I was so stoked to collaborate with Siobhan on the Good Soup Studio website. Her designs are so b...I was so stoked to collaborate with Siobhan on the Good Soup Studio website. Her designs are so b...
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I was so stoked to collaborate with Siobhan on the Good Soup Studio website. Her designs are so bright, bold, and fun—the perfect jumping off point for my motion design. check it out at goodsoupstudio.com
Building motion off someone else's static system is a genuinely different skill than starting from scratch, you're translating intent rather than inventing your own. Was there a moment her designs suggested a motion idea you wouldn't have landed on by yourself?
I'm not sure. Maybe my idea to animate the soup pot on the 404 to swirl. She wanted me to have fun with the motion design. There weren't any pre-existing references for motion she wanted to emulate.
Did you write your question with AI?
Ha, no, just been thinking about 404 pages a lot lately. The soup pot swirl is a fun one to land on with zero reference to lean on. Did you go literal with it, like steam or bubbling, or more abstract motion?
Good Soup is here to change that is such a confident brand statement, and the pencils in a soup can is the kind of logo detail that makes you smile and remember it. The recipe for good design as a concept gives them so much content territory to play with too.
A luxury property deserves a presentation that does it justice.
With SOLA – Architecture Studio & Luxury Real Estate, I wanted to bring the beauty of modern coastal architecture into the website itself.
From the large property images and soft blue tones to the clean layout across desktop and mobile, every part of the design helps create a calm, premium feel while making the homes the centre of attention.
I like how the website brings architecture and digital design together, giving visitors a chance to explore the properties before making an enquiry.
If you were looking for a luxury home, would a website like this make you more interested in the property?
Halloween, 2003.
A little girl falls into the quarry above Stonewell.
Her father finds her too late.
At least, that's the story he tells.
Twenty-three years later, he's coming home.
Tonight the town burns its secrets.
And something in a long grey coat is walking the street, reciting his own words back to him.
Its face is a mirror.
🎃 THE HALFWAY
A first-person horror game built in Rive.
Fog, film grain and a flashlight, like the survival horror we grew up on.
A forest where someone keeps calling her name.
A diner that kept its light on.
An old police scanner tape with a two-minute gap.
2:41. She's still talking.
2:43. He's going back down.
Nobody knows what happened in between.
Except him.
In Stonewell, you write down the one thing you can't say out loud, and you burn it at midnight.
So what would you write on yours?
He only came halfway. ✨
🛠️ Built in Rive with the CLI, GPU Canvas, Scripting, Data Binding and State Machines.