WORK

Frontline/Sidelined
A pandemic in watercolour

 

WATERCOLOUR DRAWINGS

When Covid  hit and we were locked in I needed something light and new to keep my brain ticking over without extra pressure. Inspired by seeing rainbows celebrating the work of workers on the frontline and NHS, I enjoyed making small, repeating gestures that build up over time to make something oddly 3 dimensional.


 
 

Garden
A game to grow music

GAME DESIGN, SOUND DESIGN, VISUAL DESIGN

The Garden is a first person adventure set on luminous alien worlds where- to save the planet- you must build a sustainable ecosystem by growing musical plants, changing the player to composer. In Garden every plant is an instrument and each world is a song that unique to the style of each player growing it. Explore and rescue the worlds of a dying solar system-discover beautiful plants in stunning abstract environments with new challenges, life forms and original soundtracks. 

Garden is a unique sensory experience that evokes awe, discovery and creative world-building through a stunningly realised responsive musical environment. Me...

 
 

Hello World
Birth of a new museum

COMPOSITION, SOUND DESIGN, LIGHTING DESIGN

An 8 minute audio visual spectacular was the culmination of an evenings celebration to welcome the new V&A Museum in Dundee, designed by Kengo Kuma. Recordings of sounds from all over Dundee and within the building itself- as well as greetings in 30 languages from the local community- were used to compose the “voice“ of the new building, and the music that followed. Projectors were not used to light the building, instead dynamic lighting rigs were synchronised to the music through MIDI. The event was broadcast live on the BBC.

A very (!) rough cut of the light+sound show for the opening of the V&A Dundee. No projection mapping, we used controllable spot lights that are synchronised...

 
 

Shpeel
A space to talk/ play

GAME DESIGN, SOUND DESIGN, VISUAL DESIGN, MUSIC

Shpeel is an immersive interactive experience and musical instrument that starts a conversation about mental health and well being. The 360 virtual environment was created for the London Design Biennale to show how the tool allows young people to express themselves without using verbal communication. The installation investigates whether video games can help to start young people talk about their mental health. Shpeel invites individuals to share their emotions via gaming techniques and 360-degree sound and animation. The technology then produces an avatar that imitates these feelings, giving people an alternative communicative therapy to words. Biome Collective was commissioned to represent UNESCO City of Design Dundee at London Design Biennale.

Congratulations to Biome Collective, one of Scotland’s most pioneering video game designers, ​who represented Dundee at the London Design Biennale 2018 with their interactive game “Shpeel”. Produced by Tilde Arts in partnership with Creative Dundee, Shpeel has been developed following a series of workshops with young people across Dundee asking: “What can video games do to help young people start talking about their mental health?” “Shpeel” – a play on the word “spiel” meaning to play or to speak, has been designed as a shared, interactive experience giving participants “a sense of ownership of their actions” empowering them “to describe the nuances of how they’re feeling without words” – Malath Abbas and Tom deMajo of Biome Collective. Set up as a 360° immersive environment, visitors used interactive controls to create and activate an abstract object (an ’emotional avatar’) immediately transforming the space they were in and using it to start a conversation with others. The Corner and Hot Chocolate Trust assisted with the delivery of this project, which was supported by Creative Scotland,​ NEoN Digital Arts Festival,​ University of Dundee, Abertay University and UNESCO City of Design Dundee. London Design Biennale 2018 “Emotional States” was held at Somerset House​ 4 – 23 Sept 2018. With credit to STROMA.

 
 

Killbox
A game about drone warfare

GAME DESIGN, SOUND DESIGN, VISUAL DESIGN, MUSIC

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 was an international collaboration with artist and Guggenheim Fellow Joseph DeLappe,  and was nominated for BAFTA Scotland game of the year, 2016.

Killbox is part of the permanent exhibition at the V&A Design Museum Dundee.

www.killbox.info

Killbox+screen+.jpg
Killbox is an online game and interactive installation that critically explores the nature of drone warfare, its complexities and consequences. It is an expe...
Killbox is an 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.
Twitter : https://twitter.com/VersusExcursus ( 🎧 casque audio conseillé) Je fais ici une lecture en croisement du jeu Killbox qui va, à mon avis, plus loin q...

