Please Be Advised

I am not available for work, of any kind -- and while I would love to provide an insightful response to all messages received, the reality is that it just isn't possible given time constraints and personal goals.  

-Jeremy

         

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AR/VR

AUGMENTED REALITY: APP ICONS

Note: Gap in reflection volumes at 0:21

Click for Full Size  (Background Layer)

BUILDING A REALITY TO AUGMENT (BACKGROUND LAYER)

My experience (or lack thereof) with the Magic Leap hardware gives me the impression it may not be ready for developers any time soon; specifically the surface mapping of the user's physical environment.  So, as you might guess, lacking the Reality half of the Augmented Reality equation can be a bit of a drag on development.

Of course all software should be tested on the target platform, but what if the platform is still in development?  Well, then you must emulate the platform and its UX as closely as possible, right?  In the case of an Augmented Reality platform, this effectively meant I would have to create an entire virtual living room from scratch, built (precisely) to physical scale, before beginning any work on the actual OS elements and behaviors.  You wouldn't build a new house on top of a shoddy foundation, after all.

 Left to Right:  Doctor Grordbort, Google Space, Netflix, Spotify  

DESIGNING ICONS (AUGMENTED LAYER)

When I initially signed onto this project I discovered the team was using two-dimensional icons for their AR OS prototypes.  Something had to be done, and the UX team agreed -- so, for my first order of business I focused on designing an icon template; one which could be translated from a horizontal planar surface to a vertical planar surface without losing fidelity or function.  Above all else, I personally felt the design had to feel native and natural to mixed-reality.  Functional, intuitive, simple, not gimmicky -- and to that end, the client and I were equally pleased with the results.  This was my first AR project, but I'm sure it won't be the last!


Groovr: SACRED GEOMETRY

Frequency-Reactive Particle FX  //  Unity 5 (Audio Recommended)

Sacred geometry is the geometry used in the design and construction of spiritual structures, as well as for sacred spaces such as temenoi, sacred groves, village greens and holy wells. In sacred geometry, symbolic and sacred meanings are ascribed to certain geometric shapes and certain geometric proportions.
— Paul Calter (Polygons, Tilings, & Sacred Geometry)

I had never heard of Sacred Geometry prior to embarking on my quest to capture and recreate its mystical language.  A quick Google Image Search reveals an array of beautiful, primordial geometric patterns -- many of which have existed for hundreds if not thousands of years!  The caveat of these beautiful designs is that they are very rarely realized in all three dimensions.  Hmm... Sounds like a challenge! 

I wrestled with splines and tangents for quite awhile before submitting myself to the tedium of calculating and inputting the absolute coordinates and tangents for each and every point (node) of the splines.  If that wasn't enough data entry for the day, the order of the nodes themselves had to be laid out intelligently as the particles are spawned sequentially along the spline (geometry) paths.

sacredgeometry_example_inverted.png

I designed Sacred Geometry from the ground-up -- from conceptualizing the vision to designing frequency-reactive behaviors; from building the framework to optimizing its construction, and finally redesigning it over the course of a very exciting week.  

Sacred Geometry, like many of my experiments, reacts dynamically to the music (or any sound file) playing in the Unity scene.  It's especially fun to plug-in your favorite tunes to see how it will react!


GROOVR: Endoplasmic nucleus

Frequency-Reactive Particle FX  //  Unity 5 (Audio Recommended)

Endoplasmic Nucleus may be the bastard child of several of my Groovr experiments, but it's still my baby!  (Be sure to check-in soon for more experiments as I've currently a library of 30+ waiting to be captured and presented.) 

I've always found the most compelling moments in VR experiences to be those which incorporate elements which vary their depth from the viewer.  The first time I experienced this awe-inspiring mechanic was during my first test-run with the Oculus DK 1's Tuscany Demo; anyone remember the dandelion wisps floating right up to your nose and then gently ambling out to the ocean?  It was downright magical!  That moment sealed the deal for me -- I wanted to be a part of the VR community, I wanted to discover and create the magic myself.

As with all designs and imagery found on my site,  I was responsible for every aspect of Endoplasmic Nucleus, from concept to construction to completion.  More soon!