Tag Archives: France

Rosa Coomber: The Making of Suzon’s Clues

My name is Rosa Coomber, and I was lucky enough to work with the collection as the Digital Narratives and Storytelling Intern from August 2022 to the end of July 2023. I was excited to join this internship not only due to the opportunity to work with an incredible collection, but also due to the apparent commitment to creativity and freedom fostered by my colleagues. Digital narratives and storytelling are necessarily vague phrases; with a collection as vast as we have at the Conway, and a staff and volunteer body so broad and dedicated, there are more than enough stories to tell! After studying for a few years, I was keen to take a break from essay writing, and instead sought to ponder the question “how else can we tell the story of this collection?”

It turns out that there are almost infinite ways to do this, but the one that I spent most of my time on was Suzon’s Clues. My aim was to delve into the details of individual pieces in the collection and to document the physical experience of the library that we all know and love. A video game seemed to be the perfect medium for this, setting a mystery against the sights and sounds of the Conway.

A screenshot of a title screen for a video game. On the left of the screen are the Start/Load menus, Preferences and Help Panes, and links to read more information about the game or quit the application. To the right, the title “Suzon’s Clues” is written in capitals. The background image is the tea room of the Conway Library with photoshopped smoke covering the bottom half.

[Image: Suzon’s Clues Title Screen. Background image: Tea Room, Conway Library, Courtauld Institute of Art, London, Jan. 2023. Photograph taken by the author. Sidebar graphics created using Procreate © for IOS]

“It’s your first day as a new volunteer in the Conway, and you’re greeted by a rather mysterious individual. Work together to explore the library and uncover clues, but beware, you may find more than you’re bargaining for…”

 

Gameplay

It’s time for your first shift at the Conway Library. You arrive at the Courtauld Institute of Art, collect your volunteer pass, and make your way downstairs. You can feel a presence following you, but you push the thought to the back of your mind; you’re in Somerset House after all, a building with hundreds of years of history, and there are bound to be things hanging around. You open the door to the Witt Library, where you are suddenly intercepted by a mysterious young woman who introduces herself as Suzon. She seems to have been expecting you, and can barely contain her excitement. Suzon explains that she needs someone to help her decode objects that are materialising in the library; they appear to be Conway photographs, but each of them is obscured somehow. It’s going to be more complicated than simply finding their box numbers and filing them away.

Through a series of multiple choice questions, the player explores the library to find clues, whether these are poems, newspaper clippings, or even witness testimony from yet more obscure characters. Once they are cleaned, translated, and stitched back together, they are returned to their rightful places in the library. The aim of the game is to learn more about the photographs in the collection and to integrate them into their historical and cultural context. The more clues the player finds, the clearer the picture becomes. This not only applies to the photographs, but also to the appearance of the elusive Suzon, who seems more familiar as the story progresses. There are four main chapters and one bonus problem, where the player has to opportunity to solve the mystery of Suzon herself. The game is intended not only as an educational exercise, but also as a kind of tribute to the library as a physical space and a centre of memory. This game is not recommended for children under 12, given occasional horror-related subject matter and descriptions of violence and death.

 

Inspirations

Before I settled on creating a video game, I was more focused on the “point of view” element of the project. I had come across an interesting photographic project from the Wellcome Collection’s volunteering department, which photographed the route from Euston Road, inside the main building, and eventually ending at the library itself. This project had practical purposes, of leading volunteers to their work space, but it also made me think about materiality, and what significance these seemingly innocuous and functional photographs would have in future years. Tom Bilson, Head of Digital Media at the Courtauld, had spoken to us often about the importance of documenting the collection and library “warts and all”: scuff marks on folders and torn labels on the red boxes. My initial plan was to create a kind of photographic project, documenting the volunteer experience from the volunteer’s point of view. Through compiling these images, I hoped that we might create a faithful visual representation of the Conway Library experience. It is interesting to note, between September 2022 and the time of writing in July 2023, the Wellcome Collection photographic route is nowhere to be found online, including via the Wayback Machine. This is perhaps testament to how fleeting these moments in time and space truly are, even with the seeming permanence of the internet.

