Beyond the Simulation: The New Romanticism of Kristoffer Zetterstrand’s Virtual Landscape Paintings

Kristoffer Zetterstrand Landscape Painting

The ver­sion of roman­ti­cism tru­ly unique to the 21st cen­tu­ry expe­ri­ence may have already come from a less­er-known Swedish artist whose paint­ings of vir­tu­al worlds explored beyond the bound­aries of intend­ed game­play, name­ly the maps of Valve’s orig­i­nal Counter Strike, echo­ing a child­like won­der and desire for explo­ration even beyond the con­straints of vir­tu­al space.

Many peo­ple who’ve played video games for the first time ear­ly in their lives often share a com­mon expe­ri­ence of desir­ing to break out of the game’s intend­ed lin­ear path or play area. Some­times it’s a half-closed door, nev­er pro­grammed to be opened by the play­er yet reveal­ing anoth­er area of the world, oth­er times it’s a land­scape sep­a­rat­ed from the play­er by a chain-link fence or win­dow, just vis­i­ble enough to sug­gest it exists, but not reach­able through tra­di­tion­al means.

To younger play­ers unfa­mil­iar with how video games are con­struct­ed, it may as well be an invi­ta­tion to access a whole new part of the vir­tu­al world, and thus access more game to play, if only the bound­ary could be over­come. In cer­tain cas­es, you might sim­ply acci­den­tal­ly glitch out of bounds, with no inten­tion of leav­ing the game area, and find your­self in those same places. In any case, your first encounter with a sur­re­al, half-mate­ri­al­ized world is a sur­re­al expe­ri­ence, the sense you have reached some lim­bo state and the real­iza­tion there is tru­ly no world beyond the game. As adults, we’re aware of this real­i­ty, yet many still try to break out of bounds on pur­pose, either to see how the game and its mov­ing parts were made or even to get through a speedrun, all the while retain­ing some sense of explor­ing the unknown, even from the com­fort of being behind a screen.

Kristoffer Zetterstrand’s Virtual Landscape Painting
standard_average (2003) © Kristof­fer Zetter­stand

Swedish artist Kristof­fer Zetter­strand’s ear­ly paint­ings, unof­fi­cial­ly known as his noclip land­scapes, are oil on fiber­board depic­tions of those same places you were nev­er meant to reach. They are filled with vast skies, half-ren­dered land­scapes, emp­ty struc­tures, dis­tant hori­zons, and a strange, weight­less still­ness. The kind of qui­et that exists only when you have slipped beyond the edge of a con­struct­ed world. these are not tra­di­tion­al land­scapes in the plein-air sense, but images shaped by the act of explo­ration itself: drift­ing, hov­er­ing, mov­ing through spaces that were built but nev­er designed to be seen. If there was some­thing resem­bling a social con­tract between you and the game being played, it’s been bro­ken, and ahead lie no more promis­es of a cohe­sive expe­ri­ence.

Kristoffer Zetterstrand’s Virtual Landscape Painting
clear_close (2003) © Kristof­fer Zetter­stand

This sen­sa­tion of being unteth­ered inside a world is cen­tral to Zetterstrand’s ear­ly free-look paint­ings, a body of work paint­ed at the begin­ning of his career in 2002 and made by free­ing the cam­era inside 3D video game envi­ron­ments and cap­tur­ing what lies beyond their intend­ed bound­aries, specif­i­cal­ly the game most crit­i­cal to the LAN par­ty era of that time, Counter Strike 1.6. In these spaces, walls become thin skins, moun­tains reveal them­selves as hol­low geom­e­try, and the hori­zon dis­solves into light and tex­ture. Zetter­strand trans­lat­ed these dig­i­tal voids into oil paint­ings that resem­ble clas­si­cal land­scapes, yet qui­et­ly expose their arti­fi­cial con­struc­tion.

