LE BUSTAMANTE

Reactive media · 3D design · Interactive systems

I create immersive experiences that combine artistic research, motion and 3D art and interactive systems.

LE BUSTAMANTE — portfolio
Selected project Updated 09.09.2026
01

Soft Machines

  • Cinema 4D
  • Redshift
  • Generative
  • Experimental

Soft machines materializes the intent to research processes of syntthetic life and the possibilities that the race of supercomputing and artificial reasoning might open. Still unambitious and plainly speculative, the project plans to set a series of ideas to pursue. For now it manifests as a generative 3D sculpture series crystallising organic motion into geometry. Each piece maps procedural growth forces onto surface deformation — producing permanent frozen echoes of biological processes in synthetic form.

The deformation logic treats each surface point as a pseudo-biological agent — responding to unknown forces, deterministic rules, growth gradients, and tension fields. The result sits between the engineered and the grown: machine logic expressed through organic form.

Role
Design + Coding
Tools
Cinema 4D, Redshift
Client
Experimental
Status
Prototype
Year
2021
Competences
Clients & collaborators
Projects
02

Densities

Densities launches an autonomous swarm of hovering bots into a city or interior space. They sense the proliferation of CO2 and electric radiation, sniffing for traces of human activity, retransmitting what they find and calling others to join when something's interesting — with no memory kept, only movement through space and calls sent back into the net. Anticipating drones over the cityscape and borrowing from sci-fi visions of future advertisement and espionage, we built an impossible flying organism: always present, feeding on people's electronic presence, as devious as it is charming, as subtle as it's visible. Nothing about it is deterministic — each agent finds its position relative to the swarm.

Conceived amid the near-future promise of drones over every skyline, Densities borrows the visual language of sci-fi surveillance and advertising to build something at once charming and unsettling — a creature that feeds on our electronic trace, subtle and dumb and always watching. It’s not a warning so much as a curious, garage-science probe into a coming condition: a swarm that renders visible the environmental and informational residue we leave behind simply by existing near our devices, sitting deliberately at the edge of dystopian critique and playful invention.

Started in 2014, the project received one of the VIDA Incentives for Production from the Telefónica Foundation. Conceived as an interactive installation, financial insufficiency pushed it instead into a video installation, shown at venues including Dolorosa Obscura at Berlin’s Schiller Palais in 2017. The ongoing research into drones, privacy, and the obsolescence of human physicality kept opening doors, carrying the project into workshops on drone construction and prototyping — among them one at Vilnius Academy of Arts in 2016.

Year
2014
03

Satellistica

Satellites are among the most iconic bodies in low space, and yet they feel almost fictional — untouchable, invisible to most of us earthlings, even as they quietly shape human activity below. Nothing on earth moves faster or reaches further, from Cold War communications to Reagan's Star Wars lasers to the phone in your pocket today, still somehow more spaceship than infrastructure in our minds. If we follow Lévy's idea of a collective intelligence emerging from networked devices, satellites are the resonance field that makes the synapse possible without ever touching it — the unreachable hotspots of a machine-brain. But they're also very physical instruments with very specific owners: private property orbiting overhead, serving state and capital, using our airspace with no consequence and no consent, simply because we can't fly up there to object.

Vonnegut’s Kilgore Trout once imagined a country where the rich bought up all the land until the poor had nowhere left to live — so the state gave them balloons, to live above the ground instead. Satellistica takes that image as a provocation: as urban land grows scarcer and housing drifts toward air and water, satellites start to look like an early, unaccountable precedent for a colonization of the sky. What has been done toward a more democratic airspace — and how might ordinary people reclaim some experience of the satellites already occupying their own domestic sky?

The project unfolded across several parallel tracks. At its core was a creative-coding engine — a modified Java library, adapted for Processing, that extracts satellite position predictions from public TLE data and renders them as 3D visualizations. From that same library came further offshoots, among them Birds Within, which turns the invisible density of satellites and space junk overhead into sound instead of image. A second track built DIY counter-observation tools: antennas, and most visibly a tracking cannon — a motorized gimbal mounted with a green laser, pointed skyward to physically mark a given satellite’s position from the ground. Finally, an educational track carried the whole package — free software, neighborhood-science methods, DIY electronics — into workshops with students, so they could take the project’s tools and build their own.

