NFT Futures: expert views on the digital art market

Pau Waelder

The boom of the NFT market has decisively impacted the contemporary art market since, in 2021, Christie’s and Sotheby’s auction houses launched successful sales of digital artworks minted as NFT and offered in cryptocurrencies. A year later, despite the ups and downs of cryptocurrencies, the market for art in digital format with NFT certification continues to consolidate and progressively enters the scope of the most recognized galleries on the international contemporary art scene. In this context, it is worth asking: what do NFTs bring to art collecting? What trends can be traced in the future of the contemporary art market?

Invited by Art Palma Contemporani, the contemporary art galleries association in Palma, I curated a panel talk on September 16th, in which several experts presented their analysis of the current situation of the art market and NFTs and outlined future perspectives.

Panel participants. Left to right: Pau Waelder, Valérie Hasson-Benillouche, Wolf Lieser, Anna Carreras, and Mario Klingemann. Photo: Grimalt de Blanc, 2022.

Valérie Hasson-Benillouche: “NFTs have brought a different kind of collector”

Valérie Hasson-Benillouche is the owner of Galerie Charlot. She opened the gallery in Paris in 2010 and then a second gallery in Tel Aviv in 2017. The gallery represents a wide range of artists working with digital art, such as Antoine Schmitt, Eduardo Kac, Lauren Moffatt, Laurent Mignonneau & Christa Sommerer, Louis-Paul Caron, Manfred Mohr, Nicolas Sassoon, Quayola, and Sabrina Ratté.

2022 is a key moment for your gallery entering the NFT market with the participation in the Unvirtual Art Fair in February and then the launch of your own NFT platform. What is the reception you are getting from your collectors regarding NFTs? Are NFTs helping you reach out to new collectors?

I opened the gallery about 10 years ago, so at this point my clients have already 10 years of experiences with digital art. NFT is one part of digital art, so they became very curious and came to me and said: “what is this new art?” I have to say that it took me a while to understand it, because it is not easy, and it was a new way of collecting. So it was important to me that the curiosity of clients could be a challenge to understand what is going on, and as artists always use new technology and create new artworks with all these different systems, we really had to get into it. My clients were curious but also worried: they had read the news about NFTs, and also some bad experiences, so their curiosity was balanced with some skepticism.

I decided to mix the groups of my collectors, because you always have different kinds of collectors: the ones who are buying because they really love art, the ones who buy art to challenge themselves and show their collection to other people, and some people who just want to please themselves, sometimes. All these people are wondering what is going on around this new NFT system, so I try to explain it to them and I take the time to organize talks with artists and curators, and different people who can explain to them what is a wallet, how to open it, something very simple. I think collectors really need to be guided through these basic steps.

It is a different approach of living with the collection: you can see it anywhere, you can share it with your friends easily. This brings a different way of buying art.

Valérie Hasson-Benillouche

NFTs have lighten up the field of digital art. I have been in this field for years, and I find it very interesting to see that who has started creating NFTs among the artists. Eduardo Kac, who is a very classical artist working with science, technology, and art, he got into NFT. Then many people got into NFTs without understanding everything, but they just loved it. The idea was to do something different, to jump into something different. So what we decided at the gallery was to get all these people informed about what are NFTs exactly.

NFTs have brought a different kind of collector. It’s a challenge, because it is a different currency, it’s immaterial, so it is a different philosophy of collecting, and it is also connected to the way that people are living. Certain people are moving a lot, traveling everywhere, but they like to have their collection with them. They like to share the collection, they like to show the collection. So it is a different approach of living with the collection: you can see it anywhere, you can share it with your friends easily. This brings a different way of buying art.

You have collaborated with luxury brands such as Hermés in several artistic projects. Do you see an interest from these brands in art NFTs?

I’ve been working with luxury brands for a couple of years, especially with Hermés, as well as Audemars Piguet, Shiseido, and many others. Luxury brands really love to work with art and artists, this has been so for a long time. Digital art is part of the way they work with artists. So the challenge is always for any kind of artworks to find in these luxury brands the right place between marketing and art. The balance is very difficult to find, and it is not easy for an artist to work with a luxury brand, so digital art was the place to be because these brands have to be on the edge of super top technology and new things happening, because clients always ask for new experiences. So digital art was something very normal to get into. Artists try to find their place, in an artistic way.

Luxury brands are very interested and they have already dived into NFT, but for the moment it is more in the marketing and publicity side than in the art side. I am sure it will change, but they have to find the right moment and the right artists.

Screenshot of Galerie Charlot’s new NFT marketplace, to be opened in October 2022.

What type of work will we find in the new Galerie Charlot NFT marketplace?

We are still working on the marketplace, it will open on the 29th of October with several auctions. But the main thing is to curate digital art in NFT, because when you go to these different NFT marketplaces, you can find so many different kinds of images, I don’t say art, but image and video. It is not easy for a collector to go to these huge marketplaces because there is so much content which is not art. Other marketplaces like Feral File are very professional. The marketplace of the gallery will be a curation of the artists I’m working with, with special artworks that can be bought through auction or through the marketplace in Tezos.

We are not having a specific target on a specific art, but just to present art. I think artists love that: to be in small team, a very specific area of digital art, and it’s a big challenge because you have to bring a community: NFT is also a community of people and it is very important to be part of that community. I’m just listening to what is happening around and following the artists, who are adopting new technologies really fast and expressing their creativity in different ways. We are living in an incredible era, and we must be up to date, all the time.

Wolf Lieser: “what I really like about NFTs is the attention to generative art”

One of the most veteran gallerists in this field, Wolf Lieser opened in 1998 his first gallery devoted to digital art, Colville Place Gallery in London. That same year he created with Mike King the Digital Art Museum (DAM), one of the first online spaces devoted to the history of digital art. In 2003, he opened the DAM Gallery in Berlin, followed by spaces in Cologne (2010) and Frankfurt (2013).

In 2005 he created the DAM Digital Art Award to celebrate the work of digital art pioneers, and since 2006 he runs a public art program in a large screen at Postdamerplatz in Berlin. Recently rebranded DAM Projects, his gallery continues to support digital art. DAM represents some of the most celebrated digital artists, from pioneers to young creators such as Arno Beck, Eelco Brand, Vuk Cosic, Driessens & Verstappen, Herbert W. Franke, Carla Gannis, Jean-Pierre Hèbert, Eduardo Kac, Mario Klingemann, Manfred Mohr, Vera Molnar, Frieder Nake, Casey Reas, Anna Ridler, Sommerer & Mignonneau, Tamiko Thiel, Roman Verostko, and Addie Wagenknecht

Your decision to leave NFT sales directly to artists is quite unusual. What led you to it?

