TouchDesigner & Creative Technologies

Select Work

Point Cloud Morph

Interactive Experiment

An interactive TouchDesigner experiment ultilizing TOPs Point Cloud workflow to morph between a 3D rhino model from Three D Scans and a 3D-scanned flower vase.

Role

Designer & Developer

Software & Tools Used

TouchDesigner

Phantogram: "You're Mine"

Audio-Reactive Concert Visuals

For our very first portfolio project in The Interactive & Immersive HQ TouchDesigner Bootcamp, I chose to create audio reactive concert visuals for “You’re Mine” by Phantogram, an intense electronic rock song depicting an abusive and toxic love between insecure and possessive people. The song explores twisted, distorted thoughts and perspectives on reality and relationships while trying to balance love and personal insecurities.

The goal of this project was to put into practice what we’ve learned about proper clean project architecture and translate the chosen song’s sounds and themes visually and symbolically through procedural audio reactive TouchDesigner animation techniques that result in polished, intentionally structured concert visuals appropriate for the band on a large stage.

Note: This is a personal project and not an official client project.

Role

Designer & Developer

Software & Tools Used

TouchDesigner

Moodboards

Design Frames & Storyboards

Process

TouchDesigner Renders

Unreal Engine Pre-viz

The Interactive & Immersive HQ TouchDesigner Bootcamp provided all of the students with Unreal Engine pre-viz environments for us to run our TouchDesigner projects in context.

Interstellar:
"Cornfield Chase"

Lighting Sculpture

For the DMX lighting sculpture project in The Interactive & Immersive HQ TouchDesigner Bootcamp, my main goal was to create a flexible, modular system of generating and combining DMX signals through a user-friendly lighting console UI with adjustable parameters and presets so that anyone can explore, play, and easily piece together different experiences in real-time.

As a starting point, a couple preset loops were built to be used with Hans Zimmer’s “Cornfield Chase” from Interstellar (Original Motion Picture Soundtrack) as the immersive audio, but the goal is that the system and animation presets are flexible enough to adapt to other songs on the film soundtrack or a range of any other music and experiences as well.

Note: This is a personal project and not an official client project.

Role

Designer & Developer

Software & Tools Used

TouchDesigner

User Interface & Modularity

Creativity thrives most when there’s space to play and explore within a structured system.

So, both the behind-the-scenes project structure and the user-facing UI were built around the idea of modularity to allow for as much flexibility to play and explore with as little friction as possible.

Rather than having restrictive pre-built presets with minimal parameters, this user interface was designed to plug in any available texture into any DMX signal output (dimmer, zoom, pan, tilt, and color) and customized to create endless combinations, as if they are a set of DMX Signal Legos.

Unreal Engine Pre-viz

The Interactive & Immersive HQ TouchDesigner Bootcamp provided all of the students with Unreal Engine pre-viz environments for us to run our TouchDesigner projects in context.

Network Surviellance

Interactive Experiment

An interactive TouchDesigner experiment and visual exploration of CRT effects, glitch transitions, and interactive mouse tracking, all done from scratch in TouchDesigner.

The eyeballs look at and follow the mouse pointer where ever it moves and turns around and fly away whenever the left mouse button is clicked and held down. Since the eyeballs are floating in 3D space and the camera is also constantly moving, the mouse position, which is only moving on a flat 2D plane, had to be offset from the camera plane and compensated for in order to sell the illusion of the eyeballs following the mouse in 3D space instead of just looking straight at the camera the entire time.

Role

Designer & Developer

Software & Tools Used

TouchDesigner

Foundation: 
The Mural
of Souls Experience

Interactive Experience

For one of our projects in The Interactive & Immersive HQ TouchDesigner Bootcamp,
I wanted to celebrate the new season of Foundation on Apple TV+ by giving fans the opportunity to immerse themselves right into the world of the show in an interactive experience utilizing a Kinect sensor to put fans into the show’s iconic title sequence
as POPs point clouds of themselves.

The title sequence is based on the Mural of Souls in the show, a larger-than-life moving painting in the Imperial Palace depicting the entire history of the Galatic Empire using active chroma, a special paint pigment that moves like particles.

By putting themselves into the title sequence of the show, fans are also putting themselves into the Mural of Souls, becoming a part of Empire’s history.

Note: This is a personal project and not an official client project.

Role

Designer & Developer

Software & Tools Used

TouchDesigner

Kinect v2

State Machine

Behind the scenes, the State Machine is controlling the current state of the project and checking to see whether the current status is active or inactive based on whether a player is detected by the Kinect sensor or not. When using the Unreal Engine pre-viz, the State Machine will also check whether the player is in front of the correct screen to determine the active/inactive status.

All state and status changes are displayed in a UI dashboard within the TouchDesigner network on the back-end and logged with timestamps in the Textport.

Early Explorations

TouchDesigner Screenshots

Unreal Engine Pre-viz

The Interactive & Immersive HQ TouchDesigner Bootcamp provided all of the students with Unreal Engine pre-viz environments for us to run our TouchDesigner projects in context.