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	<title>Kristoffer Zetterstrand</title>
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	<link>http://zetterstrand.com</link>
	<description>Homepage of contemporary swedish artist Kristoffer Zetterstrand. Painting</description>
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		<title>Kristoffer Zetterstrand: King of Old School</title>
		<link>http://zetterstrand.com/2012/01/20/kristoffer-zetterstrand-king-of-old-school/</link>
		<comments>http://zetterstrand.com/2012/01/20/kristoffer-zetterstrand-king-of-old-school/#comments</comments>
		<pubDate>Fri, 20 Jan 2012 13:50:51 +0000</pubDate>
		<dc:creator>z</dc:creator>
				<category><![CDATA[Articles]]></category>

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		<description><![CDATA[By Mathias Jansson. From ART21.org . Original Article Here Kristoffer Zetterstrand. &#8220;Pointer,&#8221; 2008. Oil on canvas. 41 x 41 cm. Courtesy the artist. Kristoffer Zetterstrand is my favorite game artist, but it would be unfair to label him a game artist. There are very few if any artists that work exclusively with videogames and art. Instead, [...]]]></description>
			<content:encoded><![CDATA[<p>By Mathias Jansson.</p>
<p style="text-align: right;"><strong>From ART21.org</strong> . <a href="http://blog.art21.org/2012/01/19/kristoffer-zetterstrand-king-of-old-school/#.TxhbJEhlKqI.facebook">Original Article Here</a></p>
<p><img class="alignnone size-full wp-image-861" title="pointer" src="http://zetterstrand.com/eventz/wp-content/uploads/pointer.jpg" alt="" width="300" height="297" /></p>
<p>Kristoffer Zetterstrand. &#8220;Pointer,&#8221; 2008. Oil on canvas. 41 x 41 cm. Courtesy the artist.</p>
<p>Kristoffer Zetterstrand is my favorite game artist, but it would be unfair to label him a game artist. There are very few if any artists that work exclusively with videogames and art. Instead, videogames are one of many tools and sources that artists can use to create their works. Zetterstrand is interesting, because he was trained as a classic painter. He makes large oil canvases, but he starts by creating a 3D-model with help of software tools such as Maya. In the computer, he can mix and arrange the objects and experiment with different angels and lightning before he starts to paint on the canvas.<br />
It all started in 2002, with the game Counter-Strike and a killing. During a play session, Zetterstrand was killed and found that he was floating outside the graphic in a virtual near-death experience. The effect fascinated him, and he started to paint the landscape in the game where the graphic ended in nothingness. He named this series of paintings Free-look Mode, which is a term used in 3D games to describe the choice of the player to move or fly in any direction in the game.</p>
<p><img class="alignnone size-medium wp-image-862" title="hs" src="http://zetterstrand.com/eventz/wp-content/uploads/hs-480x393.jpg" alt="" width="288" height="236" /><br />
Kristoffer Zetterstrand. Painting from the series &#8220;Free Look Mode,&#8221; 2002. Oil on MDF. 41&#215;49 cm. Courtesy the artist and Galleri Peter Bergman, Sweden.</p>
<p>After the Free-Look Mode series, Zetterstrand continued to explore the world of videogames, and started to include elements from art history mixed with early computer graphics. For example, in the painting Pointer (pictured above), we see a character who could been taken from a Kung Fu game from the eighties and a landscape that bears similarities to those of romantic painters such as Casper David Friedrich. When I first saw Zetterstrand’s painting I thought it looked like a paraphrase of Michelangelo’s The Creation of Adam on the Sistine Chapel ceiling. Zetterstrand says that he wasn’t aware of that resemblance until people mentioned it to him afterwards. Pointer could also be the hand we see on the screen when we click on an Internet link or are moving an object in a drawing program. The human hand in the painting could also symbolize the creation of virtual life. God created Adam and humankind, and they in turn created virtual characters in online worlds and videogames.</p>
<p><img class="alignnone size-medium wp-image-864" title="oldschool" src="http://zetterstrand.com/eventz/wp-content/uploads/oldschool-480x320.jpg" alt="" width="288" height="192" /><br />
Kristoffer Zetterstrand. &#8220;Old school&#8221; shown at Bromma gymnasium, Stockholm. Glass mosaics. Commissioned by Stockholms konstråd / Stockholm Art Council 2007. Completed Spring 2008.</p>
<p>In the painting Pointer, you can see traces of pixel art, as is the case in many other of Zetterstrand’s works. The pixel is an essential part of the early computer graphic aesthetics, which was created with small squares in different colours. In game art you can find many artists working with pixel aesthetics from era of early computer graphics. It’s both a nostalgic approach and a reminiscence of 8-bit videogames played in childhood, like Super Mario, Space Invaders, and Donkey Kong. But it’s also a reaction against today’s hyper-realistic videogame graphics. When you create pixel art on a computer, it is not unlike how you create a mosaic. You use small pieces with different colors put together to create a pattern. In game art, artists often use the technique of creating mosaics that is at least 5000 years old. One well-known artist in the field goes by the name Space Invader, an alias for a French street artist that travels around the world putting up small mosaics on walls with characters from famous videogames like Space Invaders and Super Mario. Zetterstrand has also created mosaic works for different public locations. For instance, he was commissioned in 2008 to create Old School, a work consisting of seven large glass mosaics for Bromma High School in Sweden. In these mosaics were depictions of objects collected from old-school videogames.</p>
<p><img class="alignnone size-medium wp-image-863" title="thegame" src="http://zetterstrand.com/eventz/wp-content/uploads/thegame-480x421.jpg" alt="" width="288" height="253" /><br />
Kristoffer Zetterstrand. &#8220;The game,&#8221; 2009. 228 x 200cm. Oil on canvas. Courtesy the artist.</p>
<p>In his latest work, Zetterstrand has launched into meta-art. In his paintings he includes traces of the process of painting and sometimes, of the painter himself. Zetterstrand’s The game, 2009, depicts an intersection of a landscape with different layers. It could be interpreted as an intersection of a model of a landscape, and also of an image of the process of creating a digital landscape, when designers are working with different layers as in Photoshop or 3D-programs. The landscape in the painting is also a mixture of 3D and 2D objects with more realistically-painted and pixeleted objects. The painting has many layers: it shows a model placed in a studio, but the windows in the background is not real, the view outside is made of paintings, and so on.<br />
Zetterstrand’s interest in virtual landscape and videogames has also led to a collaboration with the Swedish indie game company that created Minecraft, a game designed by Markus Persson in which you build everything with help of different-colored blocks. Nineteen of Zetterstrand’s works were re-crafted and included in Minecraft’s latest gamepack. Virtual worlds and videogames have over the past few years proved to be a new and important art scene for artists. In Second Life, for example, artists have created art and exhibitions and artists as Joseph Delappe has used online games such as America’s Army and Medal of Honor to make performances and reach new audiences.  Zetterstrand describes the result of his collaborations on Minecraft as the “The Notch Effect.” After the release of the new gamepack that included his art, visits to his website increased from 400 per day to 13,500. So videogames can not only be used to create art, they can also be an important way to exhibit art and to reach new audiences.<br />
So why is Kristeroffer Zetterstrand my favorite game artist? As I wrote in my first post, game art fascinates me because of its juxtaposition of high and low culture. Zetterstrand is classic painter, but he uses new techniques like 3D software programs to sculpt his work before he starts to paint, in this way mixing elements from art and videogame history in the same picture. There is also a blend of 2D and 3D objects, and of realistic painting with objects with visible pixels. He brings the best of two worlds–art and videogames–together, and he does so in new and exiting ways. And of course, he’s a really good painter, too.</p>
<p><a href="http://blog.art21.org/2012/01/19/kristoffer-zetterstrand-king-of-old-school/#.TxhbJEhlKqI.facebook">Original Article Here</a></p>
<p>&nbsp;</p>
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		<title>SOPA / ACTA protest</title>
		<link>http://zetterstrand.com/2012/01/19/854/</link>
		<comments>http://zetterstrand.com/2012/01/19/854/#comments</comments>
		<pubDate>Thu, 19 Jan 2012 08:24:49 +0000</pubDate>
		<dc:creator>z</dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[Messages]]></category>

		<guid isPermaLink="false">http://zetterstrand.com/?p=854</guid>
		<description><![CDATA[This webpage went black on Jan 18th, 2012 in protest of the proposed censorship laws. SOPA Infographic. Be wary of ACTA, making it&#8217;s way to the European Parliament. I laws such as these come to pass, the internet as we know it will be over.]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.stopacta.info/"><img class="alignnone size-full wp-image-885" title="acta" src="http://zetterstrand.com/eventz/wp-content/uploads/acta.jpg" alt="" width="135" height="149" /></a></p>
<p>This webpage went black on Jan 18th, 2012 in protest of the proposed censorship laws.<a href="http://americancensorship.org/infographic.html"> SOPA Infographic.<br />
</a>Be wary of <a href="http://www.youtube.com/watch?v=N8Xg_C2YmG0">ACTA</a>, making it&#8217;s way to the European Parliament. I laws such as these come to pass, the internet as we know it will be <a href="http://www.stopacta.info/">over</a>.</p>
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		<title>In the Land of Double Letters</title>
		<link>http://zetterstrand.com/2012/01/18/in-the-land-of-double-letters/</link>
		<comments>http://zetterstrand.com/2012/01/18/in-the-land-of-double-letters/#comments</comments>
		<pubDate>Wed, 18 Jan 2012 13:59:40 +0000</pubDate>
		<dc:creator>z</dc:creator>
				<category><![CDATA[Articles]]></category>

		<guid isPermaLink="false">http://zetterstrand.com/?p=887</guid>
		<description><![CDATA[Roslyn Bernstein: In the Land of Double Letters: Artists’ Housing and Studios in Scandinavia Whatever their living and studio situation, the goal of most artists is to have their work shown. By Roslyn Bernstein http://www.guernicamag.com/blog/3438/roslyn_bernstein_in_the_land_o/]]></description>
			<content:encoded><![CDATA[<h3>Roslyn Bernstein: In the Land of Double Letters: Artists’ Housing and Studios in Scandinavia</h3>
<h3><img class="alignnone size-full wp-image-713" title="quotemark" src="http://zetterstrand.com/eventz/wp-content/uploads/quotemark.jpg" alt="" width="27" height="19" /></h3>
<p><em>Whatever their living and studio situation, the goal of most artists is to have their work shown.</em></p>
<p>By <strong>Roslyn Bernstein</strong></p>
<p><a href="http://www.guernicamag.com/blog/3438/roslyn_bernstein_in_the_land_o/">http://www.guernicamag.com/blog/3438/roslyn_bernstein_in_the_land_o/</a></p>
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		<title>MineCon, Las Vegas</title>
		<link>http://zetterstrand.com/2011/11/15/minecon-las-vegas/</link>
		<comments>http://zetterstrand.com/2011/11/15/minecon-las-vegas/#comments</comments>
		<pubDate>Tue, 15 Nov 2011 14:06:49 +0000</pubDate>
		<dc:creator>z</dc:creator>
				<category><![CDATA[Events]]></category>

