Waiting To Be Signed · interviews on generative art, on-chain
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Interview // DEC 2023

Kim Asendorf

Title: The Aesthetic of a Pixel
Role: Generative artist
Platform: fx(hash)
Duration: 1h 8m
Hosts: Will & Trinity
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#051 · The Aesthetic of a Pixel
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Kim Asendorf: Pixel sorting is more or less a technique I came up with in an art class. I was, I think, in my third semester at university, and it was a project-free class. So you can do whatever you want, and it was about generative and computational art, which was pretty new to me at the time. I only had a little bit experience in Processing before.

I wanted to create a work, and I remember exactly it was a very sunny day and I sat in my student flat, and I was just thinking about, okay, what can I do with an image, some easy manipulation, an algorithm that can transform an image into something else. I basically like to see it as a translator. You have an input and this input gets translated into a different image or output. And I was thinking about sorting numbers, sorting algorithms, and how you can maybe reflect that into an image, since an image is basically a table full of numbers when you think of it in the most simple way, and thought about, okay, what if I take each pixel and just reorder it by its color value, brightness, or hue, or saturation? Yeah, and it turned out to be a really interesting and beautiful effect.

At the time it was quite performance-hungry to calculate that. So I remember it took ages for my computer to spit out a result. But I did a whole series and then also wrote a little article, a tutorial how to use it, since it wasn't complicated code. If you know a bit about coding, you can achieve that in an hour or so. And that got picked up by a lot of people. And it took some time until it became a meme, more or less, or a trend in the community. A lot of artists picked it up. A lot of also non-coders started to use my code to produce visuals with it. And yeah, I would say some, one or two years later, it exploded and every showcase reel from whatever demo tool you can imagine had pixel sorting in it. On Instagram, there are so many accounts only dedicated to pixel sorting. It's still going on now and then. I even see fresh new accounts every year showing on Instagram pixel sorting artworks.

Trinity: We just wanted to add, and please correct us if we're wrong, but from what we understand and looking into it, this was a really pivotal and groundbreaking technique. It wasn't necessarily done before and applying that sorting algorithm to images was revolutionary in that sense, especially because so many people utilize it in some capacity within their practice now.

Kim Asendorf: There were things before, like, especially databending was a big thing. So people opened images in audio editors and used effects from the audio editors to transform the image. And there are other things like slit scanning, which is also a well-known technique now, especially through Refik Anadol and stuff. That was also, at the time, something I was very much interested in and inspired by. So there were other people also creating, let's say, glitch aesthetics through creative coding. But the pixel sorting technique itself, I would say, was fresh and new.

Trinity: We got a very specific and hilarious question from Ciphrd that we have to ask you, especially since he's been on the show before, and I feel like this is such a targeted question. But he wants to know, and I quote, "Does he," meaning you, "see any specific aesthetic quality to the pixel, or does he use it because it's the basic element of the digital image?" We'd love to hear you speak to that.

Kim Asendorf: It's both. I really love the pixel as an aesthetic. It comes back to my past. As I said, I grew up with older technology, so pixels were more present. Nowadays, if you don't zoom in, you can't really see pixels anymore because displays got so highly resolved. When I grew up, screens were low-res, so pixels were a visible thing, an element with real presence, and I built a deep love for that. If I do pixel-based artwork, I very consciously choose the resolution to make the pixel visible and part of the aesthetic.

Then, on a conceptual level, the pixel is the basic element of a raster image, and I like to work with the basics of things, or the atoms, let's say, of a medium, and use them to build a new language from the smallest possible entity.

Trinity: When we were prepping for this episode and speaking to some artists, so many of them cited you as an inspiration, not only for your history within the space and being one of the OGs, but also because they see something so unique stylistically in your work. Punevyr, an artist we love and have had on the show before, wanted us to ask you: how did Reading a Book end up on fx(hash)? Because we know it as an Art Blocks piece, but he mentioned there's a fun story behind an fx(hash) version too.

Reading a Book — Kim Asendorf

Kim Asendorf: Reading a Book was submitted to Art Blocks in, I think, April 2021. It's a project I'm very proud of. It's probably my most conceptual piece, where I used a neural network to create the visuals. Screens are simulated 3D objects in the work, showing text extracted from a book, mostly manipulated through a generative grammar, so it creates random sentences, which then get imported into the neural network to translate the text into an image. It's one of those works I'm most proud of.

Art Blocks rejected it, which is understandable since the tech is quite heavy. It uses TensorFlow.js, a neural network library for the browser, and it's a pretty large file since a full trained model is included. On top of that, it's a 3D render with real-time text-to-image translation, so it's a heavy calculation for a machine to output that in the browser. I fully understand why Art Blocks rejected it at the time, but I still loved the project. I already had the fixed idea, the concept, the whole vision of it, so I didn't want it to just disappear in a folder on my hard drive. I was looking for a way to present it anyway, and coincidentally, that was the time fx(hash) launched. I saw it as the platform to use for that, since the tech basically didn't matter there — you could publish whatever file size, whatever technology, which felt very freeing, especially after being rejected for using heavy tech. And it worked out pretty well. It's one of my most beloved projects, and I'm very happy it found a place to live.

