Textile art and video games find common ground in the grid as a design tool. In her foundational 1979 essay, “Grids” Rosalind Krauss describes the modern grid as oppressive, noting that it abrogates natural object’s own self-order: “the grid announces, among other things, modern art’s will to silence, its hostility to literature, to narrative, to discourse.”1 She goes on to note that the grid is absent from the seventeenth through nineteenth centuries, and that one must look back to Leonardo Da Vinci’s treatises on perspective to find other instances of the grid in art. While the grid can and certainly has been used as a masculinist tool, Krauss effectively effaces women’s textile arts, which have always relied on the grid to lend structure and form to their craft. The use of a grid in needlepoint reaches back thousands of years to the ancient Egyptians. Far from silencing, the grid often gave women a voice and a venue through which to express themselves creatively. Agnes Martin’s minimalist, meditative grids, for instance, certainly have much to say.
Since the publication of Krauss’ essay, the grid has come to take on another meaning: that which makes possible the existence of discrete digital pixels on a computational screen. In From Point to Pixel: A Genealogy of Digital Aesthetics, Meredith Hoy wonders “should we … suppose that the grid is a subsidiary property of, or coextensive with, digitization?”2 While grid provides infrastructure for the construction of a digital picture, it is important again not to efface its history as a component of domestic handicrafts and textile arts. The grid facilitates digitization, just as it facilitates needlework. It is neither subsidiary of nor oppressive towards one group; rather, the grid is a tool that can serve various political, cultural, social, and playful purposes.
The grid is doubly present in the Fire Emblem video game series. Installments in the series play out somewhat like a game of chess, where allied and enemy units each occupy a tile on a grid-based map. Concurrently, the pixel grid constrains the game’s visual assets. Our fascination with the grid’s order has led to the fetishization of the 8-, 16- and 32-bit square pixel. Through the veneer of nostalgia, we imagine early video games as having been razor-sharp, when they never looked as clear as we remember them. In actuality, developers used the fuzzy edges to lend realism to otherwise simplistic images. This project, in turning “fuzzy” pixels into fuzzy cotton squares, reflects on the materiality of the pixel aesthetic.