I was invited to produce an expressive, experimental game for this interactive exhibit. My piece We Are Poems is "a swim through the queerest region of deep space where its inhabitants float and gravitate in bountiful joyous explosions of light".
Find out more, and download for iOS, Android and PC at: https://www.milanogamefestival.com/collection/
I co-created two projects for the Looking Glass holographic display: an abstract audiovisual aquarium and a playful tool for making wacky 3D scenes from GIFs.
I co-created a plugin for Unity for working with raymarching, a novel rendering technique, without having to code. Use visual components and tools to manipulate beautiful mathematical shapes and fractals.
Find out more at: https://kev.town/raymarching/
I released a hand-drawn animation tool inside of the game development platform Unity about making work fun, engaging and easy, removing technical barriers and achieving flow when creating games. Inspired by WarioWare DIY and flickgame.org.
Available now at: https://fernandoramallo.itch.io/doodle-studio-95
Juegos Rancheros, an Austin-based collective, commissioned me to make a piece for their experimental games festival Fantastic Arcade. The result is The Stakes Are Too High, a short game about the American healthcare system and the pitfalls of creation, available for download here.
I’ve been working with Google on Tilt Brush, a VR app to draw intuitively in 3D space. I made lots of prototypes and was in charge of creating an open source toolset to import users' sketches into the Unity game engine.
The tools I made let creators easily use their art in new ways, with examples on how to make animations, interactive stories, music-driven sequences and games.
I did a week-long freeform residency at the Champlain College in Burlington, VT, where I set up an immersive bouncy-castle solo show with 8 projections and 3 interactive pieces featuring fluffy controllers.
I also made a VR experiment about negative-sculpting: carving walls like clay. It explores how it feels and what it means to sculpt the space surrounding you and stepping to the other side to reveal the opposite space.
My biggest project is a collection of interactive landscapes with analog controls, for PC and Mac. I collaborated with multiple artists and even had custom controllers built for it.
I’m Flor (and Fer, and Fern!), a they/them artist, designer, technical artist and games developer.
Always tinkering with abstract graphics, generative visuals and strange interactive installations, I’m interested in creating radically playful spaces and tools that provoke a sense of beauty, wonder and curiosity.
I grew up in Argentina, made it through Brooklyn and now I work on independent projects between Berlin and Los Angeles.