Commercial works
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Inspark2018
Inspark is a digital amusement park in Mexico City, where technology is used as a means to create fun and innovative experiences for all people.
As a member of a team of interaction designers and creative developers at Cocolab, I worked in the concepts and in the development of interactive, multimedia experiences for several rooms of the park, including the main hall, where the main show takes place. The show is composed of several interactive games that use projections, multi-channel sound system, moving lights, lasers, and different kinds of sensors applied to objects and to the space.
As a member of a team of interaction designers and creative developers at Cocolab, I worked in the concepts and in the development of interactive, multimedia experiences for several rooms of the park, including the main hall, where the main show takes place. The show is composed of several interactive games that use projections, multi-channel sound system, moving lights, lasers, and different kinds of sensors applied to objects and to the space.
Creative Direction: Alejandro Machorro, Josue Ibañez, Alfonso Tamez
Interaction Design: Josue Ibañez & Hotpixel team
Architectural Design: Felipe Linares & Pipeline team
Motion design: Alfonso Tamez & MAY team
Backend & System Architecture: Poppler
IT and Hardware Setup: Poink
Light Design: NERD
Production and Logistics: MAPA
Interaction Design: Josue Ibañez & Hotpixel team
Architectural Design: Felipe Linares & Pipeline team
Motion design: Alfonso Tamez & MAY team
Backend & System Architecture: Poppler
IT and Hardware Setup: Poink
Light Design: NERD
Production and Logistics: MAPA
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Victoria Pavillion
2018
Victoria Pavillion
2018
Interactive and multimedia space for the Victoria Pavilion, presented during the National Fair of San Marcos, one of the oldest and most prestigious cultural fairs in Mexico.
Multiple projections and audio channels were synchronised in a maze-like hall with several mirrors, creating an immersive and intense audiovisual spectacle for visitors. The experience also included a mobile phone app which visitors could use to show their own pictures on the projections. As a member of a team of interaction designers and creative developers at Cocolab, I worked in the concepting and leaded the development of the audiovisual system and of the interactive features of the experience.
Creative Direction: Alejandro Machorro, Josue Ibañez, Alfonso Tamez
Interaction Design: Josue Ibañez & Hotpixel team
Architectural Design: Felipe Linares & Pipeline team
Motion design: Alfonso Tamez & MAY team
Backend & System Architecture: Poppler
IT and Hardware Setup: Poink
Light Design: NERD
Production and Logistics: MAPA
Multiple projections and audio channels were synchronised in a maze-like hall with several mirrors, creating an immersive and intense audiovisual spectacle for visitors. The experience also included a mobile phone app which visitors could use to show their own pictures on the projections. As a member of a team of interaction designers and creative developers at Cocolab, I worked in the concepting and leaded the development of the audiovisual system and of the interactive features of the experience.
Creative Direction: Alejandro Machorro, Josue Ibañez, Alfonso Tamez
Interaction Design: Josue Ibañez & Hotpixel team
Architectural Design: Felipe Linares & Pipeline team
Motion design: Alfonso Tamez & MAY team
Backend & System Architecture: Poppler
IT and Hardware Setup: Poink
Light Design: NERD
Production and Logistics: MAPA
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Game of CivilisationsMuseum of Tomorrow
2015
Among the installations developed by Superuber for the Museum of Tomorrow in Rio de Janeiro is the Game of Civilisations, a project I was involved with while working in the studio as an creative developer an interaction designer. In this game, visitors are invited to play together to manage the resources of planet Earth over 50 years. The game concept is aligned with one of the main messages of the museum: we’re all in this together, and we have the power to create the future we desire.
Creative Direction: Russ Rive, Liana Brazil
Head of Interaction Design & Dev.: Carlos Oliveira
Creative Direction: Russ Rive, Liana Brazil
Head of Interaction Design & Dev.: Carlos Oliveira
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Beco das PalavrasPortuguese Language Museum
2015
The interactive Installation Beco das Palavras was one of the main interactive installations of the Portuguese Language Museum’s permanent exhibition. It was an etymology game: visitors could join pieces of words by waving their hands in the air, to form an specific word and watch an animations about its origin. There were more than 120 animations, and a sophisticated and intuitive interaction design. The installation room also included projections of generative animated words all around the game tables.
As a creative developer, I worked on the generative visuals of the installation room, installed as a series of projection mappings and a multi-channel sound system.
Developed with the Superuber team.
Creative Direction: Russ Rive, Liana Brazil
Head of Interaction Design & Dev.: Carlos Oliveira
As a creative developer, I worked on the generative visuals of the installation room, installed as a series of projection mappings and a multi-channel sound system.
Developed with the Superuber team.
Creative Direction: Russ Rive, Liana Brazil
Head of Interaction Design & Dev.: Carlos Oliveira