That was the result of many considerations. Of course, I got involved right away, because I’m working in this field since 30 years, so when this whole NFT thing happened, I was approached by different agencies which came up, and there was so much money around, and they wanted to sell and consult on NFTs, but I’m still a rather small gallery, so I have many activities going on. For me it was not a priority to get involved. It is important to understand that NFTs is a technology that certifies the ownership of digital art, but digital art I’m selling since 30 years. That has not changed: what we are selling here, which are NFTs, has been sold in a different way before. I sell software pieces since more than 25 years. So, I felt that it was not such an urge to get involved. I saw how Casey Reas made a fantastic career in this field, also Mario [Klingemann], and some of the artists have been extremely successful getting directly involved with NFTs because they are professionals in this field, they know enough about coding, they know enough about the technology, so they actually didn’t need me at all! There was no reason for me that I felt I needed to step in.

DAM Project’s Website announcing the gallery’s position on NFTs.

My position now, and that’s why I made a statement on the website, that I won’t be directly involved… of course I will make shows with artists who produce NFTs and we will sell the NFTs as well. But an aspect which I really like about this whole development, and it has affected my activity as well, is the attention to generative art. Generative art is an artwork which is software based and continuously changes on the screen, so it is an artwork that never repeats. That was a challenge to some people when they started to realize that. People are realizing now in a broader scale, especially younger people, what a fantastic field it is, how much it has to do with our culture of the 21st Century. This technology is affecting us every day, and there are very interesting and clever artists, like Mario and Casey, and others, who are picking that up and creating art with it, that makes us realize what kind of potential is in there.

“We need a world with much less material art, and much more generative”

Wolf Lieser

This whole NFT boom has brought about young collectors which have approached me because I represent the history of digital art since the 1960s, and I know all of the pioneers. The young collectors have realized there is a history of 60-70 years, and they have gotten into it. It is another approach, and as Valérie has said, and I love this approach, you have your collection with you, and you take it out and you put it on a screen. This kind of non-materiality is very important. We need a world with much less material art, and much more generative.

You have worked with the pioneers of digital art. Now that the NFT scene is looking for “OGs,” auction houses include artworks by these artists in their NFT sales, is this attention to the history of digital art misdirected, or do you see positive signs in it?

That is not so easy to answer, because in the last two years this field was so broad, and anybody who looked into digital art as form as NFT saw a lot of bad art. It was ridiculous. Specially, if you have experience, there were easy effects in JPEGs sold for enormous amounts, which if you were familiar with art you could say “how could you spend money on this?” But people did. And of course these people were not that much informed.

That is now getting to a normal level, and people are now starting to understand what other people have done before. If someone has created a concept, 30 years before and created it over a longer period, and suddenly a young artist comes around and does the same thing with a new technology, this is not very creative. You should know your history, you should know where it is all coming from. So it is helping to make history more broadly available, but it is like everything: you start to drink wine, you have to learn about wine. If you drink your first glass of wine you don’t understand the differences, and similarly in art you have to see a lot to understand what you are seeing. Then you develop your own taste and what you really love about it. Of course, the first painting I bought, I don’t want to look at it again.

In many of your exhibitions you have presented plotter drawings by pioneers and younger artists. Is it possible that now that we have so much digital, there is also a renewed value in having a physical artwork?

Just to clarify, pen plotters are drawing machines, they are not printers. The code is very different, they actually draw a line. At the beginning they were the only medium to present something on paper, but they faded out after 2000. They were not built anymore because inkjet printers were much cheaper. But in recent years, artists have become interested in plotter drawings again because of its tactile quality, the sensation of a real drawing on paper. And they have constructed their own pen plotters, so there is quite a scene that has developed around plotter drawings, which I address in the show that I have recently curated at DAM Projects, Remote Control. But these artists do NFTs as well, so it is one medium besides others. I think we will always have both.

DAM Digital Art Award recognizes the lifetime achievements of pioneering artists with a monetary prize and a retrospective exhibition in a museum.

In your long career, you have seen several moments in which digital seemed to be “coming of age.” Do you think this is the right time for digital art to finally be recognized as contemporary art?

It is happening, definitely. The early pioneers, such as Vera Molnar, an old lady of 98 years now, she is in the collections of MoMA, TATE, Pompidou, Victoria and Albert, many many institutions. So it is happening on this institutional level as well, although on a rather small scale. There are not very big collections yet. It’s a bit of a pity, because many of the good pieces are disappearing in private collections. But there is definitely much more attention to digital art than ever before.

Anna Carreras: “I create artworks that do not exist until someone buys them”

Anna Carreras is a creative coder and digital artist with two degrees in Engineering and Media Studies. She teaches coding in several design schools and has been awarded with the Cannes Golden Lion for Interactive Projects (2010) and Google DevArt (2014), among others. She has created interactive installations at Cosmocaixa, Expo Zaragoza, Forum Barcelona 2004, Sónar Innovation Challenge 2016, MIRA Visual Arts Festival, and the Mobile Art Week.

You have presented and sold your work in two very influential NFT platforms, Feral File and ArtBlocks. Can you explain the process of creation and sale in each of them?

I’m the one doing generative art, the kind of art where we use the algorithms to ask the computer to draw what we want to create. The images are generated the moment you are seeing them, so it’s not a video, it’s not an animation, it’s not something that goes in a loop. The computer is running the algorithm and drawing something for you in that precise moment. As we are introducing some randomness in that algorithm, you are seeing something with the aesthetic that we want to create, but it is something unique: I cannot reproduce that moment of my art piece, it’s gone and it will never come again. It is like a video that is running but it will never be repeated.

Anna Carreras, Arrels (2021). Generative artwork.

There are two types of generative art: as artists we can choose what to sell. Arrels is a moving image that is constantly changing, and will never repeat, I think in some 6 billion years, so we can say never. This was a series of 75 pieces which are the same, so you can run the piece at your home, but another collector will have the same piece, with the same aesthetics, but looking slightly different because it is running in another unique way. In Trossets, I chose for the collectors to have a snapshot, so the series is 1,000 different Trossets which are all unique, but they are static, they do not move, change or evolve. You have a snapshot, which you can print if you like.

Flyer announcing the drop of Trossets (2021)

Trossets is long form generative art: an algorithm that generates the artwork is uploaded to the blockchain and returns a different visual composition every time it is run. As an artist, I created the algorithm but I don’t know which compositions it will create. When you buy the artwork, you run the program and get something that is generated in that particular moment and that is unique. So we just upload the code, and instead of running infinitely, you get a snapshot of a moment of that generative art piece, but that snapshot will be unique. In this case I was inspired by the Mediterranean landscape, by the white façades of houses covered in crimson buganvillea, the seaside, the olive trees, and even paella. I wanted to bring aspects of my environment and culture to a series of abstract generative drawings. Inspiration is everywhere!

“Artists were not used to talking to collectors, and it is something that I am enjoying a lot, because it is part of building this community that has emerged around digital art and NFTs.”

