Concept & Previz
Leveraging my skills in photography, art, design and persuasive storytelling to envision speculative futures.
The Future of Surgery
Touch Surgery was making its first forays into ML-based tools for the operating room. I was tasked with imagining a future where surgeons' performance is supported and even augmented by computer vision, artificial intelligence and machine learning innovations, delivered on a variety of platforms including augmented reality systems.
FVR on Quest
Though kinaesthetic surgical simulation is the unique value proposition offered by FundamentalVR, it would become evident in 2021 that widespread adoption of virtual reality would only be spurred by more convenient, self-contained solutions like Meta's Quest line of headsets. I owned and designed the organisation's first 0–1 project on Quest, a test case that would prove the value of Fundamental Surgery content on self-contained VR, despite the inevitable sacrifice of force feedback and high-fidelity graphics that would be required.
The project was an opportunity for me to introduce new concepts and interactions on the Fundamental Surgery platform. Dynamic tool selection and mobilisation of the patient were two such reusable techniques I established.
I created the audio-visual feedback for tool selection using native Unity tools, as well as the general UI refresh required to modernise Fundamental Surgery.
For the first time anywhere on the Fundamental Surgery platform, my patient manipulation concept provided a new sense of agency for users.
Idea Turbine
Telling the story of how symbols, beliefs and behaviours could be reimagined to capture mindshare in the cultural transition from cigarettes to vaping. The turbine concept was not mine, but I iterated quickly with the client to help frame how they would build a narrative using the turbine. The final film was shot in a disused hangar that provided the scale needed to contain such a large CGI prop.
...but I am trained in 3D graphics and animation, and will rapidly develop images that communicate form and scale.
The Personal Project
Alongside my game design work, Occupied is an adult animation series that I am developing in my spare time. Using my knowledge of Blender and Unity, I am investigating ways to leverage VR to make animation production more streamlined while paving the way for further cross-media incarnations.
Alongside engaging characters and a timely premise, I am interested in how Occupied's game-like visual style can help to distinguish it among a proliferation of monotonous computer-generated animation properties.
Concept & Previz
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