		<guid isPermaLink="false">http://zetterstrand.com/?p=849</guid>
		<description><![CDATA[Attending MineCon for the release of Minecraft Mandalay Bay, Las Vegas &#8211; 18-19 November]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-851" title="minecon" src="http://zetterstrand.com/eventz/wp-content/uploads/minecon.jpg" alt="" width="310" height="162" /></p>
<p>Attending <a href="http://minecon.mojang.com/">MineCon</a> for the release of Minecraft<br />
Mandalay Bay, Las Vegas &#8211; 18-19 November</p>
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		<title>Art Copenhagen 2011</title>
		<link>http://zetterstrand.com/2011/09/13/art-copenhagen-2011/</link>
		<comments>http://zetterstrand.com/2011/09/13/art-copenhagen-2011/#comments</comments>
		<pubDate>Tue, 13 Sep 2011 09:24:56 +0000</pubDate>
		<dc:creator>z</dc:creator>
				<category><![CDATA[Exhibitions]]></category>
		<category><![CDATA[Group shows]]></category>

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		<description><![CDATA[Participating at Art Copenhagen – The nordic art fair 16 – 18 September 2011 Stand 44, Peter Bergman Gallery]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone" title="Broken Painting machine.175x200cm.Mixed media on canvas.2011(kristoffer zetterstrand)" src="http://zetterstrand.com/work/pictures/2011/broken_painting_machine_2011_250_frame.jpg" alt="" width="280" height="245" /><br />
Participating at <a href="http://www.artcopenhagen.dk/en-GB/Frontpage.aspx">Art Copenhagen</a> – The nordic art fair<br />
16 – 18 September 2011<br />
Stand 44, Peter Bergman Gallery</p>
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		<title>The world’s most exposed artist</title>
		<link>http://zetterstrand.com/2011/08/02/the-world%e2%80%99s-most-exposed-artist/</link>
		<comments>http://zetterstrand.com/2011/08/02/the-world%e2%80%99s-most-exposed-artist/#comments</comments>
		<pubDate>Tue, 02 Aug 2011 19:47:30 +0000</pubDate>
		<dc:creator>z</dc:creator>
				<category><![CDATA[Articles]]></category>

		<guid isPermaLink="false">http://zetterstrand.com/?p=830</guid>
		<description><![CDATA[Artlover, issue 8, 2011, page 10 The freedom of the player to do almost anything you want has made the Swedish indie game Minecraft an enormous global success &#8211; and Kristoffer Zetterstrand the world’s most exposed artist. In Minecraft, the player starts out completely empty handed, but by for example knocking on a tree she [...]]]></description>
			<content:encoded><![CDATA[<div>Artlover, issue 8, 2011, page 10</div>
<div><a href="http://zetterstrand.com/eventz/wp-content/uploads/scan_artlover_big.jpg"><img class="alignnone size-large wp-image-831" title="scan_artlover2" src="http://zetterstrand.com/eventz/wp-content/uploads/scan_artlover2-1024x948.jpg" alt="" width="430" height="398" /></a></div>
<div>
<h2 dir="ltr"><span style="font-size: 13px; font-weight: normal;">The freedom of the player to do almost anything you want has made the Swedish indie game Minecraft an enormous global success &#8211; and Kristoffer Zetterstrand the world’s most exposed artist.</span></h2>
<p>In Minecraft, the player starts out completely empty handed, but by for example knocking on a tree she gets wood that then can be used to build different things. That’s logical.</p>
<p>To make a painting, the player combines sheep’s wool and wood. That is, perhaps, not quite as logical. However, the paintings in the game are made by the artist Kristoffer Zetterstrand.<br />
His participation in Minecraft is a veritable meta-clutter. Earlier, Zetterstrand has borrowed pixel-graphics from computer games for his paintings. Several of these has been put in Minecraft, and the pictures have therefore reclaimed their form as pixels again. Also, he has borrowed pixel graphics from Minecraft to make new paintings.</p>
<p>As a player, you can also win a real painting by Zetterstrand -a painting that of course is present in the game too. Furthermore, Minecraft is nominated to the exhibition “The art of Videogames” at the Smithsonian next year. To put it briefly, the border between art and games are fading.</p>
<p>Minecraft has sold over two million copies and includes 24 paintings by Kristoffer Zetterstrand. That means he is probably the world’s most exposed artist right now. That’s logical.</p>
<p>SD</p>
<p>Minecraft was awarded the price for best indie game at Machinima’s Inside Gaming Awards 2010 and is nominated for Smithsonian’s “The art of videogames” next year.</p>
</div>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;</p>
<h3>Världens mest exponerade konstnär</h3>
<div>Friheten att som spelare göra i princip vad man vill har gjort det svenska indiespelet Minecraft till en enorm global framgång &#8211; och Kristoffer Zetterstrand till världens mest exponerade konstnär.</p>
<p>I Minecraft börjar spelaren helt tomhänt, men genom att till exempel knacka på ett träd får hon trä som hon sedan kan använda till att bygga olika saker. Det är logiskt.</p>
<p>För att göra en månling kombinerar spelaren fårull och trä. Det är, måhända, inte fullt lika logiskt. Hur som helst är målningarna i spelet gjorda av konstnären Kristoffer Zetterstrand. Hans deltagande i Minecraft är ett riktigt metavirrvarr. Zetterstrand har tidigare lånat pixelgrafik från dataspel till sina målningar. Flera av dessa målningar finns nu med i Minecraft, och bilderna har därmed återtagit sin form som pixlar igen. Därtill har han i efterhand lånat pixelgrafik från spelet till nya målningar.<br />
Som spelare kan man dessutom vinna en riktig målning av Zetterstrand, en målning som givetvis existerar även i spelet. Minecraft är dessutom nominerat till utställningen The Art Of Videogames på Smithsonian nästa år. Kort sagt håller gränsen mellan konst och spel på att suddas ut.</p>
<p>Minecraft har sålt i över två miljoner exemplar och innehåller 24 tavlor av Kristoffer Zetterstrand. Därmed är han sannolikt världens just nu mest exponerade konstnär. Det är logiskt. SD</p>
<p>Minecraft fick pris för Best Indie game i Machinimas Inside Gaming Awards 2010 och är nominerat i Smithsonians tävling The art of videogames nästa år.</p></div>
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		<title>An artist you should know</title>
		<link>http://zetterstrand.com/2011/07/30/an-artist-you-should-know/</link>
		<comments>http://zetterstrand.com/2011/07/30/an-artist-you-should-know/#comments</comments>
		<pubDate>Sat, 30 Jul 2011 20:49:36 +0000</pubDate>
		<dc:creator>z</dc:creator>
				<category><![CDATA[Articles]]></category>

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		<description><![CDATA[http://dimensionnumerofive.blogspot.com/2011/06/artist-you-should-know-kristoffer.html If you&#8217;ve played the immensely popular sandbox-style game Minecraft, you might be familiar with Swedish painter Kristoffer Zetterstrand&#8217;s artwork without even realizing it. Zetterstrand has long been interested in the way traditional art like painting intersects with the 3-D landscapes generated by computers in games&#8230;  [Read more] If you&#8217;ve played the immensely popular sandbox-style game Minecraft, [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://dimensionnumerofive.blogspot.com/2011/06/artist-you-should-know-kristoffer.html">http://dimensionnumerofive.blogspot.com/2011/06/artist-you-should-know-kristoffer.html</a></p>
<p><img class="alignnone size-full wp-image-713" title="quotemark" src="http://zetterstrand.com/eventz/wp-content/uploads/quotemark.jpg" alt="" width="27" height="19" /> If you&#8217;ve played the immensely popular sandbox-style game Minecraft, you might be familiar with Swedish painter Kristoffer Zetterstrand&#8217;s artwork without even realizing it. Zetterstrand has long been interested in the way traditional art like painting intersects with the 3-D landscapes generated by computers in games&#8230;  [<a href="http://dimensionnumerofive.blogspot.com/2011/06/artist-you-should-know-kristoffer.html">Read more</a>]</p>
<p><img class="alignnone size-medium wp-image-727" title="Skull on fire.35x35cm. Oil on canvas(2010)" src="http://zetterstrand.com/eventz/wp-content/uploads/skull_on_fire_framed_c700-477x480.jpg" alt="" width="477" height="480" /></p>
<p>If you&#8217;ve played the immensely popular sandbox-style game <a href="http://www.minecraft.net/">Minecraft</a>, you might be familiar with Swedish painter Kristoffer Zetterstrand&#8217;s artwork without even realizing it. Zetterstrand has long been interested in the way traditional art like painting intersects with the 3-D landscapes generated by computers in games; he once did a series of lansdcapes based on the views in Counter-Strike&#8211;but only the views the player could see when &#8220;dead&#8221; and lying on their back. In Minecraft, players can create paintings to hang on the walls of their houses. The randomly-selected images include the work of Zetterstrand, includingSkull on Fire and Pointer. (The selection also includes Caspar David Friedrich&#8217;s <a href="http://www.bc.edu/bc_org/avp/cas/his/CoreArt/art/resourcesd/fri_wand.jpg">Wanderer above the Sea of Fog</a>).</p>
<p>His oil-on-canvas paintings incorporate traditional oil painting techniques, resulting in realism, with flat, cartoonish images, and solid blocks of color that evoke the pixelated images of computer games. His work also speaks to the creation and generation of landscapes as understood and designed by the human mind, and imagines things like game worlds outside of the confines of a computer screen, as three-dimensional lands. The Gameillustrates this idea quite well, with the human figure considering the miniature landscape sprawling over his desk. This idea of creation and design inevitably recalls philosophical and religious debates, as is explored in Intelligent Design, which also showcases some of Zetterstrand&#8217;s black and white work. In both of these paintings, a human is considering an abstract idea by laying out his thoughts in front of himself, it seems, in the form of a series of images for him to consider. (I don&#8217;t know if this was what Zetterstrand was going for, but I know that&#8217;s how I think, and so that is the conclusion I naturally draw.) The human figures are separate from the images before them, but simultaneously linked to them on a deep level.</p>
<p>His work is meticulously detailed and he pays special attention to his use of color and style, often juxtaposing two seemingly opposite styles to achieve a startling effect. You can check out more of his work and information about his inspirations and work on his website.</p>
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		<title>The Girl With The Dragon Tattoo</title>
		<link>http://zetterstrand.com/2011/07/30/the-girl-with-the-dragon-tattoo/</link>
		<comments>http://zetterstrand.com/2011/07/30/the-girl-with-the-dragon-tattoo/#comments</comments>
		<pubDate>Sat, 30 Jul 2011 20:41:35 +0000</pubDate>
		<dc:creator>z</dc:creator>
				<category><![CDATA[Events]]></category>

