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Marcel Schwittlick: All right.
Will: Hello and welcome, everyone, to another episode of Waiting to Be Signed — a very special interview episode. We're joined today by Marcel Schwittlick, dialing in all the way from Germany. If you've been listening to the show for a while, you've heard his name a lot. If you've been listening to Ken's show, you've heard his name a lot. We love him for everything he's doing with plotters and all this cool stuff. Marcel, how's it going? Welcome to the show.
Marcel Schwittlick: Thanks for having me. I'm fine, how are you?
Will: Doing well. Unfortunately, Trinity couldn't make it — something came up last minute — so it's just going to be the two of us today. You, the guest, will do 90% of the talking, so really it's on you. Less pressure on our side.
I think the best place to start, as always, is for you to introduce yourself to everyone listening, in case they don't know who you are, and give us a little bit about your background in art and coding. How did you discover the blockchain, NFTs, and all that good stuff?
Marcel Schwittlick: Not really sure where to start. Within our world, I'm kind of known for plotter-based generative work — that's what I've been focusing on for the last couple of years, and it's been a great time. I've managed to touch on a lot of things that were on my mind for a long time, and it's been great to have an audience around, which was very different from the years before NFTs became a thing. It was a great experience to share the work in real time. I'm a big fan of freestyle — I don't want to over-design or over-engineer things, I just want to move fast — and that was an interesting experience.
Will: Would you consider yourself a coder first or an artist first? How do those two things intersect to bring you to where you are now?
Marcel Schwittlick: That's a good question, because it's not easy to answer — I'm kind of in the middle realm. When I was a late teenager, I came across the work of Manfred Mohr and Frieder Nake, and it was fascinating. I'd always had an affinity for computers — I spent my early teenage years on the internet, on modems, on IRC — and when I came across this work, I thought, that really hits the spot. It really spoke to me.
I remember being torn between studying art or studying computers. I wasn't confident, still am not, really, and studying art wasn't really an option coming from my background — it was more like, "cool, you want to be unemployed?" But I had a hunch about what I wanted to do, even though I had no idea I'd end up doing what I do now. Early on, working in Processing, I had no idea how to actually do the things I wanted to do — I didn't understand how graphics pipelines worked, or any of that. So I studied computer science with a media focus, learned how OpenGL works, compression, real-time multithreading, all of that. It was fantastic — I think it was the right decision.
Later, I studied art. There's a class called Generative Art in Berlin that's existed for about ten years, part of the University of the Arts. I joined that class, and it was a great experience, even though I'm not sure I loved it. I ended up doing the complete opposite of what I'd been doing — I'd been making straight digital generative art since I was a teenager, and once I joined the generative art program, I started making sculptures, working with steel. I think it was a kind of resistance to what I was "supposed" to be doing.
Will: I noticed on your website — and maybe on Twitter recently too — you shared pictures of generative, algorithmically designed paintings that looked like they were done by hand, but not with a robot or any drawing device. Even before you got into plotters, you were finding interesting ways to bring generative techniques into art.
Marcel Schwittlick: It's funny — I came across those again recently while searching for something else in my files. Throughout the time I was doing generative art, my personal work — what I did for myself, to explore — was always graphically reduced, simple. The idea was that the data is the aesthetic part, and the rendering should be as simple as possible. In freelance work, aesthetics mattered more, but on the art side, I was interested in the underlying system, and the graphical representation had to be as minimal as possible — people start with lines, after all.
As I got deeper into how computer art works, at some point I wanted to develop further the work that had influenced me so much — to continue where those artists left off, or where they were still working. But I started feeling bored with my own work, with all these mathematical functions representing the graphics. Maybe it was a lack of inspiration, but I wanted something that would surprise me in the process. I think that's a theme a lot of artists in this space run into — you're both the creator and, in a sense, the first audience for your own system, so it becomes a bit of a meta-creation. There were moments of surprise, but eventually I wanted to bring the body into it — something truly unpredictable.
Those paintings you mentioned relate to a theme I've been following for a while: working with cursor lines — the movements you make on your screen while browsing Twitter or whatever — and the entropy you bring into the computer just through that movement. It was surprising, because I wasn't able to generate that kind of data from nothing else.
Those paintings are algorithmically augmented — they're laid flat on the ground, and I use a projector to map the lines I want to draw onto the board. I try to stay as close as possible to what the algorithm specifies, even though I'm not physically capable of executing it with that precision automatically. But I don't think the point is for it to be completely clinical and untouched by intervention. I made quite a few of these — it's messy work, heavy too. Acrylic paint isn't as expensive as oil, but when you're using fifty liters on a single piece, it adds up.
Through that process I gained a real appreciation for stepping away from the purely virtual. Don't get me wrong — I love the computer, it's the most fantastic tool you can have, especially for writing software. It's so powerful, your only real limitation is time. But I always wanted to bring something out of it, add other conceptual layers, while keeping the algorithmic foundation crisp. There are a lot of examples of me trying this.
Today, when I do a series under a certain idea, I call them Composition number whatever — all based on cursor lines. I've been exploring this for a long time, looking at the geometry and concept of these lines from different angles. There's so much to explore. My framework for analyzing these lines has gone through three different languages over the years, as I kept rewriting and refining it — you could call the results data visualizations, if you want to be technical.
But something I learned early, during an internship at Onformative, a generative design studio in Berlin — one of the few that existed in the world at that time — is that once you have data, it doesn't really matter what it "is." You can turn data into anything. You can try to represent something specific, or you can be completely free with it. So I don't really think of my work as data visualization — I see it more as an exploration of the data itself, and of its unpredictability.
Will: This came up in the interview you did with Ken — one of the very earliest things that stuck with us. You have a script that analyzes your mouse movements, capturing every little line, arc, and scribble that occurs through your day-to-day computer use. Where did that idea come from? A lot of generative artists we've talked to, working in JavaScript or Processing, rely on noise functions native to those languages to create what we perceive as randomness in their outputs. But you're drawing from this library you've built up, over what I imagine is many years, of your own mouse movements — that's your noise function. Am I understanding that right?
Marcel Schwittlick: Yeah, 100%. I see it as meta-random. In the end, my workflow is similar to using a random or noise function — I'm just pulling from my collection of lines instead. It's a source of entropy, after all. When you use random or noise in code, the entropy comes from somewhere — often just from when your computer started up, a kind of pseudo-randomness governed by the law of large numbers: if you have enough data and sample randomly within it, it behaves as pseudo-random, but the distribution is very different, with much harder contrasts.
If I tried to approximate this kind of data — say, sat down to build an on-chain project simulating mouse lines instead of using real recorded data — that would just be imitation, and I don't see the point. If the raw material is already there, and it's interesting, the point is to explore the qualities of that material. It's still surprising me. I guess at some point I'll stop exploring it, but so far, it hasn't run out.
Will: You've got over 80 compositions, right? I don't know if you started the numbering from 01, but I imagine you've been working with this for quite a while, and you still seem to be able to plumb new ideas out of each iteration of the series. Related to that, I wanted to ask: where do you find the "generative-ness" in your work? A lot of the artists we bring on the show release art on places like fx(hash), doing long-form releases where the code has randomness built in and the outputs exist in the space the algorithm can provide. In your interview with Ken, you mentioned that you don't really use randomness or noise -- you were talking about the Upward Spiral series, where each piece was structurally identical and only the color of the pen differed. So since you don't really release long-form projects, at least that I'm aware of, but you have this huge fan base and collector base among people who enjoy generative work -- where do you feel your work sits in this web3 NFT world of what we call generative art? How do you define "generative-ness" as it applies to your work?
Marcel Schwittlick: Quite a bit before the NFT thing for generative art took off, I'd already said goodbye to generative art in that classical sense, because I was interested in many other approaches -- I felt like it was kind of exhausted. But my spirit as an artist is always trying to find out what's really interesting to me, and I zoomed out a level, which is why I started labeling my art "electronic art" instead. It's difficult to say, because that's the lowest common denominator -- there's always electricity involved. But it doesn't really matter.
For me, generative art has something to do with not having control over the system you're creating. There's a system that's somewhat defined, like an algorithm -- and an algorithm is also like a cooking recipe. Looked at that way, there's still generativeness worth being interested in. The Upward Spiral work isn't classically generative -- in fact, it's about as un-generative as it gets, because it's literally sine and cosine to make a spiral. All 144 pieces are structurally identical. I've never done anything like that before: I'm literally playing back the same record 144 times, the same file, the same algorithm. What's out of my control is that every one of them is still different and unique.
The variation happens on a microscopic level. The textures on these works are like a zoomed-in portrayal of the surface of the paper -- a system out of my control, full of irregularities. Whenever there's dust, or a piece of sand, or a hair under the paper, it gets magnified to a degree I wasn't expecting. It was kind of crazy. That was a strong point for me personally: even doing the exact same thing, there's a random function that happens whenever you bring it into the real world, because there's always variation and noise happening naturally. I'm not sure if that's something viewers are struck by too, but I don't really know what I'm doing most of the time -- I'm literally trying things out and learning as much as I can.
This series in particular was a real risk. It took two years, working on it daily, and I'd never done a project of that scale before. You go through waves -- there were many times I thought, "What the fuck are you doing, Marcel? You're wasting your time on this, it's completely pointless. Why don't you go a bit crazy and do something else?" In retrospect, the strength of the series was in limiting myself -- not making each piece a unique work with its own little concept, but holding tight, trusting the process and the original idea.
Usually iteration doesn't take two years. Usually, with classical software, you click a button, get 144 black outputs, and think, "let's change something here," and do it again. Here the iteration was very slow. It was a huge gamble whether I'd be happy with it, because there was no turning back after a certain point -- my goal was to pull it through. I learned a lot from that, not really about software, but on a higher level, about what it means to create and to give real space to reflect and think.
