Creative Technology Field Notes

Light, Code, and Improvisation with Manuel Palenque


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Manuel Palenque shares

how he got his start building projection mapping systems when the
technology was brand new, what it’s like to
design content for dome projections, and why the technical constraints
of light and contrast matter more than most people realize. He talks
about how AI tools like GitHub Copilot have expanded his ability to work
across platforms like Unity, Unreal Engine, and web-based 3D, and
explains his philosophy of using AI to build tools rather than generate
results. Manuel also discusses his work with the
DATARAIZ lab, where he and his
collaborators are rebuilding the spirit of hacker spaces and open-source
communities to bridge art and engineering. The episode closes with the
story of one of his favorite projects: a light installation on a
powerline tower that has been standing and evolving for over 14
years.

Topics Covered
  • Getting started with creative technology: Learning
  • vvvv, building custom systems for
    audiovisual performances, and riding the early wave of projection
    mapping
  • AI as a tool-builder, not a result-generator: Using
  • GitHub Copilot and VS Code to unlock platforms like Unity, Unreal
    Engine, and THREE.js for web-based VR
    and AR, and building tools rather than just generating images and video
  • Live performance and the thrill of pressing the
  • button: Why Manuel gravitates toward live events where the show
    depends on systems he built, and the balance between engineering and
    improvisation
  • Dome projections: The technical challenges of
  • contrast and brightness, designing for exploratory
    vs. fixed-point-of-view experiences, and creating a real-time collective
    interactive dome installation where audience members controlled visuals
    via QR codes on their phones
  • The Buzludzha
  • Monument: How an abandoned brutalist communist-era dome
    building in Bulgaria inspired Manuel’s artistic work
  • Projection mapping a building: Logistics of light
  • contamination, why abstract content and forced perspective work better
    than narrative characters, and why projector power is the biggest
    constraint
  • Festival vs. public audiences: How attention span,
  • client expectations, and narrative length shift depending on the
    setting
  • Working with tech companies: Why even tech-savvy
  • clients are still surprised by creative technology: “people haven’t seen
    it all”
  • DATARAIZ lab: A Buenos Aires initiative rebuilding
  • the hacker space spirit, bridging artists and engineers, and running
    workshops on interactive technology and dance
  • Teaching immersive technology to dancers: Helping
  • non-technical creators understand what’s possible with motion tracking,
    projection, and sensors
  • The case for “less” in immersive tech: Using
  • immersive experiences to get people off their phones and into shared,
    real-life interactions
  • Tecnópolis powerline tower: The Coloso at Tecnópolis project,
  • built on a power line tower that has been standing
    for 14+ years
    Guest Bio

    Manuel Palenque

    is a creative technologist and visual artist with over 15 years of
    experience specializing in immersive audiovisual experiences and
    interactive installations around the world. He has taught at
    universities and cultural institutions worldwide, and has led projects
    in places like Tokyo, Hong Kong, Berlin, and the United States.

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    Creative Technology Field NotesBy Mike Subelsky