Kristoffer Zetterstrand’s Virtual Landscape Painting
blue_distant (2003) © Kristof­fer Zetter­stand

The ori­gin of these works is unex­pect­ed­ly inti­mate and strange­ly meta­phys­i­cal. In 2002, while play­ing Counter-Strike, Zetter­strand was killed mid-round and sud­den­ly found him­self drift­ing out­side the world of the lev­el, sus­pend­ed in what he lat­er described as a kind of vir­tu­al near-death expe­ri­ence, in the game’s free-look Mode, a spec­ta­tor state trig­gered after death, while the play­er awaits a respawn. In this mode, the play­er is no longer bound by grav­i­ty, walls, or objec­tives, but can fly freely through the map, observ­ing liv­ing play­ers, through moun­tains, and out beyond the edges of the con­struct­ed envi­ron­ment.

Past the final sur­faces of the lev­el there is noth­ing at all: no sky, no ter­rain, only flat black­ness where the graph­ics engine has noth­ing left to ren­der. Zetter­strand became fas­ci­nat­ed by this split real­i­ty, in which the inhab­it­ed world of 3D geom­e­try exists beside a void that is just as real to the machine. He then set to com­bine his for­mal train­ing as a tra­di­tion­al painter at the Roy­al Insti­tute of Art in Stock­holm and these expe­ri­ences, attempt­ing to depict the moment where space dis­solves into noth­ing­ness, treat­ing the black fields not as empti­ness but as the vis­i­ble edge of a hid­den sys­tem. In this strange after­life of the game, the “dead” play­ers are grant­ed a god­like per­spec­tive, able to see both inside and out­side the world at once, qui­et­ly observ­ing its log­ic while wait­ing to be reborn or for the round to end. Ulti­mate­ly, this led to the first gallery show of his career.

The next year, he fol­lowed up with anoth­er series of paint­ings and show, known as the Ter­ra­gen series, this time depict­ing scenes from the epony­mous 3D land­scape gen­er­a­tor pro­gram, often used by game devel­op­ers and mod­ders to cre­ate pre-ren­dered sky­box back­grounds for Counter Strike and oth­er games on Valve’s gold­src engine. The land­scapes are now com­plete­ly devoid of game­play, instead choos­ing to depict glitched and unfin­ished land­scapes, mys­te­ri­ous hang­ing in a seem­ing­ly all-per­va­sive atmos­phere.

Kristoffer Zetterstrand’s Virtual Landscape Painting
dense_distant (2003) © Kristof­fer Zetter­stand

The emo­tion­al charge of these works has deep roots in Roman­ti­cism, in par­tic­u­lar Cas­par David Friedrich’s Wan­der­er Above the Sea of Fog. The famous paint­ing places the view­er on the edge of an immense and unknow­able world, sus­pend­ed between pres­ence and dis­ap­pear­ance. Zetter­strand him­self acknowl­edges this influ­ence in a lat­er paint­ing fea­tur­ing the famous sub­ject of Friedrich’s paint­ing, now stand­ing on the moun­tain peak of a 2.5D dio­ra­ma, seem­ing­ly from an old DOS game. When he was even­tu­al­ly hired by Mojang to include a series of his paint­ings for the game, Zetter­strand chose this paint­ing in par­tic­u­lar as well as some from his Noclip series as some of the options for play­ers to hang in their homes inside the game, a full cir­cle ref­er­ence of how the vir­tu­al becomes real­i­ty and back again.

Kristoffer Zetterstrand’s Virtual Landscape Painting
LowMist (2003) © Kristof­fer Zetter­stand
Kristoffer Zetterstrand’s Virtual Landscape Painting
The same paint­ing as above as seen in Minecraft (2008) © Kristof­fer Zetter­stand / Mojang

The Ter­ra­gen and Free-Look vis­tas both cre­ate a sim­i­lar psy­cho­log­i­cal space, but with the human fig­ure removed. The view­er becomes the wan­der­er, float­ing through a dig­i­tal sub­lime that is both awe-inspir­ing and strange­ly emp­ty. Where Friedrich’s moun­tains evoke the pow­er of nature, Zetterstrand’s skies and float­ing struc­tures sug­gest the scale of sys­tems: vir­tu­al, archi­tec­tur­al, and tech­no­log­i­cal. Sys­tems that now shape how we expe­ri­ence space.