 
 

OTHER
An alternate reality game

CONCEPT, GAME DESIGN, VISUAL DESIGN, SOUND DESIGN, MUSIC

other is  It is a modern day self portrait of a place and its people experienced through an award winning location- based augmented reality sound game. It is played on the streets in the real city of Dundee. Players perceptions and preconceptions of reality are slowly twisted as they uncover hidden layers and stories as they search for a clues and a way through the other Dundee.  other was created in partnership with the National Theatre Scotland as part of a large scale transmedia project incorporating local community workshops, game and film jams, promenade theatre, installation pieces, and the game itself.

OtherVictorianPanoramasmall.jpg
Other is a location based horror sound game that leads players on a journey through the streets of real life Dundee to discover a fictional, darker side of the city; where the world of Dundee as you know it is subverted and there is the possibility of gothic horror around every corner.

 
 

Out of Ice
Visualising ice formation and dissolution

DESIGN, CODE

Generative graphics commissioned by Elizabeth Ogilvie-  a digital animation and projection for her 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.  


 
 

Imprint
Architectural acoustic installation

CONCEPT, SOUND DESIGN

Imprint renders a message- in this case the english alphabet- into morse code played by 26 individual light and sound modules.  These are distributed through a space. Letter sequences and silences create emergent patterns  “words” and sentences are randomly generated never to be repeated.  Decoupling and distributing the letters transforms the letter/word framework from a single source linear communication to a diffuse, multiplied and environmental one.An alphabet is used as a framework for organising and collecting symbolic sounds into words- discrete packages communicating thoughts and ideas. The introduction of the printing press in the 15th century revolutionised the distribution of information .

imprint001.gif

 
 

I/O
3D animation

DESIGN, 3D, SOUND

A short film exploring  perception, movement, form, and change

A short film by Tom deMajo

 
 

Tin Forest-commonwealth games
PROMENADE THEATRE AND INSTALLATION

SOUND DESIGN, COMPOSITION

"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 and used as an allegory of Glasgows transformation. During the Glasgow Commonwealth games, this became the basis for community projects and events all over Glasgow produced by the National Theatre Scotland.

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
Several sound pieces to accompany videos at the the Puppet show Finale at the Rotunda.

The Tin Forest
Tom deMajo
The Bridge
Arrangement by Tom deMajo. Strings by Tim Vincent Smith
While Waiting
Tom deMajo
A celebration of Glasgow's industrial past and creative future took place at the South Rotunda, across Glasgow and across the Commonwealth. Inspired by the book by Helen Ward and Wayne Anderson.

 

Gloam
AMBIENT SPATIAL INSTRUMENT

COMPOSITION, INTERACTION DESIGN

Gloam is  an “ambient“ sound sculpture and giant musical instrument that is triggered by people moving through space, inviting participation that can be intentional or mistaken. First used at the Pianodrome at Edinburgh International Festival, Gloam monitors and segments an area and when an object moves into it, plays a sound. This can be used passively for when audiences walk through the monitored field or actively by a dancer or other, and can be combined with live instrumentation. Sounds for Gloam were recorded with the Mantra Collective in Edinburgh.

Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.

 
 

Metamorphosis
MOTION SculptureS

CAPTURE, DESIGN

Sculpting motion through time using footage recorded from dancers movements traced from single points on their bodies. A history of movement to be used for composition, reference  and as sculptural form.

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SOIL MATRIX
DATA Sculptures

DESIGN, MODELLING

A commission from  National Soil Association researcher  to communicate scientific data to the general public. Soil research shows different amounts of each component affect overall soil health and the soils ability to promote and sustain plant growth. These models show relationships between mycelium, water and organic matter.


 
 

Witch’s Blood
Factory promenade theatre 

LIGHTING DESIGN, SOUND DESIGN, COMPOSITION

In 2016, a proposal was put forward to celebrate the triumph of Witch's Blood 30 years before, and to explore opportunities to create a new treatment for contemporary audiences. Members of the original production team joined with digital artists, musicians and designers from Dundee- based Biome Collective. They laid out plans for a one-off event that would combine the old with the new.

Members of the original cast joined with new talent for a spectacular evening of stories, memories, songs, and sound held in the extraordinary space of the old Print Works factory in Dundee. It ws a night to remember.


 
 

Dundee Design Festival
Audio Ident

SOUND DESIGN

Dundee hosted the International Design Festival to celebrate the city being awarded UNESCO City of Design status. Sounds of local choirs, and machinery specific to Dundee's traditional industrial heritage accompany the visual identity and celebrate the cultural/ historic and contemporary attitudes of the city. Played throughout the festival. Ident design and animation by Lyall Bruce of Sooper Double D.

Dundee Design Festival identity animation 2016