JUST A MOMENT

Digest

Summary

I am a maker, architect, designer and coder with over twenty years of practical and conceptual experience spanning the fields of interaction design, ui/ux, graphics, product design, marketing, architecture and landscape design, industrial design, environmental graphic design, sound design and recording, programming and electronics, installation and web art, creative coding, and software development.

I have teaching experience at both the undergraduate and graduate levels. I have created and taught a variety of studios and advanced digital design and fabrication courses at the University of New Mexico, and computational and environmental art, game development, graphic and web design and fabrication courses at University of Oklahoma's School of Art + Art History, and first year studio at University of Oklahoma's College of Architecture. My range of experience and inquiry has given me the agility to bridge a unique collection of artistic mediums and design disciplines, with the capacity to apply a high level of personal drive, conceptual depth, industry insight and digital literacy.

The primary arc of my current research deals with personal identity and modes of interfacing with physical and virtual environments as examined through the lenses of cultural, social interaction, gaming, programmatic art, spatial cognition and threshold.


Research Interests

Web Art. Environmental Graphic Design. Installation Architecture. Fabrication. Interactive Narratives. Game Making.

UI/UX studies and development of responsive environments to convey new modes of indication, designation and signification for interior and exterior way finding systems using mesh networks.

Exploring social user experiences of abstract communication for mobile platforms using visualization and sound as vehicles to augment and codify environmental and physiological vectors that respond to user intervention through the manipulation of overlapping spatial relationships.

Visual representations of edge conditions; liminality, boundaries, encroachment, event horizons and perforations as they relate to thresholds among constructed and organic environments.

Hierarchies in constant flux, relational dynamics within online networks, visual feedback based on interactions between individuals' digital characteristics within established proximities and man-made space.


Design Statement

Architecture is sculpture; it is connection, fragmentation and the study of their inter-penetrations.

It breaks beyond the preconceptions that lie within traditional forms and confronts the occupant with new possibilities. Architecture is a catalyst for cultural growth when it embraces opportunities to reflect in itself, a rich and complex present tense.

Architecture is not a patch that fills a void nor is it an invasive maneuver, but rather it is a distinct environment woven into an existing fabric. It is expressive of the present, a contemporary discourse that examines contextual paradigms.

The execution and expression of architecture is a fluid state, a tension between intuitive freeassociation and a rationale that evolves through perception and translation of the immediate.

As idiosyncrasies of a locale fuse with global complexies, an architecture emerges that is not neutral or static but charged with the drive to define lines of contradiction: transformation and preservation, disjointed and coherent, normative and distinct.


AWARDS + HONORS

AIA School Medal, 2008
Distinction Award: Master's Project, 2007
Tau Sigma Delta Honors, 2007
AIA Santa Fe Scholarship Endowment, 2007
Silver Medal for Design, 2007
Antoine Predock Scholarship Award, 2006
Metal Construction Association Award, 2002
Silver Medal for Design, 2001

PROFESSIONAL EXPERIENCE

Founder : Indie Developer, 2013 - Present
Founder + Creative Director, 2010 - 2015
Chief Design + Innovation Officer, 2009 - 2014
Founder + Principal, 2006 - 2009
Marketing + Design Lead, 2002 - 2006
Creative Director, 2000 - 2001
Founder + Principal, 1999 - 2005

ACADEMIC EXPERIENCE

Adjunct Professor OU, 2015 - Present
Adjunct Professor UNM, 2008 - 2009
Guest Critic, 2000 - 2006
Instructor, 2004 - 2005

SKILLS

2D

ILLUSTRATOR
PHOTOSHOP
PIXEN
INDESIGN
CORELDRAW

3D / Animation

SPINE
CINEMA 4D
FORMZ
SKETCH UP
RHINO
MAYA

Game

UNITY
PHASER
FLASH

Motion

PREMIERE
AFTER EFFECTS

Audio

REASON
LOGIC PRO
ABLETON LIVE
MAX

Development Languages

C#
JAVASCRIPT
PROCESSING
PURE DATA
PHP
OBJECTIVE-C
ACTIONSCRIPT
DESIGN BY NUMBERS
INFORM
PYTHON

Development Environments

SUBLIME TEXT
CODEPEN
WEBSTORM
PHPSTORM
XCODE

MARKUP LANGUAGES + PREPROCESSORS

HTML5
CSS3
LESS
XML
SCSS

WEB FRAMEWORKS

WORDPRESS
JOOMLA
BOOTSTRAP
SKELETON
FOUNDATION
LARAVEL

Manufacturing

3D PRINTING
LASER CUTTING
MILLING

Craft

MODEL BUILDING
CARPENTRY
WOODWORK
WELDING
PAPERWORK

Hardware

ARDUINO

Selected Work

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Curriculum Vitae

TEACHING EXPERIENCE

Core III : Interactivity

Interactivity and the Web

Adjunct Faculty
Spring 2016
University of Oklahoma

This course will introduce students to three primary web languages, Javascript, HTML and CSS coding. Students will develop basic interactive experiences using the javascript framework Phaser.js in order to begin developing larger interactive and game ideas moving forward. This class introduces code fundamentals and students are not expected to be proficient coders, however, there is an expectation that students involve themselves completely with the assigned projects, maintain high levels of curiosity and drive and consider how this experience might be useful toward future creative endeavors.


