2015 - video installation
2015 - interactive performance
2014 - webGL animation
In this small world, virtual inhabitants develop and evolve. This happens according to a process that is referred to as genetic algoritms. Like most things alive, the moving shapes have DNA that defines them, the amount of segments they're made of and the proportions of these segments. Like our DNA, it mutates. The shapes multipy, grow and shrink over time. They develop without requiring any further input, all aesthetic choice have been made in advance and the content is generating itself. What is visible is derived from itself. By being granted this freedom the work has the opportunity to surprise with it's emergent results.
Presentation during Graduation Show at the Gerrit Rietveld Academie. The simulation is projected on a pyramid of reflective surfaces, creating a Pepper's ghost effect of the digital entities:
2014 - computer simulation
This is a recording of the original work. Visit the original work here.
2014 - webGL animation
These plants have been extracted from a garden designing program and are re-executed in the same way they were digitally, using the ‘billboarding’ technique. An almost old-fashioned 3D technique, billboarding was commonly used in early 1990s video games when consoles did not have the hardware power to render fully 3D objects. Billboarded objects float somewere between 2D and 3D; they are 2,5D. The plants have been extracted from a program called Tuinarchitect 3D (Garden Architect 3D) that was no longer running on modern operating systems.
2013 - real world-applied virtual techniques
2013 - graduation thesis
Two players form siamese twins. Each player has control over half of the body. Together the participants must make the twins assume correct positions. For each correct position part of a baby is won; creating a curiosity together. The game was developed for and presented by Dropstuff project "The Bridge":
During summer 2013 DROPSTUFF created a special 'bridge' between the Museumplein in Amsterdam (The Netherlands), and Venice (Italy), where the 55th Biennale di Venezia was be organised. The bridge was formed by a live connection between two large public screens that were connected live through internet, and by using a special device; the Kinect. At both sites, visitors could see and meet each other, and play a game together on the spot. Eight artistic games were developed by Dutch designers and students. Using the technology of the Kinect, also known from the X-Box game console and the internet, people can communicate in the streets through movement.
2013 - networked multiplayer-player kinect game
This is a recording of the original work. Visit the original work here. (Unity Web player required)
Programmed during Y-workshop, in memory of Yariv Alter Fin
2013 - simulation of 2D physics
2012 - animation
2012 - 3D renders