A trail of breadcrumbs. Artefacts I own, places I ended up in, things I encountered, became fascinated by, and carry forward.
A trail of breadcrumbs. Artefacts I own, places I ended up in, things I encountered, became fascinated by, and carry forward.
2024 | 1972 Porsche 911 2.4. Mechanical fuel-injection flat-six engineering.
2022 | Tom Rickman Scilly. Oil on canvas, capturing light, atmosphere, and distance.
2022 | Tom Rickman Scilly. Oil on canvas; characterful view of North Tresco.
2021 | Nigel Waymouth UFO Club Poster. Silk-screen; 1967 psychedelic counterculture.
2018 | Patsy Swanborough Scilly. Cats Napping, acrylic on board.
2017 | Ray Harryhausen Skeleton Army Puppet. 1963 cinematic magic from a stop-motion master.
2016 | Patsy Swanborough Scilly. Samson II, acrylic on board.
2012 | Kit Williams Masquerade Golden Hare. Rare encounter with folklore from 1979.
2011 | RED Studios Hollywood. A historic lot turned sanctuary for digital filmmaking.
2011 | DreamWorks Animation Glendale. A palace of feature animation.
2011 | Industrial Light & Magic Presidio Park. Fewer models and paintings on show, but the inspiration continues.
2010 | Walt Disney Animation Burbank. Pioneers of the art and industry of feature-length animation.
2009 | Pixar Animation Emeryville. Technical innovation meets artistry, storytelling and emotion.
2009 | Aardman Animation Bristol. The fingerprints and imperfections of handmade things.
2009 | Wētā Wellington. Practical effects meet digital artistry on Pandora in Avatar and in Tolkien's Middle-earth.
2007 | TV Globo Studios Rio de Janeiro. Witness to the scale and ingenuity of telenovela broadcast production.
2007 | Laboratório Cinematográfico Rio de Janeiro. Chemical film processing and colour timing bombard the senses.
2005 | 1972 Porsche 911 Ölklappe. An engineering curiosity with external oil filler unique to the 1972 model.
2001 | Animusic Pipe Dream Short Animation. A mesmerising fusion of music, invention, and computer animation.
1999 | Lotus Elise S1. Lightweight and direct, with its unique bonded aluminium chassis.
1997 | George Lucas Skywalker Ranch Marin County. Indy's whip in the library, Luke's lightsaber in the dining room.
1996 | Industrial Light & Magic San Rafael. Falling over famous movie models and matte paintings stacked in narrow corridors.
1996 | Silicon Graphics Desktop Indigo2. A powerful IRIX workstation and a sculptural work of art.
1995 | Silicon Graphics Deskside RealityEngine2. Dedicated graphics hardware in a fridge-sized footprint.
1995 | Nortel Design Group Ottawa. An unexpectedly corporate place to find an animator from the Ren & Stimpy Show.
1994 | Karl Sims Evolved Virtual Creatures. An extraordinary experiment in artificial evolution and simulated natural selection.
1994 | MS-DOS 3D Studio R4 Software. Pivotal generation of accessible 3D software.
1992 | Apple HyperCard Hypermedia System. Open-ended idea creation and connection.
1989 | Steinberg Cubase MIDI Sequencer. The moment music production began to feel like software.
1989 | Yamaha SY77 FM/AWM Synthesiser. Digital synthesis and sampled sound combined.
1988 | Bitmap Brothers 16-bit Pixel Artwork. Pixel constraints elevated into extraordinary graphic design.
1988 | Mark Shreeve Electronic Music Composer. Vast, otherworldly audio landscapes.
1986 | Akai S900 12-bit MIDI Sampler. Affordable sampling turned raw material into new musical creations.
1986 | Pixar Luxo Jr. Short Animation. New technology, timing, movement and personality.
1986 | Cinemaware Interactive Movie Game. The language and spectacle of cinema reach the home computer.
1986 | Jim Sachs 16-bit Pixel Artwork. Meticulous craft joins technical constraints in extraordinary artistry.
1986 | DEGAS Elite 16-bit Graphics Software. Pixels, palettes and a mouse mean a new medium for making images.
1986 | Atari 1040 ST 1MB Home Computer. Serious possibilities for music, graphics and experimentation.
1985 | OCP Art Studio 8-bit Graphics Software. Transformed a television and home computer into a digital canvas.
1985 | 8-bit Pixel Artwork. Entire worlds from a handful of carefully placed squares.
1985 | Paul Hardcastle Electronic Music Composer. Turning fragments of recorded sound into something new.
1984 | Robotech 1:100 Scale Model. A miniature world of construction, engineering, robots, and fiction.
1984 | Quantel Paintbox Graphics System. Revolutionary image-making in the television studio.
1983 | Don Bluth Dragon's Lair LaserDisc game. A landmark in interactive cartoon arcade entertainment.
1983 | D&D Basic Rules Box Set. Where the most important graphics were the ones in your head.
1983 | Mario Bros. LCD Game & Watch. Self-contained world of play with thoughtful design and simple interactions.
1982 | Psion VU-3D Software. Creating and navigating virtual objects felt like a glimpse of the future.
1982 | Sinclair ZX Spectrum 48K Home Computer. A colourful little machine turns programming into a creative hobby.
1981 | ZX81 Character/Graphics Set. Even the simplest computers could be pushed beyond their intended limits.
1981 | Sinclair ZX81 1K Home Computer. First possibilities for learning how machines can think.
1980 | 150-in-1 Electronic Project Kit. Hands-on introduction to the pleasure of making things that work.
1979 | Kit Williams Masquerade Puzzle Book. Beautifully illustrated story hiding a real-world treasure.