Waiting To Be Signed · interviews on generative art, on-chain
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Interview // FEB 2024

Kjetil Golid

Title: Structural Complexity Through Visual Clarity
Role: Generative artist
Platform: Verse
Duration: 54m
Hosts: Will & Trinity
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#057 · Structural Complexity Through Visual Clarity
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Will: All right, hello and welcome everyone to another episode of Waiting to Be Signed, a special interview episode. We're sitting today with Kjetil Golid — that's my best attempt at the pronunciation, and I'm always on the hook to try to get other people's names right on the show. We're here to talk about his upcoming release on Verse called Monument. Of course we're also going to get into your history — I think we'll talk about Archetype, that's unavoidable. Trinity's here as well. Trinity, how's it going?

Archetype — Kjetil Golid

Trinity: Hey there, so good to have you on for this conversation.

Kjetil Golid: Hi, thanks for having me.

Will: Kjetil, can you help us out with the pronunciation for the listeners? Everyone tends to say your name differently.

Kjetil Golid: Sure. My name is Kjetil Golid — it's a very Norwegian name, not very common outside of Norway.

Will: Great, now it's on the record, everyone knows, no excuses moving forward.

Trinity: At least a few hundred people know.

Archetype — Kjetil Golid

Will: We're really excited to have you on. You're an artist who's been around for a long time prior to NFTs, making work open source, and you're super well known for being an early Art Blocks curated artist with Archetype. We're excited for your upcoming Verse release, but before we get into all of that, can you introduce yourself to our audience — your background in art and coding, and how you came to discover the blockchain and use NFTs to release your work?

Kjetil Golid: I actually started my education in graphic design. After high school, I went to Singapore to study it for a year, and Processing was recommended to me at that point — this was back in 2011. It didn't really click with me then, since this was before I knew how to code, but I really enjoyed the aesthetic of many artists using Processing — Casey Reas is an obvious one there. After that year I started studying cognitive science in Norway, which later evolved into computer science for me. Processing was still in the back of my mind, and when I took my first courses in Java at university, it became a great learning tool for me: when I learned a concept in class, I could use it in Processing and make something visual out of it to understand it better. If I were learning about for loops, I could make something that created a whole bunch of particles, which was very helpful.

From there it was a short road to more fun stuff — introducing randomness, introducing weird things that broke the original algorithm but still made for a complex expression. I usually say I've done generative art for as long as I've done coding, because the two have gone hand in hand for me — mostly as a hobby, though, until about two years ago when I started doing this full-time. But that's jumping ahead a bit. That's roughly the start of how I got into art and programming.

Will: I'll steal an old question Trinity used to ask: were you artistic as a kid? Does the generative art stem from an art practice you had when you were younger, or something you pursued in parallel at university?

Kjetil Golid: I don't know about "art," but I was creative. I liked to draw — I filled all my notebooks with drawings, and I enjoyed design and using Photoshop. After high school it was always clear to me I wanted to do something design-related, though I quickly turned around on that. But yeah, I've always had a creative part of me.

Trinity: Good, we'll put that clearly on the record — you were interested in art as a kid. I wasn't big into drawing or coloring or Photoshop myself, and I think many artists assume that's the standard background, since it's such a core, lived experience. Annika Meyer recently posted on Twitter that it seems like all generative artists — everybody in this space — used to have books upon books of sketches. It really does seem to be a common thread.

Archetype — Kjetil Golid

Kjetil Golid: We have a common origin story.

Will: How did you end up discovering the blockchain and NFTs? A lot of the work you released prior, that's up on your website, was open source tools — open algorithms for people to explore. So what brought you to crypto and NFTs, and how did you start releasing your work that way?

Kjetil Golid: It's not entirely clear to me how it all started, but I began posting my work on Twitter and Instagram pretty early and got a small following quickly. At some point someone approached me and pitched the idea of NFTs, and I didn't really make much of it then. I got sent some links about contract types, tried to buy a CryptoKitty — this was probably 2017. I also got offers to supply code for some of these generative pieces so they could be framed and turned into NFTs on a platform — that was actually a precursor to the Paper Armada algorithm. I don't think the platform ever became anything.

Paper Armada — Kjetil Golid

I think I'd also misunderstood the concept a bit, because I knew that algorithm could technically produce duplicates, and I thought it would be a big problem if two different hashes produced the same output. So I didn't want to hand that algorithm over without fixing that first. Nothing came of it, but it planted NFTs in my mind.

