I play bass guitar and do a bit of singing for the band Colossus. It’s sort of bluesy-punk and lots of fun to do. My creative partner and the driving force behind the band the amazing Mr John Clay.
See more here: http://thebandcolossus.com/
I play bass guitar and do a bit of singing for the band Colossus. It’s sort of bluesy-punk and lots of fun to do. My creative partner and the driving force behind the band the amazing Mr John Clay.
See more here: http://thebandcolossus.com/
Associate Producer, Audio Mixing
Performance, Editing
Performance, Editing
Performance, Creative Development, Video Editing
SFX
Camera operation, SFX, Creative development
Lighting, SFX, Creative development
DREAM is an EC-funded project that will deliver the next generation robot-enhanced therapy (RET). It develops clinically relevant interactive capacities for social robots that can operate autonomously for limited periods under the supervision of a psychotherapist. DREAM will also provide policy guidelines to govern ethically compliant deployment of supervised autonomy RET. The core of the DREAM RET robot is its cognitive model which interprets sensory data (body movement and emotion appearance cues), uses these perceptions to assess the child’s behaviour by learning to map them to therapist-specific behavioural classes, and then learns to map these child behaviours to appropriate robot actions as specified by the therapists.*
I worked on this project as a research assistant between 2015-2019.
Briefly, the main challenges addressed by the DREAM project therefore are:
* (text copied from www.dream2020.eu)
“Champagne rain, custard lightning, lakes of swan soup, forests of black forest gateaux.” The tasty morsels of food and drink you consume in the experience have been developed by Mark Garston and Chef Michele Stanco, both whom are former team members of Heston Blumenthal’s Fat Duck Group.
Sweet Dreams was a project I worked on with a group of artists from Marshmallow Laser Feast.
Sweet Dreams was developed with the support of the BFI’s Film Fund
Freelance job working with Marshmallow Laser Feast to create a visualisation of the Ethereum network. The piece was displayed at the annual Blockchains developer conference, being displayed on two screens, an LED wall displayed behind a holographic scrim layer. The visualisation was developed as a representation of the network’s history, evolving and being manipulated by historic data across the various forks.
So, not actually a game.. more like an interactive music video toy sorta thing.. This was my entry for the 2018 Global Game Jam. I worked by myself and created a sort of plaything that you can fiddle with while listening to this rad retro wave song I found online (Midnight Rider by Fazzio – https://fazzioretro.bandcamp.com/track/midnight-rider).
https://globalgamejam.org/2018/games/midnight-turbo
Swoop along! WooHoo! (You need an xbox controller to play this.. its for mac so you will prolly need to download the drivers from somewhere, lol)
Wavelength is a casual ‘dot-to-dot zen’ game where players try to link as many coloured dots as possible before the timer runs out.
Follow the project
Honours:
Press:
Another small project where I made a blend of the classic games Asteroids and Pong. I made it in openframeworks as an early attempt to learn the framework. Its just a silly little thing but it ended up being quite fun ?
Available on github: https://github.com/robrab2000/AsteroidPong
Interactive video with sound *Collaboration with Marisa Tapper
A monitor or projected screen display the feed from a camera hidden below it and directed towards the viewer. The feed cycles through several forms of distortion intended to convey a digitisation of the viewer by the machine. A robotic voice drones out the inner monologue of a computer consciousness as it tries to figure out the world around it. The monologue orates a narrative alluding to the machine’s arrogance and subtle disdain for the human race. The machine however, is also lonely and seems to crave interaction with the audience. The piece is intended to highlight our projected anthropomorphisation of machines throughout modern era, but especially in the face of growing interest in artificial intelligence and virtual assistants.
Points of light float towards the player in a patterned movement. The player stands in front of the piece holding a PS Move controller (a small baton illuminated at one end to act as a computer vision tracking beacon) which controls the movement of an eye-like glowing avatar on screen. The player’s goal is to move the avatar in line with the on coming points of light and collect as many of them as possible. As the player collects them, a narrative starts to unfold verbally.
The theme of the piece relates to the concept of reincarnation and thus the narrative follows the story of a character’s life, highlighting a key moment from their experience as a human. At several gameplay thresholds (or levels), the player is confronted by a large rotating geometric shape which they must pass through. If the player has successfully collected enough light, they will pass through the shape into the next level where the process continues. The light is symbolic of forgiveness, harbouring the idea that souls will repeat their journey’s through the earth plane learning lessons and letting go of their pent up karma. Each level is symbolic of a different chakra being represented by the colours, sonic palette, and narrative theme.
If the player fails to collect enough light to pass through any of the seven levels, they are returned to the beginning of the experience but with a different narrative signifying that the soul has gone back to the earth plane, lived another life and is now attempting ascendance again.
The piece was originally developed as an installation exhibited in Sweden and Denmark with the visuals projected onto a large screen and participants standing before it, their movements being tracked by a PS Move tracking system. A later version of the project was done in VR.
We’ve been porting Between over to the Oculus Rift recently (WIP):