Photographie, Jeu video, Paysage / Photography, Video game, Landscape

// New book - Release date, 15.12.2025 Switzerland. Available worldwide here below.

Pascal Greco made his first incursion into in-game photography during the pandemic thanks to the game Death Stranding and its landscapes evocative of a distant Iceland. Restricted to the confines of his flat, the virtual landscape opened up a liberating horizon before him, conducive to creative escape. The book he devoted to it in 2022, Places(s), marked the beginning of an artistic quest that would outlive lockdowns.
This new book, Photography, Video Game, Landscape, recounts the continuation of his long-term virtual exploration. For four years, Greco has been exploring in all directions, to the Caribbean (Far Cry 6) and the Norway (Assassin’s Creed Valhalla), to the Japan (Assassin’s Creed Shadow), the California (Cyberpunk 2077) or Mexico and Australia (Death Stranding 2). A dozen of regions of the world (video games) in total and as many backdrops, all of which play the role of their photogenic models.
By sublimating virtual worlds down to their inevitable glitches, he highlights and reflects on our increasingly fabricated reality.

”Pascal Greco explores a relatively unexplored artistic field: in-game photography. He transposes his gaze into digital worlds, which he treats as real territories, from the Iceland of Death Stranding to the Japan of Assassin's Creed Shadows. His images take on a new materiality off screen: the paper highlights their textures, while a few glitches become poetic accidents. The photographer thus reminds us that in the 21st century, landscapes are no longer found only in the real world, but also in virtual environments.”
Le Monde

”Greco has been a pioneer in the genre since his project Place(s). At a time when our screens are replacing our horizons, he has created a book of paradoxical beauty: a contemplative stroll through worlds that do not exist—but that we would love to inhabit in real life.”
La Liberté

”An elegant monograph in which in-game photography has less to do with a geeky gadget than with an art form in its own right.”
Fisheye Immersive

Press release
Dossier de presse


IDPURE éditions, & Chambre Noire, Switzerland | December 2025.
77 Photographs.
128 pages | 22,5 x 30 cm | Design by Dennis Moya.
Soft cover with flaps.
Texts by Nadine Franci, Kunstmuseum Bern, Claus Gunti, Centre de la Photographie & ECAL, Matteo Bittanti, Milan Machinima Festival & VRAL | English & french.
Limited to 500 copies.

In the 1990s, digital worlds were often thought of as disconnected from reality: on one side, the real and tangible. On theother, the virtual, seen as mere entertainment, with no ecological or political implications. With the spread of images generated by artificial intelligence, our shared social values being questioned, and our digital communication being exploited by platform capitalism, it is clear that ”virtual“ images have become political. In the context of a generic visual culture, it is crucial to rethink our relationship with images. Pascal Greco’s work is part of this process, shifting the focus from realism to sensibility. Through in-game photography, he explores the tension between the real and the virtual, questioning contemporary visual culture and our capacity to act. Considering the human being as a sensitive interface, his work rejects a technological vision of images in favour of a more subjective experience. By photographing video game landscapes, he questions the boundary between the real and the virtual and proposes a return to an ecology of attention and sensibility, an essential condition for rethinking our relationship with the world.”
Claus Gunti

This publication is supported by Pro Helvetia, The Republic and Canton of Geneva, the Centre de la Photographie Genève and the Musée Suisse du Jeu.

The book will be release only in selected bookshops in Switzerland on December 15. The book is available worldwide here.
(Illustration images of the book by Post Architecture Books)