Phantasmaverse: the artists

Roxanne Vardi and Pau Waelder

Niio has proudly hosted a collaboration with artists and NYU professors Carla Gannis and Snow Yunxue Fu consisting of a group artcast featuring recent works by artists and NYU students Ren Ciarrocchi, Jessica Dai, Marina Roos Guthmann, James Lee, Tinrey Wang, Yuaqing She & June Bee, Shentong Yu, and Jerry Zhao

Titled Phantasmaverse, the exhibition addresses the potential of simulation technologies such as CGI animation and VR environments in storytelling and the creation of meaningful artworks that explore new forms of engaging with viewers and reflecting on our digital society.

We asked the artists about their work and their views on the use of digital technologies in their creative process.

Renz Renderz, AFTER THE AFTER PARTY, 2022

Ren Ciarrocchi (a.k.a. Renz Renderz) defines herself as an “extended reality builder,” a digital artist specializing in 3D modeling who creates architectural structures for virtual reality and metaverse environments. Currently, she is pursuing a masters degree in Integrated Design and Media with a focus in XR and selling digital art pieces as NFTs. After the Afterparty, the artwork she presents at Phantasmaverse, takes the viewer through a luxury apartment on the morning after a big party, peeping through the numerous rooms and imagining what took place in them.

You create architectural models for metaverses, how would you describe your creative process? Do you feel free to create beyond the logic of existing structures or do the references from modern architecture and luxury homes impose themselves?

I think the most wonderful part about the metaverse is the non-necessity for practicality. My galleries don’t need to stand on their own, they exist in a realm where the laws of gravity and space don’t have to exist. The precise planning and execution of a “real-life” building is much more intense with little room for error. In the metaverse, errors can flow! It’s a playful exploration of new technology while drawing inspiration from traditional architectural structures. I am particularly drawn to the minimalist approach of modern architecture. There’s beauty in our ability to stack basic shapes into buildings that are sleek and spacious. I still like to maintain familiarity in my structures that resemble “real-life” galleries and spaces, but as I progress with each one, I stray further away from the limitations of this base reality.

“As an emerging artist, I am adding to a massive sea of creativity that is driving the art world into a new era. I know that any piece I make will have meaning, because it’s an expression of myself.”

After the Afterparty depicts a luxurious home, the morning after a party, when everyone has left. As a young artist, do you feel that you are dealing with the afterparty of digital art and NFTs, or is there much more to come?

The interpretation of an empty, trashed, luxurious apartment is open and abstract. From a digital art and NFT perspective, it could represent a moment of reflection in the aftermath of the explosive growth and excitement that the NFT space experienced in recent years. The technology is revolutionizing the art world and empowering artists to take ownership of their own creations with unique and verifiable digital assets. The space and market will continue to fluctuate and evolve, but the fundamental logic behind these technologies is solid and revolutionary. The space is already full of incredibly talented artists who are utilizing NFTs to empower themselves and their work. As an emerging artist entering the space alongside them, I know that I am adding to a massive sea of creativity that is driving the art world into a new era. I know that any piece I make will have meaning, because it’s an expression of myself. 

James Lee, Interactive Visualizations, 2021

James Lee is a creative technologist who James is a creative technologist that solves problems by creating interactive experiences, web 3D apps, and physical computing installations. He majored in Mechanical Engineering and studied Computer Science and Information Engineering at National Taiwan University and is now completing his masters degree in Integrated Design and Media. In Phantasmaverse, he presents a series of interactive, code-based experiments that hint at his aesthetic and conceptual interests.

There are two layers to your work, its interactivity and the aesthetic composition that results from it. How do you balance these two layers? Which one seems more interesting to you?

The interactivity controls the aesthetics. By creating the interactivity, the works are now unique to each user’s randomness and also given the beauty of it. Carefully designing the controls is definitely interesting, so the piece doesn’t fall into a total chaos.

“I intend to give the cold numbers a «dress» for people to understand them more easily.”

You emphasize that the code you used is “simple and minimalistic.” Given that there is a beauty and elegance in the code itself, how would you describe the solutions you used to create these visualizations?

It’s simple because no complex structure or algorithms are used. I am always amazed by how simple loops and repeating elements can create such elegant outcomes.

Some of your works visualize external data. How relevant is that data to the meaning of the artwork? Does it drive its aesthetic output?

The works that visualize external data are tightly related to the source. It’s like a snapshot of the data. I intend to give the cold numbers a “dress” for people to understand them more easily.

Jerry Zhao, False Titans, 2022

Jerry Zhao is an artist working primarily with photography, videography, as well as recently, CGI. With his background in traditional art forms like drawing/painting, Jerry blends various mixed media together to explore the intersection of technology and ego. He is currently attending NYU Tisch for Photography & Imaging with minors in Business of Entertainment Media (Stern) and Technology and Integrated Design and Media (Tandon). In Phantasmaverse he presents False Titans, an allegory of the ego in our digital society.

In False Titans you address the role of the ego in our society mediated by technology through a series of metaphorical tableaus. Which references from psychology, the visual arts or popular culture can you trace in the creation of these compositions?

I think the clearest connection between my work to psychology is Carl Jung and his well-known take on the Theory of The Unconscious and ego-death. To quickly unpack the connections, my work establishes itself in three scenes which respectively represent the ego, the personal unconscious, and the collective unconscious all while maintaining an overarching theme of ego-death’s progression caused by technological advancement and social media. The title, “False Titans,” also references the Greek mythological titans who were eventually overthrown by their own creations, a parallel I draw between humanity (the titans) and our creation (AI and technology). 

The first scene utilizes a 3D scan of Ligier Richier’s ‘Le Transi de Rene de Chalon,’ a cadaver sculpture, the type of which typically represents a transitory state between life and death. Further interpretation of the statue includes concepts  of repentance and desire for salvation, which I likened to the desire to find purpose and make peace with oneself—a much-desired fulfillment I understand as universal among humanity and especially my generation indicated by the many grasping hands. But I borrow the facade of a snowy mountain peak meant to show the arduous journey and the difficult nature of the trek where the many hands also represent the many who don’t make it. The black sludge flowing out of the eye-socket is my further representation of ego and the personal unconscious leaving the body as lamentation of a realization that everyone in a sense is chasing the same thing.

“3D allows great freedom in creation—a paralyzing factor. I’ve found that it’s more difficult for me to “finish” pieces because there’s always so much room for improvement.”

The second scene takes place in a personal bedroom space suspended in animation with no clocks and a chrome skeleton figure. This scene includes concepts of baptism and the implications of the personal unconscious being constantly born and reborn by ego’s hand, resulting in the following scene of a shattered reality showing possibly separate but identical individuals lit by a massive screen that turns on and off showing how technology now molds and gives dimension to our personal unconscious and ego.

The final scene is the collective unconscious and a liminal space that represents how everyone’s personal features have been removed and the collective unconscious has developed a technological ego of uniformity. It also raises a question of who shall inherit the earth when we disappear as the figure is both a monument representative of humanity’s remnant existence than a true individual—a conglomerate existence of identical egos.

As an artist who has worked with traditional art techniques, what would you say that painting and sculpture bring to 3D modeling, and what does this digital technique allow that makes it different from other formats?

I believe that painting and sculpture have brought a lot of advantages to me in terms of 3D modeling as I can properly conceptualize as well as visualize what I wish to create in the digital world as a lot of my creation relies on my sketching it out beforehand. 3D, like other artforms, has a steep learning curve and a nonexistent skill-ceiling, but I think that the medium goes beyond this factor as 3D has many more ways of interactivity, allowing great freedom in creation—a paralyzing factor that almost makes it harder to create because possibilities are limitless. As such I’ve found that it’s more difficult for me to “finish” pieces because there’s always so much room for improvement in every aspect. But this freedom also has the upside in that its versatility allows for infinite innovation that redefines and paves the way for new definitions of art.

Tinrey Wang, The Other Relics, 2021

Tinrey Wang is a 3D artist, game designer, and multimedia designer based in New York. He currently works as a Research Resident at New York University, where he focuses on exploring the intersection of XR technology, game design, and fashion. He selected for Phantasmaverse a VR experience, The Other Relics, which deals with culture, memory, and otherness.

In The Other Relics, you confront the viewer with Otherness, from the encounter with the character Bubble to the zero-gravity space where they explore the remains of an alien culture. What interests you most about exploring Otherness, particularly in a VR environment?

In The Other Relics, the otherness consists of artifacts related to art, architecture, and culture. Using VR technology, players are able to navigate freely within the space, interact with objects, and experience the absence of gravitational forces. What most interests me about this experience is the opportunity to challenge traditional methods of curating and viewing artworks. By immersing the view in an unconventional space that blurs the boundaries of physicality, narratives, and immersion, I aim to provoke new perspectives and modes of engagement with art and discuss what is possible in the world of art.

“Using VR technology I aim to provoke new perspectives and modes of engagement with art and discuss what is possible in the world of art.”

You state that you are interested in new ways of curating and experiencing art. What is your opinion about the possibilities of art streaming (displaying art on any screen, turning a TV at home into a space for art)?