Design II

Craft and Making

Adjunct Faculty
Spring 2016
University of Oklahoma

This studio course is acontinuation in the development of fundamental design and visual communication skills through introductions to the material, formal, and spatial properties of architecture. Fabrication, shopsafety, craft, and techniques will be introduced and developed through the making of physicalconstructions. Continued ideas involving creating-making are explored through exercises in the formal, spatial, and material qualities of human environments.

  • Understand and practice the fundamentals of Making and Materiality
  • Understand fundamentals of Design fabrication and develop skills in manual and digital fabrication techniques
  • Practice high standards of craft, in both digital and physical work
  • Further develop skills in design ideation and visualization, representation, and presentation
  • Inderstand and practice the Studio Culture principles


Space

Art, Technology and Culture Studio

Adjunct Faculty
Spring 2016
University of Oklahoma

In an era of decentralization and dematerialization how have our conceptions of space altered? How have networked technologies shifted our experiences between physical and virtual spaces? Are spatial concepts regarding the network and immaterial new?

This course establishes a foundational perspective that considers embodiment and space in the digital age. We will examine how networked information spaces might be understood, intervened with, repurposed, and inhabited as socially navigable spaces.

Ultimately, our goal is first of all to engage the term ‘space’, and secondly to examine possibilities as we extend that engagement into practice.


Interactivity & Development

Game | Code | Play

Adjunct Faculty
Fall 2015
University of Oklahoma
Class Website Coming Soon

In this course we will be exploring the craft of making and developing interactive projects that exist at the intersection of web art, architecture, and game development. Areas of focus include storyboarding, character and world development, basic coding, and graphic and sound work. In addition to making interactive games, this course will address business and marketing concepts for targeting users, creating social buzz, and choosing platforms and distribution channels for your work.

Make, Code, Play : Introduction to Interactivity and Development is structured to expose you to crucial technical, strategic, and artistic perspectives needed to build interactive gaming experiences that are elegant, well written and fun to play. Each week will consist of a short lecture, practical experiments, and workshops. We will be using a specific collection of image, audio, and code tools that are attainable, quick to grasp, and extremely gratifying to use.


Design I

Design Fundamentals

Adjunct Faculty
Fall 2015
University of Oklahoma

This studio course provides an exploration into fundamentals of the Creating_Making curriculum. It focuses on the design process, one that seeks solutions that are not merely geometrical and formal, but ones which are rich in concept and idea. The design process will be investigated as a critical and rigorous evolutionary process, in which design proposals are transformed through multiple iterations. This will happen through analysis, critique, and alteration.It will require decisions in the face of uncertainty and what may seem to be ambiguity.

These studies in material and craft will provide a platform for acquiring skills not only in model making, but also in sketching, orthographic projection, perspective construction, rendering of shade and shadow, and use of color. As tools of visual communication, you will use these drawings to explain your designs to others, as well as developyour ability to use them as instruments that are vital to your own design process. By the conclusion of the semester, we will have a strong foundation of skills with digital tools, employing them for design, construction, and presentation. We will interrogate the relationships between the virtual and the material.


Design Technology

Adjunct Faculty
Fall 2015
University of Oklahoma
Class Work

An introductory design technology course developed to introduce second year students to electronic tools, processes and techniques as they relate to Visual Communications. Primary course goals included:

  • Gain a working understanding of industry standard design software.
  • Develop graphic design and artistic skills, using basic and composite techniques for professional use.
  • Learn how to navigate through the computer OS and gain file management skills.
  • Learn best practices for file creation.
  • Reinforce design fundamentals and principles to aid in creative problem solving.
  • Develop professional awareness, a high standard of ethics, and a desire for life-long learning and professional growth.


Core III : Technology

<psycho:MASH>UP</>

Adjunct Faculty
Spring 2015
University of Oklahoma
Visit Class Website

This course will introduce students to a variety of web design tools and techniques, HTML and CSS coding. This is a basic experience and students are not expected to be proficient coders, however, there is an expectation that students involve themselves completely with the assigned projects, maintain high levels of curiosity and drive and consider how this experience might be useful toward artistic works in the future.

