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BODY PIPELINES
Software: Unreal Engine
In the age of digital immersion, what does it mean to exist in a physical space? Can we be sure that the body is even real? In Body Pipelines, artist and digital choreographer Harrison Hall, alongside collaborators Sam Mcgilp and Liam Wolfe, explores the collapsing boundaries between the digital and the physical, combining motion capture performance, computer-generated animation, and experimental sound.
Showcased as part of Sydney Opera House ‘Outlines’ (2023)
Watch the full stream here
CREDITS
Body Pipelines
Lead Artists: Harrison Hall, Sam Mcgilp and Liam Wolfe
Choreographer: Harrison Hall
Technical Artist: Sam Mcgilp
Real-Time Artist: Liam Wolfe
Interlocutor: M@ Cornell
Maelstrom
Lead Artists: Harrison Hall and Luca Dante
Sound: Pavel Milyakov
Flesh Cache
Lead Artists: Harrison Hall, Sam Mcgilp and Naxs Future
Sound: PrairieWWWW
Performers: Cody Lavery, Imanuel Dado and Samuel Harnett-Welk
Avatar Design: Luca Dante
Showcased as part of Sydney Opera House ‘Outlines’ (2023)
Watch the full stream here
CREDITS
Body Pipelines
Lead Artists: Harrison Hall, Sam Mcgilp and Liam Wolfe
Choreographer: Harrison Hall
Technical Artist: Sam Mcgilp
Real-Time Artist: Liam Wolfe
Interlocutor: M@ Cornell
Maelstrom
Lead Artists: Harrison Hall and Luca Dante
Sound: Pavel Milyakov
Flesh Cache
Lead Artists: Harrison Hall, Sam Mcgilp and Naxs Future
Sound: PrairieWWWW
Performers: Cody Lavery, Imanuel Dado and Samuel Harnett-Welk
Avatar Design: Luca Dante
TADRA
Software: Unreal Engine
TADRA, and other visions uses motion capture, animation, and dance to explore and reinterpret Fijian mythology, symbology and expressive movement. TADRA holds a process of world-building and technological interrogation that focuses on the memory and stories of the dancing-body while transmuting Fijian folklore into a digital vision of mutation and distortion. This work in development utilises motion capture technology to inhabit virtual creatures and environments, in the process of enhancing and abstracting bodily expression in a live space.
CREDITS
Core collaboration: @jahra.arieta x @eek_now x @spewer_os
Performer: @jahra.arieta
Movement coach + performer: @ooshcon @_conjah
Real-time artist: Liam Wolfe @liamwlfe
technical + motion-capture support: @myglip, @infernalfaun
lighting design and op: @cashu1990, @derrickduan_
skin-costume: @6x4online
Originally commissioned by @chunkymove for Activators 10
Development showing presented in @framebiennial in march 2023
Film and edit: James Wright @_nonstudio
{development showing}
dreams, nightmares, and drowning worlds.
CREDITS
Core collaboration: @jahra.arieta x @eek_now x @spewer_os
Performer: @jahra.arieta
Movement coach + performer: @ooshcon @_conjah
Real-time artist: Liam Wolfe @liamwlfe
technical + motion-capture support: @myglip, @infernalfaun
lighting design and op: @cashu1990, @derrickduan_
skin-costume: @6x4online
Originally commissioned by @chunkymove for Activators 10
Development showing presented in @framebiennial in march 2023
Film and edit: James Wright @_nonstudio
{development showing}
dreams, nightmares, and drowning worlds.
ECOLOGICAL ADAPTATION
Software: Unreal Engine



CREDITS
Lead Artist: Yandell Walton
Choreographer: Harrison Hall
Real-time Artist: Liam Wolfe
Performer: Sarah Aiken
Transdisciplinary installation and development showing
Supported by Creative Victoria, Australia Council for the Arts, and the City of Melbourne with a Mini Max residency at Chunky Move and Platform Arts Geelong
Lead Artist: Yandell Walton
Choreographer: Harrison Hall
Real-time Artist: Liam Wolfe
Performer: Sarah Aiken
Transdisciplinary installation and development showing
Supported by Creative Victoria, Australia Council for the Arts, and the City of Melbourne with a Mini Max residency at Chunky Move and Platform Arts Geelong
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BODY CRYSIS/身體災變
Software: Unity