That's what I like about anything that ends up on a plotter -- the rendering process takes time. I love that even about rendering JPEGs: the computer is busy, maxed out at 100%, and you're like, okay, now I have time to think. In other situations you're drawn toward acting, creating, adding something. But here you're done, and the work keeps happening internally. I've come to really appreciate those spaces where you can't be active and just have to think -- they show up differently in every project. Lately, spending a lot of time in the darkroom, there's another level of that, because you have to be around the process and can't do anything else. It's crazy. I'm not sure if I intentionally seek it out, but it definitely enriches the project when it takes time.
Will: There's something monastic about it. You mentioned it takes twelve to fourteen hours to make one of the Upward Spiral pieces. I'm not sure how long the Luminograms take, but with generative art and long-form work, we're primarily dealing with tokenized pieces that aren't necessarily produced physically -- or if they are, they're printed through a high-end inkjet printer, or maybe in some cases plotted.
Marcel Schwittlick: Mm-hmm.
Will: But you have to sit and spend an entire day in the studio, swap the pens, babysit the machine, fix the motor if it starts to fatigue -- I know a lot of those parts wear out and have to be replaced. There's a fascinating amount of patience and dedication behind that. I was planning to ask this later, but it's a question we ask a lot of guests: what do you listen to while you work? Does the music influence how the machine works or the outputs? Are you in headphones, or in quiet reverence of the machines as they work, focused on making sure everything's running? What's the vibe like as you're going through these processes?
Marcel Schwittlick: I don't think there's a consistent thread. Today I was listening to Linkin Park, which I haven't done in a while -- that was fantastic. Oftentimes I'm just listening to the sounds of the machines -- for the Upward Spiral pieces, they were really happening right next to me, and it was its own sound, melodic and rhythmic, pleasant to live by. I listen through speakers, not headphones -- loud, a lot of UK electronica, '90s Reflex Records, Warp, a lot of electronic music, rap, reggae. It depends on the day. But often, honestly, I don't listen to music at all.
Will: Just the sounds of the machine.
Marcel Schwittlick: Or literally nothing. Even hearing nothing at all -- that's been the norm lately. Silence.
Will: A big part of your work these days, and what we know you for, are the plotting machines, the drawing machines you use. What's the story of how you started collecting them? There are plenty of modern machines available at a hobbyist scale, but I know you've gone beyond that -- you've built your own machines, and you collect vintage machines, even machines that weren't originally meant to be plotters, which you then modify. What's behind that borderline obsession? Can you walk us through your collection -- what do you have going on in your studio right now?
Marcel Schwittlick: It started with the paintings we talked about. Before I was working with plotters, the works were already meant to be plotted. I've sometimes categorized it simply as: either you're working with pixels or you're working with vectors. I was always working with vectors, feeling like you can hold onto the structure of the work more. Once you render, you get pixels, and that's kind of a one-way compression -- you can't go back and keep working on it.
In retrospect, it's pretty natural -- everything that was staying in the digital realm was screaming to be plotted. That definitely comes from my inspiration by the early computer artists who were forced to use plotters whenever they wanted to visualize their work. It's an interesting generational step. It happened gradually -- it took time to build up the space, physically and mentally, to work that way, because it takes real dedication, and a lot of it stays behind the scenes. It's a bit like an iceberg -- most of the work isn't visible. But that's cool, actually.
I got all kinds of little kits. In the beginning it was absolutely horrible, but I still managed to make a couple of series, fairly long ones, and sent them around the world to friends -- this was before NFTs, interestingly. Like with anything, you go deeper into the material you're working with. I was always looking for a way to bring digital works into the world in the most native way possible -- so, printing.
Will: Right.
Marcel Schwittlick: That works fantastic for pixels. But when the structure -- the data -- is really the work, drawing machines are, coincidentally, what works. Right now I don't even know exactly how many, but there are forty or fifty drawing machines in my studio that I've collected. And before I started collecting, I built a big drawing machine myself that I used for the Upward Spiral pieces -- that was also a really long process. Cried a lot. I made big breaks -- throwing all of that stuff in the corner and not touching it for a year, because it didn't work like a tool. You always had to twist something, and it's falling apart, it's drifting, it's missing steps, something's fucked. I kept thinking, God, I wish software didn't act up like that. But if you can bring these kinds of machines to a level where they actually work like a tool, you're working with them on another level, beyond just fiddling with them.
In the end, I managed it. This machine still works -- I used it for the most recent Luminogram series and for the Upward Spiral series. It's fantastic, but very slow. I found these plotters on eBay, '80s machines, and learned that some really capable engineers spent many, many years developing them. It's basically impossible for me to build such a machine myself -- there's so much functionality that it would take years and a lot of money to develop. Each of these different models has something special about it, which I only discovered during the process. That was fascinating, because it became part of the work itself -- figuring out how to make a composition work on one certain machine became part of the piece, and learning what was unique about that machine became part of it too.
That makes it very special for me, because many of these works aren't really reproducible any other way. I like that it's recycled -- it makes it crisp, singular, the only way to do it. I don't know if that makes sense, but yeah.
Will: I noticed with the Octet series -- you posted videos of the performance -- that the machines you used there, rather than having an arm that goes around and plots like a lot of the more modern plotters, only move the pen on one axis and use wheels to move the paper back and forth. So you get your two axes of movement by moving the paper in conjunction with the pen. That's probably great for adding speed in certain directions, but maybe less suited to certain arcs or other shapes.
Before we get to Octet, I wanted to ask about The Long Run, a shorter series -- five or six pieces exploring antique pens that might be 40 years old, depending on where they were sourced.
Marcel Schwittlick: Yep.
Will: And the ink degrades differently between them. How did you go about finding those pens, and where did the inspiration for that project come from? They're really cool pieces, and I think a lot of people aren't even aware of them -- they're kind of hidden away on Foundation somewhere.
Marcel Schwittlick: Hidden somewhere on Super Rare, actually. I don't really know where the motivation came from -- maybe it was the idea of making a series that's short by necessity rather than by choice, but still concise, maxed out in its variations. I just remember that these old pens are special plotter pens from the '80s, and there's a huge arsenal of different types -- it's crazy how much detail went into these ways of putting color on paper. I have magazines about it; I'll show you sometime.
Why did I use them? Because it made the process feel out of my control. I couldn't just go and buy more -- it became about recycling and finding instead of creating, a bottom-up approach instead of top-down. I had three pens with one machine, plus a few more lying around, all completely dried out from not being touched for 40 years. I'd been collecting them and using them here and there in a freestyle way to try them out, but they weren't reliable, because what was inside them determined the result -- like these cursor lines, you're still surprised, because you don't have control over saying "I want this exact RGB value." You just work with what you've got.
I'd collected quite a few, and then I realized the machines I use have a pen revolver that holds up to eight pens, switchable automatically via code. I counted and found I had eight yellow pens -- that fits. I love finding those little coincidences. Turned out I had exactly that many of a few colors, and no more existed.
Will: Yeah.
Marcel Schwittlick: Eight reds, eight blues, eight blacks, eight yellows. I tried them out, and they were still quite varied, not at all the same. So the piece became about portraying that variation. This is where the generative aspect comes in again -- it's a system out of my control, but a small one: I had this limited set of possibilities, but there's still an umbrella bringing it together, making it concise. And displaying that variation felt beautiful to me -- color degradation like that just doesn't happen digitally, so it's something unique to this physical world of pigments.
For me it was a way to round up and finish these pens -- I wanted to find a way to empty all these old pens and let go of them, let the past be the past. It came together nicely; I found a way to empty them all and it just fell into place. When you draw lines with a pen, these works are actually made of dots -- really, really small ones. If you want to truly empty a pen, you can't just move it across the paper -- you have to dot, dot, dot, dot it out. So that's what I did: I don't know how many million dots per piece, but a lot. It took sixteen, eighteen hours for one piece or so, even doing about thirty dots a second -- really fast. For me it was a poetic, monumental way to finish something, without forcing a design-y approach onto it. I just wanted to let them speak for themselves and get the dots out there.
Will: I think they're phenomenal. I aspire to own one one day.
Marcel Schwittlick: Hey, thank you.
Will: I encourage everyone to go check those out on Super Rare -- they can find them through your website. Let's jump back to Octet. This was the first piece of yours that I collected -- you were kind enough to let some of the folks in TENDER onto the reserve list.
Marcel Schwittlick: Right.
Will: Two questions. First, which of the different performances -- you broke it up across a few days -- was your personal favorite? Second, you mentioned in the writing on the piece that you used A.I. in the process of coding it. Was that a one-time thing, or do you have an ongoing practice with A.I.? What inspired you to incorporate it into this project, and what's your general view on using it?
Marcel Schwittlick: Happy to tell that story. I'd been talking about this project for a year or so before it actually happened, and it was hard to communicate what I was planning to do. Luckily Petra, from the former TZ Connect dSPACE -- the Tezos space in Berlin -- said, "Marcel, we're closing down, go for it," and I got a little funding, which otherwise wouldn't have been possible. It still wasn't a net-positive project in the end, but I thought, okay, go for it, Marcel -- one month, let's go. Then I realized: shit, I need half a year to execute this, because it takes a lot of software development to make it real-time.
I didn't want to make a performance where you might as well just press a button and let the thing run autonomously for an hour without needing to be there. I wanted to create something like an instrument -- where you have some control over what's happening, but it's complex enough that you don't fully know what's going on all the time. That worked well: I genuinely had no clue what the hell was going on in the middle of the performances, but I still had a way of gauging it.