  • Develop basic skills with file transfer, coding software and associated technologies to create single page web creations.
  • Acquire a working knowledge of WordPress, a highly popular blogging web framework and content management system.
  • Experiment and learn about typographical, compositional, graphic and animation strategies with HTML, CSS and SVG.
  • Articulate ideas as they relate to design and artistic objectives through individual projects.


Space - Intro Studio

Hacking the Urban Landscape

Adjunct Faculty
Spring 2015
University of Oklahoma
Visit Class Website

We’re going to look at spatial transformation through the lens of ‘hacking’. Subversion will be our strategy and we’ll use it to challenge physical, ideological and intellectual systems in Norman and OKC. We will manipulate and reconfigure spaces across these cities, generating programming commands that create new informational layers across our city.

We’re going to examine technologies and invent new and novel approaches to recording and capturing personal perspective and narratives as they pertain to history, principles, and culture and inject these stories into our city’s collective existence. We will be historians, engineers, architects designers and programmers.


Vertical Design Studio

Adjunct Faculty
Summer 2009
University of New Mexico

Upper level undergraduate and graduate students. This studio examines urban typologies with particular emphasis upon infill and block redevelopment. Our exploration begins along a commercial strip and major traffic artery. As this area continues it gentrification, it has become a place of extremes. This studio examines strategies and executes a semester project that addresses increases in livable density, defining a sense of place and creating energized social opportunities along the main pedestrian path.


Design II Studio

Adjunct Faculty
Spring 2009
University of New Mexico

Lower level undergraduate students required to raise clear and precise questions, use abstract ideas to interpret information, consider diverse points of view, reach well-reasoned conclusions, and test them against relevant criteria and standards. Projects consist of speculative design projects organized around a conceptual framework intended to provoke thought about architecture and the landscape, and its history, future and the liminal time/space in between. Using liminality as a conceptual driver, students are expected to design a situation, intervene in an existing arrangement, or frame an activity in ways that allow the visitor to experience the building site in unexpected ways.


Architectural Graphics II

Adjunct Faculty
Spring 2009
University of New Mexico

This course examines intermediate architectural graphical representations through both analog and digital practices. Primary topics covered include technical drawing and drafting conventions, graphic design, typography, digital modeling and model fabrication techniques using both laser cutters and 3D printers.


Undergraduate Digital Design

Adjunct Faculty
Fall 2008
University of New Mexico

This course begins with a theoretical discussion about digital space and visualization and rapidly moves into exploring the potential of 3D modeling and 2D illustration and design tools. Main couse topics include, digital presentation techniques, building modeling efficacy, lighting simulation, 3D typography, terrain modeling, animation and fabrication. Primary goal for this course is to introduce new insights into spatial concepts, and to encourage students to integrate digital modeling and design as a primary tool for exploration.


Graduate Digital Design

Adjunct Faculty
Fall 2008
University of New Mexico

This course addresses a multitude of advanced visual presentation and modeling topics including a number of fabrication techniques and platforms. Using Adobe Photoshop, Illustrator, InDesign and After Effects and FormZ, Rhino and Maya as the primary three-dimensional modelers, students acquire practical proficiency of these software packages while developing critical skills and techniques necessary to use these digital tools for both presentation work and visualizations throughout their design development process.


Introduction to Design

Adjunct Faculty
Fall 2008
University of New Mexico

This freshman course examines the rationale of design and the systematic design process and addresses the social and global responsibilities involved with design, fostering design awareness, and building appreciation and an understanding of its relationship to society at large. As an overview of the practice of design, the class also examines through projects and lectures, social awareness, critical issues, and relationships to our environment. Analog and digital design tools used within the graphic design and architectural industries are also introduced.


Vertical Design Studio

Adjunct Faculty
Summer 2008
University of New Mexico

Summer design studio made up of 300, 400 and 500 upper level undergraduate students. The question of the studio, “What new techno-social situations can we address within the urban fabric of Albuquerque?” challenged students to engage in a rigorous and fast-paced exploration of programming, verticality, orientation, security, mixed-use functionality, and landscape integration.


EDUCATION

Master of Architecture

2006 - 2008
University of New Mexico
Albuquerque, New Mexico

Honors : AIA Gold Medal, Master's Thesis Distinction Award, Tau Sigma Delta National Honor Society, AIA Santa Fe Chapter/Bradley Kidder Memorial Scholarship Endowment


Bachelor of Architecture

1994 - 1999
Roger Williams University
Bristol, Rhode Island


PROFESSIONAL EXPERIENCE

LOCOMOKU

Founder : Indie Developer & Designer
2013 - Present
Norman, Oklahoma

Independant multi-disciplinary shop focused on interactive design, web development, installation art and graphic design.


