YOUR WORK LIVES BETWEEN FICTION AND DOCUMENTARY, YET DRAWS HEAVILY ON GAMING, ANIME AND RAP MUSIC, TOO. CAN YOU TELL US ABOUT THE EARLIEST INFLUENCES THAT SHAPED YOUR VISUAL LANGUAGE?
I’m really a child of television. I grew up with cable at home, so I was constantly watching everything from Disney Channel to MTV, cartoons, reality shows, anime, whatever was on. That shaped my visual language early on. When I started art school and began making videos, I naturally started remixing those references, recreating the formats I grew up with. It’s the same with video-game and French rap. It was a huge part of my life growing up and so it’s always been part of my work.
Among all of it, the very first one was TV shopping. I used to watch it every morning with my mom. That format gave me so much freedom. I could experiment with visuals, voiceovers, objects design, writing, and performance. I was creating my own objects, playing the host, building a whole show. It was a way for me to talk about my culture differently, with humour but also with depth. Behind the playful surface, there was something more personal and layered happening. It allowed me to express working-class culture on my own terms, both in how it looked and in what it meant.
DO YOU SEE YOUR PRACTICE AS WORLD-BUILDING? AND IF SO, WHAT DOES A SARA SADIK WORLD ALWAYS INCLUDE?
Yes, actually the world-building process comes first in all my projects. Each project has a complete universe where fiction and real-life emotions coexist. I would say that they always include young men from working-class and diasporic communities in France, often marked by fragility, but never reduced to it. These worlds blend the codes of video games, reality TV, rap, and sci-fi to create transformative narratives. They are built from real gestures, objects, languages, and emotions that I reinterpret to imagine new ways of being. They are always spaces for inner journeys, for love, for self-discovery, for resilience. They always include a deep emotional dimension, and a desire to offer alternative narrative.
MUCH OF YOUR WORK REVOLVES AROUND EMOTIONAL TRANSFORMATION – ESPECIALLY FOR YOUNG MEN AS SEEN IN YOUR XENON PALACE CHAMPIONSHIP. WHAT DRAWS YOU TO EXPLORING SPECIFIC THEMES IN YOUR WORK?
For me, it reflects something deeply intimate and political at the same time. I often work with young men who carry visible and invisible wounds, and I want to create spaces where they can be seen as they are, where fragility becomes strength, and emotions are not a weakness but a path to growth.
Themes like love, identity, resilience or friendship are at the core because they’re rarely offered with care or depth to these men in mainstream narratives. Through my fiction, I try to imagine what healing could look like when tenderness is allowed to exist, especially for those who are denied the space for personal growth in real life where social and emotional transformation is often blocked by structural violence and everyday struggles.
YOUR WORK PUTS EMOTIONS LIKE ANXIETY AND SERENITY INTO A GAMING-STYLE ENVIRONMENT THAT, GROWING UP PLAYING GAMES, DIDN’T ALWAYS COME ACROSS IN THE LIMITED GRAPHIC QUALITY AND STORYLINES. WHY DO YOU THINK VIDEO GAMES AND INTERACTIVE ANIMATION ARE SUCH A POWERFUL ART FORM?
These types of media create immersive spaces where emotions become active experiences rather than passive observations. As an artist, I have the freedom to create games and interactive work that are not intended for commercial platforms but rather become machinima films or experimental narratives. This freedom allows me to tell sensitive and nuanced stories, exploring emotional depths that conventional games often avoid, even though this has changed now. Within this space, I can experiment and push boundaries, to develop new ways of storytelling.
THERE’S AN INTIMACY IN YOUR CHARACTERS, EVEN WHEN THEY’RE STYLISED OR ‘VIRTUAL’. HOW DO YOU HUMANISE DIGITAL FIGURES AND KEEP EMOTION AT THE CENTRE?
I believe the key is to ground them in real, intimate stories and emotional truths. Even when they’re virtual avatars, my characters carry the weight of lived experiences of the people they’re inspired by, their vulnerabilities, desires, and contradictions. I draw from real voices to make them relatable and authentic.
A central technique I use is internal monologue, which allows the character to express their inner thoughts and emotions directly to the audience. I’m doing this as a way to humanise this virtual persona but also to show or tell their internal struggles and aspirations, making their experiences more tangible and emotionally resonant. I feel that’s how the connection between the viewer and the character can happen, by making an avatar a complex, feeling individual.
YOU’VE SAID YOU LOVE WHEN ART IS TAKEN OUT OF THE GALLERY. WHY DOES THAT MATTER TO YOU?
I believe that art shouldn’t be confined to exclusive places. It’s all about who feels/is welcome and who doesn’t/isn’t. I don’t remember the first time I went to a gallery show, but it was quite late in my life, and only through my art studies.
My work is about creating environments where people can see themselves reflected, especially those whose lives and realities are rarely represented in these spaces. And showing it exclusively in those institutional spaces sometimes feels counterproductive.
I chose to work within the institutional art world and I accept some of its rules, but I also try to bend them to make space for other presences, other narratives, and other audiences. That’s why, whenever I can, I try to make sure my work can also be experienced in more public or accessible ways.