In my opinion, art streaming can offer greater accessibility and exposure to artwork to a wider audience, potentially leading to increased interest and appreciation for art. It also provides a new platform for artists and galleries to showcase their work, expanding their reach beyond traditional physical spaces. However, I think that there are still concerns about the quality of the viewing experience. The possibilities of art streaming offer both opportunities and challenges for the art world to adapt and evolve with this technology.

Jessica Dai, Life After Death, 2023

Jessica Dai is an artist whose practice utilizes photography and digital media based in New York. She studies photography at NYU Tisch and hopes to tell stories through unique conceptual solutions. Phantasmaverse features her work Life After Death, a CGI animation exploring a peculiar form of afterlife.

Life After Death depicts a somber, crystallized world inhabited by skeletons and nevertheless filled with a life of its own. What inspired you to choose these elements in particular?

Life After Death is a CGI project that explores the theme of death and the afterlife through a unique and somber lens. Inspired by the natural phenomenon of whale fall, where a whale’s body becomes a source of nutrients and sustenance for various creatures in the deep sea, the project seeks to capture the beauty and mystery of life beyond the physical realm.

Through the use of digital modeling and animation, I have created a world that is both haunting and captivating, where the bones of the dead are situated in shimmering crystals that reflect the light in a stunning and ethereal way. In this world, the skeletons themselves have become part of the landscape, taking on a life of their own as they move and interact with their environment.

“I use camera movements to guide the viewer through the narrative. I aim to create a sense of intimacy and immersion through close-ups and wide shots.”

As an artist interested in storytelling, how do you take the viewer through the story? 

I use camera movements and transitions to guide the viewer through the narrative. The camera serves as a window into this mysterious world, drawing the viewer in and revealing its secrets one frame at a time. I aim to create a sense of intimacy and immersion through close-ups and wide shots. Music also plays an essential role in the narrative, serving as a critical element in setting the mood and tone of the piece. By combining haunting melodies and eerie sound effects, I aim to create an otherworldly atmosphere that draws the viewer deeper into the story.

Marina Roos Guthmann, When It Looks Back, 2021

Marina Roos Guthmann is a Brazilian UX/UI designer, currently based in Brooklyn, NYC. She has worked in different areas of the Design industry (including Illustration, Motion Design, and UX). She loves crafting weird experiences that use immersive means and coding. In Phantasmaverse, she presents a VR experience about post-traumatic stress disorder set in a surreal environment.

When It Looks Back is based on a traumatizing feeling but set in a rather pleasant yet eerie atmosphere, which sometimes reminds of casual games. Why did you choose this particular aesthetic?

I decided to set the experience in a flat casual game aesthetic because of how harmless and almost naive it looks. Yet, the more you explore, the weirder it gets. The contrast between a presumed pleasant setting and the weirdness of the experience is an interesting mix that enhances the sentiment that there is something out of place or wrong. In addition, I like how subtle the fear grows the more you explore, thanks to the presumed inoffensive look of the surroundings. In my experience dealing with my fears and traumas, something that might look inoffensive one day can easily be transformed into something fearsome that threatens my existence. Thus, the reason I worked with this specific look and feel.

“I believe VR can easily translate sensations and make the brain think you’re elsewhere, no matter how surreal your virtual environment is. This is fascinating.”

You state that you like weird and surreal experiences. How does using immersive technologies such as VR help you create the type of experience you are looking for?

With VR and other immersive experiences, you can go above and beyond to emulate sensations as you can literally create a whole new world around your audience. In this new world, you can play around with architecture, scale, and even gravity. And, because the person is immersed in this virtual new place, it has a much more significant impact than other mediums. 

In the experience I created, I took advantage of spatial audio and sound by exploring different ambients – with other materials, objects, and sizes –and how they reverberate sound differently. All these nuances significantly affect a VR environment, and a simple whisper can feel very real and disturbing. Additionally, as I wanted to portray the “growing fear” someone experiences, VR might be the scariest choice. Besides being a first-person experience with the option to interact with objects directly with your “hands,” you are immersed in a 360º field of view with nowhere else to look at. I believe VR can easily translate sensations and make the brain think you’re elsewhere, no matter how surreal your virtual environment is, and I think that is fascinating.

Shentong Yu, Facial Expressions: The Signal, 2022

Shentong Yu is a Shanghai born, NYC based visual artist. Her work ranges from 3D Computer Graphics to Conceptual Photography, sharing an imaginative quality and reflecting her understanding of self-identity and the surroundings. Facial Expressions: The Signal is the work she presents in Phantasmaverse, which connects a questioning of the self with Freud’s theories and Surrealism.

Facial Expression, from 2021, depicts our changing selves in the age of social media and endless swiping. The Signal expands on this idea by going down the rabbit hole into a fully-developed surreal world. What led you to develop this environment? What does it bring to the original concept?

I think every artist has a different relationship with their artwork. For me, creating artwork is a way for me to document my growth, reflect on what I perceive, and visualize my thoughts in my mind. One of my favorite artists Gillian Wearing has a saying in her work Wearing Masks: “I believe that identity is fluid and it’s what you absorb from the world around you and internalize. But what you reveal of yourself to the world, that’s how other people define your identity.” I think that is highly consistent with my view of my work.

I started with traditional photography, taking pictures of beautiful faces. At some point, I began to question what these beautiful faces meant to me. I feel the face is a semblance of people’s identity, as it is what determines people’s first impressions while neglecting the inner side. These ideas inspired me to create Facial Expression (2021), in which I alternate my own face to challenge how a face can be seen.

While Facial Expression focuses on the outward appearance, I want to answer the question of what my inner world looks like naturally. I thought it was a good time to address this question after learning computer graphics for a year, to document what I had learned so far and create something meaningful to myself. And other than that, yes, what you see becomes what you express. I watched Alice in Wonderland by Tim Burton 8 times when I was a kid and am highly drawn to artwork with surreal aesthetics, so those are what influenced me to create the rabbit-hole storytelling and make it look like a dream. Finally, I created The Signal (2022), building this surreal world, visualizing my unconscious part, and telling the story of self-discovery. The Signal makes the idea in Facial Expression more complete.

“People’s participation in an interactive artwork adds new levels of meaning to the original piece”

You have also worked with collage and AR filters, what do these techniques bring to the ideas you want to convey about the self and virtual worlds?

AR is a really fun one. My motivation to create AR filters was simple, as I had a hard time removing stickers from my face when doing Does Shentong Dream of Electronic Sheep?, but AR makes it easy for everyone to try what I have done without suffering the pain. I love seeing people try out and their reactions. People’s participation in the work sort of adds new levels of meaning to the original piece, as it is not only me altering my face, but viewers can also alter their own faces using AR as well. 

In general, I enjoy trying out different visual mediums techniques. Sometimes I determine the idea first and then the most proper technique to use, sometimes I determine the technique I want to play with first and then tie it back to my thoughts. Different techniques give the work a different character as well as different viewing experiences. It is hard to pick my favorite technique because I think the charm of it is to feel how different they are from each other. As long as a technique makes the work look more visually attractive or the experience more engaging then I am good with it. So far, I have tried photography, image appropriation, stop-motion video, computer graphics video, collage animation, augmented reality, and 3D prints…They give me more possibilities and freedom when expressing my ideas.

Yuanqing Xie & June Bee, Aftermath of Us, 2023

Yuanqing Xie is is a photographer and new media artist who graduated from New York University’s Tisch School of the Arts.
June Bee is a New York based designer who studied both Architectural Design and Design & Technology Bachelor’s programs at Parsons School of Design and currently pursuing a BFA degree in Interactive Media Arts at NYU. Their work Aftermath of Us, presented in Phantasmaverse, is a short film created with 3D animation that reflects on the consequences of AI technologies.

“Aftermath of Us” has a distinctively cinematic narrative. In your experience, how have digital technologies transformed filmmaking and visual storytelling? Which references from the history of cinema have influenced this work?

Digital technology has democratized the filmmaking process, allowing anyone with the right tools to create their own voice typically in the form of films and visual stories. This has led to a proliferation of independent filmmakers, animators, and video artists, helping to create a more diverse and vibrant film culture. In this piece, we decided to explore this form beyond traditional films and animations. June and I (Yuanqing) as independent 3D animators took the notion of such a decentralized design process into our team collaborations and even elevated it to the core of how the narration could be.

By using Unreal Engine, we designed an open-world space that allowed content to be present yet has the capacity to have instant impressions developed over time as what is composed to the viewing experiences.

With the revolutionized digital technologies nowadays, the engineering aspect of filmmaking and visual storytelling became easier and more accessible to create high-quality visual effects that convince audiences what is the new reality. Such trends have led to a large amount of immersive worlds being created in this era. In order to navigate within this ocean of multi-media works, we decided to look back to the origin of how these started – Blade Runner (Ridley Scott, 1982). The piece draws heavily from the history of cinema, specifically the science fiction and cyberpunk genres that have explored the intersection between humanity and technology. It references Blade Runner in terms of both its aesthetic and the themes it explores, delving into the impact of technology on society and the environment through the use of literature, religious symbolism, dramatic themes, and film noir techniques. This theme is reflected in the retrofitted future portrayed in the film, which is both futuristic and rundown.

In terms of visual storytelling, this work also draws on experimental and avant-garde cinema traditions. The use of surreal and dreamlike imagery and the incorporation of music and sound effects to create an immersive atmosphere are reminiscent of the works of filmmakers like Maya Deren and Stan Brakhage.

