This website showcases the things I make. I'm an artist and creative director whose specialty is in telling stories with new and emerging technology from film to web to physical. I direct, animate, code, write, sculpt and generally shoot light in fancy formations across different mediums.
You can drop me a line at
evan [at] greengoldenly [dot] com
Over the past 8 years, I've been lucky enough to have worked with some of the world's largest clients (Google, The White House, Intel) alongside some amazing coders, animators, actors, set designers, modellers, writers, producers and magicians as a creative director.
I come up with ideas, pitch to clients, run teams, build prototypes, create cohesive technical and visual visions, look after emerging talent and go on coffee runs.
If asked (glad you did), I would describe myself as a spatial stories director. My directorial work crosses 2D, 3D, web, experiential, installation, live performance, augmented reality and virtual reality but the thread across all of it is a devotion to telling stories in spaces, digital and physical. I use narrative techniques from theatre, film and animation to turn spaces into places that have warmth and emotional resonance. It is both a defined process and a series of experiments.
Solace is an interactive animated film based on celebrated science fiction writer Jeff Noon's short story about a near future in which marketing and addiction are disturbingly Intertwined.
Central to the story is a sugary drink whose flavour is determined by twisting the cap. I used this drink as a starting point to visualise the story as a real-time, interactive, liquid simulation for the web. Everything that a user sees and is able to interact with is made out of touchable liquid. Think of the narrative as a magical substance that one can play with directly in the browser. One part narrative film, one part playful, surprising interactive experience.
Solace is a timely social commentary on a speculative near future told in a fantastic, new way, using technology to activate the imagination.
December 4th 2014 saw one of the biggest events of the year in the US - President Barack Obama and Tom Hanks switched on the Christmas tree lights outside The White House in the President's Park in Washington DC.
Working with Google and 72andSunny in LA, Nexus Interactive Arts (directed by myself) created the website and light installation programme, enabling young girls from the comfort of their homes, to code their own unique light design, using an intuitive programming language called Blockly. The girls were empowered to alter the colour, pattern and movement of the lights to create their own Christmas light show and once created, the designs were then sent to one of the 56 trees of their choice, each representing a different US state or territory.
To celebrate Project Runway's milestone 10th anniversary, Lifetime TV, in partnership with Friends of the High Line, transformed a portion of the High Line in New York City into a virtual runway with a dynamic, 20-foot long, interactive installation on the elevated park featuring the stars of the Emmy Award-nominated hit show.
In another Made w/ Code project for Google, Nexus Interactive Arts partnered with 72andSunny LA to create a project that focused on the areas of fashion and wearable tech. Together we debuted a programmable ‘little black' LED dress designed by Zac Posen and worn by super-model Coco Rocha that kicked off Fashion Week New York 2015.
In another Made w/ Code project for Google, Nexus Interactive Arts partnered with 72andSunny LA to create a project that focused on the areas of fashion and wearable tech. Together we debuted a programmable ‘little black' LED dress designed by Zac Posen and worn by super-model Coco Rocha that kicked off Fashion Week New York 2015.
Three months later, the dress was rebuilt for Lupita Nyong'o appearance on the Daily Show and a Star Wars charity event.
Three months later, the dress was rebuilt for Lupita Nyong'o appearance on the Daily Show and a Star Wars charity event.
Looking at a Horse is about the context and experience of viewing art. It is a piece that changes its appearance depending on where it is located and who is viewing it. Moment by moment, in real-time, it updates how it looks in response to its surroundings, creating a feedback loop where the viewer and context are part of the piece. Art has a value in being looked at. Our perception of its value can be linked to where the work is viewed and who is viewing it. To look at art is to place it in relation to ourselves and the space around it. Looking at a Horse plays on this by changing its value in response to visitors. Simply, the more people viewing the piece, the more beautiful it is.
Nexus Interactive Arts and myself collaborated with The New Yorker and the illustrator Christoph Neimann, on The New Yorker's annual Innovators Issue. Together we produced an Augmented Reality (AR) experience triggered by the front and back covers of the print edition, a first for the magazine.
The covers, designed by Christoph Niemann, a longtime New Yorker contributor, bring a bustling subway car and a city skyline to life. The AR mixes 2D, 3D and sound to create a unique version of New York.
Directed by Eran Amir, Mind Enterprises' single, Chapita, was brought to life in an innovative and colourful VR experience, combining an ambitious 360 storytelling experience with cinemagraphs and clonemotion technology. The result is an immersive 360 narrative in which the dancer leads us through a multi-coloured world of choreographed dance loops set against a backdrop of stark contrast. I was the Creative Director on this project, working with Eran to complete the project.
Available on YouTube 360 in 4K resolution; best viewed via the YouTube mobile app and headsets.
With Nexus Interactive Arts, I created the Invisible Museum for Qualcomm at CES in Las Vegas. The Museum featured a series of exhibits that came to life using Augmented Reality (AR). The concept was a metaphor for how Qualcomm technology is often invisible but powers many of the technology around us.
