born in Prague, Czech Republic
based in The Hague, Netherlands
This is a mid size sculpture of a human figure created through 3-D printing, and spray-paint. It represents a humble man who is lost and by circumstances forced to grab guns and go fight for his life; at the same time he is a player, a game avatar, depicted humorously aiming straight into the wall. One switches identity during gameplay: from a humble, boring person to hero full of attitude. The texts and words that cover this figure are typical for video-game chats. The figure is lost between two worlds, two personalities, reality and virtual reality. He/she is replacing the goals for those from the video-game but physically still remaining in reality
paint on PLA and MDF.
This is a series of “photos” taken from Google Earth travels. Google Earth 1.0 was launched in 2005, with the idea to create a 3D globe by using Sketch-up software where individual people and companies would fill in the globe’s surface. This project was changed in 2017 to Google Earth 2.0, in which all the old 3D models are being replaced by new models based on trigonometrical scanning of the globe. In this series I wanted to pay tribute to those who built the world themselves and save some of the most interesting models I found.
Here is the series used forin form of calender
9x16 cm each
Series of 13 digital color print on photo paper, framed
the series as shown in the Goethe Institute, Rotterdam
These pictures document my contribution in the IDDQD group exhibition in Prague. In this small-scaled sculpture I dig into the vanitas rhetoric so ubiquitous in art history, and in games. This piece refers to the old but iconic game Doom that uses the image of a skull for tokens with which one can open virtual doors. In the context of video-games, matters of death and after-death are reduced to a simple re-spawn or restart.
light, mist, paint on ABS and MDF
series of small sculptures that visualized the endless virtual landscape of social media network. The viewer/cosumer is invited to pounder thruough the four seasons of never changing reality.
semitransparent mirro, abs plastic and mdf
An installation made with simple materials that put the viewer physically amidst a space that resembles a virtual space. More specifically it explores the imagination of fluid matter in digital environments. The Instalation is an abstract construction, but that at the same time depicts water floating down from a simple cube floating in the space. The inspiration comes from a video game Minecraft
paper on wood construction, made specifical for Pavilon - space in Prague
Colaborative instalation with Katerina Konarovska that reflects state of mind between vigil and dreaming. For highliting the content and visual experience I chose to work the the iconinc game Age of Empires.
the exhibiton was part of PIP Expo, "technology in your bed"
series of sculptures exploring the idea of basic elements of video games. they goes as follow from the lowest to the highest of strenght: Fire, Water, Acid, and Blood. Each element is depicted in fomr of landscape and placed onto its hierarchical position.
abs plastic, mist and levitation
work that was made for this show in place called Balcony in The Hague
An installation made with simple materials that put the viewer physically amidst a space that resembles a virtual space. More specifically it explores the imagination of fluid matter in digital environments. The sculpture is an abstract construction, but that at the same time depicts lava floating down from a mountain in a way it can be created in the popular videogame Minecraft – even without a mountain.
paper on wood construction, and backdrop on walls (exhibition in Moose space, The Hague).
First sculpture, sketch where I used mist as a element in my work.
Real was a short video game made in 2015 for exhibtion in GEM now or never #3
Unfortunately the game is not updated and therefor not playable anymore.
This sculpture is a follow up of ‘Corridor’ in which I research the depiction and definition of space in the digitally created world.
metal and paint on MDF
The photograph shows the inside of a suspended sculpture. One can peek inside through a hole that looks like a tiny door.
This my first work that deals with so-called Digital Realism. It resembles the very unique element that can only be found in digitally created spaces: the endless, undefined space that surrounds everything else that is defined.
light, paint on MDF
The Czech republic went through a lot of changes in the 1990s and I grew up amidst the introduction of capitalism in the country. In general, my work still reflects that experience, as it revolves around the social pressures of today. I became specifically intrigued by the internet and video games, and was captivated by the strange world of digital possibilities. After high school – where I acquired some design skills – I did voluntary work in Germany and attended art and theatre workshops. After that, I studied Fine Art at the Royal Academy in The Hague.
I started off with painting, researching the qualities of the flat surface and suggestions of space. From painting and collage I developed sculptural work. I work with, and respond to, the visual aesthetics of video/internet-games. Gradually I started to reflect on other aspects of the game world, such as its primal religious dimension, its seductive incitements, its fetishism, and the obsessiveness. My sculptures became less formally restricted, indeed more playful themselves.
Now I use various media, including digital media and aspects of programming, however I am an artist in the first place who responds artistically to the important popular phenomenon of the gaming world: through materiality, physical spaces, and a sense of sociability. I use the strangeness, seductiveness and obtrusiveness of gaming that is so present in daily live as a signifier of what I perceive as a global social crises. Gaming language, symbols, depictions and environments are appropriated from a (our) spiritual past. I use these aspects reversely, and creatively, to reflect on the confusion and loss, in what I improvisationally call ”digital realism”. Digital realism is in my opinion work that realistically approaches digital forms. It should not be confused with realistic images made in digital medium.
I’ve participated in art exhibitions and in spaces not dedicated to fine art alone, including the internet. I’m aware of post-internet art and the aesthetic powers of the gaming industry itself. However, I develop an artistic language that doesn’t fit neither of these categories, and want to pursue that further.