As for A.I. -- I'm not actually a huge fan of the whole A.I. thing. For me it's machine learning, and ChatGPT had come out a little before this. It was interesting for generating boilerplate -- within the project there was a lot of code to write for communication protocols. With graphics, it's fine if something's a little off, but with that architecture code, you don't want anything to go wrong. It's time-intensive, engineering-mindset work. ChatGPT was great for generating bare-bones stuff, like TCP connection handling, where there's no point reinventing the wheel. That worked perfectly for a few things. But very quickly you realize, as the creator, you can't rely on ChatGPT to continuously develop your big project -- in the end, you go back to doing it manually. Programming as usual. Within the work, the idea came from using cursor lines as a data input. I had eight different algorithms prepared that I could trigger by button press, each using different parameters — lengths, sizes, and so on. I wanted to put something in contrast to that, so alongside these human lines, I asked ChatGPT to generate code simulating cursor lines — human mouse movements. It did exactly what I expected: a concatenation of sine, cosine, noise, and so on. Really simple, and I used it just like that.
So within the pieces, you can see some lines that make you go "what the hell is this?" and others that are easy to understand, a little more normal. I wanted to put that kind of data in contrast. It's a very rudimentary AI inclusion, not really worth mentioning on its own, but the idea was to set real recorded data against synthesized data and see how they play together.
Will: You can check out videos of those performances on your website — it's really cool to see you setting everything up and then letting the machines go. It creates quite a... I don't know if symphony is the right word, maybe more of a cacophony, with all of them running in parallel doing their own thing. Being able to see it on video is a great part of the project.
Let's talk about your most recent work. You have an exhibition coming up at Paris Photo, and I believe the work will be exhibited on Verse — is that right?
Marcel Schwittlick: Yep.
Will: This is a continuation of the luminograms series you've been working on, which I think started with It Is What It Is. In one sense you're still working with a plotter, but with a different medium — light instead of ink, in a darkroom, on photography paper. I know from the descriptions that this piece is influenced by concrete art and concrete photography. That word "concrete" — to collectors like us without a deep art background — we've seen it come up before in generative art, typically around typography, but here you're working through photography and light. Can you talk about the concrete art movement and its influence on you, and what you're going for with these luminograms?
It Is What It Is — Marcel Schwittlick
Marcel Schwittlick: It's a big topic that found its way into all kinds of different media and art forms — concrete poetry, concrete photography, concrete art in general. It has one really strong aspect: freedom, independence from abstraction or figuration. There's no point of reference — the medium itself stands for itself. It's fascinating, and there's a lot out there for people interested in generative art specifically — there's a fantastic encyclopedia called Against Abstraction, for example, or Oulipo. A lot of this happened well before computers were practically accessible, which is funny, since it's an idea artists have been drawn to for a long time. It's absolute freedom in itself, and very concrete. I'm drawn to it a lot.
In photography specifically, there have been fantastic artists — in the '60s and '70s, and later too — who created work that, honestly, has a lot in common with generative or algorithmic art. I think maybe generative art is actually a subset of concrete art. You can't box any of this in completely, but I think there are huge similarities.
The idea is to explore the medium itself. Using machines to execute the work is almost a necessity, because otherwise you bring subconscious movements into it that you can't help. It's a means of removing your subjectivity as an artist from the work, so the idea can be portrayed as neutral and clean as possible — light and photographic paper, another little system I'm exploring as an engineer, a scientist, and an artist at once. All of these works pass through all of those lenses, which is why the execution is a real scientific approach. It's not "today I feel joyful and energetic, so I'm going to go wild" — it's something that happens very much in the mind. You can only explore the medium in real detail if you can repeat things precisely enough to actually study the materiality.
This has been really rewarding, and honestly the latest series has been really tough, because I learned how much photography is not just printing something out. It's a completely different world — different mindset, different workflow, different conceptual and mental processes, which I'm new to and happy to explore. I'm trying to bring it together with an algorithmic approach and see what works in the digital and what doesn't work in the physical. There are more problems and issues than you can imagine when you're doing something like this — which makes it a great playing field if you like solving problems and figuring things out.
In this series, I also split things — which I hadn't really done before, since I haven't made many digital-only works in the last couple of years. I got back into it here, partly to put them in contrast: a series of luminograms and a series of straight digital outputs, both from the same algorithm. I'm trying to see the strengths of each side. The digital ones have color and much more detail you can work with. The luminograms have a certain quality you can only see up close, in the light reflections — that's something that really drew me to the medium.
I also scaled these up — the previous luminograms were fairly small compared to the recent works. That meant dozens of liters of chemicals, huge trays — it doesn't scale easily, and it was a genuinely tough process. Not that I cried a lot, but it was difficult to tame the idea.
It Is What It Is — Marcel Schwittlick
Will: Does this series have a title?
Marcel Schwittlick:Composition No. 92.
Will: That's it? No subtitle?
Marcel Schwittlick: I don't think so. Sometimes the title just comes to itself, and I like it exactly like that.
Will: When I first saw the digital versions being shared, I assumed they were a blueprint for the physical pieces. Will these be sold in pairs — if you buy the physical, do you get the digital twin as the NFT? Traditionally — well, not traditionally, but a lot of the NFT work you've done has been a picture of the physical piece tokenized, functioning as proof of ownership, like a receipt. Are these separate, or tied together in some way?
Marcel Schwittlick: Completely separate — two series, one digital, one luminograms. I was honestly playing with the idea, but there are straight organizational issues. The worst position to be in as an artist is turning yourself into a print service. Imagine collecting digital pieces and people saying, "this one, please." I want to decide which works go which way, and go with the flow a little, rather than being forced to imitate a digital piece physically. I don't want to print something out just because it exists digitally — they have a connection through the fundamental algorithmic approach to how they're created, and that's it.
It Is What It Is — Marcel Schwittlick
Will: Got it. So we can look forward to both the physicals and the digital pieces being sold on Verse around the time of Paris Photo — which, we're recording this mid-October, is mid-November, right?
Marcel Schwittlick: I don't know, the 8th or 10th, something like that, of November.
Will: Here's kind of a weird question I've been thinking about a lot, and I hope it resonates with you, since so much of what you do starts physical but derives from code. I've seen a lot of conversation lately about NFTs and preservation and longevity — the virtues of being on-chain versus using IPFS, the stability of Tezos versus the longevity of Ethereum. As people get more invested in NFTs, they're starting to think: will these things be around in fifty years?
With your work, there's a physical component. With my Octets, for example, if I lost the wallet holding the NFT, that would be a shame, but I'd still have the piece — there's video of the performance on your website, there's provenance. It wouldn't be the end of the world. Longtime listeners might remember I once told a story about thinking I'd accidentally destroyed one of my Octets — I won't retell it here, but you can go back to that episode.
What's your policy, as an artist who has the ability to reproduce something like Upward Spiral — you have the code, even if you don't have the exact pen anymore. If I held the NFT and something happened to the physical piece, how do you think about that? Is it "that performance is over, I'm not going to reproduce it," or something else? Since you work in this mixed digital-physical way, how do you think about preservation and longevity?
Marcel Schwittlick: If you accidentally tear apart your Octet piece, it's over. The piece is gone. I don't do things twice — I think it's boring. I don't want to repeat, I don't want to copy, I'm not remaking anything. It's kind of the nature of the pieces, too, especially with the Octet, where everything happened live, so I wouldn't even have the data to do it again.
It Is What It Is — Marcel Schwittlick
I grew up on the internet, so I have a technical inclination in my life, and I use blockchains because, fundamentally — I trust it, you know. It's something I'm more likely to trust than other systems. For me it's one of the only ways I could think of to digitally catalog works — not archive, catalog — because I don't have to take care of it myself. Whereas my website, I could just stop maintaining at some point. If there are other websites like Artsy, in a couple of years they might decide it's not lucrative anymore and shut it down, and that whole overview is gone.
That's the whole idea of decentralization, and I'm a huge fan of it — I think everybody working with software in art has an inclination toward that. At the same time, it's completely out of my control what happens if things go south. I could host a Tezos node to make sure it stays up, but then that's kind of pointless, because then I'm the only point of failure — which is contrary to the whole idea of decentralization. In the end it's like two rails: whichever fails first, the other one is there to verify it.
But for me, when it comes to works whose provenance is handled via tokens, the work is the work. I see NFTs very technically, as a tool — the same way I see machine learning. I don't know if that answers your question, but in the end, if blockchain goes off, I think we're going to have much bigger issues on our hands — like not having electricity, or more wars. You know what I mean?
Will: I figured that with Octet being performance-based, restoration wouldn't be on the table. But I was more curious about some of your other works, like Upward Spiral. And when we're done with the episode, I'll give you visual confirmation that the Octets are safe and intact — none of mine were destroyed. This wasn't a roundabout way of trying to get you to make me a new one.
I think with the bear market, people are starting to look at the prices of things like Tezos and think more critically about the longevity and security of these chains, even if there's another bull market coming. I've seen some concern bubbling up about Tezos versus Ethereum, and it seemed like a parallel to physical artists who have the ability to restore damaged work. But I think it's a fair policy to say, "No, that's it."
I was going to ask you more directly about Tezos versus Ethereum, but it sounds like you're pretty chain-agnostic. You have a decent amount of work on both, though more recently you've skewed toward ETH. Is that a price point thing, or more of an experiment to see what it's like to put work on ETH?
It Is What It Is — Marcel Schwittlick
Marcel Schwittlick: It kind of just happened — after ETH went proof of stake, I was fine using it. In the end, ETH is technically much more mature, and there are real advantages. With smart contracts, you can literally copy the code, modify it, deploy, and you're ready to go. Whereas on Tezos, everything is in Michelson, low-level — you can't just learn by example. It's an absolute disaster for people like us who just want to learn. It's probably good for businesses, because nobody can copy your IP, your contract architecture, whatever service you're offering — nobody can reverse-engineer and redeploy your thing.
So I like both. I've had really good experiences with each, and I don't think most collectors see much difference. Investment-wise, I understand ETH has an extra leg to stand on. But I'd be happy for Tezos to stay up — there are fantastic things built on it.