Anna Carreras

You know the aesthetics that are behind the collection, so you have a flavor of what it will be about, but you collect the artwork blindly, because it is in the moment that you collect that the algorithm creates that unique piece for you. My mother was a little bit skeptic, she said: “how can people buy something without knowing what they are buying?” Maybe that’s the part that you have to deal with, with some collectors, but if you trust the artist and you like her work and the concept behind the collection, then it can be even more special, because actually by buying an artwork you are contributing to create the series: the artworks do not exist until someone buys them. Trossets consists of a total of 1,000 artworks that were generated as collectors bought them, in a span of forty-five minutes.

I have a connection with some collectors, because we are asked to share our work for some exhibitions, and I ask the collectors their permission to do so. I consider that the artworks are no longer mine, they belong to the collectors who bought them. We have a nice relationship, they have a lot of feedback, they have ideas, it’s worth sharing that with them. I think that artists were not used to talking to collectors, and it is something that I am enjoying a lot, because it is part of building this community that has emerged around digital art and NFTs.

Snapshot of an article published in the Spanish newspaper El País. The headline reads: “Digital artist Anna Carreras and the NFT bubble: «OMG, I never thought I would make millions with this.»”

Articles like this one from El País (photo above) focus on the narrative of big sales in the NFT boom. can you comment on this narrative?

For me, this experience was awful. Many journalists, not all of them, are looking to make headlines that attract attention, and in particular in Spain we like soap operas, we like drama, and also to be envious of others. This was part of how things evolved last year, there were constantly news about spectacular sales, and I was getting calls asking me about finance and investments, which I know nothing about, because I’m an artist! After this article came out, I felt overwhelmed by the attention and I disappeared for a while.

Mario Klingemann: “the economy created on the Tezos community can support a lot more artists than just twenty superstars”

Mario Klingemann is an artist and researcher who taught himself coding in the 1980s and soon started creating his first artworks. He is known for his work with Artificial Intelligence programs, and particularly for Memories of Passersby I (2018) an AI artwork that was famously sold in March 2019 at an auction in Sotheby’s, the second to be ever sold at auction.

In 2021 he became involved in the development of the NFT community around the platform Hic et Nunc on the Tezos blockchain and has been an leading figure in this field. He has been awarded an Honorary Mention at the Prix Ars Electronica 2020 and the British Library LabsLumen Prize Gold 2018, among others.

You describe yourself as an artist and skeptic. What was you first reaction to the NFT boom? How did you become involved in Hic et Nunc?

The first time I encountered NFTs I was very skeptical. It was when I got ripped off! Somebody had taken one of my works and made a very bad remix and minted that on SuperRare, and that was how I saw there was something developing. But that was in 2019, and I had a closer look and found it difficult. At that time I had made my mark by selling the second artwork made with AI to go to auction at Sotheby’s, I got exhibitions and I made myself a name in the contemporary art world. And then came this field were initially there were only outsider artists, rebels who did not care about the art world, and actually most of the work looked that way, like something you must get used to. I saw blinking pictures and horrible kitsch and thought: “nah, this is not for me.”

So I let it rest for a while, and in early 2020, coincidentally when the pandemic started, I went to look at it again. But this time instead of trying to avoid people ripping off my work, I decided to try it myself. So I started minting under the radar, on Rarible, because it felt risky, you didn’t want your name associated with blinking gifs. But I was curious, I started minting stuff and fortunately at that time there were people in that field collecting, who knew what I was doing, so my initial mints sold very quickly. This got me more curious, because that direct experience of putting something up there and having it bought a minute later, and seeing the transaction in your wallet, that feels very good as an artist. It is undeniable that it is nice to be appreciated and actually get paid for your work.

“I started minting under the radar, on Rarible, because it felt risky, you didn’t want your name associated with blinking gifs.”

Mario Klingemann

Another issue that I always had as a digital artist, prior to NFTs, was that for me the native format of digital art is in your computer, and you had to find ways to package your art or transform it into another medium, like prints or build a whole system around it that makes it almost like an installation. The idea of just selling a digital file always felt a bit strange. I have done it: I’ve sold videos on a USB stick or so, but it felt that it was not the native way of selling digital art. Now NFTs suddenly allow that, and they allow to sell works in small resolutions, experimental stuff which was pretty much meant for the screen. After my initial skepticism, I got really curious and started doing what one is supposed to do, to become your marketer, to build your brand in this space. This is a bit alien to me, and in a way I feel that I am still doing it wrong. If you want to really be successful in the NFT space you have to swamp your followers with announcements and specials, love your collectors… I’m not doing that. This whole thing never felt natural to me.

Marketplaces like Rarible or SuperRare were not build by people who had an art background, but by coders and entrepreneurs, and in one way that was good because it was innovative and moved quick, but the whole focus was so much on selling and ranking that the art was not important. It was all about volume of sales. This didn’t feel right to me. There were also many discussions, by the end of 2020, about the ecological impact of minting NFTs in the Ethereum blockchain.

So I started looking for alternatives: there was the alternative of Proof of Stake blockchains, but there was simply no market there. Then in early 2021, Tezos added NFTs to their smart contracts, and by accident I stumbled upon a tweet where someone told about Hic et Nunc, an experimental site where you could mint your NFTs on Tezos. At that time, it was not even a marketplace, just a site that you could try out. You could upload an image and mint it for almost no money, a few cents. The whole Tezos thing was like a blank canvas at the time, it had been around for nearly as long as Ethereum, but it wasn’t as popular. It felt like a new continent, where you could start something new, with different rules.

“I think that because we started from a blank canvas, the whole community could develop in a different way than in Ethereum.”

Mario Klingemann

I tweeted about the work I had minted on Hic et Nunc, and since I had some followers, people asked to buy it, and I told them: “well, if you send me some Tezos I will mint the NFT and send it to your wallet.” So in one hour the whole edition was sold, and the fact that it was environmentally sustainable, and that Hic et Nunc was not hyped like other marketplaces, was attractive to a lot of people in my inner circle, particularly artists who had not wanted to touch NFTs, so in a few days a lot of artists with a good reputation started minting there as well. Another advantage of the Tezos cryptocurrency is that is accessible to everyone price wise. Even someone who only made, say $50 a week, could mint on Tezos. So the community developed very quickly and the beauty was that it was also experimental, and it grew organically, collecting from each other, with a very different spirit from what you could see on Ethereum. Around September 2021, the founder of Hic et Nunc, Rafael Lima, pulled the plug and erased the site, but the magical thing about NFTs is that they do not exist on that site, they exist on the blockchain, so within one or two days people built mirrors of the site, and the community moved on.

I think that because we started from a blank canvas, the whole community could develop in a different way than in Ethereum. But it is not about one being good and the other one bad. Right now, artists start in Tezos, and then if they want to make it big, they go to Ethereum. And since yesterday, Ethereum is even environmentally sustainable, too. So, we’ll see how things develop.

