Entierly Every Forever • 2024
A tale told by an all-seeing magpie who is outside of the realms of time. The story is set in Meanjin, or Brisbane, Australia, and this magpie has seen this place throughout time. AR work.
Diffracted Hemispheres • 2023-24
This work explores the timeless power of light, with the lighthouse lens in focus.
A cottage year • 2022-ongoing
A permanent, digital artwork at Queen's Warf Precinct, Brisbane, Australia, that uses climate, weather and other historical environmental data from the Brisbane Commandant's Cottage in the early 1850s and '60s.
Impossible Creatures
(Curio Creatures) • 2022-23
Impossible Creatures is a locative art-game, satirical of locative games such as Pokemon Go, that explore the idea of speculative and imaginative zoology.
The Many Occasions of Moving
• 2022-23
The Many Occasions of Moving investigates the intersection of video game engines/ interfaces and the creation of digital narrative and poetry.
Cheat Codes for Hinterland WalkThroughs • 2021
This digital poetry game replicates a journey through the SE Queensland hinterland changed by bush fires.
The False Unlimited • 2020
An interactive digital poem/art-game hybrid exploring the dangers inherent in the death of truth in political/social language.
The Wonders of Lost Trajectories Project • 2018-20
An exhibition of 6 different interactive and screen based digital writing works, inspired by or directly informed from materials in the state archives.
Acesulfame K • 2019
You get the chance to control a skeleton falling, smashing into objects. Inspired by an industrial sweetener by the same name.
Nine Billion Branches • 2018-19
Nine Billion Branches is an interactive digital poem and fiction hybrid. It explores the unexpected beauty hidden in the seemingly mundane objects and places around us.
Directions for Ziggurats
to Scale • 2018
This work is a giant-scale site specific work of video-based digital poetry projected across a car highway bridge (William Jolly Bridge) in the middle of Brisbane City, Australia. It is attached to the Wonders of Lost Trajectories project.
The Bergen Trilogy • 2016-17
The Bergen Trilogy is a series of video-based electronic literature and digital poetry works taking place in and around Bergen, Norway. Created by Jason Nelson and Alinta Krauth
The Impossible Box • 2016
The Impossible Box is a satirical look at interactive game controllers, using an impossibly difficult box of buttons with which to control the work.
The Bafflement Fires • 2015-17
The Bafflement Fires is an interactive game-based artwork that attempts to create a new genre of digital poetry by using a quiz game engine as the method for writing and reading the work.
Cryptext • 2015-16
Cryptext is a Sci-Fi art-game touted in the media as the “world’s largest Sci-Fi video game”, located at QUT’s The Cube.
Nomencluster • 2015-16
Nomencluster, a digital poetry art-game, was built for one of the world’s largest, most advanced touch screen spaces, located at QUT’s The Cube.
Nothing You Have Done Deserves Such Praise • 2013-16
Nothing You Have Done Deserves Such Praise is an art/ poetry/ adventuring game, a playland for exploring our ever-present desire for constant and over-blown rewards.
Mysterious Basement Machines of the Prairie • 2013
This piece navigates through sections of new power, mysterious and unreachable and yet entirely engrossing, by having interactive elements that responds to cursor and swipe movement.
They built friction and tables • 2012
An artwork/digital poem in response to papers and presentations at the Electronic Media/Spaces of Encounter Conference.
With Love, from a Failed Planet • 2011
An interactive logoed world populated with 45 strange and fantastical stories of the societal/cultural failure of influential net portals, fast food giants, newspapers, airlines, manufacturers and other oddities.
Scrape Scraperteeth • 2011
Scrape Scraperteeth is an interactive-art/ digital poetry game exploring the societal obsession with real estate investment.
Six Sided STrange • 2011
A net-artwork series built from unsolvable Rubik's cubes and hidden narratives, from pixilated game character collages to abstract streams of color and lines.
Evidence of Everything
Exploding • 2010
EoEE is a digital poem and art-game hybrid exploring various historical and contemporary texts.
Sydney’s Siberia • 2010
Sydney’s Siberia is an infinitely zooming interactive work understood in the field of electronic literature to be of the form ‘combinatory poetry’.
Birds Still Warm from Flying • 2010
Birds Still Warm from Flying consists of interactive poetry
cubes allowing
multi-linear/dimensional play and reconfiguration.
Wittenoom: Speculative shell
and the cancerous breeze • 2008
This responsive poem focuses on the Australian ghost town Wittenoom, abandoned due to toxic dust caused by asbestos mining.
i made this. you play this. we are enemies. • 2008
This is an art game, interactive digital poem which uses game levels built on screen shots from influential community based websites/portals.
Evil Hypnotizing Mascots • 2008
Evil Hypnotizing Mascots features algorithmic driven mascots. This is both humourous threat, and creepy absurdity.
Uncontrollable Semantics • 2007
Uncontrollable Semantics pulls together over fifty dramatically different sound, image and interactive environments, all through the simple mouse follower.
Between Treacherous Objects • 2007
Between Treacherous Objects explores the space between various contemporary items/ideas. It features [m]ulti-dimensional layering within an interactive depth interface.
Holiday Disaster Generator • 2007
Holiday Disaster Generator is a Flash work that allows the user to create their own terrible holiday by pulling the lever of a festive slot machine.
Alarmingly these are not lovesick zombies • 2007
An almost unplayable shooter, art game. Each level is built to be both won and lost.
game, game, game and again game
• 2006-14
GGGAG is an art-game, digital poem, and anti-design statement. This game attempts to
re-introduce the
hand-drawn, the messy and illogical into the digital, via a retro-game.
Pandemic Rooms • 2006
Pandemic Rooms highlights the fact that the modern world is consumed with fears, with paranoid coverage of both real and hypothetical disaster and pandemic.
This is how you will die
• 2006 & 2012
A re-combinatory electronic literature and art-game hybrid with 15 five-line death fictions/poetics.
The Bomar Gene • 2005
Within every human there is a singular gene, unique only to that individual, which gives each human a singular ability, The Bomar Gene.
