Hi, I'm
Aria Voss
Generative Artist & Creative Technologist
Generative Systems
Interactive Web
XR & Spatial
What I do
Code-driven creative work from prototype to exhibition.
Portfolio
Experience
Artist in Residence - Pioneer Works
Brooklyn, NY. Developing a new body of work exploring seismic data as generative material. Studio time, public programming, and a group exhibition in September.
2025Senior Creative Technologist - Universal Everything
Sheffield / Remote. Led real-time graphics development for broadcast and gallery clients. Shipped twelve projects including the Liminal Spaces XR installation series and the Chromatic Drift generative video commission for Refik Anadol Studio.
2023Creative Developer - Random Studio
Amsterdam. Built interactive web and installation work for Nike, Adidas, and the Stedelijk Museum. Specialised in WebGL and custom physics simulations.
2021Interactive Developer - Unit9
London. Award-winning interactive campaigns for Google, Spotify, and The Guardian. Cannes Lions shortlist 2020 for the Noise Garden prototype.
2019
About
Generative artist & creative technologist.
I make generative systems, interactive installations, and XR experiences. My practice lives at the intersection of code, light, and architecture - work that responds to its environment and surprises its maker.
Previously: creative technologist at Universal Everything, resident at Pioneer Works, MFA in Interactive Media from NYU ITP. Based between Berlin and wherever the next residency takes me.
Education
MFA, Interactive Media
2019
Thesis: "Controlled Chaos - Seeding Randomness in Generative Systems." Advisors: Allison Parrish, Dan Shiffman.
BA, Fine Arts (Digital Media)
2017
Concentration in digital media and interactive design. Senior exhibition: a room-scale projection mapping piece driven by real-time weather data.
Blog
On working with randomness
A seed isn't a plan — it's a starting condition. I've spent years learning to collaborate with chance rather than fight it. Here's what that actually looks like inside a live shader.
Liminal Spaces XR: a technical teardown
The XR piece I built for 032c took eight months, two failed prototypes, and one very patient gallerist. What I learned about depth estimation, occlusion, and presence.
The tools I actually use in 2026
Forget the trend posts. This is a realistic breakdown of my studio stack — what's replaced what, what I still can't quit, and the one $12/month app that changed everything.
Get in touch
Send a note about installations, residencies, talks, prototypes, or strange visual systems that need a technical collaborator.
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