Designer/technologist in New York | MFA in Design and Technology, Parsons School of Design
Drawing from his background in the commercial videogame industry, interaction design, and the humanities, Bryan teaches game design and creative code, researches procedural aesthetics, curates and produces events, and develops interactive and dynamic experiences.
DefinitionsInstallation for my MFA thesis; a meditation on digital ontologies and commodification. 15 small LCDs display the results of a targeted depth-first graph search of MIT's ConceptNet to serve as a metaphor for the use of NLP in commoditizing human activity.
[Character LCDs] [Processing] [Arduino] [ConceptNet API]
Sky MaterialReal-time conceptual video exploring digital representations of natural phenomena. Mesh deformation and procedural sound.
Avatar MediumInteractive/performative wearable piece and corresponding "game" software exploring the scope of the user-avatar relationship. Actions and intent in software are passed to a wearable device over the internet.
[Spacebrew] [Arduino] [Processing] [Node.js] [Raspberry Pi]
Compress/Decompress"Anti-interactive" sound installation for one. Based on research on physical move-testing on Cockatoo Island, Sydney.
[Kinect] [Arduino] [Processing] [Max/MSP]
Winnitron ShanghaiCustom-built independent game arcade cabinet built for ARCADE Shanghai.
Game DesignSelection of game design and credits for 2K, freelance, and independent work.
[Game Design] [Game Development]
Experiments & PrototypesSelection of prototypes and experimentation in Processing, Open Frameworks, and other platforms.
CurationCurating experimental digital games and experiences in gallery settings.