THE LAB · 19 EXPERIMENTS · WORKS IN PROGRESS
The Lab
A workbench for side experiments — screens, desk clutter, WebGL scenes, broken glass, and holes back to reality. Rough by design; the good ones graduate.
Screens & the cozy desk
CRT tubes, little desk companions, and the warm workspace they live on.
CRT Gallery
A rack of tubes — a chunky '90s set, a portable field monitor, a hi-fi vaporwave deck, a busted junker.
Desk Friends
Tiny animated companions — a nodding forest spirit, a chainsaw pup, a stretchy yellow arm, a soot sprite, a peeking cat, a slime.
The Cozy Desk
The whole scene assembled: a CRT on a warm wooden desk, Foundation paperbacks, a calculator reading 80085, a steaming mug, friends perched on top.
Desk Paintings
AI-painted cozy desk explorations across ten rounds — style tests, the shipped 4K Machine IV room, the benched character-layer experiment, and the round-10 firefly-summer close-ups hunting the machine V base. Written up: the prompts, the refusals, the pipeline.
Idle Loops
The animation pivot, live: one painted still sent as both the first AND last frame of a video model, prompted to swing Jake's legs and come home. The clip loops back onto the artwork — frame-swap puppetry, retired.
Three.js scenes
Ambient WebGL loops — some organic, some crystalline, some cosmic, some just lines.
Zerg Creep
Living biomass: pulsing creep, twitching spines, a drifting spore haze. Purple-red, organic, faintly unsettling.
Protoss Khala
Crystalline psionics — floating shards, a golden lattice, a slow-rotating nexus core. Gold on void-teal.
Kinetic Lines
Neon ribbons and curves that drift, bend, and lean toward your cursor. Cyberpunk-adjacent flow field.
Orrery
An astronomical toy: a small sun, worlds on inclined orbits, a nebula wash, parallax starfield.
Dust
42,000 particles morphing between rolling waves, a bas-relief face, fbm topography and a cyan hologram — pulsing to a synthesized beat. Neuromancer monochrome.
Waveforms
An audio visualizer with no audio: a synthetic spectrum (kick, snare, hats, shimmer) drives a phosphor ring EQ and a scrolling white ridge.
Ink
A flow-field murmuration: 42,000 particles of ink breathing between flow and dead stillness. Your cursor drags a vortex through it; click drops an impulse. After Anadol's fluid data and Reas' flow fields.
Tideline
A sand table that dreams: dune topography with a rolling tide and a self-healing cursor wake — and every so often the grains settle into a bas-relief eye. A Rozin-mirror homage.
Jack In
A netrun in six stations: dust becomes wireframe becomes dust as you step the rail — port, handshake, an ICE wall you breach, the data stacks, black ICE, the core. Every station opens a different dash, and the cargo is the real resume.
Tideline II
The storm cut: traveling crests throw real airborne spray, gusts shiver the table, a fast cursor flings sand — and the dreamed reliefs (an eye, then a face) wake by exploding back into dunes.
Jack In II
The maximal cut of the netrun: katakana glyph rain, chromatic triple-drawn wireframes, orbiting satellites, echo pulses, waypoint gates and glitch tears — six stations of beautiful noise, cargo still real.
Broken glass
Studies in actually shattering the tube — fracture webs, corner bites, crumb halos, long runners.
Reality warps
Transitions that treat the whole room as the screen.
Wormholes back to reality
The view from inside the deck, looking out at the CRT you came from.