Sares

Argentina

Sares is a digital artist whose work captures aesthetic beauty within temporal chaos using mixed media techniques, including 3D, AI, and generative art. Viewing destruction and chaos as forms of creation, Sares explores the silent intersection of past and future in the present moment. His "AI Reflections" experiences invite viewers to reflect on the now by analyzing the passage of time and emotions shaped by personal experiences, seeking to introduce and analyze aspects of the psychology of the human mind within these digital spaces. Considering both history and future possibilities, Sares employs a digital process that controls information and data, creating procedural works that blend classical aesthetics with modern abstraction, transforming spectators into active witnesses. His creative approach draws from varied sources, including Wong Kar-Wai's atmospheric cinema which informs his use of saturated palettes and emotional temporality. Yuk Hui's cosmotechnics philosophy also guides his effort to root digital processes in deeper meaning, rather than mere technical execution. Through a deliberate practice of inhabiting the present moment, Sares allows intuition to shape the balance between chaos and order in his work.

With over a decade of experience in art direction and international exhibitions spanning New York, Beeple Studios, China, and Europe, Sares conveys reflective messages about lived emotions, often exploring the underlying psychological states they represent. Each artwork embodies a challenge to interpret the digital realm, break boundaries, and inspire positive change by impacting the present and shaping the future, always informed by the lessons of the past. Sares was a selected artist for the AI Hokusai Residency in 2024 and the Primavera Digitale Residency in Florence, Italy, in 2025.


Sares_AI.png

Umbra

Umbra_Sares_Generative_art.mp4

"Umbra" emerges as a profound reflection on the archetype of the Shadow—the complex of otherness and repressed identity. The piece is an inquiry into that psychic force which, anchored in the deepest strata of the self, contains the aspects of consciousness that have been denied or projected, giving rise to negation and internal conflict. Inspired by the primordial narrative captured in the generative dream, the work examines how the encounter with the reflection becomes the crucible that forces integration. The archetype manifests itself as the state of Essential Paradox: a condition of low coherence confronted with the terror of the paradox—seeing someone who is oneself, yet is not.

Through the piece, this principle of confrontation that inhabits the psyche is translated into a conceptual manifestation of the human mind. The work composes the form in which the being challenges the comfort of a fixed identity in order to reclaim its denied truth—that painful instant of recognition that defines totality. It is an invitation to meditate on the value of growth through the wound, exploring the connection between the stranger (the Shadow) and the self (consciousness), as the eternal archetype of necessary confrontation—the active principle that transforms denial into the synthesis of identity.

Negation. Otherness. A repressed and burning force inhabiting existence, the deep energy of the unconscious demanding recognition. The pulse of strangeness, the inevitable reflection. An intrinsic bond with the principle of integrity: the testament of the painful confrontation that precedes wholeness, glowing with the promise of synthesis.

“Umbra” descends into the essential core of the Shadow archetype, exploring identity through the principle of otherness and the primordial emotion of the fear of seeing oneself. The piece employs as its dynamic axis the primordial narrative of the encounter with the unwanted reflection—the moment in which consciousness confronts what the Ego refuses to acknowledge: the repressed, the displaced, the dark, and—with equal force—the undeveloped potential. Its integration marks the first threshold of the individuation process.

A quantum processing system interprets this information, revealing the state of Essential Paradox and the initial low coherence that shape the terror before “the other” who is the “self.” This approach turns the work into a mirror of the archetype and its capacity to reclaim the denied truth, expressing the human spirit’s ability to grow through the wound.

The conceptual narrative takes form as a data sculpture, an Organism that rises as a mirror of truth. It is a cartography of the repressed identity, a record of the chaotic and electric texture of low psychic coherence, inherent to the territory of negation. Red Poppies (Papaver Rhoeas) emerge as the symbolic core. Their tradition of memory, sacrifice, and resurgence—often associated with remembrance of the fallen, with dreaming, and with ritual blood—serves as the visual metaphor of the denied memory and of the wound required for integration.

The Shadow archetype acts as the active force that detonates confrontation, revealing how this otherness summons the identity challenge and allows the being to reconstitute itself in a new synthesis. The piece stands as a testament to Umbra’s ability to reconfigure the psyche, transforming it into a force that propels wholeness and delineates a future of complete identity.

“Umbra” transcends the mere aesthetic tribute to darkness; it asserts itself as a space of introspection that invites us to explore the value of growth through what has been denied, recognizing the Shadow as the primordial anchor in the reconstruction of identity and in the becoming of the self.

technique

generative art

format

portrait

duration

04:00

year

2026

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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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