I design things a person walks up to, operates, and gets an answer from. That work includes escape rooms the public booked and played, screens installed around a school building, some of them touch based, gallery installations that ran unattended through open hours, a site of tap-only games for children with a free science curriculum for their teachers, and the makerspaces where students build interactive work and show it publicly.
Each case study gives my role, the year, and how the interaction worked. Collaborative work is named as such.
Escape Rooms · Portland, OR · 2019–2020
Escape Rooms, In Person and Remote
I worked as Manager at an escape room company in Portland that ran themed rooms for the public. I helped design two of their games, one built for a room and one built to be played over the internet when the rooms could not open, and I made the animation for a third. I also created the operating materials that helped staff run every game in the building.
Unicorn Birthday Party
In person · Helped design
I helped design this in-person room, and I made the animation for one of its puzzles. Players place tagged objects on a physical board built to look like a side-on platform game. An RFID reader identifies which object is sitting in which position, and a projector throws an animated meerkat onto the board. The meerkat then tries to cross the board, and the route it takes depends on what the players have put where. Getting the arrangement right releases an electromagnet, and a key drops.
The layout I worked from. The grid registers the projection against the physical board, black dots mark where a tagged object can sit, and the key in the tree is the goal.The animation I made for the puzzle. Every reachable arrangement of the tagged objects has its own rendered clip, so the projection answers the moment a group moves a piece and answers the same way every time.
A ladder lets the meerkat climb, a trampoline bounces it up a level, a banana draws it across, and a spider turns it back. The projection had to answer the moment a group moved a piece, and answer the same way every time, so every reachable arrangement is its own rendered clip, chosen as soon as the tags change.
The Truth About Edith
Remote · Helped design
I helped design this remote escape game, built during COVID-19 so groups could play from their own homes. Four players join in a browser and each is given a different role: three operate colour-coded instrument panels, and the fourth reads the clues that say what to do with them. Nobody can see the whole puzzle, so solving it means describing to each other what you are each looking at, which is the part of an escape room that disappears when everyone is in a different house. The game ran ninety minutes with a live Cluemaster and an actor on the call.
Three puzzles I worked on
A robotic arm, driven from a browser. I designed a puzzle in which players operate a real robotic arm over the web to move chess pieces. The page they get is deliberately plain: power on and off, and four directional controls. Behind it a small server on a Raspberry Pi passes each press to the arm, and a camera streams the board back so players can see what their instructions actually did. Nobody in the group is in the same room as the hardware they are moving.
Security footage and a scrubber. I helped design a puzzle built around reviewing recorded video, where the work is knowing which moment matters and going back to it. We made the controls deliberately awkward. A scrubber that lands exactly where you point it turns the puzzle into a search that is over in a minute. One that overshoots makes a group slow down, say out loud where they want to look, and pass control between them, which is the behaviour the puzzle is for. The judgement is how far to push that before awkward stops being interesting, and that line moves depending on who is playing.
A bulletin board system I built for the game. I designed a puzzle around a BBS, the kind of dial-up text service that predates the web, and built the system it runs on. Players navigate it by typing, and the screens it serves are ANSI art: images drawn entirely out of coloured character cells.
I also wrote the Cluemaster's command reference for this game, including a quiet hint that can be pushed to the players' screen without spending one of their three official clues.
Boobano Farm
Remote · Created the animation
Boobano Farm was the company's other remote game, built for larger groups and structured so that players split into two sides on each puzzle and work out the answer from what everyone else is doing. I created the animation for it, built the same way as the meerkat, in separate parts so it could be moved.
Room Escape Artist interviewed the company about both remote games in June 2021, covering how they were built and the asymmetric design the two share. That interview describes the games, not my part in them.
Read the interview
The building's rooms ran on networked Raspberry Pis, one per subsystem, with sensors and RFID triggering audio, video and lighting states. I operated and maintained those systems and troubleshot them during live games. Most of those rooms were designed before I arrived. Unicorn Birthday Party is the one I helped design.
Installation · Lois Lambert Gallery and Chaffee Art Center, 2022–2023
Sacred/Mundane.
I collaborated with the artist Peter Wallis on this exhibition, bringing motion sensing to his animated landscapes so that the scenes respond to the people standing in front of them. A depth sensor on a plinth reads visitors' bodies, and figures in the scene move with them.