When visitors entered the bespoke designed museum, white objects were displayed on white plinths in a completely white room. Each plinth came to life when a visitor pointed their mobile device at the piece of artwork, immersing them in a series of whimsical and colourful animated 3D worlds – a complete contrast to the white space of the real world installation.
To explore the technologies in more depth, the digital augmentation included interactive hotspots, which revealed further information on the work Qualcomm does.
The exhibition ran through-out CES and then toured across the US and Europe.
Solace is an interactive animated film based on celebrated science fiction writer Jeff Noon's short story about a near future in which marketing and addiction are disturbingly Intertwined.
Central to the story is a sugary drink whose flavour is determined by twisting the cap. I used this drink as a starting point to visualise the story as a real-time, interactive, liquid simulation for the web. Everything that a user sees and is able to interact with is made out of touchable liquid. Think of the narrative as a magical substance that one can play with directly in the browser. One part narrative film, one part playful, surprising interactive experience.
Solace is a timely social commentary on a speculative near future told in a fantastic, new way, using technology to activate the imagination.
To be released fall/winter 2016.
Memory Palace was multi-dimensional exhibition experience at the V&A Museum based on Hari Kunzru's fictional novel about the art of memory. The only interactive work in the exhibition, Johnny Kelly devised a digital platform where visitors are able to draw their memories at the venue on an Android Note tablet and then submit what they presented to a mosaic of memories inside the Memory Palace.
From here, I worked with the V&A and Johnny Kelly to turn the experience into an interactive web project that users from all over the world could contribute to the Memory Palace mosaic.
Commissioned by Hyperdub Records, I directed, animated and programmed the music video for Darkstar's first single off their first album, North. Titled Gold the video is an artistic representation of the concept of memetic contagion i.e. an idea as something that you can catch, that finds a host in the mind of a person.
To create the 3D point clouds of Darkstar's heads, we used Kyle Mcdonald's open source structured light scanner. By projecting three phases of a cosine pattern across the faces of Darkstar we produced accurate 3D models of each member. With a bit of coding trickery, we then brought this data into After Effects to animate the individual points.
A collaboration between Parag K. Mital and myself, Untitled No 1 is a video collage using only images collected from the previous 24 hour news cycle. The entire video was computationally generated from those images over the 24 hours.
No post effects were used. Details on the visualisation software here
Music video for Two Inch Punch's Up In Your Mix. A sculpture that is part abstract, yet sexy; ghostly yet sharp and elegant. Inspired by the Japanese artist Kazuki Takamatsu, the end result is a music video that bestrides abstract animation and bleeding edge architecture. And it makes a depth pass look sexy.
I worked as an art director and technology forecaster on the mega franchise that is the Call of Duty series. My work focused on mainly the in-game feel and the cut sequences.
It was great working with Activision and the dudes at Spov imagining what the immediate (10 year) future of war would be like then going nuts with it.
The short version:
"Evan Boehm is an award winning artist and creative director whose work focuses on stories in virtual and physical spaces with cutting edge technology. With a background in computer engineering and animation, his work ranges from mixed reality experiences to digital installations to animated films to interactive web films, always expressing his interest in narrative structures and character interaction. His goal is to always tell a story in a new, fantastic way using space the medium."
2016Lovie Awards Nomination: Integrated Mobile Experience (D) Webby Nomination: Best User Experience (CD) Webby Nomination: Best User Interface (CD) Austin Music Awards: Most Visionary Nomination: Mind Enterprises: Chapita (CD) Austin Music Awards: Best Interactive Nomination: Mind Enterprises: Chapita (CD) |
2015Bronze Clio: Digital: Made w/ Code (CD) D&AD White Pencil: Creativity for Good / Advertising & Marketing Communications for Made w/ Code (CD & D) Webby Winner: Corporate Social Responsibility Campaigns for Made w/ Code (CD & D) British Arrows Finalist: International (D) |
2014Tate Britain IK Prize Shortlist (D) SXSW Finalist: Art: Memory Palace (D) Webby Nominee: NetArt: Memory Palace (D) Creative Review Annual: Memory Palace (D) Adobo Awards: Gold: Best Design, Interactive: Memory Palace (D) |
2013Ciclope Festival: Finalist: Interactive Film (D) Lovie Awards GOLD: Best HTML5 for The Carp and the Seagull (D) Creative Review Annual: The Carp and the Seagull (D) Webby Nominee: Experimental & Weird for Carp and Seagull (D) Webby Honoree: Movie & Film for Carp and Seagull (D) Webby Honoree: Mobile & Experience Marketing for Project Runway (D) Webby Honoree: Best Use of Interactive Video for Carp and Seagull (D) |
2012Creative Applications: 10 Best and Most Memorable Projects of 2012 (D) FWA: Site of the Day (D) Adobe: Cutting Edge Project of the Week (D) |
2010Culture Bully: The Most Technologically Innovative Videos (D) |
evan [at] greengoldenly [dot] com | @evanbbb
butchershook.tumblr.com | vimeo.com/peelyoureyes | nexus/evan-boehm