A bit later, at the end of 2018, I got approached by the people at KnownOrigin, who asked if I wanted to mint some NFTs on their platform. I thought, why not — I wasn't doing anything commercial at that point, just some posters I'd given to friends that a few people wanted to buy. So I put up some 1-of-1s and some 5-of-5 editions. I think Artnome was the only buyer at that point, but that was enough — he bought all my stuff, and I felt good about that. I only released sporadically after that, uploading a bit more to KnownOrigin and later Super Rare.

Then Kate Vass — really, Jason Bailey of Artnome, on behalf of Kate Vass — approached me about an exhibition she was hosting on cellular automata. I used my algorithm Crosshatch Automata and minted some new NFTs on Super Rare, which got quite a bit of attention. So I had something of a name within NFTs at that point, but it wasn't until Art Blocks and the Archetype algorithm that really made my name.

Archetype — Kjetil Golid

Trinity: I'd love to discuss the evolution of your style. The first works you put on KnownOrigin, if I'm seeing this right, were the Curvescape series —

Kjetil Golid: Yeah.

Trinity: — which is very different from where your style has evolved since. Could you talk about Curvescape and that earlier work, and how you moved toward this bold, geometric style you've carried ever since?

Will: The cuboids.

Kjetil Golid: At the time I was minting my first NFTs, I was doing a bit of everything within generative art — exploring a different algorithm every time, making L-systems, trying reaction-diffusion, particle systems, whatever. It was an exploratory phase for sure. Curvescape was probably the piece I was happiest with — it stood the test of looking great even if you didn't know the story behind it, which mattered a lot to me. You shouldn't need to know a piece was generated by a computer to find it fascinating and intriguing. So that's the piece I went for initially.

Alongside that, I had these rule-based systems with very simple visualizations — basically only triangles or squares placed using simple rules in a grid. These were two extremes: the very organic Curvescape, where you don't even see lines until you zoom in and see the particles, and on the other side, these very simple, structured pieces. That polarization has stayed with me, even though I've made much more work in the cuboid vein in recent years. I still have on my bucket list to explore other avenues — but what I'm most interested in exploring has more to do with the structure behind a piece than the visualization itself.

Archetype — Kjetil Golid

Will: In your 2021 interview with Artnome, around when Archetype came out, you talked about creating tools and building a code library that you then explore through parameters. Is that what you mean — that conceptually, it's more about expressing the system than the output? Or, put another way: do you feel like the output is the art, or the code is the art? It sounds like you're very systems- and code-oriented, even though the outputs are obviously great.

Kjetil Golid: It's a good question, and I don't fully know — it's partly a definitional question. But I have this loose philosophy: I try to create structural complexity through visual clarity. I spend a lot of time building complex structures, and then my goal in the visualization is to convey that structure in the best possible way. That usually doesn't call for a very complex visualization, because complexity there tends to clutter the structure I want to show. That's why I've landed on this style of flat colors and hard lines, without a lot of distortion or particle effects — those things tend to hide what I actually want to show, which goes back to the structure.

But to answer directly: I still feel like the piece itself is the art. It would be nothing without the visualization. My focus is on the structure, and all the focus on the display is about showing that structure as clearly as possible.

Will: Let's get into Archetype, probably the piece you're best known for -- an early Art Blocks curated release. We're coming up on the third anniversary pretty soon; it came out in March or April 2021. I'm not sure if we do anniversaries for generative art, but it's a big accomplishment that the piece still runs through the sales feed multiple times a week. People are still crazy about collecting that series. Can you give us the story of how it first came to be, how it ended up at Art Blocks as a curated release, and then how it was followed almost immediately by Paper Armada -- I think only a month or six weeks later? What was the thinking at the time, in those early days of Art Blocks, when I feel like now they'd never let an artist release two projects so close together? And that series was something like 3,000 pieces, right?

Archetype — Kjetil Golid

Kjetil Golid: Yeah, 3,000.

Will: Can you give us the backstory of that whole process with Art Blocks and how those projects came out?

Kjetil Golid: Archetype is based on a partitioning algorithm I made way back, which quickly turned into a lot of other projects exploring these cuboid-based structures I've worked with ever since. It was my latest iteration of that algorithm at the time, and I was really happy with it -- I'd made tweaks to an earlier piece called Stock that was on SuperRare, refining how the colors and shadows worked. I spent more time with the more repetitive versions of the code and felt like that was a really striking visual, so I posted a set of those on Twitter.