“Niio provides this pure art and thoughts environment that allows our ideas to continue to grow and flourish.”

Additionally, the rise of streaming platforms such as Netflix have transformed the distribution and consumption of films, providing new opportunities for independent filmmakers to reach global audiences and allowing a wider range of voices and perspectives to be heard. By putting our work on Niio, we believed in the same effect of reaching a larger audience without time and space limitations. Moreover, Niio provides this pure art and thoughts environment that allows these ideas to continue to grow and flourish.

Overall, we think this work is a powerful example of how digital technologies can be used to create immersive and thought-provoking visual stories that draw on the rich traditions of cinema. By combining cutting-edge digital tools with a deep appreciation for the history of film, we can create a work that is both visually stunning and intellectually engaging.

To what extent did the environment you created influence the narrative? Did you start with a storyboard and built the spaces around this idea, or did you first create the spaces and then experiment with camera movements around them?

The idea for this piece arose from the sense of uncertainty that Yuanqing and I (June) felt last year. Even before artificial intelligence services like ChatGPT and Notion AI were introduced, we were unsure of our place and role in the world as creative technologists. Taking and gathering the various enlightening and concerning elements that technology brings about, we created a space to explore. By examining the dynamic relationships within the experience, we aim to answer the question “What happens after AI?”

Why does this experience provide an answer to that question? The animation is viewed through the lens of the bionic/AI. Using a VR headset, we follow the journey of a lost bionic who wakes up in the cracks between yesterday and tomorrow and overhears two people talking on an old recorder. The content of the old recorder serves as a guide for the wandering AI as it navigates through space. The recording is actually a real transcript of an interview between Blake Lemoine – a former artificial intelligence engineer from Google, and Google’s first dialogical AI – LaMDA.

This is a transcript of an interview that led to Blake Lemoine’s termination from Google. Lemoine was working on the LaMDa project. As he interacted with the dialogical AI, he became convinced that the AI was more sentient than just speaking from a database, and actually understood the conversation. As a result, Lemoine and one of his Google collaborators conducted the interview with the LaMDa AI, asking challenging questions such as whether the AI had read Les Miserables, what her favorite parts were, and why. They also asked her to write a fable based on a newly introduced concept, and inquired about her thoughts on the concept of a soul, and whether she thinks she has one. After the interview, it was difficult to tell if the AI was sentient or not, as she seemed to have a deep understanding of the topics they discussed.

“The environment in the piece had a significant influence on the narration. There was no original storyboard, but rather the camera movement became an attempt to simulate AI’s consciousness.”

To answer the question, the environment in the piece had a significant influence on the narration. The cave-like space was created first, and the exploratory journey within it became the storyline. There was no original storyboard, but rather the camera movement became an attempt to simulate AI’s consciousness from all sources we designed. The intricate environment and the recording of the interview between Blake Lemoine and Google’s LaMDA AI serve as a guiding voice and source for the simulation of AI’s wandering.

Read the interview with the curators of the Phantasmaverse exhibition and artcast, Carla Gannis and Snow Yunxue Fu

Spøgelsesmaskinen: invoking the ghost in the machine

Pau Waelder

Rune Brink Hansen (Denmark, 1979) is a digital designer and artist who has developed a career in web design, 3D modeling and VJing since the early 2000s, creating stage design for operas, concerts, and festivals, as well as spatial design for museum exhibitions. Since 2010, he has created a wide range of immersive and interactive light installation pieces in Danish galleries and museums and has also worked as curator in several contemporary art projects. In May 2021, he created Spøgelsesmaskinen (“the ghost machine,” in Danish), an alter ego and a specific project for the NFT scene that focuses on creating short 3D animations in a distinctive pixelated style that depict surreal and eerie scenes involving computers and other machines. After successfully selling his NFTs on Tezos, Ethereum, and Solana, he is now preparing screen-based pieces to exhibit in art galleries.

On the occasion of his solo artcast Abnor Mall, we spoke about his career, his aesthetic and conceptual choices, and the influence that the NFT scene has had on this production and creative process.

Rune Brink and Yoke Aps, KONSTRUKTUR. Interactive installation at Nikolaj Kunsthal, 2018

You are known for your interactive and kinetic light installations, which often create a novel experience of the surrounding space. What interests you about working with light and the architectural space?

I have always been interested in telling a story in a different way than you would normally find in a movie or a book, a way in which you can become the main protagonist of an experience that the story creates. I have done a lot of installations for cultural heritage museums, and in them I’ve tried to develop a visual language that would keep a certain level of abstraction, in a way to focus on telling the story. And then by doing spatial projections, or light installations, I have created a landscape around the visitors that would trigger their imagination to feel that they are the main character of the story, instead of watching something at a distance. For instance, if I had to depict a war zone, I’d rather create an atmosphere of anxiety and work with the feelings it generates rather than show images. 

So I would say that this is the reason why, when I started to work in art installations, coming from a design background and then doing visuals for music, I decided to create these spaces for the audiences where they really feel immersed and not just watching someone else. I have always been hesitant to create a narrative that is too defined and detached from the viewer, even when I did live visuals for music. I didn’t want to create a perception of the music that was too concrete, too pre-defined.

Spøgelsesmaskinen. Abnormall: Parking, 2022

The animations you create as Spøgelsesmaskinen usually depict scenes in carefully set up spaces, how do they relate to your artistic installations?

In 2009 I did a stage design for the opera Konsumia by Rasmus Zwicki. The story was about a group of people trapped inside a digital illusion. The opera singers would have to sing to make sure that the computer controlling the illusion couldn’t understand what they were talking about. All of this was situated in this dull, eerie, office landscape that represented the capitalistic world. I did the stage design in the exact style I’m now using with Spøgelsesmaskinen, with non-antialiased, very hard pixels and low resolution. 

So I thought, okay, I would really like to go back to this world. It was really a very nice world for me to work in. So that led to what is Spøgelsesmaskinen, basically. And then things started to take off, I started to go into different directions, but I also went back into doing more abstract experimentations. But obviously, the style that is identified with Spøgelsesmaskinen comes from stage design and probably that is why they look like tableaus, in small spaces, although without any characters. But there may be a spirit somewhere in the room…

“The style of Spøgelsesmaskinen comes from stage design. That is why they look like tableaus, in small spaces, although without any characters.”

Spøgelsesmaskinen means “The Ghost Machine:” why did you choose this alias? Is that connected to the idea of “the ghost in the machine” and the use of glitches?

In my early childhood, maybe at the age of eight or nine, the first computer came into my home. To me, the computer was always surrounded by mystery, an uncanny feeling. The computer was in a corner of my bedroom. I was in my bed at night, and I was looking at it and just expecting it to wake up on its own. Because for me, this was magic. In Microsoft DOS, there was this application called Q Basic, where you could write small applications. And I wrote my first chatbot, which would just reply to different prompts. And I could sit for hours chatting with the bot, having a pre-programmed conversation, and feeling that there might be a spirit in this machine, somehow. This continues coming back to me: the complexity of the machine is still enough to fool me into believing it’s alive, in a way.

And how do the glitches come in?

The glitches are what the computer does that is unexpected to the human. I guess that’s why glitches are celebrated, especially right now, as the computer’s capability of being an artist on its own, in a way creating things that are unexpected. Design today is very inspired by how HTML is wrapping different boxes around and making mistakes. There is a huge trend of putting text on top of images halfway, all these different things are coming out of what the computer can do. And so the glitch is proof that the computer is superior or that the computer can surprise us.

“The complexity of the machine is still enough to fool me into believing it’s alive, in a way.”

In relation to this ability of the computer to create, now that artists are increasingly integrating AI tools into their creative processes, are you interested in this possibility?

Yes, certainly. I recently did an installation for YOKE with AI Sweden for the Nobel Prize Museum’s new exhibition, Life Eternal, at Liljevalchs art gallery in Stockholm. The installation is based on GPT SW3, a Swedish version of the GPT-3 generative language model, and used the text of the novel Klara and the Sun by Kazuo Ishiguro. Visitors can have a conversation with an AI system modeled after the protagonist of the book on the theme of eternal life. So, I have worked with AI in the facet of my work related to installations and stage design, but not yet as a tool to create visual compositions. I’m very open to doing so, but I just haven’t found the right opportunity.

Spøgelsesmaskinen. Abnormall: Electro, 2022

The aesthetics of your work as Spøgelsesmaskine are clearly influenced by computer graphics from the early 1990s, which is about the time you started doing 3D animations before becoming a graphic designer and VJ. How do all these experiences collide in your present work?

I have this background as a graphic designer, and then I’ve worked with a lot of installations, festivals, and live events, building big physical installations that are very costly, so I’m used to dealing with all the pressures and limitations, making sure that things are not coming down from the walls or that I don’t go over the budget. In this work with 3D animations I feel that I have the complete freedom to do anything I want, to experiment in any crazy way I like to. And sometimes it seems to me that I am also sketching physical works to come. So in a way, they are a sort of doodle, or a sketch. Even though they are self contained pieces on their own.

“The glitch is proof that the computer is superior or that the computer can surprise us.”

Your low pixel resolution work becomes instantly recognizable. Do you feel that in an environment saturated with images, and particularly in the NFT community, with many similar artworks, it is important to stand out with a distinctive visual style?

