January 10 2025

Metal Beast, Unleashed: Inside Luca Boscardin’s Animal Factory

“I wanted to create the same feeling — the same fear, surprise, and happiness — that you have as a child.”

Guest Luca Boscardin Interviewer Livia Xie Editor Livia Xie & Yitong Zhang

This December, I had the privilege of interviewing Luca Boscardin, a young toy designer and illustrator based in Amsterdam, currently working in Italy, Luca is also the founder of his toy brand, BLUC. A few years ago, during the pandemic, he found himself gazing at the deserted streets of Amsterdam when an idea completely different from his previous projects struck him. This took him on a years-long creative journey called Animal Factory.

“I understood from the beginning: this project has more potential than the others… For the first time, I couldn’t work in my studio,” Luca explained. This was also the first time he designed toys for the city.

1: When Metal Animals Run Free

Inspired by the empty streets of Amsterdam, Luca began to imagine gigantic animals roaming freely where humans once dominated, reclaiming the city and transforming it into an animal-filled haven. This vision of post-apocalyptic romanticism reminds me of the reflections of certain 1980s artists on urban spaces. At that time, movements like Land Art and installation art often used “natural” or “non-human” elements to challenge the orderliness of urban spaces, critiquing how we’ve made cities so rigid and boring.

Luca then chose metal as the primary material to bring these animals to life.

I found this choice particularly intriguing because the structure crafted by metal feels linear, cubic, or even minimalist. It blurs the boundaries between two and three dimensions. Unlike traditional solid forms composed of planes or blocks, this “compressed” style invites us to contemplate spatial dimensions. It might even help children visualize how three-dimensional objects can be translated onto paper.

When discussing this choice, Luca shared:
  “As a child, when you are playing with a sword or a gun, you want it to be strong and heavy. In the same way, when you’re playing with an airplane, you want it to be light, flying high. That’s the same thing when you see a wild animal, like a toy gorilla in front of you — you expect it to be strong, sturdy, and robust… So metal was a good choice. The material and the production exactly reflected how I was drawing the animals — simple and synthetic.”

Working with metal for the first time wasn’t easy for Luca.
  “I’m the designer who’s patching and creating the animals, but next to me, I have a welder and a producer who can think with me: How can we solve this? How can we make this animal look nicer? 

This is a beautiful collaboration because sometimes, since I’m not that well-informed about the limits of the machine or the materials, I go wild. Thanks to them, they’ll say, ‘Hey, look, this is not possible to do this, so let’s step back.’”

It didn’t take long for Luca’s creations to capture people’s hearts. His metal animals began to “rewild” various parts of Europe, “sprouting” in different cities.

On a previous project in Bratislava, Slovakia, Luca created six animal sculptures along the Vodné Dielo Gabčíkovo, proposing a set of riverine creatures—whale, walrus, crocodile, octopus, and turtle. Luca likes to imagine the design process taking shape during the nighttime, when those animals are leaping back into the river. Now Luca is at work on a new series set to debut in London next summer, featuring six local animals requested by the client, with reindeer, foxes, and even insects among the chosen subjects.

“Some local animals are more challenging to design, especially if the area doesn’t have many exotic species. A sketch might look great in 2D, but it gets a bit lost when it goes into 3D. It’s always an interesting process of finding the right number of lines and colors to use in designing the animals. Some animals turn out ‘nicer’ than others, and by ‘nicer,’ I mean not just from an aesthetic point of view but also how people interact with them.”

2: The Intersection of Art and Design

“My goal was to design objects that don’t prescribe a single use. My toys allow people to mix and match parts to create whatever they want… And this is exactly what happened with Animal Factory.” As a designer, Luca’s approach to creation carries an anti-functionalism philosophy,  “All my designs give the users different ways of using them.”

This approach contrasts sharply with traditional design, which typically solves specific problems. However, Luca’s work has the potential to be multifunctional, addressing evolving needs. In fact, these “animals” can function as leisure, fitness equipment, sculptures, or even landmarks for social gatherings.

