c_hristian: offsite origins


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Across various online art accounts and spiritually-aligned galleries, a certain tendency has gradually been taking shape. Assimilating organic and synthetic objects, and more recently, dark fantasy or folkloric elements, the sensibility could maybe be described as something like ‘weird nature’ or ‘fantasy realism’. Usually employed within a post-conceptual mode and lineage of art, it also often morphs, as if elaborating or iterating from some deranged or esoteric seed kernel, in a hi-res formalism of blade-like or craggy shapes and genre motifs. In contrast with Post Internet art, which it can be most aptly identified or compared with, it leans often more heavily on biological pigments or earthtones, rougher textures, and other more terrestrial influences (including even hand-crafted techniques), while still retaining the former art movement’s vivid, eye-popping quality that flips the work, even in person, into a condition of quasi-virtuality.



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Navigating the methods by which online / offline art practice operates (let alone tracking the lore of its adjacent online aesthetics and cultures) can be much to untangle. This is a brief history and overview of one such zone of practice within this extended, hybrid environment. This involves tracing this aesthetic and practice – that I’ve been calling Dark Eco (more of an umbrella term encompassing a range of connected styles and approaches) – back through the phenomenon of the Offsites scene and its winding roots.

A recent approach to alternative art exhibition, the Offsite format typically involves physical artworks being installed at any non-gallery site such as a meadow, creek, or abandoned building, photographed or recorded (sometimes additionally edited or manipulated with various software tools), and then the photodocumentation artifact – either as an extension of the original source work - or as a new art object – is exhibited and circulated online; usually posted across various art accounts and aggregators, online galleries, websites, and other platforms. While the community participating in this exhibition network encompasses various, diverse personal practices with their own distinct approaches, it is at the same time a teeming memetic engine, trading certain motifs and themes, and its formal and conceptual output has since in turn trickled back into the more conventional gallery ecosystem, providing a visual lexicon that ideogrammicaly rhymes with recent conversations around lore and online myth-making.


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To locate the origins of this practice, we have to go back to Post-Internet. Readers here will likely be familiar with the term, but as a brief definition, Post-Internet can refer both to the period following the advent of the Internet (but particularly since Web 2.0 / smartphones), and, more specifically, to a post-conceptual art movement and paradigm consciously working with this context and its available platforms, tools, and various logistical and aesthetic affordances. This period and its conditions, shaped by platforms, devices, protocols, and algorithms, arguably extends into the present moment. While the original arc of the art movement occurred between the mid-2000s and the mid-2010s, its conditions and dynamics still define the problematics of current practice, as strategies and online cultures spawned from this period still evolve along different trajectories that continue to adapt to new technological and cultural micro and macro-shifts.

More of a meta-context or even entity than one style or strategy, original Post-Net encompassed a variety of approaches, including early image blogging and art aggregation experiments in the form of Surf Clubs, performative online performance and video work, conceptual photography that incorporates posting and memecraft, and a hyper-aesthetic and photogenic approach to sculpture adapted to the conditions of online virality. This initial period also saw the emergence of microaesthetics - hatched concurrently on platforms like Tumblr – which Post-Net had a large role in shaping, which had a function within the art movement as sort of a connective tissue - style-as-content or content-as-style. It is this microaesthetic activity in particular, as well as the sculptural approach (beginning in practices of artists such as Katja Novitskova, AIDS-3d, Timur Si-Qin, and Kari Altmann) that’s of the most relevance to the lineage being outlined.


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In his 2011 article “Art and Transmission”, Michael Sanchez describes how the arrival of the iPhone shifted art reception from the slower, seasonal rhythms of monthly exhibitions and print reviews, to a situation of being able to instantly view exhibitions as they’re posted up online. The scrolling interface of art aggregators and blogs like Contemporary Art Daily replaced the pages of print media, and their simple white interface imitated the gallery space. Physical galleries in turn adjusted to these conditions by installing fluorescent lighting that made exhibited sculpture and painting better optimized for this digital mode of display. Art practice itself also adapted and experimented with these new conditions – including a sculptural approach involving, as Sanchez describes, neo-Surrealist objects using “jarring juxtapositions” in hues that “tended towards neon”. These high-information sculptures, designed with an awareness of their being posted online, were circulated within a process of increasingly accelerated group collaboration, with visual memes and strategies reoccurring across different artists’ work. At this time, new approaches to galleries and exhibition – in the form of the Dual Site – also emerged. No longer needing to be located within one of the main urban art centers to play a more directly involved role within an advanced art system, these various satellite physical galleries, often located in smaller urban locations or towns, alternative spaces, or even artists’ homes, experimented with a new hybrid status of exhibition straddling online and offline, within a gallery ecosystem becoming increasingly decentralized and ambiguously located.


