I’ve always had a fascination with architectural lines and how they interact with one another. In April of 2012, I visited Manhattan for the first time. I was immediately struck with the way that the modern metropolis skyline interacts and connects with everything around it.
I would like the opportunity to shoot in New York City once again capturing its stunning urban landscapes. Using these images, I will create a book that will explore the reality and unreality of how those lines intersect.
My book will feature my unique composite images that I create using a variety of photo editing software tools. I use multiple exposure images that fold onto themselves, transcend reality and find beauty within complexity.
To make this book a reality, I will need financial backing for travel, the expenses incurred while exploring the city and book publishing costs. My goal is for $5000. Anything above that goal will be put toward equipment upgrades which would enhance future pictures.
Selected works from physics PhD student and artist Emma Tolley.
I’m probably best known for my hexels/trixel work. I have a lot of fun working with trixels; they provide a constrained geometry similar to pixel art and yet entirely different. Pixel art has been around for a long time and there are a lot of existing conventions about how to make appealing shapes, lines, shapes, etc. It’s fun (and often challenging) to render characters on a non-rectangular grid, where shape and line conventions are not so well defined.
In certain configurations trixels naturally lend themselves to constructing isometric perspectives, which provide a nice structered way to render wide-shot scenes or build grid-based landscapes. In images like these I’m usually concerned with creating interesting scenes rather than specific stylistic or rendering choices.
I also love writing software that generates procedural animations based on simplified physical principles. It’s fun to generate complicated animations by manipulating simple objects, like making rippling water effects by pushing around triangle vertices or animating a waterfall by programming line segments to obey gravity.