Cognography

I build worlds, and the characters that live in them, then go inside and film.

Solo, end to end. Direct, no layers in between.

If you'd like to start a project: oliver@cognography.app

Enter

Biscuit 01
Unreal Engine 4.23 / Houdini

I build worlds, and the characters that live in them, then go inside and film.

Concept design, modelling, materials, lighting, animation and edit, handled end to end. Solo. I work directly with the person whose project it is, no layers in between.

If you'd like to start a project: oliver@cognography.app

No generative AI in any of the work on this site.

Selected ink drawings on paper, including drawings made directly onto photography and drawings projected into live spaces.

Brand identity, creative direction and wordmark for the Korean apparel company STL.

Cognography

I build worlds, and the characters that live in them, then go inside and film. Conceptual worlds, concept design, film, games and drawing. Solo, end to end, working directly with the person whose project it is.

No generative AI in any of the work on this site.

If you'd like to start a project: oliver@cognography.app

Tools

I work across analogue and digital. Drawing in ballpoint pen on paper. Building and constructing in Houdini, Blender, ZBrush and Plasticity. Rendering in Unreal Engine.

Resources

The Cognography physical model
Cognography physical model

Cognography is a design thinking tool I built to map the thinking behind a designed object against the thinking of the person meeting it. Comparing the two shows where they align, where they miss, and whether the medium can carry what the maker put into it.

The mapping is spatial, and it holds several states at once rather than reading them in sequence. That is also how most of the work here is constructed: multiple states showing at the same time. It's where the name of the practice comes from.