Archetype — Kjetil Golid

I think it was Jeff Davis, co-founder of Art Blocks, who commented and said, "Have you checked out Art Blocks? Give us a call and I'll put you on the queue for curated." I checked it out and spent some time trying to understand what was going on, because it was very novel at the time. But I really clicked with the structure of it -- you buy a piece, and it mints and generates in real time, revealing a new, unexplored part of the code. I really enjoyed clicking around and playing with that. So I wanted to join, quickly edited my code to fit the whole Art Blocks NFT setup, and pretty soon after I became curated on Art Blocks. It went amazing -- I never imagined it would go as crazy as it did, with all the secondary sales happening immediately. It was absurd to see, especially since all my prior NFT experience was one-by-one -- not 600 pieces suddenly on the market and available to everyone.

It's funny you mention how soon Paper Armada followed, because it sounds so absurd now -- you'd get a lot of questions today for doing something similar. But at that point, once you became curated, you could, in theory, create as many "playground" projects as you wanted. That track wasn't curated, and it got restricted pretty soon after, but at the time, that's what people were doing.

Will: It was called Playground at the time, but they've rebranded everything on the site since.

Kjetil Golid: Right. So that's what people were doing -- generative artists didn't really have another outlet. They had a lot of projects they wanted to turn into NFTs, so why not get them out there? I had this Paper Armada set, and it was almost a coincidence that Archetype ended up being the curated one and not Paper Armada -- I was working on both in parallel and had great ideas for that set too. But it ended up being Archetype, and I released Paper Armada right after. Who knew, right? We didn't have any of the standards or unspoken rules yet about size, price, or intervals between drops. So why not try a higher number?

Archetype — Kjetil Golid

I kind of wanted it to become something like Snowfro's Chromie Squiggle -- something that didn't need to mint out immediately. It could just sit there, and I could gift pieces to people, or it could just be something people had available to mint. Same philosophy as the Squiggles at the time. And that's roughly what happened: when I released it, one or two months after Archetype, the market had dipped slightly, so it didn't mint out immediately -- it minted pretty slowly. But then a community moment happened: one collector really wanted a specific Paper Armada with certain traits and promised to trade a Fidenza to anyone who minted one with that trait.

Will: Wow.

Kjetil Golid: That skyrocketed the minting -- it sold out almost overnight. That's the story of Paper Armada.

Paper Armada — Kjetil Golid

Trinity: That's a crazy story. Three thousand minting out relatively overnight is so fast -- even in full bull-market mode that seems fast. Were these Art Blocks series your first real foray into what we now call, thanks to Tyler Hobbs, traditional long-form generative art, where you need an algorithm that can support a thousand or three thousand random outputs? What was it like transitioning from more of a curated-release pattern to a generator?

Kjetil Golid: It wasn't that foreign to me. Although I'd only released one-of-ones or small editions before, I'd already made generators that lived on my website where you could click a button and generate a new piece. So I was already in the mindset of creating algorithms that would always produce something interesting rather than 90% duds. The harder part is making it into more of a structural challenge, where you want every piece to be at least okay, hopefully good. That wasn't really the hard part with a set like Archetype -- I did some cheats in the code to avoid the most basic patterns. But as it turned out, the most basic pieces are the most loved by some collectors. So maybe just let there be complex pieces and simple pieces -- there'll be something for everyone anyway.

Will: I have to ask -- do you know if that Fidenza trade was ever actually made?

Kjetil Golid: It was, actually, and quite early, so I figured it would slow the craze down, but it didn't. I think it was already a bandwagon at that point -- a train that wasn't going to stop anyway.

Will: Thinking about long-form generative work -- between Archetype and the Decagon piece you made for DECA, which isn't quite long-form, more like an open edition since anyone who joins DECA gets one -- how do you think about traits, rarity, and scarcity in your long-form pieces? It sounds like you lean toward a bell curve, a little of everything. But do you get intentional when designing traits? With Archetype, the rare ones that show the full cube feel like such outliers -- they almost don't feel part of the same collection, until you read the description and realize every Archetype is that, just with or without the full cube visible. Can you talk about designing a piece from an artistic standpoint versus how collectors will see, understand, and interact with the features?

