Projects
212
13th Wing
Static Fear

201
Escape
My House

211
Remix-Drum
Site-Nonsite
Doco-Vickie
Extra

285
Character
Environment

Freelance
Alfred's
(Zombies)
Project's Page

Pyro

("Pyro" from Distance, Drawn 2005)
ESCAPE

Artist Statement

A cardboard box can be anything. A rocket, a car, a house and many more worlds and objects to help “escape” real life. With Escape I decided to explore the idea how as a child, imagination can be used as a means to get you places and go on “adventures”. I developed this idea of cardboard being anything through making the worlds out of cardboard too, and “painted” like a child’s rough, imprecise way. The first location is a park, as most children love playgrounds and wish to spend lots of time there with friends, followed by town to buy candy and games, and then finally a hill top over looking the city to truly escape their location. In Escape I made it possible to still “eject” back to the real world if you so desire.

MY HOUSE IN THE MIDDLE OF MY SITE

What does the weather matter when you're inside?

Project 1 211

From Brief:
What does remix mean to you? How do current copyright laws effect how you use content in the digital age? Explore Open Source footage from Archive.org to search, download, convert, mashup, and remix pre-existing content. Create an audiovisual re-interpretation of the footage that represents your relationship to content. How can you repurpose Open Source content to suit your own vision? Utilising digital video editing
software, discover your own sensibility through the process of experimentation and trial and error. Non-linear digital video editing tools allow you to create endless versions and iterations of digital content. When are you done? When do you hit print and call it a wrap?

211 Website Project 1

Project 2 211

Investigation of a site to be viewd as a remote experience.

211 Website Project 2

Project 3 211

Documentary on Vickie

211 Website Project 3

Project 4 211

"You Wouldn't Download"

A short clip we made for the start of my DVD for project 4.

Alfred

Alfred Ichabod (The Skeleton Bear)
Originated in early 2006 for a sculpture project in NCEA level 2 Art,
Alfred's are generally for sale via Trade Me or by personal arangements.

Alfred's Tale by Marcus Davies

Alfred Ichabod, or Alfrid Ikabod, has two minds for every one thought. Never one to underestimate the duality of any situation, Alfred will always have two courses of action prepared at but a moments notice, each with its own outcome. One always good. And one always bad.
Upon witnessing a creature that appears to be missing half a body, one may be expected to immediately assume the worst of Alfred's personality. And one's assumption, in this case, is generally half correct. To most, Alfred plays the recluse. Glaring and growling away any who dare approach. But should one overcome any initial fear this warning should install, one will come to realise that all Alfred Ichabod really wants is someone to love and care for him.

It is fairly safe to say that Alfred is quite unique. Bearing his own sense of style, and his own ideas of how the world should behave, it can often become difficult to keep up with him. Especially considering Alfred's dual minds are constantly adding, and taking away, from his own thoughts. *

(The original Alfred next to the first new Alfred Junior)

OldAlfredNewAlfredJnr

Zombies =]

Guess work at Make Up Design. Currently Featured:
Craig H: my first Zombie.

(this page will update around major events)

CraigZombieOrig

The 13th Wing

This project is an interactive sound environment installation, created with Max MSP, that takes the sound of normally entertaining, Space Invaders, created with a synthesizer, and take the user from their comfort zone into a space of anxiety teaching them to face fear and other such "darker" emotions.

This setup is for a single user in a large completely white room approximately 5m x15m at least 5m high, with 4-5 white 1m x 1m x 1m boxes scattered through the room.
On entering the space, that door becomes un-useable and a camera (hidden and unknown to the user) at the other end of the room, records their movement and depending on their reactions to the sounds varies the speed, changing the intensity of the sound played from 4 hidden speakers in the corners of the room, or if 2 speakers, hidden in the side of the walls approx in the center.

The idea is that the interaction would provide confusion and fear without the user being aware of how the installment works. Users will want to move around and not hide in fear as the sound will increase in speed if the camera finds no movement, giving the feeling of an "enemy" gaining closer quite quickly to the user. So the user will instead need to face the fear of the unknown "enemy" and expose themselves in the room. The faster and more obvious movement, that would normally draw unwanted attention, would instead slow the sounds down as the "enemy" "retreats", giving the user more confidence in their abilities, and will  continue to do so as they experiment with the installment more.
Unfortunately, if the user fails to overcome their fear and explore to the other end of the room, they will not find the door out and after 3 minutes a "game over" sound will play for 5 seconds before starting the installation again.

This project progressed from drum sounds, to space invaders, to that of a mental asylum, and concurring fear with inspiration from sources such as "Patch Adams" in the Invisible Squirrels scene, which actually happened.

1- 4: Speakers.
5-9: Boxes
10: Camera.
11: Entrance
12: Exit.

For this project's own site, please click: Here.

Static Fear

Inspired by Mark Z. Danielewski's "House of Leaves" and the feelings and oddities the house - or more its mysterious corridor maze - produces, I developed my idea in a similar direction as 212 project 1, The 13th Wing, baring some resemblance to my 104 Project 3 influenced by UNStudio's white rendered models of their Music Theater in Austria.
This project is an interactive installation - visual as well as with sound - created with Max MSP and Jitter.
The installation takes the user on a mysterious and uncomfortable journey where you never know what's on the other side of the wall.

This setup is for a single, or very few users in a large completely white room approximately 5m x15m at least 10m high, with white walls (or tall blocks) laid out in a maze pattern through the room.

On entering the space, the user is surrounded by white walls forming a maze with screens placed in the walls and, unknowingly, a camera tracks them from above with 4 speakers in each corner of the room.
With a camera tacking them, the users movement sets off the screens nearest to them; so no matter where they go, something is always following and the sound is always playing, adding to the anxiety of the user

Much like The 13th Wing, the idea is that the interaction would provide confusion and fear without the user being aware of how the installment works - and with only natural instinct to solve the maze to get away from the mysterious and frightening unknown following them.

Example Footage:



Thank you Edward for being in the test video

Character Design: Sarraski De-Ploto

Play with Sarra here.
Watch the Animations Looped here.

Environemnt Design: Stone Island

Play the Stone Island game here.
Learn about it on my 2D Blog here .