Will: It's the art blockchain first and foremost. No one wants to see its demise, or think about what would happen to all the amazing work that's been put there — a lot of yours included.
Marcel Schwittlick: The work still exists, though, even for the straight digital stuff — that shouldn't be forgotten. Even with a million fx(hash) projects, the work is still there even if the chains stop working. For me, tokens are a fantastic means of making this ecosystem economically viable. That's really important for a movement, for a scene. I'm thankful for that. Things were pretty stale before, and all of a sudden everybody came together again — that was fantastic. I think it helps the whole scene mature, get more voices at the table. I'm really interested to see where things go.
Will: Marcel, let's move toward wrapping up with a few rapid-fire questions. Based on a recent tweet, you're playing Diablo 4 — I imagine you're a gamer outside of this. What class are you playing right now? And have you ever played Magic: The Gathering, or anything like it?
Marcel Schwittlick: I'm actually not a gamer. The games I've played in my life, I can count on one hand — Counter-Strike 1.5, 1.6, Warcraft 3, Diablo 2, and Diablo 4. Right now I'm playing the one with the extra skeletons.
It Is What It Is — Marcel Schwittlick
Will: Necromancer.
Marcel Schwittlick: Necromancer.
Will: Are you worried at all about what this gaming is going to do to your library of mouse movements? Is it adding wild new gestures you didn't have before?
Marcel Schwittlick: That's interesting, actually. I play on PlayStation, but back when I played Warcraft, I did record my movements during that time, and it was different stuff. There's so much to explore there, being more contextual about what you're moving. But Diablo is pure enjoyment, leisure.
Will: Both Trinity and I are huge Magic: The Gathering players. We're always fishing to see who's out here playing Magic, but it's surprisingly few people, considering how nerdy this world is. You'd assume a lot more crossover, but another miss.
Marcel Schwittlick: I think I touched it ages ago, but it didn't stick.
It Is What It Is — Marcel Schwittlick
Will: All good. Another question we like to ask: who would you like to hear us interview on the show?
Marcel Schwittlick: Oh my god, that's difficult. I'd lean toward people who have nothing to do with NFTs, honestly — what I like about these conversations is that I draw a lot from them. I'm really interested in the people behind the work I like; it makes it personal. So, an artist not really working with NFTs — Karoline Kriczeki, for example. She's doing fantastic work, and I'd love to hear her speak about it. I'm not sure she's ever done anything like this before.
Will: Cool. To formally wrap it up — what's going on with Marcel in the future? What can we expect from you? Anything you want to plug? What's coming up after Paris Photo? More Luminograms? Where do you imagine the next few years going?
Marcel Schwittlick: No clue. I'm working on a couple of things, but I have no idea. Sometimes I think about stopping — no, I'm kidding, I've already tried too many times to stop. I have no idea what's coming, but I'm excited too. Let's speak again about that.
Will: All right, well — keep your eyes open for Marcel's work. Check out his website; it's full of amazing documentation, a lot of it accompanied by video. It's really cool seeing the lasers moving in the photo lab. Tons of amazing stuff to find there — we'll include links below, and in the notes if you're listening on a podcast app or Spotify. I think that's it. I think we did it, Marcel. Hope you had fun. That's the episode.
Marcel Schwittlick: Thank you, Will. It was fantastic. Thanks a lot, appreciate it.
It Is What It Is — Marcel Schwittlick
Will: That was Marcel Schwittlick. Look out for the upcoming release on Verse — it'll be exhibited at Paris Photo. Thanks to Marcel, I hope you all enjoyed it. We'll be back soon with another episode. Until then, bye everyone.
Marcel Schwittlick: Thank you. Bye-bye. Waiting to be signed.
Will: We're waiting.
Marcel Schwittlick: Always.
Speaker A: All right.
Speaker B: Hello and welcome everyone to another episode of Waiting to Be Signed, a very special interview episode. We're joined today by Marcel Schwittlick. Dialing in all the way from Germany. If you've been listening to the show for a while, you've heard his name a lot. If you've been listening to Ken's show, you've heard his name a lot. We love him for everything he's doing with plotters and all this cool stuff. Marcel, how's it going? Welcome to the show.
Speaker A: Hi, thanks for having me. Good to be here. I'm fine, how are you?
Speaker B: Doing well. Unfortunately, I just told you, you know, Trinity couldn't make it. Something came up last minute. So it's going to be just the two of us today. You, the guest, will do 90% of the talking. So really it's on you. So, you know, less pressure on our side.
Speaker A: Okay.
Speaker B: I think the best place to start, as always, is just for you to introduce yourself to everyone who's listening in case they might not know who you are and give us a little bit about your background in art and coding. How did you discover the blockchain, NFTs, and all that good stuff?
Speaker A: I'm not really sure where to start. You know, within our world, like I'm kind of known for plotter generative work stuff. Yeah. So that's what I've been kind of focusing on for the last couple of years. And it's been a crazy great time. I've been kind of managed to touch a lot of things which were on my mind for a really long time. So it was really great to have somewhat of an audience around, which was like very different to the years before.
Speaker B: Yeah.
Speaker A: the NFT thing became a thing like this. So it's a— it was a great experience for me to kind of share the stuff also, like, in real, real time, you know. Like, sometimes I just, you know, I'm a big fan of, like, freestyle, so I don't want to, like, over-design or over-engineer things. I just, like, kind of, like, want to move fast. And that was kind of interesting experience. Yeah.
Speaker B: Is your background— would you consider yourself, like, a coder first or an artist first? And how do those 2 things kind of intersect to bring you to where you are now?
Speaker A: I mean, yeah, it's a good question because it's not easy to answer because it's kind of like in the middle realm or something, right? So when I was like a late teenager or something, I came across the works of Manfred Mohr and Frieda Nacke and so on. And this was really fascinating for me. I always had to think for computers. I was like, you know, I spent my early teenage years on the internet also, like with modems and whatnot. And like on, I IRC. And then I came across this stuff and I was like, wow, that would like really hit kind of the spot. And it was like, it really spoke to me. And I remember I was like in the moment of like, do I want to study art? Do I want to study computers? Right. First, I was not really confident, still not really confident. And like studying art was not really like a thing. And coming from my background, it was, would be like, okay, cool. You want to be unemployed and whatnot. So. And I kind of knew what I wanted to do, you know, just have like a hunch, not, you know, I had no idea that I would be doing what I do right now, but I had the problem of, you know, like working with Processing in the beginning that I had no idea like how to do the things I wanted to do. So kind of like the technology was, I don't know how like graphics pipelines work, whatnot. So I studied computer science and like with a media focus or whatnot. So I You know, learned how OpenGL works or compression works, all of real-time multithreading, blah, blah, blah. Like, it was fantastic, really. I think it was a good decision to do that. Later on, I studied art, you know, like a bit later. In fact, there is a class called Generative Art in Berlin, which exists for about 10 years. Like, it's part of the University of Arts. And yeah, I joined that class and You know, I also liked the art school and it was a great experience actually for me to touch this, even though I'm not sure I really liked it a lot. I kind of did completely the opposite. You know, I've been doing like generative art, you know, straight digital before that for since I'm like a late teenager or something. And once I joined generative art studies, I did sculptures or just like worked with steel. I had no, you know, I don't know. It's like the resistance of, you know, what you're supposed to be doing or whatnot.
Speaker B: I noticed that even looking at your website and you have some of your works, or maybe it was even on Twitter recently, you shared pictures of generative or maybe algorithmically designed paintings that you had done that looked like they were probably done by hand, but not using a robot, right? Not using any kind of drawing device. Even kind of before you got into the plotter stuff, you were coming up with interesting ways to employ like generative techniques into creating art. Yeah.
Speaker A: Yeah, it's funny. I just came across, I was searching for something different. You know, I was going through my files or something. I was trying to find something and then, you know, you come across some other stuff. Throughout the whole time when I was, you know, like doing generative art or something like, I always had like, you know, my personal work, like, and what I kind of like did for myself, like to explore was always very graphically reduced or simple. You know, it's like coming from the idea of that the kind of the data is the aesthetic part and like how the rendering can be as simple as possible. Because like in, within like freelance jobs and so on, like the aesthetics was more important, but kind of from the art side, I was interested in the system of like what's going on and the graphical representation's gotta be as minimalistic as possible. People start like this, like, you know, with lines after all.
Speaker B: Mm-hmm.
Speaker A: And, um, with the time of like, you know, me getting deeper into like how computer art works and like what aspects there are. At some point I kind of wanted to develop the work that was so influential to me further. Yeah. Like kind of continue where maybe these artists have left off or like maybe are still working on, but like at some point I was like, all of these mathematical functions within which are representing the graphics there, I was feeling With my own work bored, like what I can do, you know, maybe it's just a lack of inspiration or something. And I was— I wanted to bring something that surprises me, you know, in the process. I think this is like a theme which many artists in that sphere are kind of struck by because you are kind of like the creator and the audience, like first yourself from your system. So it's a little bit of a meta creation. But I mean, there were parts where I was surprised, but In the end, kind of wanted to find like a little bit of a, bring the body in there or like something really unpredictable or something, you know, that I didn't really know what. And these paintings that you mentioned are, you know, related to what I like, one big topic, you know, that I kind of following for some time is like to work with cursor lines, cursor, you know, whatever you are doing like on your screen while you are browsing Twitter or whatnot. And like this kind of entropy, you know, like that you bring into the computer, your movement.
Speaker B: Yeah.
