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ToPlayAPawn



To play a pawn is often considered one of the weakest moves you can do in chess.

Whether or not I can actually play chess is irrelevant, because, whether or not we all know it, we are all playing the game. WIth 16 pieces per side, and 32 in total, the game of chess is but a reflection of the larger societies, both macro and micro, that we possess and exist in. To play a pawn was first conceived as an idea over two years ago, not yet as a collection, but as a feeling. One only knows how to play once they have been played, and even at a local level, the necessity of power dynamics, a cunning approach to decisions, and the effects of averse and misleading perception, leads one in to the need to be five steps ahead. 

Reflecting on the past four years, To Play A Pawn exists as a means to make sense of the ways in which overt and subtle decision making plays into the perception of an artist in the artist’s own mind. The tension between the familiar - the domestic sphere, suburbia, one’s own mind - against the friction of the future - advanced technology, the paradox of time, the frivolousness of memory - plants itself as a tug between the past, and wanting to exist in the present, encompassing pieces that represent both hybrids and personifications of devices, ideas, and fabrications of the past four years. To play a pawn questions whether or not one can ever be a move ahead, whether one decides to be played as a pawn, and the very way in which the artist decides their own fate. In its entirety, this collection is a fascination with perception and reception; with what is known, what is fabricated, what is done with the fabrication, and if truth can even be dictated. With this in mind, To Play A Pawn offers the viewer a choice: 1) to conform, 2) to exploit or be exploited, 3) to know or remain unknown.




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