A broadcast spot for OLG, I designed and animated the holographic interfaces and synchronized them with the live-action cameras and performers.
0
7
While learning Rive, I decided to revisit some mockups I’d created for a fictional snowboard competition broadcast and actually build the thing. I learned a ton in the process.
The final product is fully interactive, mixes low and high-framerate animations, and is completely dynamic. It allows data-driven content to influence the shape of the design elements. For example, instead of creating 20 different lower-third animations to accommodate varying name lengths, this responsive system offers a one-and-done solution that automatically scales based on whatever value it’s given.
0
17
Advances in Zeiss hardware are enabling new ways to map neural activity to behavior. We distilled these cutting-edge techniques into a clear, engaging, and accessible story.
0
47
I set out to build an interface and interaction that could be used as an on-set movie prop, allowing actors to interact and capture a real time interaction performance in-camera.
I chose the X-Men franchise as a basis for the storyline here; people with potential mutant DNA place and hold a finger on this scanning device which assesses their DNA and produces a summary of the dormant mutant genes that they possess.
What makes this "unbuildable" is just the shear amount of motion graphics components coupled with an interface structure that morphs and reforms as the experience progresses. Thanks!