CREO SAE University College
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Tastes Like Home [Film]
Two siblings mourn the loss of their mother’s secret recipe, but upon finding last remaining leftovers they vow to reverse-engineer its secrets. However, when supply runs low heads over how use what remains
Abu Cinta
Suffering from the trauma of a past relationship, an Indonesian migrant and piano tutor, Jessica, must confront her inability to move on while discovering how to love others and herself once again
Explorer\u27s Diary [Game]
Explorer\u27s Diary: The Awakening is a video game surrounding the mythology of Ancient Egypt. It tells the tale of an Egyptian archaeologist who is working on a tomb site in Cairo when all of a sudden the ground breaks apart beneath him sending him into the burial site where he must now avoid obstacles and traps in an attempt to escape. Along his journey, he will meet several deities who will bestow upon him abilities that will aid in his escape
What Teams Need: Leading Digital Creatives
What Teams Need: Leading Digital Creatives was a talk at the Revelations Conference. Based on my book Great Games Need Great Leaders, this talk was focused more broadly on leadership in the creative industries due to the audience being primarily from film
FLM177.1 Storytelling For Screens Example 1
A visual representation of the characters, story world, genre, and tone that the writer envisions for their narrative
DDX220.1 Science Communication Example 2
Infographic design showcasing the impact of light pollution on insects
Australian/Japanese ElectroPunk S.F.D.U. 11 Singles & Album
This creative work is a self-produced Electropunk album by Guy Cooper and bandmate Jake Morton, created for the band Super Fun Down Under (S.F.D.U.). Written, performed (vocals, guitar, drums, bass, synth), produced, mixed, and mastered independently, the 11-track release is an exploration of genre fusion—melding the raw, political aggression of punk with the synthetic textures and structures of electronic music. The project examines how these two sonic worlds can be merged to create a high-energy, confrontational, and culturally resonant sound that retains the DIY ethos of punk while embracing modern production tools.
A core focus of the album is the integration of Australian and Japanese punk culture, language, and sensibility. Lyrics in both English and Japanese are woven together in most tracks, reflecting and respecting the linguistic rhythms of both audiences. This bilingual approach is not only a musical linguistic experiment but also a strategic performance tool designed to foster crowd interaction during live shows in both countries. The lyrical content and vocal delivery reference regional idioms, social landscapes, and subcultural cues from both Australia and Japan, forming a bridge between the two scenes.
Beyond the music, the project includes a full visual and logistical scope: original artwork, graphic design, website, live videos (across 25 full live multi-tracked shows), promotional media, posters, press releases and tour management. Cooper booked and managed 18 shows across Japan (2024–2025) and multiple Australian dates, building long-term collaborative relationships with venues, artists, festivals and independent labels in both countries. Released through Human Records (Cooper’s own label), the project has become a catalyst for cross-cultural exchange, with upcoming collaborations, international artist exchanges, and shared festival lineups confirmed for 2026.
This work not only explores Electropunk as a cross-cultural genre tool but also models a fully independent, community-driven approach to international music production and performance
Design Beyond Screen: A Primer for Designing Mobile Augmented Reality Storytelling Application
This research project explores and experiments with a design intervention – remediation of a print-based story into an augmented reality storytelling experience. The objective of this study is to reveal insights into the process of designing a mobile augmented reality storytelling application. This focuses on the main idea that examines how designing for screen (2D (two-dimensional) displays) is different than designing for augmented reality (360-degree view with perceived depth). The study experiments with interaction design process, method, and apparatus of creating an augmented reality mobile application, that creates engaging experiences for users. In doing so, the research intends to make an original contribution to knowledge within the disciplines of extended realities (XR) and human-computer interaction (HCI) by adopting a user-centred approach within the context of technological, phenomenological and the interaction design perspectives. The insights that emerge from this study are relevant and useful to other researchers and practitioners in XR and HCI. This practice-based study examines the design processes, are specific to the creation of mobile augmented reality storytelling experiences. The key outcome is to elicit knowledge through practice. The study lays the groundwork for determining what sorts of design constraints and interaction possibilities are presented by augmented reality as a storytelling medium. In this paper, we will present the early prototype, creative process, demonstrate our plan for conducting a user experience (UX) study for supporting the design process of the Augmented Reality (AR) prototype, and directions for future work
DIM111.1 Scholarly Perspectives on Design: Essay Example
Example of the DIM111 essay forma
Trending Now: Social Media’s Role in Maintaining the Relevance of Jazz in the 21st Century
Jazz as a genre has arguably moved between popular culture and high art over the past century, yet in the digital age, there is a move to firmly tether jazz into popular culture formats, particularly through social media. This paper explores the role of social media within dissemination practices between jazz artists and audiences as a crucial element in maintaining the relevance of jazz in 21st Century digital cultures. Increasingly short-form video formats, such as those characteristic of TikTok and Instagram Reels, are used by artists in diverse ways to express their brand, showcase new works and skills, promote tours, and communicate directly with audiences. However, such formats contrast with the traditionally long-form nature of jazz music, in turn encouraging new forms of creativity. Drawing on case studies, this research analyses the content of short-form videos by prominent jazz artists on social media. In this paper, we argue that in using social media platforms as part of their public-facing profile, musicians can both take advantage of - and be challenged by - the affordances of social media to capture and retain audience attention, and further maintain the relevance of jazz in popular cultures in the present