Screenshot of Mario Klingemann’s profile on Objkt.com

You have had a continuous collaboration with Tezos over the last year. Do you feel that the community around Tezos is becoming less “renegade” and more “conventional”, or is there still space for experimentation and a bit of a rogue spirit?

There is space for both. Right now, there is a platform in which you can mint text, so there is still breathing ground for new ideas. And at the same time, the Tezos Foundation, which has a DAO structure, seems to be doing things for the right reasons. So far, I’ve had good experiences with them, and they do not seem to try to push things in a certain direction, they just provide possibilities to people. Anyone can apply to the Tezos Foundation with a project and get a grant if it is approved by a majority. They are also present at Art Basel, spreading this idea that on Tezos you can find real art. How they present the art, it seems closer to how it is displayed in the contemporary art world.

Also, it is not true that everything is cheap, so I think it can be a space for artists to build a reputation and also make money. FxHash has become the de facto platform for generative art and whilst the single pieces might be affordable, if you sum it up, there is a decent amount to be made. Also, I feel like focusing on mega sales is not the way to go, because if one artist takes, let’s say a million dollars, that money is gone out of the cycle, while on Tezos you have this circular economy where artists earn money from their NFTs but are also very active in collecting from other artists. This can support a lot more people than just twenty superstars.

Yoshi Sodeoka: human audio visualizer

Roxanne Vardi and Pau Waelder

A multifaceted artist, Yoshi Sodeoka creates a wide range of audiovisual artistic works that include video art, animated gifs, music videos, and editorial illustrations. Influenced from an early stage in his career in noise music and glitch art, as well as avant garde movements such as Op Art, his work is characterized by breaking down the structure of the musical score and visual integrity of the image to find new forms of artistic expression.

A multifaceted artist, Yoshi Sodeoka creates a wide range of audiovisual artistic works that include video art, animated gifs, music videos, and editorial illustrations. Influenced from an early stage in his career in noise music and glitch art, as well as avant garde movements such as Op Art, his work is characterized by breaking down the structure of the musical score and visual integrity of the image to find new forms of artistic expression. His projects, developed individually or in close collaboration with other artists, materialize in fields as diverse as music (Psychic TV, Tame Impala, Oneohtrix Point Never, Beck, The Presets, Max Cooper), illustration (New York Times, Wired, The Atlantic, M.I.T Technology Review) fashion (Adidas, Nike), and advertising (Apple, Samsung). His work has been exhibited internationally, including at Centre Pompidou, Tate Britain, the Museum of Modern Art, the Cleveland Museum of Art, Deitch Projects, La Gaîté Lyrique, the Museum of Moving Image, the Baltimore Museum of Art, and Laforet Museum Harajuku.

In the following conversation, Sodeoka discusses his work and influences, focusing on the two artworks from the series Synthetic Liquid recently commissioned by Niio.

Could you elaborate on how your background in music influences your artistic practice when creating new media artworks?

At the beginning of my abstract video art projects, music and sounds usually come first. I guess in a way, I’m trying to be a human audio visualizer. I usually start by picking up some interesting sounds that I want to work with. That could either come from a friend or from myself. It really depends on how I feel. I’ve been a long time user of Logic (a MIDI sequencer software) so I usually cook up something quick in that. I’ve always played electric guitar since a young age, and I still have a collection of synthesizers and instruments. I’ve been a big fan of experimental noise and ambient music. I am lucky to have some really talented music friends that provide me with the exact sounds I’m looking for if I’m not in the mood to do my own. Anyhow, then I would try to come up with the idea of what sort of visuals go well with that sound. Experimental/Noise music is just a perfect fit with the videos I make.

Yoshi Sodeoka, Synthetic Liquid 7, 2022.

Why are you interested in glitch and noise?

I feel that everything is broken anyway, nothing is complete. In computer glitches, something interesting happens, in terms of color and composition. I am mainly interested in these colors and shapes. For me it comes from an aesthetic reason, I am not a conceptual glitch artist. I use it for everything.

However, these particular artworks I created for the commission look more organized, with more neutral colors. It relates to how I feel about the project or what influences me at a particular time, but I really can’t tell why.

“If you depend on the programs and machines you are using, then your creative process becomes shaped by the vision of the person who made that software or those machines.”

The neo-psychedelic style of both commissioned works from your Synthetic Liquid series with its kaleidoscope of colors resembles the aesthetic used by Futurist artists in the early twentieth century, and you have also mentioned your interest in Op Art. Would you say your work relates to these avant garde movements?

Yes, to some certain extent. I like Futurism, particularly in its more abstract manifestations. And in this particular work that I’m presenting in Niio, I should say I’ve been more influenced by Op art. I like the work of Bridget Riley and Victor Vasarely, among others. I just like the idea of making video versions of Op art. I enjoy seeing those visual triggers: Op Art makes you question what you are seeing. The arrangement of colors and shapes make your brain think. I like the idea of trying to make animated Op Art, because when you see it your mind goes someplace else, and this is fascinating to me. When you look at a landscape, for instance, you feel calm, whereas with Op Art there is a different feeling.

Yoshi Sodeoka, Synthetic Liquid 8, 2022.

Can you tell us about your artistic process and about the different digital softwares that you use in the creation of your video works and the process of moving from analog practices to digital practices? 

Sound and visuals are strongly connected. My interest in experimental noise is that it does not have a structure, which goes well with abstract videos. I have been playing music since I was 12 years old, and at the same time I studied painting. Doing both at the same time from a very young age, when I discovered video art there was no question that I wanted to do that. 

I’ve used a lot of analog setups in the past. But I use less of it now. I still like a pure analog setup, but I’m just in a different phase. I like to keep it simple with fewer gears in my studio at the moment. I incorporate the ideas that I have learned from working on analog videos into the digital video-making process. One of the things that are fascinating about what I can do with analog video is video feedback. I try to simulate that in the digital setting. The exact process might be different. But the concept is the same either in analog or digital. 

 “I imagine that the future of computing will be more organic and fluid.” 

I still have a video analog setup in my studio. For me it started to get kind of boring, and to break out of it one of the solutions was to buy more gears. I feel that the parameter is very limited because if you buy gear, then your creative process becomes shaped by the vision of the person who made that gear. I don’t like that, so I use my own video feedback technique with After Effects, which not many people do, and therefore it feels like it is my own tool and my own technique.

I also randomize a lot of elements in my audio production, working with a set of parameters. I set a tone, add notes from here to here, and allow a bit of randomness. But that’s as far as I go. I don’t use a coding environment such as PureDate to make audio compositions, but I use audio production software and randomize it, which is similar in a way. 