Trinity: That's amazing, and it must be so nice to see the reception change over time, especially as more powerful machines become standard and more people can experience the piece as intended.

Will: Since you mentioned Art Blocks, I did want to ask about the differences in your process between working on fx(hash) versus Art Blocks. I know Cargo, more recently, was an Art Blocks piece. What is it like adjusting your work to fit the specifications and requirements of a given platform? I'd assume it's not one-size-fits-all — that you have to consider file size and technology requirements when choosing where to debut a project.

Cargo — Kim Asendorf

Kim Asendorf: It depends. First, I need an idea, and then I think about the right place to put it. Sometimes that decision happens quite late in the process, and sometimes it's clear from the start. With Cargo, for instance, it was clear from the beginning that I wanted to release it on Art Blocks, mostly because of the price range you can achieve there, and because I felt it was time to have a piece on the platform. I hadn't published anything there in a long time, and I wanted to bring something fresh.

Cargo was also, in a way, a piece made for Art Blocks, in the sense that I wanted to create something with a clear, comprehensible idea — a simple concept that unfolds through the algorithm, so anyone who looks at it can quickly understand the underlying idea, even without technical knowledge. That was very important to me for that piece.

With fx(hash), it's a bit different, since anyone can publish anything, so I feel freer to experiment. I did a project called Kill the Cartoon, for example, which was rejected everywhere else — Art Blocks didn't feel right for it, other platforms didn't fit either. So I used fx(hash) as an outlet for more experimental, weirder ideas that are harder to sell but that I still wanted to share.

Trinity: I feel like that's such an interesting distinction, and it aligns with what we've heard from other artists about their choice of platforms, especially the Art Blocks curation and price consideration. We wanted to ask about your background project, Monogrids, and its connection to your later work, Blockendoos. Could you tell us about the differences in process, and if you see them as connected? And why the jump into long-form generative art specifically, since I know your practice began, in some ways, more focused on single, static outputs.

Monogrid — Kim Asendorf

Kim Asendorf: Monogrids was actually my first long-form generative project, and also my first smart contract, the first project I put on the blockchain myself, without a platform, basically hosted on my own website and with my own contract. The idea was to challenge myself. I'd seen the first wave of these long-form projects on Art Blocks, and I wanted to see if I could do that too, to challenge myself in creating a system, an algorithm capable of endless iteration that still holds up, still creates good results throughout.

It was a self-challenge, but it also became a study in composition, since it's a pretty simple concept: a grid, and then a monochrome-ish approach to color, hence "Monogrid." The idea was to find as many compositions as possible with a very reduced setup, just a grid with modifications, and one color plus a background color. I was very deep into researching composition, trying to figure out an algorithm that could always find a nice balance, a nice composition, no matter the outcome. That was the main goal.

Blockendoos came later, as a spiritual successor, more or less, revisiting the same idea, but reduced even further to make room for a new element: motion. So it's the same grid-based approach, but instead of focusing purely on composition, I introduced simple animations, small looped sequences, to bring life to the piece. I aimed to keep the file size extremely small — I think it's about four kilobytes of JavaScript code, if I remember correctly — while still creating engaging compositions and motion. That was the main challenge with Blockendoos.

Trinity: That's so interesting, and it's really cool to hear you talk about your process, especially in relation to file size, because that's something that comes up so often when we speak to generative artists — that additional layer of the challenge, working with such small file sizes and still creating a beautiful, engaging piece for the viewer.

Will: I want to ask, when it comes to composition, and pushing boundaries in your art — because that seems to be a theme, whether it's the neural network piece we discussed earlier or something like Monogrids, where you're pushing the boundaries of composition itself — how do you think about pushing those boundaries versus what collectors might find beautiful or want to purchase? Is that ever a consideration for you, or are you really just following your own path and curiosity, letting the chips fall where they may in terms of collector reception?

Monogrid — Kim Asendorf

Kim Asendorf: It's a hard question, and it also changed a lot for me over time. In the beginning, when I didn't know much about collectors or how the market works, I was very naive and just did what I felt was right, an genuine expression of whatever was going on in my head. Cargo was actually the first time I made a very clear, conscious decision to think about the collector base and to create something with them in mind, something that could function well as a piece to collect, to show off, to flex, basically.