Gear Institute

Founder : VP Design + Marketing
2010 - Present
Santa Fe, New Mexico

UI/UX, graphic and web design, marketing and advertising experience. Responsible for leading interface design, marketing and sales collateral generation and graphic design for our outdoor gear, travel and e-commerce website.

Voted one of the 7 Best Gear Websites by Outside Magazine.


Monscierge

Chief Marketing + Innovation Officer
2009 - 2014
OKC, Oklahoma

UI/UX, graphic design and marketing experience. Responsible for leading interface design, user experience initiatives and hierarchy of content for our interactive software for large touch screens, interactive table tops and mobile apps for hospitality, travel, medical and institutional industries.


Groundsection

Principal
2006 - 2009
Albuquerque, New Mexico

Three years of experience running a design studio as Principal. Created to examine a wide scope of design disciplines including architecture, graphic design, industrial design, web media and environmental graphic design.

Clients: American Studies Association, Healthirst, New Balance, Bostitch, BSCI Medical Supply, Puma, Purple, Sylvania, Chris Kilbridge Architects, Slider Structure Systems, UNM SA+P, Salon Navid


SA Architects

Lead Designer
2002 - 2006
Cranston, Rhode Island

Four years of experience as lead architectural designer. Responsible for the conceptualization and design development of large commercial, educational and governmental accounts and the design and creation of advanced client presentations.

Honors : RI Monthly Magazine Silver Design Award, Metal Architecture Magazine Design Award


Skyfish

Creative Director
2000 - 2002
Boston, Massachusetts

Two years of experience as Creative Director. Responsible for lead design, prototyping, and development coordination within the Skyfish e-Marketplace as well as managing frontend web and graphic design teams to establish a set of visual standards for the company’s market branding and identity packages.


Ultraviolette

Principal
1996 - 2002
Providence, Rhode Island

Six years of architecture, installation, environmental graphic design and 3D modeling experience as Principal.

Public Installations : The Construction of Art: Vanguard at the Armory, Steel + Light Convergence Festival Masterworks


Honors & Awards

AIA GOLD SCHOOL MEDAL

University of New Mexico

Received: May 2008

DISTINCTION AWARD: MASTERS PROJECT

University of New Mexico

Received: May 2008

TAU SIGMA DELTA NATIONAL HONOR SOCIETY

University of New Mexico

Received: May 2007

BRADLEY KIDDER MEMORIAL SCHOLARSHIP ENDOWMENT

University of New Mexico

Received: December 2006

ANTOINE PREDOCK SCHOLARSHIP

University of New Mexico

Received: June 2006

METAL ARCHITECTURE MAGAZINE

Honorable Mention Design Award : Pawtucket Day Child Development Center

Received: November 2002

Teaching Philosophy

I am dedicated to a process oriented, experiential learning environment, where students are constantly expected to re-examine initial perceptions and make connections with their environment on personal, emotional and intellectual levels. My most important contribution to students’ growth, is to mentor them through a critical process that emphasizes discovery, reflection, observation, transformation, and ultimately, realized, concrete form. My goal as an instructor is to see that students complete their academic experience with an ability to initiate projects creatively and work them out through individual thought and effort, arriving at solutions by way of an iterative, reflective process initiated on their own accord.

When engaging students, my primary objective is to sharpen their intentions and guide them through the developmental stages of perception, reflection, relational concepts and abstract reasoning, leading ultimately to critical thinking. Exposure to these pathways in studio has resulted in strong, well developed and deeply realized student projects, as they are encouraged to progress beyond typical snap decision making and purely intuitive processes and into the practice of critical self-judgment, iteration, and abstract learning.

CONCEPTUALIZE

Creation is a result of rigorously examining conceptual ideas. Experiential learning is crucial as a foundational model to critical and abstract thinking. Through discoveries between thinking and making, students connect personally to ideas, motives, and forge relationships between the abstract and the explicit. Through this process lies the transformative development and relational concepts that allow ideas to germinate and grow into fully realized forms.

CONSTRUCT

When a student makes an object, they engage that object, make critical decisions about it, and forge a relationship with it. As a result, the student creates something meaningful, distinct, and acutely related to an inner experience resulting in a visual dialogue between the student and their experience resulting in a representation of personal perception. Ideas are simply a proposition; workmanship is the fully realized expression of that proposition.

COMMUNICATE

The counterpart to successful work is the skill to communicate ideas and critical processes effectively. The ability to critically examine intent results in a lens that offers a glimpse into deeper motives. By identifying key concepts and speaking from both analytical and conceptual points during the review process, students become more confident, articulate communicators, and more aware of their own critical thought process.

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