A collage of nine different photographs. The images chart the walking route from outside the main entrance to Somerset House, through the reception area, and down into the Witt Library. From here, the route continues down into the Conway Library and ends in the photography vault.

A selection of images taken in and around the Conway Library, Courtauld Institute of Art, London. Photographs taken by the author, Oct. 2022-Feb. 2023.

 

It was only once I started actually compiling these images that I realised what a resemblance they bore to a typical video game route. I have always been interested in more immersive, interactive learning, and so finally I settled on creating a POV supernatural horror/mystery game. The Conway Library, and its setting underneath Somerset House, is the kind of environment which is naturally ripe for spooky goings on; indeed, I have heard many stories of ghosts clattering about the vaults or floating across the courtyard in the middle of the night. Given the importance of featuring the space in almost every scene in the game, it made sense to import some of its ghostly energy. I am a big fan of horror games, and horror in general, but I have seen very few educational games with a horror slant (most of these would be better known as horror games with an educational slant, see Baldi’s Basics, for example). The mystery genre plays into this as well, as my aim was not simply to unsettle or scare, but also to explore and investigate lesser known pieces in the collection through the lens of the supernatural.

 

Research

After settling on this genre, I began to explore the collection, choosing boxes almost at random, and trying to avoid anything I’d spent too much time on before. After a couple of days of this, I settled on ten sources, which I quickly realised I would have to whittle down to four, an experience I feel is not uncommon when exploring the collection. The sources are as follows:

A black and white photograph mounted on card. The photograph depicts a bust of a woman, facing off to her left with her mouth slightly open. She is frowning slightly.

[CON_B06070_F004_002] – Marble Bust of Costanza Bonarelli by Gianlorenzo BERNINI, Lit.: Bellesi, Paragone, L, 589-591, 24-25, Mar.-May, 1999. ITALY: Florence, Bargello.

This source was the first I chose, and another piece that cemented the decision to focus on pieces in the collection with darker histories. On the surface of things, this is a simple bust of a woman named Costanza Bonarelli, sculpted by famed Italian sculptor Gianlorenzo Bernini. Once I had researched the image further, I discovered that Bonarelli eventually had an affair with Bernini’s brother, and in response Bernini hired someone to slash her face with a dagger. Immediately, this sculpted image of intimacy and adoration had taken on an air of obsession, possession, and violence.

 

Black and white photograph mounted on card. Depicts a small child standing at the foot of a ladder against a wall that is covered in small memorial plaques and bunches of flowers.

Detail of [CON_B06922_F004_029] – TOMBEAUX HISTORIQUES (Père Lachaise), 16 – LE COLUMBARIUM – Monument ou les cendres des Incinérés sont déposees. On y releve les noms de Felix Pyat, Paule Mink, Lissagaray, etc., FRANCE: Paris, Père Lachaise.

This clue uses only the latter image of the two pictured here, of a little girl standing next to a wall covered in flowers. The secret of this image is more straightforward, as the little girl is standing in the colombarium of one of the most famous cemeteries in the world, the Cimitière du Père Lachaise in Paris. What at a first glance could be a photograph of a child in a flower shop takes on a deeper, more macabre significance.

 

Black and white photograph mounted on card. A small, grainy photograph of a crypt wall and part of its ceiling. The wall is covered in hundreds of skulls and other bones arranged in patterns.

[CON_B03465_F004_007] – Malta, Chapel of Bones, Vincenzo Galea, Malta-Valletta.

I was first attracted to this photograph because of how unusual it was, in a folder full of church façades and street shots. A small, soft, black and white postcard with the simple inscription: “Chapel of Bones”. A crypt, the walls covered in skulls and bones, and one of the more gruesome photographs I’ve come across in the collection. Upon researching the site, I discovered that the chapel had been left to go to ruin, with much of its original structure lost. It is presently unknown whether the crypt still exists after years being trapped underground, and this was exactly the kind of mystery I was looking for.

