44 Mizu Matsuura

sabukaru Presents:Unreal Motion - An Impossible Magazine

44 Mizu Matsuura
sabukaru Presents:Unreal Motion - An Impossible Magazine

What happens when you have 8 select artists to depict, interpret, and present unreal motion, a concept driven by a sneaker with 8 air bubbles?

On March 26, Nike hosted Mugen Room Tokyo for Air Max Day. The selected 8 artists honed in on their production, whether in their atelier or home-studio, working to reveal their Air Max day piece.

sabukaru set out to push the boundaries of print, merging paper with the limitless potential of AR, NFC chips, and your phone.

The result was a magazine that transforms from 2D to 3D, from real to unreal, just by hovering your phone over the cover. sabukaru had the chance to speak to the 8 artists and follow their behind-the-scenes of how they explored and redefined Unreal Motion through their lens, inspired by the Nike Air Max DN8.


JACKSON KAKI  

Jackson kaki is a DJ, VJ, graphic designer, and live performer – a truly diverse, 3DCG interdisciplinary artist prevalent in Japan’s nightlife scene. He engages in a post-human style that offers a glimpse of what the world might look like when technology further integrates into the human experience.  

Tell us about your creative process

I create my art with the idea that it can hold the same value that DJs and Bands bring to performances, clubs, and livehouses. Music—whether through DJs or bands—carries an incredibly strong energy that captivates people. At the same time, performance and physical movement have that same energy. If anything, I’ve been thinking that using the body in this way might actually be even more interesting. I want to take that idea further—not just expand it, but approach performance in a way that feels almost like a band. That’s where my interest in using cameras, effects, and similar elements in my work began. With this approach, I might explore minimal music, punk, or even pop music. Those are just examples of genres, but the main focus is on using the body, cameras, effects, and technology to extend my physical presence—almost like a band session—to create a new kind of performance-based work.

What is Unreal Motion in your words? 

First of all, when I first think of the word ‘unreal motion’, I think of the program: Unreal Engine. I use a very similar program that nuances my mode of expression. The word “unreal” brings some virtuality to mind - not necessarily like a game but of a place that isn’t reality. In my work, I use technology as a form of expression, and the idea of “motion” is extremely important—whether in performance, motion capture, or avatars, all of which have a deep connection to the body. The “unreal” aspect of my practice and the motion-based performances I’ve been experimenting with recently have come together, so I feel honored to have them recognized in this way.  


REON TOKUTAKE

Reon Tokutake’s is a sculpture artist whose principle is to work on a scale substantial to the naked eye. He manipulates bronze, iron, and steel. To Tokutake, “being a man” is the core of his work, often physicalizing mightiness. Through his monumentally dramatic sculptures, he explores the possibilities of relating to contemporary society. 

Tell us about your creative process

As for the creative process,  I first decide what to create based on the theme, and then I tend to work directly with the materials without doing much sketching. I usually start with a model made of clay or styrofoam, and then I cast it and replace the material with metal, following the basic process of sculpture.  The material I use is metal, specifically iron. The reason I chose it is that it aligns most closely with my key theme of being a "man." In terms of iron, the word "ragged" represents the roughness that iron naturally holds, and that's the essence of the material I use for my creations. What is Unreal Motion to you? 

What is unreal motion in your words?

Rather than being a reinterpretation of Unreal Motion, I see it more as a situation. The interpretation might initially evoke an image of straight, unrealistic movement, but I think I was able to create the work with the idea of presenting an unrealistic situation and then making a shift or reversal from that point.


YOH MURATA

yoh murata is a visual artist, bridging the divide between reality and fantasy together through his immersive installation practice. He’s one of Tokyo’s true DVJ (digital video jockey) who synchronizes visuals with music. An artistic hacker of two of the bodily senses.

Tell us about your process of making art 

I will now explain the process behind my project. I often have the opportunity to play and interact with video, media, and varying mechanical equipment, observing how others come to use these tools. The starting ground to the expressions that come alive are involved with first playing around and in these interactions. In a sense, I think this is similar to the townscapes in the era of painting. The texture of the painting, the brushstrokes, and such elements have paved the way for new forms of expression. For me, techniques and tools serve as a way to express myself, and by using them, I generate new ideas that become the foundation for my creative work.

What is Unreal Motion in your words? 

For Unreal Motion, my theme for this creation is “existing but not there, not existing, but there.”  This represents a concept of something existing with a strong presence, yet being without recognition, as if it’s not spreading in front of you. These contradictions and scenes are the theme of my work. In the context of "UNREAL MOTION," the term "UNREAL" in relation to my work represents the part that corresponds to "not existing but present.” In that sense, I think it’s about exploring this theme within myself. How can something nonexistent be expressed in reality? Or, how can something that exists be made to appear unreal, or “unrealistic” in appearance? 


CHRISTOPHER LODEN

Christopher Loden is a tailor of 3D accessories which become extensions of the human body. Her wearable enhancements made from diverse materials such as acrylic and silver casts, synthesize the grotesque and kawaii. These supernatural sculptures often explore a central theme of rejecting conformity to societal standards.