That was a new experience for me, and it worked out well, but it's not necessarily something I want to continue as my main practice. It was a fun experiment, and I'm still very happy with the outcome, especially the algorithm itself, the coding side of it. But I don't think I'm the kind of artist who wants to always think about collectors first. I did that once, quite consciously, and I'm satisfied with the result, but going forward, I feel much more comfortable just doing what I want, what feels true to me, and hoping that it finds appreciation. If I create pure and honest artworks that some might find weird, or that are harder to get into or to love, that's fine. I hope that over time, people will see the underlying idea and appreciate it, even if it's not an easy, beautiful piece at first glance.

Will: I think that's the perfect answer, and I'm glad you feel comfortable enough in your practice and your position to make that decision, because I think a lot of artists might feel pressure to only create pieces collectors want, especially if that's what pays the bills. It's admirable that you can say, "I did that once, it was fun, but that's not necessarily the artist I want to be going forward."

Trinity: Yeah, and it's such an interesting concept, especially thinking about beauty and how that's received by collectors versus really pushing the boundaries of new artistic techniques or expression. Sometimes what collectors find beautiful is more surface-level, whereas what you might find beautiful as an artist, in terms of the idea or the technique, isn't always translated in a way that collectors immediately connect with, especially on first viewing.

Kim Asendorf: That goes back a few years. When I first coined the term "pixel sorting," it wasn't about animation — it was really about finding an interesting algorithm. At the beginning, like everybody probably does, I worked with Processing. There's a very simple line of code where you load an image into an array and tell it to sort the array, and you get the image sorted by color values — turning every image into a sorted color palette, from red to blue, say, or by brightness. But that also meant the entire content of the image, except its color, was lost.

Still, I thought that was quite nice — conceptually very simple, but also elegant. Of course I found other people doing exactly the same thing, got bored immediately, and let it go for a while. Eventually I had the idea that I still wanted to work with the technique, but wanted to find a way to keep some of the image's information intact, so you could still recognize the original input. I wrote my own sorting algorithm — no longer a one-liner, but a more complex row-by-row and column-by-column sort that used a threshold value. So I could say: if a pixel in this line is too dark or too bright, stop the sorting here and find the next pixel below the threshold. I was essentially sorting around the content I wanted to preserve, and the outputs were something I hadn't seen before — and at the time, most people hadn't either. It brought out a genuinely new aesthetic.

Cargo — Kim Asendorf

Ten years ago there was a huge movement in the glitch art scene. I knew a bunch of artists from that world and had experimented myself with data bending — using text editors to edit JPEGs and create unpredictable distortion results. This played into that same territory. When I released the code on GitHub, the whole glitch art scene picked it up, and for a while it felt like every second glitch artwork used this algorithm. That's why the term ended up connected to me. As a German, I thought "pixel sorting" was a good, straightforward name. In retrospect it's a bit silly, since artists before me had obviously worked with sorting algorithms and sorting pixels — it's an obvious thing to try as a computer artist. But the way I did it created a new aesthetic, and that's where the term really comes from.

In my newer work, I'm still obsessed with the aesthetic of a pixel. A pixel is more or less the best abstraction possible — it can mean anything. It's so simple, just a tiny rectangle, but on a screen it's a tiny fraction of the whole, which means you can use it as basically anything: a person, a coin, whatever you want to see in it. That's still what I love about it — it's a very powerful abstraction tool.

I kept pushing to make my outputs pixel-perfect, or "crisp," as I call it. You can't really get that from a JPEG — JPEG always alters the image content a bit. You can't get it from a video file either. Animated GIFs balloon into huge files very fast. None of the consumer formats really translated what I wanted. Eventually I came to real-time coding — writing code optimized for the graphics card, the GPU. That's a real shift in how you think about coding. Normally, especially as a beginner, you work with object-oriented programming: you write a class, and all the objects in your code are instances of that class. Very structured. But when you write for the graphics card, there are no objects — you write code for a single pixel.

That felt incredibly interesting to me, since I like pixels so much. Now I could write code executed for exactly one pixel on the screen, and through that I found my own way of doing things. It's certainly different from how a hardcore coder like Piter Pasma, who you mentioned earlier, works — he's much deeper into the mathematics and the coding. I tried to find my own way, something I could understand and experiment with, while still keeping pixels as the main focus of my work. And the pixels move the way I hoped they would.

It's maybe still some kind of pixel sorting, but for me sorting implies something stricter — you sort by a specific rule, alphabetically or whatever. My recent work is more about shifting, moving, switching. But the term has stuck to me, and people still call it pixel sorting, which is fine — I'm not here to police the wording. That's also why I just call myself a digital artist. I don't like being put in a limiting box of any kind. It's playing around with pixels, but at 60 frames per second, and those pixels can be seen as whatever you want them to be. I think that's why the work resonates with people — everyone can find something personal in it because of that high level of abstraction. It's not a reference to anything already in the art world. It's really about the pixels — which feels very contemporary to me, or at least I hope so.