 

Black and white photograph mounted on card. The focus of the photograph is a large stone gate at the end of a wide, white path. At the centre of the gate is a carved stone face, underneath the face there is an archway flanked by two stone columns. Behind the gate there are many trees. There are several people walking towards the gate on the white path, which itself is flanked by rows of stone statues.

[CON_B01159_F001_003] – Angkor Thom, South Gate to Bayon. A.F. Kersting, G31041, taken 2001. CAMBODIA.

This is the final photograph that I chose, and is the most hopeful of the clues. I couldn’t not include a Kersting shot in this selection, and there was something about this one which captivated me. Taken in Angkor Thom, Cambodia, the last surviving and most enduring capital of the Khmer Empire, this photograph depicts the famous face of the city’s South Gate. What I found most mesmerising about this shot is how well the gate has survived, given that the city has been abandoned for at least 400 years. There was something quite poignant about the face of King Jayavarman VII, cast in stone, looking out over the overgrown city, and so I included this as the final clue, symbolising endurance through centuries of history.

 

Process

When I first started this project, although I had a pretty clear view of the finished product, the route to its completion was decidedly murkier. I had heard of several programs for creating visual novels and role-playing games, and so in the end I settled on using perhaps the most popular; a program called Ren’py. Ren’py is designed for users with minimal experience of coding, with much of the game development relying on inputting background images and props. The program works by providing a central interface for the script, and a number of folders for backgrounds, character sprites, and sound effects. A degree of knowledge of coding was required to write the script, but there were useful guides on Ren’py’s site and the wider internet. I definitely appreciated being given the time to learn some coding, as I had no prior experience.

First of two screenshots from Atom, a scripting program on Windows. It depicts a list of video game character names, followed by details of how their characters appear in game, including text colour, font, and font size.

[Some examples of code used in the game: character names and specifications at the beginning of the game. Edited with Atom via Ren’py]

Second of two screenshots from Atom, a scripting program on Windows. It depicts some introductory dialogue welcoming the player to the game.

[Some examples of code used in the game: opening dialogue between Suzon and the player, as well as the first choice in-game. Edited with Atom via Ren’py]

 

This approach suited my aim to immerse the game in the Conway’s architecture, as it allowed me to place emphasis on changing scenes, visual clues, and exploring the library. I didn’t want to overcomplicate the gameplay and end up creating a kind of decision-making labyrinth. Every standard background is an unedited shot of the Conway Library or Courtauld Institute, and many of the props were also photographed on site. For example, the original boxes belonging to each source were also photographed and used in the “Chapter Cleared!” screens at the end of each chapter.

Two collages. The first is comprised of three images of a red box. In the first, it is open, and displaying a lack and white photograph of the first source used in the video game. In the second, the box is closed. In the third, the spine of the box is visible, with the text reading “17th Century Sculpture – Italian – Gianlorenzo Bernini – Busts – Female, Popes, Royalty. CON_B06070. The second collage is comprised of three images: the first is a photograph of the carpet in the Conway Library. The second is a photograph of a volunteers pass on a purple Courtauld lanyard. The third is a torn and scrunched up piece of paper covered with illegible handwriting.

[A few examples of some “props”, including Bernini’s bust of Bonarelli in its box, a section of carpet, a volunteer pass, and a handwritten “clue”.]

 

In addition to this, most of the sound effects were also recorded in the library, for example the sound of the wind heard in the demo was recorded one chilly afternoon in Vault 3, and the sound that plays when a clue is discovered is the sound of a Kersting print being flipped over. I had learnt from attending a workshop with sound artist Robin the Fog that smartphone recording apps are often sufficient for capturing audio of a reasonable quality. This is what I used to create the sound effects used in the game.

A screenshot of the iPhone Voice Memos application. There are nine recordings in total, titled: Boxfall, clap, windwhistle, windchime, smallthud, thud, photo flap, box close, and box open. They are all between one and three seconds long.

[A screenshot of the sound effects compiled here.]