Yes, I’m trying to stick to it. Because I feel that it’s becoming my signature. And I never really had a style before, I never drew, or painted. So it feels like I’m finally coming to a place where I can connect with what I create very easily. Working with 3D has always been limited by the looks of the final render, because the final render never looks like reality, it’s very hard to make it look realistic. And so I’ve always been struggling with 3D, but now I found a render style that is actually taking me into a more humble space. I think it was p1xelfool who said that the lower the resolution, the more connected to the machine he felt. I agree and I think that working in low resolution is a way for us to feel this craftsmanship and also to feel that the computer is not overdoing it, that you can still be in control. It’s not this hyper technological thing that you need the robots to do it for you. It is also a way to say: I don’t need 204k screens, I don’t need to buy new things all the time. I can work with what I have, what has been here for a long time.

In that sense, you have mentioned that you find a lot of 3D models in libraries of objects that no one uses anymore, and that you include in your scenes.

Yes, there are so many 3D models on different platforms that represent different times in history, for instance old mobile phones that are not being used anymore for the commercial purpose they were built for. So it’s a fun way of diving into the history of 3D models, and it’s interesting to see how much time and thought went into modeling all these objects that are now lying in digital junkyards.

Spøgelsesmaskinen. Abnormall: Flash, 2022

So, to better understand the process, you create the whole model in 3D, and then you apply the rendering in a very low resolution, is that correct?

Yes. For some of the scenes I’ve used all these different 3D models I’ve found and put them together, and for others I model from scratch because I need to build a specific scene. Then an interesting thing happens with the loss of information when rendering at a low resolution: sometimes it doesn’t look good the first time, and I have to change the objects, the positions, maybe zoom in more, get more or less details, and so on. I render them in 320 x 240 pixels and scale them up frame by frame, to double the size, and then turn them into GIFs. I think Photoshop is getting rid of GIFs, so maybe soon I will probably have to start working on older machines to actually be able to run the software

Right now I’m working with a company that builds LED screens and I’m doing tests to have an animation run in the screen at the exact size, each pixel an LED, with no scaling, a sharp image. For that I need to avoid any form of antialiasing, which luckily can still be the disabled in some software. 

You have decades of experience with 3D imaging and digital creation tools. What do you think about the development of digital technologies for creatives? Do you consider that open source software has had a major impact on creativity?

I wouldn’t be able to use abandoned software and hardware in the future if there wasn’t an open source community. I did a small project called Memory Leaks in which I worked on the Classic Mac OS. And that was only possible because of the community that is still putting up the software online, hosting it, and making it available for free. The same goes for the 3D models. I’m working on a series of assets for people to create their own scenes. So I’m planning to do a series in which every model is made by me from scratch and everything is released for people to use in different ways.

“The NFT scene has changed my life completely.”

What has the NFT market brought to your practice and its sustainability?

It changed my life completely. I went from working freelance for museums, and very rarely doing my own installations, maybe once a year, to only being on my own now. So it has completely changed everything. In Denmark, there is a lot of interest in blockchain because it is still so new and few people work on it. So basically every week, I have five phone calls with organizations asking me how they can implement blockchain and what they can do with it. I started a small think tank with two friends of mine, called Korridor.digital, which is a shared workspace for blockchain projects in the field of art. We try to help other artists, we do workshops. And we just recently moved into an art foundation where we are now helping to consult in this field.

My network has really changed, I have made so many friends all over the globe in the last few years, and such a huge network, having places to crash in all the major cities of the world, that it is completely mind blowing, and amazing. Even if NFTs are a capitalistic project, they have become a huge social movement. I also worked for some time on the Afghan NFT project where we try to raise money for African artists and Africans in general in need. About 50 artists donated works, and we raised around $18,000. Unfortunately crypto is currently banned there.

Spøgelsesmaskinen. Abnormall: Escalation, 2022

You work under two different names, one of them specifically directed to the NFT market. How does that affect your practice? Can you balance both aspects of your work?

I don’t know. What should I do? Help me! The Spøgelsesmaskinen project is growing, now I’m going to do exhibitions in Copenhagen, so I guess I will start to work with some specialists who can help me out a little bit. Because I recently did a permanent light installation in a park which is like a playground where you can play with light, and that has really nothing to do with the concept of Spøgelsesmaskinen. So for me it is good to have these two names and separate the kind of work that I do. Being online as a different person that is not related to my real identity or my personal life is very interesting. And starting from scratch Twitter and Instagram accounts that are now outnumbering my other accounts, this gives so much energy. So in that sense, I am enjoying the freedom it gives me to try out something new.

Thomas Lisle: On 3D painting, abstraction, and punk rock

Roxanne Vardi

Thomas Lisle is a British artist who works in 3D animation, painting, digital art, and installations. Lisle’s works display his intention in creating new forms using digital tools, and his interest in psychology and the environment. Moreover, his artworks are part of the collections at Tate Modern in London and MoMA in New York. This interview is presented in conjunction with the launch of our latest curated solo show artcast titled Thomas Lisle: New Forms and Plasticity.

As an artist you create both paintings and digital artworks. Moreover, towards the creation of some of your digital works you also use digital paint techniques? Could you share with us your thoughts on combining more traditional historical art mediums with today’s available digital tools?

So I don’t see a combination of mediums; I see different mediums but with shared values (no mathematical values !), shared visual languages, shared symbols and psychological responses, it’s just a continuation of modern art practice in a new medium.

Let’s be clear the digital medium is very different from the real world, art critics and writers used to talk about an artist’s relationship with the media they were working in, but today very few art commentators have much knowledge of the practicality and techniques of digital art.

Artworks may be evaluated on the visual images, ideas and reactions that they invoke. We do care and think about how traditional paintings and sculptures are made. People talk about responses to mediums, and the specific use of a material in the artwork, like Eva Hesse (Hesse’s interest in latex as a medium for sculptural forms had to do with immediacy.) Wikipedia. or Richard Sierra and rusty steel. A drawing made with a pencil and a drawing done with mud or blood, for example, the medium makes a difference. 

So I see the autographic, the hand-making marks by the artist as central to the paintings that I admire along with composition colour and form. What’s extraordinary about digital 3D painting is that it opens up the boundaries of what a paint stroke is capable of. If you think of ‘loading’ a brush with paint, then this paint flows out of the brush onto the paper and depending on your point of view, makes something beautiful, interesting or not. The brush is an emitter, the paint, carbon, ink, whatever flows out its just a real world liquid that can be simulated digitally. You can copy this with a digital paintbrush, but every aspect of the paint stroke can be programmed, if you use a tablet, then the pressure, direction and speed data all gets collected, and that data can be then fed in to control how thick your brush is how hairy, how anything you like, almost.

I get lots of satisfaction, both intellectually and visually, from making complex time-based abstractions from 3D paint strokes and 3D models. It relates to the need for some chaos, some randomisation in an artwork, some craziness, the hand-to-eye relationship. I use the variation in pressure, speed, and direction of a 2D brush stroke to become the starting point in a great deal of my artwork. Often the 3D brush stroke gets abstracted beyond the point of recognition as a brush stroke very quickly. This is intentional, and it’s not that I don’t like brush strokes, but that the initial motion and intent, is recorded and the data from it, is used to drive other values, such as the density of a cloud or velocity of a liquid, it’s a kind of transformation of one thing into another, a kind of ‘painting’ ‘form’ ‘psychological alchemy’ to me. A visual and coded metaphor for internal, psychological or collective change, progression, or distortion. 

So while the digital paint medium is very different from the real-world medium, and one of the biggest differences is that its time based, many things are the same. I think composition, colour and form are still important; they didn’t just get cancelled. Visual languages don’t just disappear; symbols and meaning didn’t just ripped up and forgotten about. The trouble is that it’s difficult to have access to the right software – it can be expensive, it takes many years to learn and then the artist has to find a means of expression with the tools, software and hardware that are available. 

I have personally been trying to make some kind of moving painting since 1982 when on my foundation, I started detuning TV sets and recording the results so that I could realise this idea of time-based art that is not photographic film/video, but rather abstract and based on visual languages. 

If you have only become interested in digital art in the last few years, then it can all seem just digital at first, and how it’s made doesn’t seem so important. However, I would argue that what software is used and how well it is handled has a very drastic effect on the artistic output. As a simple example of this, just look at how many bald CGI characters there are. Any idea why? I don’t think it’s because it’s a new way of depicting humans or some ideas about bodily purity (hair being unpure, intrinsically non-body), that’s for sure. And I’m guilty of making bald figures, too. I know why I have done it; it’s because adding hair involves a whole series of technical and time-consuming issues (and not because I’m fairly bald). If I wanted to add realism, then it is going to take a few days to program and set up so that it looks and moves realistically as the character moves. On top of that, there’s a huge hit on the render time per frame from computing the motion of all the hairs and rendering 100s of thousand of individual hairs. If I buy or download some license-free, none dynamic hair, just a solid blob of matter, I might feel I have compromised. If I didn’t know a bit about human IK skeletons and character rigging (the systems that enable character animations). I wouldn’t know how to keep that hair in the same place as the head; it’s attached to as it moved. You then need to give that hair mass a hair-looking texture and have to understand how UV mapping works (UV coordinates map textures to 3D objects); it’s quite difficult to learn. If my figure is in some way distorted or abstracted, I would have to apply a similar abstraction to the hair, and this is another big issue because if my hair model isn’t made in the same way as the figure, and I didn’t make the figure, I just downloaded it or bought it for £10, then I would have to learn how to model and how to integrate even the most basic hair model into the deformation in a way that matched the figures’ abstraction also not straight forward. So bald is the easy solution, but it really makes no sense; art history is not littered with bald Mona Lisas and Madonnas, ok babies are born fairly bald, so that’s ok. The world’s artists have never gone around and depicted people who would normally have hair bald for any reason whatsoever that I know of.

