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An exhibition capturing the essence of the living world at night, and it's denizens.
Dark Nature 
“The Living World At Night.”

A collaborative project with Paul Gonzalez.

Dark Nature is an exhibition for the American Museum of Natural History. The exhibit entails the feeling of the mysterious and unknown world of the Nocturnal. The concept is that of “Concealing & Revealing," showing hints but never the whole picture. This concept is derived from trying to see in the dark, and is epitomized in the treatment of the logo-type.

The show is broken down into 3 chapters: The Forest, The Cave, and The Ocean. All three are meant to evoke a dangerous and mysterious tone. The motion Graphic shorts are meant to encapsulate and convey the essence of the places one is to visit during this exhibit.

The Forest
“Scout the Woods.”

In this installation The guests enter a dark hallway which represents the forst. the aim of this piece is to “scout” the forest by simulating a flashlight reveal on the dark walls. As a guest approaches one of the walls they can hold their hand up to the wall and view the woods through the light of a simulated flashlight. As the guests search they may find animals and interact with them. Each animal has a window pane of information that reveals when the animal is engaged via gesture. Text, audio and short video cips are present for each subject.
The Ocean
“Exloring the Depths."

Installation 3 has two parts: Part-A for teenager to adults, and Part-B for adolescents. Part-A is an educational infor- mation graphic that details the depths of the ocean, it’s categorial distinctions, and the creatures that exist at each level. Details of each animal are accessible via touch.

Part-B is an interactive tank of digital Jellyfish that react and swarm around your hands on contact. It also has bub- bles that are floating through the space vertically. those bubbles can be popped by touch, and when popped release a descriptor word, such as Colorful. The descriptors cause new schools of fish to enter the tank horizontally, and vary depending on the particular word. This helps create associations between words and ocean animals such as fish.
The Cave
“Follow the Echoes.”
For the caves we want the guest to get sense of what it’s like to be in a black place where the creatures relay on sound to see. This installation provides a simulation of sonar so that the guest can shout and see themselves real- time. The idea is to use the live feed from a video camera that is recording the room/space, and input from a microphone to simulate sonar, to an extent. Generally, to have the video become visible on a projected screen when the person interacting makes a sound or yells, or whispers. Effects vary on the loudness of the sound.