Speaker A: Was really surprising because I wasn't able to generate this type of data from nothing. And these paintings are like, you know, they're a little bit like augmented algorithmically. So like they are like laying flat on the ground. I got a projector like mapping like the lines that I want to draw on the board. You know, I just tried to like stay as close as possible to what the algorithm said, what was supposed to be done, right? So while I'm still actually not in the place to kind of do this type of stuff, Automatically, but I don't think it's really the point that this has to be completely hospital neutral, cleanly made without intervention. I did quite a couple of these. Yeah, it was crazy because it's big, it's pretty messy. I don't know, it's really heavy. Like acrylic paints, you know, it's not as expensive as oil paints, but like if you use like 50 liters or something on a piece, like it's definitely something. But there I kind of felt like I gotten really appreciative of the process that is away from completely virtual. You know, like, don't get me wrong, like, I love the computer, you know, like, I love what you— it's the most fantastic tool that you can have, you know, especially when you're writing software. It's so powerful. You can literally do anything, you know, like, kind of like time is kind of like your limitation, right? And I always wanted to bring something out kind of like have other layers conceptually in there, but like still be very crisp on the algorithmic foundation of that. And there are many examples of me trying this out. So like when it comes to today, when I'm doing series under a certain idea, I call them compositions number blah. And these are all compositions which are based on cursor lines. So like this is a thing that has been happening for quite some time. And like I'm trying to geometrically, conceptually explore the nature of these lines. And there is so much to be explored and done, like different ways of looking at them. Like I've been writing, you know, I don't know, my framework went through 3 different languages over the years of like me rewriting and like analyzing these lines and making in the end kind of like data visualizations if you want to be technical. But something that I also learned like really early, like in internship I did at Onformative, which is a generative design studio in Berlin, which was one of the few that existed in the world at that time, that if you got data, it doesn't really matter. You can turn data into anything. Like, you know, you can be trying to represent something or you can be completely free with it. So I don't really see it as data visualizations. I see it a little bit as the exploration of the data and of the unpredictabilities. And yeah.
Speaker B: You know, this was a detail that came out in the interview you did with Ken, one of the very earliest arbitrarily deterministic. You have, I guess, a script that you wrote that is analyzing your mouse movements, capturing every little line and arc and scribble that ends up just occurring through your day-to-day use of the computer. Where did that even idea come from, and can you talk a little bit more about that? Because, you know, a lot of generative artists, at least the ones that we've talked to, when they're working in things like JavaScript or Processing, like, they're using You know, the noise functions that might be native to those languages to then create a lot of like what we perceive as randomness in the final outputs. But you're drawing from this library that you've collected over, I imagine, many years of movements from your mouse. That's kind of like your noise function that you're drawing from, right? Or is that, is that too simple? I guess, am I, am I right on this?
Speaker A: Yeah, no, 100%. It's, um, I see it a little bit as meta-random. You know, because in the end, like my workflow is similar, you know, whether you're calling like random or noise or, you know, whatever, I'm just calling random into my collection of lines, really. It's just a source of entropy after all, right? So if you use like random or noise, you, you know, it depends on the language that you're using. Like the entropy is coming from either like when your computer started, you know, this pseudo-random somewhere it has to start from. This is a little bit the law of the big numbers. You know, if you have enough data and you sample randomly within that, you know, it's technically pseudo-random. But the distribution is very different. And there are very hard contrasts that would— if you would want to try to approximate this kind of data, like you would try to imitate that, you know, like if I would try to sit down and try to do an on-chain project of like simulating mouse lines in order to not be working with data, then it would be a step of imitating something. And I don't see the point. If the stuff is there and it's raw and it's interesting, then the point is kind of in exploring the qualities of this material. And It's still surprising me, you know, like, I guess I'm going to be stopping at some point to explore this, like, I don't know, but so far it's been going on. And, um, yeah.
Speaker B: You've got over 80 compositions, right? I don't know if you actually started the numbering from 01, but I'd imagine you've been working with it for quite a while, and you, you seem to still be able to plumb new ideas out of each iteration of that series. I wanted to ask you, kind of also related, Where do you find the generativeness in your work? And in particular, I guess the contrast between a lot of what we talk about in the show and a lot of the artists that we bring on are releasing art on places like fx hash, where they're doing like a long-form release where the code has a lot of randomness built in and then the final outputs, they exist in that space that the algorithm can provide. In your interview with Ken, you mentioned that you like don't really use randomness or noise. And I think in particular, you were talking a lot about At the time you were working on the Upward Spiral series where each one was identical and it was really just the color of the pen that differed from each composition. So the question would be like, since you don't really release long-form projects, at least that I'm aware of, but you have this huge like fan base and collector base amongst people who enjoy generative work, like where do you kind of feel like your work sits in this Web3 NFT world of what we call generative art? And like, how do you define like generativeness as it applies to your work?
Speaker A: Well, you know, quite a bit before the NFT thing for generative art was like taking off, I kind of said goodbye to generative art like that because I was interested in many other kinds of approaches, you know, like I think it was kind of like exhausted. But, you know, my influence or like my spirit that I can't— or that I'm exploring, that I'm, you know, just also like as an artist trying to find out like what is it that really Interesting to me. And I was going like one level zooming out or something, you know, that's why I started to label my art a little bit as like electronic art. It's difficult, you know, like to say, because that's kind of the lowest common denominator, because there's always like electricity involved, you know. I mean, it doesn't really matter, but like there are so many, you know, generative art, I think for me has a little bit of something to do with not having control. of the system or whatever you're creating. So like one thing is that there is a system that is like somewhat defined like an algorithm here. Like an algorithm is also like cooking recipes. So if you look at it like this, there is generativeness in that regards is kind of like still interesting. And for the upward spiral work, it's not like really classically generative because in fact it's the least generative that it can be because it's literally sine cosine in order to make a spiral. And all of the 144 pieces are structurally completely equal. Like, I've never done something like that. I'm literally playing back the same record 144 times, like playing the same file. This is the algorithm. And the thing that is out of your control is that every one of them is still different and unique. And the system is then like on a really microscopic level of where the variations are happening, because the textures on these works are Like a zoomed-in portrayal of the surface of the paper, which is then like a system that is out of my control because there are certain irregularities in there. And, you know, whenever there's like literally dust or like a piece of sand like under it or like hair under the paper, it's being magnified to a degree that I was not expecting. Like it was kind of crazy. This was for me personally, like a really strong point on that argument that even though you're doing the same thing, There is a random function which is happening whenever you're bringing it into the real world, because there is no— there's always variation and noise kind of happening naturally. And I'm not sure if this is, you know, whatever the people who are perceiving the work is also something that they're struck by. Still, you know, I don't really know what I'm doing most of the time. You know, I'm literally trying things out and trying to learn as much as I can. And this series in particular was quite a risk because at that time I mean, it took 2 years, like, on a daily to kind of do this. And I haven't done a project that had such a scale or like such a, you know, that was also interesting personally for me, like, as an artist, where, because you go through waves of like what you think of that, you know, like there were many times where I'm just like, what the fuck are you doing, Marcel? Like, you're wasting your time on this. And like, it's, you know, it's completely pointless. And this is like, why don't you do something like Why don't you go a bit crazy or like, you know, do something, right? And I think in retrospect also the strength in this series was like to really limit myself of like not bringing in, like making each piece like a unique work in itself within, with a little concept attached to it, but like kind of like hold tight and like trust the process and trust the previous idea. But usually the process doesn't take 2 years. Usually your iteration within the classical software Is that you click and then you have 144 black outputs and then you're like, oh yeah, let's change something here. And then you do that again. So the iteration was like very slow. So it was a huge gamble for me whether I'm going to be happy with it, you know, like, because there was no turning back after a couple of them because my goal was really to pull this through. And I think I've learned a lot during that, not when it comes to software, but like kind of on a higher level, what it means to create and giving really a lot of space to reflect and think. This is what I like about all of the stuff that's ending up on a plotter anyway, because you, you know, where the rendering process takes time, you know, I always love it also when you're rendering within software and even the JPEGs take long to render, you know, you feel the computer is busy, like everything is maxed out 100%, and you're like, okay, Now I got time to think, whereas in other situations you are like kind of drawn towards acting and like creating something or like adding something to it. And there you're like, okay, my work is done. And now, you know, the work kind of happens internally. And for me, it's these spaces of like, you know, not being able to be active and like kind of to think. I start to appreciate them a lot and they're coming over every, you know, within every project kind of in a different way. Like lately, Yeah. spending a lot of time in the darkroom. So there's like even another level because like kind of got to be around the process and really can't do anything else. And, um, that's crazy. So I'm not sure if I'm like intentionally going there, but definitely enriching to the project when it kind of takes time.
Speaker B: Yeah, I mean, there's something very monastic about it, right? And like you said, 144, I think you mentioned it takes like 12 to 14 hours to make one of those upward spirals. And I'm not sure how long it takes to make some of the luminograms that you're working on recently, but like you said, with generative art, with long form, where we're primarily dealing with tokenized pieces that aren't necessarily going to be produced physically, or if they are, they're just going to be printed through like a really high-end inkjet printer, or maybe in some cases plotted, right?
Speaker A: Mm-hmm.
Speaker B: But you have to sit and spend an entire day and block it out and be in the studio and Swap the pens and babysit the machine and fix the motor if it starts to fatigue or, you know, all the pieces, right? I know those, that a lot of those pieces wear out and have to be replaced. So there is a really fascinating aspect to the amount of patience and dedication you have to it.
Speaker A: Yeah.
Speaker B: I was planning to talk about it later in the episode, but this is kind of like a question that we ask a lot of people on the show who creatively like this is like, what do you listen to? Like, what do you do? Do you feel like the music that you might be playing influences the way that the machine works or the outputs? Are you just in headphones? Are you just in quiet reverence of the machines as they work and so focused on making sure everything is working? Like, what is the vibe like as you're undergoing these processes?
Speaker A: I don't think there's like a thread through that. Like today I was earlier listening to Linkin Park, which I haven't done in a while. So that was fantastic. Oftentimes, sure, like listening to the sounds, you know, I mean, this has kind of, you know, for the upward spiral pieces, like they were really happening next to me. But there's also a different sound. It was really like melodic and rhythmic and kind of pleasant to live by. I listen through speakers. I'm not a big headphone person. Like, I listen loud and I like a lot of UK electronica. Like, I don't know, like '90s Reflex Records and like Warp. A lot of electronic music. I listen to a lot of rap, reggae. I don't know. It's like, it depends on the day really. But oftentimes I also do not listen to music, honestly.
