Captured out of Unreal, working title The Comedian. This piece is about a deteriorating language and still attempting to communicate even when we don't quite understand what the other is saying, and it is about our basic necessity for comedy, sometimes we want to take the stage and others times we desire to become part of a crowd and give in to the contagion of laughter.
Heighmap and river rocks made in Houdini, materials made in Substance and Unreal Engine 4. Optimized for VR and this capture was rendered in real-time out of Unreal Engine 4.
The concept for Muze Box was conceived when me and my team at In It VR were asked to create a virtual reality experience to the New York Toy Fair; an exciting prospect because it would be the first virtual reality experience they had ever welcomed into the Toy Fair. I was inspired by the idea of synesthesia and wanted to give children a space in which they could have access to potentially infinite amounts of toys that came to life through animated dancing and made sounds that sounded like the animation looked. The kids were able to compose their own songs using these animated toys and I am looking to expand this project into a fully functional portable synthesizer sound studio.
On Cloud Phi
On Cloud Phi is a tongue and cheek interactive virtual reality musical based on people’s illusion of “The Cloud.” “The Cloud” has been cleverly named so to inspire feelings of comfort and trust as if our files are being stored in some heavenly ethereal place in the sky, while the reality is rows and rows of hardware and wires stored in spaces based off of chicken coops for proper ventilation. This piece glorifies this illusion with a dreamy cloud environment complete with dancing cloud people, ambient synthesizer music, and dramatic theatrical lighting. As you move through the space it is apparent that the floor on which you stand is actually a glass circuit board and immersive surrealistic animations based off of glitches are triggered through the viewer interacting with the environment. These glitchy animations are both a reminder of human error and a way of showing the beauty inside these imperfections.
In Houdini I created a network that is a parameter based abstract art tool that I can adjust with sliders to control the sculpture. The optimization for AR/VR was automated in Houdini as well so I have been moving these sculptures into a VR project in UE4 with the goal of building out a virtual museum full of sculptures that appear opulent because of our psychological association with material properties and economy/demand, but really their all just pixels.