“I like the idea of creating Op Art, because it makes you question what you are seeing”

When experiencing your works, one cannot help but think of the beginning of the creation of everything with the representation of fluids and water.

Ha, I’m not sure. When people think of computers and technologies, they don’t really think of liquids and water. Machines are always dry and hard things. But I imagine that the future of computing will be more organic and fluid. People are using liquid elements in computing and I am fascinated by it. My videos feel very organic, particularly because they have an analog component, so it is not only about zeros and ones. I want to make everything organic as much as possible. It’s not easy, but I take it as my challenge to make things look more organic.

You have recently also been active in the NFT space, could you please share your experience with us on these projects and how you imagine NFTs becoming part of the more traditional art industry as a whole?

It’s been such a crazy ride with NFTs! I’ve sold plenty of work as I’ve never had before. And I’ve made a lot of new friends, and I discovered a lot of great artists I’ve heard of before. Overall it’s been a good experience for me. But I’m not a big fanatic of it either. I’m staying pretty low-key about it. Things come and go and I have no idea where this is going, honestly. I just focus on making good art, which has always been my thing.

What do you get when you buy an NFT?

Pau Waelder

Quick Dive is a series of articles that offer a brief overview of a certain topic in a clear and concise manner. This article can be read in 6 minutes.

Image generated with OpenAI’s DALL-E 2

When Beeple’s famous artwork EVERYDAYS: THE FIRST 5000 DAYS was sold as an NFT at Christie’s on 11 March 2021 for $69.3 million, the collector Vignesh Sundaresan (a.k.a. MetaKovan) received a 21,069 x 21,069 pixels image in JPEG format. Soon after, links to download Beeple’s image began appearing on Twitter. Anyone could get a copy of the artwork and see it on their computer, but no one, except Sundaresan, could say they own it.

So, what does it mean to own an NFT?

As this example shows, the non-fungible token (NFT) is not the artwork: Beeple’s artwork (the large JPEG file) was circulating online because it is stored in a file sharing network called IPFS, which is public and accessible to anyone. The NFT is a register on the Ethereum blockchain (in this case) that points to the artwork and to the wallet of its owner. The contents of the collector’s wallet are also publicly available, and therefore anyone can check the wallet and see the artwork there.

Owning an NFT means having a proof of ownership of a digital artwork that is secured by the structure of the blockchain (it cannot be forged) and is also publicly certifiable. In a way, it can be described as a certificate of ownership chiseled in stone in a public monument. It is actually more complicated than that, but let’s stay with the idea that you own the NFT (as long as it stays in your wallet) and that the NFT is a unique register that refers to an artwork that you bought. 

Larva Labs, Autoglyph (2019). Generative drawing minted as an on-chain NFT

And why isn’t the artwork inside the NFT?

It would probably be simpler if the NFT, instead of being a proof of purchase, would actually contain the artwork. In some cases, it does: these are called on-chain NFTs:

– Certain artworks are made of a few lines of code that produce a visual composition. These lines of code are added to the data that constitutes the non-fungible token, and therefore are also secured by the blockchain: the artwork (or rather the code that makes the artwork) is in this way stored permanently. 

– However, not all artworks can be on-chain: the blockchain was designed to record cryptocurrency transactions, with a limited amount of information. Each register on the blockchain costs money (gas fees) and to create an NFT with the information contained in a high resolution image or video is the equivalent of numerous transactions, which entail much higher costs.

For this reason, most NFTs are off-chain, which means that, as in the case of Beeple’s JPEG, the image is stored somewhere online, and the NFT points to it.

Auriea Harvey, The Mystery [v5-dv1] (2021). Digital sculpture and downloadable files.

What you get when you buy an NFT is not always the same

Since Beeple’s NFT made the headlines, the market for NFTs has moved fast and creators have come up with increasingly diverse and imaginative ways of selling their artworks as digital images or videos, software, prints and sculptures, and even performance pieces. 

To name a few, these are some of the things you can get when you buy an NFT:

(1) An image or a video stored on the IPFS network that you and anyone can download.

(2) The same as above, only the file on the IPFS network is in low resolution and you get access to a high resolution version that only you can download.

(3) A code-based artwork stored on the IPFS network that runs on its own data or takes data from somewhere else. Sometimes you cannot download the artwork, just run it on your browser, and it may stop working at some point.

(4) A virtual sculpture in the form of an image or video, alongside the file that you can download in order to 3D print a physical version of the sculpture.

(5) A code-based artwork that changes according to certain rules embedded in the NFT’s smart contract. These rules can include, for instance, that the artwork changes over time, or that it changes if another artwork is bought, or that it ceases to exist if the NFT is not transferred to another wallet after a certain amount of time.

(6) An artwork that was generated the moment you bought it by a program set to run a pre-defined number of times (e.g. 50-1,000 times). Your artwork is then unique but part of a limited series of similar artworks. The image you bought may be available in a similar way as (1) or (2).

(7) An artwork that grants access to other things, such as downloadable files, a Discord server, a club membership, or anything the creators have come up with. 

With so many different possibilities, it is advisable to find out what you will get with that NFT you are willing to buy. The information that is made available to collectors varies from marketplace to marketplace, and even from one artist and project to another in the same marketplace. 

Most simply assume that what you see is what you get: the image or video that caught your eye is what you will own, plain and simple. Even then, you should check whether the artwork is unique or part of a limited edition. When there is something more than what you see, read the description carefully and find out what else is there, maybe some downloadable content or conditions attached to the ownership of the artwork. 

The platform Feral File offers detailed information about the what the artwork is and what the collector will receive.

What to do once you bought the NFT

If you really like the artwork you bought, there are two main concerns you should take into account: how to view the artwork, and how to preserve it.

Preserving a copy of the artwork is more important than you may think. Resources such as IPFS may always be there, or they may not, and the file could get lost. Preservation is a concern to NFT creators, and this is why solutions such as on-chain NFTs are being developed. Until there is a better way to preserve artworks minted as NFTs, the best option is to go to the IPFS link and download the file, and also download any files made available by the marketplace or the creator. Where you store those files is up to you: you can put them in a USB stick inside a sock under your mattress, or use a cloud-based storage.

– If you love the artwork, you will want to see it. The marketplace grid is not a proper place for an artwork, nor is it the web browser (unless it was created for this space). The artwork needs a screen, certainly, but a dedicated screen. Currently marketplaces do not offer tools to view your NFTs outside of the browser, so it is up to each collector to find a way to properly display the artworks they own.

Niio offers a solution for both of these issues. You can sync your wallet to your account and automatically access the artworks you have bought, which you can copy to your personal space in a cloud-based storage system. Once the artworks are added to your account, you can easily display them on any screen using the Niio app.

The NFT market has experienced a fast-paced development in just a year and a half and still needs to consolidate practices, formats, and standards. In the meantime, collecting NFTs will continue to require finding out exactly what one is buying, and using smart tools to preserve and display the art.