Speaker B: Just listen to the sounds of the machine.
Speaker A: Or literally nothing. Like, even when I'm not hearing anything, like, that's been the norm kind of lately too. Nothing. Silence.
Speaker B: Well, you know, a big aspect of your work these days and what we know you for are the plotting machines, the drawing machines that you use. So what is the story of how you started to collect these things?
Speaker A: Right.
Speaker B: Because there's, there's a lot of modern machines that are available at a hobbyist scale. But I know that you've gone beyond that. You've built your own machines and you collect vintage machines or even machines that aren't necessarily thought of to be like traditional plotters that you then modify. So what is behind that borderline obsession? And can you give us kind of a little oral walkthrough of your collection right now? Like, what do you have going on in your studio?
Speaker A: The beginning of that, you know, we talked about these paintings. So when I was not working with plotters, the works were already to be plotted. I've sometimes categorized it like so simply, either you're working with pixels or you're working with vectors. Yeah. And I was always working with vectors, feeling like, you know, you can kind of like hold onto the structure of the work more. And once you render, you got pixels and it's kind of like, it's a one-way compression if you want, you know, you can't go back and kind of, you know, you can't continue working there. And in retrospect, it's also like pretty natural, like, you know, all of the things which kind of like earlier were kind of staying in the digital realm, like they were screaming for being plotted. That definitely comes in a way through my inspiration of all of the early computer artists who like were forced to use plotters whenever they wanted to visualize their work. So this is an interesting generational step that is kind of happening there. And yeah, it was going step by step, honestly. Like, you know, it also took a little bit of some time in order to build up kind of space, like physically and also like headspace-wise, in order to work with that, because it really takes a little bit of dedication and things that are kind of staying in the behind the scenes or so. There's like, you know, a little bit like the iceberg, you know, the majority of the work is not visible or something, right? But it's— that's cool, actually. It was going like step by step. I got all kind of like little kits. Like in the beginning, it was absolutely horrible, but Definitely managed to make a couple of series that are also pretty long and like, you know, sent them around the world, like to friends or so. Like, this was like without NFTs also, but interesting that that happened. It's like with anything, like you are going deeper into the material that you're working with. And I was just always looking for a way to bring the digital works in the world in the most native way, right? So like printing.
Speaker B: Yeah.
Speaker A: is for me a thing that works for pixels absolutely fantastic. Yeah. So when the work is like kind of the structure, kind of like the data that is then for me, that is the work. Like, coincidentally, there are drawing machines that kind of like works. And right now I don't even know, there's like 40, 50 drawing machines that I got in the studio that I collected. And before I collected these, I built like a big drawing machine by myself that I used for the upward spiral pieces. But this was also a really long process.
Speaker B: Yeah.
Speaker A: Cried a lot. I made big breaks in between of like throwing all of that stuff in the corner and just like not touching it for a year because it didn't work like a tool, right? You always had to like twist something, do something, it's falling apart, it's drifting, like it's missing steps, like something is fucked. And I'm just like, God, I wish, you know, software doesn't act up like that, you know? But like, if, if you got these kind of machines and to bring them into a level of them working really like a tool that You're working with it kind of on another level, except from like kind of working on it. In the end, I managed, like this machine still works. Like I used it for the most recent Luminogram series and for the Upward Spiral series. It's actually fantastic, but it's very slow. And somehow I guess like finding like plotters on eBay, like, you know, '80s machine and kind of learned that some like really capable engineers, many of them have spent many, many years developing these fantastic machines. And like, it's kind of impossible for me especially to build such a machine because there's so much functionalities that would literally take you also years and like a lot of money in order to develop that. And each of these different models have a little bit of something special to them, which I just found out during the process, you know. Yeah, that was really fascinating because it kind of then also became Part of the work to kind of, you know, say I'm like working on a composition number whatnot and like trying to play around the creation process of making it work on one certain machine kind of became part of it. And I kind of learned what is the unique thing about that. And this was kind of like also became part of it, kind of makes it for me very special because many of these works I was making are not really like, we're not really able to do in a any other way. And I kind of like it that it's recycled, you know, it kind of like makes it a bit special and like crisp and like really only this one way to do it. I don't know if that makes sense, but yeah.
Speaker B: I mean, I noticed the Octet series, you know, you posted videos of the performance and the machines that you use there, rather than it being an arm that goes around and plots like we see in a lot of the more modern plotters, the machine only moves the pen on one axis and then has, I guess, like wheels to move the paper back and forth. So it's like moving the paper in conjunction with moving the pen, and I think that's how you get that 2 axes of movement. On the one hand, that's probably very good for like adding speed in certain directions, just being able to move the paper back and forth versus having to move the arm, but then perhaps less easier to draw certain types of arcs or other types of design. So before we actually talk about Octet, I wanted to ask you about The Long Run, which is a shorter series that you've done. I'm not sure if it's considered a composition. It's just, um, only 5 or 6 pieces exploring antique pens that might be 40 years old depending on when they were sourced from.
Speaker A: Yep.
Speaker B: And the way that the ink degrades and degrades differently between them. First question, how did you go about finding those pens that you used in that project, and where'd the inspiration for that one come from? Because they're really, really cool pieces, and I, I think that probably a lot of people aren't even aware of them. You know, they're kind of hidden away on Foundation somewhere. So yeah, can you talk a little bit about that piece and the idea behind it?
Speaker A: I mean, they are hidden somewhere on Super Rare. Like, this was for me— I don't really know where the motivation came from. Maybe it was the idea of like making a series that is not by choice but by necessity short, but still concise or like maxed out in its variations. The idea, I think it— I don't know, I just probably just like came in the chaos. And I remember just that like all of these old pens, they're kind of— they're special plotter pens like from the '80s. There's a huge arsenal of like different types, like it's crazy. You got some magazines like, I don't know, I'll show you sometime. Like it's crazy what kind of detail has been going into this way of putting color on paper, you know, it's crazy. And Why did I use these? Like, also in a way, like, because it kind of made it for me really special, like, kind of out of my control. Like, I could not just go and buy these and like manufacture. Like, it made it kind of— I don't know what it is, but it's like with this thing with recycling and finding instead of creation. It's kind of like a bottom-up instead of a top-down approach. And also I couldn't, you know, kind of like get more of these pens or something, you know. I got like 3 pens with one machine and like, you know, a couple of them lying around, like, all of them completely dried out because I haven't been touched for 40 years. And I was kind of I've been collecting these and like been using them sometimes here and there in a drawing, kind of like in a freestyle to try them out. But they were not like really reliable in that sense because it was not inside of them what was kind of on them, you know, like same, like these cursor lines, like, you know, you're still surprised by using that because you didn't really have control of, you know, I want now color RGB value XYZ. It's not possible because you kind of just got to work with what you got. Collected quite a few of them. And then I was like thinking, okay, the machines that I use for these, they have like a pen revolver, you know, they can hold up to 8 pens and you can switch them kind of automatically with, with the code. And I was counting, I was like, hey, I got 8 yellow pens. That fits. Sometimes things fit and I kind of like searching for these little things that's just like, okay, that's nice. Then I was going forward and I had like exactly that many of a couple of these colors and like more didn't exist.
Speaker B: Yeah.
Speaker A: So I had like 8 reds, 8 blues, 8 blacks, you know, 8 yellows. Then I tried them out and they're like very varied still, you know, it's not like the same thing. And so it was just trying to portray this type of variation. So in a sense, this is where the generative aspect comes into play again, because when you think about it as a system that's out of your control, for me, the system there was really small of like, okay, you got this system of like these possibilities, and it's out of my control of like choosing exactly, but still there's some umbrella kind of like bringing it together and making it concise. And for me, it's also beautiful to display it. This time and this variation is something that is, you know, like color degradation doesn't really happen in the digital. So for me, this is really interesting that it's something unique for this world and also for this world of these colors. So for me, it was They're kind of perfectly a way also to round up and like finish these pens. I think that's where it started from. Like, I wanted to find a way to empty all of these old pens and let go of them, you know, like kind of let the past be the past, like finish the old stuff that I found. And they kind of came together nicely. I found a way to empty them all and like just fell into place. And I— yeah, you know, like when you make lines like with a pen, these works, they're actually Dots, right? It's really, really small. But if you want to really empty a pen, you can't just like move it over. You gotta like dot dot dot dot dot like dot it. So that's what I was doing to I don't know how many million dots per piece or something. It's a lot. Like took a long time for each each of these sixteen eighteen hours for one or so. But it does it still does like thirty dots a second. Like it's really really fast. And yeah, for me it was a beautiful poetic round thing of like. Boom, finishing this, like, have, you know, also pretty monumental impression and kind of like not introduce like a design-ish approach of that I want to empty them in a beautiful way. I just wanted to kind of let them speak for themselves and like just get the dots out there. Yeah.
Speaker B: I think they're phenomenal. I aspire to own one one day.
Speaker A: Hey, thank you.
Speaker B: They're super cool. So I encourage everyone to go check those out on SuperRare. They can find them through your website. Let's jump back to Octet after that little detour. This was the first piece of yours that I collected. You were kind enough to kind of jump in and let some of the folks in tender on the reserve list there.
Speaker A: Right.
Speaker B: 2 questions I had about it. First, which of the different performances was your personal favorite? Because you kind of broke it up across a few days. And second, you said in the writing on the piece that you use AI in the process of coding it. So was this kind of just like a one-time thing? Do you have an ongoing practice with AI? What inspired you to incorporate AI in this particular project? And kind of an open question on like, what's your view and how you use it?
