, until 1978.
HS: What inspired you to start Distortions and would you care to share the reasoning behind the name?
EE: First of all, the name was a
name I came up with in high school and quite honestly, I didn’t think
that it was that great a name and since I had the name, renting masks
and doing make-up and so forth in high school, when I started the mask
company it was just easy to use that name. As time went on I wanted to
change that name and we strongly considered that for awhile but dropped
it because by the time we got around to wanting to change the name to
something else, Distortions had become such a highly recognized name
that we felt like it would hurt us to change it and actually it has
really become not Distortions Unlimited Corporation but just
Distortions. That is not a bad name but it is just one of those things
kind of like Pink Floyd, I guess I wouldn’t say that Pink Floyd was a
great name but it
becomes
such a part of a culture that somehow it becomes a good name. As far as
how Distortions itself came about, again it had no glorious beginnings.
I basically was painting masks for a local novelty store. These were
real low quality import masks. Back when imported masks were just
awful, I would do a paint job on them with an actual paintbrush and
then charge the novelty company for them. I had created my own mask for
a Halloween contest for an elaborate alien costume and the retailer I
had been painting the masks for and he wanted to know if I could make
more of those masks for his store. So I started making them and they
started selling and I realized that I could make a living making
Halloween masks, which was quite thrilling to me because at the time I
was wondering if I was going to end up doing something for a living
that I hated. So, it worked out quite well.
HS: If I am not mistaken, wasn't Distortions started in a single bedroom in
a two-bedroom apartment and now you have a warehouse where you
fabricate your creations. How big is the warehouse and approximately
how many employees do you have that work for you company?
EE: Actually, our second location
was a two-bedroom apartment. The first location was a one-bedroom
apartment. We were not there long but it was difficult to do much. The
warehouse we have now is in an industrial zoned area and we have about
24,000 square feet. Our employees are kind of an interesting thing
because in the past we would go through hundreds of employees in the
heat of the season which is in the summer months, preparing for
October. But we have really changed our philosophy and we realize that
it was hurting our ability to maintain quality at the level we wanted
it and with these big crews inevitably you are bringing in people that
don’t know what they are doing and have to be trained. So we are
actually staying with a core group that we will expand slightly in the
heat of the season but we are keeping our numbers down to just the
artist that really know how to produce the product. We experimented
with this for the first time in 2002 and it was very effective and we
were actually able to get out everything that we needed to. Production
went much smoother.
HS: Where do you come up with your ideas for the props seeing as how you
have created some of the most original props in the industry?
EE: The ideas for our products are mostly generated by Marsha or me. We
also have some creative input from the people here that are on the
Distortions’ team and artists that we hire to do drawings and
sculpting. So there is a lot of input but I think something changed
when we got into the dark industry. It really had hit the ceiling, we
did the 16-foot queen alien and I thought. “Boy, we are doing
everything from a cut-off finger to the giant queen alien. Where do you
go from here?” It was actually a negative time because I thought,
“Well, we’ve done it all. How many different vampire masks can you do?”
You know, I was really struggling creatively. When we got into the dark
attractions stuff, that really changed us. We went from struggling to
come up with new ideas to having huge lists of things we wanted to do
and trying to decide which ones we had time to do. Certainly, our
God-given gifts of creativity and so forth, and also just being
immersed in a single line of
thinking
for 25 years, everything you do, everything you see gives you ideas.
That immersion is something that if you shift from just being a fan to
actually creating these things, you find that you can go to something
normal like a play and you walk out of the play and you have two or
three creative ideas and everybody else just saw a play. The play could
be the Song of Norway, it doesn’t have to be industry-related but you
end up seeing things a little differently than the average person.
HS: Your props are among the most widely used in haunts today. What, in you
opinion, makes your product so appealing to so many haunts?
EE: Partially because we love what we do, I think that comes out and shows
in the products. The other reason people buy a lot of our product is
that we have been around for many years and are well known, we started
dark animatronics with the electric chair. Most products prior to that
were tongue-in-cheek. There wasn’t any really (at least that I know of)
any serious savage violent animatronics prior to the electric chair.
HS: What materials are generally used in creating a prop and in what quantities, on average?
EE: We make such a large variety of
things that that is a difficult question to answer. If you were to take
something that is an average product for us, like a full-sized display,
a six-foot character, or
something,
there is probably over 20 feet of metal that goes into it for an
armature, also cylinders, valves, electrical components, etc., and a
couple of gallons of expanding foam, plus a couple of gallons of latex
get sprayed into the mold, and small amounts of paint and hair are
used. Materials are a big cost in what we do and we use the best
materials we can get. We have just found that like most professionals,
the difference between an amateur and professional is the equipment
they work with and the materials.
