{"id":5706,"date":"2026-04-08T09:42:03","date_gmt":"2026-04-08T07:42:03","guid":{"rendered":"https:\/\/hacnumedia.org\/?p=5706"},"modified":"2026-04-08T10:20:00","modified_gmt":"2026-04-08T08:20:00","slug":"in-game-photography-the-rise-of-a-thriving-scene-reframing-the-medium","status":"publish","type":"post","link":"https:\/\/hacnumedia.org\/en\/in-game-photography-the-rise-of-a-thriving-scene-reframing-the-medium\/","title":{"rendered":"In-Game Photography: The Rise of a Thriving Scene Reframing the Medium<br>"},"content":{"rendered":"\n<p class=\"is-style-chapo\"><strong>In recent years, a new photographic practice has emerged: capturing images from within video games themselves. Known as in-game photography, this movement now encompasses a wide range of approaches pursued by both amateur and professional photographers. Who makes up this rapidly expanding scene? Are we witnessing a renewal of photography as a medium? A dive into a vibrant field that challenges the very nature of images while probing the political and intimate stakes of contemporary society.<br\/>    <\/strong><\/p>\n\n<p>For several decades, photography has had a presence within the world of video games. As early as the 1990s, photography appeared in titles such as <a href=\"https:\/\/www.youtube.com\/watch?v=ecMjFsoJAvU\">Gekisha Boy<\/a> or through accessories like the <a href=\"https:\/\/www.youtube.com\/watch?v=6-QOw3hDUz4\">Game Boy Camera<\/a>. Interest has recently been renewed by titles such as <a href=\"https:\/\/www.youtube.com\/watch?v=uxJfUr0ChIM\">Lushfoil Photography Sim<\/a> (2024) and <a href=\"https:\/\/www.youtube.com\/watch?v=zh0kQM0e6Oo\">TOEM<\/a> (2021), both photography simulators, or more unusually <a href=\"https:\/\/www.youtube.com\/watch?v=bJw7B8F_yD4\">Viewfinder<\/a> (2023), in which players solve puzzles by layering images and photographic planes. Yet while the link to photography seems obvious here, the camera generally remains at the service of gameplay; it is rarely diverted or interrogated as an autonomous artistic practice. Matteo Bittanti\u2014researcher, curator, and co-author with <a href=\"https:\/\/marcodemutiis.com\/\">Marco De Mutiis<\/a> of <a href=\"https:\/\/milanmachinimafestival.org\/fotoludica-book\">Fotoludica<\/a>, Fotografia e videogiochi tra arte e documentazione (2025)\u2014observes that \u201cwhen a game is designed primarily to be photographed, the camera is rarely in tension with the world, and the work tends to slide toward visual tourism, ambience, or technical virtuosity.\u201d     There are, however, notable exceptions, such as <a href=\"https:\/\/www.youtube.com\/watch?v=CaU4tMuvvdc\">Beyond Good &amp; Evil<\/a> (2003) or <a href=\"https:\/\/www.youtube.com\/watch?v=vQ7CFN2ZPZc\">Umurangi Generation<\/a> (2021), which \u201cdeliberately reintroduce friction by treating the camera as a compromised instrument\u2014of surveillance, evidence, or extraction\u2014or by ironically staging the consumption of landscapes.\u201d This zone of friction within a video game universe has undoubtedly provided fertile ground for a scene that began to flourish in the early 2000s: in-game photography. The Arte program <a href=\"https:\/\/www.youtube.com\/watch?v=0fGIGSgRnPg\">Le dessous des images<\/a> introduces it in these terms: \u201cvideo games were already a vast field of creation for their designers\u2014now they are becoming one for their users as well.\u201d<\/p>\n\n<p><\/p>\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"Le photographe est dans le game - Le Dessous des images - ARTE\" width=\"640\" height=\"360\" src=\"https:\/\/www.youtube.com\/embed\/0fGIGSgRnPg?