Speaker A: Yeah, happy to tell the story there. Just to make the introduction, I was kind of speaking about this project, I don't know, a year or so in the time before it actually happened, and difficult to make this happen, like to communicate what I was planning to do. And like, luckily Petra from the former TZ Connect dSPACE, like Tezos place in Berlin, was like, hey Marcel, we're closing down, go for it. Like, you know, I received a little bit of funding which otherwise would not be possible. You know, it's like, I mean, I still made— it was not a net positive project after all. So then, you know, I was like, okay, go for it, Marcel, in one month, let's go. And I'm like, shit, I need half a year to execute it because it takes quite a lot of software development in order to make this real time. Because I didn't want to just, you know, I'm not a fan of performance when you might as well just like press a button and like let the thing do its, you know, you can kind of design an autonomous piece that is just doing something for an hour. You don't need to be sitting there. But I really wanted to create something like an instrument where you do have a little bit of control over what's going on, but at the same time it's a little bit too complex so you really know what the hell is going on all the time. So That actually worked well because I had no clue what the fuck's going on in the middle of the performances. But at the same time, I had a way of gauging that. So then started the time to put that piece into place, like write the software for it, right? And AI, it's actually found its way in there too, pieces. Well, first of all, I'm not a huge fan of the AI thing. I don't know, for me it's like it's machine learning and ChatGPT came out a little bit before that. And it was kind of interesting, like, to generate all kinds of, like, boilerplate, you know, like within the project, there was lots of code to be written for communication, you know, like protocols and something that, you know, when you're doing, like, graphics, it's fine if something is a little bit off or something, you know, you might as— but within that architecture code, you don't want anything to go wrong. So it's like a really time-intensive and, like, really engineering kind of mindset that you gotta put on. And it was interesting because ChatGPT was able to generate all kinds of like bare bones, you know, whatever, like TCP connection stuff where it's really unnecessary to reinvent the wheel. So it's absolutely perfect. And a couple of these things like, you know, work that way, but really, really quickly, you as the creator have, you know, you can't rely on ChatGPT of like continuously developing your big project. You know, in the end, you're gonna go back to manual.
Speaker B: Yeah.
Speaker A: Programming as usual. So within the work, it also came out of the idea of me using cursor lines as a data input. And then I had 8 different algorithms prepared that I can trigger by button press and also using like a random, using different parameters of like lengths and sizes and blah, blah, blah. And I wanted on the works kind of to put something on in contrast. So I used these human lines and then I asked ChatGPT to generate me a piece of code to simulate cursor lines, you know, like human mouse movements or something, right? They did it exactly how I was expecting, like with the concatenation of like sine, cosine, noise, blah, blah, blah. It's really simple and exactly used it like that. So like within the pieces, you can see that some lines are like, hey, what the fuck is this? Like, and some are like a little bit like, easy to understand. And some, some lines are a little bit out of, out of the norm. So like, I wanted to put this type of data a little bit onto— into contrast. And it's very rudimentary AI inclusion in there. So not really worth mentioning, but it was kind of the idea to put real recorded data and like synthesized data a little bit in contrast to see how they play together.
Speaker B: And you can check out videos of that, those performances on your website. It's really cool just to see you kind of like setting everything up and then putting everything into motion and just letting the machines go. And it does create quite a— I don't know if symphony is the right word, maybe more of a cacophony of noises as they're all running in parallel and doing their thing. It's super cool aspect of the project is just being able to see it in video like that.
Speaker A: Yeah.
Speaker B: Let's talk about your most recent work, which We should definitely mention that you have this exhibition coming up at Paris Photo, and I believe the work will be exhibited on Verse. Is that right?
Speaker A: Yep.
Speaker B: And this is a continuation or another entry into like the luminograms series that you've been working on that I think started with It Is What It Is. I guess in one way, like, you're working with a plotter, but you're just doing a different medium, right? You're using light instead of ink and doing it in a darkroom on top of this photography paper. So if you can tell us a little bit about your inspiration, and I know from reading a little bit in the descriptions that this piece is like influenced by concrete art, concrete photography, which that word concrete, you know, to collectors like us who don't necessarily have a deep art background, we've seen it come up from time to time in generative artworks, typically with typography.
Speaker A: Mm-hmm.
Speaker B: But here you're using it through photography, through light. So maybe you can just kind of talk a little bit about like, what is the idea behind this concrete art movement and its influences on you, and then this project and like what you're trying to go for with these luminograms?
Speaker A: Well, it's a big topic, yeah, that kind of like found its way into— found its way into all kind of different media or art forms, right? So there's like concrete poetry, concrete photography, concrete art in general. And, um, it's got like one really strong aspect which is like about freedom And like independence of like abstraction or figuration. There is really no point of reference within something that has kind of this as an approach. It's really like the media itself that kind of stands for itself. It's really fascinating. There are so many, you know, especially for like people with interest in like, say, generative art. You know, it's a fantastic encyclopedia. called Against Abstraction, for example, or like Oulipo. And like, you know, a lot of, a lot of stuff has happened like way before computers in a practical way were kind of accessible. So it's funny that it's like an idea that artists have been drawn to for a long time. It's fantastic because it's absolute freedom in itself and very concrete. I'm drawn to it a lot You know, and when it comes to photography, there's been like absolute fantastic artists like who've been, I don't know, like, I guess, '60s or '70s, or, you know, also much later than that, have created work that in a way, you know, it has a lot from generative or algorithmic art, honestly. Like, I think maybe generative art is actually a subset of concrete art. Depends. Yeah. I mean, you can nothing, you can box nothing like Completely. I think there's huge similarities. So the idea is there to explore the medium really, right? And the reason to use machines to execute has a little bit— it's a necessity, I would say, because in other ways you would bring kind of subconscious movements or like aspects into the work, you know, that you can't really help not to. So it's, it's a means of like bringing your subjectivity as an artist away from the work, right? So the kind of idea can be portrayed as neutral or like as clean as possible. Lights and photographic paper, and this is another kind of little system, right, that I'm in a way exploring as an engineer, as a scientist, and as an artist at the same time. So like all of these works are a little bit through the lenses of all of these. That's why they are in a real scientific approach in the execution, right? Because it's not like running around like, oh, today I feel really joyful and like, you know, energetic, and so I'm gonna, gonna go wild, you know. It's like a thing which happens very much in the mind. And like this, you can only explore the media very detailed, right? Like otherwise, like you would not be able to repeat similar things in order to really explore the materiality. And like, this has been really rewarding. And in fact, also the latest series has been like really tough, honestly, because I learned so much on the way of like that photography is, you know, it's not just like printing something out. This is such a completely different world of like different mindset and different workflow and different conceptual and mental processes that are going on, which I am also new to and happy that I can explore it. And like, I'm trying to bring it together with an algorithmic approach and like see what kind of works in the digital and what does not work in the physical. It's something which is, uh, I don't know, when you're doing something like this, there is more problems and issues than you can imagine. Yeah, like, and so it's like a great playing field for somebody who likes to solve problems or like, like to figure things out. And in that series, also a little bit split, which I kind of did the first time because I've been not doing a lot of digital-only works in the last couple of years and kind of gotten back to it within that series in a way also to put them into contrast. So there's a series of like luminograms and a series of like straight digital, you know, outputs works like that are from the same algorithm. And I'm trying to bring it together and see like, what are the strengths of each side? Like certain things you can't do in any other way, right? So like the digital ones got color and you got so much more detail you can kind of work with. And the luminograms have, you know, a certain kind of quality, which you can only see when you're really far up close because there's the detail in the light reflections are really interesting. And there's something that I really drew to the medium also. I scaled these up a little bit, so the previous luminograms are kind of small, if you want, at least compared to the recent works. And that is crazy, like, you know, I don't know, dozens of liters of chemicals, like huge trays, you know, like it doesn't scale so easily. And, um, that was definitely a tough process. Like, it was, um, not sure how to say it in any other way. That was not that I cried a lot, but it was difficult to tame the idea.
Speaker B: Does this series, by the way, have a title?
Speaker A: The title is Composition No. 92.
Speaker B: That's it? No subtitle? No?
Speaker A: I don't think so. You know, sometimes the titles like kind of come to itself and I kind of like it exactly like that.
Speaker B: When I saw the digital versions being shared first, I kind of assumed they were like a blueprint for physicals being made. So will these be sold in pairs? Like if you buy the physical, you'll get the digital twin? of it that exists as the NFT? Because traditionally you've— not traditionally, right? But like, a lot of the work that you've done with NFTs has been a picture of the physical piece tokenized, and that functions as like the proof of ownership of the piece, I guess, or the receipt. So are those going to be separate? Or are they going to be tied together in any way, I guess, is the question?
Speaker A: They're completely separate. Like, it's 2 series with the, you know, one is digital, one is luminograms. I was playing with the idea Honestly, but there's like straight organizational issues of like, you know, thing is, worst position to be in as an artist is like, you know, turning yourself into a print service or something, right? So imagine like you're collecting like digital pieces and then people like, this one please, you know. I want to kind of decide which are the, the works and that go in which way and kind of also go with the flow a little bit because like that, like that's— I would be kind of be forced in And like, okay, try to imitate this digital piece, right? But I don't want to imitate one way to another. I don't want to print something out like they are, you know, they got a connection from the fundamental algorithmic approach to how they are created. And that's it.
Speaker B: Gotcha. Okay. And I guess we can look forward to both of those physicals and the digital pieces being sold somewhere on Verse right around the time of Paris Photo, which I think is in— we're recording this Mid-October, I believe that's like mid-November, right?
Speaker A: I don't know, 10th, 8th, something like this of November.