Depicting the impossible: Eric Lerner’s Virtual Worlds

By Roxanne Vardi

This interview is part of a series of three editorial articles that dive deeper into the different software, technicalities, and processes that go into creating digital artworks, in order to offer our readers a deeper understanding of digital art as a medium.

We speak to Eric Lerner as part of a collaboration with Render Studio, a collective creative experimentation for a digital reality. Render Studio is inspired by art, design, nature and technology and aims to explore dimensions of virtuality, interactivity and motion. Eric Lerner’s series Tokonoma is featured on Niio this month.

Eric Lerner is a new media artist, animation director and professor at the Bezalel Academy of Arts and Design where he teaches art and animation for video games.

Part of your artistic practice deals with 3D animation. Could you give us an in-depth analysis of this digital art technique? Where do you see 3D animation going in the next five years?

3D animation or CGI animation refers to many different techniques and values but often will have similarity within the use of virtual “polygons” to calculate and produce an image. This constantly evolving technical practice has seen use in practically every modern art form; from film to games, graphic design to art. It is an extremely wide and flexible field of techniques that can produce a limitless variety of different styles, therefore It is difficult to lay clear borders or boundaries to 3D as an art form.

For me, the ability to create realistic looking imagery of physically impossible scenarios is where the true power and interest lays. This has of course been in use for cinema and VFX for many years but the types of narrative popular cinema usually portrays very often lacks the type of deep meaning and context that art makes possible; through more complex forms of expression, new fantastical realities can be created and used to invoke and provoke thought and experience, and with the democratization and  wide availability of 3D tools, artists anywhere are free to explore their style and visual expression in new and exciting ways. However, as the benchmark for quality rises, the entry level for artists to find their initial steps within these techniques rapidly becomes less achievable, requiring extensive study and practice; this might distance newcomers to the media. I would suggest to them that exploration of unique, even unconventional style, would be more important than technical prowess.

Eric Lerner, RedBrickWall1, 2022.

We are currently seeing a huge advancement in real time 3D rendering which allows for interactive media. To achieve the visual fidelity of what recently was only available to highly resourceful creation agents through pre-rendered processes only. This is already providing the gaming industry with hollywood style visuals for video games, but also has huge potential for art installations and exhibitions to create extremely immersive experiences that engulf viewers in an alternative reality.

Looking even further, I believe we’ll see these tools become available in more mobile setups such as smartphones and small headgear combinations. Furthermore, the interactive possibilities and AI generated content will be able to provide real time creation of completely unique experiences; entire detailed worlds created by direction of artists and then explored by viewers and users, possibly even as a one of a kind, single use experience – quite similar to our own reality.

Eric Lerner, Tokonoma I, 2022.

“For me, the ability to create realistic looking imagery of physically impossible scenarios is where the true power and interest lays.

Towards the creation of many of your artworks you create 3D animations which you then turn into live action videos? Could you elaborate on some of the complexities of this practice and your use of a handheld camera technique?

A process I’ve been researching and expanding on involves first shooting a live action clip, usually of empty (of people) urban or forest areas. Later I will “track” the footage (this is a process that follows hundreds of points of movement in a video in order to mimic the original movement of the camera, through a mathematical process of figuring out the parallax strength in the scene, thus producing a sort of “depth map” of the film scene). With a digital copy of the original camera movement, I can “film” 3D objects within CGI creation environments using the same exact movement of the original, often handheld footage. This eventually produces the illusion of the 3D object being present during the original shoot, even if the object itself doesn’t appear realistic in its own nature.

While this technique has been long used in film VFX, I find that it can bring to life many different types of narrative (with my favorite being surreal imagery) and its magic is quite captivating. While a relatively high end technique, it can still be produced by a single artist, and its creative possibilities are extremely interesting; it brings to life impossible objects and affects the mind very effectively, producing a magical realism that can turn everyday scenes into dreamscapes.

Eric Lerner, Pools of Reflection I, 2022.

Could you share some of your early experiences working in the NFT space, and provide us with your anticipations of NFTs as an accepted traditional art medium?

When NFT first started getting attention in the art world, I was very excited by the prospect that it promised a new form of livelihood for artists, specifically for more left-field, alternative arenas of art (alternative to fine arts, mostly). Unfortunately, it quickly became apparent that a lot of people were entering the field as a quick cash grab and a lot of artists were being exploited, had their work stolen or just became obsessed with the financial aspect of this new “business” as a “get rich quick” scheme. While the technology itself was interesting, it was being used in poor taste and the original promise was mostly lost.

I feel the technology can eventually be used in decent (morally) ways but i’m not sure we are there yet. As more and more companies jump on the NFT bandwagon to use in their services, products and promotions, it’s unclear where the public’s view of NFTs will end up, but for art, either fine arts or more broad, alternative fields of art, there is still a hopeful promise for creators and collectors but more importantly, experiences of art that are yet to come to be.

Eric Lerner, Pools of Reflection II, 2022.

In Modernist Painting, Clement Greenberg suggests that the role of the Modern Artist is to bring attention to the flatness of the surface because the essence of visual arts is the optical experience. Today, through advanced technologies and softwares artists are able to create three dimensional pictorial spaces. Is it your opinion that contemporary artists working in the digital space should create experiences of visual worlds within themselves pushing our everyday reality into new realms introduced by web3 and the metaverse?

Yes, as I previously stated, the advancement of technology and its ability to create believable and emotional 3D experiences, for example, might be the starting point for a new breed of artwork where the experience is far from a single image or even a single interactive experience but rather a unique and personal experience each time it is activated, with a much broader scope than previously imagined.

That said, and pardon the controversial statement, but I find currently web3 promises to be extremely familiar, reminding me of grandiose promises made when web 2.0 was “introduced”. The main difference being the actual possibility of these ideas to come to life with technology reaching a point where they become possible. But to be truly interesting, I find these ideas need to go deeper into realms of data that might not be completely acceptable by the masses meant to enjoy them – either because they are built upon personal data or because they expose hidden truths; either way i believe these experiences have got to be personalize to be effective, otherwise they remain very 2.0 or just end up as good storytelling, which isn’t new but always very, very effective.

“I will often learn a new technique, and my immediate thought would be: How can I use this in a surprising way?.”

Eric Lerner, Gabriel in the Dreamscape, 2022.

You have stated that in the creation of your artworks you wish to explore the craft of art making in itself, and that through this investigation you are able to push the boundaries of what is possible. Could you elaborate further on this process in which your subject matter comes from technical ideas and your aims when creating new artworks?

When looking at this process in its truthful form, it is mostly a process of using the technical boundaries as limitations in order to create a “fenced” playground, which counterintuitively very often brings creative freedom. I will often learn a new technique, and my immediate thought would be: “How can I use this in a surprising way?”. For me, this usually directs into areas of magical realism where impossible events are plainly portrayed; So I will often use a technique to create unexpected yet [hopefully] intriguing moments, a tiny bit of awe for the viewer.