Will: I want to shout out a great example on OBJKT of the more classical pixel sorting you described — the release called Mountain Tour, which looks like a project you made in 2010 and later uploaded digitally. Seeing it makes your explanation click: it's a piece using found footage manipulated through pixel sorting that still gives you the impression of the mountain, but in a very glitched way — with a lot of logic to the glitching and real restriction of color.

Cargo — Kim Asendorf

There was a moment in the early fx(hash) Discord, right after you released Reading a Book, when everyone started talking about your other collections on OBJKT — because Hic Et Nunc had just gone down and there was a frenzy to snap up that work. I regret not grabbing more, honestly, because those are such a great collection. Let's talk about Reading a Book and your animated work more broadly, since that seems to be your focus over the last two years. We already know how you found Tezos, and by extension fx(hash) — but did you ever consider submitting that project to Art Blocks instead? You did eventually release Cargo on Art Blocks last year — so how did Reading a Book end up on fx(hash) rather than somewhere more curated? Were you curious about trying Art Blocks with that project, or others before Cargo?

Kim Asendorf: The first project I minted was Monogrid. I built a website for it and manually minted 265 pieces on the Hic Et Nunc contract, about one or two months before fx(hash) existed. I just had the urge to do it myself, as independently as possible.

Building on that same principle — using a feedback-style system — I created Reading a Book at Ciphrd's invitation. He wrote to me: "Hey, look at this, I have a new website where you can mint generative projects." I looked at it and, no offense, Ciphrd, I wasn't that impressed by the design at first. It didn't feel quite right. But after observing it for a week or two, I felt it was actually pretty cool — more underground, more avant-garde, and open in a way that let anybody just use it.

Reading a Book — Kim Asendorf

I made Reading a Book with that in mind, but honestly it wasn't very well thought out on my end. I just wanted to make something for fx(hash) — no big plan, no idea what price to set or what edition size made sense. I just thought, let's try it: 1,000 editions, 10 tez, very experimental for me. Art Blocks wasn't really on my radar at the time. I knew it existed, but I didn't like the application process, and it just wasn't a serious option for that project. I simply wanted to be part of what fx(hash) was doing, so I tried it.

Trinity: With the original Monogrid series, you manually minted everything. For Reading a Book, was there anything special you had to account for in moving from manual minting to classic long-form generative art, where the outputs are entirely at the mercy of the algorithm — no curation layer, just random hashes?

Kim Asendorf: I didn't really curate the Monogrid outputs either. I built a system based on a big 16-by-16 pixel grid and distributed the parameters across it in a logical way, so the outputs were tied to that grid structure.

Monogrid — Kim Asendorf

Of course, in a long-form generative project you can't control anything that specifically — you just define ranges of randomness you want to allow. I don't think that's really the point, though. I struggle a bit with the term "long-form" itself; it doesn't mean much to me. Sure, you can write an algorithm aiming for as many possible variations as you can get, defining lots of parameter ranges. But doing that limits how radical you can be. If you want a wide range of outputs, only a few systems are really suited for that. If you want to make something truly interesting or new, it usually needs to be more specific, with less randomness allowed.

That might be why we don't see many truly innovative long-form projects — or why the interesting long-form projects often aren't that "long-form" in spirit. One of the most famous is Fidenza, a beautifully executed, well-made project, but not technically innovative. It's a noise field — something that's existed for a long time. Maybe nobody had made such a nice execution of it before; Tyler Hobbs clearly has a great eye for graphical style. But technically, anyone who's coded for ten years sees through it immediately.

Trinity: This is where you really see the collector base of generative art lagging behind the artists. We're all still learning and getting better each year, but the gap in technical knowledge is huge, and rightfully so — very few of us are trained coders or trained artists. So I can see a world where people are genuinely impressed by Fidenza, even if it isn't a technical marvel.

Kim Asendorf: I think that's normal in every art form—visual art, even music. You should be behind the artist. That's what we're looking for: somebody who surprises us or makes us happy. And that can only happen if those people are experts in their field. Tyler Hobbs is obviously an expert in a lot of things. He's been working with large-scale paintings and murals—that's his expertise. So he made a very good execution. But that was just an example; I could have taken any other work.

The successful projects are, of course, very beautiful. The question is what you, as a collector or art connoisseur, want from art. Do you want a beautiful image? If that's what you're looking for, there are plenty of offers on the table—a lot of beautiful things out there. I personally don't look so much for beautiful things. If I want to see something beautiful, I go out into nature—that's where I find real beauty. I'm looking for aesthetics that only computers can bring me. I don't imitate paintings or paper. I'm drawn to styles that only a computer can produce and that can't be replicated by anything else. It doesn't make sense to me to use a computer to replicate something that's already around—why should I simulate paper and then even print it on paper? That's all personal preference, and that's what I love about art: there's a broad field of possibilities and a place for everybody. I didn't want to judge Fidenza—it wasn't a judgment, just a little fact check, maybe.

