Lauren Moffatt is an Australian-born artist working with video, performance and immersive technologies. Trained in painting, new media and audiovisual creation at UNSW Art & Design, Université Paris VIII and Le Fresnoy, she combines conventional, obsolete and emerging tools to build universes that span physical and virtual space. Her practice grows out of constant experimentation: she repurposes algorithms designed for other ends to generate digital geometry, and looks for textures that connect the physical world to the way it is digitized. The result takes the form of installations, immersive simulations and moving images that can leave viewers unsure whether they are looking at a painting or a digital object. Through them, she explores the ambiguous subjectivity of connected bodies and the frictions between virtual and physical worlds, digital and organic life.

Based in Valencia, her work has been presented at institutions and festivals including the Centre Pompidou, Villa Medici, ZKM, FACT Liverpool, Sónar, SXSW and the Sundance Film Festival. A 2025 laureate of the S+T+ARTS residency programme, she has been awarded or nominated for prizes including the DKB VR Art Prize, the Neuflize Innovation Grant and the LOOP Discovery Award. Her works are held in public and private collections such as the Bibliothèque nationale de France, The Fabbula Collection and the MAKMA Collection.


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Compost XII - Vertical

Compost_XII_-_Vertical_Lauren_Moffatt_3D.mp4

The Flowers for Suzanne Clair series is inspired by The Crystal World (1966), J. G. Ballard’s disaster novel in which an apocalyptic mineralization spreads across the world, turning everything in its path to crystal. The story is told mostly through its protagonist, Edward Sanders, as he witnesses the doom unfolding in beautiful prose describing the chilling opulence of the destruction. Suzanne Clair is a former lover of Sanders, and we encounter her through his lens as a tragic, lost soul. Rather than an ending, Suzanne perceives the crystal as an opportunity for a different kind of life, and her optimistic view stands out awkwardly in contrast with the other foreground figures. She seems like a naive, lonely victim.

Removed from this narrow context, Suzanne's ability to perceive the crisis as something other than an immediate existential threat, her willingness to engage with alternatives to doom, appears more interesting than the attitudes of the male counterparts who condescend her. It would have been interesting to see The Crystal World through Suzanne's eyes, to understand her as more than a prop character, and this nostalgia for a lost voice is the origin of the world of Flowers for Suzanne Clair.

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Within it, the Compost series explores forms of deceleration and regeneration, using video game technologies fused with conventional painting techniques.

The digital images and sculptures take sideroads, following a process made of accidents and dialogues with machines. This singular photogrammetry practice consists of working with a reduced number of photographs, varying focal lengths, photographing subjects too close, or causing willful errors when photographing moving subjects. The textures are then painted and blended into compositions in 3D modeling software.

By creating a digital strangeness and effects that associate the sublime with digital defects, these interventions return a measure of disorder and indeterminacy to the living.

technique

3d

format

portrait

duration

02:45

year

2023

Transport

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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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