Character Matrix, a group exhibition themed around characters, is coming to BUG, which is run by Recruit Holdings Co., Ltd. We will hold the exhibition in collaboration with artist Kazuki Takakura, a 2012 finalist at 1_WALL, the predecessor of the BUG Art Award. Takakura’s connections to us run deep: he has also served as a judge for the BUG Art Award, which was launched in 2023, and has had an input on the running of BUG and BUG Art Award. Through this exhibition, we will aim to create a space in which you can encounter things that are central to our message, such as “the dissonance this world needs” and “countless happenings.”

The exhibition will feature new works by six artists: Yume Aoyama, Sawako Kageyama, Tomoya Kuki, Kazuki Takakura, Romana Machin Tanimura and Takumi Hirayama. The works will center on original characters created by the artists. Visitors will be able to enjoy a range of works as they walk around, their point of view changing as they walk on slopes and raised walkway set up within the gallery. You can look forward to exploring a space in which the six artists’ works will be seamlessly displayed.

In Japan’s contemporary art scene, character art is dominated by anime-style bishōjo (cute girl) characters. But this exhibition will focus on a separate tendency: characters created outside anime and otaku culture.

To date, character art and design have been discussed alongside “narrative.” Since the 2000s, it has been theorized that our tendency to consume characters in conjunction with narrative is declining, but this is necessarily rooted in a viewpoint that privileges storytelling. Characters could hold the key to wholly different perspectives—ones that have been neglected in the postmodernist and otaku-oriented approaches to narrative and characters.

The aim of this exhibition is to pick up this neglected history and develop it. For example, characters in video games are there to be controlled, so they can be divorced from any narrative and still exist as the player’s yorishiro (an object inhabited by a deity). In other words, there is no need for them to assume a human form or take part in a human story. They are not unlike the characters created with merchandising in mind—stationery, toys etc—for films and series such as tokusatsu (special-effects-heavy) shows, which are based on set formulas (each day a monster shows up and is dispatched by the hero, who grows to a giant size). Looking further back, they also have something in common with the varieties of yōkai (ghosts and demons) and spirits.

The six artists participating in this exhibition are chiefly influenced by characters from games, toys, anime cartoons and tokusatsu shows from the 1990s onward.


Takakurakazuki’s comment

The exhibition will feature new works by six artists: Yume Aoyama, Sawako Kageyama, Tomoya Kuki, Kazuki Takakura, Romana Machin Tanimura and Takumi Hirayama. The works will center on original characters created by the artists. Visitors will be able to enjoy a range of works as they walk around, their point of view changing as they walk on slopes and raised walkway set up within the gallery. You can look forward to exploring a space in which the six artists’ works will be seamlessly displayed.

In Japan’s contemporary art scene, character art is dominated by anime-style bishōjo (cute girl) characters. But this exhibition will focus on a separate tendency: characters created outside anime and otaku culture.

To date, character art and design have been discussed alongside “narrative.” Since the 2000s, it has been theorized that our tendency to consume characters in conjunction with narrative is declining, but this is necessarily rooted in a viewpoint that privileges storytelling. Characters could hold the key to wholly different perspectives—ones that have been neglected in the postmodernist and otaku-oriented approaches to narrative and characters.

The aim of this exhibition is to pick up this neglected history and develop it. For example, characters in video games are there to be controlled, so they can be divorced from any narrative and still exist as the player’s yorishiro (an object inhabited by a deity). In other words, there is no need for them to assume a human form or take part in a human story. They are not unlike the characters created with merchandising in mind—stationery, toys etc—for films and series such as tokusatsu (special-effects-heavy) shows, which are based on set formulas (each day a monster shows up and is dispatched by the hero, who grows to a giant size). Looking further back, they also have something in common with the varieties of yōkai (ghosts and demons) and spirits.

The six artists participating in this exhibition are chiefly influenced by characters from games, toys, anime cartoons and tokusatsu shows from the 1990s onward.The world of “character variation”—which extends to yōkai, animism and polytheistic worldviews—has been left out of the strong mutual relationship forged between otaku culture and Japanese contemporary art since the 2000s. This exhibition will reconsider this world as a parallel ecosystem: a “character matrix” mandala.


About the exhibition

The meaning contained within the exhibition’s title

“Matrix” is a technical term in mathematics, but for this exhibition, we are using the word to refer to things unfolding along a lattice pattern, with no vertical hierarchy. A “character matrix” is what Takakura calls the arrangement of characters in a network with no particular directionality, as in a mandala. The exhibition will display the variety of symbolic characters that don’t come with a story and aren’t associated with bishōjo (cute girl) anime — a subject that has been little discussed in art history.

A venue you can stroll around, with higher and lower levels, in which the artists’ latest works are exhibited

For this exhibition, there will be a raised section at the back of the venue. Artworks will be displayed both along the raised path (consisting of ramps and stairs) and underneath it. As they stroll around the venue, moving their bodies and shifting their perspectives, visitors will encounter the six artists’ works, which are seamlessly distributed across the space.

Aoyama, who is influenced by kaijū (monsters) from the Ultraman franchise, will present one of her latest paintings, which weave together the flat, smooth textures of characters from the 1990s onwards with the dirtier, less seamless textures of older characters. She calls these works, which she creates by stuffing animal skin with cotton then adding embroidery, puku-puku kaiga. This exhibition will feature her largest-scale Puffy Painting yet: one that depicts the legendary Yamato no Orochi serpent.

Kageyama will exhibit work of animations in which the characters’ malleable outlines are forever transforming, as well as a game for the metaverse (a 3D virtual space). The game is set in a pastel-colored metaverse environment with a pond and grassy plains, in the middle of which we find an avatar created by Kageyama. Visitors can play the game, moving the avatar with a controller to explore the virtual world.

From a young age, Kuki has been collecting character figurines from both Japan and abroad. The exhibition will feature 108 of his ceramic works, which are modeled on figurines. His characters, which display a whole range of expressions — sticking their tongue out, snarling, opening their eyes wide — will be placed all around the venue on stairs, shelves, the floor, etc. Stumbling on these works when you least expect it, you may think back to games of hide and seek or search-and-find puzzle books.*
* Picture books such as Where’s Waldo and I Spy, in which readers try to find specific people and objects within an image.

Drawing on Eastern thought and Buddhism, Takakura seeks to update the rules of contemporary art. For this exhibition, he has created hanging scrolls that features a mandala motif, combining hand-drawn pictures with images generated by an AI tool trained on his artistic style.

Inspired by collectible toys and cartoons, Tanimura depicts monsters of her own creation. Her eye-catching works are made with urethane foam and glue sticks, and colored with acrylic paints. For this exhibition, she has also created palm-sized sculptures, including a collaboration with Kuki and Hirayama. You can look forward to a whole new spectacle as their respective characters meet and mingle.

Hirayama will present a four-meter-high sculpture based on a certain monster. Because this clay work is liable to crack as it dries, a performer will regularly water it throughout the exhibition period. With humor, it depicts the role reversal whereby humans, who have long manipulated nature, are now being manipulated by it.


Information

Date

2024.8.30FRI 9.16MON

Opening Hours

11:00 — 19:00

Closed

Tuesdays

Admission

Free

Organized

BUG