Kristoffer Zetterstrand’s Virtual Landscape Painting
blue_close (2003) © Kristof­fer Zetter­stand

At the same time, his paint­ings seem­ing­ly engage with the mod­ernist tra­di­tion of dis­tort­ing real­i­ty in order to under­stand it. In the ear­ly 20th cen­tu­ry, Cubism and its relat­ed move­ments frac­tured per­spec­tive into over­lap­ping view­points, an attempt to see one sub­ject from mul­ti­ple angles at once; Ital­ian Futur­ism tried to cap­ture speed, motion, and our dis­ori­en­ta­tion from expe­ri­enc­ing these extremes inside a sta­t­ic image. Zetter­strand applies these impuls­es to syn­thet­ic worlds. His land­scapes often con­tain con­tra­dic­to­ry light­ing, impos­si­ble depth, and geom­e­try that col­laps­es under scruti­ny. What looks like a calm hori­zon reveals itself as a frag­ile con­struc­tion, a high­ly lin­ear set of hall­ways sus­pend­ed in the air in front of a sky­box, itself hang­ing above a black void.

Kristoffer Zetterstrand’s Virtual Landscape Painting
sunset_average (2003) © Kristof­fer Zetter­stand

Unlike tra­di­tion­al land­scape painters who sought to doc­u­ment the exter­nal world, Zetter­strand paints the expe­ri­ence of mov­ing through con­struct­ed envi­ron­ments, an ear­ly pio­neer of the many gen­res that take heavy inspi­ra­tion from child­hoods and life­times spent in vir­tu­al spaces, whether they’re video games or social media, pre­dat­ing the work of con­tem­po­rary artists high­ly sought-after in the art world such as Gao Hang. His scenes feel less like loca­tions and more like moments of dis­ori­en­ta­tion: the pause before a hori­zon loads, the silence after cross­ing a bound­ary, the eerie calm of stand­ing inside a space that was nev­er meant to be inhab­it­ed.

What makes his work espe­cial­ly res­o­nant is how qui­et­ly it bridges cen­turies of visu­al cul­ture. The Roman­tic search for the sub­lime, the mod­ernist urge to frac­ture per­cep­tion, and the dig­i­tal age’s obses­sion with sim­u­lat­ed worlds all coex­ist on his can­vas­es. Zetter­strand uses tech­nol­o­gy the way painters once used opti­cal devices and pho­to­graph­ic ref­er­ences, as a way to see dif­fer­ent­ly, and to reveal struc­tures beneath appear­ances. A mod­ern-day cam­era obscu­ra for the age of ren­dered graph­ics.

Kristoffer Zetterstrand’s Virtual Landscape Painting
Over­cast (2003) © Kristof­fer Zetter­stand

It may seem unre­mark­able to paint land­scapes in a video game, a pre-ren­dered space will always be infe­ri­or to its real-life ana­logue, yet there is a depic­tion of an expe­ri­ence unique to mod­ern times that many have had, and its pre­sen­ta­tion not as pix­els on a screen but as oil on a can­vass grants that expe­ri­ence a kind of legit­i­ma­cy: it affirms this com­mon expe­ri­ence many have in expe­ri­enc­ing the medi­um and more­over it is the lat­est iter­a­tion of a much old­er human impulse to trans­gress the bound­aries of the giv­en.

In one inter­view, Zetter­strand reflects on the inclu­sion of some of these paint­ings in Minecraft and their recep­tion by play­ers: “One thing I’ve heard from fans is that the paint­ings, in their weird­ness, hint at some­thing mys­te­ri­ous – a big­ger world, some­thing beyond, It’s quite inter­est­ing, because a basic idea in games is that you don’t want to break the immer­sion.”

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