		<guid isPermaLink="false">http://zetterstrand.com/?p=816</guid>
		<description><![CDATA[The company producing the Hollywood adaptation of &#8220;The Girl with the Dragon Tattoo&#8221; purchased the rights to use the painting &#8220;Pointer&#8221; in the movie. Let&#8217;s see if it makes it to the final cut&#8230;.]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-817" title="pointer" src="http://zetterstrand.com/eventz/wp-content/uploads/pointer204black.jpg" alt="" width="204" height="202" /></p>
<p>The company producing the Hollywood adaptation of &#8220;The Girl with the Dragon Tattoo&#8221; purchased the rights to use the painting &#8220;Pointer&#8221; in the movie. Let&#8217;s see if it makes it to the final cut&#8230;.</p>
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		<title>Retro video games</title>
		<link>http://zetterstrand.com/2011/04/13/retro-video-games/</link>
		<comments>http://zetterstrand.com/2011/04/13/retro-video-games/#comments</comments>
		<pubDate>Wed, 13 Apr 2011 20:39:30 +0000</pubDate>
		<dc:creator>z</dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[Group shows]]></category>

		<guid isPermaLink="false">http://zetterstrand.com/?p=800</guid>
		<description><![CDATA[Opening 14th April, 19.30 &#8211; 21.30 Lilla galleriet, Urban outfitters. Biblioteksgatan 4 Johan Thurfjell, Cory Archangel, Andreas Ribbung, Arne Kjell Vikhagen, Kristoffer Zetterstrand]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-801" title="retrovideogames-" src="http://zetterstrand.com/eventz/wp-content/uploads/retrovideogames-.png" alt="" width="210" height="188" /><br />
Opening 14th April, 19.30 &#8211; 21.30<br />
Lilla galleriet, Urban outfitters. Biblioteksgatan 4<br />
Johan Thurfjell, Cory Archangel, Andreas Ribbung, Arne Kjell Vikhagen, Kristoffer Zetterstrand</p>
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		<title>In beta perpetua</title>
		<link>http://zetterstrand.com/2011/03/07/in-beta-perpetua/</link>
		<comments>http://zetterstrand.com/2011/03/07/in-beta-perpetua/#comments</comments>
		<pubDate>Mon, 07 Mar 2011 17:36:38 +0000</pubDate>
		<dc:creator>z</dc:creator>
				<category><![CDATA[Articles]]></category>

		<guid isPermaLink="false">http://zetterstrand.com/?p=788</guid>
		<description><![CDATA[Minecraft review by Matteo Bittanti Rolling Stone, February 2011, page 138 &#160; Among the outstanding contributors is the 38 year-old Kristoffer Zetterstrand, one of the most brilliant videogame artists on the scene. Mr Z made his debut in 2002 with a series of paintings inspired by Counter-Strike, and later developed a unique type of 8-bit [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.mattscape.com/2011/02/printed-matter-minecraft-obsession-rolling-stone-february-2011.html">Minecraft review</a> by Matteo Bittanti</p>
<p>Rolling Stone, February 2011, page 138</p>
<p><a href="http://zetterstrand.com/eventz/wp-content/uploads/in_beta_perpetua_matteo_bittanti1.jpg"><img class="alignnone size-medium wp-image-789" title="in_beta_perpetua_matteo_bittanti" src="http://zetterstrand.com/eventz/wp-content/uploads/in_beta_perpetua_matteo_bittanti-286x480.jpg" alt="" width="286" height="480" /></a></p>
<p>&nbsp;</p>
<p><img class="alignnone size-full wp-image-713" title="quotemark" src="http://zetterstrand.com/eventz/wp-content/uploads/quotemark.jpg" alt="" width="27" height="19" />Among the outstanding contributors is the 38 year-old Kristoffer Zetterstrand, one of the most brilliant videogame artists on the scene. Mr Z made his debut in 2002 with a series of paintings inspired by Counter-Strike, and later developed a unique type of 8-bit Game Art</p>
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		<title>Konsthistoria för dataspelsgenerationen</title>
		<link>http://zetterstrand.com/2011/02/24/konsthistoria-for-dataspelsgenerationen/</link>
		<comments>http://zetterstrand.com/2011/02/24/konsthistoria-for-dataspelsgenerationen/#comments</comments>
		<pubDate>Thu, 24 Feb 2011 12:04:05 +0000</pubDate>
		<dc:creator>z</dc:creator>
				<category><![CDATA[Articles]]></category>

		<guid isPermaLink="false">http://zetterstrand.com/?p=784</guid>
		<description><![CDATA[Read the full article  here: [swe]  http://www.magasinett.net/start/doc.php?did=555 Det religiösa motivet kan vi även hitta i den svenska konstnären Kristoffer Zetterstrands målning ”Pointer” från 2008. Vi ser på bilden hur en stor hand kommer in från höger och pekar på en liten Kung Fu karaktär i mitten av målningen. En ganska kantig grafisk karaktär som verkar [...]]]></description>
			<content:encoded><![CDATA[<p>Read the full article  here: [swe]  <a href="http://www.magasinett.net/start/doc.php?did=555">http://www.magasinett.net/start/doc.php?did=555</a></p>
<p><img class="alignnone" title="pointer, 2008" src="http://zetterstrand.com/work/pictures/2008/pointer480.jpg" alt="" width="480" height="475" /></p>
<p style="padding-left: 30px;"><img class="alignnone size-full wp-image-713" title="quotemark" src="http://zetterstrand.com/eventz/wp-content/uploads/quotemark.jpg" alt="" width="27" height="19" />Det religiösa motivet kan vi även hitta i den svenska konstnären Kristoffer Zetterstrands målning ”Pointer” från 2008. Vi ser på bilden hur en stor hand kommer in från höger och pekar på en liten Kung Fu karaktär i mitten av målningen. En ganska kantig grafisk karaktär som verkar vara hämtad från ett dataspel från 80-talet. Zetterstrand har själv sagt att inte tänkte på Michelangelos berömda takmålning i Sixtinska kapellet när han skapade verket, den del av kapellets tak som visar hur Gud sträcker fram sitt finger och skapar Adam. En detalj som har parafraserats och parodierats på många olika sätt under historiens gång. Jag tänkte i alla fall på den parallellen, och jag tror även att många andra ser den likheten. Det finns även en parallell i målningen på ett högre plan. Gud skapade människan enligt Bibeln, men människan försökte sedan skapade egna avbilder, dels i konsten, men också genom virtuella karaktärer i t ex dataspel. I ”Pointer” kan vi spåra en sekularisering och popularisering av det kända motiv från kristendomens bildvärld. Vi säger inte längre att det är Gud som skapat människan och världen, utan istället är det vi själva som har förmågan att skapa virtuella karaktärer och världar. I dataspelen kan vi låstas att vi själva är gudar och bestämma vad som ska hända med våra karaktärer och världen de lever i.</p>
<p><!-- I Peterskyrkan i Rom återfinns Michelangelos marmorskulptur från 1499 som förmodligen är det mest kända exemplet i konsthistorien på ett pieta-motiv, men är motivet verkligen så känt bland unga idag? Skulle ungdomar som såg statyn för första gången känna igen motivet av den döda Kristus i sin moder jungfru Marias knä? Jag är tveksam, i en allt mer sekulariserad värld är förståelsen och igenkänningen av bibelmotiv inte längre lika självklar som det var en gång i tiden. Skulle samma grupp av unga människor få se den polska konstnären Kordian Lewandowski pieta med titeln ”Game Over” från 2008 skulle de nog dra på munnen och genast utbrista Super Mario och Peach! Lewandowski har skapat en parafras på Michelangelos skulptur. Materialet är inte carrera marmor utan benämns skämtsamt carrera styrofoam (ett modern byggmaterial som påminner om frigolit), inte heller är det Jesus och jungfru Maria som vi ser avbildade, utan istället är det datapelshjälten Super Mario som ligger död i prinsessan Peach armar. För dagens unga är berättelsen om hur Super Mario försöker rädda prinsessan Peach som kidnappas av den onda kung Bowser i grannriket, lika levande och aktuell som berättelsen om Jesus var en gång i tiden.  Att dataspelens berättelser, ikonografi och dualism, dvs kampen mellan det onda och goda, på många sätt har ersatt kristendomens bibeltexter och motiv är ganska tydligt. Konstnären Brody Condon menar att dataspelen på många sätt har tagit över den bildvärld som man kan återfinna i sen-medeltida religösa målningar. I en serie installationer har Condon utgått från förlagor som Dieric Bouts the Elders ”Återuppståndelsen” (1450-60), Hans Memlings ”Domedagen” (1467-71) och Gerard Davids triptyk från 1505. Med hjälp av ett program som man använder sig av för att skapa dataspel har han gjort rörliga animerade tavlor efter förlagorna. Det som skiljer verket från ett dataspel är att det inte är interaktivt, utan motivet befinner sig i vänteläge. Det finns en viss rörelse i kropparna och bakgrunden, som om karaktärerna väntar på att spelaren ska ta upp handkontrollen och börja spela, men det går inte att spela.  Det är kanske inte så konstigt att Brondon vänder sig till den medeltidens bildvärlden som är ganska våldsam och som speglar den oroliga och svåra tid som var i Europa. En tid då människor behövde fly bort från vardagen till drömmen om paradiset och där helvetet bokstavligen väntade runt hörn i form av missväxt, hungersnöd, barndödlighet, krig och sjukdom. Även vår tid präglas av våld, krig, sjukdomar, naturkatastrofer och terrorism. På många sätt speglar därför även dataspelens bildvärld och berättelser det samhälle som vi lever i. Här hittar vi våra värsta farhågor och rädslor, men även våra förhoppningar, drömmar och längtan.  Det religiösa motivet kan vi även hitta i den svenska konstnären Kristoffer Zetterstrands målning ”Pointer” från 2008. Vi ser på bilden hur en stor hand kommer in från höger och pekar på en liten Kung Fu karaktär i mitten av målningen. En ganska kantig grafisk karaktär som verkar vara hämtad från ett dataspel från 80-talet. Zetterstrand har själv sagt att inte tänkte på Michelangelos berömda takmålning i Sixtinska kapellet när han skapade verket, den del av kapellets tak som visar hur Gud sträcker fram sitt finger och skapar Adam. En detalj som har parafraserats och parodierats på många olika sätt under historiens gång. Jag tänkte i alla fall på den parallellen, och jag tror även att många andra ser den likheten. Det finns även en parallell i målningen på ett högre plan. Gud skapade människan enligt Bibeln, men människan försökte sedan skapade egna avbilder, dels i konsten, men också genom virtuella karaktärer i t ex dataspel. I ”Pointer” kan vi spåra en sekularisering och popularisering av det kända motiv från kristendomens bildvärld. Vi säger inte längre att det är Gud som skapat människan och världen, utan istället är det vi själva som har förmågan att skapa virtuella karaktärer och världar. I dataspelen kan vi låstas att vi själva är gudar och bestämma vad som ska hända med våra karaktärer och världen de lever i.  Det är inte bara äldre religiösa motiv som återanvänds av samtida konstnär inspirerade av dataspel. Robert Nideffer gjorde år 2000 ett verk som anspelar både på Leonardo da Vinci och Marcel Duchamp. I verket ”Tomb Raider Patch” utgick Nideffer från dataspelet Tom Raider med den kvinnliga hjältinnan Lara Croft. En av de få kvinnliga hjältinnorna som slagit igen både på videoskärmen och senare även på filmduken, kanske beroende på sin yppiga överkropp? Det Niedeffer gjorde var att han förändrade orginalprogrammet så att Lara Croft fick mustasch och getskägg. Den bevandrade i konsthistorien påminner sig om att Marcel Duchamp gjorde samma upptåg på en reproduktion av en tavla av Mona Lisa. Mona Lisa är i sin tur målad av Leonardo da Vinci och den mest berömda av alla kvinnor i konsthistorien. I Nideffers verk byts den konsthistoriska sköna och mystiska Mona Lisa ut mot dataspelvärldens främsta förgrundsgestalt Lara Croft. I ett dadaistiskt upptåg får hon mustasch och getskägg och bli inte bara en konsthistorisk parafras utan också ett inlägg i jämställdsdebatten. I den mansdominerade dataspelvärlden måste tydligen en hjältinna inte bara ha stora pistoler utan även stora bröst för att locka spelarna, och helst ska hon vara en man för att slå igenom.  Det kanske verkar lite profant att jämföra dataspelens symbolik med kristendomen, men faktum är att många av dagens unga är mer bevandrade i dataspelens bildvärld och mytologi än i kristendomens. För konstnärer som har vuxit upp med dataspel blir det därför ganska naturligt att använda sig av karaktärer, symboler och estetik hämtad från dataspel precis som äldre konstnärer vände sig till Bibeln för inspiration. Det intressanta inträffar när några konstnärer lyckas kombinera dessa två världars ganska avlägsna bildvärldar och skapa nya mångbottnade verk som både förnyar och bevarar en konsttradition.  Copyright © Mathias Jansson --></p>
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		<title>Boxworld</title>
		<link>http://zetterstrand.com/2011/02/16/boxworld-schachtelwelten/</link>
		<comments>http://zetterstrand.com/2011/02/16/boxworld-schachtelwelten/#comments</comments>
		<pubDate>Wed, 16 Feb 2011 17:54:34 +0000</pubDate>
		<dc:creator>z</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Interviews]]></category>

