Portfolio
Virtual Environments / Games
nonStationary
[info]a virtual heterotopia inspired by rhythmnanalysis and london liverpool street station.
“The body is a crowd, the crowd is a body” - Henri Lefebvre
Inspired by Henri Lefebvre’s rhythmanalysis, nonStationary is a constructed virtual heterotopia - a train station suspended in mechanical time, trapping the listener between arrival and departure.
Created using Blender, Unity, and Max/MSP, the environment places the listener in a speculative version of London Liverpool Street Station - where they navigate through crowds of pedestrians, haunted by the persistent ticking rhythm of the platform clock.
Through its multi-camera perspective, nonStationary invites listeners to analyse alienation in the rhythms of everyday life (as the body, the crowd, and the space).
a forest of wooden antenna
[info + download]‘A Forest of Wooden Antenea’ is a linear music composition created as a virtual environment,.
The performance involves the performer/player walking along a path, acting as a virtual microphone that not only listens to the spacialised sound within the environment, but also records them into a sample buffer that reoccur as altered memories throughout the compostion.
made with Unity, Ableton Live and Max MSP/RNBO
ghost (2023)
a site-based audio visual installation inspired by alienation in the gallery environment
[for screen and speaker / made with processing & raspberry pi / 256x256 pixels]
Shown at Gallery46 for
[NOW & THEN & NOW…]
and
[LIMINALITY [A FRIENDLY ABYSS]]
The gallery is haunted.
Art on walls that live and promptly die like falling dead flies with tombstones plaques.
A black screen, a white painted wall.
Ghost was inspired by alienation in gallery spaces, both from the position of the artist, the audience, and the artwork itself.
The ghost moves around the floorplan of the gallery,
white noise would play from the screen into the room and visually overwhelm the image
based on proximity to the installations location.
Tools
_branch
[info video] [performance demo]a card game effect controller designed for performance as 'my grey leaving'
ghost meter (commision for cycling'74)
“It’s always helpful to be able to see your audio, but can it also be fun? Or interesting? Or a method for creative experimentation?
Where does the line exist between audio metering and visualization?”
For this patch I was inspired by ‘ghost hunting’ equipment and thought it would be interesting to replace/combine traditional metering representations (such VU Meters) with something more novel.
I started working on the patch in the lead up to halloween, and having just moved, a haunted house seemed apt.
The patch can be used to monitor multiple audio signals – each time the signal level passes the user-set threshold, it accumulates a counter which increases the haunting level (which in turn controls the frequency and intensity of ‘hauntings’.)
This was also my first time working with javascript within Max, so forgive the mess if you choose to go through the code– hopefully you can salvage some use from it :)
[link to download]
Many thanks to @mikerugnetta and @c74connect for the opportunity :)
OBSCURUS SONUS INSTRUMENTUM
TENEBRARUM ATTRAHENS CARDUUS
an intentionally difficult to use sample player based on chaotic attractors
originally created in p5js, I ported it over to max/msp and remade the UI in v8.js
odds & ends / WIPs