Unfortunately, this will often not do much in terms of context or narrative, areas which I find only inspiration derived from other narrative sources or life experiences can bring any meaningful context. This is where having your head stuck in a technical realm does little to help, or maybe even bring damage to the process. I aim to grow in these areas and I push my students to emphasize their efforts on these areas as I find them the most meaningful in a visual experience.

Shi Zheng: the screen as a membrane

Roxanne Vardi

Shi Zheng is a multidisciplinary artist based in Shanghai and New York. Shi Zheng’s works range from audio-visual installations and digital music to live performances. The artist’s body of work explores the overlapping space between the real and the virtual by creating immersive spaces, which resonate as meditative spiritual experiences. In turn, these perceptual experiences created by Shi Zheng open up spaces for deep introspection.

Shi Zheng’s two newly commissioned artworks by Niio expose the artist’s ongoing interest in technology, machine vision, digital voyage and ‘latent time’. Marvelous Cloud #1 and Marvelous Cloud #2 are part of Shi Zheng’s ongoing Nimbus series, which he started working on in 2015. Nimbus is defined as a cloud, an aura, or an atmosphere. In Latin ‘nimbus’ refers to a dark cloud. In Shi Zheng’s works, the clouds are made visible by light, which instills in them a sense of aura of gaseous floating. The Nimbus series represents the artist’s construction of virtual realities where virtual clouds live inside of the screen space, thus setting his viewers into imagined virtual spaces that mimic reality. However, here, the reality is entirely generated from virtual cameras of computer programs and noise algorithms. Ultimately, the viewer is able to experience the virtual landscape that computers share with human eyes.

Shi Zheng’s works have been exhibited at a wide range of galleries, museums and institutions including TANK Shanghai, MOCA Yinchuan, Ars Electronica, and Institute of Contemporary Arts London. In 2013, Shi Zheng, together with Nenghuo, Wang Zhipeng, and Weng Wei, founded the artistic new media art group RMBit.

In your works, through computer technology, you explore the possibility to extend your viewer’s audio and visual experience. Could you elaborate on this process and the anticipated result of the interaction with your artworks?

In my Audio-Visual installations, I’ve always thought that sound and image are the two sides of one being. They are intertwined and can’t be separated from each other. In these works, there is no discernible narrative. I did not intend to let the work convey a specific message or language. Instead, sound and image as two different materials, are presented to create a purely perceptual environment. So in my work, I hope to create an immersive space in which the viewer can generate thoughts through their experience.

Shi Zheng, Marvelous Cloud #1, 2022.

As an artist that creates both electronic music and digital imagery, what is it about these two artistic practices and their association that interests you most?

For me, the most exciting part is the space, where the acoustic field created by the sound and the light diffused from the screen are composed into an immersive space that surrounds the audience. So I often prefer to describe my video works as spatial installations. The audience can resonate with surround sound and projection when facing the visual content. If we imagine the screen as a membrane, this immersive audiovisual experience is an attempt to make the membrane disappear.

“If we imagine the screen as a membrane, this immersive audiovisual experience is an attempt to make the membrane disappear.”

Also, I feel it is very interesting to create sound and video simultaneously, especially when considering them as a whole. It’s like the sound is an echo of the image, or the image is some kind of generator of the sound. For instance, in the work Nimbus, although the work visually portrays an ever-changing “cloud,” the sound embodies another part of it. So in terms of this relationship, as I mentioned earlier, sound and image are two sides of the same being.

Your Marvelous Clouds series display whimsical lights of nature and trace their boundless metamorphosis. Could you dive deeper into the artistic techniques that are involved in the creation of these artworks?

Marvelous Cloud is inspired by the clouds in J.M.W. Turner’s paintings as well as the “sublime” embodied in his work. The images of clouds in his work often appear in different colors under the illumination of light. I often focus on the flow of things rather than the still images, looking at how these dematerialized gaseous objects are shaped by light under flowing motion. So when I simulate virtual clouds in computer software, different modules and algorithms can help me transform the original realistic clouds into more abstract ones. In addition, I can control the distance of the light in the virtual space, which gives me a lot of possibilities in terms of color.

Shi Zheng, Marvelous Cloud #2, 2022.

“Sound and image are the two sides of one being.”

The clusters of clouds and gas which originate from natural light in your Nimbus series can be interpreted as an aura, an ignis, or a fatuus which together generate a meditative almost spiritual experience. Can this experience be interpreted as intentional?

Yes. It was also the first time I tried to create this meditative spiritual experience in my work. During the creation of Nimbus in 2015, I had the opportunity to visit the Rothko room at the TATE Modern. Rothko’s Black on Maroon series was displayed in the dimly lit gallery, which immensely impressed me. When I returned to the studio to continue working on Nimbus, the intense spiritual experience continued to influence me, and I couldn’t help but bring them into my work.

Shi Zheng, Nimbus, 2015.

You have stated that you do not only see yourself as the creator of your artworks, which display computer-generated virtual worlds, but also as a wanderer wanting to share the experience of these lonesome lands with your viewers. Is there an attempt to connect to your viewers through this shared experience?

I have always felt that making art is a sharing experience and that artists have their own way of seeing the world. I started to learn about virtual worlds from Second Life, and since then, my work has always had a sort of “wanderer” perspective. Whenever I create a new work or build a new “world,” I feel like I’m in a “sandbox” environment. Imagining this “sandbox” as a glass container, I can observe the real world through this container and also reflect on ourselves through the mirror reflection. I suppose the superposition of the real and the virtual is what I want to share with the audience through my artwork.

“I started to learn about virtual worlds from Second Life, and since then, my work has always had a sort of “wanderer” perspective.”

Digital Collage: an interview with Nico Tone

By Pau Waelder & Roxanne Vardi

With a history that spans more than a century, collage has evolved as an artistic technique from the pieces of newspaper glued to a canvas to a wide array of forms of appropriating content using digital tools. We sat down with Tal Keren, who established the Nico Tone collective and acts as the senior artist, on their use of found images to create digital collages in their latest series of artworks.

This interview is part of a series of three editorial articles that dive deeper into the different software, technicalities, and processes that go into creating digital artworks, in order to offer our readers a deeper understanding of digital art as a medium.

We speak to Nico Tone as part of a collaboration with Render Studio, a collective creative experimentation for a digital reality. Render Studio is inspired by art, design, nature and technology and aims to explore dimensions of virtuality, interactivity and motion. Nico Tone’s series Cornucopia,  Vintage Matchbox Series and Cosmoscapes are all featured on Niio this summer, and were all created for Render Studio. 