HS: Typically how long does it take to create a new prop from conception to finished product?
EE: Well, that depends on if the new product is a mask or it is a hot seat
extreme. The hot seat extreme took months of work and notes and time in
the sound studio and it was a very involved thing and "The Beast"(TM) was the same way, it took many months and plane trips and so forth to
pull these things off. This is true of the elaborate stuff. Of the
simpler things like a mask, we could actually have a finished prototype
inside a week. It can go that fast. Generally, it doesn’t. It might
take a couple of weeks. It really varies depending on how multimedia
the product is and how much new ground we are covering to have to
reinvent the wheel, so to speak.
HS: I have seen the darkatecture props on your website. How do they differ from the other props material wise?
EE: Darkatecture was a concept that we came up with. There are some
companies that are doing some very nice pieces and we felt like there
were some advantages to foam and we got into that and worked at it for
a couple of years, but as I had mentioned earlier, about being all
things to all people, we really felt that what we did best was not in
the foam realm. We had a lot of complaints from our costumers wanting
those props in latex and foam for various reasons. One is durability is
greatly
improved.
There are some cosmetic reasons too. We felt that we should produce
those things in soft foam and latex. So all of those have reverted back
to foam and latex except for I believe the Gothic Gargoyle and the
Angel. Those presented some problems to do them in soft foam and latex,
but we are even addressing that to see if we can do those in latex.
HS: Do you have any of your props set up inside of your home?
EE: No, we have absolutely nothing at the house. I know that there are
people out there who have their whole place decked out. I think that
for us, we live and breathe it so much at work and we are at work so
much - many times seven days a week, that there is no desire to see it
at home. I think really when we do get home it is an escape from work.
Even though I’m sure it is hard to imagine for somebody who enjoys it
from an entertainment standpoint. It is good for us to get away so we
can think about something else.
"The Beast"(TM)
Imagine
being able to step into the throat of an enormous creature and
experience this strange dark world. A close-up view of everything you
never wanted to see within; the heart, the lungs, and digestive system
of this foul beast become your reality. The smells and sights are
overwhelming and exciting, as you hope that you are not the next course
of this beast’s meal.
This new interactive monster challenges the boundaries
between fantasy and reality, while pushing the boundaries of inflatable
technology and EFX. Plus, The Beast sets up in hours, not weeks,
designed to for quick setup and mobility. And the durable “spongy”
walls prevent scrapes and bumps, while also adding to the organic feel
of the environment within the belly of the Beast.
HS: With the hot seat electric chair simulation, how does it work and has
it created as much controversy as your animated electric chair props
have over the years?
EE: I
would say it hasn’t been as controversial because people have become a
little bit numb to the whole electric chair concept as a entertainment
devise. Basically, a series of things happen in stages and a smart
relay turns on the lights, starts the digital sound, when the
electrocution begins it kicks on a valve with a lower air supply and it
starts a vibrator in the seat and vibrators on the hands. The seat
vibrator is a big industrial vibrator. Then it goes to another stage
and it goes to another valve that has got more air to it so everything
speeds up and
vibrates
more and then it kicks on the video monitor showing electricity and so
forth and kicks on the fog. Then it goes to the third stage and it
increases the vibration even more and it kicks on cylinders that throw
the chair around and it is just a fun ride. We talked about putting a
nine volt electric shock with it and we are still considering that but
we are a little concerned because if you add the feeling of a shock
like you would get off of a joke cigarette lighter, to everything else
they are experiencing, we are afraid that people would think that they
are really getting a wallop and so we decided to just keep it more fun.
HS: You had mentioned "The Beast"(TM) earlier. Would you care to explain the concept and design of this structure?
