Creativity. Technology. Play.
A creative agency for experiential design.
Advising the development of 6 playable prototypes pushing the boundaries of creative technology.
A digital creativity suite for making games, films, and music, all on the PlayStation.
A creativity tool for rapid idea generation created with Dreams, in partnership with BAFTA.
A series of creative Twitch streams exploring the future of gaming.
Play has no limits.
Teaming up with Yahoo! and John Lewis to create a shoppable, interactive holiday ad.
A game jam and stream in collaboration with the BBC and Dr. Brian Cox's series "Universe."
An interactive singing hamburger, by the creators of Wallace and Gromit.
Quiz Night is game jam project I co-developed with Media Molecule and Mercedes-Benz for their Imagined Futures initiative.
A new universe for digital fashion creators.
A month-long online conference for orchestra leaders and musicians.
The Rolls Royce Dream Commission, in partnership with The Serpentine and Fundacion Beyeler.
An alternative reality game where players uncover mysteries by exploring public spaces.
When COVID-19 threatened to disrupt Brandeis' Bernstein Festival of the Creative Arts, I helped them pivot to digital.
I led business development and strategic partnerships for Meow Wolf's Interactive division.
The Digital Economies Lab was a research project focused on new economic models and tools for artists working with technology.
In November 2016, I worked with SFMOMA and Google to organize and host a two-weekend Augmented Reality (AR) game jam.
In 2017, I received a 3 year fellowship, granted by Watershed and Playable City.
In March of 2017, I worked with SFMOMA to develop a day-long “blended reality” pop-up arcade.
GIFT is an EU-funded research project focused on developing playful experiences connecting visitors to exhibition content.
Curating art made with 3D-printers, robot arms, waterjet-cutters and much more.
PlaySFMOMA is an initiative that encourages the development of avant-garde and experimental games.
A series of musical traffic lights for humans.
I co-founded and lab-managed the Experimental Research Lab (ERL) at Autodesk’s Pier 9 Workshop.
BART Gallery was a completely unofficial exhibition that Coby Unger and I staged on a subway car during rush hour.
I curated the largest art exhibition ever sent to outer space.
I worked with MOCAtv to curate a series about the overlaps and intersections between contemporary art and videogames.
Lee Tusman and I brought our traveling exhibition Punk Arcade to the Vector Festival in Toronto.
Over the course of 3 days, I worked with UCLA students to create 9 games, 1 zine, and an outrageous exhibition.
An E3 press conference and exhibition for beautiful games.
Ahhhcade: Relaxing games at SFMOMA.
Punk Arcade is an exhibition I co-curated with Philadelphia-based artist and curator Lee Tusman.
Dr. Scribb’s Fantastical Card Combinatorium is a collaborative writing game.
Sports! is an arcade cabinet I curated for the Zero1 Biennial in San Jose.
SFMOMA invited me to create an installation experience inspired by Buckminster Fuller.
I worked with No Mimes Media to produce an Alternative Reality Game about STEAM.
GlitchLab was a migratory organization for participatory new media, with an emphasis on artist-made and experimental games.
Secret City is an Alternative Reality Game I designed with UCLA’s Community Scholars Program.
An anarchist marching band, concerts on a carousel, and a musical pirate encampment.
An exhibition about art and economies.
Speak, Memory is a synaesthetic writing workshop for kids ages 8-12.
I curated Spinning Wave: Works by Dafna Gilboa and Hilda Merom as part of my directorship at the USC Hillel Art Gallery.
An exhibition of artists’ game mods in New York.
Re:View was a portraiture show honoring Dr. Selma Holo, the Director of the Fisher at Museum at USC.
Nice to Meet You: Over was a show about technology, communication, and social awkwardness.
A kids’ writing workshop culminating with bullhorns on Hollywood Boulevard.
Psychogeography! is a workshop for kids ages 8-12, based on the work of Guy Debord and the Situationist International.
I worked as the Programming Coordinator for the Velaslavasay Panorama from August 2009 through November 2010.