Towards these series, Nico Tone looked at archives of vintage matchbox illustrations from around the world. Can you please explain the complexity of turning older images into novel digital artworks, and the different technicalities that go into this process?

We were very lucky to find many archives of designs and illustrations of matchboxes that were scanned in a good quality. So it wasn’t a problem to take these images from the server, and to put them into different folders. Each of the folders we create is categorized under a different topic such as animals, flowers and space. We took images of each subject and with the use of Photoshop, we cut the illustrations and then used the program After Effects in which we placed all the cut images. To make these series we needed to create many small animations. I equate this process to Lego: animating each image separately so with each artwork we can use the same animations but in different colors, sizes and placements. We also created many animated GIFs towards the creation of the final artworks. We use between 50-70 illustrations collected by the group from vintage matchboxes to create one coherent artwork. From some matchboxes we just take one element or illustration, and for others we can take all of them. We also looked at the reference of stamps and of vintage bills for the Vintage Matchbox series. The artworks are conceived to be symmetrical at first glance so that the compositions are like mirrors, but then the illustrations break that symmetry.

Nico Tone, Vintage Tales I, 2022

In your search for these images, do you have a specific website that you explore or do you start every exploration from scratch using search engines such as Google search?

We tend to use specific links that we are familiar with, and we were very careful about the copyrighting of the images, so even when we found an image that we liked we needed to do a lot of research on the image’s legal copyright conditions.

Do you take these images and try to think about what the different illustrations meant historically, and play with these existing narratives or do you really use these images just as a starting point to create something completely new?

The history of the different illustrations is usually taken into account. It is very important and interesting to know the history of the images. But when we create the artworks, the main focus is on how it looks,  and how something new can be created from these materials. It may reference and remind us of the history, but the outcome is not the history itself, it’s something else, a new world that combines everything together. Each design comes from a different culture and country, and we take everything and mix it up into a new narrative. This type of work is similar to the process of globalization, which is experienced everywhere. Keep in mind  that the vintage illustrations are very small, so we have to work with a lot of small details. This was also a challenge, to try to think what can be done, and how something new can be created from these small historical illustrations.

“Each design comes from a different culture and country, and we take everything and mix it up into a new narrative. This type of work is similar to the process of globalization, which is experienced everywhere.”

Can you elaborate on the different softwares used in creating this series of works?

As I mentioned, for the creation of these works we use Photoshop and After Effects. I make use of a digital tablet and a pen. For the space series, Wandering Stars, we needed to create the backgrounds, so we used the Ipad with a program called Procreate to create them in high quality.

Nico Tone, Wandering Stars I, 2022

In your works you combine subject matters taken from different cultures and different time periods into one coherent whole. How do advanced technical softwares help in creating these new collated narratives?

The size of the illustrations make the available opportunities very limited, but on the other hand this is also a good thing because this also creates abstract boundaries where we need to be very creative. We try to create everything that is supposed to be alive in real life as breathing. Most of the animations are not fast, but instead are very slow and calm. It is like looking into an aquarium, or like when you’re diving and looking at the fish as a spectator. So the focus is on creating something that will be nice to be with. Even when portraying wild animals, we don’t want to represent them as scary but instead as calm and pleasing. Most of the animations portray movement, where the GIFs are created in a loop of movement. For this process, we take the image, for example the head of the bear, and break it apart into different pieces, and then move these different pieces one by one.

Present in your collage works, there also seems to be little stories or narratives, so that upon closer inspection over time, one can see some particular things happening or maybe even expect some things to happen which were not necessarily visible at first glance.

Yes, the artworks are all created in loops. But within those loops of 1.5-2 minutes there exist even smaller loops. These are created purposefully so that the narrative of the work is constantly changing. We like to create small surprises in the artworks, so that every time you see the work you can see something different. Like the half moon in Shell City that jumps out and back into the coffee cup, or the butterfly in Vintage Tales II that flies and lands on top of the boat. Also, as you mentioned, there are little stories that we create firstly for ourselves, where the viewer needs to see the work a couple of times to notice these. For example, in Shell Flower, there is a turtle that is biting into a plant on top of the car. In general, we think about the movement that you see the first time that you see the work, whereas there are other elements that one would only see after a couple of times that one has seen the work.

Nico Tone, Shell Animals, 2022

You mentioned that you would like viewers to take the time to see the artworks, or to live with them. What do you think of how we usually consume images which is really the opposite, fast-paced and ephemeral?

I think that because we are confronted daily with many images and videos that nothing really infiltrates us or touches us anymore. I believe that if you take the time and look at one artwork you will start feeling and sensing its power. This is what we try to achieve. We would like viewers to look at our works for a while, and not just a couple of seconds. I am in favor of technology, but I think that the subject matter that we choose to portray is usually more natural. We try to combine technology and nature for a long term relationship as opposed to a short one.

“We like to create small surprises in the artworks, so that every time you see the work you can see something different.”

You don’t use much text in your compositions, is this done purposefully?

We feel that when you incorporate text in the works, it gives it a more radical feeling or meaning which we want to leave more open. We don’t want our viewers to relate an artwork to one culture or to one language, but instead wish for every viewer to have their own take and perception of the artwork.

Your artworks show many references to Art Historical collage practices such as those initiated by Cubist and Dadaist artists from the early Twentieth century. What do you see as the role of the digital artist in this lineage?

When we are presented with a new technology, we have a new opportunity to do new things. So that we are aware of the history, and what the artists did in the past, but now we can do those same things with different techniques and challenges. I don’t like to create political artworks. The use of technological advancements for me comes out in the small nuances, when we say that we can use technology but in a positive way. The collage method and the digital tools give us the opportunity to portray what we are trying to say. Taking elements from history and from different cultures and with that to advance towards something more positive and more colorful, and to show the similarities between these different cultures. I like the idea that when you put different and seemingly opposite things together in a collage, such as a polar bear next to a tiger, suddenly it can make sense to see these two elements presented side by side.

Nico Tone, Wandering Stars III, 2022. The Mondrian Hotel, Seoul.

You present your artworks on very large screens, which are sometimes a couple of stories high. What do you need to consider, digitally, when your art is presented on such large scale?

On very large screens every detail is seen and scrutinized. Everything needs to be meticulous and have meaning. It is like putting all your imperfections out there, enlarged for the world to see. We have to simultaneously consider both the viewer looking at the collosal screen from very close, and one looking from far away. This does not happen on a normal size screen where a viewer must come relatively close to it. The short distance viewer will be very focused in a limited space inside the artwork and must gain value from that spot alone. He or she will see every detail in that limited scope. The viewer looking from afar will see the big picture. We aspire to convey the message or story of the artwork for both these types of viewers. From a technical standpoint, these colossal screens have very irregular formats and colors that we need to consider. We commonly need to make adjustments in the artworks to fit these unique screens. It is both scary and extremely satisfying to present our works on these huge screens.