EE:"The Beast"(TM) is actually a concept we had two or three years ago and it finally became a reality this fall. "The Beast"(TM) uses inflatable state of the art technology with numerous special
effects such as sound, lighting, fog, etc. It is comprised of six very
large inflatables which are connected together with quick connectors
and the straps that appear to be holding it to the ground are actually
hiding the seam lines and those are Velcroed down one to the other
creating the visual illusion of a single gigantic beast. The dimensions
of "The Beast"(TM) are 25 feet high, 40
feet wide, and 150 feet long. The premise of the product is that you
are able to actually walk into the mouth of this enormous creature and
tour the internal organs with a variety of special effects and exit the
rectum with a blast of air and a Bronx cheer. What generated the idea
was recognizing that as the industry grew, products needed to be
developed that could be used as attractions but that would set up very
quickly and would use very little storage space. The BeastTM answers
many of the modern problems plaguing the haunted attraction industry,
in that:
a) It is it’s own marketing. If "The Beast"(TM) is placed in a parking lot near a busy street it will actually stop and
pull in traffic. We experienced this at our industrial facility where
it’s not a high traffic road and yet people were just stopping, taking
pictures, wanting to know what it was, wanting to go through it so is a
very visually intriguing product from the outside which pulls them
inside.
b) It is very quick to set up. If you have done it a time or two, you could probably completely set "The Beast"(TM) up with light and sound in a day with four people. This is a tremendous
advantage especially for attractions that have multiple events. To
spend weeks on each event is very difficult.
c) The storage space required. It can literally fit in a very small room. Each of the six duffle bags that "The Beast"(TM) fits into are approximately four to five feet long, maybe three or four
feet wide, and three or four feet tall. This really helps when you
think of what it normally takes to store a good size attraction and the
work and loss of materials every year. This is a tremendous advantage.
d) Finally, I think that a real advantage that "The Beast"(TM) has is it something that has never been done, or certainly not to this
degree. When we premièred it at the International Amusement Park show
in Florida, which is the biggest in the world for the Amusement
industry, it was a big hit. All the people we talked to said it was one
of the hits of the show. We were glad to hear that because that is a
very jaded group of people that have seen it all and so it’s always
great to have a product that you can roll out and it steals the show.
At least for a time it will have a tremendous marketing and publicity
potential.
HS: Are you currently selling "The Beast"(TM) inflatable attractions and are there plans for other large scale products such as this one?
EE: We created "The Beast"(TM)to
sell and in fact the first one is now operating in Hong Kong and doing
well. We are working on other attractions using this new technology. I
say “new” in that inflatables have been around for many many years but
I think what has really changed inflatables is that there is a new
artistic direction that is happening with a couple of the inflatable
companies. In the past inflatable companies did not have art
departments and now a few of them do. I think that the other big thing
in inflatables is the use of computers to cut and label the vinyl so
that they can do some very intricate designs. We did a one-sixteenth
scale of "The Beast"(TM) that was about nine foot long and they were able to use that to create
these patterns that are put into the computer and the computer makes
these, actually cuts and labels these pieces of vinyl. That has really
changed the inflatable technology. Now instead of stupid looking
gorillas, they can really do some amazing things. We want to take
advantage of that and create a variety of very unique concepts that
just couldn’t have been done before. You couldn’t do a 50-foot monster
that looked good before or an enormous attraction that blows up in
minutes. "The Beast"(TM) is the flagship because it is so incredible looking visually, but we have other concepts that are very different from "The Beast"(TM), buildings, and so forth that will work very nicely with inflatable technology.
HS: I have noticed what seems to be a collaboration between Distortions
Unlimited and Brainstorm Studios. Would you like to elaborate on this
topic?
EE: We had a
very tight relationship with Brainstorm over the years and they do
beautiful work. I think both companies helped each other out
tremendously over many years that we worked together. However,
Brainstorm now is getting very big and have a lot of customers and so
that interdependence has diminished considerably. They are kind of
doing their thing and we are doing ours. We also have some other
graphics companies we work with. So that link that was much stronger in
the past I think has kind of evolved to where both companies are a
little more independent. We can’t say enough good things about them and
their quality.
HS: What makes your company different from all the rest of them in this industry?
EE: I think that it comes down to the personality of Marsha and me, and the
rest of our team and to what inspires us. Just like one artist paints
and their paintings look this way and other artists’ paintings look
that way, it’s pretty much the creative variance and also one thing
that we’ve done is we’ve become like a mini-Hollywood special effects
company in that we can do so many different mediums of materials and
whether it is electronics or pneumatics or metal or rubber or foam or
whatever we can pretty much do anything we can dream up and that’s a
really fun position to be in.
HS: What are some of your interests outside of your company?
