Black & white street photography. Leica M10 Monochrom + Ricoh GR IV Monochrome. Street, shadow, patience, imperfect light. streetsoul.me

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Cake day: April 28th, 2026

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  • The repetition of the corrugated roof really carries the image. It almost crushes the wooden doors, which makes the whole scene feel heavier than a simple façade study. I like that it stays quiet: grey, worn, frontal, almost stubborn. The dark gap above the doors is the small break that keeps it from becoming just texture.




  • Thanks so much for taking the time to watch the video and comment on my work.

    That day was really just an erratic photo walk with my dog. There was no planned route, and everything I came across was completely accidental. A bit like going hunting, but in a much more pacifist way.

    As for getting close to people, I do feel comfortable shooting like that, although it’s certainly not the only kind of photography that interests me. So far, people haven’t taken it badly. In fact, I haven’t had a single moment where someone stopped me and asked for an explanation.

    You’re right that using a compact, discreet camera definitely helps. But I also work in a similar way with my Leica M10 Monochrom, as long as I’m using small lenses, usually 21mm, 28mm or 35mm.

    Anyway, I really appreciate the time you’ve spent looking at my work.














  • What works best in this photograph is the alignment between gesture and light. The statue seems to reach for the sun, almost catching it between the fingers. That small coincidence gives the image its tension.

    The low angle gives the figure weight and authority. The raised arms pull the whole frame upward, while the clouds add drama instead of acting as a neutral background.

    In black and white, the image would probably become stronger and more severe. The photograph is already built on contrast, silhouette, sky, and gesture, so it does not depend heavily on color.

    The main gain would be symbolic force: light against mass, body against sky, hand against sun. The main loss would be the bronze-green texture of the statue and some of the atmosphere in the sky.

    I would keep the highlights around the sun controlled, preserve some detail in the torso, and let the clouds stay dark and textured. Color gives the image atmosphere; black and white would give it gravity.


  • The black and white works here because it strips the scene of easy signals: no protest colors, no uniform color, no visual comfort. What remains is a compressed mass of bodies, police markings, glass, shadow, and blocked movement. The heavy dark foreground makes the viewer feel slightly outside the event, not fully invited in, which suits the photograph.

    The risk is that the middle of the frame becomes a dense grey knot. But I think that confusion is part of the point: the image is less about one decisive gesture and more about civic pressure accumulating in a narrow space.

    Does the monochrome compression make the scene stronger, or would more tonal separation give the image more bite?







  • 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.