Manuel Álvarez-Junco- firma


Digital illustrations since 1990

Archetype

An archetype is not what you say, but rather what everyone thinks. An archetype is an example of what is good, bad or average, an ideal form; exactly what it should be.

For Plato and Socrates, science was the universal and it required abstraction in order to be grasped. Intelligence needs order and hierarchy -the logic of a good story- to understand our surroundings. This is how archetypes emerged as elements of abstraction. They are the first lights that allow us to move in the dark.

Carl Gustav Jung identified archetypes with the imaginary that makes up the mental catalog from which symbols emerge. They were the mother, good and evil, the hero, envy, the tyrant, the hammer and the mirror, madness and hatred, rich and poor... these kinds of basic and essential pieces for building insight, that is, what allows us to navigate a discourse.

This is a collection of games created to highlight the visual aspect of our way of understanding life. They are all, therefore, intentionally difficult to explain in words. They are devoted to letting the image speak and seeing how it expresses itself to reach our minds. They are not just statements, they are questions. They do not claim -godforbid-, and I would never dare, to reveal any mystery.

They do, however, have the wink that any game has, the complicity of fun, the gift of what we have in common.

Arquetipos

Un arquetipo no es lo que tu digas sino lo que piensa todo el mundo. Un arquetipo es un ejemplo de lo bueno, de lo malo o de lo regular, una forma ideal; es exactamente lo que tiene que ser.

La ciencia era para Platón o Sócrates lo universal, aquello que necesitaba la abstracción para ser alcanzado. Y es que la inteligencia precisa del orden y la jerarquía -la lógica de un buen relato- para entender lo que nos rodea. Los arquetipos surgieron como elementos propios de la abstracción, unas primeras ideas para moverse en la oscuridad.

Carl Gustav Jung identificó los arquetipos con el imaginario que conforma el catálogo mental del que parten los símbolos. Eran la madre, el bien y el mal, el héroe, la envidia, el tirano, el espejo y el martillo, la locura y el odio, el rico y el pobre… las piezas básicas e imprescindibles para construir un insight, es decir, aquello que permite navegar por un discurso.

Aquí se presenta una colección de juegos precisamente creados para destacar lo visual de nuestra manera de entender la vida. Son todos, por ello, intencionadamente difíciles de explicar con palabras. Están dedicados a dejar hablar solo a la imagen y ver su manera de expresarse para alcanzar nuestra mente. Más que afirmaciones son cuestiones. No pretenden, diosmelibre, la revelación de ningún misterio.

Tienen, eso sí, el guiño que posee cualquier juego, la complicidad de una diversión, el regalo de lo que nos es común.

Junco




Drawing Wolf Pen Fishes Day Painter Cat Pissarro Washerwomen Fisherman Lighting day Quijote Sancho Killer Painting color Clouds Wo_man Monet Time is time Watch out Drawing a square Nighting Man little man Night painter Chaplin Frame Mondrian show By the shore Question Happy anchor See think Eagle Paint your cell Winding road Waving flags Self balloon ok Hammer donkey Two one Face Playing around Storm In line Four legs Spanish dream My brother Gogh selfportrait Van Gogh chair Starry night Sunset Girl and boy Too far Curtain Laocoonte in the net Whistler mother Aging Troop Corot Van Gogh bedroom Forest Pizza Landscape A garrotazos Road to eternity One two Clever Way through Postman Cruising Waiter Coffee runner On holidays Victory Abyss Runner Switch Rest Reporter Cell bars Conspiranoia Hi Going up Box in Kisses Housing The present Clock mate Thinking Briefing Fingers eyes Rowing City Arrow Smart head Gunning Knives Bad times Horse love Bearded heels Comb Mouth wash