How would you describe your style of work in words? 

A symbol of "movement" in the mind of someone who tries to transcend the impossible or unreal, like a sword splitting darkness. 

Can you tell us about your Airmax day piece? 

I've decided to make a sword the motif for this piece, as a symbol for those who have overcome hurdles to challenge new possibilities beyond what could be their own limitations. It serves as a catalyst for change and evolution.     

This work would not have been possible without the help of Art Angel: Rintaro Unno,  and the electric alchemist, Shunsuke Takamizawa.  

We really contemplated the setup, concept, and story that would be fitting for the start of a legend, and based on that,  created a vision with quite a lot of technical elements incorporated. 

What is Unreal Motion in your words? 

It's not merely motion that’s unrealistic, but rather the very will to transcend reality.


HAYATE ITO 

Hayate Ito is a ‘neo’ photographer who challenges the traditional notion of photography, translating print to multimedia sculpture. Known for his mastery of photographic manipulation, Ito’s experimental mindset challenges traditional definitions of photography by experimenting with media, particularly paper, to bring new life to flat dimensionality. 

Tell us about your process of making art

I went to a university for photography, where I learned studio lighting techniques and joined a seminar focused on creating artwork.  I was always thinking about and making works related to photography, but during the pandemic, I came to Akihabara and had a strong realization about "secondary creation."  Photography, too, is a form of creation that takes reality and uses it. Recently, I’ve been using myself as a character and creating works where I do secondary creation with that character.

What is Unreal Motion in your words? 

When I first heard Unreal Motion, I was like, what is that? After a better look into the process, I started to realize that it’s about setting a goal and finding your way towards achievements, and I thought that was amazing. The idea that people come together to achieve something they can't do alone, and then work together, each contributing in their own way, is really interesting to me.


RYOTA KITO

Ryota Kito considers what sculpture can mean for those without the ability to see or hear. He plays with metaphysical materials such as time and sound as key elements. His methodical approach to immersive sculpture is less about the appeal, rather the thoughts that resurfaces from it.

Tell us about your process of making art

The so-called idea of sculptures are usually physical or visible, and made of wood or stone. I create my work while thinking about how the sound of our voices in a space,  and drift of time also become sculptural elements. I treat them as material in their own way. This time, I strayed from sound and worked around the theme of Mass. I am using a stone, but the concept is how we interpret a stone that has been stolen of its mass. This will be the core idea for this project. 

What is Unreal Motion in your words? 

My immediate impression was “apart from reality.”


RYOTA DAIMON

Ryota Daimon is a self-taught airbrush artist. His work is strongly influenced by street culture, western cartoons like Looney Tunes and Anime like Naruto/Dragon Ball from his childhood. He draws inspiration from these factors into his original characters, and expressions. His hands work like a magic wand, seamlessly blending surrealism and pop graphics onto surfaces.

Tell us about your process of making art

My production process is usually when I’m hanging out and having fun, the thoughts I’ve had during them and visual images that are left in my mind. I scribble these small thoughts on paper and I bring it back to my airbrush to draw them. When I choose colors, it always depends on what I want to draw. And that really depends on how I’m feeling except when I start with one color, the next color naturally emerges.

What is Unreal Motion in your words? 

When I heard the word ‘Unreal Motion’ I couldn’t think of an answer right away. But going to many places like Thailand, and being able to feel the atmosphere of each city, the people and atmosphere became my inspiration. And the movement that existed then is what I felt was ‘Unreal motion’ to me. 


SHOKO OTAKE

Shoko Otake’s area of expertise is collaging symbolic motifs that she draws inspiration from everyday life into one-of-a-kind monoprints, or woodblock prints. She applies her Textile degree from UAL Chelsea College of Arts to her diverse printing methods, integrating fashion garments as surfaces and illustrations for books. Her folkloric patterns are playful and capture her inspective essence to the world. Her bold use of negative space amongst etching techniques is her visual realm. 

Tell us about your process of making art

My creation process mainly involves drawing, carving, and scraping.  I regularly take photos and select motifs from them to use as prints. Recently, in addition to these steps, I’ve started collaging the scraped pieces together, incorporating this new approach into my work.

What is Unreal Motion in your words? 

This time, with the concept of Unreal Motion, I wanted to explore impossible fantasies. I imagined what it would be like if my prints became weightless and floated into space. This work is an attempt to visualize that fantasy.


Our team was dedicated to enhancing the artists’ dynamic interpretations of Nike’s concept. Our design team was equally fueled to deliver a new experience by working with 3D studio, Kalkul, who worked their AR brains to astonishing results. In following many of the artists’ processes whilst in production, the anticipation for Mugen Room heightened. If you got your hands on a copy, cherish it as a keepsake for the new age of collaboration, delivered in print for both analog and digital lovers.



Words by Mizu Matsuura

Zine 3D/AR component(s) by Kalkul

Zine covert art/graphic design by Gesture Systems