Decagon — Kjetil Golid

Kjetil Golid: I've changed my philosophy on traits a bit. The Decagons don't really have traits at all -- barely any internal or hidden traits I'm not showing. It's much more uniform, and that was the idea: it was meant as a kind of membership card for deca.art, so I didn't want rare or common ones. Everyone should have one that's just as good as everyone else's. But emergence happens anyway -- people find their own traits, symmetric patterns, colors they like. That happened organically. When it came to Archetype, it was a world where we didn't have any rules. We didn't know what traits were supposed to be, and we still probably don't. But I wanted to create some variance in the set. You might say that creating the cubes and the corners was a very drastic, artificial way of doing it, because it's more of a scene change—the traits are actually called scenes. But it's a very effective thing for the NFT market. If you want to make something rare, you need a trait that's very rare, but you also need that trait to be very visible so everyone knows the piece has it. If it's hidden—something like the direction of a shadow, which you don't really notice unless you study it—it would never become a successful rare trait. It needed to be visually discernible.

I think it was a good decision. The cubes are an interesting piece in themselves—maybe they should have been their own set, since visually they're so different. But I enjoy that there ended up being 10 of them, and they've taken on a life of their own since minting. There's a duality to it: would I have done that if this were a huge set made for a gallery? But why not have some rare outliers even in that context?

Where I find traits and rarity really useful is in balancing variety. Some traits don't deserve a lot of pieces because they don't offer as much variety as others. A good example: if you have a color palette that's only black and white, you probably don't want too many pieces in it, because it doesn't offer the same range as a six-color palette would. So you make that trait rarer—not to make it more sought-after or expensive, but simply because you don't want too many pieces with that color.

A more interesting example from Archetype is the order/chaos trait, which shows a very unique aspect of generative art. There were chaotic pieces, order pieces, and balanced pieces in between—and most pieces ended up balanced, with fewer order and chaos pieces. Interestingly, they're less common for two completely different reasons. Order pieces are less varied because they're simple patterns, so you exhaust the possibilities more quickly. Chaotic pieces, on the other hand, become visually uniform very fast. Technically they're all unique—there's so much going on that no two are ever identical—but zoom out and you'll struggle to tell two very chaotic pieces apart, like comparing two patches of noise: never truly equal, but indistinguishable to the eye. That's why balance was the trait I actually wanted the most of—it holds up better as a category.

Archetype — Kjetil Golid

Trinity: When you're looking at many of them together, the balanced ones become the most interesting—more so than a thousand ordered ones in a row. Speaking of traits, you mentioned colors already, and that's something you're really well known for: these striking color palettes you've developed and shared with people. How do you develop your colors? You've talked before about how we're in this weird, early ecosystem where nobody quite knows how to size things, price things, or make "business decisions." How do you decide what to share versus keep to yourself? And why commit to publishing your palettes and code the way you have?

Kjetil Golid: I've always had this philosophy of making my code public. When I first started, I relied a lot on existing code other people had put out—downloading it, experimenting with it, seeing where it took me, just to learn the ropes. I felt the least I could do was give back the same way and open-source my own work.

The Chromatome library started with me sampling colors from illustrations, posters, and design pieces just to have colors on hand, so I didn't need to reinvent the wheel every time I made a generative piece. It evolved into something more complex, with a structure of colors, backgrounds, stroke colors, and so on. But it's become harder for me to use it the way I used to, which I think reflects how differently I use color now. It's no longer as simple as inserting a palette into my work, because I want to integrate color more tightly with the structure itself—a flat palette becomes harder to work with. I want certain colors connected to each other and other colors connected separately, and together they form the palette. As the structure of my work gets more complex, the structure of the colors I use follows suit—maybe I don't want this border color with that fill color, or I never want a certain color used as a background. Lots of rules like that.

That's also why Chromatome is open-source but rarely updated anymore—partly laziness, but mostly that I've outgrown the current version. I should probably spend a few days restructuring it to make it flexible enough to use as a tool again. As it stands, I put so much more thought into color now that it's not much of a time-saver—I'd still end up tweaking anything from Chromatome to fit the work anyway.

Will: Your upcoming release on Verse, Monument, uses—as you've written—a very restrictive palette, essentially one set of colors for the whole piece. Can you talk about that decision, and how it plays into the piece's influences? We've seen references to high-rise buildings, brutalist architecture. Can you give us the story of conceiving this piece and arriving at this version of the algorithm and these compositions?

