AUGMENTED REALITY_

VOID ONE // Custom AR App Development_

I’ve spent the last six months developing my own custom Void One AR app and am in the process of setting up as an organisation so I can start distributing on Google Play.

After having my work deleted because META were removing all third party use of their software, Spark AR, I lost a lot of the progress I’d made with augmented reality, early innovations seemingly impossible to reproduce.

It became apparent that I needed something custom to move forward with. I can’t build on foundations that could be removed at any point without warning. I have a little background in coding and I’m really good at learning systems, so I figured I’d do it myself, again.

The app is now very close to a full 1.0 release and will be live over the summer. I don’t want to box myself in with an explicit date yet as I want to optimise everything as much as possible up front, but I’m expecting to be 100% live by mid June 2026.


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.


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.


KILLER ROBOTS // United Nations_

I was approached by The Campaign to Stop Killer Robots to produce a piece of artwork alongside 4 other artists for variations to be used as a front cover of a forthcoming documentary and global advertising campaign.

The work would support their discussions at the United Nations concerning artificial intelligence with the capacity to make kill decisions independently of Humans, a subject at the forefront of global discussions around AI legislation.

This piece was censored by META and resulted in undoubtedly my best review as… “Shocking, sensational, disrespectful, violent and depicting guns.”

I’ve written up this project with some background and insight here.


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 GRAFF // 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 was a very limited bandwidth to work in for project sizes at only 2mb total.

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