For the past couple of years, whilst in school, I began to research methods of digital content production outside of the mainstream CG pipeline. I grew tired of waiting for renders and baking lightmaps and chose to instead work in a totally real-time environment. The video game engine turned out to be the perfect tool for building all sorts of interactive and motion graphic works.
As it turns out, writing these simple ‘games’ and screen recording me manipulating them in meaningful ways is a very effective way of producing video work!
I started to really commit to game programming with this in mind and reached out to artists all over NYC to produce work for them. I began making original music videos and I believe I was one of the first to make full use of the game engine for this purpose.
Here are some samples of my work:
ADULT SWIM: OFF THE AIR
DATA was featured on Adult Swim’s OFF THE AIR program and VIDVOX, the company that writes the software I used, wrote up a small article on my process. If you want to know more about the making of the above video, here is some more information from behind the scenes.
This is a VR project I worked on while at school using the Oculus Rift. I’m also interested in using these technologies for our visualization apps to bring all of this data to our clients in these very exciting and engaging ways.
This is a music video using Unity game engine and motion capture data in realtime (screen recording the output).
BETTER WITHOUT THE HEAD
This is an original music video using some of my graphics programming knowledge to create reactive realtime visuals for music.
I think it is very important to learn from strategy video games in the condensing of information and presenting it in a way to give the user a sense of play instead of work. I intend to bring my knowledge to Black Swan to help create next-level visualization tools using these techniques. The results are rapid prototypes and ‘game’ systems that infuse the tools with a sense of exploration and play.