Bidonville is the French word for slum. This series is a somewhat playful and naive take on unplanned urban areas - like a child's view on something terrible. It’s a reminder that such places exist all over the world. And that a quarter of world’s urban population live with poor access to robust housing, clean water, electricity, security … To emphasize this, the viewer is being given the power to give or take back access to water and electricity to the Bidonvilles. The piece revolves around t...
Bidonville is the French word for slum. This series is a somewhat playful and naive take on unplanned urban areas - like a child's view on something terrible. It’s a reminder that such places exist all over the world. And that a quarter of world’s urban population live with poor access to robust housing, clean water, electricity, security … To emphasize this, the viewer is being given the power to give or take back access to water and electricity to the Bidonvilles. The piece revolves around the idea of duality. It's both serious and childish. It plays on the contrast between the very crowded slum and the emptiness of the void it seems to float in. Bidonville talks about life and death, and the promiscuity between both in those wild and teeming areas. Hit [W] to toggle access to water, [E] to toggle access to electricity (only visible in night mode). Changes could take up to 30 seconds to show up. Thank you for your patience.
The original idea for Bidonville comes from a sketch of Brazilian favelas I made for Genuary 2022. My goal with this was to turn the concept into a long form series, give it some real variety, and flesh it out both visually and conceptually. It’s first intended as a reminder that such places exist all over the world. And that a quarter of world’s urban population live with poor access to robust housing, clean water, electricity, security …
I wanted to keep a playful feeling to it though. Slums ...
The original idea for Bidonville comes from a sketch of Brazilian favelas I made for Genuary 2022. My goal with this was to turn the concept into a long form series, give it some real variety, and flesh it out both visually and conceptually. It’s first intended as a reminder that such places exist all over the world. And that a quarter of world’s urban population live with poor access to robust housing, clean water, electricity, security …
I wanted to keep a playful feeling to it though. Slums represent much more than poverty to me. They also represent life at its fullest, wild and uncontrolled. Life and death. A lot of life and a lot of death all the time, both coexisting in the smallest spaces. That’s the duality I wanted to explore with this project. Promiscuity between life and death.
I first focused on producing various layouts while keeping a very crowded feeling to the composition. I’m using an irregular grid system so every available space within a predefined shape is occupied. The negative space with an empty background symbolizes the void associated to death. It’s here to bring a maximum contrast to the colorful and lively slum.
I also played with the idea of vertigo - which is something I personally suffer from in my everyday life. I initially wanted to diverge from the strictly representative works I had previously done and lean towards a more stylized approach. As I was working on layouts, I found an emerging pattern around verticality. The houses, walls and stairs of the slum seem to pile up on top of each other and create a precarious balance. Everything could fall apart at any moment there.
I also put a lot of effort in finding the right textures and colors. Aesthetically speaking, I’m fascinated by nature and its apparent chaos, and I tend to reject architecture and everything planned and built by humans. But there’s a thing about cityscapes seen from a distance. The diversity of colors and materials, the overwhelming details you get when you stand far from cities give a very organic feel to them. It reminds us we are tiny living things trying to organize in a huge chaotic system. Order as it’s viewed by humans can only exist at a small level. At a macro scale there’s nothing left but chaos. I wanted my work to bring that feeling to the viewer.