		<guid isPermaLink="false">http://zetterstrand.com/?p=773</guid>
		<description><![CDATA[Interview made for GEE Magazine By Christian Neeb Original interview in german here &#160; When you were a child, how did you grow up? What came first: Being a painter, or being a gamer? I grew up in Stockholm, but for a couple of years my family moved around so I lived for a while [...]]]></description>
			<content:encoded><![CDATA[<p>Interview made for <a href="http://www.geemag.de/2011/02/16/schachtelwelten/">GEE Magazine</a></p>
<p>By Christian Neeb</p>
<p><a href="http://www.geemag.de/2011/02/16/schachtelwelten/"><br />
<span style="color: #000000;"> </span></a><a href="http://www.geemag.de/2011/02/16/schachtelwelten/">Original interview in german here</a></p>
<p><img class="alignnone" title="artikel zetterstrand game" src="http://zetterstrand.com/work/pictures/2009/thegame480.jpg" alt="" width="480" height="421" /></p>
<p style="text-align: right;">&nbsp;</p>
<div><em> When you were a child, how did you grow up? What came first: Being a painter, or being a gamer?</em></div>
<div><em><br />
</em></div>
<div>I grew up in Stockholm, but for a couple of years my family moved around so I lived for a while in Denmark and France, mostly in Paris. I was twelve at the time and living in Paris had a big influence on me. I had always been painting and drawing a lot, but it accelerated there. I would go visit the museums and sit and draw. As a teenager, I played a lot of early PC games, such as Wasteland and King’s quest, and later on I actually made some pixel art for a game developer, but when I began studying at art school, I focused on painting. I studied art for nine years, ending with a MFA from the Royal College &#8211; and it was only the last couple of years there that I started experimenting with computer imagery in my painting. During that period, I began exploring the visual landscapes of FPS shooters and at the same time I was still studying the old masters &#8211; so It all merged I guess.<br />
I also studied for a while in Madrid, and I spent my days almost equally divided between drawing at the Prado Museum, and playing Half-Life Deathmatch at an Internet cafe.&nbsp;</p>
<p><em>Maybe you could tell me something about your background? When did you start painting and why did you decide, that perspective should be an elemental part of your work?</em></p>
<p>I started painting seriously when I attended my first art school at eighteen. I didn’t have any other plan to begin with, except learning as much as possible &#8211; and I was very focused on the technique in the beginning. I began studying picture composition a lot, and I was fascinated by the work of the Italian renaissance, especially Piero Della Francesca. The invention of linear perspective during the renaissance transformed the imagery of the western world, and we are now so used to it that we take it for granted. Our 3D software for example relies on it. Since I am interested in how human imagination creates worlds, I guess that is part of the answer. However, I never decided that the issue of perspective would form part of my work, but since it always has intrigued me, I keep coming back to it. It’s the same with the Pythagorean ideas on mathematics, the harmony of numbers and the Fibonacci series. I have to test it out. For example, the painting series called “Levels” (2006) &#8211; which depicts “Graham” from “King’s quest” walking through different scenarios, each canvas being a level in his adventure &#8211; were all composed extremely methodically upon the Golden ratio.</p>
<p><img class="alignnone size-medium wp-image-777" title="the stage is set" src="http://zetterstrand.com/eventz/wp-content/uploads/The-stage-is-set-480x399.jpg" alt="" width="480" height="399" /></p>
<p><em>In your paintings classic pieces of art like Caspar David Friedrichs &#8220;Der Wanderer über dem Nebelmeer&#8221; merge with imagery from retro-games like the Sierra Adventures. What is your intention by doing this?</em></p>
<p>The blending of different imagery comes partly from my wish to give the various pictorial elements equal importance, to maintain a level playing field in my scenes.<br />
For example, I’d like to give a 8-bit flower the same respect as a cut-out from a 15th century oilpainting by Bellini. I also treat them in the same way by keeping the sampled imagery projected on flat surfaces, even though they inhabit three-dimensional space.<br />
By contrasting the flatness of cut-out images with the shadows that they cast from the virtual lighting, their flatness is exaggerated at the same time as the 3D-space is rendered more illusory. By also contrasting pixelated elements from old games with more naturalistic parts, such as the one you mention from Friedrich, a new story can be told in which I don’t need to adhere to the conventions of a specific “reality level”. The resulting image has its own reality, its own rules. I’d like to think of it in a way as a stage play at the theater that can immerse the audience, even though the set design is obviously constructed out of painted cheap wooden planks.</p>
<p><em>In your mix between pixel and paint, the human being, the artist becomes a part of the artwork, while still being an outsider, an observer. What is your relationship to your paintings?</em></p>
<p>Being the artist, I’m both the creator and the spectator in relation to the painting. In some of my pictures, I have included a figure that interacts with or contemplates the scene, and who could be interpreted as the creator of it, but perhaps also as someone merely exposed to it. By also treating this figure as a textured flat plane, the border between the figure and the rest of the scene gets blurred, and the creator, if he/she is to be seen as such, gets incorporated into the world he/she created. I like that idea.</p>
<p><img title="Artist and still life / Konstnär och stilleben" src="http://zetterstrand.com/eventz/wp-content/uploads/artistandstillife-480x399.jpg" alt="" width="480" height="399" /></p>
<p><em> In your selfportrait, that we printed in our magazine, one can see yourself being part of your own work, the picture of yourself touching the diorama you created. Would you think of this picture rather as a symbolic one, or does it represent a real desire, maybe to touch a virtual world with your bare hands?</em></p>
<p>It has to do with the different levels of realism i mentioned earlier, and also in that specific painting, it tells a story about the relation between an artist and his motif.<br />
The painting is called “Artist and Still Life”, and in it, I have dressed up as an “artist”, complete with a white painter’s coat. (Which I do not use IRL) The still life in the picture represents a world that may be imaginary in the mind of the artist in the image, but he is at the same time playing with it in the same pictorial space that he himself exists in. I would say that it does represent a real desire, as you say, but in a way that desire is partly fulfilled in this case, because when I painted that picture I did touch a virtual world with my bare hands &#8211; the painting itself.</p>
<p><em>Have you ever thought about creating a game and implementing acrylic or oil elements in the graphics of the game? If so which genre would you choose? What would fit your creative style most gameplay-wise?</em><br />
I have made some stuff for fun where I have implemented painting elements into game worlds, for example when I put Piero Della Francesca’s frescos into a Counter-Strike map I made (de_priory). I started making a map for Counter-Strike just to learn the tools, so that I could use them later to construct 3D worlds of my own, but I couldn’t resist making my own textures too, some of them based on my paintings. Also, pixel-versions of many of my paintings can be found in the game Minecraft. That’s extra fun, because many of those paintings have old school pixel graphics in them, and here they are, back inside a game again &#8211; transferred from pixels to paint and to pixels again, and you can make them in the game from wool and wood. If I were to put “painted objects” in a future game, I would perhaps consider making an adventure style game, like “Grim Fandango”. That would be great.</p>
</div>
<div><img class="alignnone size-medium wp-image-774" title="minecraft_zetterstrand_painting" src="http://zetterstrand.com/eventz/wp-content/uploads/minecraft_zetterstrand_painting-480x287.jpg" alt="minecraft painting pixel art" width="480" height="287" /><br />
pixel-painting in Minecraft&nbsp;</p>
<h3>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;</h3>
<p><strong>By Christian Neeb</strong></p>
</div>
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		<title>Schachtelwelten</title>
		<link>http://zetterstrand.com/2011/02/16/schachtelwelten/</link>
		<comments>http://zetterstrand.com/2011/02/16/schachtelwelten/#comments</comments>
		<pubDate>Wed, 16 Feb 2011 14:00:12 +0000</pubDate>
		<dc:creator>z</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Interviews]]></category>

