Buenos Aires-based creative Kukso has turned the most overlooked moment in arcade history into a series of sculptures that are equal parts nostalgia trip and genuine art. As a lifelong gamer who grew up hammering buttons after school every day, I was completely floored.
I'll be honest with you. The moment I saw these sculptures, I let out an involuntary noise. Something between a gasp and a chuckle. Because there, rendered in three dimensions, was a face I hadn't thought about in years. Battered, swollen-eyed, defeated. Those old pals of mine – Ryu, Guile and, of course, dear Blanka. Their losing portraits from Street Fighter II, brought back to life in physical form.
It came flooding back immediately. My buds and I huddled around a small screen in my parents' tiny study, fighting it out on one of our favourite video games. And then experiencing that sting of pixelated humiliation once more.
Somehow, Martín Kukso – the Buenos Aires-based art director and creative force behind the personal project DAMN! – has taken that very emotional moment and turned it into something genuinely moving.
The project is called Losers, and it does exactly what it says on the tin. Rather than celebrating the triumphant, flawless victor portraits that most of us enjoyed lording over our mates on our way to the next fight, Martín zeroed in on the beaten-up ones. "I was especially fascinated by those pixel-art illustrations of characters at their lowest point," he tells me, "weak and almost begging the player for help to keep going."
As someone who spent an embarrassing portion of their teenage years in front of a screen, learning the hadouken and perfecting the sonic boom, I find this perspective unexpectedly profound. These weren't just Game Over screens; they were little moments of drama and character. When you could dance around the room and humiliate your opponents. Martín saw that when most of us were too busy being annoyed to notice.
What makes the leap to sculpture so inspired is the way it amplifies without distorting. The original pixel-art illustrations – credited to legendary Capcom artists Akiman and Kinu Nishimura – were already slightly caricatured, which gave them a playfulness that stopped them tipping into cruelty. (Although to be fair, I'd have gladly seen my opponents suffer more if I ever managed to beat them!)
Nevertheless, Martín has preserved that tone with care. "I wanted to bring that same energy into a different medium," he explains, "something that doesn't feel violent, but instead comes across as a bit playful." And it works. These heads are bruised and puffy and cross-eyed in a way that makes you grin rather than wince.
The choice of characters is telling. Ryu had to be there. Of course he did... he's the saga's beating heart. But Guile's beaten portrait was one Martín had always remembered in particular, and Blanka was irresistible precisely because his morphology is so strange, so unlike the rest of the roster. "Ken rules too," he adds, laughing.
The process itself is fascinatingly layered. Martín began, as he insists, that all ideas should be on paper. "Even when I teach, the first thing I say is 'paper first'," he tells me. "An idea doesn't start on a screen." From there, pixel art had to be carefully re-illustrated to make the jump to something more physically plausible: the compressed, flat geometry of a sprite doesn't translate directly into three dimensions. Yes, AI tools have been part of the process, helping bridge the gap between concept and production, while Martín works with three sculptors to make these pieces tangible for a planned exhibition.
DAMN! itself – the personal practice that houses this project – is something Martín describes as "a release valve from the relentless pace of advertising". As a creative director, his day job involves briefs, constraints, client expectations, and deadlines. DAMN! is the opposite: no brief or rules, and certainly no brand to serve. "DAMN! is for my own fun," he says simply. He believes every creative should have one. "It's easy to fool yourself into thinking you're doing something different just because the work has visibility. I think DAMN! started from something more therapeutic."
There's a wonderful story in there about a creative team at an agency who, after pitching an idea to their CCO, ended the presentation by saying: "If no brand picks this up, we're doing it ourselves anyway." That moment stuck with Martín. And so here we are.
What I find quietly remarkable about this project is how it sidesteps the usual traps of nostalgia. It doesn't just remind you that Street Fighter existed; it finds the emotional truth inside a moment most people barely registered at the time... a flicker between rounds, gone in seconds, but brought front and centre. For those of us who grew up with controllers in our hands, it's like being handed back a memory you didn't know you'd lost.
Martín learned English through video games, he mentions in passing. He spent countless afternoons with his siblings and friends, constantly absorbing influences. It shows. This is work that understands games not as products or IPs, but as something that has shaped who we are. It's made by someone who was genuinely there, paying attention.
Losers is currently being developed for exhibition. Watch this space – and in the meantime, go and dig out your old copy of Street Fighter II. Ours is in the attic somewhere. It'll be a faff to find it, up there amongst the cobwebs and insulation. But some of those losing screens deserve a second look.