GameScenes is conducting a series of interviews with artists, critics, curators, gallery owners operating in the field of Game Art, as part of our ongoing investigation of the social history of this fascinating artworld. The goal is to illustrate how game-based art is being created, shared, and discussed today.
Leonardo Sang is a Brazilian visual artist, photographer, and designer whose practice is overtly influenced by game aesthetics. Based in Sao Paolo, Sang is also a prolific game photographer. His ongoing investigation of ludic spaces culminated with Virtual Reality Photography (VRP, 2014) and Backseats in Games (2015).
The former uses games as a site for what Sang calls "everyday photography". His goal is to examine the role of image-making in a post-photographic world, à la Robert Overweg.
As he explains on his website,
VRP's objective is to show how photographic concepts can be applied in video games. all the pictures created are composed just like "real world" photography. Basic composing, alignment, lines, geometry and etc... sometimes just a curious snapshot. I'm not here to create a "visually realistic" picture, but simply trying to express photography through a different way.
Leo Sang, VRP (Battlefield 4), 2014
A more recent project is Backseats in Games, which consists of a series of images taken "from the backseat" of videogame cars, "even if some of the cars don't have backseats". Manipulated to look as black and white "photographs", some images reference the "road trip" genre, while others are imbued with a sense of (simulated) nostalgia. The series - which we featured on May 29, 2015 - comprises images appropriated from such games as Project C.A.R.S. and WCR 3.
We talked to San about the allure of virtual road trips.
Leo Sang, Backseats in Games, 2015
GameScenes: How did you select the games for Backseats in Games? Can you describe your creative process? Did you use a screengrabbing app or did you shoot the monitor/TV with your camera?
Kagonada, Kubrick - One-Point Perspective, 2013