Computer graphics, retrofuturism and existential questioning are united in the semi-autobiographical work I create. Fragile, but clean lines in combination with gradients, screentones and pixelated images depict dreamlike tales. These stories are most often personal, and a fragmented narrative about broad and known topics including death, human desire and the influence of technology. Typically they take the form of self-published zines, websites or an image series.
Art as a coat-rack
I see creating art as a way of processing; discovering the inside of one’s mind. That’s why the things that keep me up at night are also, mostly, the things that drive me to create. At times these existential subjects that gnaw at me are more upfront in my work. And other times I leave the spectator (and occasionally myself as the creator) trying to grasp at the mystery of what the artwork is trying to convey.
What’s important to me is that the viewer gets to immerse itself in a fabricated ambiance. I want that you, as an observer of my work, are able to reflect your own thoughts, feelings and stories upon the framework I construct.
The project “Killing Time” is a good example of this. To me this booklet is about religion, digitalism and a sudden danger. However, I’m not trying to impose this on the reader. The story (and as I see it: almost all art) is to be placed in your own frame of reference: what does the story convey to you? In my opinion that’s where art really gets interesting.
I grew up surrounded by technology; I’m a so-called digital native. The way in which technology influences our modern human lives intrigues me. This fascination results in digitalism taking in an evident role throughout virtually everything I create.
With my work I frequently explore what it means for a human to exist in a technology-infused reality. In addition to that my images are also almost always created via the computer and I distribute my end products all over the internet. My art is, to some extent, a product of, by and for technology.
This becomes apparent in one of my latest projects called “This Is My Room”. The project has the form of an interactive website in which the viewer is encouraged to explore the web page by clicking on various objects. “This Is My Room” is created entirely on the computer and examines to what extent a digital space can substitute the role of a physical place.
As an artist I want to give my audience a glance into the stories that occupy my mind. Borrowing from a variety of sources – from Hokusai’s manga, video games from the 1980s to modern-day internet culture –, I aspire to visually connect both future and past to the here and now.