Temporalité et incises

Dans une note précédente, je me demandais si Syntax devait rester traduisible en code. Le trait posait déjà la question. Il traversait l’espace plutôt que la séquence. Les incises sont une réponse partielle à cette question. Le temps comme règle Depuis les origines de Syntax, cette logique séquentielle est ce qui donne du sens à […]

Should Syntax be able to run?

From the beginning, Syntax read as a program. Order 1, 2, 3. One form, then another, each with its consequence. I always said: this language comes from BASIC, it really runs. That was true. It was even my pride. Then I authorized the line. Only one condition: that it cuts a closed shape. A [...]

Frog and Fold

I wanted to bridge between two worlds that everything seems to oppose: digital art and traditional art. Not a merger, a passage. Something that exists in both, without belonging completely to any.

Human error enters Syntax

Syntax is a rigid language. A rule, a form, a logic. The class system is unambiguous: a shared instance cannot wear two different colors. It's an internal contradiction. Impossible. But what happens when it happens anyway? I'm exploring the idea of integrating human error as a vocabulary element in [...]

A question of color

Syntax was born simple. Forms, primary colors, strict grammar. A language that you learn to read before you can write. But Cryptofold changed something. Working on the layers, these superimposed strata that coexist on the same support, I started to feel a limit. The current color system does not [...]

Basic Brick Syntax 01

Here, the language appears in its simplest form: only two blocks, one to define the current color, the other to perform the filling. Each block is numbered and contains only one instruction — a minimum rule, posed as evidence, so that reading remains clear and the work behaves as a [...]

Redraw 6

A little too compact cube, too thin a grid, The shades move away, the edges simplify, and the shape slightly fluctuates

Redraw 5

The Game Boy is one of those objects that we still think we're holding in our hands.Its weight, its noise, even its greenish screen seems to be coming back as soon as we talk about it. A rectangle a little too square, a grey too light, slightly decentralized buttons. Colours contrast, lines tremble a little

Redraw 4

The NES is the first console we played with as a family. A grey rectangle, square buttons, and a sense of sharing that went beyond the game itself. I have redesigned it with its approximate proportions and slightly shifted colors.Not as the original object, but as the image remained in the collective memory of the house.

Redraw 3

L-Oric Atmos is one of those machines that sometimes comes back in memory, like an image that goes back in time. Its black case, its red touches, its look both strict and colorful... In the REDRAW series, every computer or retro console is rebuilt from a nostalgic momentum. The proportions slide, the details disappear, and the [...]