Speaker B: Yeah. Okay. So here's kind of a weird question, something that I've been thinking about a lot. And I think I'm hoping that this actually resonates or will apply to you in a way, because so much of what you do is like, has been physical first, but it derives from code. And, you know, I've seen some conversation recently about NFTs and preservation and longevity, the virtues of being on-chain versus using IPFS and like, The stability of Tezos versus the longevity of Ethereum. And a lot of people are now, I think, as they've gotten more and more invested in NFTs in particular, are now starting to think about, will these things be around in 50 years? With your work, there's this physical component. I kind of feel like with my octets, for example, if I lost the wallet with the NFT, that would be a shame, but I have the piece, right? I have this physical, you know, you've got video on your website. of the performance, that, you know, there's provenance there, I feel like it wouldn't be the end of the world. If my piece were destroyed, and longtime listeners of the show might remember I told a story about an instance where I actually thought I had accidentally destroyed one of my octets. You can go back to that episode and listen to it. I won't retell it here. What is your kind of policy or your thinking as an artist where you have the ability to reproduce something like an Upward Spiral, right? Like you have the code, you might not have the exact pen anymore, But like, if I held the NFT and something happened to the piece, yeah, in terms of preservation, in terms of like longevity, like, is it, you know what, sorry, like, that was it, that was one, like, that performance is over, I'm not gonna reproduce it? Or like, how do you kind of think about that? Because you do do this mixed digital physical thing.
Speaker A: So like, if you accidentally tear apart your Octet piece, it's over. The piece is gone. Like, um, you know, I don't do things twice. I think it's boring. I don't want repeat. I don't want to copy. I'm not like remaking or something, you know. It's kind of the nature of the pieces also, especially in the Octet where there's absolutely no, you know, everything happened kind of live, so I wouldn't even have data to do it again. You know, for me, like, I grew up on the internet, right? So I have a little bit of a technical inclination in my life, and I'm using blockchains because I'm really actually fundamentally What's the word? Like, I'm— I like it, whatever. I trust it, you know. It's some— something that I'm very more likely to trust than like other systems. And for me, it's, you know, one of the only ways that I could think of in a long way to digitally not archive but like to catalog works, because I don't have to take care of that. Whereas my website, I could just at some point like not do it anymore, and like this kind of stays there. If there's like other websites like Artsy, you know, in a couple of years they decide to Whatever, it's not lucrative anymore, stop it. So like this type of overview is also gone. So that's the whole idea of decentralization, which I'm a huge fan, which I guess everybody working with software in art has an inclination to. And at the same time, it's completely out of my control of what's going to happen in case things go south. Like I'm going to be hosting a Tezos node to make sure that shit is up, but then it's kind of Pointless because then I'm the only point of failure. It's kind of contrary to the whole decentralization idea. But in the end, it's kind of like in a two, you know, two rails, like whatever fails first, I guess, like the other one is going to be the one that is verifying it. But for me, the works, like when it comes to works which are drawings whose provenance is to be handled via the tokens, then the work is the work, right? And I see NFTs like very technical as a tool, the same as I see machine learning. You know, it's like, I think that's the kind of split that you can always see. I don't know if that answers your question, but yeah, like, it's, um, in the end, like, if, you know, blockchain goes off, I think we're gonna have really other issues at our hands, like, in the sense of, like, not having electricity or, like, having, like, more wars. You know what I mean?
Speaker B: I mean, I definitely figured that with Octet, it being performance-based that that would not have been on the table. But I was more curious to ask for like some of the other works like Upward Spiral. And when we're done with the episode, I'll give you visual confirmation that the octets are safe and intact. None of mine were destroyed. Yeah, this wasn't like a roundabout way of trying to get you to make me a new one or something.
Speaker A: Yeah.
Speaker B: But I thought it was just curious because, you know, I think with the bear market, right, people are starting to look at the prices of things like Tezos and starting to think more critically about the longevity and security of these things, even if there will be another bull market and things will be better. I think I have seen some bubbling up of concern about Tezos versus Ethereum, and I just kind of thought there was a parallel to people who make physical works and have the ability to restore them. But I do think it's a fair policy to say like, no, like that's it.
Speaker A: Oh yeah.
Speaker B: Yeah, it's very fair policy, but I was just kind of curious, like philosophically where you landed on it. And I think it makes a lot of sense. I was going to ask you a question more directly about Tezos versus Ethereum, but it sounds like you're very chain agnostic or you don't have a lot of concern necessarily. I think you have a decent amount of work on both chains, although more recently you've skewed towards ETH, I would say. But I don't know, is that just like a price point thing or is that just an experiment to see what it's like to put work on ETH?
Speaker A: I think it kind of just came, you know, after ETH became proof of stake, it was fine for me to also use it. And in the end, like technically ETH is much more mature and there's like some, you know, technically there's many advantages. Like even all of the smart contract code, you can like literally copy it, modify it, deploy, and you're ready to go. Whereas on Tezos, like everything is in goddamn Michelson low level, whereas you can't just like learn by examples, you know, it's absolute disaster. Bad for people like me, us who just want to learn. It's good for businesses, I guess, because nobody can copy your IP of a, you know, whatever your contract architecture is, whatever service you are offering. Nobody can just like copy it and like reverse engineer and like redeploy your thing. So I like both ways. Like, you know, I made good, really good experiences. I don't think there's a, you know, I think all or like most collectors also don't really see a difference. Whereas I do understand investment-wise, like when you are From that perspective, I guess ETH has got an extra leg on the floor. So let's see. I would be happy for Tezos to stay up, and I think there's fantastic things working on it.
Speaker B: It's definitely the art blockchain first and foremost, and I don't think anyone wants to see its demise and think about what would happen to all the amazing work that's been put there, a lot of yours included.
Speaker A: Yeah, I mean, the work still exists also for all of the straight digital stuff. I think that Should not be forgotten in a way, you know, like even there's like a million FX hash projects. I think the work is still there, even when the chains are not working. You know, like for me, the tokens are fantastic means of making this ecosystem also economically working out. I think it's really important for for a movement, for a scene, for that. So really thankful for that. And like things have been really stale before that, and all of a sudden everybody came together again. So this was a. Fantastic. And I think it also helps the whole scene to move forward, get mature like that when it's recorded, you know, and there's like more voices on the table. I think really interested to see like where things are going.
Speaker B: Well, Marcel, if you're okay, I think we should move towards wrapping up the episode. We usually do a few rapid-fire questions. First and foremost, based on a recent tweet that you made, You're playing Diablo 4. I imagine you're a gamer outside of it. So the 2 questions: what class are you playing in Diablo 4 right now? And do you also play other games like Magic: The Gathering, perchance? Have you ever encountered, like, played that style of game?
Speaker A: Well, I'm actually not a gamer. Like, I played, like, the games I played in my life, you can count them on one hand. I played Counter-Strike 1.5, 1.6. I played Warcraft 3. I played Diablo 2 and Diablo 4. And I don't know what I'm playing right now. The one where you can have the extra skeletons.
Speaker B: Necromancer.
Speaker A: Necromancer.
Speaker B: Are you worried at all about what this gaming activity is going to do to your library of mouse movements? I mean, is it totally going to add all these wild new gestures that you didn't have at all?
Speaker A: That's interesting, actually. Well, I play on PlayStation, but in the end, the movement— yeah, like I did play a couple of times Warcraft and like recorded during that time. It is different stuff, actually. You know, that's what I mean. It's not over. There's so many things to explore, like to also be more contextual of like what you're moving. But Diablo is pure enjoyment, leisure.
Speaker B: Both Trinity and I are huge Magic: The Gathering players too. And we're like always fishing to see like who's out here playing Magic, but it's surprisingly few people considering how nerdy this world is. You would assume a lot more crossover, but another miss there.
Speaker A: Yeah, it's— I think I made some touch points with it like ages ago, but it didn't stick.
Speaker B: It's all good. Another question that we like to ask is, who would you like to hear us interview on the show?
Speaker A: Oh my God, like, that's difficult, man. I would be leaning towards people who are not— got nothing to do with NFTs, obviously, you know, because what I like about this type of sessions and like conversations is like I draw a lot from this. I'm really interested in the people behind work and like stuff that I like. I have the feeling I learn a lot there and makes it really personal. And, you know, just artists who are not really working with NFTs, I guess, for example, Karoline Kriczeki, like she's doing fantastic work and I would love to hear her speak about her work. Not sure if I've ever gotten anything anywhere from her.
Speaker B: All right, cool. I guess to formally, formally wrap it up. What's going on with Marcel in the future? What can we expect from you? What can we look forward to? Anything that you want to plug? What's coming up after Paris Photo? Are we doing more Luminograms? Where do you kind of imagine your next few years going? What can you kind of leave us with to be excited about?
Speaker A: I have no clue. I mean, I'm working on a couple of things. I got no clue though. You know, I'm sometimes like, I'm thinking about stopping because— no, I'm just kidding. Like, I tried already too many times to stop. Like, I don't know, it's a Hey, I think you just gotta watch out. I have no idea what's coming. I'm also excited. So let's speak again about that.
Speaker B: Cool. All right, well, I guess just keep your eyes open for Marcel's work. Check out your website. It's full of amazing documentation of all of your works, and a lot of times accompanied by video. It's really cool seeing the lasers moving in the, uh, photo lab and stuff. So tons of amazing stuff to find on your website. We're going to include links to that below. And the notes if you're listening on a podcast app or on Spotify. I think that's it. I think we did it, Marcel. I hope you had fun. That's the episode.
Speaker A: Yeah, thank you, Will. It was fantastic. Nah, thanks a lot. Appreciate it.
Speaker B: Well, that was Marcel Schwittlick. Look out for the upcoming release on Verse. It'll be exhibited at Paris Photo. Thanks to Marcel. I hope you all enjoyed. We'll be back again soon with another episode. Until then, bye everyone.
Speaker A: Thank you. Bye-bye. The rail of the week. To be signed.
Speaker B: We're waiting.
Speaker A: Always.
Change log
—Initial transcript — auto-transcribed (AssemblyAI) and readability-edited.