CREDITS
Lead Artists: Harrison Hall, Sam Mcgilp & NAXS FUTURE
Creative & Art Director: Han Yu-Feng
Project Manager: Chun-Ting Chen
Scene Design, Player Character Design & Web UI Design: Eg.lio
System & Interactive Development: KP Wong & YJ Huang
Technical Art: Wei Huang
Sound Design & Live Performance: Prairie WWWW
Performer & Collaborator: Cody Lavery, Imanuel Dado, Samuel Harnett-Welk
Real-time Artist / Developer: Liam Wolfe
Lead Avatar Design: Luca Dante
Lighting Design: Jenny Hector
Set Design: Lotus Hall
Costume: Sez Brez
Producers: Erin Milne and Xavier O’Shannessy
Photos: Jack Dixon-Gunn
Presented by The Substation and Footscray Community Arts as part of NEIGHBOURHOOD Festival.
Commissioned by The Substation.
This project has been assisted by the Australian Government through the Australia Council, its arts funding and advisory body, Creative Victoria, the Besen Family FoundationThe Substation, and Taipei Performing Arts Centre.
Lead Artists: Harrison Hall, Sam Mcgilp & NAXS FUTURE
Creative & Art Director: Han Yu-Feng
Project Manager: Chun-Ting Chen
Scene Design, Player Character Design & Web UI Design: Eg.lio
System & Interactive Development: KP Wong & YJ Huang
Technical Art: Wei Huang
Sound Design & Live Performance: Prairie WWWW
Performer & Collaborator: Cody Lavery, Imanuel Dado, Samuel Harnett-Welk
Real-time Artist / Developer: Liam Wolfe
Lead Avatar Design: Luca Dante
Lighting Design: Jenny Hector
Set Design: Lotus Hall
Costume: Sez Brez
Producers: Erin Milne and Xavier O’Shannessy
Photos: Jack Dixon-Gunn
Presented by The Substation and Footscray Community Arts as part of NEIGHBOURHOOD Festival.
Commissioned by The Substation.
This project has been assisted by the Australian Government through the Australia Council, its arts funding and advisory body, Creative Victoria, the Besen Family FoundationThe Substation, and Taipei Performing Arts Centre.
JEBAITED
Software: Unreal Engine



Virtual livestream and artist interviews -commissioned by Arts House, Campbelltown Arts Centre, Taipei Performing Arts Centre, and Museum of Contemporary Art Taipei, as part of BLEED's 2022 online symposium.
CREDITS
Lead Artists: Henry Lai-Pyne & Mat Spisbah
Realtime Artist: Liam Wolfe
DJ: Cloudy Ku
3-2-1 RULE
Software: Unreal Engine




CREDITS
Director: Sam Rolfes
Technical Artists: Sam Rolfes, Alexander Baumann, Liam Wolfe
Motion Capture Performer: Kat Marikos
Captured at Carriageworks, Sydney, NSW
Director: Sam Rolfes
Technical Artists: Sam Rolfes, Alexander Baumann, Liam Wolfe
Motion Capture Performer: Kat Marikos
Captured at Carriageworks, Sydney, NSW
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INSECTS
Software: ZBrush, Maya, Unreal Engine 4CREDITS
Team Rolfes:
Directors, Character Designers: Sam Rolfes & Andy Rolfes
Environmental Designer, VR Puppetry, Additional Mocap: Sam Rolfes
Director of Photography: Tim Saccenti
Producer: Dina Chang
Motion Capture Assistant: Alexander Baumann
Scene FX: Andy Rolfes, Vince Mckelvie, Liam Wolfe
Character Development & Processing: Alexander Baumann, Ian Ross, Dylan Saks, Damien Blaise
Production Company: Setta Studio
Team Elfman:
Creative Director: Berit Gwendolyn Gilma
Executive Produced by: Laura Engel
Associate Producer: Melisa McGregor
Production Assistant: Jae-Mi Shishido
Hair & Makeup: Lizbeth Williamson
Filmed at McNulty Nielsen Studio, Los Angeles, CA
Directors, Character Designers: Sam Rolfes & Andy Rolfes
Environmental Designer, VR Puppetry, Additional Mocap: Sam Rolfes
Director of Photography: Tim Saccenti
Producer: Dina Chang
Motion Capture Assistant: Alexander Baumann
Scene FX: Andy Rolfes, Vince Mckelvie, Liam Wolfe
Character Development & Processing: Alexander Baumann, Ian Ross, Dylan Saks, Damien Blaise
Production Company: Setta Studio
Team Elfman:
Creative Director: Berit Gwendolyn Gilma
Executive Produced by: Laura Engel
Associate Producer: Melisa McGregor
Production Assistant: Jae-Mi Shishido
Hair & Makeup: Lizbeth Williamson
Filmed at McNulty Nielsen Studio, Los Angeles, CA