Through this approach, I hope that I have injected as much of the Conway into the project as possible, I wanted to imbue the whole thing with a kind of “library flavour”. There are some photographs of Conway milestones included as well, such as the before, during, and after of the process of photographing the red boxes, and the decorations put up in the Witt Library for the Witt and Conway Staff Reunion.

 

 

A collage of three photographs of the same area of the Conway Library. In the first photograph, there are piles of boxes covering the floor. In the second, the boxes re gone and have been replaced by photographic equipment and piles of red boxes. There is also a large table covered in black fabric visible. In the final photograph, all equipment and boxes has been cleared away, and the space is empty.

[Photograph of the approach to the vaults, taken before, during, and after the photographing of the red boxes, photographed by the author.]

The door to the Witt Library in the Courtauld Institute of Art. Above the door, multicoloured paper bunting has been draped across the walls.

[Photograph of the Witt Library, taken shortly after the Witt and Conway Staff Reunion, photographed by the author.]

 

Once the sources were selected, the next step was to obscure them. I wanted to create a kind of puzzle where the player would have to learn more about their item in order to locate its box, “bring it home”, and advance to the next chapter. So, after the research I compiled a selection of facts about each object. For example, with regards to our first problem, the bust of Costanza Bonarelli, its first clue relates to location and time; a map of 17th Century Siena. The bust was created in the 17th Century, and Costanza herself was originally from Siena. Next, a poem from well-known poet of the Italian Renaissance, Torquato Tasso, included for the line “not that I hope for anything from you, my sweet life, except misery”. This is a reference to the tumultuous affair between Bonarelli and sculptor Bernini. Next, after some exploration, a dagger is discovered in the vault, making an obvious reference to the dagger that was used to disfigure her. From here, almost at the end of the puzzle, Suzon and the player follow the sound of music, which gets louder and quieter depending on how far away the player is as they move through the Conway. The music is an aria from Handel’s cantata, “Apollo e Dafne”, which references Bernini’s most famous work, Apollo and Daphne. This is the final clue which connects Bonarelli and Bernini. From here, the player is given a choice of boxes and, when the correct option is chosen, the item is returned to its home, and in a sense is laid to rest.

This formula is followed for the remaining sources, with some variations. I wanted to try to make the sleuthing process as varied as possible, taking advantage of different forms of media. It seemed like to do otherwise would be a waste when Ren’py allows for the integration of text, pictures, and audio. Another benefit of this approach is the inclusion of a number of characters to further enrich the experience: There is Suzon, of course, who many will recognise from the painting, “A Bar at the Folies-Bergère”, by Édouard Manet, who also makes an appearance. Torquato Tasso arrives to read his poetry, and the vaults are frequented by a ghost by the name of Georgiana. She is named after the Spritualist and artist, Georgiana Houghton, subject of an exhibition at the Courtauld Gallery entitled “Spirit Drawings” in the Summer of 2016. By including Georgiana, Suzon, Manet, and indeed a short cameo from Samuel Courtauld in the introduction, the Gallery, Institute and Library are all represented in the gameplay.

A photograph of the painting “A Bar at the Folies-Bergère”, by Édouard Manet. A young woman is looking out at the viewer, standing behind a bar and surrounded by bottles of alcohol, flowers, and a bowl of oranges. Behind her, the rest of the bar and its patrons are visible. The painting is framed by an ornate, carved wooden frame and hanging on a white wall.

[A photograph of Suzon in situ, photographed by the author in the Courtauld Gallery, Strand, London, December 2022.]

 

Testing and Launch

Once the chapters were written, the script, images, sound effects and music were all combined within the game directory provided by Ren’py. I had, perhaps naively, thought that the bulk of the work was finished, but as always when using unfamiliar technology, there are going to be a few hiccups. The music or sound effects come in too early, too late, too loud, or too quiet. One character sprite fills the entire screen, another doesn’t show up at all. After a couple of weeks and many hours of rewriting code, the game finally ran successfully. I must extend my gratitude to my fellow interns and staff in the Conway Library for playing through the demo and providing some much needed feedback: it’s always helpful to look at these things with as many sets of eyes as possible! It was also fun seeing everyone’s reactions to the experience of moving around the library in-game, and I’m happy that this was well-received.