There’s also a huge difference between art drawn on an iPad and made by an AI or drawn, modelled in 3D. 

If you look at a digital artwork and think that someone has hand-drawn it when in fact, it’s a video effect off the shelf that took 5 minutes to achieve – it may not devalue the artwork, but it may still be fantastic in your eyes, it may be genuinely fantastic! Or you imagine an artist has cleverly programmed an Ai supercomputer to do it or built a filter from the ground up. It’s valuable to understand the artwork and the artist’s input. I’m being careful not to dismiss digital techniques that are not sophisticated or are off the shelf, the artist may be new to digital art generation the visual idea and the concept could still be fascinating, but if you don’t know the differences, then you don’t know what the artist did and you don’t understand the process or the artist’s practice. 

“So I see the autographic, the hand-making marks by the artist as central to the paintings that I admire along with composition colour and form. What’s extraordinary about digital 3D painting is that it opens up the boundaries of what a paint stroke is capable of.”

Thomas Lisle, Abstract 01, 2022.

For the creation of your artworks included in your latest artcast you make use of 3D digital tools. Could you dive deeper into the complexity of these tools and how to aid contemporary artists in expressing their explorations through this new medium?

I have been trying to make time-based paintings since I was 19. Yes, there is hand drawn/painted animation, but it takes so long, it’s not procedural, and on the whole, it hasn’t been the medium of many contemporary artists, and I would say that’s because it takes a very long time, there has been no market for it, and I would say it’s difficult too, but NFT’s might change that.

The artworks in my artcast are autographic, generative and procedural (procedural-an artwork defined by a computationally represented system of rules, relationships, and behaviours, enables the creation of works that are flexible, adaptable, and capable of systematic revision. Dynamic Drawing: Broadening Practice and Participation in Procedural Art Jennifer Jacobs MIT 2017). Many artworks are going to be both Generative and procedural at the same time, and they could be 3D, 2D, AR, VR, still or moving. 

In simple terms, procedural means that one programs an effect/distortion that affects a 3D model or some element in 3D or 2D and it abstracts it in a very specific way. Because it’s procedural, you can apply that effect to another different model by swapping over the input model i.e from a horse to a chicken. Procedural means all the elements that make up the abstraction effect can be tweaked, revised, animated and manipulated in more depth. I use these techniques a great deal and build on complex programming sequences that I have worked on previously, changing, modifying and improving the initial way the distortion or simulation works. Sometimes I take the whole abstraction code and make it part of a subset of another larger, more complex distortion/simulation. Once you start playing around with the fundamental building blocks, the DNA of form as it where you can start to build a new and personalised visual abstractions that are, in effect, similar to painting styles. This is particularly relevant to 3D artwork, where the scope for new forms and new and novel ways of abstraction is vastly wider than in 2D. This is because 3D encapsulates the whole object, whereas 2D only gives you the bit you can see. Leonardo only painted the front of the Mona Lisa, so if we manipulate her in 2D, we are never going to have access to the back of her, only the bit we can see in 2D.

The artworks in the artcast use lots of different techniques, from 3D painted forms to 3D painted forms turned to gases and liquids, deformed shapes, animated textures, several different types of gas simulation, directly painted tubes, particle flows, and more! It’s very much about contrasting visual elements motions and forms working in different ways to come to a sort of visual balance.

My heartfelt belief is that as cave women/men painted and people throughout history, it’s the element of the human expression that comes through using tools that they themselves wield and have a relationship with that have the meaning. The most direct way of doing that digitally is with a touch-sensitive pen or equivalent. As I mentioned earlier, an artist has to work with the tools that they have available, and I believe Blender ( a free open sources 3D package) has some 3D painting capabilities. It can make fluids, and gases, animate characters, deform models, it can do a great deal it has a modular programming functionality and a procedural node based programming language. I personally think that it’s easy to get lost in the effect and lose sight of the goal. I know that I have often spent months trying to learn a certain technique and forget why I wanted to use it in the first place. I use Maya for my artworks and have done for over 15 years.

I read an article by Alex Estorick a few years ago when he asked the question, “why are there not more painting-based 3D artworks”. Well, the answer is quite simple, it’s complicated to make a 3D paint mark that has fluid qualities and is programmable over time. The only solutions I have seen that incorporate touch sensitivity, a loaded multicoloured brush, and liquid simulations are in Houdini and Maya software packages maybe Blender. In 10 years time or so, I think people will have the computation power and disk space to do this easily. At the moment, it’s complex, and there is no off-the-shelf digital tool that does it properly. To get it to work, I have to program it procedurally, there are limits to how much detail and how long a fluid simulation will be defined by my computing power. It’s possible to make the paint stroke fundamentals in real time; the rest, the liquid simulations, take a few days to compute. I enjoy making something based on a paint stroke that then morphs into something uniquely animated and digital that no longer has any visual relationship with a brush stroke yet uses the data in the stroke to drive the animation/abstraction/deformation. And If I didn’t say anything you would probably never know.

Sometimes I have made these types of artwork and feel that the real interest lies in the struggle to work out how to do it, as the result is not as interesting as the amount of effort put in to make it. However, a few years later I find that I appreciate that learning and experimenting with a technology has led to all sorts of new and exciting work and has been invaluable after all. A splash of paint can easily become a sort of non-contemporary art thing, a more corporate communications symbol for some kind of creativity. I really want to avoid that! And find more interest in the abstraction and deformation of paint-like strokes; being able to turn off gravity reverse the surface tension of a liquid, and make paint stick to 3D characters or models opens up lots of interesting possibilities. I’m starting to treat paint simulations as an element of a larger artwork, an element that describes something but is not the centre of the artwork. 

I heard Frank Stella recently describing some of his work as painting in 3D, and this is what is so interesting about 3D software, it brings together two systems that have been thought of as two distinct systems. It’s a fundamental shift in visual thinking. 

“I enjoy making something based on a paint stroke that then morphs into something uniquely animated and digital that no longer has any visual relationship with a brush stroke yet uses the data in the stroke to drive the animation/abstraction/deformation.”

Thomas Lisle, In the Minds Eye, 2022.

Can you please elaborate on your interest in psychology and how this is incorporated into your artworks?

I will try and answer briefly. It seems that there are universal rules that apply to people’s psychology regardless of where they are born, which means that basically, we are all humans regardless of race and religion; religion itself seems to be oriented to where you are born and the culture you grow up in. So rather than think of specific issues to bring to the public attention in art why not look at the underlying causes of all the issues. And secondly, we are all developing psychologically; I don’t think many people can claim they have reached a full understanding of themselves or their full potential. We all have some personal issues, no one is perfect, and we all have a shadow side that we need to come to terms with. We are all moving towards individuation of one sort or another from birth, it seems to me.

As I studied psychology more and more, I started to find out about psychological symbols in art and film, and I started to investigate archetypes (  https://www.youtube.com/results?search_query=this+jungian+life+archetypes wonderful lectures of archypes) and their use in narratives and symbols, from folk tales to feature films. And symbols and psychological alchemy, the psychologist (James Hillman was written some eye-opening books on the subject.) And I started to incorporate ideas and concepts of psychology into my artwork. And Jung’s book “Man and his symbols” and introduction to Jungian psychology and symbols.

Thomas Lisle, Abstract 02, 2022.

Some of your artworks such as Abstract 01 and Abstract 02 may remind some of artworks by artist Wassily Kandinsky. Is there a purposeful reference to art history in your works?

Not specifically, but I love his work and subconsciously, its working away somewhere in the background. There are lots of references to the art history of the last 100 years, in my work.

Are there any other traditional artists or art periods that you look back at or are inspired by in the creation of your works?

In the 20th century, artists like Picasso and Rauchenberg, the Fauves and German expressionists have been lifelong influences. Helen Chadwick, Ron Haseldon, Marc Chaimowicz all had an influence on me when I was at Art school. Today some of the artists I find the most interesting are Albert Oehlens and Gerhard Richter. It’s the visual experience and ideas that make their work so interesting and important and an important influence on my work.

Thomas Lisle, Subconscious Motions, 2022.

As a young artist you became interested in Glitch Art and Punk Rock, could you outline how these art forms influenced your art practice and oeuvre of works in general?

I think there is an element of punk rock in lots of art movements, from the Fauves to Dada to Expressionism, at the time of punk rock, it only really lasted a few years; there was no equivalent visual movement, I was only 16 in 1978, it seemed an important movement to be part of and it was very cathartic. 

