A French artist building spaces between the digital and the physical.
Corentin Garijo
Bordeaux, FR
Biography
Kibo (born 1999) is a multidisciplinary artist whose practice explores the relations, tensions and porosities between the digital world and the physical world.
Before turning to design, then to graphic and plastic production, he studied architecture, an experience that durably marked his relationship to space, structure and construction. Straddling two generations, he had access to computer tools at a very young age, at a time when parental control and the issues around these technologies were still little developed and little questioned. This early immersion gives him an intimate, singular view of the place digital tools have gradually taken in our lives, especially among the youngest.
In parallel, he spends much of his childhood building with LEGO, developing an instinctive relationship to modules, assembly and systems. Video games also hold a central place in his imagination. Worlds like Minecraft, and more broadly building and open-world games, revealed to him very early the possibility of building, exploring and inhabiting autonomous digital spaces, then seen as distinct from the real world.
After graphic design studies, during which he already develops a significant personal practice, Kibo joins the École des beaux-arts de Bordeaux. In 2020 he discovers NFTs, a decisive encounter that acts as an artistic trigger. He immediately sees a space of freedom and experimentation, breaking with traditional academic frames. After his first year he chooses to leave the school to dedicate himself fully to his artistic work and to exploring what the digital and Web3 make possible.
At first, Kibo keeps a reserved relationship to speaking out and visibility. His deeply personal work leads him to stay anonymous on social networks, refusing that identity or gender influence the reading of his works. In this context ø appears, a non-gendered avatar conceived as a mask and a double moving through the digital world. ø becomes at once a conceptual tool, a mirror for the viewer and a form of indirect self-portrait.
His universe gradually moves from 2D to 3D, through largely self-taught learning nourished by exchanges with other artists. From 2023, feeling the need to confront his digital universe with matter, he teaches himself 3D printing and starts producing physical works. Concrete, a fundamental material of architecture and civilization, then enters into dialogue with resin and the cubic structures born from the digital.
He has shown his work internationally, and some of his pieces have been sold at auction houses, notably Sotheby's.
Artistic approach
My work is an exploration of the relations, tensions and synergies between the digital world and the physical world, which I now consider deeply intertwined. This research is rooted in a personal experience of the digital, lived very early and over the long term, well before it became omnipresent and valued in cultural and artistic spheres.
For a long time, using digital tools, video games and virtual environments was seen as marginal, even pejorative, often tied to a so-called geek culture. Having grown up with these technologies, I experienced this generational gap, where the digital was a separate world, distinct from the real. Today these same practices have become central, deeply transforming how we create, communicate and perceive the world.
My work questions this shift. Through modular forms, inspired at once by the pixel, architecture and the construction toys of my childhood, I develop a visual language based on structure, system and repetition. These modules express my vision of the digital as an artificial construction, stable in appearance, but ambivalent in its uses.
The recurring figure of ø, a non-gendered avatar and alter ego, holds a central place in my approach. It acts as a mirror, of the artist and of the viewer, allowing a free identification without imposed identity projection. The viewer is never passive: they are placed in front of systems that they observe, cross or inhabit, becoming part of these hybrid environments.
In my digital and physical works alike, the screen or its material equivalent becomes a threshold, a portal. It is not only a medium of diffusion but a point of passage between two realities. Looking at the work is already entering another space, crossing an interface that gives access to a constructed digital universe while staying anchored in the physical world.
Gradually, my practice left the screen to occupy real space. Through 3D printing, resin and concrete, symbolic materials of digital and physical foundations, I seek to materialize a world long considered immaterial. Repetition, the loop and the suspension of time are recurring motifs of my work, expressing a temporality specific to contemporary digital environments.
I do not seek to condemn or celebrate the digital, but to reveal its mechanisms, its friction zones and its contradictions. Between fascination and distrust, I offer a nuanced look at a hybrid world, where the digital does not replace the real, but transforms it, parasitizes it and redefines it.
Bibliography
Exhibitions, auctions, collaborative projects and press since 2021, with the photos from each show.
Full bibliographyEducation
- 2020 to 2021École des beaux-arts, Bordeaux
- 2017 to 2020IMMACONCEPT, Bordeaux
A designer who moves between brand, interface, print, 3D and video.
Corentin Garijo
Bordeaux, FR
Based in Bordeaux and available as a freelancer. Trained in graphic design, I work across the Adobe suite, print, 3D, motion and video, with an artist's eye for structure and systems, from the first identity to the final interface and the launch film.
Interfaces ready to ship
My specialty is delivering UI that is ready to use. I design the interface, then build the front end with AI, vibe coding it into working screens, so the team receives something that runs, not only mockups.
Available for freelance projects.
Work with meWhat I do
- UI/UX
- Front-endVibe coded with AI, delivered as working screens
- Branding
- Web
- 3D
- Motion
- Video
Selected work
Tools
- Adobe Creative Suite
- After Effects
- Blender
- DaVinci Resolve
- Figma
Education
- 2020 to 2021École des beaux-arts, Bordeaux
- 2017 to 2020IMMACONCEPT, Bordeaux