Void One // Custom AR App Development_
I’ve spent the last few months developing my own custom Void One AR application. Issues with censorship and using other peoples platforms and being bound by their terms and conditions made it necessary to build something in house.
I’m releasing a public beta of the app on 25th December as a free download to those purchasing the new range of prints and merch, and those with legacy pieces from previous runs. Orders placed before Friday 13th December are guaranteed for the launch. Check in store for more information.
It should be noted that this is a beta release, and as such will be subject to bugs, additions and changes over the next few months til I get to a full 1.0 release early spring.
Members of the public beta will be given the opportunity to give feedback and help direct the evolution of the app for the future.
Yardworks 2024 // Mind Virus_
The culmination of a lifetimes work, and the realisation there is so much more to do to get this to where I want it to be. Using the same programming from the Model Synth Piece below, the challenge here was to demonstrate everything I’ve learned to date live at an event. I’m pleased to say I got it working on the last day, but for the future it’s going to require a lot more planning to get this right. I really want to be spending a day showing everyone how it works because it’s so much easier on site.

There’s a real balance to be found between the final painting and the things I’m going to add as augmentations. I think I fell foul of not focusing on the painting enough this time, it’s difficult to explain. I’m just aware this is still very early in the development of my process. I’ve essentially doubled my work every time I augment a piece with all the pre-programming, to then add a live element is bordering on self harm… but I do like a challenge. I’m pretty confident I’m applying this technology in some really unique ways, so it will be interesting to see where it leads.
Model Synth // First Interactive Wall_
Building on the foundations of some of my other projects and having refined the process a little it was time to approach this at scale. The vision has always been to apply this technology to walls, but I needed to know how the AI would react to uneven surfaces like walls. I kept the animation to a minimum for this leaving some of the very limited 2mb bandwidth free. Tapping the screen tags the wall with sfx, and tapping the ear will trigger music and a reactive eq like before. New to this patch was the ability to tap and hold the screen to make the glasses animate some red static. My paintings now have controls! This project was pretty much a dry run for Yardworks in terms of the programming. I had to test it worked at scale before committing to doing this live at an event.



NO ENTRY // AR Graffiti
The first of the street signs I augmented. This concept featured interactive programming for the first time, meaning you can tap on the screen in different ways to trigger audio with reactive visuals and is the prototype on which much of my work is now based. My work now has controls, much like a computer game.
For me, interactivity is the future of this technology, how it can be applied and then operated in unique ways by the user. I like the idea that if i can teach people the controls, there are hidden tricks, or easter eggs, hidden in every painting for the user to discover for themselves.
I’ll show you the future, but I don’t want to hold your hand, where’s the fun in that!? I think you’ll all relate to it in a different way if you discover the magic for yourselves.

4D Graffiti // Stickers_
The first of my 4D graffiti sticker concepts. Initially the experiments were focused on incorporating basic animation and separating the layers out. I’ve found some of the simplest tricks to be the most effective. It took a while to figure out how to optimise the layers as there’s a very limited bandwidth to work in for project sizes at only 2mb total. With it being a beta release the resources available for trouble shooting aren’t great for the software I’m using. At the time of producing these I only knew one other person able to understand what I was talking about, so it’s been a very steep learning curve. I’ve set myself a few challenges along the way to keep incorporating more tricks as things evolve. It’s all about programming now.

