Interactive Director for Mystery Clock Cinema website, an in-depth and experimental website developed for film director, Alex Proyas (I, Robot, Dark City, The Crow). The site showcased both his commercial and personal work and process as well as running a ‘consequences’ competition which invited fans to take part in a collaborative script-writing adventure with Alex. This was an early example of community generated content. People could also submit ideas for “One Minute Films” as well as their dreams for Alex’s ongoing “Book of Dreams” project.
The site also contained many hidden Easter Eggs, random content that took over the browser over time, drawing the user into mysterious interactive experiences.
An experimental sound and vision mixer created in collaboration with Steven Scott and Kazumichi Grime. A version of this work was also used on Alex Proyas’s Mystery Clock Cinema website. A shockwave version is available here.
A random text and image generator, originally created for Alex Proyas’s Mystery Clock Cinema website. It plays on our abilities and desire to create connections between visual and textual elements. A Shockwave version is available here.
Interactive Director / Creative Producer for NatWest bank website re-design, whilst at Razorfish, UK.
The re-design was such a success that within a few months of launching, the number of hits, increase in new and repeat customers spurred interests by other banks, ultimately leading to their being acquired by the Bank of Scotland.
The work was recognised for outstanding information design in Communication Arts’ Interactive Annual.
A demo movie of the NatWest site (courtest of Paul Cleghorn) can be viewed here.
The Razorfish team, apart from me, included:
Design & Animation
Paul “PaulPod” Cleghorn
Allison “Ali” Norris (above images courtesy of Ali)
One of several iterations of in-store projects for Levis Strauss & Co. Ltd. This shop window used sensors on the inside of the glass that allowed passers-by to play with interactive content on the plasma screen. A version of this was displayed in the flagship store on Regent Street, London 24-hours a day.
An interactive exhibit for Norton Healthcare housed at the Science Museum, London. The exhibit used capacitive sensors that work through glass and explored the advantages of a new kind of asthma inhaler, the Easi-Breathe, by making participants co-ordinate the pressing of different buttons simulating an asthma attack and using the inhaler. It was housed in the Technology Futures showcase for The Royal Academy of Engineering MacRobert Award.
A performance of interactive sound and vision toys with Antirom members, Nicolas Roope and Joe Stephenson. Using two to three computers, vision and audio mixers we combined live performance and interactivity to create a unique audio-visual experience. Several pieces involved physical interaction such as the pressure pads pictured here (I’m the bald blue guy). We performed this in several countries around the world.
Interactive CD-ROM developed as part of a marketing project for Levi Strauss and Co. Ltd. The CD-ROM was essentially a sponsored artwork as it was entirely filled with Antirom’s interactive toys with low-level Levi’s branding.
Several iterations of an in-store kiosk for Levi Strauss and Co. Ltd were created over a period of four years. Each season (twice a year) a new set of interactive works would be made to a theme, this also included an interactive shop window.
All material was designed, shot and programmed by antirom. The kiosk included all of the product range, the current advertising campaign and, importantly, a section that contained a number of interactive toys developed by antirom.
Nine screen video wall installation for the JAM Exhibition at the Barbican Centre, London. JAM was billed as a “walk-in magazine” and featured current trendsetters across the creative industries. The exhibition was taken on tour internationally. The six screens on the left were separated from the column on the right. The left-hand screens contained interactive video pieces, whilst the right-hand column contained a selection of interactive sound engines.