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In addition to a certain hybrid quality or status of the Post-Internet art object and exhibition as being simultaneously both real and virtual, there was also a blending or merging of the synthetic and the natural that was happening in art and discourse. Isa Genzken was a key influence on this art aesthetic - her sculpture having pivoted in the late 1990s to an approach that lent a vivid, strangely biological quality and presence to her synthetic assemblage sculptures. By the early 2010s, certain artists and academics had taken an interest in philosophical alternatives to the more linguistically-oriented Post-Structuralism and related discourses that had dominated Contemporary Art since the 1970s. Speculative Realism (which had arrived on the scene just a year after Post-Internet in 2007), Object-Oriented Ontology, Actor-Network Theory, Accelerationism, various Post-Humanism discourses, New Materialism, and writers such as Jane Bennett and Timothy Morton, provided various novel frameworks for considering technology, culture, and the virtual, often within or extending from an ontologically real or natural. There were also emerging discourses around this time around the Anthropocene and ecological collapse, and a growing interest among some artists and formerly humanities-centered theorists and academics in subjects like biology and geology. The influence of this realist and ecological turn was (and continues to be) palpable across certain (post-)Post-Internet and related practices. New Materialism for its part has had a kind of science-fictional effect; a logic of synthetic, natural, and virtual forms evolving parallel according to the same fundamental processes. This aesthetic; of synthetic, often ergonomic designs mirroring biological forms and natural dynamics was particularly first evident in the work of Timur Si-Qin and Katja Novitskova. A similar quality can be seen across Anna Uddenberg’s biopolitical figuration and appliance/furniture-like sculptures, and in the work of Alisa Baremboym and Dora Budor. Parallel to this style, there was also a Post-Anthropocenic and sometimes OOO-associated aesthetic zone of tangled or teeming ecosystems or assemblages of synthetic and cultural objects situated among or appended to natural objects, including, in some of the earlier forays, the work of Ajay Kurian, Max Hooper-Schneider, David Douard, and Veit-Laurent-Kurz. Many of the tendencies that proliferate in the online exhibition scene today spawned from this nexus of theory and practice.


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In her 2013 essay “Flatland”, Loney Abrams suggested that the Internet was becoming the main location for art viewing. The gallery in this new arrangement now served as the site for staging the installation photo, and for lending its institutional authority and cultural clout to the image-objects that might now exist in several, possibly photo-manipulated versions online - the photographic backdrop of the white cube further bestowing the image its institutional designation. By the mid to late 2010s, various alternative curatorial projects, exhibition platforms and aggregators that were now primarily digitally based – increasingly on websites or Instagram accounts - began to shift their center of institutional and curatorial gravity away from the still necessarily white-cube-tethered Dual Sites format, transferring it to a new symbiotic relationship located between the digitally-based project or platform and various decentralized, off-site exhibitions. In 2016, with the institutional art world suddenly moving its curatorial and critical gaze to a more Resistance-themed program, becoming decidedly less receptive to – and even wary of - any net-oriented practice due to a sudden older-generational distrust of meme culture, more online-oriented practice and communities found themselves subsisting increasingly through these new extra-institutional and alternative experimental projects, over time somewhat siloing themselves off across various podcast, meme account, Avant NFT, and Substack-oriented microcultures and Dark Forest Discord communities.


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Much online art viewing and activity took place increasingly within such obscure networks, where, between various collectives, projects, and art aggregators such as Rhizome Parking Garage, Dharma Initiatives, Solo Show, Light Harvesting Complex, Boreal Throne, and Sinkhole Project, and documented (along with a larger ‘weird objects’ approach) on Tveznik and O Fluxo, the emerging Offsite phenomenon gelled into its own community and memetic incubator, in turn absorbing various Gen Z memetic, design, and fashion influences into its lexicon. While these projects usually have an active presence on Instagram, they seem to remain decidedly aloof from certain algorithmic pressures and incentives; the conversations happening in Discord spaces and other communities defined more by an almost INFP-like character and often mystical or intuitive relationship to signs and ephemera. Unlike certain adjacent online/offline art networks that have foregrounded personality-as-medium, there is less emphasis on the recent Discourse or hot takes, or on autofictional games with microcelebrity; its own excursions in lore and community-craft channeled more into an encrypted and formalist, ritual exchange of make-shift totems and artifacts. As a decentralized exhibition structure, while there is sometimes showings of more established artists; it has also provided an environment where new artists experiment with concepts outside the pressure of the more gamified algorithmic and market incentives. There’s even a kind of pastoral atmosphere permeating the space, partly evoked by so many Offsite exhibitions being installed and shot at natural locations, which lends the larger project a dimension of being vaguely like a virtual equivalent of the rural destinations artists sometimes historically retreated to, where they could hone their approach in a close community of other practitioners.