“For example, in Amsterdam, I had four animals installed. One day, I asked a friend where we should meet, and he said, ‘By the crocodile, of course.’ I was really happy, because when I designed them, I wanted them to be playful, and that was unexpected,” Luca shared with us.

In a way, his creations are designed products, but their true value lies in his “non-design” essence. The soul of Animal Factory is the engagement it provokes, this resonates with Joseph Beuys’ concept of “social sculpture.” This idea posits that art extends beyond traditional material forms, like painting or sculpture, to become a social structure—a creation shaped by collective participation.

3: Childhood, Unlocked

I originally assumed that Animal Factory was designated as an amusement facility for kids, because of its versatile uses, bright colors, and cute forms. However, Luca told me, “In the beginning, I thought it was the opposite for children.”

“I’m a big fan of Enzo Mari, once he said: ‘Children live in a world of giants.’ he meant—everything is designed and built for grownups, not for little children,” Luca explained. Being in the world of a giant might imply a space where anything seems possible, where limits are fluid, and where creativity knows no bounds. But that sense of wonder we experience as children, like traveling through Brobdingnag in Gulliver’s Travels, has disappeared from our lives as we grow older.

“I wanted to create the same feeling — the same fear, surprise, and happiness — that you have as a child when you’re in front of something out of your proportion.” Said Luca.

“I like to think my favorite animal is the one that still needs to be designed: the next one.” He laughed, “But so far, for sure the giraffe is one of my favorites. Because it's huge, you are in front of this six-meter creature, and you really feel like a little one in front of her, dwarfed by its scale.”

4: What is a well-designed playground? And what’s not? 

In Luca’s work, I seem to hear echoes of Aldo van Eyck’s design philosophy in a contemporary context. Aldo van Eyck was one of the most influential playground designers of the 1950s to 1970s, creating over 700 playgrounds for Amsterdam. These designs were not solely intended for children but aimed to foster closer connections between people through urban micro-spaces. He once said, “A good playground does not isolate children but connects them to the life of the city.” This idea of blurring functional boundaries and connecting different generations is also reflected in Luca’s Animal Factory.

“I used to live in Amsterdam, where there is a lot of attention paid to playgrounds and children. Right now I’m in Italy, which has a lot of beautiful things, but definitely there is a lack of effort and quality in designing playgrounds,” Luca mused. “There are a lot of areas that are supposed to be for children, but they are just not well-designed. You find these so-called playgrounds—quiet, empty, and so lifeless. The structures are uninspired and boring, it’s not just the kids who sense it. If you as a grownup don’t even enjoy a place, then you won’t bring your child there either.”

“Play isn’t a child’s monopoly.If a playground is well designed and well thought for children, then the same goes for grownups as well," Luca concluded. This statement uncovers the core design philosophy behind Animal Factory.

5: Through a Child’s Eyes

When it comes to creative inspiration, Luca acknowledges that renowned artists like Picasso and Stenberg have had their influence on his work. Yet he insists that his greatest source of ideas comes from children themselves.

“My biggest inspiration comes from children: the way they are able to be so abstract, universal, and iconic. There is a purity in how they perceive. For example, every child knows that a blue line on a piece of paper represents the sky. A triangle on top of a square? That’s an idea of shelter. There is a shared visual language, it’s ‘democratic’, but it’s also intuitive. Simple, but so powerful. I think what many pioneering artists strive for is this same intuition and this ability to imagine.” Said Luca.

“I'm always aiming to arrive at an essence where you can offer a product that can be customized with your imagination. When a product can be customized, it becomes personal—it can become your toy, your animal. It’s a beautiful, though challenging process.”

“Now that I’m a father, I see this process through my little twins. Galileo, who just turned three, has an amazing ability to fantasize and see things in such new and exciting ways. It is mind-blowing.”

All Images courtesy of BLUC

Click here to see Animal Factory on DART Magazine

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