Will: I think the general collector base is becoming more aware that a lot of early stuff on Art Blocks, which has been held up as the best examples of what's on the platform, isn't necessarily the most technically interesting. There's a lot more hype around being early and being first than around being the best. I think that's finally starting to turn a little, though I don't know that we're going to get people off Fidenza or Ringers very quickly—there's just so much economic value locked up in those projects that it'll be hard to get big voices to say, "You know what, this Ringer maybe shouldn't be worth a million dollars." There's a lot of incentive to keep those projects propped up.

Monogrid — Kim Asendorf

Do you hope or aspire to bring the community more knowledge and education on that? Do you get frustrated with or disappointed in the collector base? As bigger institutions—LACMA, MOMA—start dabbling in NFTs and code-based art, do you think their assessment of the field will shift sentiment toward more digitally-native, digital-first work like what you, Leander, and Andreas do? From a 10, 20, 30-year picture, how do you think it might shake out?

Kim Asendorf: It's interesting, because the blockchain isn't the start of digital art. The first blockchain-minted project is nice in terms of speculation, but in terms of art it has basically no meaning—coders, Photoshop artists, CGI artists have been around for many years before. So this hyping of "first" isn't valuable to me personally.

But I'm also not an educator. I don't want to educate the community. I'm happy if I get asked, and happy to share my story or opinions, but I don't want to change the world or the collector's mindset. Everybody should have the possibility and the time to build their own taste and opinions, and decide how deep they want to go into the topic. For me, it's often the same: I see a work and either I like it or not—an immediate decision happening somewhere in my head. I think that's very human and should be respected, so I don't want to educate anybody.

Of course, I'm happy if there's interest in my work, because that lets me keep going. If someone says, "I collected your work and now it's running for seven days straight on our kitchen TV," that's more valuable to me personally than the speculation happening in markets. I'm more interested in what an artwork really does with a person—if it catches you, opens up emotions, makes you want to be with it. That's what I'm looking for.

Long term, there's certainly a chance that bigger institutions will put stuff like this in their collections, because it's ultra-contemporary—using the computer at the maximum level of what's possible, pushing the graphics card at high speed while still trying to have an interesting output. I can see an LED wall in a museum someday possibly showing a Monogrid.

Monogrid — Kim Asendorf

Trinity: We've seen that with Andreas Gysin in some of his work, where it translates between the screen and light panels. That's very cool to see—you can look at both side by side and recognize, oh, this is the same piece.

Kim Asendorf: Andreas is the master of turning a digital algorithm into an object-like thing. He also does a lot of other object-like installations that are aesthetically and formally interesting. For me it's a bit different—I see my work as more digital native. It doesn't need the device at all. Of course you need some output to see it, but it should run on any device. The cool thing is that a pixel translates very well to an LED—it's basically the same thing, just at a different scale. That's why a lot of my work has a high amount of black areas or black background: it displays very well on LED presentations, and it's economically friendly too—saves a bit of current.

Will: When you're working on a project, do you take into account the average person's viewing experience versus the optimal one? People lucky enough to see your work installed at scale say it looks phenomenal blown up big on a wall, but most of us are probably looking at it on a laptop or, if we're lucky, a slightly bigger than average monitor. I know your work scales itself to fit, but do you have a preferred way you think it should be displayed? Are there projects that feel more appropriate smaller versus larger, or does it just not factor in?

Kim Asendorf: It's a compromise. Either you define a fixed ratio or resolution and play within those fixed dimensions, or you let your work scale to any screen size, which comes with a lot of difficulties but also opens up a lot of possibilities. At some point I just decided I wanted my work to fit on any screen.

I don't make work for the average person. The average person isn't the target—the most professional person is the target, if that's the right word. I don't want to simplify anything to make it easier to understand or more accessible. My target is other people who are like-minded, and I want to surprise them like I'd surprise myself. I'm not interested in explaining exactly how I did something—it's not important to me that anybody, even experts, understand each step. I don't want to write a big explanation. I love art because it's a bit mystical and not easy to explain. When I see something and immediately understand it, when I could do it myself without research or learning anything new, it's less appealing. If you show me something and I don't exactly know how you did it—maybe there's one or two questions I can't answer—it becomes much more interesting. I keep thinking about it, it becomes part of my mind, and then it's good art. I don't want to take that away from anybody, so I keep it at a level of uncertainty.

Trinity: This is a point of view we haven't heard much. How many interviews have we done at this point, Will—50?

Monogrid — Kim Asendorf

Will: About 50.

Trinity: About 50, and this is something new and unique. Thank you for that.

Kim Asendorf: Some people describe me as somebody who thinks out of the box, and I like that a lot. You can never really understand yourself, and you can never completely describe yourself. I just think, if everybody goes right, I have the urge to go left, and that's something I like to preserve for myself—a bit of childish behavior, being naive about what I do and just doing it without needing to explain why. That makes everything much more interesting for me, and it's also why I call this work expressive. It's a level of self-expression. I don't want to educate anybody, I don't want a message in it—it's something that's in me and wants out.

