IMMERSIVE
SLINGSHOT XR
Slingshot XR an ongoing personal project and mixed reality experience that is best described as ‘mini-golf in space’. The aim of the game is to launch an orbital through an environment of gravity attractors so it bends along a path towards a target.
LITTLE BUDDIES
Working with BUCK, Little Buddies is an AR experiment exploring Unity AR Foundation’s understanding of a user’s environment. Based on how these surfaces are classified, we chose one of four characters to populate and animate along a plane.
Under the hood we’re looking at the surface area of a scanned surface and determining the proximity to the edge and to other characters before activating a new little buddy.
PHASE RIDER
PhaseRider Crystals is a variation of Little Buddies that repurposes it’s spawning logic to showcase crystal assets made for an internal Buck project.
Using ARKit’s ARMeshClassification and Unity’s ARFoundation to detect surfaces like floors, walls, ceilings, and tables, we determined which assets to spawn into a safe inner boundary area on that surface. All the while managing and maintaining the amount of assets alive in the scene.
HYPHA
Hypha is an immersive virtual reality story presented by Museo Del Hongo and Maltrato Films that takes you on a journey to cleanse Earth from man-made disasters by becoming a mushroom. From spore to mycelium, you can experience the life cycle of a mushroom to understand the importance of the Fungi Kingdom as the main bioremediation agent of Earth.
As the Digital Art Director in the early stages of the project exploring the aesthetic direction through digital sketches, 3D animations, and lighting and environmental design.
SPORE
MYCELIUM
INTERVIEW MAGAZINE
Interview Covers: 50 Years visualizes the cover of every issue of Assouline’s Interview Magazine as an immersive, interactive layout. In collaboration with Pier59 Studios, we set out to organize 500+ covers in the most impactful way that showed the full span of changes in style and design over 5 decades.
The experience places the user in the center of an expanding grid of Interview covers. They can navigate through the space or swipe to bring content closer into an intractable area to view supplementary information such as the issue’s editor, photographer and cover models.
UNTOLD STORIES
Working with Mill Experience and in collaboration with Tate Britain and Facebook Creative Shop, we created eight interactive artworks designed for paintings in The Tate’s permanent collection.
These animations could be viewed through the camera on the Instagram app, which tracks the paintings and initiates the experience. The paintings now lie in The Tate’s Virtual Wing, a new concept for the museum, which is the beginning of more AR activations to come.
LUCIDA
Lucida is a MVP prototype developed In collaboration with Oriana Niedecker through a research residency with NYC’s Rlab in 2018.
The proof of concept aims to remotely connect art sellers with art buyers through AR and VR. As galleries, collectors and art consultants increasingly rely on online tools for sharing artwork, Lucida provides a virtual platform that previews artworks at full scale (VR) and in a buyer’s home (AR).
AR SKETCHES
These sketches are a collection of visual experiments from my early days of exploring ARKit in Unity, mostly circa 2016.
I played around with audio reactivity, physics simulations, shaders, alembic animations (from Quill), layer masks, and transparent videos.
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