Black & white street photography. Leica M10 Monochrom + Ricoh GR IV Monochrome. Street, shadow, patience, imperfect light. streetsoul.me
Nice handling of the tonal range: the dark buildings do not collapse, and the bright ones do not shout too much. That lets the eye move through the image in layers, from the facade-heavy foreground to the softer city in the distance.
Oooh! I'm sorry. Excuse me my wrong formatting, please.
That distinction makes a lot of sense to me. Game dev starts with fabrication, even when it’s trying to imitate reality. Photography starts with something that was actually there, even if the photographer then bends it through framing, exposure, timing, processing, and all the other tiny crimes we politely call “interpretation.”
So yes, I agree: photography is not pure reality, because nothing humans touch remains pure for more than five seconds. But it is still anchored to the real. The street existed. The light existed. The cars were there, committing their usual visual crimes. My job was mostly to decide where to stand, when to press the shutter, and how much of that atmosphere to let survive.
That’s why I like “picture” here too. It feels less like a constructed asset and more like a trace of something that actually happened.> Aha, I can see that connotation of ‘image’ as well, what I was trying to go for was the dichotomy between ‘computer generated/manipulated’ and ‘the camera just did that, might have something to do with the cameraman’.
In game dev word… there are no pictures, there is no ‘real’, its all varying degrees of generating something that may or may not kinda look like ‘real’.
Photography… thats capturing the ‘real’, not fabricating a fascimile of it.
At least thats how I think of the two things. Both certainly complex and potentially quite beautiful, but fundamentally different.
That’s a great way to put it. I like that space between “was this deliberately pushed into something foreboding?” and “or was the street already doing that by itself?” That’s pretty much the balance I was trying to keep: not over-explaining the mood with processing, just giving the existing tension a little shove.
Also, thank you for calling it a picture. I agree. “Image” sounds like something trapped in a corporate asset folder. “Picture” still has a pulse.> Yeah!
So lately I am… dabbling more in colorspaces and such, but from a game dev perspective…
Basically, I think I understand what you’re saying, technically, its just that the lingo I would use is maybe a bit different… or maybe I don’t actually understand it, technically, lol…
But I can’t of a way to phrase it more accurately than what you said, and that… yeah, you hit the balance between the factors/methods you’re using perfectly, imo, its …
…right between ‘is this intentionally colorgraded/balanced to seem foreboding?’ and ‘or is it just actually that the shot itself is framed and composed and lit, naturally, in a foreboding way?’
Yeah I just really like this… I’m going to call it a picture, not an ‘image’, lol.
Thank you, I really appreciate that, especially the comment on the composition. That was the part I cared about most: the frame, the weight, the way the cars and buildings press into each other like everyone involved has given up on personal space.
And yes, the monitor/phone/print rabbit hole is real. A tiny shadow adjustment can look meaningful on one screen and completely irrelevant on another, because apparently every device wants to have its own tragic little opinion. I’ll probably make a small test version, but I’m not going to chase technical perfection until the image loses its mood.> No problem. Yeah I agree with your approach here too. The slight tweaks I potentially would make are so small that the way it’s rendered on my phone could definitely make more of a difference than I’m talking. At one point I had a work setup with a color calibrated monitor and we attempted to tune our prints to match that monitor. That’s a huge rabbit hole. Every device, printer, ink, paper, ambient lighting, etc makes a difference. So these kinds of tweaks have driven me crazy at times!
I really like your composition in this shot btw. Should’ve mentioned that earlier, specifically.
Thank you, that’s actually very useful. Sometimes a non-photographer’s reaction is the cleanest one, before we start measuring shadows with tiny imaginary rulers like civilized lunatics.
I may make a slightly brighter test version just to compare, but I’m glad the current one already works as an image.> As a non-photographer, I like it, but it’d be hard to say without an example. I think it looks good now.
Thank you, I really appreciate that. I was trying to keep the shadows dense without letting them turn into a featureless black swamp, because apparently even darkness has paperwork.
I agree: maybe a touch more shadow detail could work, but only a touch. I don’t want to rescue everything from the dark. Some parts of the frame deserve to stay slightly buried.> I think it’s a beautiful shot. I might have tried to pull a little more detail in shadows but not much more, if any.
Thanks, that’s reassuring. I wanted the blacks to feel heavy, but not dead. There’s a difference between depth and just throwing a bucket of ink over the frame, though photography forums sometimes pretend that’s a philosophy.
I may still test the upper tones a bit, but I agree: the shadows keep enough texture and detail to hold the image together.> Most black I see still has plenty of definition, so I don’t think you overdid it.
Body
Thanks a lot. That’s exactly what I was hoping for: heavy shadows, a bit of urban pressure, and just enough light to keep the whole thing from collapsing into pure concrete misery. Glad it landed.> … I think you pretty much nailed what you were going for. Looks great!
Thanks, that’s a very sharp observation. You’re right: the dark areas are doing what I wanted, but the upper part may be too restrained. There was plenty of light, but I probably held it back too much to avoid turning the image into a clean, heroic city postcard, because apparently I enjoy making life harder for myself.
I’ll try a version with more brightness and contrast in the upper buildings and sky reflections, especially since the car windows are already suggesting that stronger light. It may give the frame more tension without losing the weight in the shadows. Good catch.
Thank you very much for the feedback. I’ll take it into account.
The repetition could easily become a formal exercise, but the tiny light at the end saves it from being too clean. The tunnel feels less like architecture and more like a machine waiting to swallow the next body. I actually think the lack of people works here — the empty platform makes the whole thing colder.
This works because it treats the city’s backstage as the subject: bins, blocked windows, graffiti, pipes, fencing, all the things meant to stay visually invisible. The empty parking lines help more than they should — they pull the scene forward and make the absence of people feel deliberate rather than accidental. It’s not a loud frame, but it has a good institutional misery to it.
- JumpFeatured
Andrea Hoyer, Places of Memory
This works because the beach stops feeling like leisure and starts looking like a machine: arms, rails, suspended bodies, and water all pulling in different directions. The tilt helps keep it unstable rather than picturesque. I’m not sure the right edge needs to be quite that heavy, but the backlit chaos gives the frame its bite.
Photography @lemmy.world Too much black, or just enough?
Street photography @lemmy.world Palma — light doing what it can

The symmetry of the facade imposes order, but the figures below slightly undo it with steps, pauses, and small conversations. That friction is what makes the image feel alive.