Project Overview
Amplified Spaces is an exploration of the transition from auditory experience to immersive visual environment. By using generative systems and 3D spatial design, the project translates a series of tracks by artist Tom Vernon into, simulated gallery installations. The objective was to create a unified encounter where sound, light, and architecture amplify one another, transforming passive listening into an active, experiential form of visual communication.
Generative Logic & Audio Mapping
The engine of the project is a series of bespoke, real-time systems built within TouchDesigner. Each track required a unique node-based architecture to ensure the visuals were not just moving “to” the music, but were an organic extension of it. By utilizing CHOP networks for frequency analysis and beat detection, I developed feedback structures and displacement maps that allowed the digital forms to evolve dynamically alongside the audio’s rhythm and intensity.
Visual Textures & Real-Time Manipulation
Beyond the technical mapping, I focused on creating a distinct visual language for each environment, ranging from clean, geometric spectrums to heavily textured, distorted aesthetics. I experimented with image manipulation nodes and CRT effects to mirror the specific mood and era-influence of the tracks. This resulted in a generative system that produces a constantly shifting landscape, ensuring that no two moments in the “gallery” are ever identical.
B17
The technique for B17 leaned into a retro, analog-inspired aesthetic. I implemented CRT distortion effects and lo-fi visual filters that directly echoed the track’s specific sound profile. The result is a visual system that feels textured and “lived-in,” matching the gritty, nostalgic energy of the audio.
Fading Away
For Fading Away, I utilized a live visual spectrum approach. The system was designed to respond dynamically to specific frequency bands, creating a high-fidelity mapping where every tonal shift in the music triggered a corresponding movement in the visual data. This created a precise, rhythmic synchronicity between the sound and the digital architecture.
Onjuku
The approach for Onjuku was centered on atmosphere and slow-burn evolution. I developed a slow-rotating, ambient world characterized by fluid color distortions. These colors were intentionally tied back to the original album art, creating a cohesive visual identity that felt like the artwork was being dismantled and reconstructed in real-time.
Architectural Construction & Spatial Design
Having done this project in early 2025, the AI landscape was moving at an incredible place however the quality of outputs was not at a professional standard and required human interaction. Since then, image and video generation models have improved significantly. Whilst I saw potential in how AI could be used for ideation, in early 2026, I believe new models and platforms hold valuable applications within the design industry.
Cinematic Lighting & Environmental Storytelling
Having done this project in early 2025, the AI landscape was moving at an incredible place however the quality of outputs was not at a professional standard and required human interaction. Since then, image and video generation models have improved significantly. Whilst I saw potential in how AI could be used for ideation, in early 2026, I believe new models and platforms hold valuable applications within the design industry.












