CERES - International Space Apps Challenge

Worked with a small team at the NASA-sponsored International Space Apps Challenge hackathon, and contributed a dashboard which visualizes local pricing data. From the challenge brief:


[B]etter understanding of market prices could help improve the incomes of smallholder farmers if resources are put in place to assist with responses to demand and price sensitivity ... rural growers therefore need to be able to contribute to and access evolving price indexes that can accurately reflect sale prices and reveal where demand is greatest.

We were one of the two winning teams from New York City, went on to compete in the global challenge and shared information about our solution with Opportunity International – Nicaragua, a non-profit on the ground in Central America seeking to deploy a similar pricing tool. [Click to try]


Hubway Data Visualization Challenge

For their data visualization challenge, bike-sharing service Hubway provided data on every trip ever taken using their bikes - over half a million in all. Using Python and Blender, I sampled from the 500,000+ trips to create and animated visualization of what the activity would look like over the course of a single day, and projected it onto a stylized map of Boston.


Glitch the Throne

Art Deco meets electronic music visualization. This motion design piece combines Art Deco motifs (taken from architecture like the Chrysler, Empire State and Chanin Buildings) with elements inspired by live electronic music performances, and uses custom scripts to trigger animation. [Link to video]


Procedural Animation

Procedurally generated animation used for a teaser video, 'Liberation is Near,' for Percussion Software ahead of the launch of their new content management system, CM1.

The majority of the build-out is governed by a custom script which automatically generates the structure and animates it. The script, written in Python, grows outward in six directions, and places nodes of blocks randomly along the structure. Though the first version grew the blocks in branches, this function was removed to allow for a more cohesive, solid structure. [Link to video]