Caspercondom — Art Toy Designer
Through graphic design, which is my profession. However, at my core, I consider myself a creative person. I also write and have a published science fiction novel to my credit. My journey began with designing logos, which eventually led me to explore various branches of graphic design, culminating in 3D graphics. It was during this progression that I realized the need to bring my creative vision to life in a tangible way. This realization led to the creation of my first toy: Casper Condom.
I live and work in San Cataldo, Sicily. There isn’t a strong pop or toy culture, but often people appreciate my creativity.
How would you describe your creative work?
Very conceptual, rather than technical. I generally rely more on the meaning of what I create, regardless of the field. This is evident in the minimalist style that defines everything I create.
Tell us about your characters.
Casper symbolizes a childhood, marked by plastic toys, that is no longer present. Today, people admire a beautifully crafted statue or display an artistic toy; the act of playing—of making a character your own, no matter how imperfect—is lost.
Have you ever collaborated with other artists? How did it go?
I have collaborated but never for a project like an art toy; I would love to do that.
What do you like about designer toys?
I love the ambivalence between the concept of a toy, often associated with immaturity, and the value it later acquires as a cult object. I also appreciate the connection to the joyful world of childhood through the lens of adulthood.
Do you collect designer toys? What do you pay attention to when collecting?
Not yet, but I’ve been considering a few pieces. I focus on various aspects, particularly the style and the message it conveys. That doesn’t mean I select toys that resemble my own—quite the opposite, in fact.
What is your opinion on digital collecting?
I don’t hold absolute opinions on the matter. I work extensively in digital formats and would like to sell digitally too. However, I personally enjoy having a physical version of the object as well.
What is the difference between a designer toy and a classical sculpture?
I believe it’s the story that matters. A toy must inherently be rooted in concepts tied to childhood; from there, it can evolve into an artistic, ornamental, or even exclusively adult object. However, its foundation must always originate from the simplicity of play.
Why is it called a toy if it’s not meant to be played with? Are you satisfied with that name?
Of course! If it weren’t a toy, I probably wouldn’t have embarked on this journey. As I mentioned earlier, it’s the starting concept, the foundation, that makes it what it is. And it’s precisely because it’s a toy that, once elevated, it gains value in my eyes—and in the eyes of those, like me, who appreciate this subculture.