works
Thursday, January 1, 1970, 01:00 AM
s e l e c t e d p r o j e c t s


The Artvertiser: Product Replacement - In development with Boj and Diaz.
The Artvertiser is a computer vision project exploring live, locational substitution of advertising content for the purposes of exhibiting digital artwork.

The Artvertiser takes Puerta del Sol Madrid, Times Square New York, Shibuya Tokyo and other sites dense with advertisements as exhibition space. The Artvertiser is an instrument of conversion and reclamation, taking imagery seen by millions and re-purposing it as a surface for presentation of art.



levelHead - Augmented Reality Spatial Memory Game 2007-2008


levelHead is a spatial memory game. It uses a cube - with an image on each face - as its only interface. A Sony EyeToy captures the image and a screen presents the computed result.

'Inside' the cube are six rooms, each of which are logically connected by a network of doors. By tilting the cube you lead a character around the rooms in an effort to find the exit..





Q3aPD 2006


q3apd was a project developed by Steven Pickles and myself to expose the events in a game of Quake3 Arena to external programs to make music, drive generative art or control mechanical events (etc). Documented here is a 2006 installation made using q3apd for the LoveBytes Festival, Sheffield.







ioq3aPaint 2007.


A development upon the 2002 automatic painting system, q3aPaint, featuring live palette manipulation. Four software bots in combat are deployed as 'brushes' - attack trajectories are rendered as graphical gesture. Exhibition context: digital print on canvas and accompaning video feed.

ioq3apaint was built from the community maintained Quake III source code, ioquake3. Developed and presented at Georgia Tech, Atlanta, America while serving as artist in residence.






Chess, The Music. In development.


This project takes a wooden chess-board and repurposes it as a musical pattern sequencer, where chess pieces in the course of a game define when and which notes will be played.

As the game progresses and pieces are removed, the score increasingly simplifies.

Developed at Pickled Feet laboratories with Martin Howser.







Packet Garden 2006-7.


This work continuously analyses network traffic on a client computer and grows a 'walk-in graph' in the form of a little garden world, complete with plant-life that represents the kind of traffic detected. Uploads make mountains, downloads valleys. No two worlds are alike. This is the first digital artwork commissioned by Arnolfini, Bristol, U.K. and is a free-software. project.






Fijuu2 2006 with Steven Pickles.


Current version of the game based audio/visual performance engine 'fijuu'. It was commissioned for Cybersonica06 and released under an open-source license.









q3aPaint 2002-3


A series of 'paintings' and automatic painting system made with QuakeIII Arena.












q3apd - 2003 with Steven Pickles.


QuakeIII Arena used as a music-making system. This is a free software project and has been used by several other artists in the creation of interactive artworks using QuakeIII.










Qthoth - 1999- 2001


A game based performance engine/installation for the Half-Life game engine.












Escape from Woomera - 2002-3 EFW team.


A 'political game' drawing awareness to the inhumane treatment of refugees in Australia. This project received Australia Council (federal) funding.










Acmipark - 2001-3 Select Parks team


Multiplaying public space. Commissioned by the Australian Center of the Moving Image.

Helen Stuckey wrote a case study of our project which is available here.












Max Miptex - 2001 with Chad Chatterton.


Experimental 'glitch' machinima.












2ndPS 2005-6


A Second Person Shooter protoype.












2ndPS2 (Second Person Shooter for 2 Players) 2007


A continuation of the Second Person Shooter project.

Here the subjectivity of a first-person duel has been reversed: each player is looking through the eyes of their opponent. Players must work together to navigate each others view in combat.

2ndPS2 was built from the community maintained Quake III source code, ioquake3.





Select Parks 1998 -

Select Parks is an online archive of divergent and artistic game-development practices. It was established in 1998 and has since evolved into an active weblog and resource center for students, artists, historians and researchers.

s t u d i e s


Anagram Series - 2006

Evolving, architecturally inspired experiments for use on large screens.

Trapped Rocket - 2006

A cube comprised of six virtual cameras contains a rocket trying to escape.

Tapper - 2006

A interactive study for a hypothetical installation where six machines are manipulated to change the bounce cycle of a puck that emits sound on collision with the ground. Explores positional audio, 3D mixing.

Blender and point-based audio - 2006

Exploring positional audio mixing in Blender.

Blend2OSC 2005

An experiment in using collision events in the Blender game engine to drive Pure Data using the OSC protocol.