		<guid isPermaLink="false">http://zetterstrand.com/?p=780</guid>
		<description><![CDATA[&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;&#160; Schachtelwelten In der aktuellen Ausgabe von GEE stellen wir euch den schwedischen Künstler Kristoffer Zetterstrand vor, der aus klassischer Malerei, Retrografik und 3D-Perspektiven großartige Kunst-Remixe erstellt. Im Interview gibt er einen Einblick in seine Arbeit, Inspirationsquellen und seine Liebe zu Videospielen. Wie kam es zu deiner Entscheidung, Malerei und Videospiel-Ästhetik zu vereinen? Ich bin [...]]]></description>
			<content:encoded><![CDATA[<h3>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;&nbsp;</p>
<p>Schachtelwelten</h3>
<p>In der aktuellen Ausgabe von GEE stellen wir euch den schwedischen Künstler Kristoffer Zetterstrand vor, der aus klassischer Malerei, Retrografik und 3D-Perspektiven großartige Kunst-Remixe erstellt. Im Interview gibt er einen Einblick in seine Arbeit, Inspirationsquellen und seine Liebe zu Videospielen.</p>
<p>Wie kam es zu deiner Entscheidung, Malerei und Videospiel-Ästhetik zu vereinen?</p>
<p>Ich bin in Stockholm aufgewachsen, aber einige Jahre lang ist meine Familie quer über den Kontinent gereist. Ich habe eine Weile in Dänemark gelebt. Und in Frankreich, hauptsächlich in Paris. Ich war zwölf Jahre, als ich nach Paris kam. Die Stadt hat mich stark beeinflusst. Ich hatte schon immer gemalt und gezeichnet, aber dort nahm alles an Fahrt auf. Die Museen übten eine starke Anziehungskraft aus. Ich saß einfach dort und malte. Als Teenager begann ich auch, die frühen PC-Spiele wie „Wasteland“ und „King’s Quest“ zu spielen. Später erstellte ich sogar Pixel-Art für einen Spielentwickler, aber als ich mein Studium an einer Kunsthochschule begann, konzentrierte ich mich zunächst wieder auf die Malerei. Gegen Ende meiner Studienzeit in Madrid floß beides ineinander. Meine Tage bestanden zu gleichen Teilen aus Malerei im Prado Museum und „Half-Life“-Deathmatch-Partien im Internetcafé, und ich begann, mit Computer-Bildern in meinen Gemälden zu experimentieren.</p>
<p>Wieso ist Perspektive ein elementarer Bestandteil deiner Arbeit?</p>
<p>Ich war schon früh fasziniert von den Werken der italienischen Renaissance, besonders von Piero Della Francesca. Die Erfindung der linearen Perspektive während der Renaissance änderte die Bildwelt der westlichen Hemisphäre. Heute sind wir so an sie gewöhnt, dass wir sie als selbstverständlich erachten und beispielsweise unsere 3D-Software auf sie angewiesen ist. Ich interessiere mich außerdem dafür, wie die menschliche Vorstellungskraft Welten erschafft. Trotzdem habe ich nie explizit entschieden, dass die Frage nach Perspektive ein Teil meiner Arbeit sein soll. Da sie mich aber so fasziniert, komme ich immer wieder auf sie zurück. Mit dem pythargoräischen Verständnis von Mathematik, der Harmonie der Zahlen und den Fibonacci-Serien ist es ähnlich. Die Serie von Gemälden namens „Levels“ (2006) beispielsweise, in der Graham aus „King’s Quest“ dargestellt wird, wie er durch verschiedene Szenarien wandelt, jede Leinwand ein Level aus seinem Abenteuer, habe ich extrem methodisch mit dem Goldenen Schnitt komponiert.</p>
<p>In deinen Gemälden vermengen sich klassische Werke mit Bildkompositionen aus Retro-Spielen. Was ist der Grund für diesen Ansatz?</p>
<p>Der Mix entsteht aus dem Wunsch, verschiedenen bildlichen Elementen die gleiche Bedeutung zu verleihen und dabei ein Stück spielerische Freiheit in meinen Szenen zu erhalten. Ich mag es, einer 8-Bit-Blume den selben Respekt entgegen zu bringen wie einem Ausschnitt aus einem Ölgemälde von Bellini aus dem 15. Jahrhundert. Ich behandele sie in der gleichen Weise, indem ich die Bildelemente auf flache Oberflächen projiziere, obwohl sie einen dreidimensionalen Raum einnehmen. Indem ich die Flächigkeit von ausgelösten Bildelementen mit ihren Schatten im virtuellen Licht kontrastiere, wird ihre Flächigkeit vollkommen überspitzt. Zugleich erhält dabei aber auch der dreidimensionale Raum etwas unwirkliches.<br />
Indem ich pixelige Elemente aus alten Spielen mit naturalistischen Kunstwerken kontrastiere, zum Beispiel Caspar David Friedrichs „Der Wanderer über dem Nebelmeer“ , kann ich eine neue Geschichte erzählen, in der ich mich nicht an die Konventionen einer bestimmten Realität halten muss. Das Resultat ist ein Bild, das seine eigene Realität hat, seine eigenen Regeln. Ich vergleiche das gerne mit einem Theaterstück, welches das Publikum in seinen Bann zieht. Und das obwohl man klar sehen kann, dass das Bühnenbild aus angemalten, billigen Holzlatten besteht.</p>
<p>In deiner Mischung aus Farbe und Pixeln wird der Künstler zum Teil des Kunstwerks und bleibt trotzdem Außenseiter und Beobachter. Was für ein Verhältnis hast du zu deinen Bildern?</p>
<p>Als Künstler übernehme ich bei meinen Gemälden sowohl die Rolle des Schöpfers als auch des Beobachters. In einigen von ihnen habe ich eine Figur integriert, die mit der Szenerie interagiert oder über sie sinniert, und die als ihr Schöpfer interpretiert werden könnte. Vielleicht ist sie ihr aber auch nur ausgeliefert. Da ich diese Figur ebenfalls als texturierte Fläche behandele verschwimmt die Grenze zwischen ihr und dem Rest der Szene. Ich mag den Gedanken, dass der Schöpfer, wenn man ihn so sehen will, in der Welt verankert ist, die er geschaffen hat.</p>
<p>In deinem Selbstporträt (siehe GEE 59), berührt dein Abbild ein Diorama, dass du geschaffen hast. Würdest du gerne Virtualität mit den Fingerspitzen berühren?</p>
<p>Das Gemälde heißt „Artist And Still Life“. In ihm habe ich mich selbst wie einen Künstler angezogen, komplett mit Kittel. Das mache ich im echten Leben nicht. Das Stilleben im Bild repräsentiert eine Welt, die vielleicht vollkommen im Geist des Künstlers besteht. Zugleich spielt er aber mit ihr im selben bildlichen Raum, in dem er selbst existiert. Ich würde sagen, dass es tatsächlich einen realen Wunsch repräsentiert. Auf eine Art habe ich mir diesen Wunsch aber schon erfüllt, denn als ich dieses Bild malte, habe ich diese virtuelle Welt mit meinen bloßen Händen berührt.</p>
<p>Wenn deine Bilder zum Spiel würden, welches Genre würde ihnen am besten zu Gesicht stehen?</p>
<p>Ich habe meine Gemälde bereits spielerisch verarbeitet. Beispielsweise in der „Counterstrike“-Map „(de_priory), in der ich mit Pierro Della Francescas Fresken gearbeitet habe. Ich wollte solche Maps eigentlich nur erstellen, um deren Werkzeuge zu erlernen und später eigene 3D-Welten zu erstellen. Aber ich konnte der Versuchung nicht widerstehen und musste einfach auch eigene Texturen in ihnen erstellen. Einige von ihnen basieren auf meinen Gemälden. Außerdem gibt es Pixel-Versionen einige meiner Gemälde in „Minecraft“. Das ist besonders witzig, denn viele meiner Bilder bestehen ja ohnehin zum Teil aus Old-School-Pixelgrafik. Jetzt sind sie wieder da, wo sie herkommen. Von Pixeln zum Gemälde zurück zu den Pixeln – und gemacht werden sie im Spiel aus Wolle und Holz. Wenn ich aber die Möglichkeit hätte tatsächlich gemalte Objekte in einem Spiel unterzubringen, wäre wahrscheinlich ein Adventure-Spiel meine erste Wahl. Wie „Grim Fandango“ &#8211; das wäre fantastisch.</p>
<p>Von Christian Neeb</p>
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		<title>Market 2011</title>
		<link>http://zetterstrand.com/2011/02/15/market-2011/</link>
		<comments>http://zetterstrand.com/2011/02/15/market-2011/#comments</comments>
		<pubDate>Tue, 15 Feb 2011 21:55:59 +0000</pubDate>
		<dc:creator>z</dc:creator>
				<category><![CDATA[Exhibitions]]></category>
		<category><![CDATA[Group shows]]></category>