Year
2012
04

AT&T Data Cloud

  • Data Visualisation
  • Particles
  • Houdini
  • Cinema 4D

A visualisation project for AT&T in which I worked as a 3D artist. I took over the design and animation of all portrait versions of the Personas — figures whose forms grow more complex as data accumulates and digital features become recognisable. A one hour audiovisual piece developed for the massive 104-foot- tall exterior media wall at the AT&T Discovery District.

Designed by one of Berlin’s leading studios, onformative. The project uses a mixed technique of cubic LOD subdivision, particle systems, and layered materials, each Persona portrait responds to the complexity of the data it represents — the denser the cloud, the more fragmented and luminous the figure becomes. An ode to an age where our digital presence becomes so complex, that demands all our attention and responsibility.

Role
3D Artist
Tools
Houdini, Cinema 4D, Octane, Topaz Labs
Client
AT&T
Status
Complete
Year
2021
05

MYND

  • Cinema 4D
  • Houdini
  • Octane
  • Product Visualisation

MYND is a high-performance Bluetooth speaker combining exceptional sound quality with a strong focus on sustainability. Waterproof, dustproof, and built from 50% recycled plastic — designed for durability, easy repair, and responsible end-of-life component separation.

Working together with the team at 908, we brought these values to life through immersive, 3D-generated product worlds that highlight both the design philosophy and technical innovation behind MYND — environments where material honesty and acoustic performance are equally visible.

Role
Art Direction + 3D lead
Tools
Cinema 4D, Houdini, Octane
Client
Teufel
Status
Complete
Year
2026
Services
01

Research

Artistic research as a starting point, not an afterthought.

Every project I take on starts from artistic research rather than a brief handed down and executed. I treat art, design, and science as three lenses on the same question, not separate disciplines — a piece of research pulled from a scientific process can become the generative logic of a form, and a design constraint can reshape what the artistic question even is. That back and forth is where the work actually gets made; the tools and medium come after.

  • Conceptual development and research direction
  • Generative/procedural systems as a design method
  • Cross-disciplinary collaboration (art, design, science)
  • Prototyping and proof-of-concept work

I don’t see research as a phase that ends once production starts — it stays active throughout, feeding back into the work as new questions surface. The projects I’m proudest of came from following a scientific or conceptual thread further than the brief asked for, then finding the design language that could carry it.

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02

Creative Direction

Vision that holds together across media.

I've built projects across 3D, motion, generative systems, and interactive/installation work — not as separate skillsets I switch between, but as one practice that moves fluidly across whichever medium the concept actually needs. That interdisciplinary range is the advantage: an immersive or cinematic project rarely fails for lack of polish in one discipline — it fails when the disciplines don't talk to each other. I direct from the concept down, so the 3D, the motion, and the interaction stay in the same conceptual register from the first sketch to final delivery.

  • Visual identity systems and brand guidelines
  • Art direction for campaigns and editorial
  • Creative strategy and concept development
  • Design system architecture

I’ve directed visual work for product launches, cultural institutions, and independent studios, moving between 3D, motion, and interactive formats as each project demanded. The goal is always the same — a clear conceptual point of view that survives contact with execution, no matter which medium ends up carrying it.

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03

Motion

Over a decade of motion graphics, built on restraint.

More than 10 years working in motion graphics, across broadcast, advertising, and digital product. What that time has taught me is mostly what to leave out — the work I'm proudest of reads as simple, even when the system behind it isn't. I pay close attention to timing, weight, and detail because that's where an animation stops looking competent and starts looking considered. Every moving element earns its place, or it doesn't ship.

  • UI animation and micro-interactions
  • Title sequences and broadcast graphics
  • Generative and data-driven animation
  • After Effects, GSAP, and CSS animation

Animation is most effective when it communicates hierarchy and relationships rather than simply attracting attention. A decade-plus in the field has pushed me toward simplicity as a discipline, not a default — I design motion systems that scale, from a single hover state to a full product motion language, and hold every one of them to the same standard of precision in the small details most people never consciously notice.

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