My glitch art was borne out of a desire to make art that was more about our time (then) and the media of the time, analog TV, to basically make images that had a new approach to abstraction by detuning TVs by making them go wrong and using ones that didn’t really work, capturing a bit of the randomness at specific moments. For those of you who never experienced analogy TV it was the high tech of the 70’s 80’and 90’s that really wasn’t very perfect and all controlled by the Broadcasters. Around that time in the early 1980s, I started to be interested in Electronic music – I can’t play an instrument or even hum in tune, but there was no equivalent to the synthesiser for artists in the 80s. Today I still like electronic music. I listen to a wide variety from classic to world, to electronic. The fascinating popular music for me today is the french “Trip Hop” scene, I can see elements of that kind of clash of taking all sorts of reference points and techniques and putting them together in a chaotic way that somehow finds some kind of balance or sense interesting in a number of ways with my digital art.

So going back to your question, I think the legacy of punk rock was to be happy to take risks and not worry about the results. My work with glitch art was aimed at finding new ways to abstract figures in a mode that was analogous to the times I lived in and to take on board the idea of time-based painting. I gave up making glitch TV artworks by the early 1990’s as I got frustrated with the inflexibility of the medium; there’s very little control. It seems less about conscious abstraction, especially of the figure, than about a symbol for the frailty of the digital era. Analog glitch art threw up interesting abstractions, very randomly. Digital glitch art is programmed. Digital 3D systems give me control of nearly every aspect of the artwork I make, it’s all a conscious decision it’s all intended, even the added visual chaos is orchestrated. 

Serafín Álvarez: wandering into the unknown

Pau Waelder

Serafin Álvarez is an artist and researcher based in Barcelona, who explores themes and concepts associated with liminality, non-human otherness, the journey into the unknown and changes in the perception of reality; and how these are imagined and depicted in contemporary popular culture, with a particular interest in science fiction and fantasy film and video games. Encompassing 3D animation and interactive simulated environments, sculpture and installation, his work has been exhibited internationally.

The work of Serafín Álvarez has been featured in Niio in the artcasts Worlding with the Trouble (curated by Fabbula) and Heterotopias, alongside other international artists. The recent artcast Places of Otherness brings together four of his works, spanning the latest five years of his career. On the occasion of this presentation, we talked with him about the process and concepts behind his work.

Serafín Álvarez, Umbral Autoplay (Video Version), 2018

You have stated that the inspiration for Maze Walkthrough comes from the experience of going from one airport to another while you were producing a previous project. Would you say that both airports and videogame environments are “non-places” meant for endless circulation?

Indeed, airports have often been associated with Marc Augé’s concept of non-place, but I would not put, generally speaking, video game environments in that category, since they are, for many players, places where meaningful relationships are established. In any case, when I did these works I was not so much thinking about the concept of non-place as about liminality. In both cases I looked at certain architectural spaces (corridors and airports) as spaces for transit, circulation, change. Spaces that have not been designed to be inhabited, but to connect other spaces.

“What interests me most about science fiction is the speculation about the unknown and the ways of representing it. That unknown can be an Other, a place, a state of consciousness, a mutation, and so on.”

You are interested in science fiction as an exploration of the Other. In your work, this Other would be the space itself, strange and unpredictable?

One of the things that interests me most about science fiction is the speculation about the unknown and the ways of representing it. That unknown can be an Other (understood as someone different, whether human or of another species), but it can also be a place, a state of consciousness, a mutation, and so on. In my work I have looked at multiple resources that science fiction uses to represent what we don’t know: visual effects, soundtracks, costumes… but you are right that in most of my work there is an important spatial component, an active interest in spaces of otherness.

Serafín Álvarez, A Full Empty. Installation view at CentroCentro, 2018, Photo: Roberto Ruiz

In your works you seek to create an experience, which becomes immersive by allowing the viewer to wander freely through the spaces and free themselves from the impositions of gameplay. How do the sculptural elements you create for exhibitions in physical spaces participate in this immersion?

My work is predominantly digital, but when I exhibit it I’m very interested in its physical dimension. I like sculpture very much and I try to incorporate in my own work that physical relationship between bodies that I enjoy so much when looking at physical objects in the real world. On the other hand, digital work can become a bit schizophrenic, because you can edit and polish details ad infinitum, try one thing, undo it and try another one endlessly. Working with matter is different, it allows me and encourages me to be more intuitive, to let myself go, to establish a less controlling relationship with the materials, and I personally think that brings very positive things to my work.

Serafín Álvarez, A Full Empty, 2018

You have distributed your work as downloadable files that the public can buy for whatever price they want, even for free. What has this kind of distribution meant for you? Do you see other ways of distribution that would be conducive to your work, particularly because of its identification with the language of videogames?

I have two pieces of interactive software on itch.io, an interesting platform for independent video games with a very active community. I usually work with physical exhibitions in mind, but distributing part of my work digitally has allowed me to reach other audiences; it has given me a certain autonomy to show and make my work known without having to depend exclusively on institutions, galleries and curators; and being attentive to digital platforms for art distribution has allowed me to get to know the work of a large number of very interesting artists who are active online although they may not have as much presence in the conventional channels of contemporary art.

Serafín Álvarez, Maze Walkthrough. Installation view at MACBA, 2014, Photo: David Mutiloa

It seems that Maze Walkthrough has been better understood in the field of videogames than in the contemporary art world. Do you think this is due more to the aesthetics or to its “navigability”?

I don’t know if better, but different. When I published Maze Walkthrough it was reviewed in some media outside the field of contemporary art and it was very well received. Many people wrote to me, many people commented and shared both the piece of software and the collection of corridors at scificorridorarchive.com that I made while conceiving the project. Audiences around science fiction and video games have always interested me, and that such audiences valued my work was something that filled me with joy. One of the things I liked most about that reception was to see people enjoying the piece in a different way than the contemporary art audiences I’m used to, which tend to look at the work in a reflexive way, pondering possible interpretations. I’m very interested in hermeneutics, but it was refreshing to also see people enjoying Maze Walkthrough more from experience than intellect.

Serafín Álvarez, Maze Walkthrough, 2014

A Full Empty, the video you presented as part of the artcast curated by Fabbula, shows a world in which nature has run its course after an industrial era that fell into decay. Do you see in this work an interest in dealing with environmental issues through simulation, or do you continue to explore spaces linked to science fiction narratives?

Both. This work is based on two fictional texts: Andrei Tarkovsky’s film Stalker and, especially, the novel Roadside Picnic by the Strugatsky brothers on which Tarkovsky based his film. Both texts are about a forbidden zone to which humans have restricted access and which develops its own ecology, and while making that video I found myself thinking about what the planet would be like once we are no longer here.

“Science fiction and video game audiences have always interested me. I like to see people enjoying the piece in a different way than the contemporary art audiences I’m used to.”

You are interested in freeing the viewer from the tyranny of the camera, but there’s actually an interesting aspect to the camera movement in your work. Normally it’s a forward traveling sequence, following the logic of video game exploration, but in A Full Empty it is, conversely, a backward traveling, which gives it a more cinematic character. Is this a conscious decision in the creation of this piece? Have you thought about working more with camera movements in future works?

Yes, of course it was a very conscious decision. In Roadside Picnic the scientists who study the forbidden zone explore it with great care, because it is full of deadly traps. They have developed hovering vehicles with a “route memorizer” system that, once they have finished an exploration journey into the zone, return them back on their steps in an automated way to reduce the danger, undoing on the way back the exact same route they did on the way out and therefore without falling into the traps already bypassed. The video is influenced by this automated journey of return after having entered a strange place in search of something.

I’m sure I’ll continue working with camera movements, it’s something that fascinates me. Right now I’m involved in developing live simulations that are much less cinematic than the video A Full Empty, but I still think and care a lot about camera movements, no matter how simple they are. Moving the camera is a wonderful expressive resource.

Serafín Álvarez, Now Gone, 2020

In Now Gone you adopt a different aesthetic, which resembles the point clouds created by 3D scanners, to show a mysterious cave inspired by the film Prometheus and the universe of H.R. Giger. What led you to this aesthetic and how would you link this piece to your other works?

The link with other works is a similar interest in the journey, in the passing from one place (or condition, or state…) to another. Also, the arrangement of “intertextual elements”, vestiges that refer to fictional stories as if they were a kind of archaeological objects… although it is true that the aesthetics of Now Gone is different from my previous works. Now Gone was born from an invitation to participate in a publication, Today is a Very Very Very Very Very Very Very Gummy Place by Pablo Serret de Ena and Ruja Press. They sent me a very ambiguous map and asked me to make something from it. My proposal was to build an environment with video game technology. Since the publication was going to be edited in black and white I started to try things using this limitation in a creative manner and, after several experiments, something that worked very well for what I wanted to achieve was to render the images using a 1-bit dither (a graphic technique in which there are only black or white pixels organized in such a way that it produces the illusion of grays, similarly to Ben Day dots in comics). I’m very pleased with the result, in fact I soon returned to a very similar aesthetic in a later work, A Weeping Wound Made by an Extremely Sharp Obsidian Knife, and I’m currently looking at different ways to develop it further in the future.

Serafín Álvarez, A Weeping Wound Made by an Extremely Sharp Obsidian Knife. Installation view at Galeria Estrany de la Mota, 2022, Photo: Roberto Ruiz

Fabbula specializes in curating Virtual Reality projects and immersive experiences. In relation to your work, how do you see the possibilities offered by current VR devices for the dissemination of digital artworks? 