Trinity: With that said—at least out of the projects we know and love you for, whether it's Reading A Book, Cargo, or Zoom, which is one of my personal favorites—they're all incredibly unique, and I think there's a layer of storytelling you engage in to some extent. I've seen people on Discords say they've stared at Reading A Book for ten minutes and felt like they were reading a book. Is there any narrative imposition you put into your work? When it comes to the theme, how it moves, how it comes to life, how you name it—how do you get to the stage where you're producing it from a narrative point of view?

Cargo — Kim Asendorf

Kim Asendorf: The narrative opens up to me only while experimenting and defining a concept. It's always a back and forth: I have a slight idea, a concept, then I execute it, which is already an experimental act, because the concept is so vague and technical that I don't really know how it'll look or what will come out. Seeing it is the experimental part—executing a concept, then usually going back and forth. If I see the output and think, no, this isn't really working, which happens too, I redefine the concept to push it in a specific direction. It's a constant back and forth between defining something, executing it, being surprised or not, and looking back at the concept. That process can take a week, months, or just a day, and while doing it, the narrative around the work opens up to me more or less on its own.

The naming comes from what I feel when I look at the work—it's not something that comes first. I don't say, "I want to make a work titled Cargo," and go that route. It's more the essence that comes at the end: now I see what the work says to me, and I decide on a title that's like a signature—the final step. Now it's done, I can fix it, put a name under it. I'm basically done experimenting; I polish the concept a bit. It's more or less the last step.

Will: When you talked earlier about being heavily influenced by early computer use and video games — in Transactions in particular, you cite the palettes coming from classic Nintendo, the NES, what that device was capable of producing — are there other games or early experiences that influence your work? Do you go back to when you were playing Return to Zork or other early stuff? What were the formative games for you, and how do you carry that nostalgia forward into your work?

Kim Asendorf: One game that's always on my mind is called Scorch, I think. It's very old, just one screen: it draws a 2D landscape, and tanks fall from above and land distributed along it. Each tank is a player, and you shoot around trying to destroy the others. The landscape gets destroyed over time and you fall. There are many remakes of it.

Will: It sounds like Worms.

Kim Asendorf: Exactly — Worms is the classic, probably from the '90s too, but a more polished version of the same idea. That's something I always have in mind. But I really stopped gaming around 18 or 19, and never looked back — except now with kids, you do a bit of gaming again, and I remember why I stopped: it takes too much time. Three hours would feel like nothing and suddenly the day's over. Still, the aesthetics of those early games — the way you'd use a Commodore 64, insert a disc, write a few lines to start a game like Summer Games or Winter Games — that's still part of my aesthetic. The pixel is always visible. Nothing's realistic, there's no real rendering happening. It's a game that's drawn, not rendered, if that makes sense.

Cargo — Kim Asendorf

Trinity: You did a project around SimCity 2000, right? I know that's one of your favorites, Will.

Will: Classic. Very formative game. I loved it.

Kim Asendorf: SimCity 2000 is a great game. A few years ago I got an emulator to play it again, and around that time I made a piece — I think it was called A Solo Show in SimCity. I wanted to use SimCity as a stage to make art within the game. So I started playing and building sculptures, doing performance-like happenings, screen-recorded them, and turned it into a series of animated GIFs — sculptures, performances, installations, that kind of thing. It's a collection of thirty GIFs: some funny, some inspired by classical art setups, some just single objects from within the game — like a house. If you build a house in SimCity and neglect it, it starts to crumble and becomes this broken house. A lot of it just felt right at the time. That's what I mean by creating little worlds — taking something, making it your own, and playing with it.

Will: We're already at an hour, so let's get into one of the main reasons you're here — your upcoming show with Andreas and Leander, both of whom have been guests on our show and who we enjoy very much. Right now it's titled AGH1, for each of your last names. What's the story behind this exhibition? In our minds it makes a lot of sense for the three of you to exhibit together, but we haven't seen anything from it yet. Give us the preview — get us excited.

Kim Asendorf: It's nice to hear that it seems to make sense to you — that's what we had in mind. It's a radical approach, in a way: naming everything just by our names, not explaining too much. The combination of the letters A, G, and H should already give you a certain level of expectation about what might happen. I like that the most about it.

The three of us first met in London, at the Vertical Crypto event at the Factory.

Cargo — Kim Asendorf

Will: We didn't go, so I don't know it.

Kim Asendorf: Right, you're American. It's a very classic rave location — old and prestigious. If you're into electronic music, especially from the UK, you know this venue just from hearing the name a thousand times. That was the first time we actually met, and we connected quite well on a personal level. This is an opportunity for us to work together as friends — a group of friends who share certain levels of aesthetics and ideology in terms of coding and using the computer, and who genuinely enjoy each other's work. So it's fun on two levels.

