Snibbe Studio

Snibbe Studio

Snibbe Studio is pioneering a new interactive music platform for people to socially engage with visual music.

  • Edit
Get premium to view all results
DateInvestorsAmountRound
N/A

€0.0

round

N/A

Acquisition
Total Funding000k
Notes (0)
More about Snibbe Studio
Made with AI
Edit

Snibbe Studio, founded by Scott Snibbe in 2011, operates at the intersection of art, technology, and human interaction. The studio serves as a vehicle for producing original mobile applications and collaborating with musicians and filmmakers. Snibbe's journey into this field is rooted in a robust academic and professional background, holding degrees in both Computer Science and Fine Art from Brown University and studying experimental animation at the Rhode Island School of Design. His career began at Adobe Systems as one of the developers of After Effects and later involved research at Paul Allen’s Interval Research, focusing on computer vision, interactive music, and haptics.

The studio’s work is characterized by the creation of interactive experiences that invite audience participation. These projects span multiple formats, including immersive art installations, mobile apps, and large-scale public artworks. A significant area of focus is on interactive projections that use computer vision to react to human movement, a concept Snibbe pioneered. One of the studio's most notable achievements was the collaboration with musician Björk on her 2011 album, "Biophilia," which was released as the world's first app album and subsequently acquired by the Museum of Modern Art in New York for its permanent collection. Another successful project is the app "Gravilux," an interactive starfield meditation that became a number one seller in Apple's App Store.

The business model appears to be project-based, centered on commissions for public art, collaborations with major artists and institutions, and revenue from app sales. Clients and collaborators have included museums like the Whitney Museum of American Art, corporations for events like the Beijing Olympics, and artists such as Philip Glass and James Cameron. The studio's projects often explore themes of social connection, personal space, and the translation of natural phenomena into digital experiences. For example, the installation "Boundary Functions" visually represents individuals' personal space by drawing lines between people as they move, creating a constantly shifting Voronoi diagram on the floor.

Keywords: interactive art, media artist, Scott Snibbe, immersive installations, app development, digital art, computer vision, augmented reality, public art, new media art, Björk Biophilia, generative art, interactive projections, experience design, mobile applications, interactive design, Adobe After Effects, human-computer interaction, art and technology, museum installations, digital animation

Analytics
Unlock the full power of analytics with a premium account
Track company size and historic growth
Track team composition and strength
Track website visits and app downloads