Kjetil Golid: Taking the colors first—this is a continuation of what I was saying about traits. When I create a set now, I want something with a more uniform, cohesive expression. Where did the idea even come from that a set needs a bunch of different color palettes? Color is so important to the work, and giving a set many different palettes definitely creates variety, but it also makes it harder to read the set as a whole, because palettes don't always mix well together—seen all together, it can be a messy experience. That approach works great for some projects, but for this one I wanted to go simpler: find one palette I liked and vary the amount of color usage instead. Some pieces are entirely colorless, and there's a gradient across the set of how much color, how many blocks, get colorized. I thought that was a better alternative to ten different palettes.

Archetype — Kjetil Golid

The piece itself is based on the same underlying algorithm as Archetype, though this is a new version—a rework I'd wanted to do for a long time. I wanted to rewrite the whole Archetype code so it would work better in three dimensions, to the point where we could potentially even produce 3D models. The original Archetype algorithm was built specifically to look good from one angle; this one is much more rooted in 3D space, with a lot more possibility and flexibility.

My work has this iterative quality—I like building on earlier pieces and evolving them. I'm not trying to hide that many of my sets are based on the same underlying algorithm; they just present new ideas and applications, iterations on what came before.

As for the brutalist architecture—that was actually the initial inspiration for the Archetype algorithm in the first place. I wanted to make these tall, high-rise buildings with a lot of repetitive elements that were subtly flawed, the way real brutalist buildings are never perfectly repetitive because they're lived in by people—you'll see curtains in the windows, air conditioners, things that break the monotony. I found that really interesting and tried to recreate it here through color, which is the one part of the piece that's placed randomly. Like Archetype, Monument has some very orderly pieces where the repetition is clear—probably the ones closest to actual brutalist buildings—and more chaotic ones that read more clearly as generative pieces.

Archetype — Kjetil Golid

Trinity: I'll pop this into our Discord chat—my old view from where I used to live. I lived across the street from a crazy brutalist hospital building, mixed in with a nineteenth-century church and some terrible '90s brick construction—a mishmashed, ugly campus, but the brutalist part was pretty cool. Anyway, I love brutalism.

I'd love to talk about some of the other evolutions here too, because you're not just moving further into 3D space—there are other big differences in Monument. Specifically the line work: it's no longer clean, straight lines running continuously from one end of the block to the other. You're starting to see line breaks, lines that aren't always black, sometimes broken up white sections. That seems like a big evolution of the algorithm. Is there a reason behind these less clean elements—though they're still clean, just less straightforward?

Kjetil Golid: It certainly breaks up some of the monotony, and that was part of the reason. Another source of inspiration for me is the ligne claire style of comics—Hergé and the other great comic book artists and drafters. This is a bit of a nod to that: broken-up lines to indicate something. I use these breaks internally within the shape—the outline of the box itself is always whole, but the lines inside the block can be broken up. And as you said, some boxes have no outline at all, which is part of that same breaking-up—it felt almost like the color was overflowing the box, which I liked aesthetically.

You could say this goes against what I said earlier about making the structure very clear visually, but I think some variety is important too. That's the graphic design part of it, I think.

Will: I know the release details haven't been announced yet other than the date, but have you coalesced around a format? Is this going to be long form? Artist curated? Collector curated? Verse offers so many different ways to release a project like this. Without holding you to anything—we've had guests come on, say they're going to release something one way, and then change it—so this isn't a matter of record, just an open discussion. Did you consider any and all of those? What do you think are the pros and cons of releasing a project like this as long form versus curated? And if you're leaning one way, I'd love to hear it.

Kjetil Golid: It will probably be long form. I miss doing a long form piece. My latest project was curated, which is good in itself—I like generating hundreds of pieces, flipping through them, finding the things I like, and releasing those in a focused set. But this one was made with long form in mind the whole time, and that changes things. It makes it more restrictive in what you dare to do. If this were a curated piece, I'd probably use more color palettes, each emphasizing the structure of that exact piece. But here I know there will be hundreds of pieces—300, probably—that people will look at together. That's a real concern: you want enough variety that it doesn't feel like 300 identical pieces, but enough consistency that the work functions as a set and as an individual piece. That balance is hard to strike, because it's hard to make pieces look good in a set. If yours is the simplest piece, it looks even simpler next to all the complex pieces around it, and vice versa. Being part of a set intensifies whatever trait you have.