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n<h2 class=\"wp-block-heading\"><strong>Stepping Outside the Game\u2019s Original Frame<\/strong><\/h2>\n\n<p>In-game photography opens up wide creative possibilities. By stepping outside the game\u2019s original framework, players can cast a personal gaze on the virtual worlds around them and capture an image: a detail in the landscape, the posture of an <a href=\"https:\/\/fr.wikipedia.org\/wiki\/Personnage_non-joueur\">NPC<\/a> (non-player character), a fleeting scene. As early as 2005, <a href=\"https:\/\/marcocadioli.com\/marco-manray\/\">Marco Manray<\/a> documented the richness of social interactions in Second Life, capturing everyday life directly within the game. Around 2007, <a href=\"https:\/\/www.shotbyrobert.com\/early-game-photography\">Robert Overweg<\/a> began exploring video game environments with a focus on rendering bugs and glitches\u2014precisely the elements the industry usually seeks to correct. By the late 2000s, figures such as Duncan Harris, founder of the site <a href=\"https:\/\/deadendthrills.com\/\">Dead End Thrills<\/a>, were producing strikingly precise images from games. What these pioneering approaches share is their reliance on commercial games\u2014sometimes even <a href=\"https:\/\/fr.wikipedia.org\/wiki\/AAA_(jeu_vid%C3%A9o)\">AAA<\/a> titles. <a href=\"https:\/\/www.ingamephotography-ea.com\/\">Elise Aubisse<\/a>\u2019s work, begun in 2017, offers a clear example: she screenshots franchises such as <a href=\"https:\/\/fr.wikipedia.org\/wiki\/Star_Wars_Battlefront_(jeu_vid%C3%A9o,_2015)\">Star Wars Battlefront<\/a> or <a href=\"https:\/\/fr.wikipedia.org\/wiki\/Fallout\">Fallout<\/a>.       <\/p>\n\n<p><\/p>\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1800\" height=\"1178\" src=\"https:\/\/hacnumedia.org\/wp-content\/uploads\/2026\/04\/2X0B3518-1800x1178.webp\" alt=\"\" class=\"wp-image-5697\" srcset=\"https:\/\/hacnumedia.org\/wp-content\/uploads\/2026\/04\/2X0B3518-1800x1178.webp 1800w, https:\/\/hacnumedia.org\/wp-content\/uploads\/2026\/04\/2X0B3518-900x589.webp 900w, https:\/\/hacnumedia.org\/wp-content\/uploads\/2026\/04\/2X0B3518-768x503.webp 768w, https:\/\/hacnumedia.org\/wp-content\/uploads\/2026\/04\/2X0B3518-1536x1006.webp 1536w, https:\/\/hacnumedia.org\/wp-content\/uploads\/2026\/04\/2X0B3518.webp 1833w\" sizes=\"auto, (max-width: 740px) 100vw, 740px\" \/><figcaption class=\"wp-element-caption\">Elise Aubisse &#8211; STAR WARS &#8211; BATTLEFRONT<\/figcaption><\/figure>\n\n<p><\/p>\n\n<p>\u201cPhotographing within these games means working with constraints\u2014camera limitations, NPC logic, repeated assets, platform compression\u2014and with the politics embedded in design choices: what is rendered visible, which bodies are centered, how space stages labor, violence, leisure, or spectacle. This friction is productive because it gives the image its interpretive tension,\u201d explains Matteo Bittanti. In other words, what matters is not so much the player\u2019s freedom as the constraints inherent to these worlds, which compel us to question our cultural representations. In that sense, in-game photography is deeply artistic.<br\/>Photographer <a href=\"https:\/\/www.pascalgreco.com\/\">Pascal Greco<\/a>, who has explored in-game photography for several years and recently published <a href=\"https:\/\/hacnumedia.org\/book-club-3\/\">Photographie, Jeu vid\u00e9o, Paysage<\/a>, shares this view:<br\/>\u201cI take photographs of nature in video games\u2014in Japan in <a href=\"https:\/\/fr.wikipedia.org\/wiki\/Assassin%27s_Creed\">Assassin\u2019s Creed Shadows<\/a>,  <em> <\/em>in Iceland in <a href=\"https:\/\/fr.wikipedia.org\/wiki\/Death_Stranding\">Death Stranding<\/a>,<em> <\/em>or in the Caribbean in <a href=\"https:\/\/fr.wikipedia.org\/wiki\/Far_Cry\">Far Cry<\/a><em> <\/em>\u2014in the same way I would in real life. I try to approach that form of reality. I especially enjoy observing rocks, always at eye level: why do some feel so accurate while others appear less convincing? I also explore how textures are mapped\u2014for example water\u2014and I\u2019m interested in glitches. It\u2019s a bit like with Polaroids, where accidents sometimes become part of the image.