Valentin Golubkov, ‘Future Space’ (2024)
The impact of these new technologies of visual representation has been enormous, over a relatively short space of time, but it remains to be seen how significant or shaping such ‘artwork’ will be going forward. Here Golubkov has typed-in the parameters for what he wants, and an AI visual generator (it is not clear which one: there are several) has produced this image by triaging gigantic datasets of visual imagery, scraped from publically accessible online content, and confecting elements together. Millions of works of art are generated this way annnually; and impossible number with which to keep up. It is one of the distinctive styles or, we could say, schools of art of the 2020s.
The works of art created in this way can possess a superficial vividness and panache, although they will be inherently plagiaristic—in this image, the gigantic tanker-spacecraft is a variant of the Fenrir ships in the space-based massively multiplayer online role-playing game EVE Online—and will tend to include visual flubs, implausibilities of impossibilities that a human artist would not perpetrat. The classic ‘tell’ in AI generated portraits is too many, or too few, human fingers. Here the human figures are positioned close to and in some cases actually over the edge of the metal canyon edge.
A Fenrir spacecraft from EVE-online
Yet there is something in this image: for all that it was confected out of zeros and ones, it communicates heft, scale, something of the industrial-tech sense of wonder. And it is texturally an interesting work. That it cannot be attributed to a human artist, and the ethical problematic of a programme that steals to rework the art of precisely such people, notwithstanding, there is a sense that this mode is the true heir of the traditions of SF art. What could be more sciencefictional than a work of art created by machine?


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