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While the first ventures in Site-Specific work and Land Art had always applied the simple, stark forms and gestures of ‘60s Minimalism or Conceptualism to their chosen site or environment, the recent approach to site-specific work, adopts the high-information and networked logic initiated by Post-Internet. These photodocumented locations, similar in logic and affect to the kind of vibey, aesthetic environment and ‘liminal space’ images shared on Tumblr or Instagram, are not so much simply a backdrop, as part of the constitutional makeup of the unified image, increasingly transferring their own influence onto and into the sculptures, paintings, or drawings positioned within the scene. This continual iteration in response to so many environmental and viral inputs only helps intensify a gnarled formal aesthetic that can become comparable to the designs for the fantasy film The Dark Crystal, in which concept artists Brian and Wendy Froud – inspired by the ‘fae’ essence of forest environments - had similarly conceived the film’s characters, props, and architecture within a language of meandering, weird shapes and archetypal and animal characteristics pulsating through their designs. The weird formalism of the Dark Eco aesthetic, absorbing influences from the physical site as well as other living points of contact within the exhibition network, has recently additionally displayed a strong post-gamer influence encompassing a host of online Zoomer aesthetics, including what could be described as Anime Formalism (lately sometimes labeled Animecore, increasingly almost a lingua franca for various online and Gen Z cultures) and Blade Formalism (jagged tribal designs and Final Fantasy-esque sword silhouettes, recently often known – in its tattoo or drawn form - as Cyber Sigilism).


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One possible way to interpret how such formalism and abstraction seems to operate in this ecosystem (in contrast with previous paradigms and uses of artistic abstraction) is through the notion of “shape language”. In video game and animation design, concept artists give various character, prop, and environment assets within a project their distinct, unified character through the use of a distinguishing formal language, such as the stylization particular to games like Warcraft or League of Legends. These various shape languages and charged objects, resonant to a generation raised online and versed in a multitude of styles and sources, seem to ripple and interweave through these sculptures and online paintings - just as the works similarly mash concepts and content - as the ‘jarring-juxtaposition’ strategy of the Post-Internet object becomes even more dense and crystalline with arcane cultural and image data. Perhaps this is an uncanny analog to a similar processing and synthesis of data happening in AI, an iterative game of pattern recognition and skewed mimetic interpolation. How these two intelligences – artificial and human - converge or diverge regarding their interpretation and iteration of such materials may, negatively and by necessity, delineate how the human end of the equation, as enigmatic as the inner workings of AI, might trace out the strange sigil line of its next path.



Images:
1. Jonathan Santoro - The Four Horsemen (Angry), Floaters (presented by Collision’s Craft), Baltimore Country, 2021
2. Leilei Wu - Curious, if true, curated by Yicong Sun Alcova, 2022
3. Youri Johnson - Black Rose Altar (the revenge of Artemis), Dirty Laundry, KEIV, Athens, 2022
4. 011668, APEX, FITNESS, H.R. Giger, Andrew Rutherdale, Ben Sang – FALCONER III, America’s Dead Sea, Great Salt Lake, Utah, 2021
5. Eetu Sihvonen - The House That Stood on Tall Legs, Mystic May, The Community Garden, 2021
6. ASMA – Vain Kisses to the Source, Deli Gallery, NY, 2022
7. Katja Novitskova – Shapeshifter 3, Shift, Future Gallery, Berlin, Germany, 2013
8. Veit Laurent Kurz – Frog Dope, Bed-Stuy Love Affair, NY, 2015
9. Gaia Del Santo, Specktral Meltdown, Neck of the Wood, 2021
10. Theodor Nymark, Das Geistergefäß des Verfalls, Seven Sages Laid Its Foundations, Kur Space, Wien, Austria, 2021
11. Georg Jagunov & Nina Schack Kock – Martha’s Secret Garden, Cascade Valley, Liselund, Møn, Denmark, 2022
12. Runuru and Caulis – Gothic Pastoral iii, 2022



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