\u201d<\/p>\n\n<p><\/p>\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1800\" height=\"1013\" src=\"https:\/\/hacnumedia.org\/wp-content\/uploads\/2026\/03\/Pascal_Greco_Australie_2025-Death-Stranding-2-1-1800x1013.jpg\" alt=\"\" class=\"wp-image-5685\" srcset=\"https:\/\/hacnumedia.org\/wp-content\/uploads\/2026\/03\/Pascal_Greco_Australie_2025-Death-Stranding-2-1-1800x1013.jpg 1800w, https:\/\/hacnumedia.org\/wp-content\/uploads\/2026\/03\/Pascal_Greco_Australie_2025-Death-Stranding-2-1-900x506.jpg 900w, https:\/\/hacnumedia.org\/wp-content\/uploads\/2026\/03\/Pascal_Greco_Australie_2025-Death-Stranding-2-1-768x432.jpg 768w, https:\/\/hacnumedia.org\/wp-content\/uploads\/2026\/03\/Pascal_Greco_Australie_2025-Death-Stranding-2-1-1536x864.jpg 1536w, https:\/\/hacnumedia.org\/wp-content\/uploads\/2026\/03\/Pascal_Greco_Australie_2025-Death-Stranding-2-1-2048x1152.jpg 2048w\" sizes=\"auto, (max-width: 740px) 100vw, 740px\" \/><figcaption class=\"wp-element-caption\">Pascal Greco &#8211; Death Stranding<\/figcaption><\/figure>\n\n<p><\/p>\n\n<h2 class=\"wp-block-heading\"><strong>A Multicausal Emergence<\/strong><\/h2>\n\n<p>For Pascal Greco, an Italian-Swiss professional photographer, entering in-game photography happened almost by chance. The COVID-19 pandemic played a decisive role.<em> <\/em><em>\u201cBetween 2010 and 2013 I traveled to Iceland and published a book made with Polaroids. Ten years later I wanted to return. I had begun preparing the trip, but the pandemic prevented it. During lockdown I started playing Death Stranding by    <\/em><a href=\"https:\/\/fr.wikipedia.org\/wiki\/Hideo_Kojima\">Hideo Kojima<\/a>,\u201d he recalls. <em>\u201cWhile playing, I discovered that the game\u2019s landscapes were actually built from scans of Iceland. Very quickly I began using the controller\u2019s central pad to trigger screenshots. It was even possible to take Polaroid-format photos. In a way, I was in Iceland\u2014just from my living room.\u201d   <\/em>From this experience came the book <a href=\"https:\/\/www.pascalgreco.com\/places\">Place(s)<\/a>. Like him, other photographers turned to video games as spaces for observation and image-making. In 2020, Adonis Archontides produced <a href=\"https:\/\/ragnanox.com\/isthisit\">Postcards from Quarantine<\/a>, a series of in-game photographs created during 72 days of isolation and conceived as a journal of \u201cvirtual travel\u201d at a time when physical movement was impossible.   <\/p>\n\n<p><\/p>\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1300\" height=\"922\" src=\"https:\/\/hacnumedia.org\/wp-content\/uploads\/2026\/04\/Adonis-Archontides_Postcards-from-Quarantine_Mibu-Manor-Fountainhead-Palace-Sekiro-Shadows-Die-Twice.jpg\" alt=\"\" class=\"wp-image-5691\" srcset=\"https:\/\/hacnumedia.org\/wp-content\/uploads\/2026\/04\/Adonis-Archontides_Postcards-from-Quarantine_Mibu-Manor-Fountainhead-Palace-Sekiro-Shadows-Die-Twice.jpg 1300w, https:\/\/hacnumedia.org\/wp-content\/uploads\/2026\/04\/Adonis-Archontides_Postcards-from-Quarantine_Mibu-Manor-Fountainhead-Palace-Sekiro-Shadows-Die-Twice-900x638.jpg 900w, https:\/\/hacnumedia.org\/wp-content\/uploads\/2026\/04\/Adonis-Archontides_Postcards-from-Quarantine_Mibu-Manor-Fountainhead-Palace-Sekiro-Shadows-Die-Twice-768x545.jpg 768w\" sizes=\"auto, (max-width: 740px) 100vw, 740px\" \/><figcaption