In my role as a Creative Technologist at We Are Social, I was responsible for the creative direction of the installation, technical specifications, and implementation of a notable project for Starbucks. This assignment presented a remarkable chance to blend a variety of technologies in a cohesive and innovative manner.
At the heart of this project was the creation of a web interface for the more corporate-oriented website, Starbucks - Here You Belong, crafted using React. A unique feature of this site was the integration of an advanced Snapchat filter, rendered on a web canvas via Snapchat's new web API. The backend, powered by Firebase, not only handled functions but also maintained a database for storing images uploaded from the web frontend. Additionally, a Unity application was employed to manage a real-time flipping board display, adding a dynamic visual element to the project. This multifaceted endeavor provided an opportunity to delve into and utilize a broad range of technological solutions.
I also spearheaded the programming for two Instagram filters: one featuring AR objects in space, and the other utilizing background segmentation technology.
A clever integration occurred between an old red phone and Chat GPT. In this rapid prototype, I converted speech to text using Google technology to obtain responses from Chat GPT, which were then relayed to the phone users. This project was created using a Raspberry Pi, an Arduino, several components, and the shell and speaker of an old phone.
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An event to celebrate VALORANT's one-year milestone. Within this installation, I led the development of "Phoenix Flames," an interactive experience that employs body tracking for user engagement.
This Unity-powered game features a custom particle system for fire effects, 3D modeling using Cinema4D, and texture work done with Substance Painter.
Agency: Media Monks
Brand: Riot Games VALORANT
A project developed by Opal and Luke from the Rankin team in collaboration with Media Monks. I was tasked with crafting the shaders and WebAR experience to breathe life into and reveal Rankin's portraits. The project was implemented using Three.js, 8th Wall, and GLS.
As the lead developer on a project executed by Media Monks for HP, I was fortunate to be part of this exceptional project. Initially a member of the London team, I was later brought on by the talented team from the Netherlands. My responsibilities encompassed all aspects of WebGL development, which involved creating a custom rendering pipeline for 8th Wall and utilizing Three.js for 3D graphics. Furthermore, I developed GLSL shaders for advanced visual effects like bloom, shadows, and glow, adding a distinct aesthetic quality to the project.
Lego POS (Point of Sale)
This proof of concept was developed for LEGO to explore the use of AR and VR in virtually positioning point-of-sale cardboard elements.
As a Senior Creative Technologist, I led the development of all applications, leveraging cutting-edge interactive technologies to streamline the process of arranging and ordering point-of-sale displays. By integrating augmented and virtual reality, the tool enhanced visualization and placement, enabling efficient planning and execution of engaging retail setups.
Project Credits:
Role: Senior Creative Technologist (Application Development)
Agency: Tailor James
Client: LEGO
A beautiful project that unfortunately never saw the light of day. Just before COVID-19 hit, we were given the assignment to develop two installations featuring a representation of cancer as a beast. The first installation featured an interactive screen showcasing a hyper-realistic beast that would follow and react to users through the use of a skeleton tracking camera. The second installation was an interactive VR game that took users on a Jeep journey, challenging them to escape from the beast. Both projects were crafted in Unity, leveraging the latest features from the High Definition Render Pipeline.
The most incredible project I've ever had the pleasure of working on! The fantastic Nexus team invited me to participate in this wonderfully interactive installation idealized by the amazing creative director Jim Le Fevre. Constructed using 3D-printed components, this interactive billboard comes alive with the help of two projectors and MadMapper. An Arduino Mega board orchestrates all of its dynamic elements. The game's core was coded using Unity, while the controllers were crafted using HTML and p5.js. Node.js and a WebSocket power the server side.
I was tasked by artists Walter and Zoniel to develop an experience for the Frieze London art event. The installation featured six flatbed scanners embedded in the wall, all triggered simultaneously to construct portraits of individuals scanned during the event. This setup comprised six scanners, six micro Windows computers, and a touchscreen interface. The entire system was built using Node.js and React.
To introduce a new line of Adidas shoes, we developed a responsive application that translated sensor inputs from inside the Adidas shoes onto a screen. In my role as a technical lead, I was responsible for integrating the Arduino and sensors with the Unity visual application. One of the challenges we faced was connecting a 360-degree audio rig, controlled by MaxMSP, and linking it to Unity through OSC.
A physical installation designed for the Copenhagen Airport, this project seamlessly connected social media with a large touchscreen and multiple LED cubes within the Dutch Free Lounge. The result was a multifaceted and interactive experience for travellers, with everything crafted using Unity and Node.js.
As the lead developer, I was not only overseeing the project but also actively involved in developing key elements of an immersive gaming experience. In this game, players step into the shoes of a secret agent on a mission to prevent a cyber attack. The gameplay requires interaction with the environment and solving various problems to progress. Initially starting at a slower pace, the experience is designed to quickly become more challenging. Players experience the thrill of scaling the Burj Khalifa using special gloves, and then using a grappling hook to reach the summit of the world's tallest building. Upon reaching the top, they are afforded a brief moment to enjoy the view before the exhilarating finale of jumping and deploying a parachute.
As the lead developer for a supplementary project to Spatium, I coded the integration of an Unreal application with a Unity LED screen, utilizing Node.js and Socket.IO. My primary responsibility was the development of the application powering the LED screens.
Using color detection and OpenCV technology, along with colored cards distributed throughout the Fast and Furious Live audience, we allowed them to control a drag race experience created in Unity. The color detection was implemented using OpenFrameworks and seamlessly connected to Unity for a dynamic interactive experience.
A beautifully crafted and animated iPhone/Android App made in Unity brought Professor Astro Cat's book from Nobrow to life.
Back in the days of Flash and Unity integration, this enjoyable maze game was an experience that ran during Christmas to introduce the new McBites.
A captivating project created in Unity that utilizes a motion tracking camera rig and iPads to showcase the airflow dynamics atop a Renault car concept using augmented reality (AR).