Ruben Nusz was born in 1978 in South Dakota and is now a Twin Cities based artist who graduated from the University of Minnesota in 2001. Being a painter of considerable depth and restraint, Nusz constructs analytic frameworks …show more content…
Maser began painting graffiti on the streets of Dublin, where he soon earned the respect of other graffiti artists in Ireland and throughout Europe for his abstract style. He studied Visual Communications art an art school in his hometown, where he went on to establish himself as one of Ireland’s most leading visual artists working in the urban environment. Maser’s earlier work was inspired by typography, letterforms and sign paintings, but after 2010, his style transitioned towards graphic representations and geometric abstractions. His work demonstrates unassuming techniques with an emphasis on simplicity of form. I relate to the style of Maser through his abstract representations and color palette choices. His color palette is very vivid; he choses colors that are bold and eccentric, which I use in my paintings as well. I use color to communicate a story with viewers. The bolder the color, the more the eye is attracted. I have moved from intricate detail to more simple patterns and forms such as what we see is Maser’s …show more content…
In the case of these three paintings, the protagonist is appropriated from a 1992 video game called Wolfenstein 3D, which was one of the very first “first person shooters.” Wolfenstein is a series of World War II video games, originally developed by Muse Software. Wolfenstein 3D was released in 1992 and is a re-imagining of the Castle Wolfenstein scenario in first person with an emphasis on direct combat. Stealth and non-violent options are not present. In this game, you are an American soldier trying to escape a Nazi-controlled prison camp. The graphics are extremely flat and pixelated, however, the game was particularly violent in comparison to other friendlier family games of that year such ads Super Mario Bros., for example. In the game play, on the bottom of the screen there is a “Heads Up Display” where the player can see important information like health, armor, and ammunition. In the center of the heads up display there is a pixelated image of the character you are playing as a square jawed, crew-cut brute. As the player does their best to traverse or escape the dungeon, your health is inevitably widdled down by your foes, the image of the character you are playing becomes bruised and bloodied. The image is meant to function as a sort of mirror for the player to see “yourself” in