Colin Brooks ↰

Leo Castañeda: Camoflux Recall Grotto

Most of what I did here was make our web server properly handle all the different types of compressed Unity assets, which is not the most glamorous work. But the piece (and the show) are worth seeing if you can. Be a little drone, grow some plants.

12 Years in Azeroth

I never played WoW, but I’ve played this so I’ve kind of played a person playing WoW. It’s a work of interactive nonfiction and fiction, with a full computer desktop, some light gameplay, and a healthy amount of reading.

The Levitating Perils #2

Video with alpha channels still has very weird support in 2025, which I would categorize as a “bad” surprise. Don’t think about that when you’re watching the newest On the Hour commission though because it’s good, especially the 🐉.

Twin Quasar

Between Sapponckanikan and this project with Ashley Zelinskie I do Unity now, sort of. Twin Quasar explores gravitational lensing and two works in the museum’s collection, and can be viewed on MONA, whitney.org, and an app on Apple Vision Pro. I mostly worked on prepping the archival version.

Sapponckanikan

I worked with Steven Fragale to revive this 2019 augmented reality (AR) work for re-release in 2024 on both the Apple and Android app stores, in addition to an exhibition-specific build for display on iPad.

xhairymutantx

For the 2024 Whitney Biennial I worked with Holly Herndon + Mat Dryhurst to build an app that takes user generated prompts and creates images with SDXL and a custom LoRA.

More classic net art

After [too long] all 57 artport “Gate Pages” are properly archived and mostly working again. This series ran from 2001 to 2006, and it’s an interesting time capsule of an experimental era, filled with Perl, Flash, and Java applets.

Rachel Rossin: The Maw Of

The Maw Of is an immense, incredible project with a ton of moving pieces. And some of those pieces took a fair bit of work to adapt to the museum’s various systems, including an IRL installation for Refigured.