The work had to survive gallery conditions: mounted at viewing height, cabled out of reach, and running unattended through open hours with visitors arriving and leaving continuously. It shipped in two configurations across the two venues.
The TouchDesigner network behind it. The fan of nodes splits the tracked skeleton into one branch per joint, and the status bar is exporting a left hip channel.
The two recordings below are from the Lois Lambert Gallery in November 2022. The first is the work running; the second is the opening, with people in front of it.
Exhibited at Lois Lambert Gallery in Santa Monica and the Chaffee Art Center. More of the work is on my art portfolio.
Theater and Dance
Projection Mapping and Live Visuals
I have designed and built sets for stage productions, and run the visual effects for them. On Metamorphosis and Sweeney Todd I did projection mapping, fitting projected imagery to the actual geometry of the set so that surfaces built out of flats and platforms could change what they were made of during a scene. Mapping to a physical object is the part that takes the time: the projector has to be surveyed against the built geometry, and anything that moves afterwards has to be surveyed again.
The title sequence I animated for Sweeney Todd, projected in the house. The name holds long enough to read, then the blood takes it.
I did the visual effects for two dance performances. The first used animated backdrops and projections that I created from artwork the students in the company made, alongside a table I modelled and 3D printed for them to dance with. The second read the dancers themselves: a depth sensor tracked their movement, the visuals responded to it and to the audio, and I operated the effects live from the booth while the piece ran. Performing the visuals live lets the show breathe with the dancers, and it also means there is no take two.
Katastrofi, 2017. The projections are animated from artwork the dancers in the company made.
At The Webb Schools, I was trained to operate the campus theater's Crestron control system and lighting and sound boards, and I ran special effects for multiple productions.
The second dance piece. The glowing figures are the dancers themselves, tracked live and projected back at the scale of the stage.The table I modelled and printed for the dance piece, lit on the stage floor. A prop built to be danced with has to read from the back row and survive being moved every night.Printed props backstage. Fabricating for a stage means building to a viewing distance and to a lighting state, and building it so it survives being carried on and off every night.Interactive Displays · 2021
Screens in a Building.
I made work for the large screen in the lobby of the Gates building at The Thacher School and for other screens placed around the building, most of it in TouchDesigner. It ran continuously through the day. The pieces on the touch screens answered where you put a finger, and one rippled like reflections on water.
One of the touch screens. The card taped underneath is the whole instruction: Touch me.A second piece. The image never settled, so the screen kept changing while people walked past it.
Fabrication and Teaching
Fabrication, Makerspaces, and Young Audiences
I design and run makerspaces, and I teach the courses that fill them. Students build physical interactive work with microcontrollers, sensors and fabrication tools, then show it publicly. I have handled the equipment side of that too: purchasing, installation, commissioning, safety and training people to use it, including standing up a new fabrication facility at another school.
I also make sculpture through photogrammetry and 3D printing. At Thacher I installed a printed piece on a plinth beside a wall-mounted screen showing the reconstructions.
Daphne without Apollo, 2020, PLA and gesso. I erased the figures from every source frame before photogrammetry, so the software had to invent what the bodies had hidden. The screen behind shows the same reconstructions.
Building for Children and the People Teaching Them
Slime in the Coconut is a site about slime, made for the audience that actually cares about slime. It carries recipes that work, a set of tap-only games, a video feed, and a free slime science curriculum written for teachers, which is the part that ties the play back to polymer chemistry.
The home page. Everything a child can do is a large, obvious control, and the educator material sits in its own card so a teacher can find it.The games menu. Each entry is a colour-coded card with one line explaining it, and every game plays with taps alone, the same constraint an exhibit interactive works under.
Installation · Coming to Your Senses · 2018
A Room That Answers Late.
Web cameras watched a room and projectors threw the footage back onto its own walls on a delay, so a person walking in saw the space they were standing in a moment behind. A paired audio piece fed your own voice back through headphones on a delay timed to make speaking difficult while you listened. Both halves put a person slightly out of step with themselves.
A person inside the projection. The chairs in front are the room; the chairs behind are the same room, a moment earlier.
Related Projects
Products Built on the Same Work.
Each of these has its own write-up. They are here because they use the same sensing, timing and interface work as the installations above.