POSITIVE GAME DESIGNER

The new force of immersive data.

TECHNOFLOW

For McLuhan, the very technologies that facilitated the media were the reason for its existence. “The medium is the message” (Thornham, 2000) In this sense, all media is a business of design by definition. The social psychology of semiology, post-structuralism. The mind, the press, and psychoanalysis. The pioneers of technocultural reason: “To take a cultural determinist view, it becomes necessary to explore the social context of the technology. This implies the circumstances into which the technology is introduced and diffused through” (Winston, 1999, pp. 791).

What clients are saying…

“I loved the edits”

Jilly Payne
SWFTA

“Excited to see what comes out of this!”

Luke David
Sponge UK

“Ahead of the game”

James Caddick
Plymouth College of Art

Challenging The Status Quo

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DIGITALISM

Postmodernity elicits question between commodity and social need. It inspires the analysis of a culturally fastidious generation that after growing up with television, defined the “centrality of the media for contemporary social life” (Thornham, 2000). Opinions, words, perspectives. A collection of signifiers. Data reforming art. The emergence of innovative applications as accelerators of media- supervening social necessity. Winston illustrates these as the “interface between society and technology” (Winston, 1999, pp. 797)

CODE + MEDIUM + SIGNAL