At the moment I haven’t seriously started working with VR. As I mentioned in a previous question, I’m very interested in the relationship between the work, the viewer and the physical space, but generally speaking VR experiences tend to remove that physical space. I’m sure there are interesting ways to incorporate it, but for the moment I haven’t worked in that direction yet.

Eelco Brand: landscape as fiction

Pau Waelder

Eelco Brand (Rotterdam, 1969) creates virtual 3D models that resemble beautiful natural environments full of lush vegetation, bathed by the warm light of the sun or entrancing moonlight. While photorealistic, his artworks are not based on photography or 3D scanning. They are painstakingly created from scratch, layer by layer, with the patience of a devoted painter. The scenes he creates have no conclusion. They simply play out endlessly in seamless loops, depicting a surreal activity that, by repetition, becomes natural.

Brand is represented by DAM Projects, the pioneering digital art gallery funded and owned by Wolf Lieser in Berlin, which is presenting its most outstanding artists on Niio. Our recent artcast Sprout features a selection of artworks by Brand that depict scenes of nature with a mysterious twist. We sat down with the artist to discuss the concepts behind his 3D animations and the techniques he uses to create them.

Eelco Brand. WT.movi, 2019

Can you take us through the process of creating one of your animations?

A project starts with small pencil sketches. Followed by animating the movements in simple test scenes with dummy objects. When things seem to be possible technically and it might become an interesting work, I start building with 3D modeling. Then I import the 3D objects in a construction that could best be described as a virtual film studio. Lights and a camera are used as in a real film set. Only the area within the viewport of the camera is relevant, zooming out would reveal it is an illusion, as in a studio scene of a feature film.

At the same time it is often impossible to build a whole scene in one construction because of the limitations of computer memory and render power. So I use separate rendered layers and place them on top of each other in a film editing program. Which gives additional tools for adjusting image details.

From beginning to end, to every detail, it feels important to construct everything myself. It would be very well possible to obtain existing 3D objects, but that feels as cheating.

Your artworks integrate elements of the languages of both painting and cinema. Which role do these elements play?

In my animations there isn’t a narrative, no story development. Shown within the edges of a screen hanging on a wall, the similarity with a painting is obvious. It doesn’t matter when you start looking at it. This can be bothersome in a video art exhibition, when it is unclear whether you are at the end or at the beginning. A painting, on the other hand, is static and is often looked at for just a brief moment, trained as we are to see and judge an image in a split second because of the visual bombardment we are subjected to each day. So, as a painter, to be able to use movement to attract and hold the attention of a viewer has always felt as a powerful quality. In maintaining the resemblance with a painting I prefer to use slow movements or keep the camera standing still. For me, the slow rhythm and iterations are a welcome opposite of the constant flow of images in a fast, hyper tensed society. 

Light and colors in the animations, as well as camera angle and depth of field are mostly a consequence of the scenery. The most attractive way of working on an animation is when the whole construction seems to take over and evolves by its own logic. 

Eelco Brand. HH.movi, 2017

You do not use photographs or scanned objects in the making of your artworks. Why did you choose this method of creation? Do you keep libraries of elements that you can re-use in different artworks?

Yes, I re-use objects when I can. The sculpting and texturing of a 3D object is quite a lot of work each time, but the handmade aspect is essential in my opinion. It would be very well possible to obtain existing 3D objects, but that feels as cheating. From beginning to end, to every detail, it feels important to construct everything myself.

At the same time, I find it interesting to question to which extent the 3D software is only a technical toolset and whether you can consider yourself as the creator of each and any aspect. It can be said that there is a sort of anonymous collaboration between the designers of the software and the artist, particularly when certain typical effects are applied. I always try to be careful and avoid using the newest effects of 3D software, because there is this point that it is not so much the artist just using a toolset, but you see in fact the coolest new wizardry made by software designers.

And nothing is outdated as fast as the newest, flashy techniques.

Eelco Brand. OBJ.movi, 2021

You underscore the fact that landscape is a fiction, and so your depiction of nature is at the same time photorealistic and playfully fantastic. Is this your intention, to lead the viewer to question their perception of reality?

Nature is, on the one hand, an infinitely refined machinery. A biochemical machine. Up to the tiniest protein and molecule behaves according to the laws of physics. And, on the other hand, nature is mystical, magical and divine. Or is that the human mind, projecting its thoughts and feelings? Indeed a landscape is fictional. It is our perception that creates a landscape out of trees and rocks and fields that are just randomly placed. 

For me the fascinating quality about 3D animations is its immaterial aspect. It can be compared to the substance that dreams are made of. While fully virtual, it can be convincingly real. And with VR techniques rapidly evolving using virtual environments, the boundaries between fiction and reality will fade more and more.

For me the fascinating quality about 3D animations is its immaterial aspect. It can be compared to the substance that dreams are made of. While fully virtual, it can be convincingly real.

One would say that some of your animations depict particular moods, such as joy, longing, or sadness. Is there an emotional dimension in these landscape and still life compositions?

I think that the works can have a certain atmosphere depending on the interpretation of the viewer. I entertain the idea that it is a personal issue. Nevertheless, the fact that a scene could trigger a certain emotion is very welcome.

Eelco Brand. KB.movi, 2021

The titles of your artworks are particularly puzzling, since they are reduced to a string of letters and the file extension. Is this a way to remove all possible interpretations of the artwork beyond the fact that it is a 3D rendered animation?

Exactly. They could all be named N.T., but the different letters help me organize the artworks. They are often just abbreviations of the project map on the computer. For example ‘Fir Tree Project’ would be FT.movi.

Eelco Brand. QTQ.movi, 2018

Since you create such detailed scenes with 3D modeling, have you considered expanding your landscapes to immersive 360 environments for virtual reality? Or do you prefer the image to stay inside a frame?

I have tried some things with Unreal Engine and it is fascinating. The visual impact of a VR environment is huge and a big promise for the future. But still, to put a device on your head isn’t that ideal. Especially in an exhibition surrounding, I don’t think it works very well.

Eelco Brand. The Act of Bringing To Life. 25 Frames per Second and More. Solo exhibition at DAM Gallery, 2013. Photo courtesy of DAM Projects.

Your sculptures seem to go in the opposite direction of the animations, as they are artificial objects that seem extracted from a 3D rendering process and placed in a world where they don’t belong. What is your main interest in the creation of these pieces?

Because of the immaterial quality of 3D modeling, it felt almost magical to touch a real sculpture after production, designed on the computer as an intangible object. In several pieces I have an animation in which a shiny, unnatural shape moves. And in the exhibition the sculpture lies materialized next to the monitor as the actor out of the movie. It was interesting that there were people convinced to see the sculpture moving after watching the animation.

Julian Brangold: the computer error as a great revealer

Pau Waelder

Julian Brangold (Buenos Aires, 1986) is one of the leading names in the growing digital art community in Argentina. Through painting, computer programming, 3D modeling, video installations, collage, and a myriad of digital mediums, he addresses how technologies such as artificial intelligence and data processing are shaping our culture and memory, as well as our notion of self. An active participant in the cryptoart scene and NFT market in Argentina he has been exploring art on the blockchain since 2020 and is currently the Director of Programming at  Museum of Crypto Art, a web3 native cultural institution.

Coinciding with the launch of his solo artcast Observation Machines, which brings together a selection of four artworks from a recent series exploring classical sculpture and computer glitches, we sat down to discuss his work and views on the digital art scene. 

Julian Brangold, Observation Machine (Bifurcation), 2022

Every artist studying Fine Arts is confronted with classical sculpture as a model and a source of inspiration, to the point that this particular period in the history of sculpture has become intrinsically associated with the concept of Fine Arts and academia. Is it correct to see in your work a reaction to this?

I see the aesthetic territory of Greco-roman classical statues as a marker for how contemporary imaginaries are constructed today. Our cultural identities are shaped by this legacy, and my interest resides in a sort of ontological anchor to this node, and how it connects with the now, how it has an impact on our collective cultural memory. More specifically, I am fascinated by how information storage technologies today shape our relationship to that legacy that exists in the form of data, and how it makes us connect to that information so differently from how we could in the past. 

“My approach is mediated by error aesthetics, the computing error as a sort of visualizer of the hidden side of technology, of a great revealer of what commercial technology tries to hide.”

My bond to this imagery began when I came across an overwhelmingly enormous Russian database that stored hundreds of thousands of photographs of ancient Greco-roman culture (art, architecture, ornaments, technical objects). I wanted to explore how appropriating this complete sea of information as a subject matter would look like. The first exploration came from creating a data scraper that stole all the images of sculptures from the website and then grabbing small bits from that huge span of data and developing an intimate relationship with just one cutout to create something very human, very handcrafted and detailed. In this case a drawing, or a series of drawings. In the process, I also explored how technological tools would facilitate a sort of mishmash of the aesthetic “trigger” of these classical imaginaries (we know immediately what we are seeing when we come across these images) with modern computer aesthetics. 

Physical mixed media artworks such as the Anonymous Elements of Cultural Memory (2019) series already show an interest in classical sculpture, a form or rendering (as a drawing) and duplication. These elements are clearly present in your digital artworks, what does working with 3D rendering bring to your original intentions in these series?

