Hamza Kirbas

United States of America

After studying graphic design at the University of Silesia in Poland, Kırbaş completed a Master’s degree at the Hacettepe University Fine Arts Institute in Ankara, Turkey. Kırbaş’ multi-disciplinary practice encompasses 3D visuals, 3D animations, sculptures, installations, site- specific installations, and augmented reality. His works are conceived and shaped as a communication model between space, time and the audience. He takes subjects from daily life to establish links with the past, future and present. In particular, he transforms the moment we live into images that reflect the global scale and the effects these events have on our lives whereby the viewer is solicited to become an active participant.

Kırbaş has exhibited internationally. Venues include most recently the group show Presence at Cuchifritos Gallery and Project Space (2022, New York); Morrow Collective 50 years of the UAE Virtual Metaverse Exhibition (2021, Dubai); 34th Festival Les Instants Video (2021, Marseille); IN-SONORA 11 International Festival of Sound and Interactive Art (2021, Madrid); Video Art Miden, Meta-Thesis exhibition (2020, Greece); Cuvo Festival ‘Teen Game’ 2020 (2020, Madrid); FILE Festival (2019, São Paulo); 18th WRO Media Art Biennale (2019, Wroclaw); Hyperpossibility at CENTRALE FESTIVAL 11 (2019, Italy); SIMULTAN FESTIVAL XIV. (2019, Romania); 32nd European Media Art Festival (2019, Germany); BIG for the Wrong Biennale (2019, Copenhagen); Under the Subway Video Art Night 8th edition at JCC Harlem (2018, New York); VIDEOFEST2K18 at the International Biennial of Video art and Contemporary Film (2018, California).


Hamza_Kirbas_3D.jpeg

Circular Loops

Circular_Loops_Hamza_Kirbas_3D.mp4

In the ever-evolving landscape of digital art, a series of captivating artworks emerges, inviting viewers on a journey through the intricate intersection of playfulness, daily life, and the continuum of time itself. These creations, collectively titled "Gaming the Spectrum of Existence," are a mesmerizing exploration of how the concept of gaming metaphorically weaves together the threads of our past, present, and future.

These artworks beckon us to reflect on our own lives as a grand game, where we are both players and creators of our experiences. Through this lens, the mundane routines of daily existence take on new depth and meaning, revealing hidden layers of beauty, wonder, and excitement that often go unnoticed in the hustle and bustle of life. But the magic of this digital artwork goes beyond the present moment.

The artwork also invites us to consider the past and the future. The artist captures fragments of the past—nostalgic echoes of childhood games, dreams, and memories. Yet, these works are not mired in the past; instead, they transcend time, offering a glimpse into a future where playfulness remains a guiding force, fostering creativity, innovation, and joy. I

n this series, digital art becomes a bridge—a bridge that connects us to the timeless power of playfulness, that transforms the ordinary into the extraordinary, and that reminds us that life itself is the ultimate game we are privileged to play.

technique

3d

format

portrait

duration

01:24

year

2020

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Generative art
Generative art refers to a way of creating artworks using an autonomous system. In digital art, these are usually generated from code and algorithms created by the artist, often with certain predefined parameters or systems. Although these parameters guide the final outcome of the work, generative art is generally a surprising way to create artworks, as the results are often unexpected and the number of possible outcomes can be infinite.
AI
AI art is a branch of generative art that uses artificial intelligence. Unlike other generative artworks, AI artworks use specific complex algorithms and models derived from machine learning. The most common methods for creating AI art today are GANs (generative adversarial networks) or proprietary prompting platforms such as ChatGPT, Sora, Midjourney, or Dall-e.
3D
3D art uses 3D software such as Blender, Cinema4D, Houdini, or video game software such as Unity to create works of art. In 3D works, artists can either arrange assets (the 'objects' in a 3D artwork or world) that they have created themselves or purchased from other creators to create elaborate environments and scenes (an approach to 3D art called 'set dressing'), or specialize in sculpting, which involves creating their own objects and assets.
Photogrammetry
Photogrammetry is a specialized 3D technique that allows 3D objects to be created from numerous photographs taken of an object or scene from multiple angles. These photos are then compiled to determine the specific positioning, shape, and dimensions of the object in space, and then converted into a 3D model. Initially developed for engineering and urban planning, photogrammetry has become a way for artists to produce extremely accurate 3D models from real-life images.
Collage
An extension of the traditional, plastic approach to collage, digital collage involves searching for and cutting out multiple images, extracting them from their original context, and recomposing them in a new arrangement to create a work of art. Artists can use their own photographs or find images on the internet.
Illustration
Digital illustrations are created using software such as Adobe Illustrator, Photoshop, or Procreate. As with drawing on paper, the artist uses a stylus to sketch a figure or object, usually on a tablet, to construct a scene or artistic universe. Unlike traditional drawing methods, digital illustration is much more forgiving, as mistakes can be easily corrected and drawn elements and objects can be easily moved around within a scene.
Video
Video artworks primarily use a recording camera, but may sometimes include additional post-processing or editing to distort, modify or add additional elements to the image. Some artists use state-of-the-art recording equipment to create macro zoom-ins or time lapses, privileging fidelity to the subject matter. Others use additional softwares to significantly modify or warp the video, creating an alternative perspective on the world that surrounds us.

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