class=\"wp-element-caption\">Adonis Archontides &#8211; Mibu Manor, Fountainead Palace, Sekiro: Shadows Die Twice<\/figcaption><\/figure>\n\n<p><\/p>\n\n<p>Other <a href=\"https:\/\/www.youtube.com\/watch?v=-hilImR0PGQ\">socio-technical factors<\/a> also help explain the emergence of in-game photography. The integration of capture tools directly into gaming platforms has normalized image production: screenshots have become a default gesture. Matteo Bittanti agrees: \u201cThe normalization of fluid capture played an important role because it transformed the default relationship between games and image production. A dedicated capture flow\u2014specific button, gallery, sharing channel\u2014shifted the screenshot from a technical by-product, often used instrumentally (for instance to record a score), to an intentional outcome.\u201d Open-world games and the emergence of photo modes have further deepened this gesture aesthetically. \u201cThe practice has shifted toward composition, patience, and an iterative gaze. Photo modes introduced an explicitly photographic vocabulary: field of view and simulated focal lengths, depth of field, exposure-like adjustments, stackable filters, control over time of day and weather, and often a free or semi-free camera.\u201d The camera becomes a way of inhabiting space, reading atmospheres, and producing images emerging from procedural or systemic micro-events\u2014as in Thibault Brunet\u2019s <a href=\"https:\/\/thibaultbrunet.com\/media\/pages\/projets\/vice-city\/8a91b327cf-1741213176\/vicecity_fr.pdf\">Vice City<\/a> (2012), where he wanders through GTA capturing moments of urban beauty. Open worlds also encourage photographers to return to recurring locations, develop routines and visual motifs, and gradually build coherent series rather than isolated images. Published in 2024, <a href=\"https:\/\/gta5.photography\/manuals\">The Photographer\u2019s Guide to Los Santos<\/a> by Matteo Bittanti and Marco De Mutiis even offers a guide to in-game photography in Los Santos, the GTA V parody of Los Angeles.      <\/p>\n\n<p><\/p>\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"And Now For Something Completely Different - Episode 8 : Mode Photo\" width=\"640\" height=\"360\" src=\"https:\/\/www.youtube.com\/embed\/-hilImR0PGQ?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n<p><\/p>\n\n<h2 class=\"wp-block-heading\"><strong>A Diversity of Practices<\/strong><\/h2>\n\n<p>Today, in-game photography includes numerous subcurrents. Some approaches resemble documentary, abstract, or naturalist photography, while others assert distinct taxonomies. One genre focuses on virtual landscapes and their topography. As Matteo Bittanti explains, these images are \u201coften indebted to landscape photography but reconfigured by procedural geology, asset repetition, and the designed nature of terrains.\u201d<br\/>Los-Angeles-based artist Kent Sheely offers a striking example with <a href=\"https:\/\/www.kentsheely.com\/impressions-of-play\/\">Impressions of Play<\/a> (2024), where he overlays wireframe structures on long-exposure captures, revealing the hidden architecture of digital worlds.     <\/p>\n\n<p><\/p>\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1280\" height=\"720\" src=\"https:\/\/hacnumedia.org\/wp-content\/uploads\/2026\/04\/irradiated-snallygaster.jpg\" alt=\"\" class=\"wp-image-5694\" srcset=\"https:\/\/hacnumedia.org\/wp-content\/uploads\/2026\/04\/irradiated-snallygaster.jpg 1280w, https:\/\/hacnumedia.org\/wp-content\/uploads\/2026\/04\/irradiated-snallygaster-900x506.jpg 900w, https:\/\/hacnumedia.org\/wp-content\/uploads\/2026\/04\/irradiated-snallygaster-768x432.jpg 768w\" sizes=\"auto, (max-width: 740px) 100vw, 740px\" \/><figcaption class=\"wp-element-caption\">Angeles Kent Sheely &#8211; Impressions of Play<\/figcaption><\/figure>\n\n<p><\/p>\n\n<p>Another current resembles a form of street photography applied to the social body of the game.