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Killbox


A game about Drone warfare.

Online and Installation with Joseph DeLappe, Malath Abbas, Albert Elwin

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Killbox


A game about Drone warfare.

Online and Installation with Joseph DeLappe, Malath Abbas, Albert Elwin

KILLBOX

BAFTA Scotland nominated collaboration with Joseph DeLappe and Biome Collective.
Art, Design, Sound, Music, UI, ID.

"A kill box is a temporary autonomous zone of slaughter." 
Grégoire Chamayou, Drone Theory

Nominated for awards by BAFTA Scotland, and at AMAZE Festival Berlin, and Indiecade LA. Killbox is a two player online game and interactive installation that critically explores the nature of drone warfare, its complexities and consequences. It is an experience which explores the use of technology to transform and extend political and military power, and the abstraction of killing through virtualisation. Killbox involves audiences in a fictionalized interactive experience based on documented drones strikes in Northern Pakistan. The work is an international collaboration between U.S. based artist/activist, Joseph DeLappe and Scotland-based artists and game developers, Malath Abbas, Tom Demajo and Albert Elwin of Biome Collective.

The war on terror shifts the battleground away from territory defined by geopolitical boundaries. The conflict zone now follows the individual, irrespective of geography. Unmanned drones fly at high altitude above sovereign states, monitoring and engaging these individual targets. Aerial combat is coordinated in volumetric space using cubes containing specific rules of engagement. These cubes- or "killboxes" make up a dynamic and responsive three dimensional map of the area. When activated, killboxes become legal zones of operation for any unit assigned to it.

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Out of Ice


Code/ Art with Elizabeth Ogilvie

Ambika P3 London, CASO Osaka

 

Out of Ice


Code/ Art with Elizabeth Ogilvie

Ambika P3 London, CASO Osaka

 

OUT OF ICE

Collaboration with Elizabeth Ogilvie.
Code and design.

Digital animation and projection for exhibition Out of Ice, portraying the psychological, physical and poetic dimensions of ice and water in a large, immersive installation. Out of Ice was originally exhibited in the subterranean spaces of Ambika P3, and is currently showing at Contemporary Art Space Osaka in Japan.  

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Commonwealth Games


Composition and Sound Design with National Theatre of Scotland

Glasgow Commonwealth Games 2014

Commonwealth Games


Composition and Sound Design with National Theatre of Scotland

Glasgow Commonwealth Games 2014

COMMONWEALTH GAMES CELEBRATION

Commissioned by National Theatre Scotland.
Composition, Sound design, Installation.

 
"There was once a wide, windswept place, near nowhere and close to forgotten
that was filled with all the things that no one wanted..."
 

The story of the Tin Forest by Helen Ward, is about the creative transformation of a post industrial environment into a thriving forest, beautifully illustrated by Wayne Anderson. In summer 2014, events were held all over Glasgow city in celebration of its hosting of the commonwealth games. National Theatre Scotland worked with communities across the city on projects which acknowledged Glasgows industrial heritage and embraced its creative present. The Story of the Tin Forest was used as an allegory of this transformative process, and became the basis for these community projects and events all over Glasgow.

Work with National Theatre Scotland on a number of projects for their events in Springburn, North Glasgow: Sound design and musical score for the light up event at the park, location based sound design and composition for the promenade theatre in the beautiful but unkempt Victorian flower gardens, and  several sound pieces to accompany videos at the the Puppet show Finale at the Rotunda.
The Springburn Lightshow was a giant piece of immersive and participatory theatre involving huge numbers of local families who had contributed to the work. Lighting, projections, animations, sound all supported the evenings performance by local children. 

 
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Other


Game Design/Composition/ Sound

Location-based Alternate Reality Sound Game with National Theatre Scotland

Other


Game Design/Composition/ Sound

Location-based Alternate Reality Sound Game with National Theatre Scotland

OTHER

Location-based Augmented Reality Sound Game
Collaboration with National Theatre Scotland
Concept, Game Design, Composition, Sound design, UI, UXD

"Other" is a startling new type of game experience- an alternate reality sound game, played on iPhone in the city streets of Dundee.
Using interactive sound, the sensors on your phone and your location, Other distorts your perception of reality as you embark on an adventure which discover buried secrets and lost stories, to reveal an other Dundee. 

You play you. The environment is the real world. But in Other the stability and and your preconceptions of the real world and your place in it are challenged. Meanings change, new realities become possible. The game is made from- and played among- the architectural, cultural, sonic and historic fabric of the City.
Combining elements of theatre, traditional storytelling, alternative reality gaming, computer game mechanics and interactive sound, Other is an amazing and unique experience.

Other was made through a unique partnership with the National Theatre of Scotland, and Dundee-based writers, historians,  musicians, actors, workers and singers, and was a finalist at IndieCade International Festival of Independent Games

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Soil Matrix


Data Sculptures: Active ingredients in soil samples

Soil Matrix Project

 

 

Soil Matrix


Data Sculptures: Active ingredients in soil samples

Soil Matrix Project

 

 

SOIL MATRIX

Commission by National Soil Association Research.
3D modelling
 

Data sculptures used to communicate scientific data to general public. These models are for showing relationships between mycelium, water and organic matter. Soil research showing different amounts of each component affect overall soil health and the soils ability to promote and sustain plant growth.

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Preservation Process


Sound installation exploring body preservation.

Digitalia Festival, Poland

Preservation Process


Sound installation exploring body preservation.

Digitalia Festival, Poland

Commission for Digitalia Art Festival 2014- Techno Body. Preservation Process was an investigation into a continuing relationship between technology and  the human body after life. Preserving the human body in death raises opportunities to learn ways to heal the living body. The Centre for Anatomy and Human Identification in Dundee is pioneering an almost industrial scale thiel preservation process. Thiel preserved bodies retain life-like flexibility and delicate tissue making them a more realistic model for training in surgical, diagnostic and interventional procedures than the traditional formaldehyde process. The facility at CAHI has 11 tanks which can submerge 44 bodies at any one time, and rack space for around 100.

Sounds of the spaces, machines, and processes involved in these techniques were recorded at CAHI, then combined and turned into a sound installation for Digitalia Festival. Each area had a distinct environmental drone defined by its air conditioning system. The objects in each area were like different species of animal built for purpose for each stage of the process. I used a combination of the built-in microphones of my portable PCM D-50, and a contact mic used for the tanks.

In the physical installation, each part of the process is given its own space using four pairs of speakers set along the wall. Each pair plays in sequence, taking the audience through the process from body arrival, called the Threshold, through preparation and embalming, storage tanks, and finally to dissection and recycling.


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harmonographic


Digital hybrid Harmonograph with Tim Vincent Smith

NEoN Digital Arts Festival

 

 

harmonographic


Digital hybrid Harmonograph with Tim Vincent Smith

NEoN Digital Arts Festival

 

 

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I/O


I/O


I/O

Short Film
Direction, Sound design

I/O is a journey into a distortion of reality

Unwrapping