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		<description><![CDATA[Participating at Market 2011, Peter Bergman Gallery February 18-20 @ The Royal Swedish Academy of Fine Arts (Konstakademien), Fredsgatan 12 Stockholm]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-767" style="border: 3px solid black;" title="Weeping Lighthouse" src="http://zetterstrand.com/eventz/wp-content/uploads/weeping_lighthouse250.jpg" alt="weeping lighthouse oil on canvas Zetterstrand 2011" width="250" height="199" /><br />
Participating at <a href="http://www.market-art.se/">Market 2011</a>, Peter Bergman Gallery<br />
February 18-20 @ The Royal Swedish Academy of Fine Arts (Konstakademien), Fredsgatan 12 Stockholm</p>
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		<title>Blickwechsel</title>
		<link>http://zetterstrand.com/2011/02/07/blickwechsel/</link>
		<comments>http://zetterstrand.com/2011/02/07/blickwechsel/#comments</comments>
		<pubDate>Mon, 07 Feb 2011 14:28:36 +0000</pubDate>
		<dc:creator>z</dc:creator>
				<category><![CDATA[Articles]]></category>

		<guid isPermaLink="false">http://zetterstrand.com/?p=751</guid>
		<description><![CDATA[Gee Magazine, März 2011 Hände, die Spielgrafik berühren, Gameplay, das in die Wirklichkeit ragt: Der Schwede Kristoffer Zetterstrand vereint in seinen Gemälden Naturalismus, Dioramen-Kunst und Pixelgrafik und erschafft Schachtelwelten, die die Grenze zwischen zweiter und dritter Dimension verwischen. Der Mensch ist dabei Aussenstehender und teil seiner Schöpfungen zugleich. Eine Galerie mit Bildern vor Kristoffer Zetterstrand [...]]]></description>
			<content:encoded><![CDATA[<p>Gee Magazine, März 2011</p>
<p><img class="alignnone" title="zetterstrand gee magazine 2011/03" src="http://zetterstrand.com/media/bilder/gee_magazine_2011-03_zetterstrand.png" alt="" width="494" height="640" /></p>
<p>Hände, die Spielgrafik berühren, Gameplay, das in die Wirklichkeit ragt: Der Schwede Kristoffer Zetterstrand vereint in seinen Gemälden Naturalismus, Dioramen-Kunst und Pixelgrafik und erschafft Schachtelwelten, die die Grenze zwischen zweiter und dritter Dimension verwischen. Der Mensch ist dabei Aussenstehender und teil seiner Schöpfungen zugleich. Eine Galerie mit Bildern vor Kristoffer Zetterstrand gibt es unter <a href="http://http://zetterstrand.com/media/bilder/gee_magazine_2011-03_zetterstrand.png">www.geemag.de</a></p>
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		<title>Point of view</title>
		<link>http://zetterstrand.com/2011/01/27/point-of-view/</link>
		<comments>http://zetterstrand.com/2011/01/27/point-of-view/#comments</comments>
		<pubDate>Thu, 27 Jan 2011 17:09:56 +0000</pubDate>
		<dc:creator>z</dc:creator>
				<category><![CDATA[Exhibitions]]></category>
		<category><![CDATA[Solo shows]]></category>

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		<description><![CDATA[Kristoffer Zetterstrand. Solo show. Jan 29 – Mar 12 Kungsbacka Konsthall, Borgmästaregatan 6, Kungsbacka Interactive exhibition photosynth]]></description>
			<content:encoded><![CDATA[<p><a href="http://zetterstrand.com/work/exhibitions/2011_point_of%20view.php"><img class="alignnone" title="intelligent design" src="http://zetterstrand.com/work/pictures/2010/intelligent design_410_fr.jpg" alt="intelegent design intelegent disagn disajn" width="246" height="217" /></a></p>
<p>Kristoffer Zetterstrand. Solo show. Jan 29 – Mar 12<br />
<a href="http://www.kungsbacka.se/sitetemplates/KBInformationPage____19576.aspx">Kungsbacka Konsthall</a>, Borgmästaregatan 6, Kungsbacka</p>
<p> <strong><a href="http://zetterstrand.com/work/exhibitions/2011_point_of%20view.php">Interactive exhibition photosynth</a></strong></p>
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		<title>Tekniken befriar konsten</title>
		<link>http://zetterstrand.com/2011/01/18/tekniken-befriar-konsten/</link>
		<comments>http://zetterstrand.com/2011/01/18/tekniken-befriar-konsten/#comments</comments>
		<pubDate>Tue, 18 Jan 2011 10:54:33 +0000</pubDate>
		<dc:creator>z</dc:creator>
				<category><![CDATA[Articles]]></category>

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		<description><![CDATA[Talk between  Kristoffer Zetterstrand, Teresa Wennberg, Matti Kallioinen och Tove Kjellmark on art and technology Read it online here [Swedish] (pages 32-37) By Anders Rydell]]></description>
			<content:encoded><![CDATA[<p>Talk between  Kristoffer Zetterstrand, Teresa Wennberg, Matti Kallioinen och Tove Kjellmark on art and technology</p>
<p>Read it <a href="http://www.tidningenkonstnaren.se/">online here [Swedish]</a> (pages 32-37)</p>
<p>By Anders Rydell</p>
<p><img class="alignnone size-medium wp-image-733" title="omslag_konstnären" src="http://zetterstrand.com/eventz/wp-content/uploads/omslag_konstnären-359x480.jpg" alt="konstnären 04/2010 zetterstrand kallioinen wennberg kjellmark" width="359" height="480" /></p>
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		<title>New Minecraft painting</title>
		<link>http://zetterstrand.com/2011/01/14/new-minecraft-painting/</link>
		<comments>http://zetterstrand.com/2011/01/14/new-minecraft-painting/#comments</comments>
		<pubDate>Fri, 14 Jan 2011 14:13:23 +0000</pubDate>
		<dc:creator>z</dc:creator>
				<category><![CDATA[Messages]]></category>

		<guid isPermaLink="false">http://zetterstrand.com/?p=726</guid>
		<description><![CDATA[]]></description>
			<content:encoded><![CDATA[<p><a href="http://zetterstrand.com/work/pictures/2010/skull_on_fire_framed_c700.jpg"><img class="alignnone size-medium wp-image-727" title="Skull on fire.35x35cm. Oil on canvas(2010)" src="http://zetterstrand.com/eventz/wp-content/uploads/skull_on_fire_framed_c700-477x480.jpg" alt="minecraft painting skull on fire zetterstrand" width="172" height="173" /></a></p>
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		<title>La caccia al tesoro artistico&#8230;</title>
		<link>http://zetterstrand.com/2010/12/21/la-caccia-al-tesoro-artistico-di-kristoffer-zetterstrand-in-minecraft/</link>
		<comments>http://zetterstrand.com/2010/12/21/la-caccia-al-tesoro-artistico-di-kristoffer-zetterstrand-in-minecraft/#comments</comments>
		<pubDate>Tue, 21 Dec 2010 13:07:13 +0000</pubDate>
		<dc:creator>z</dc:creator>
				<category><![CDATA[Articles]]></category>

		<guid isPermaLink="false">http://zetterstrand.com/?p=712</guid>
		<description><![CDATA[http://www.mattscape.com Frutto della fantasia esplosiva del game designer svedese Markus “Notch” Persson, Minecraft è un videogame di costruzioni per adulti, un Lego procedurale che miscela pixel art e retrofuturismo. Introdotto in versione “alpha” nella primavera del 2009, Minecraft si è sviluppato rapidamente, grazie al supporto e all’entusiasmo di oltre due milioni di utenti. Con gli introiti ottenuti [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.mattscape.com/2010/12/lanno-che-sta-per-concludersi-e-stato-particolarmente-ricco-di-proposte-nellabito-della-game-art-o-arte-videoludica-espressi.html">http://www.mattscape.com</a></p>
<blockquote><p><img class="alignnone size-full wp-image-713" title="quotemark" src="http://zetterstrand.com/eventz/wp-content/uploads/quotemark.jpg" alt="" width="27" height="19" /> Frutto della fantasia esplosiva del game designer svedese Markus “Notch” Persson, <em><a href="http://minecraft.net/" target="_blank">Minecraft</a> </em>è un videogame di costruzioni per adulti, un Lego procedurale che miscela pixel art e retrofuturismo. Introdotto in versione “alpha” nella primavera del 2009, <em>Minecraft</em> si è sviluppato rapidamente, grazie al supporto e all’entusiasmo di oltre due milioni di utenti. Con gli introiti ottenuti dalle vendite della versione in progress (!), Persson ha potuto fondare un studio, Mojang Specifications e ottimizzare codice e funzioni di un progetto nato come passatempo. Tra i suoi collaboratori spicca l&#8217;artista svedese <a href="http://www.gamescenes.org/2010/03/interview-from-traditional-painting-to-game-art-kristoffer-zetterstrand.html" target="_blank">Kristoffer Zetterstrand</a>. Per chi non lo sapesse, Zeta ha debuttato nel 2002 con una serie di dipinti ispirati a <em>Counter-Strike</em> per poi sviluppare una peculiare Game Art a 8-bit. Nel 2010, <a href="http://www.gamescenes.org/2010/12/game-art-kristoffer-zetterstrands-art-treasure-hunt-in-minecraft-2010.html" target="_blank">il trentottenne artista ha avviato un&#8217;interessante collaborazione con Persson</a>. Diciannove dei suoi splendidi dipinti videoludici sono stati digitalizzati e disseminati nel mondo di <em>Minecraft.</em> Zetterstrand ha inoltre offerto un quadro ad hoc (di cui potete vedere un&#8217;immagine), al vincitore di una competizione lanciata qualche mese fa. L&#8217;autore della migliore texture per <em>Minecraft</em> si portera&#8217; a casa l&#8217;opera di Zeta. Un&#8217;iniziativa ricorsiva, auto-riflessiva e meta-referenziale, in cui il confine tra l&#8221;&#8216;opera che ispira&#8221; e l&#8217;&#8221;opera ispirata&#8221; finiscono per confondersi, creando interessanti corto circuiti epistemologici.</p>
<p><img class="alignnone size-full wp-image-714" title="zetterstrand_studio_minecraft_painting" src="http://zetterstrand.com/eventz/wp-content/uploads/zetterstrand_studio_minecraft_painting.jpg" alt="" width="320" height="412" /></p></blockquote>
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		<title>Artist works comparison</title>
		<link>http://zetterstrand.com/2010/12/19/artist-works-comparison/</link>
		<comments>http://zetterstrand.com/2010/12/19/artist-works-comparison/#comments</comments>
		<pubDate>Sun, 19 Dec 2010 19:30:45 +0000</pubDate>
		<dc:creator>z</dc:creator>
				<category><![CDATA[Articles]]></category>

