Maxim Zhestkov 

(1985) is a video artist, and motion and graphics designer based in Russia. After high school he undertook a degree in architecture, which he followed by studying graphic design, fine art, illustration and sculpture. In 2009 he signed to Partizan.

At the age of six Maxim Zhestkov was given his first computer, a ZX Spectrum, and devoted his time to drawing huge and very detailed illustrations. He was also a keen gamer, and believes his enthusiasm for design and CG effects can be traced back to those days. After high school Maxim undertook a degree in architecture, which he followed by studying graphic design, fine art, illustration and sculpture.

He says: "There are no limits in graphics - everything you can imagine is possible. But I have to say I still love architecture. It all started with 2d illustrations, that smoothly turned into 3d illustrations and spaces. Then I developed a passion for architecture and graphic design. Then I realized that the most important thing is video art!"

 

Source: Maxim Zhestkov's Website

 

 

One of Maxim's practices is to browse through hundreds of pages on Wikipedia in search of inspiration from all different fields - nature, design, fashion, architecture, abstract painting, high technology, space. That's how he builds his designs. "Any composition needs to begin with one or two main elements. The smaller the elements, the greater number of them there should be. You need to start with one or two main ideas and gradually build up the smaller elements until the space becomes rich with life." Maxim also advocates bringing together incompatible elements, "as in a dream." All his ideas are the result of combining two or three stencils, using existing patterns to form new ones.

 

In another interesting practice, Maxim discusses working after being awake for 48 hours. As might be expected, his work habits are somewhat nontraditional. He believes that time management can interrupt the aesthetic of surprise. "If everything goes according to the schedule, I don't think that something will turn out at the end. I like when the schedule shifts. When you're working for 48 hours with no sleep, you feel everything around you quite differently. I really love those kinds of experiments. Everything becomes so crystal clear and the idea bends into new patterns. Those are moments of enlightenment.”

 

While Maxim admits to being scared each time he embarks upon a new idea, he also insists that a designer should overcome that fear by continually striving for change, allowing new ideas to take off instead of becoming complacent with the same old idea. Collaboration is another key to his success. “Collaborations give remarkable ability to think 2, 3, 4, 5 times faster and deeper. Simple comments can deploy new worlds and expose things that were on the surface, but you had not noticed.”

 

Maxim describes the evolution of his creativity: “It all started with 2d illustrations, that smoothly turned into 3d illustrations and spaces. Then I developed a passion for architecture and graphic design. Then I realized that the most important thing is video art.” When asked where he will go next, Maxim says, “it’s difficult to predict the direction of this path. I enjoy the process of creating, the search for ideas, finding solutions to problems. Most likely, there will be feature films at the end of this road.”

 

Most importantly, Maxim listens to himself and doesn’t let other people's opinions affect his work. “It is better not to be serious about comments. Other people's opinions don’t always mean something.” He concluded by saying, “I do what I enjoy most in the world. I invent situations and do design. I am very pleased that it is possible to deal with this every day for 18 hours!”

 

Source: 99%

 

 

Maxim Zhestkov, architecture, design

Reading

Digital Harmony (1980): On the Complementarity of Music and Visual Art – John Whitney, Sr. wanted to create a dialog between "the voices of light and tone." All of his early experiments in film and the development of sound techniques lead toward this end. He felt that music was an integral part of the visual experience; the combination had a long history in man's primitive development and was part of the essence of life. His theories On the complementarity of Music and Visual Art were explained in his book, Digital Harmony, published by McGraw-Hill in 1980. (Paradise 2012)

Audio.Visual - On Visual Music and Related Media (2009) by Cornelia Lund and Holger Lund (Eds.) is divided into two sections: the first deals with the academic discussion on the subject of visual music; the second introduces contemporary paradigms of audio-visual praxis in brief presentations and contextualises them. Apart from being a guide in the historical sense, this new volume provides theoretical approaches to understanding and making visual music. (Fluctuating Images)

 

SEE ALSO

Rewind, Play, Fast Forward (2010) – The Past, Present and Future of the Music Video by Henry Keazor, Thorsten Wübbena (eds.) brings together different disciplines as well as journalists, museum curators and gallery owners in order to take a discussion of the past and present of the music video as an opportunity to reflect upon suited methodological approaches to this genre and to allow a glimpse into its future. (transcript Verlag)

PMP is an audio-visual collective based in Singapore that focuses on the synaesthetic experience where sound and visuals interact in real time, steering away from the notion that audio and visuals are often the by-products of one another. Started in 2009 by Ivan, Felix and Bin, PMP’s music takes the form of minimal electronic music that fuses microsound, glitches and the sound of acoustic instruments. Visually, it is highly distinctive with generative visuals that reacts or controlled in real time. (PMP)

Synken (2007) by Berlin based Transforma is a fantastically spaced out, darkly romantic image-world. On a journey through splintering landscapes, strange characters try to make sense of their surroundings. A mysterious vagabond works as a medium between parallel worlds. Audio by O.S.T.. (Transforma on Vimeo)

One Minute Soundsculpture (2009) by Daniel Franke (We Are Chopchop) scored by Ryoji Ikeda and filled with visual shenanigans that correspond to the soundtrack. (We Love You So)

Sonic Graphics/Seeing Sound (2000) by Matt Woolman presents exemplary work from studios around the world in three sections: Notation analyses the use of sign and symbol systems in creating identity and branding for music artists, recording projects and performances; Material considers how products can package the intrinsic nature of the music they contain; and Atmosphere looks at how space and multidimensional environmeaants can be used to visualize sound. A reference section includes studio websites and a glossary. (Thames & Hudson)