selected projects

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HINDSIGHT

album cover and alternate artwork for Hindsight by Davin Pavlas.

 

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CONCEPTUALIZATION [Formidable: Success]

ongoing

commissions inspired by disco elysium. hardcore!

 

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Nightbloom

play here

a text-based game about exploring an abandoned colony effort on a distant planet.

2018

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Support Blanket (For Video Gaming)

this textile installation piece takes the form of a 10 lb weighted blanket with arm openings that encourage the gesture of holding a controller.

  • Healing and support, like textile work and nursing before them, are thought of as women’s labor. Online game spaces reflect and amplify these conventions through mechanical and aesthetic design choices, leaving those who choose to embody support rather than damage at the mercy of both the established ludic systems and their fellow players.

    The applique work references modern game UI for health and healing, including red crosses and health bar UI. Warm reds and pinks carry gendered connotations but also those of health, medicine, and bodily flesh.

    The role of the healer, particularly in online multiplayer games, is one that carries an emotional and physical weight. Healer characters, especially when played or portrayed by women, are maligned and abused as “low-skill” or “useless” when systemic healing is integral to the mechanical flow of games in general.

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The Sun and Other Noises

play now

a point-and-click game about the sounds I hear outside my bedroom when I wake up in the morning. Designed and developed for ALTcade 3: RE-SOUND and exhibited at Open Signal in Portland, OR.

 

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wheatpaste

designed for Wheatpaste, a show celebrating the poster as a print object. this piece highlights the nature of the poster as space-time coordinates for a particular future event: the show at which the poster itself is displayed.

  • Wheatpaste is a collaborative show from the artists of Hyperplum, celebrating the versatility of posters—their history of accessibility and pervasiveness, their power to serve as vehicles for communication and branding, and their ability to exist as a purely aesthetic objects. These experimental posters are all devoted to Hyperplum’s fictional alter-ego as a an idol-band, which has informed and inspired our collective chemistry from day one, allowing the individual artists to embrace our unique “sounds” while constantly working to support and foster a group identity.

 

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PLUSH.VR

an exploration of wearability and comfort that takes the form of a virtual reality headset. these objects create tactile experiences for a wearer inside an analog reality, and signal this to outside observation.

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ROVER/RADAR

ROVER & RADAR is a game installation about collaborative communication with limited information.

2017

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HEADSPACE

headspace locates the bed as a place not of comfort and relaxation, but of anxiety. As a viewer approaches the installation, the video feed distorts itself; proximity and intimacy become forces that facilitate discomfort and confusion rather than security.

arduino, processing, bedding, found video

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RITUAL

the medicine cabinet is a powerful place for self-reflection. The meditative state that occurs in front of a mirror becomes a sacred ground upon which beauty rituals are performed for no audience but the self. This work positions the act of cleansing as a quasi-religious rite. 

 

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cmyk collection

a collection of shirts that appropriate early web and computer UI design in an unexpected tactile medium

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TWINE

This sculpture appropriates the UI design of the open-source storytelling tool, Twine. I translated the visual network of Twine story nodes into a textile installation that references narrative structure, the labor and creation of storytelling, and the literal “yarns” that weave through a narrative. The material form of this piece also engages with the metaphorical and formal references to textile labor in storytelling.

The viewer is encouraged to parse the visual story by detangling the threads that connect each node, as the connections between parts are not immediately evident; this work is as essential to the experience of narrative work as the construction of the work itself.

 

2015

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that which you say i am

a meditative walking simulator about impostor syndrome. explore a crystalline island and converse with the mysterious black monoliths that dot the landscape, but beware their wisdom.

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Crime stories

a series of illustrations on found mugshots that imagine a backstory for each subject.