		<guid isPermaLink="false">http://zetterstrand.com/?p=710</guid>
		<description><![CDATA[Blog article here Trained in classical traditional painting, Zetterstrand is inspired by the video games’ premise of offering a different world where anything is possible, yet it is in many ways an incomplete illusion prone to shattering. In Zetterstrand’s painting, The game, the gamer is depicted as real and outside the game, but in the nature [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://vb44artportfolio.wordpress.com/2010/12/09/artist-works-comparison-kristoffer-zetterstrand-carlo-zanni/">Blog article here</a></p>
<blockquote><p><img class="alignnone size-full wp-image-713" title="quotemark" src="http://zetterstrand.com/eventz/wp-content/uploads/quotemark.jpg" alt="" width="27" height="19" /> Trained in classical traditional painting, Zetterstrand is inspired by the video games’ premise of offering a different world where anything is possible, yet it is in many ways an incomplete illusion prone to shattering. In Zetterstrand’s painting,<em> The game</em>, the gamer is depicted as real and outside the game, but in the nature of the painting he is ultimately unreal. In this way, Zetterstrand makes the viewer question his perceived realities.</p>
<p><img class="alignnone" title="zetterstrand the game" src="/work/pictures/2009/thegame250.jpg" alt="" width="250" height="219" /></p></blockquote>
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		<title>Kristoffer Zetterstrand&#8217;s Art Treasure Hunt&#8230;</title>
		<link>http://zetterstrand.com/2010/12/17/719/</link>
		<comments>http://zetterstrand.com/2010/12/17/719/#comments</comments>
		<pubDate>Fri, 17 Dec 2010 13:15:43 +0000</pubDate>
		<dc:creator>z</dc:creator>
				<category><![CDATA[Articles]]></category>

		<guid isPermaLink="false">http://zetterstrand.com/?p=719</guid>
		<description><![CDATA[Whole article here : http://www.gamescenes.org/ For the past year, Kristoffer Zetterstrand&#8217;s, one of the most original and fascinating artists experimenting with digital games and their aesthetics, has been collaborating with Mojang Specifications, the Swedish indie company behind the 2010 internet sensation Minecraft&#8230;&#8221;]]></description>
			<content:encoded><![CDATA[<blockquote>
<p>Whole article here : <a href="http://www.gamescenes.org/2010/12/game-art-kristoffer-zetterstrands-art-treasure-hunt-in-minecraft-2010.html">http://www.gamescenes.org/</a></p>
<p><img class="alignnone size-full wp-image-713" title="quotemark" src="http://zetterstrand.com/eventz/wp-content/uploads/quotemark.jpg" alt="" width="27" height="19" />For the past year, Kristoffer Zetterstrand&#8217;s, one of the most original and fascinating artists experimenting with digital games and their aesthetics, has been collaborating with Mojang Specifications, the Swedish indie company behind the 2010 internet sensation Minecraft&#8230;&#8221;</p>
<p><a href="http://www.gamescenes.org/2010/12/game-art-kristoffer-zetterstrands-art-treasure-hunt-in-minecraft-2010.html"><img class="alignnone size-full wp-image-720" title="thawing_painting_by_k_zetterstrand" src="http://zetterstrand.com/eventz/wp-content/uploads/thawing_painting_by_k_zetterstrand.jpg" alt="" width="500" height="218" /></a></p></blockquote>
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		<title>If fine art was a busted video game</title>
		<link>http://zetterstrand.com/2010/12/15/if-fine-art-was-a-busted-video-game/</link>
		<comments>http://zetterstrand.com/2010/12/15/if-fine-art-was-a-busted-video-game/#comments</comments>
		<pubDate>Wed, 15 Dec 2010 12:48:59 +0000</pubDate>
		<dc:creator>z</dc:creator>
				<category><![CDATA[Articles]]></category>

		<guid isPermaLink="false">http://zetterstrand.com/?p=691</guid>
		<description><![CDATA[Article at Kotaku.com Kristoffer Zetterstrand&#8217;s works take traditional painting and smash it head-first into things that aren&#8217;t traditional painting. Often, that means video games. You can see some of his work in the gallery to your left, with classics like Way of the Exploding Fist and King&#8217;s Quest tossed into the same piece as fake [...]]]></description>
			<content:encoded><![CDATA[<h3><a href="http://kotaku.com/5713641/when-video-games-meetsfine-art">Article at Kotaku.com</a></h3>
<blockquote><p>Kristoffer Zetterstrand&#8217;s works take traditional painting and smash it head-first into things that aren&#8217;t traditional painting. Often, that means video games.</p>
<p>You can see some of his work in the gallery to your left, with classics like Way of the Exploding Fist and King&#8217;s Quest tossed into the same piece as fake dioramas of a golden age of painting.</p>
<p>Indeed, games form a big part of his art. Zetterstrand says that his juxtaposition of different art styles — when he says &#8220;the illusion is shattered and the underlying construction emerges&#8221; — is &#8220;like when there is a bug in a computer game&#8221;.</p>
<p>Minecraft fans may recognise some of his work; he&#8217;s the man behind the paintings available in the indie game.</p></blockquote>
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		<title>Kristoffer Zetterstrand</title>
		<link>http://zetterstrand.com/2010/12/15/kristoffer-zetterstrand/</link>
		<comments>http://zetterstrand.com/2010/12/15/kristoffer-zetterstrand/#comments</comments>
		<pubDate>Wed, 15 Dec 2010 12:47:03 +0000</pubDate>
		<dc:creator>z</dc:creator>
				<category><![CDATA[Articles]]></category>

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		<description><![CDATA[notice at diskursdisco.de]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.diskursdisko.de/2010/12/kristofer-zetterstrand/">notice at diskursdisco.de</a></p>
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		<title>Geek art loves Kristoffer Zetterstrand</title>
		<link>http://zetterstrand.com/2010/12/15/geek-art-loves-kristoffer-zetterstrand/</link>
		<comments>http://zetterstrand.com/2010/12/15/geek-art-loves-kristoffer-zetterstrand/#comments</comments>
		<pubDate>Wed, 15 Dec 2010 12:42:08 +0000</pubDate>
		<dc:creator>z</dc:creator>
				<category><![CDATA[Articles]]></category>

		<guid isPermaLink="false">http://zetterstrand.com/?p=692</guid>
		<description><![CDATA[Post at geek-art.net I love you too, Geek-art]]></description>
			<content:encoded><![CDATA[<h3><a href="http://www.geek-art.net/?p=6807">Post at geek-art.net</a></h3>
<p>I love you too, Geek-art</p>
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		<title>The Notch effect</title>
		<link>http://zetterstrand.com/2010/11/24/the-notch-effect/</link>
		<comments>http://zetterstrand.com/2010/11/24/the-notch-effect/#comments</comments>
		<pubDate>Wed, 24 Nov 2010 20:15:05 +0000</pubDate>
		<dc:creator>z</dc:creator>
				<category><![CDATA[Messages]]></category>

		<guid isPermaLink="false">http://zetterstrand.com/?p=686</guid>
		<description><![CDATA[]]></description>
			<content:encoded><![CDATA[<p><a href="/logos/visitors.jpg"><img class="alignnone size-full wp-image-687" title="visitors" src="http://zetterstrand.com/eventz/wp-content/uploads/visitors.jpg" alt="" width="280" height="190" /></a></p>
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		<title>Minecraft painting, Webhallen</title>
		<link>http://zetterstrand.com/2010/11/07/minecraft-painting-webhallen/</link>
		<comments>http://zetterstrand.com/2010/11/07/minecraft-painting-webhallen/#comments</comments>
		<pubDate>Sun, 07 Nov 2010 19:37:27 +0000</pubDate>
		<dc:creator>z</dc:creator>
				<category><![CDATA[Events]]></category>

		<guid isPermaLink="false">http://zetterstrand.com/?p=682</guid>
		<description><![CDATA[Painting announced as 1st price in Minecraft Texture Pack Grand Prix competition]]></description>
			<content:encoded><![CDATA[<p>Painting announced as 1st price in <a href="http://www.webhallen.com/minecraft/">Minecraft Texture Pack Grand Prix</a> competition</p>
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		<title>Endless Boogie, Berlin</title>
		<link>http://zetterstrand.com/2010/10/29/endless-boogie-berlin/</link>
		<comments>http://zetterstrand.com/2010/10/29/endless-boogie-berlin/#comments</comments>
		<pubDate>Fri, 29 Oct 2010 00:14:22 +0000</pubDate>
		<dc:creator>z</dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[Group shows]]></category>

		<guid isPermaLink="false">http://zetterstrand.com/?p=677</guid>
		<description><![CDATA[ENDLESS BOOGIE FORGOTTEN BAR, GALERIE IM REGIERUNGSVIERTEL, &#8211;  BOPPSTRASSE 5 10967 BERLIN November 5th With: Trasi Henen, Kristoffer Zetterstrand, Susann Brännström, Ulrika Segerberg, Roland Persson, Jonte Nynäs, Jan Peter Hammer, Katja Aglert, Veronica Brovall, Donya Saed, Pia Mauno, Lasse Mauno, Emil Holmer, Tim Lehmacher, Sonja Gerdes, Daniel Leander-Kannenberg, Madeleine Boschan, Anneke Eussen, Stephan Balleux, Christian Schwarzwald, Klara [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone" title="fog" src="http://zetterstrand.com/work/pictures/2010/fog_250.jpg" alt="Fog. Oil on canvas. Kristoffer Zetterstrand 2010" width="250" height="246" /></p>
<p>ENDLESS BOOGIE<br />
FORGOTTEN BAR, GALERIE IM REGIERUNGSVIERTEL, &#8211;  BOPPSTRASSE 5 10967 BERLIN<br />
November 5th<br />
With: Trasi Henen, Kristoffer Zetterstrand, Susann Brännström, Ulrika Segerberg, Roland Persson, Jonte Nynäs, Jan Peter Hammer, Katja Aglert, Veronica Brovall, Donya Saed, Pia Mauno, Lasse Mauno, Emil Holmer, Tim Lehmacher, Sonja Gerdes, Daniel Leander-Kannenberg, Madeleine Boschan, Anneke Eussen, Stephan Balleux, Christian Schwarzwald, Klara Lidén, Oskar Aglert, Joep van Liefland, Daniel Segerberg, Johannes Weiss, Sophie Arfwidson, Munan Ovrelid, Randi Nygård, Anders Kjellesvik, Ninia Sverdrup</p>
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		<title>Back to the square</title>
		<link>http://zetterstrand.com/2010/10/01/back-to-the-square/</link>
		<comments>http://zetterstrand.com/2010/10/01/back-to-the-square/#comments</comments>
		<pubDate>Fri, 01 Oct 2010 10:34:20 +0000</pubDate>
		<dc:creator>z</dc:creator>
				<category><![CDATA[Articles]]></category>