On the artistic level it makes sense for us — we've been in contact ever since, and I always ask these two for their opinion first if I want feedback on a new work. I think it was Andreas who, over a year ago, said, "Let's do a show together, just for fun." But it took a long time to grow, and the fun became a bit serious too, since art isn't just about fun but also about meaning. Even without a clear message, maybe what we three share is this: we extend the common space by putting out formal structures that aren't necessary or useful, just an extension — and maybe that's the purest, most honest form of art. It doesn't have a message or a clear purpose. It's just there because it needs to be there, because it needs to come out of the artist.

We took the opportunity to unite and call this first event AGH1 — a statement that it could continue after this, that there's more that can happen. We've been scouting rooms in Berlin for a while with help from Luke Montgomery of Greater Stau, who's based in Berlin and helped us enormously. Eventually we found a great industrial-looking room at the Funkhaus, which wasn't easy to get — the Funkhaus is very culturally particular about what they rent to. You really have to convince them.

It was important for us to get out of the normal white-cube setup — a TV screen on a white wall next to another TV screen, a room full of screens like a typical group show. We wanted to put our work in a different context, have more control, and create a setup that has the potential to unfold its own atmosphere. That's what I hope for, and what you can expect if you come to the event on December 7th in Berlin at the Funkhaus: an immersive experience, because we'll have one large-scale LED screen that we all share. It's not "everybody has their own screen" like a typical group show — it's something we can't even fully define ourselves. It's not an exhibition, not an installation, not a screening — a bit of everything.

For me, the most important thing is that it's an experience, with its own atmosphere, and that we create documentation that lasts beyond the event — unlike most NFT events, which are short-lived: after the event there's the next event, with a similarly not-so-thoughtful setup. This is an extension of our need to express ourselves formally. It's just something we have to do.

Cargo — Kim Asendorf

Trinity: For those of us who won't be lucky enough to be in Berlin on December 7th — I know I won't be, much as I wish I could — is there any way to experience this online? The three of you are, in my opinion, absolute masters of the web browser. I was looking at Leander's website while you were talking and loving each of the works up there, and the AGH site itself. Is there some digital expression of this show people could experience?

Kim Asendorf: Yes, of course. We'll make good documentation — that's one point, to have more control over what happens. We'll also be showing three new works, one from each of us, that will premiere there. The idea is not to show too much, or probably nothing, before the event, so the first release of the works will be at the exhibition. After that, the works are meant to live in the digital space, on the internet, the way our work usually does — they'll leave the rooms at Funkhaus and become part of the internet.

Will: You're partnering with Highlight for distribution, so sometime after the show all of that will be sold. We had Nat on — great interview — and Highlight is a platform we've enjoyed, one that's become more prevalent recently with what they did around Onchain Summer. Very cool — everyone should check it out. The website is agh.run.

You're using Highlight for this, but you just released your last work, Cargo, with Art Blocks. A question we've been asking a lot of guests lately is about the whole ecosystem of platforms to release work on. We're grateful you've released so much on fx(hash) — plenty we didn't even get to touch on today. How do you think about the current landscape — Art Blocks, Tonic, Verse, Highlight, fx(hash), which now has ETH support with 2.0? There's renewed debate around ETH versus Tezos with fx(hash) adding ETH to the platform. As someone who's very art-first, art-focused, but still has to think about getting the art into people's hands, accessibility, and longevity — chains, platforms, how their backends and contracts work—

Cargo — Kim Asendorf

Trinity: On-chain, IPFS.

Will: Right, on-chain, IPFS — so many factors. What's your current view on all of it? What matters to you, what matters less, and how do you decide — Highlight for this, Art Blocks for Cargo? You mentioned earlier you didn't want to apply to Art Blocks, but clearly you did. So: big open-ended question — what's going on in the whole ecosystem for you right now?

Kim Asendorf: I really love the possibility to do everything on my own, and that's why I moved a bit more to Ethereum. I can write the smart contracts myself, which means the smart contract can become a real, meaningful part of the artwork rather than just a carrier. Mostly it's a carrier — people use a transaction hash as a seed, but the smart contract or the blockchain remains more of a vehicle than a genuine part of the artwork.

For the work I'm showing in December, I wrote the smart contract myself, which lets me extend my conceptual thinking into the contract itself. If you mint a piece directly from my own website, one NFT includes four versions of the artwork — you can execute a function in the smart contract to reroll the dice and change the seed used for the random values, retriggering the whole generative process. So it's essentially a four-of-one collection, and I really like that.

We're also working with Highlight for this show — Andreas and Leander are using it as the minting platform. They're a great partner, very professional, with deep knowledge of what's possible with smart contracts. I showed them my contract too, and they gave me tips to optimize it beyond what I'd have figured out on my own — or, honestly, beyond what I actually needed, since for a single artwork you don't need every possibility built in. But they helped me minimize gas fees for collectors way beyond my own naive way of programming.

