As a satirical, new media cartoonist/poet working three dimensionally, I use multiples, art objects, text, and performances to create a rich, quirky cartoon universe in which time travel is commonplace and artists function as part-time superheroes. Much in the same manner as "The Simpsons" or "The Flintstones" offer a collection of characters that coalesce as a satirical mirror of society, I repackage the world as an "alternate reality". This fictional world I create provides a backdrop on which I can employ popular narrative strategies and mass media techniques to explore, deconstruct and decode social behavior, historical assumptions, cultural stereotypes, and gender relations.
 
Grassroots, self-published ephemera such as comic books, postcards, music CD’s, posters, bubblegum cards and installations serve as physical manifestations of the Cobaltian worldview. My site-specific, didactic, and semi-disposable art works are constructed with offbeat materials such as shag rugs, cheap Polaroid photos, fruit, underwear, old tape recorders, and colored cellophane.  Visual presentations are often accompanied by live musical events and/or a CD soundtrack/concept album of thematically related songs. All of my elements in my exhibitions suggests larger narrative story arcs that need the imagination of the viewer to complete.
 
I often work with a series of collaborators including artists, models, photographers, actors and musicians; as such, many of the works I produce are actually executed by a collective, using the "rock band" as a paradigm. Both my collaborators and myself adopt a variety of fictional identities within the work to help enhance the fictional world we create. Some of the characters I have portrayed include: a rock critic named Michael Brogan, a poet named Wayne Russell, an obnoxious singer named El Maximo, and a time traveler known as Cobalt. Participation from the viewer/audience via live events or process related interaction is also intrinsic to many Cobaltian projects; this brings the audience directly into contact with the invented Cobaltian world. Final products often involve listening to real-time audio elements or require actual handling of the piece in order to be fully experienced.
 
Current projects are described in my Project Room.
 
Though artistically satisfying and extremely varied, my body of work has been difficult to translate into commodities that are conducive to traditional "art world" venues. My work has also been too eccentric to be fully embraced by mainstream pop culture outlets. I am as unlikely to be embraced by a gallery as I am to be signed by a major record label. My greatest challenge as an artist is to find a niche, (and avenue for expression) that allows my work to strike a balance between the values of "high art" and "lowbrow" pop culture. In order for me to find that niche, it is now necessary for me to set up headquarters outside of time and space, and draft a detailed plan that may or may not include world domination.