Once the testing was over and everything was tidied up, it was time to finally launch the game. Suzon’s Clues is hosted on the independent game developer site, itch.io: Suzon’s Clues on itch.io.

A screenshot of the developer’s page of an independent video game website. To the left, there are several descriptive boxes, including: Title, project URL, Game Description, and Classification. To the right, there is an image of the game cover, which depicts the character Suzon against a gold background, with the title “Suzon’s Clues” to the left.

[A screenshot from the developer’s page of “Suzon’s Clues” on itch.io, depicts title and cover art.]

A screenshot of the developer’s page of an independent video game website. To the left, there are two uploads of the game files, titled “SuzonsClues-1.0-mac.zip” and “SuzonsClues-1.0-pc.zip”. To the right, there are several gameplay screenshots, including one from the opening to the game, and another of one of the video game characters.

[A screenshot from the developer’s page of “Suzon’s Clues” on itch.io, depicts the uploads of the game files.]

 

Once the content warnings, game description, installation instructions, and game file were uploaded, everything was done. It was strange to stop working on this project, at times it felt like it would never be finished! I felt that I would always be writing new mysteries for Suzon and whichever unwitting volunteer she had managed to capture, and certainly felt some sadness writing the final scenes.

Conclusion

The aim of Suzon’s Clues was, in part, to explore the ways in which we can interpret the pieces in the collection. Are they to be used to understand the processes and inspirations of sculptors, painters, architects, and photographers? Can we use these photographs to understand social, cultural, and political trends? What about making statements about which objects are preserved, and why? Are they a collection of pictures that are nice to look at? Of course, all of these are true.

The photographs in this collection are preserved with varying degrees of detail, and it would be a truly gargantuan feat to attempt to research the mysteries of every last piece. What I hoped to achieve with the tiny number of sources used was to demonstrate the sheer amount of information that is just waiting to be discovered within these boxes, and the intrigue and fun we can have if we attempt to unearth them. Further to this, Suzon’s Clues is something of a love letter to the Conway Library. So much more than just a building; it is a centre of memory and has been the home of the collection. More than that, the Conway has been the beloved workspace of hundreds of volunteers, staff, students, and visitors. I hope that I have been able to capture a sense of the experience of working on this project, and working in this space. Whether we are sorting through Kersting prints on the mezzanine, poring over masters at the table on the bottom floor, or digitising it all in the vaults.

When I first arrived in the Conway Library in Summer 2022 I was almost overwhelmed by the size of the collection and the methods of telling its story. We as interns have all been given so much freedom to run with our ideas, which has been both deeply rewarding and tremendous fun. Happily, I think we will all leave with new skills and very fond memories.

Rosa Coomber
Courtauld Connects
Digitisation Project
Digital Narratives and
Storytelling Intern

Mia Gainsford: Utopia or Incubator? Le Corbusier’s L’Unité d’Habitation as Photographed by Lucien Hervé

Audio Version

Read by Francesca Humi

Text Version

La maison du fada, or rather “the madman’s house”, is the colloquial name given to Le Corbusier’s L’Unité d’Habitation housing project in Marseilles. The name arouses intrigue and renders the project a diversion. It has a childish appeal, like the building itself, which jumps out of its surroundings and sings colour from its windows.

Image in colour of housing project
CON_B04326_F001_010. The Courtauld Institute of Art. CC-BY-NC.

L’Unité d’Habitation was Le Corbusier’s attempt at a utopia. Completed in 1952, it was an architectural project which sought to heal the wounds of post-war Marseilles and incubate the next generation. In photographing Le Corbusier’s housing project, Lucien Hervé made children his focus. However, it is important to stress just how rare human subjects are, of any age, in architectural photography; if people are photographed, they are photographed with a purpose. Thus, in Hervé’s photography it is important to ask whether the focus of children intends to enhance the optimism of Le Corbusier’s architectural utopia, employing them as a symbol of hope, or if instead, they are chosen as subjects susceptible to the “madman’s” diverting.