<br\/>\u201cThese works focus on crowds, NPC behavior, everyday micro-events, and the city as a choreographic engine. The camera functions as an observational instrument of a simulated public sphere,\u201d continues Bittanti.<br\/>This is notably the case in the work of French artist M\u00e9lanie Courtinat with <a href=\"https:\/\/melaniecourtinat.com\/A-side-quest-is-not-enough\">Side Quest is Not Enough<\/a> (2022). The piece follows an NPC who gradually\u2014and disturbingly\u2014becomes aware of their condition: imprisoned in a video game, a mere digital construct, and even more cruelly condemned to remain a secondary character. We accompany their desperate search for \u201creal\u201d sensations as they push the limits of violence, before realizing that what truly consumes them is overwhelming loneliness. Other works examine the avatar as subject and explore issues of gender and self-stylization. This perspective is taken by the artist behind the avatar <a href=\"https:\/\/www.laturboavedon.com\/in-game-images\">La Turbo Avedon<\/a>, who uses her fictional status as a virtual artist and curator to explore self-expression in the digital age. Similarly, in <a href=\"https:\/\/www.rinjohnson.com\/work\/away-with-you\">Away with You<\/a> (2016), Rindon Johnson adopts an anti-racist approach by scanning his own face into NBA 2K16 to see what kind of character he is allowed to embody.      <\/p>\n\n<p><\/p>\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1800\" height=\"1013\" src=\"https:\/\/hacnumedia.org\/wp-content\/uploads\/2026\/03\/sidequest_3-b-1800x1013.png\" alt=\"\" class=\"wp-image-5686\" srcset=\"https:\/\/hacnumedia.org\/wp-content\/uploads\/2026\/03\/sidequest_3-b-1800x1013.png 1800w, https:\/\/hacnumedia.org\/wp-content\/uploads\/2026\/03\/sidequest_3-b-900x506.png 900w, https:\/\/hacnumedia.org\/wp-content\/uploads\/2026\/03\/sidequest_3-b-768x432.png 768w, https:\/\/hacnumedia.org\/wp-content\/uploads\/2026\/03\/sidequest_3-b-1536x864.png 1536w, https:\/\/hacnumedia.org\/wp-content\/uploads\/2026\/03\/sidequest_3-b.png 1920w\" sizes=\"auto, (max-width: 740px) 100vw, 740px\" \/><figcaption class=\"wp-element-caption\">M\u00e9lanie Courtinat &#8211; Side Quest is Not Enough<\/figcaption><\/figure>\n\n<p><\/p>\n\n<h2 class=\"wp-block-heading\"><strong>Legitimacy and Longevity of the Movement <\/strong><\/h2>\n\n<p>It is also worth noting that some in-game photographers come directly from gaming culture itself, such as creators <a href=\"https:\/\/www.instagram.com\/pepogamer1986\/\">pepogamer1986<\/a> or<a href=\"https:\/\/www.instagram.com\/tiago_photomode\/\"> tiago_photomode<\/a>. These practitioners often enjoy strong visibility on social media, particularly through accounts such as <a href=\"https:\/\/www.instagram.com\/societyofvirtualphotographers\/?hl=hi\">Society of Virtual Photographers<\/a> or <a href=\"https:\/\/www.instagram.com\/photo.in.game\/?hl=fr\">Photo In Game<\/a>, which bring together communities and widely disseminate these images on platforms like Instagram. In recent years, the industry itself has embraced the phenomenon. The publisher Ubisoft, for instance, organizes <a href=\"https:\/\/www.ubisoft.com\/fr-fr\/events\/photomode\">In-Game Photography Contests<\/a>, inviting amateur photographers to work directly with its catalog of games. As Matteo Bittanti notes, \u201cPhotographers who come from gaming culture often consider the game as a lived space: they know how to \u2018read\u2019 its systems, work with constraints, weather cycles, NPC behaviors, animation loops, clipping, and the limits of posing tools.