Fernando Ramallo



a creative coder, designer and visual artist making playful interactive art and videogames

I’m Fernando Ramallo

I’m a creative coder, designer and visual artist
creating playful interactive art

Projects for the Looking Glass holographic display ​(2019)

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.

Raymarching Toolkit for Unity ​(2018)

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.

Available now at: https://kev.town/raymarching/

Doodle Studio 95! A fun tool for hand-drawn animations ​(2018)

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

The Stakes Are Too High (2017)

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.

Technical Artist with Tilt Brush at Google

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.

Residency at Champlain College (2017)

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.

PANORAMICAL (2012-2015)

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 a queer artist, designer, technical artist and game developer.

Always tinkering with abstract graphics, generative visuals and strange interactive installations, I’m interested in creating interactive experiences and easy creative tools for everyone.

I grew up in Argentina and work on independent projects in Brooklyn, NY.