Archetype — Kjetil Golid

Will: Looking forward to that. I think both of us have come to embrace curated releases, which have become more of the meta during this bear market. But our roots are in long form—you get what you get, you mint, and you trust the algorithm to deliver something you like.

Trinity: It's like opening Christmas presents, or jelly beans. What flavor is this? No idea, but I'm excited.

Will: We talked a lot about Archetype, and you've obviously had a lot of success since then—you've been a full-time artist for the last two years, I think you said. A lot of your work has been iterative, continuing to play with things you're well known for: the cuboids, the color palettes you've developed. What's been the secret to staying successful in web3 for so long? Two years in web3 is a really long time, in life and in an art career. How much intentionality do you put behind thinking about your career—deciding, yes, it's the right time to do a one-of-one project, yes, it's the right time to do a long form? What advice might you have for artists out there struggling with how to keep it going for themselves?

Archetype — Kjetil Golid

Kjetil Golid: I'm probably not the right person to ask—I've spent very little time worrying about that, honestly. Maybe I should have, maybe I'd have been even more successful. I was blessed with being early in the market, being at the right place at the right time, which gave me a lot of things for free. I think it's about staying relevant, engaging with your community. You could take that to the extreme, especially in web3 communities—creating rewards, whitelists, airdrops, all of that. But when I started doing this full-time, I wanted to focus on my art, to have my whole head in that space, and not really create an online persona. I find that exhausting, even though it's probably the thing that works best. Each to their own, but for me, I've tried to keep my headspace around the art completely, and hopefully that will be enough. I hope people don't feel betrayed—like they invested in me as an artist and didn't get anything back.

Will: Fair enough. Natural follow-up: do you have people around you that you outsource some of that worry to? Do you work with any gallerists, or anyone doing that emerging "manager" role for artists? And how do you think about different platforms to release on, or even different chains? I don't know how closely you follow the discussion, but with Ethereum, the marketplace has become more difficult, and a lot of artists are starting to look at Solana, at Bitcoin. Does any of that appeal to you—experimenting with an open platform like fx(hash), or something totally different like Bitcoin? Or are you focused solely on finishing a piece and then putting it wherever seems best at that time?

Kjetil Golid: I follow the discourse just to see what's out there and to catch technological aspects that might benefit me or slot well into ideas I already have. Other than that, it usually feels like chasing the next big thing, and I don't want to jump on a bandwagon just because it's new. I'd need good reasons to change my way of distributing my art. It's always interesting to see what pops up, but I'm getting older and more skeptical about these things—it's been two years now and suddenly I'm the old guy who only publishes on one chain. In principle I'm open to new chains and platforms, and I'd love to see what they offer. But I recognize this is a market where being early is usually enough to be considered valuable, and I don't want to live in a world where that's the only thing that matters. So I try to stay put until there's a good reason to switch.

Trinity: You're in that early group that really established the forefront of this modern phase of generative art.

Will: You mentioned earlier that with your early Art Blocks drops, royalties were enforced back then, and now they're not. So even though Archetype might still show up in the sales feed, you're not necessarily benefiting from that anymore. How do you feel about that erosion of royalties on Ethereum? Has it made you think about other chains, or has it just changed how you think about releasing work now—like, that's it, I'll take whatever I can get on primary, and if I get some royalties, great, but I won't plan on it?

Archetype — Kjetil Golid

Kjetil Golid: It was disheartening at first, realizing it wasn't royalties anymore—more like the market treating it as a donation, which in practice turned it into nothing for us. But with some distance now, I think it was something that quickly appeared and quickly disappeared, so let's not dwell on it. It could motivate me to go to another chain if royalties were more enforced there. But it's really a question about community and culture—something about enforcing it too strictly feels wrong to me. It should be something people do because they love the work, almost like buying the artist a coffee. Flippers maybe wouldn't need to pay, because they don't have that same relationship with the artist. But it is what it is—I won't be at the forefront of fighting to bring it back in some forced way.

Trinity: You seem to sit in that middle ground between the traditional, slow-moving art world and the hyper-fast world of web3. You're clearly part of the web3 world, but what's your take on the speed at which things move, and constantly changing ecosystems and culture—bear market to bull market and everything in between? Do you consider yourself a blockchain artist, a digital artist, a code-based artist? Where do you place yourself in relation to the web3 ecosystem?