\u201d At the other end of the spectrum are practitioners coming from traditional photography, who often benefit from a more established artistic legitimacy. These artists tend to emphasize history and discourse. \u201cThey bring a sharp awareness of what photography has historically been asked to do\u2014indexicality, claims to proof, generic conventions, the ethics of staging\u2014within an environment where images are, by definition, synthetic.\u201d      <\/p>\n\n<p><\/p>\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1800\" height=\"1196\" src=\"https:\/\/hacnumedia.org\/wp-content\/uploads\/2026\/03\/Capture-decran-2026-03-15-a-14.33.49-1-1800x1196.png\" alt=\"\" class=\"wp-image-5689\" srcset=\"https:\/\/hacnumedia.org\/wp-content\/uploads\/2026\/03\/Capture-decran-2026-03-15-a-14.33.49-1-1800x1196.png 1800w, https:\/\/hacnumedia.org\/wp-content\/uploads\/2026\/03\/Capture-decran-2026-03-15-a-14.33.49-1-900x598.png 900w, https:\/\/hacnumedia.org\/wp-content\/uploads\/2026\/03\/Capture-decran-2026-03-15-a-14.33.49-1-600x400.png 600w, https:\/\/hacnumedia.org\/wp-content\/uploads\/2026\/03\/Capture-decran-2026-03-15-a-14.33.49-1-768x510.png 768w, https:\/\/hacnumedia.org\/wp-content\/uploads\/2026\/03\/Capture-decran-2026-03-15-a-14.33.49-1-1536x1021.png 1536w, https:\/\/hacnumedia.org\/wp-content\/uploads\/2026\/03\/Capture-decran-2026-03-15-a-14.33.49-1-2048x1361.png 2048w\" sizes=\"auto, (max-width: 740px) 100vw, 740px\" \/><figcaption class=\"wp-element-caption\">@photo.in.game<\/figcaption><\/figure>\n\n<p><\/p>\n\n<p>Despite the vitality of the in-game scene, traditional photographic institutions have sometimes been slow to recognize these works, as the medium complicates inherited assumptions about capture, referentiality, and photographic apparatus. Yet several organizations have already paved the way, including <a href=\"https:\/\/www.fotofestivallenzburg.ch\/en\/\">Fotofestival Lenzburg<\/a>, <a href=\"https:\/\/www.gamescenes.org\/event-narrating-with-the-videogame-image-november-28-29-barcelona-spain\/\">Fundaci\u00f3n Foto Colectania<\/a>, and <a href=\"https:\/\/octobre-numerique.fr\/\">Octobre Num\u00e9rique<\/a> in Arles. Some artists even explore a direct dialogue between virtual capture and material photographic processes. <a href=\"https:\/\/www.instagram.com\/p\/ChP_PoTA5-Z\/?hl=fr\">Giath Taha<\/a> and <a href=\"https:\/\/angelawashko.com\/section\/361874-Cyanotypes.html\">Angela Washko<\/a>, for instance, rework in-game images through printing techniques such as cyanotype, creating a bridge between synthetic imagery and photography\u2019s culture of imprint. Nevertheless, as Matteo Bittanti concludes, \u201cMany in-game photographers are not waiting for institutional validation: they have already built their own circuits of legitimation through platform publishing, community critique, micro-curation, and increasingly through galleries and festivals.\u201d Yet the art world often grants legitimacy through the market. From that perspective, in-game photography confronts a major question: who owns these images? The player who captures them, or the studios that design the worlds they come from? The debate echoes the legal issues surrounding sampling in music. Photographer Pascal Greco reflects on his own experience: \u201cThe challenge is selling works that are copyrighted. From the many discussions I\u2019ve had, we\u2019re clearly in a grey zone. Exhibiting isn\u2019t complicated; selling through galleries or books becomes more delicate.        <em> <\/em>Personally, I always list all trademarks to avoid potential issues. But I don\u2019t risk much because I photograph only existing nature, not designed characters or set elements.