		<guid isPermaLink="false">http://zetterstrand.com/?p=797</guid>
		<description><![CDATA[Article here : http://www.digicult.it/digimag/article.asp?id=1905 &#160; Other examples are the Swedish artist Kristoffer Zetterstrand who is trained as a traditional painter and creates paintings with a mash up of reference to art history and classic arcade games and in the process he tries to emulate the typical 8-bit feel in his paintings. Zetterstrand has also made several public mosaics [...]]]></description>
			<content:encoded><![CDATA[<p>Article here : <a href="http://www.digicult.it/digimag/article.asp?id=1905">http://www.digicult.it/digimag/article.asp?id=1905</a></p>
<p>&nbsp;</p>
<p><img class="alignnone size-full wp-image-713" title="quotemark" src="http://zetterstrand.com/eventz/wp-content/uploads/quotemark.jpg" alt="" width="27" height="19" /> Other examples are the Swedish artist Kristoffer Zetterstrand who is trained as a traditional painter and creates paintings with a mash up of reference to art history and classic arcade games and in the process he tries to emulate the typical 8-bit feel in his paintings. Zetterstrand has also made several public mosaics where he makes pictures inspired by arcade games.</p>
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		<title>Lecturing on 3D and CGI</title>
		<link>http://zetterstrand.com/2010/09/07/lecturing-on-3d-and-cgi/</link>
		<comments>http://zetterstrand.com/2010/09/07/lecturing-on-3d-and-cgi/#comments</comments>
		<pubDate>Tue, 07 Sep 2010 14:09:05 +0000</pubDate>
		<dc:creator>z</dc:creator>
				<category><![CDATA[Events]]></category>

		<guid isPermaLink="false">http://zetterstrand.com/?p=665</guid>
		<description><![CDATA[Friday Sept 10, 13.00-17.30. Event details here Lecture seminar on 3D and CGI (Computer Generated Imagery) arranged by The Artists Organisation, KRO,  the Craftsmen and Designers&#8217; Organisation, KIF, SSF and Svenska Tecknare. Lecturers: KRISTOFFER ZETTERSTRAND.(Artist, painter) THOMAS NORDBERG(Artist, sculptor) . LOTTA GEFFENBLAD(Illustrator, animator, author, director). CECILIA SKEDINGER(3D creator). PER STRÖMBÄCK (CEO Spelplan ASGD), STEFAN LJUNGQVIST (Avalanche [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-673" title="3D animation och spel--" src="http://zetterstrand.com/eventz/wp-content/uploads/3D-animation-och-spel-.jpg" alt="" width="180" height="89" /></p>
<p>Friday Sept 10, 13.00-17.30. <a href="http://www.kro.se/3131">Event details here</a><br />
Lecture seminar on 3D and CGI (Computer Generated Imagery) arranged by The Artists Organisation, KRO,  the Craftsmen and Designers&#8217; Organisation, KIF, SSF and Svenska Tecknare. Lecturers: KRISTOFFER ZETTERSTRAND.(Artist, painter) THOMAS NORDBERG(Artist, sculptor) . LOTTA GEFFENBLAD(Illustrator, animator, author, director). CECILIA SKEDINGER(3D creator). PER STRÖMBÄCK (CEO Spelplan ASGD), STEFAN LJUNGQVIST (Avalanche studios). <a href="http://zetterstrand.com/eventz/wp-content/uploads/3D-inbjudan_100910_w2.pdf">Invitation [PDF]</a></p>
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		<title>Kristoffers små rutor skapar storslagna verk</title>
		<link>http://zetterstrand.com/2010/08/26/kristoffers-sma-rutor-skapar-storslagna-verk/</link>
		<comments>http://zetterstrand.com/2010/08/26/kristoffers-sma-rutor-skapar-storslagna-verk/#comments</comments>
		<pubDate>Thu, 26 Aug 2010 08:05:26 +0000</pubDate>
		<dc:creator>z</dc:creator>
				<category><![CDATA[Articles]]></category>

		<guid isPermaLink="false">http://zetterstrand.com/?p=648</guid>
		<description><![CDATA[Arbetarbladet 100826 PIXELMOSAIK. Konstnären Kristoffer Zetterstrand skapar först sina verk, som det nya mosaiklandskapet på Lillhagsbadet, i datorn med 3D-programmet Maya. Om jag spenderar för lång tid i en dator-animerad värld drabbas jag ofta av yrsel, illamående. Samma slags obalanserade förvirring hamnar jag i av Kristoffer Zetterstrands datorspelsinspirerade konst. Men misstolka ej – det är [...]]]></description>
			<content:encoded><![CDATA[<address><a href="http://arbetarbladet.se/kultur/konst/1.2277630-kristoffers-sma-rutor-skapar-storslagna-verk">Arbetarbladet 100826<br />
</a><br />
<img class="alignnone size-full wp-image-649" title="arbetarbladet_lillhagen" src="http://zetterstrand.com/eventz/wp-content/uploads/arbetarbladet_lillhagen.jpg" alt="Zetterstrands kakelmosaik lillhagsbadet gävle tile mosaic" width="468" height="300" /><br />
PIXELMOSAIK. Konstnären Kristoffer Zetterstrand skapar först sina verk, som det nya mosaiklandskapet på Lillhagsbadet, i datorn med 3D-programmet Maya.</address>
<address></address>
<p>Om jag spenderar för lång tid i en dator-animerad värld drabbas jag ofta av yrsel, illamående. Samma slags obalanserade förvirring hamnar jag i av Kristoffer Zetterstrands datorspelsinspirerade konst. Men misstolka ej – det är ett härligt verklighetsmorfande han bjuder på i sina målningar där traditionellt landskapsmåleri möter ett slags arkadkonst av pixlighet. Glädjande nog har Konstcentrum engagerat Zetterstrand som konstnär för att, enligt enprocentsregeln, smycka nya Lillhagsbadet. Kristoffer Zetterstrand är en av landets mest spännande konstnärer i det unga gardet.</p>
<p>Efter att ha sjunkit in i hans fantastiska målningar, är det lite av en besvikelse att se hans mosaik på Lillhagsbadets väggar, mer framkallad av uppdragets begränsningar än Kristoffer Zetterstrands talang. Verket brer ut sig över alla fyra väggar i form av ett kakelmönster, där varje ruta blir ett slags avlång pixel, och det som träder fram är ett landskap med moln, vatten, kaktusar och pixliga solstrålar. Om man har tillbringat timmar framför gamla datorspel, i genrens oraffinerade gryning, känner man igen estetiken. Bilderna byggs upp av mindre rutor, och i den dåliga grafikens era var varje ruta fullt synbar. På så sätt för Zetterstrands konst tankarna till Georges Seurat och Paul Signac, men här i en utvecklad pointillism för en digitaliserad värld (pointillismen målade med punkter istället för att blanda ut färgen).</p>
<p>Även om jag tycker att Kristoffer Zetterstrand är mer spännande i sina målningar, har han fått flera uppdrag att skapa offentlig konst, bland annat sju stora mosaiker på Bromma gymnasium. I uppdragets begränsning på Lillhagsskolan såg han inte en hämmande effekt, berättar han, utan en utmaning, eftersom ”en begränsning tvingar en till att göra saker som man inte behärskar, och då kan man förvåna sig själv”.</p>
<p>Den uråldriga mosaikkonsten har fina anor, men har gått i stå konstnärligt sedan de historiska glansdagarna, något som en enstaka Ernst Billgren inte kan påverka. Men i den datorspelsinspirerade pixelkonsten finns det en naturlig utveckling för mosaiken, eftersom både bitmapgrafiken och mosaiken utgår från samma modell – små pusselbitar som bygger upp större bilder och mönster.</p>
<p>Mosaiken på Lillhagsbadets väggar började där hans konst brukar börja, i det tredimensionella skissprogrammet Maya som ger en myriad av möjligheter och vinklar att se verket ur. När han sedan börjar måla, låter han ändå inspiration och infall ge liv åt den sterila 3D-världen. I målningarna möter ett klassiskt måleri, stundtals nästan parodiskt klassiskt, främmande element i form av inkräktare från en digital värld. Surrealism uppstår i mötena, som när en hand (Guds finger som ger Adam liv i Michelangelos takfresk i Sixtinska kapellet?) möter en attackerande liten karategubbe, gravt pixlad. Ofta är det en bild som visar en människa som har skapat en värld som denna betraktar från ovan.</p>
<p>Han har också konstnärligt utforskat det som händer när spelaren dör i spelet ”Counter Strike”, där man likt en ande blir fri för en stund att undersöka tillvarons ramar och se mönstret i matrisen.</p>
<p>Zetterstrand är naturligtvis inte ensam om den digitala inspirationen – andra som kan nämnas är Milton Manetas sovande Super Mario och John Paul Bichard med flera – och de följer i Roy Lichtensteins fotspår, som förde in serietidningsestetiken i konsten.</p>
<p>Men Kristoffer Zetterstrand är inte en digital konstnär, vad nu det är. Han är en målare av rang, det är där han har sin hemvist.</p>
<p>En sak till: Mosaiken på Lillhagsbadet är inte den enda pixelkonsten i Gävle. Ni minns väl Bigert och Bergströms pixelpalm på Konstcentrum. Palmen hade passat in bra på badet, om den hade klarat av den klibbiga värmen.</p>
<p><strong>Kristian Ekenberg</strong></p>
<p>Originalartikeln finns<strong> <a href="http://arbetarbladet.se/kultur/konst/1.2277630-kristoffers-sma-rutor-skapar-storslagna-verk">Här</a></strong></p>
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