As for choosing partners in general, it's hard to pin down — it depends on where you are at the moment, what's possible, who reaches out, and where the nicest people are. That matters a lot. Can you actually work with them on a personal level? And, as an artist, there's also some vanity involved — wanting to be placed in nice contexts. Working with Art Blocks is nice for that reason. I've also shown with Feral File, which is run by Casey Reas and a few collaborators who understand how artists with longer careers work, and what they need to be happy — that it's not just about being an outlet to sell work.

Cargo — Kim Asendorf

That's where, long-term, some platforms will be in real competition with others: some are just sales outlets, a primary market and nothing more, while others genuinely care about the artist and the artwork, and look for ways to keep it alive beyond the initial sale. If Art Blocks does a show in two years and still features Cargo, that shows they care about work that's no longer financially important to their business — it's an investment in their own significance, a statement that they still care about what they did. So yes, if I'm making choices about partners, that's something I care about a lot.

Will: What about fx(hash)? With Ethereum in the picture now, could you see releasing on an open platform like that again — not tied to one big drop, but where anyone can come and release anytime? Any chance of a surprise release from you on either chain in the future?

Kim Asendorf: I still like fx(hash) for many reasons — they're the cool kids in the gang. I'm in regular touch with Paul, and we keep each other informed about what we're doing, so it's a relationship beyond just the commercial side. I'm very curious how their 2.0 launch will play out. Going multi-chain is smart on their part — relying on just one chain, Tezos, could be difficult, even dangerous.

I really like Tezos for many reasons, but over the last two years, those reasons have slowly faded. They're not really active in the arts anymore, not pushing limits. It's unclear where they'll be in two years — will they disappear completely? With Ethereum, on the other hand, it's always been clear: they don't really support art specifically, it doesn't matter to them either way, but that makes it a safe bet. Ethereum will very likely outlast the Tezos blockchain. If I had to bet today, I'd go with that.

It's also important to me that the artwork itself is preserved, with as long a lifetime as possible — and that collectors feel the same way, without worrying about the underlying cryptocurrency's future. Ethereum minimizes that risk. So I'm curious how fx(hash) turns out, and I could certainly imagine using it as a platform — it depends on what customization of the smart contract they can offer. I love playing with that and want to push it further. If I could use my own smart contract and integrate it into one of these platforms, that would be interesting.

Working with partners is also a form of validation — not just in terms of sales, but for yourself as an artist, and for the energy you get from it. Working alone at your computer all the time can get lonely, so it's good to get out and connect with these communities. They're fundamental to the whole space. It makes sense for artists to support the platforms and communities too — it's not just communities supporting artists. It's a two-way relationship.

Cargo — Kim Asendorf

Will: We're at time, but Trinity, maybe one last question, rapid-fire style — then I've got to go, my baby's waking up.

Trinity: Just one question, one we ask pretty much all our guests. Thank you so much again — who do you think we should interview next?

Kim Asendorf: That's a good question. I could send you an answer after doing a bit of research — recommendations always feel a bit unfair to me, since I'd inevitably forget somebody. I'm bad at recommendations on the spot, but I can look into it and give you a few names — people whose process or insights I'm personally curious about.

Will: If it makes you feel better, we don't have a very strong follow-up rate — you're not dictating who the next guest will be or anything. But we'll happily take those recommendations offline. You've got us on Discord.

Kim Asendorf: Spontaneously, I'd say: try to get more women on the podcast. They're probably a bit underrepresented — though this is a heavily male field, which makes this particular observation a bit uncomfortable coming from a guy like me.

Trinity: We try. It's been a while.

Cargo — Kim Asendorf

Will: Well, Kim, thank you so much. It was a pleasure having you on, learning about your work and the early history of fx(hash). I encourage everyone to check out Kim's website — it's not fully up to date, doesn't have all your projects on there, but it's a start. You can also find his work on OBJKT, fx(hash), OpenSea, and Art Blocks. Tons to explore if you haven't checked it out yet.

Kim Asendorf: Getting a proper new website is on my to-do list for next year. I've been putting it off for a long time — I really need to get serious about it.

Will: And of course, keep an eye out for the upcoming AGH1 exhibit — learn more at agh.run. We've now completed the trifecta, having interviewed all three of you, which feels perfect. We're big fans of everyone in that exhibit on a personal level. That's it for this one, everyone — hope you enjoyed it. We'll be back soon with another episode. Until then, bye.

Kim Asendorf: Thank you. Bye.

Speaker D: We're waiting to be signed. Always, but we're waiting to be signed. Grail of the week. To be signed.

Trinity: We're waiting.

Cargo — Kim Asendorf

Speaker D: Always.

Change log

  • Initial transcript — auto-transcribed (AssemblyAI) and readability-edited.