Série-f is a series of paintings made with extracted images from video games. A manual production is governed by a manufacturing process in four steps. Each painting consists of several units (rectangles). These units are painted as if each of them were a single abstract painting. The composition emerges slowly, raster by raster, like the work of a printhead. This labor of construction is made mechanically and automatically.
What interests me in painting is the attempt to represent on a border, inside these gray areas between control and imperfection, representation and abstraction. It is a manual production governed by a manufacturing process. The result : images which would like to look like the model, and which, at the same time are something else.
The manufacturing process of my paintings follow a strict protocol.
Step 1 : I collect images extracted from video games. They represent empty architectures, landscapes which exist only in a virtual world. I choose them for their formal quality and for the artificial atmospheres they host.
Step 2 : The images pass through several video, photographic and digital processing. These operations aim to degrade the original quality of the images.
Paradoxically this loss of definition generates materiality, creating gray areas, indefinite spaces where paint can cling to.
Step 3 : The image is resized : its measures are identical to the ones of the canvas. The transposition of the image on the canvas is made through a matrix of drawn 1cm² squares.
Step 4 : On the image I mark off zones of 40 of these squares, which are then 400 % enlarged. I work on these surfaces without ever worrying about the effect when brought together or about a final result. These units are painted as if each of them was a single abstract art piece. The painting’s composition emerges slowly, weft after weft. This work of construction is made mechanically, automatically.
The rigor of the protocol implies that the image will be reproduced «anyways».
SERIE_F
PAINTINGS — 2007 / 2012
What interests me in painting is the attempt to represent on a border, inside these gray areas between control and imperfection, representation and abstraction. It is a manual production governed by a manufacturing process. The result : images which would like to look like the model, and which, at the same time are something else.
The manufacturing process of my paintings follow a strict protocol.
Step 1 :
I collect images extracted from video games. They represent empty architectures, landscapes which exist only in a virtual world. I choose them for their formal quality and for the artificial atmospheres they host.
Step 2 :
The images pass through several video, photographic and digital processing. These operations aim to degrade the original quality of the images.
Paradoxically this loss of definition generates materiality, creating gray areas, indefinite spaces where paint can cling to.
Step 3 :
The image is resized : its measures are identical to the ones of the canvas. The transposition of the image on the canvas is made through a matrix of drawn 1cm² squares.
Step 4 :
On the image I mark off zones of 40 of these squares, which are then 400 % enlarged. I work on these surfaces without ever worrying about the effect when brought together or about a final result. These units are painted as if each of them was a single abstract art piece. The painting’s composition emerges slowly, weft after weft. This work of construction is made mechanically, automatically.
The rigor of the protocol implies that the image will be reproduced «anyways».