MouseHole Studios
MouseHole Studios
Digital Media, Analog Experiences
 


Creative Development

Experience Design

Show Control

AV


Immersive Experiences

 
 

Counting the Minutes of Life

It’s December 31st, 11:50pm, 1999.

There’s 10 minutes to the new millennium,

And you’re running late to the party of a lifetime.

Showcase Teaser runtime: 6 minutes

Designed Show runtime: ~15 minutes

“Counting the Minutes of Life” is an immersive location-based experience set during a New Year’s Eve party in 1999. You’re introduced to everyone’s favorite robot of the late 90’s. Breaking news interrupts the party to inform you of the impending Y2K computer bug announcing the end of computers and life as we know it. Your newfound friend fears for his life as you’re thrust into an interactive branching narrative experience through the 5 stages of grief. This surreal experiment will have you on the edge of your seat winding through questions of time, technology, hope, and the meaning of life as you approach the final stroke of midnight.

This is a teaser showing proof of concept for the full show with an accompanying document to outline theory, research, and process that can be found here [coming soon].

The piece was designed and fully scripted. The show control was created through TouchDesigner and hardware in Arduino and Raspberry Pi. The piece is driven by inputs, data, and sequenced timers. Archival Y2K news footage is gathered from the internet and creatively integrated into the story. See the below photos for designs and documentation including story maps, schematics, 3D designs, and construction.

This project’s design and teaser construction were created for my “Integrated Design & Media” M.S. Thesis. The Concept, Design, and Construction were created over the span of 8 months, ending in 2024.

 

Branching Narrative User Journey

Selected Images

 
 

Conscious Networks

You've been mandated to take a new alternative network comprehension class by your administrators. When rumors and mysteries swirl about the instructor's past students and funder organizations start acting fishy, things as usual more connected than they seem. It's up to you and your cohort to work together and take back what’s rightfully yours.

Class is in session.

This piece was originally commissioned by the 2020 "Our Networks" conference in Toronto as an alternate reality game and is Currently being transformed into a standalone experience.

 
 
 

 

Amusement Parks Prototyping

Themed Entertainment Attraction Design Class

Amusement Parks Prototyping is a graduate level class in Integrated Design and Media at NYU's Tandon School of Engineering. This video summarizes the key concepts and skill learned during the class. Our projects were mentored and critiqued by top designers, producers and programmers at Walt Disney Imagineering and Meow Wolf.


 

The General Store

In 1950 a store was built, in a town,

that never existed.

You’re dropped off at a store on a dirt crossroads in upstate New York. After entering, the doors lock and a voice reaches out for help. The store owner’s livelihood hangs in the balance when his family’s store comes under siege by the local bureaucracy, a real estate developer, (and possibly) you. As you discover the mystery of Agloe, NY, clues require investigation, choices need to be made, and sides taken. This escape room thriller will leave you questioning people, places, and reality itself.

The General Store is open for business.

Challenge Entry

The General Store is an escape room concept created for the 2021 Storyland Studios Design Challenge. A team of three creative designers from upstate, NY worked to produce this concept trailer based on a true story.

Roles Included: Unreal Engine Virtual Production, Experience Design, & Creative Direction

 
 

Net Vibes

“Net Vibes” is an exploration of transhumanism through wearables and the ability to augment our bodies and senses with embedded technology.

The device is a wearable sleeve That allows users to sense WiFi signals with their body. It’s haptic feedback is based on density and signal strength of surrounding networks.It consists of an athletic sleeve, ESP32, OLED display, LEDs and haptic motors. The device is programmed to mimic sensory adaptation of our bodies to new environments similar to how smells or sounds can be overwhelming at first but then subside.

Selected for 2023 Coney Island Maker Faire

The presentation includes a series of slides and videos that discusses details surrounding the ideation, design, and public reception of the project including some unexpected insights.

The device was created while at the I.D.M. masters program at NYU Tandon School of Engineering in its “Interactive Objects and Systems” course which focused on embedded computing, interactive systems, and basic electronics.