Young girl pushing on the door
CON_B04326_F001_022. The Courtauld Institute of Art. CC-BY-NC.

In discovering Hervé’s photographs amongst the Courtauld’s Conway archive and participating in the broader volunteering scheme, I could not help but reflect upon the act of labelling and giving something a name. Each image has its own code which refers to its box, folder and then place in a sequence. This act of labelling creates its own narrative; the code tells the wider story of the Courtauld’s efforts to organise and digitise the Conway photographs with the help of hundreds of volunteers, and in this, humanise the archive too.

Although this narrative is of a second order to the narrative of the photographs themselves, the Courtauld’s emphasis on retaining the physicality of the photographs, from the fibre of the brown paper they are mounted upon to the spidery annotations around an image, means that no narrative is prioritised over another. The Courtauld is striving to aggrandise the photograph’s status as object, rather than objectifying an image completely on the institute’s own terms and erasing its history. The Conway digitisation project honours how an image has been objectified in the past, and with this, creates a layering of meaning and proffers a plethora of stories which frustrates the idea that labelling is an industrial process and therefore a reductive or homogenising way to treat the photos.

In the Marseillaises’s nicknaming of Le Corbusier’s work “the madman’s house”, we see a similar supplementing and creation of narrative to that of the Courtauld. However, here the name personifies the housing project, rather than objectifying it by commenting on its physical form, like its other name “the Radiant City” does. This character of the “madman” disrupts Le Corbusier’s naïve, attempted narrative of L’Unité d’Habitation as utopia. The invocation of madness becomes confusingly human. We can imagine this mythologised figure in the same vein as Carroll’s Mad Hatter, dancing with joy and performing his hospitality, but if “madman” is to be taken more literally, he becomes a victim of the trauma of war too, a man haunted by the contemporaneous austerity, as well as the past, and still suffering below his colourful pretence. Le Corbusier saw L’Unité d’Habitation as a remedy to «les maladies de villes» but for the Marseillaises, the project, as a person, was still ill.

Black and white image mounted on card of the building's profile.
CON_B04326_F001_017. The Courtauld Institute of Art. CC-BY-NC.

The two narratives of L’Unité d’Habitation as utopia, as well as a place of great instability and pretence, are in opposition. The full extent of the connotations which derive from naming a housing development “the madman’s house” unsettles Le Corbusier’s idealistic vision. The colloquial label is more understanding of the history before L’Unité d’Habitation; it is an interaction with the past, which acknowledges the preceding trauma rather than reacting to it like Le Corbusier’s project does. It is this idea of interacting over reacting, and subsequently overwriting a narrative, which founds the Courtauld’s sensitive approach to handling the Conway archive too.

Old Man staring out of window
CON_B04326_F001_028. The Courtauld Institute of Art. CC-BY-NC.

Moreover, as subjects in Hervé’s photography, the children probe at the dual nature of L’Unité d’Habitation. The child’s indiscriminate and unassuming qualities mean that their interactions with the housing project are not marred by history like the adult’s. In Hervé’s work, adults are clearly preoccupied, turning away from the camera and staring listlessly at that which lies outside of the development. However, the children do not remember that which Le Corbusier is trying to forget with L’Unité d’Habitation. By consequence, they simultaneously complement the utopian idea of starting again, but also offer a vulnerability to the photographs, akin to believing that this so-called “unity of living” is the norm.

Children playing in light
CON_B04326_F001_026. The Courtauld Institute of Art. CC-BY-NC.

Hervé’s photographs which comprise children chasing each other between shafts of light and shadow come to represent the housing project’s competing aspects of the hopeful and the haunted. To the children, contradiction becomes a game, the light and shade facilitate play, they are suspended in L’Unité d’Habitation’s utopian narrative, creating imagined stories of their own, only related to Le Corbusier’s project through location. Through play, the radiance of the housing project with its floor to ceiling windows is equated to shadows created by the sun overhead. Here, the implications of the two names are not in opposition for the children; the children’s presence in the photographs becomes rehabilitative of competition and divisions in all their forms and thus inform the most pertinent of all the post-war reflections to come from the housing project, that unity can be found anywhere.