Kjetil Golid: I call myself a generative artist. I don't call myself a crypto artist or an NFT artist because I don't make use of the chain as much as many others do, so those labels wouldn't make sense for me—not because I want to hide that information, but "generative art" is simply more descriptive of what I do. Then I can mention in the next sentence that my work is available as NFTs. "Generative" has suddenly become associated with AI too, so now I probably have to say "generative artist, not AI" or something like that. As for the speed of everything, it's a stress factor—the market is constantly changing, technically and otherwise, and with the bears and bulls it's hard to keep track if you're not actively engaged. But it's also exciting to be part of and at the center of. It always presents possibilities you can choose to go after or ignore, and in that way it's much more entertaining than being in a more traditional art market.

Will: Definitely entertaining. We've been chronicling it for two years now, and every week we're entertained. Let's move into rapid fire and wrap up the episode. Worth noting—this is the third anniversary of Archetype, three-dimensional monuments, so maybe this release is kind of a celebration of that. For rapid fire, we ask some quick questions to get to know you better. One we always ask: who would you like to hear us interview on the show?

Archetype — Kjetil Golid

Kjetil Golid: In the generative art scene?

Will: Could be—that would be easiest for us, since we could probably find them.

Kjetil Golid: I don't have a complete overview of who you've interviewed, but I have to shout out some of the big ones, like Marius Watz, and Norwegian artists like Anders Hoff—@inconvergent on Twitter. He was a great inspiration for me early on when I started doing generative art. He has some amazing pieces that released on fx(hash) a couple of years ago. Great artist.

Will: He stopped putting stuff on fx(hash) because he started working in a different language that wasn't web-compatible. I remember asking him about it on Twitter.

Kjetil Golid: Yeah.

Will: He'd show all these amazing works-in-progress on Twitter that never materialized into anything—he's really just making it for the fun of making it.

Archetype — Kjetil Golid

Kjetil Golid: Definitely. A lot of people say that about what they do, but he actually means it, because he makes it in a language that's impossible to get onto any platform.

Will: He'd be a really interesting one to talk to. Maybe we could convince him to come back to long form.

Trinity: Slumming it in JavaScript.

Will: Exactly.

Kjetil Golid: I'll definitely give you some headline comments.

Will: That's great, we always love those spicy interviews. Trinity, want to throw out another rapid fire?

Archetype — Kjetil Golid

Trinity: Who are some of your favorite generative artists? Whose work do you absolutely love?

Kjetil Golid: There are a lot of names, and the biggest ones are probably also the most well-known. As I mentioned earlier, Casey Reas is really the person who got me into generative art at all. The next layer would be Tyler Hobbs and Matt DesLauriers, who have always been great at creating tutorials and tools, and have just been a great inspiration for the community, long before Art Blocks existed.

Will: Who else?

Kjetil Golid: They also tend to have names that are hard to pronounce.

Will: That's our specialty.

Kjetil Golid: I should probably not say anything about that, though.

Archetype — Kjetil Golid

Trinity: You can send them to us offline.

Will: So, one last one. We know Monument is coming up on Verse — let's get the date out there: February 20th, so everyone should be on the lookout for that. But what else do you have coming up this year? You mentioned there are other things you're working on, maybe outside the cuboid realm — or do you think you'll stick with that theme a little longer? Is there anything you can preview for us, get us excited about?

Kjetil Golid: I can't say much specifically. I always have a lot of things in the works — most of them don't really turn into anything — but I feel like I'm in a good place right now, creating cool things. I'll probably try to depart a bit from the cuboid scene. For years it's been an almost bottomless source of inspiration for me, but I'm drawing inspiration from a lot of other things right now — emergent behavior from elements in the world, that kind of thing. I feel like there's a lot of untapped potential in creating generative behavior in new ways that aren't always just visual. I don't know where it will end up, but I have a lot of ideas, so we'll see.

Will: We'll just have to follow you on Twitter and look out for works in progress as the year progresses. Trinity, you feel good? Are we wrapped?

Trinity: I feel great. This has been another wonderful episode of Waiting to Be Signed. Thank you, Kjetil, and thank you, Will. Looking forward to everything that's coming out with Monument and everything else you might do.

Will: All right. Bye, everyone.

Archetype — Kjetil Golid

Kjetil Golid: Thanks. Bye.

Change log

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