Ádám Varga's oeuvre represents a compelling convergence of video game aesthetics and contemporary art, skillfully navigating the realms of digital image manipulation, appropriation, and transformation. In his 2019 publication 1.5:10, Varga engages in a dialogue between the reproducibility of painting and the formal lexicon of video games. Through a process of digital editing and vector-based execution, Varga's work transcends traditional boundaries, offering a critical examination of the intersections between digital and physical art forms.
Varga's practice is deeply rooted in the visual and conceptual elements of early video games, as exemplified by his reinterpretation of the Tomcat video game levels. Tomcat: The F-14 Fighter Simulator (1988), which released for various platforms including DOS and the Commodore 64. A combat flight simulation that aimed to provide a realistic experience of piloting an F-14 Tomcat, the game had players engaging in dogfights, bombing runs, and various missions that tested their flying and combat skills.
Ádám Varga: Mapping, 2024, Vintage gallery, Courtesy of Vintage gallery, photo: Marcell Piti
These works, presented in enlarged and distorted vertical formats, evoke a cartographic perspective that parallels the player's navigational experience within the game. Varga's manipulation of the pixel structure into elongated, rectangular forms creates a disorienting anamorphic effect, drawing attention to the inherent distortions in both digital and cartographic representations. This distortion, reminiscent of the challenges in projecting the spherical globe onto a flat map, underscores the paradoxes of visual accuracy and fidelity.
Ádám Varga, Tomcat – Level 2, 2024
acrylic on canvas, 185x145cm
The use of a foil cutting machine as a contemporary equivalent of the printing block exemplifies Varga's commitment to exploring the reproducibility of artistic processes. By manually assigning vector shapes to each image in Adobe Illustrator and subsequently utilizing these shapes in the painting process, Varga engages in a dialogue with the mechanical and the manual, the digital and the analog. The intricate, labor-intensive procedure of plotting and removing templates becomes a performative act of mapping, emphasizing the artist's intimate engagement with the visual terrain he constructs.
Ádám Varga, Tomcat – Level 3, 2024
acrylic on canvas, 185x145cm
Varga's conceptual framework is enriched by his references to Vilém Flusser's philosophy of scanning in photography. The process of mapping, both literal and metaphorical, becomes an exercise in attention and recognition, as the viewer's gaze traverses the image surface, piecing together abstract elements to form a coherent visual narrative. This act of "scanning" parallels the player's experience in video games, where the gradual revelation of the map mirrors the unfolding of the artwork's visual structure.
Ádám Varga, Tomcat – Level 2, 2024
acrylic on canvas, 185x145cm
Through his exploration of video game-inspired aesthetics, Varga challenges conventional notions of originality and reproduction, creating a body of work that is both a homage to and a critique of digital culture. His paintings, positioned at the nexus of art and technology, invite viewers to reconsider the ways in which we perceive and interact with images in an increasingly digitized world. Varga's practice exemplifies the enduring relevance and influence of video game aesthetics in contemporary art, offering a nuanced perspective on the possibilities of digital and analog hybridity.
Ádám Varga (b. 1995) pursued his painting studies at the Hungarian University of Fine Arts from 2014 to 2019, with a notable stint as a visiting student at the Art Academy of Latvia in Riga in 2017. His burgeoning career included an internship at the Galerie für Zeitgenössische Kunst in Leipzig in 2019. Varga's artistic excellence has been recognized through the prestigious Derkovits Scholarship, awarded to him from 2021 to 2024, and his shortlisting for the MODEM prize by the MODEM Center for Modern and Contemporary Art in Debrecen in 2022. Beyond his individual practice, he is an active member of PINCE, an artist-run space in Budapest, where he has contributed to numerous independent exhibitions and projects. Varga's work interrogates the intricate dynamics of production and reproduction in art. His diverse painting projects delve into the dialectical relationship between these concepts, highlighting the inherent contradictions and unresolved tensions. Central to his practice is an exploration of the neutrality of production processes, the impact of digitalization on painting, and the questioning of authenticity. His sources are varied, encompassing definitions, files, digital images, computer games, and diagrams. In recent years, Varga has incorporated the use of a plotter in his painting process, not only for its primary function but also for experimental purposes. This tool plays a crucial role in his examination of the nature of painting, allowing him to navigate a technical and conceptual spectrum that exposes the tension between the reproduced character of mass-produced products and the uniqueness of original artworks. His practice ultimately challenges and redefines the boundaries of painting, presenting a nuanced critique of production and originality in contemporary art.
LINK: Ádám Varga