"I draw inspiration primarily from the urban environment and from the techniques I want to master. In the 90s, 3D open-world games emerged, allowing you to move freely through a city and explore on your own. My plan for The Wall stemmed from the desire to physically recreate a city I once played in a game. The main focus is on the nostalgic feeling of such a vintage game, and with the space at Kunstpunt, I want to explore how I can translate that experience into real life."
"When representing a digital world, you deal with details such as low resolution, glitches, or errors present in games. These elements inspire my research into creating the feeling of a city from a vintage open-world game. To convey that feeling, I want to experiment with techniques that create low resolution, pixels, and blurring. I consider it successful when the technique I use becomes unrecognizable.
"In recent years, I have been working a lot in applied art, and my plan for this year was to focus more on creating autonomous work. The Wall project comes at the perfect time for that. It gives me the space and freedom to experiment with techniques in a large, semi-public space, which is usually hard to find. Visitors are welcome to stop by during the six weeks I will be working at Kunstpunt to follow my research."
Text: Elles Hesseling
Photos: Jedidja Smalbil, Ylva van Dieken
This article was published in KUNST. Magazine #3.