goldsmiths

  • Graduation

    I probably owed this blog the process of my final piece “In_Organsim: Octopus” when it was completed and my time as a student at Goldsmiths came to an end. Alas, I found myself swept up in the post-studying insecurity of looking for a job, a new home, and a momentous wave to carry me forward.

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  • In_Organisms is an immersive and visually captivating animated short film, created in Unreal Engine, set within the intricate world of a gothic laboratory, where two artificial intelligences engage in a profound conversation about fried chicken. Powered by algae and fungi, these enigmatic beings embody distinct forms that shape their cognitive abilities. Algae, constricted to sensing,

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  • Abstract This paper investigates what it means for something to be a city by viewing the city as a complex system. Building a framework of cybernetic organicity drawing on the work of Deleuze and Guattari, Yuk Hui, and Benjamin Bratton, this paper looks at the ways in which an organ upholds its boundaries through constant

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  • Some months ago I applied for and was accepted into the show: Visions in the Nunnery at Nunnery gallery, the location run by Bow Arts, with whom I have my studio. I spent the week before the install remaking the pyQT interface to be friendly to the gallery staff when turning the piece on and

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  • K, Punk?

    I’ve started this writing a thousand times and yet never. Overly concerned with response, I stare at the dying plant on the shelf, I drink the depressed whiskey, I read the prophetic blog post, and yet I lie in my pyjamas and concern for nothing. A ghost sits on my shelf, literally or not, figuratively,

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  • Before the old academic year ended, the new one started it seemed. I was fortunate enough to have my work chosen to be exhibited as part of the Digital Design Weekend at the V&A, in its event for the London Design Festival, I took an Internship at Jason Bruges Studio, and was also nominated for

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  • Steward

    Steward is an investigation into the concept of stewardship, employing a procedurally generated terrain, slowly decaying over time.

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