\u201d This legal issue also limits the artistic scope of in-game photography in certain games. Licenses developed by Nintendo\u2014Zelda, Mario, and others\u2014are particularly protected by the Japanese company, <a href=\"https:\/\/www.youtube.com\/watch?v=aEsNRUMySIg&amp;t\">famous for its strict intellectual-property litigation.<\/a> <\/p>\n\n<h2 class=\"wp-block-heading\"><strong>Virtual Photography in the Background<\/strong><\/h2>\n\n<p>Yet in-game photography likely has a promising future. First, because it resonates with issues that extend beyond the relatively narrow circle of gamers. It reflects a broader transformation in how images are produced. In this sense, in-game photography belongs to a wider movement: virtual photography.<br\/>In recent years, game engines such as <a href=\"https:\/\/www.youtube.com\/playlist?list=PLZ_VInqCrEjnWNckrqSknzz5DtAiJxUmg\">Unreal<\/a> have expanded the field of this practice and helped broaden real-time image culture by lowering the technical barriers to creating 3D scenes, lighting them, and rendering them through camera systems borrowed from photographic and cinematic conventions. Artists can create environments ex nihilo and treat the engine not as a preexisting cultural object but as an image studio in its own right. This is the case, for example, with Thibault Brunet\u2019s <a href=\"https:\/\/thibaultbrunet.com\/media\/pages\/projets\/3600-secondes-de-lumiere\/8a85e2ef28-1741213175\/3600s_fr.pdf\">3600 secondes<\/a> (2022), which produces a collection of virtual clouds generated within game engines.       <\/p>\n\n<p>Ultimately, the emergence of these synthetic images invites us to question the very definition of \u201cphotography\u201d\u2014a practice traditionally indexed to reality. While the term remains relevant to emphasize the gesture and the player\u2019s ability to cast a gaze upon a digital world, it also blurs the boundaries between real and virtual.<br\/>Perhaps it would be more accurate to speak of in-game images\u2014unless, of course, the very interest of in-game photography lies precisely in that ambiguity.   <\/p>\n\n<p>Adrien Cornelissen<\/p>\n\n<p><\/p>\n","protected":false},"excerpt":{"rendered":"<p>In recent years, a new photographic practice has emerged: capturing images from within video games themselves. Known as in-game photography, [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":5705,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[33],"tags":[39,38],"class_list":["post-5706","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-expert","tag-distribution-mediation","tag-hybrid-creation","entry"],"_links":{"self":[{"href":"https:\/\/hacnumedia.org\/en\/wp-json\/wp\/v2\/posts\/5706","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/hacnumedia.org\/en\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/hacnumedia.org\/en\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/hacnumedia.org\/en\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/hacnumedia.org\/en\/wp-json\/wp\/v2\/comments?post=5706"}],"version-history":[{"count":1,"href":"https:\/\/hacnumedia.org\/en\/wp-json\/wp\/v2\/posts\/5706\/revisions"}],"predecessor-version":[{"id":5709,"href":"https:\/\/hacnumedia.org\/en\/wp-json\/wp\/v2\/posts\/5706\/revisions\/5709"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/hacnumedia.org\/en\/wp-json\/wp\/v2\/media\/5705"}],"wp:attachment":[{"href":"https:\/\/hacnumedia.org\/en\/wp-json\/wp\/v2\/media?parent=5706"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/hacnumedia.org\/en\/wp-json\/wp\/v2\/categories?post=5706"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/hacnumedia.org\/en\/wp-json\/wp\/v2\/tags?post=5706"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}