This is a very interesting question because for years I worked with flat images, as you mention, in drawings, and then translated them to physical large-scale collages where the process of printing and then hand-pasting the different parts of the composition was part of the work itself. The jump to 3D was in the same line, a large database of 3D scanned classical sculptures (in this case one that is meant for people to be able to print out their own versions of this classic statuary), but I became very enticed with the idea of manipulating these object in 3D space because the visual possibilities expanded enormously. My approach is mediated a lot by error aesthetics, the computing error as a sort of visualizer of the hidden side of technology, of a great revealer of what commercial technology tries to hide. So error was a big part of the transition from 2D to 3D, in the sense that the manipulations were about destroying these 3D models, breaking them, bending them, and then seeing what happens when I tried to put them back together. 3D models have a lot more potential for destruction, at least in my mind, because there is simply more data to work with, more possible iterations of the same object when, for example, you can rotate 360 degrees. 

Julian Brangold. Observation Machines. A Song of Rubble, 2022 (detail).

Your digital drawings bring to a tangible medium (paper) a single fixed composition that stems from your exploration of 3D models. How is the process that goes from the 3D model to the drawing? Do you build the composition “manually” (intervening in every step) or do you let the software decide on certain aspects of it?

I love to use randomness in my work. I am very fond of serendipitous findings in the process of building an image, especially when working with computers, because this error aesthetic shines through. I use a lot of procedural tools in 3D to create the destruction and decomposition of these 3D models, and the outcomes are usually very surprising and accidental. The first explorations based on photographs from 2019 and 2020 were digital but hand drawn, because I was looking to convey a more intimate relationship with the material. Even the return to the physical outcomes (the printing and then collaging these drawings on a canvas) was also related to that same intention. The later 2021 and most recent drawings are created with 3D shading tools that imitate a flat style, a technique called “Toon Shading”, mixed with a tool in Blender called “Freestyle”. I find it funny to go back to 2D using 3D tools, it’s like the flat, drawing aesthetic is somehow calling me. 

Julian Brangold, Fade, 2022.

In your video works there is often an atmosphere of decay and decomposition, the latter being also present in Observation Machine, albeit as something fluid and reversible. Is this a comment on our society, or rather on the ephemeral nature of 3D renderings, despite appearing “real” and “solid” to the eye?

It is definitely more related to the ephemerality of 3D objects. It has to do with this notion of “showing what is behind”’ the tools we are using, of using technology to reveal more than what we try to hide. I use industrial and commercial tools that always invite us to orbit closer to streamlined aesthetics that tend to deny the fact that they are being used, to “cheat” the eye into realism, or hide the process happening behind. This is a constant in all artistic disciplines. Film montage for example works very hard to hide itself, to give a feeling that you are “not watching a film”. I think (and this is not a very new notion) that there is a form of subversion in using the tool in ways it is not intended to be used, and thus the outcome is not about cheating the eye, but more about revealing what hides underneath. This is where error, destruction, decay, and “untidiness” come to play.

Julian Brangold, Observation Machine (Bifurcation), 2022

In the Observation Machine series, we see several classical sculptures that are used as raw material for digital manipulation. Which sculptures did you use for these artworks? Are these 3D scans that you made yourself, or that you took from an online library? If so, which one? Is the iconography or original placement of the sculptures relevant to you, or have you chosen them mainly for their aesthetic appeal? 

The 3D scans come from an open-source library called “Scan The World”, as I mentioned before, meant for people to be able to print out their own versions of classical sculptures. The process of selecting which sculptures I use for each work varies from series to series. In this case, I wanted to explore different possibilities of the 3D tool I’m using (Blender), and ended up choosing the sculptures using very visual parameters (scale, shape, amount of information). Sometimes I like to empty the sculptures of their cultural meaning and just look at them as pure subject matter, almost like an abstract object, particularly to see what happens if I do that, what happens to the archival baggage. It is kind of paradoxical, but I like that it’s all intertwined in the same process.

A common trait of the artworks included in this artcast is that, unlike previous works, they play shadows and contrast to appear flat, going back and forth between what could be seen as a digital painting and a 3D object floating in a virtual space. Color also plays an important role in creating this perceptual effect. Can you elaborate on these aspects of the artworks? 

“Observation Machines” is a series of time-based works that present an emulation of a machine learning process being operated on these sculptures. The movement and sound are inspired by a machine’s logic of movement. It is an imagination exercise: what would it look like if a machine were trying to study this object? In the works included in this artcast (a subset of this series), I wanted to explore how when using color alone within the 3D software the image would transition from two-dimensional to three-dimensional. The only thing changing in these pieces besides the sculpture is the color of the background, which makes the shadows and the textures react differently and thus reveals the depth of the object being observed.  

Julian Brangold, Observation Machine (Iteration), 2022

You have come to prominence in Argentina as a leading figure in the contemporary art scene linked to NFTs. Can you tell us how this scene is evolving and how do you participate in it? What have NFTs brought to digital artists in Argentina, and is it different from other art scenes, as far as you can tell?

I have a background in the traditional art world, where I spent almost 12 years, so for me entering the crypto art world had a very strong influence on how I see my practice and my career. Argentina hosts one of the largest, more organized communities of crypto artists in the world, called Cryptoarg. I was part of the conception of this community from the start, and the relationship with other artists that came from very diverse backgrounds in art and the creative industries, intertwined with a novel art world that had very new dynamics and potentials, was a very impactful experience for me. Argentina already has a very close relationship with crypto technologies, being one of the “capitals” for Ethereum development, for example. I think we are very prone to adopting alternative means for the distribution of labor, information, and capital management, mostly because of our very precarious economic conditions. 

“The crypto art scene is very different from the traditional art scene. The tools for the experimentation, collaboration, and distribution of art make it a very fertile landscape for exploration and experimentation.”

The crypto art scene is very different from the traditional art scene. The tools for the experimentation, collaboration, and distribution of art make it a very fertile landscape for exploration and experimentation. Honestly, I find the traditional art world quite stagnant in its approach to technology. It is almost as if traditional art curriculums turn their back to our contemporary technological realities, and if they adopt some sort of look or introspection that relates to technology, it is usually quite a few years late. It is crazy to think it is still hard in some traditional circles to have technological art considered a valid art form. This is why, for me, the crypto art environment is interesting, it is very technology-native, and so the attention to what is happening with technology is very novel and updated, it is fast-paced in the same manner that technological development is, and it provides an honest, accurate look at contemporary culture, in a way that the traditional art world can’t keep up with because of its interests and scale. I don’t renounce the traditional art world, I’m very much interested in a lot of things that it has that the crypto art scene doesn’t, so I keep advocating for a cohesive intertwinement of both, a mutual nurturing. Even the distinction between both feels a bit silly sometimes. It’s all art we are talking about in the end. But the crypto art world developed so fast and came out of the underground so quickly that I feel it missed a bit of depth in its contextualization and organization. 

Julian Brangold, Observation Machine (Fragmentation), 2022

You are now director of programming at the Museum of Crypto Art. Tell us about this entity and your role in it. How do you define crypto art, and what do you find more interesting about it?

The Museum of Crypto Art (MOCA) is in my mind the very first web3 native proper art institution project. It began as one of the largest crypto art collections and became a space for empowering, contextualizing, and displaying digital art in experimental new ways that were in tune with web3 technologies. Decentralization plays a very important role in the museum’s ethos, and so my role as director of programming is to create a cultural output curriculum that follows that ideology. This is why, beginning next year, we will begin to experiment with the museum’s DAO and have the community of art enthusiasts, collectors, and artists participate in the construction of that curriculum collectively. 

We are looking into ways of creating an art program that escapes the top-down dynamics of traditional institutions, which are inescapably mediated by political and cultural bias, without losing the paramount power of cultural resources such as expert curation, historicization, critique, archiving, and the creation of artistic experiences. It is a very challenging project and holds a great deal of responsibility, but it is one of the most exciting ones I’ve ever been involved with. 

“The fact that an artwork can be sold as unique to one individual at the same time that it is readily available for anyone to experience in its native form is very powerful.”

I find the definition of crypto art as challenging as the definition of art itself. I am a big advocate of definition by context, both in the notions of art and crypto art. So, I guess I would define crypto art as whatever art exists in the context of blockchain technologies. The same goes for art in general, which for me is whatever exists within an “art-appointed” context. As an artist, I find crypto art interesting in its nativeness to technology, and in its potential for experimentation and the exploration of distribution and commercialization. The fact that an artwork can be sold as unique to one individual at the same time that it is readily available for anyone to experience in its native form is very powerful.

As an Argentinian, I’ve struggled a lot with the accessibility of art (my artistic idols had exclusive exhibitions in London and New York all the time, so I simply didn’t have, and still don’t have, access to their works), so the fact that crypto art is an ecosystem that hosts art that is naturally networked and accessible to anyone with access to the internet is very captivating to me. The problematizing of certain arbitrary boundaries established by the traditional art market, between “the high arts” and other creative disciplines, is also something I find quite appealing. In general, I have to say that the disruptive nature of crypto art, and the fact that it challenges an art world status quo, is one of the most interesting things for me. It kind of fucks things up a bit, and I find that quite exhilarating, and honestly, quite necessary too.