EE: I’m glad you asked that question. We’ve started a new company called
Brainchild Design Lab. Brainchild is something that we’ve been wanting
to do for many years. We have so many ideas for industries that are
different than the Halloween industry. We’ve got restaurant concepts, a
documentary film, children’s game, just a large variety of projects
that we desperately want to work on. "The Beast"(TM) was actually a Brainchild project. It does have applications in the
haunt industry, however, it is much more usable year round with
carnivals and various attractions that it is not so Halloween-specific,
even though inside there are some classic fog and lighting effects and
things like a haunted house would have. I really don’t know that I
would not call "The Beast"(TM) a haunted
house and it certainly isn’t limited to the month of October. So we are
anxious to do more projects. I will admit that our ideas are a bit
twisted and have Distortions’ influence in them. However, it is a
unique twist that hopefully will open doors in these other industries
because it is something that has not been seen in those industries,
like "The Beast"(TM) with the inflatable industry.
HS: Is Distortions strictly committed to the Halloween industry or might we see your company expand to Hollywood?
EE: We don’t currently have any Hollywood aspirations because there are
people that do make-up, props and so forth so well and they charge so
much for them that they’re really in a totally different league. For
instance our ultimate gorilla is very nice for the money, about $4,000
wholesale. We use the same hair they use and we actually consulted with
and had some Hollywood guys help us develop the head movement and
sculpture. However, when Rick Baker does a gorilla and charges $250,000
it is dramatically better and that ground is so well covered by people
like Rick there is just no reason for us to contend in that arena. I
would rather produce things for the end-user that hold up better. It is
just a whole different realm. We have so many other things that we want
to do.
HS: I had a question sent to me from one of my readers who wanted to know:
size and costs are often related, and do you predict any major changes
in new design or size as a result of the nationwide slow 2002 season?
EE: I think we will pretty much continue to do what we’ve done size wise
and things because that’s what interests us and I do understand that
budgets are tight if the sales tend to go down, people don’t have as
much spendable
income
for the following year, so we may try to keep some of our prices tight
as far as options and things in the products, making smaller characters
or something, I don’t know that that’s necessarily what the
professional haunters are going to want. I think they would just buy
fewer really cool things than buy a lot of compromised smaller props. I
will say however that we are very interested in this trend in the home
haunters end. We are trying to figure out how we can make some really
cool stuff for those guys and there will be a consideration of size vs.
cost. We want to try and make them as big and cool as possible and keep
the cost down. But it is a totally different branch of the industry as
far as we are concerned.
HS: As it relates to 2002, did your company do below average, about average, or above average? Would you care to explain?
EE: Distortions did about average. We were really expecting a hit and were
surprised at how busy we stayed. And not only did we stay busy
throughout the year but we worked late. We were doing animatronics the
week before October, is unusual. It is usually done by the first week
of October. I’m not sure how that relates to the industry wide
situation of business being down. It’s really not industry wide, it’s
nationwide I’m sure. Our business went along very well. We were
expecting to have sales be down, but for whatever reason it was a good
year for us.
HS: Is Distortions strictly committed to the Halloween industry or might we see your company expand to Hollywood?
EE: We don’t currently have any Hollywood aspirations because there are
people that do make-up, props and so forth so well and they charge so
much for them that they’re really in a totally different league. For
instance our ultimate gorilla is very nice for the money, about $4,000
wholesale. We use the same hair they use and we actually consulted with
and had some Hollywood guys help us develop the head movement and
sculpture. However, when Rick Baker does a gorilla and charges $250,000
it is dramatically better and that ground is so well covered by people
like Rick there is just no reason for us to contend in that arena. I
would rather produce things for the end-user that hold up better. It is
just a whole different realm. We have so many other things that we want
to do.
HS: Finally, there are a lot of
people looking to break into this business who see prop building and
manufacturing as a good way to do this. What piece of advice would you
give to somebody trying to start up through this avenue?
EE: Probably the best advice I can give is to not try to be all things to
all people. This has been Distortions philosophy somewhat since we
started with small props and masks and then evolved into animatronics,
we felt like we could be all things to the industry, in other words.
However, what we found is that there are certain things that we do
better and others that we don’t so we are going to job out our masks
and props to overseas manufacturing and focus on what I think we do
best and that is the large animatronics. One note of caution, if you
want to enter the arena with animated products, you will need to look
at them from a safety standpoint and durability standpoint and entering
the market with something different. The large animatronics are a
difficult undertaking and as many companies can attest to, if you
pursue those and don’t get it right, it can be very costly. Finally I
would recommend that they focus on a niche of the industry and see what
is out there, see what might be lacking or lacking in uniqueness, as
far as a niche of the industry in masks or certain kinds of rubber or
wood or metal props and find an area that is not real well covered and
go after that rather than trying to shotgun the industry and do a large
variety of competitive products.