In July 2016, Le Corbusier’s L’Unité d’Habitation project in Marseilles and its other iterations in major cities such as Berlin and Nantes were listed as a UNESCO world heritage site. This accolade adds yet another label to Le Corbusier’s work and develops the narrative further. It is Le Corbusier’s utopia which meets the criterion of “providing an outstanding response to certain fundamental architectural and social challenges of the 20th century”, rather than the public’s “madman”. However, again, through Hervé’s photography of children and L’Unité d’Habitation, we see a visual recalibration and simplification of this criterion, as for a child, the project has succeeded if it makes him or her feel safe and content.

Children playing on roof terrace
CON_B04326_F001_050. The Courtauld Institute of Art. CC-BY-NC.

I was very moved by the happiness captured in this photograph by Hervé. The mother, who stares directly at the camera playing with her child, bypasses the adults’ preoccupation seen elsewhere in Hervé’s work; she is present in the moment, laughing and diverting the children herself. The skyline in the background creates a heavenly quality to the scene, the community of mothers and children are propelled above their surroundings, no longer contained by their apartments. Whilst the climbing frames themselves, with their abstract shapes and sloping angles, suggest another world entirely. The euphoria of this image becomes unearthly. The children and mothers are in a place together which supersedes the tangibility of Le Corbusier’s utopia and the “madman’s house”. They are genuinely happy and bolstered by a new-found sense of safety and longevity in this contentment. In this image, Hervé recognises that happiness alone is unchartered territory in the wake of the war, before we begin to consider the new spatial sensation of housing projects like Le Corbusier’s.

Ultimately then, Hervé’s work is no more about the children propagating an ideology of hope as it is about them being distracted from the outside world by an eccentric figure who himself, is somewhat afraid of the outside. Rather, I want to say that the photographs centre on a notion of individual transportation, a building of a habitat within above slotting oneself into a pre-packaged utopia. Whilst Le Corbusier’s architecture is certainly instrumental, and credited so in Hervé’s photography, to facilitating the contentment of the children, it only does so on a superficial basis. The children care for the light and shadows created by the huge windows and the paddling pool on the roof terrace, they do not care for, nor have need for the ideology behind their way of life. Children can make themselves happy through the living out of their own narratives, in both times of adversity and security. Furthermore, as with the Conway archive, narratives surpass labels in their power to evoke real emotion, and it is Hervé’s subversion of his own label, “architectural photographer”, which gave way to such touching and thought-provoking responses to Le Corbusier’s L’Unité d’Habitation.

Black and white image of children heading to the roof swimming pool.
CON_B04326_F001_042. The Courtauld Institute of Art. CC-BY-NC.

Mia Gainsford
Courtauld Connects Digitisation Oxford Micro-Internship Participant

John Ramsey: The Oxen of Laon Cathedral

Audio Version

Text Version

Laon, a town in North-East France, has an immense and beautiful cathedral on top of a 200-metre hill, the location of the medieval walled town. It is one of the most important examples of early Gothic architecture.

Sixteen life-size statues of oxen look down from the top of the two western towers. As far as I can ascertain, such a number and size of sculpture is unique.

An image of the front facade of the Notre-Dame de Laon Cathedral taken in July 2009 on a sunny day. The Cathedral is a pale yellow stone colour on a bright sky blue background.
Notre-Dame de Laon Cathedral in July 2009. Image by Martoss8 [Public domain], Wikimedia Commons.
Medieval scholars mention them as an afterthought in their analysis of the cathedral’s architecture and history of development. Laon tourist web sites start with them, as if to say, hey, come to Laon and see the cows in the sky!

There is no documentation to explain the oxen’s presence. Local custom explains that they recognise the importance of oxen in the building of the cathedral, given it’s on top of a high steep hill. Leading on from this, folklore tells of an ox dying of exhaustion as it climbed the hill. The carter, desperate to get his load to the building site, was amazed when another ox appeared from nowhere, helped pull the load to the top, then disappeared before the carter could decide what to do with it. Another variation believes that the cart contained holy relics, and the appearance of the ox an act of God. The statues, therefore, record the miracle of oxen appearing out of thin air.

Putting aside the miracle option, the basic folklore is not immediately convincing:

  • People used oxen throughout the medieval world as their standard beast of burden, and continued to rely on them until the advent of 19th-century industrialisation, yet they appear only rarely in medieval sculpture.
  • As Laon’s location is high up on a steep hill, teams of oxen must have been a continuous daily feature as they must have been used to deliver supplies. However, many other towns and cities were located strategically on hilltops, but there is no evidence that inhabitants felt the need to record their reliance on the ox.
  • The oxen did not need to transport stone, as this came from the limestone covering the plateau of the hilltop.
  • If, however, the scale of the Laon climb was unusually severe, it does not explain why it was necessary to have as many as sixteen sculptures.
A second image of a black and white photograph mounted on cardboard. The photograph shows a detail of the oxen coming through the arches.
CON_B01651_F002_027. The Courtauld Institute of Art. CC-BY-NC.

As there is no firm evidence for their placement, medieval scholars simply acknowledge their existence, record the folklore and may make brief reference to the miracle story. My understanding is that it is not considered proper scholarship to speculate on secular sculpture and carving. This is understandable, so I have attempted to consider what circumstantial evidence may be available to indicate why the oxen are there:

  • They may be the medieval equivalent of a vanity project. Cathedral construction was funded only in part by the church and the crown. Most funding was raised from the local townspeople, creating tensions with the clergy, and delays in building when funds were exhausted. Laon was built in 5 protracted phases, completing in 1230. Laon is surrounded by a huge flat plain, which in the Middle Ages was given to arable farming and vineyards. The farms would have used oxen extensively for ploughing and haulage. There may have been such a deep affection for the animal, that a wealthy landowner decided to provide funding to immortalise them in stone.
  • Certainly, paintings of livestock became popular in subsequent centuries. It is known that the 17th-century Dutch painter, Aelbert Cuyp, was successful in selling his paintings of cows to a European market and to British landowners in particular.
  • Medieval Laon was a major regional centre and popular with the French monarchy. The Carolingian and Capetian kings used it as their base in North East France. They may have also provided funding for the cathedral, although this is unlikely. Nevertheless, I wondered if oxen or bulls (the terms were interchangeable in the Middle Ages) were symbols in their heraldry, but can find nothing.
  • The numbers of animals may be significant, in that medieval ox teams consisted of multiples of two up to a maximum of eight. So, each tower could represent one full team, potentially the size required to make the climb to Laon.
  • One commentary suggests that they are not all oxen, but a mix of animals real and imagined. The photographs show they all seem to be wearing a harness, and although many have lost their horns and ears, they all look broadly the same.

All of the above is, of course, more speculation than circumstantial evidence, so I am not going to make it as a medievalist with this essay. I have considered the influences of the local economy, the town’s geography, the cathedral’s funding, the presence of the monarchy, and would be interested to know if anyone has any thoughts on other angles to consider, or if they are aware of similar sculpture elsewhere.

Perhaps the final word should come from WW Clark, author of Laon Cathedral Architecture (1983), who argued that the use of sculpture reached an unprecedented richness in Laon:

Their precise meaning remains elusive… they can be understood compositionally as the final accents in a design that integrates sculpture, both formally and iconographically, as inseparable constituent elements, beginning with the detail of the three portals.

Meanwhile, I may well feel the need to go and see them for myself.

Image of a black and white photograph mounted on cardboard. The photograph shows a detail of the oxen coming through the arches.
CON_B01651_F002_022. The Courtauld Institute of Art. CC-BY-NC.

John Ramsey
Courtauld Connects Digitisation Volunteer

 

References:

  • Laon Cathedral Architecture 1 by WW Clark and R King
  • Laon Cathedral Architecture 2: The aesthetics of Space, Plan and Structure
    by WW Clark
  • The Ox in the Middle Ages by John H Moore Article in Agricultural History journal No 35 1961