Innovator, artist, and software programmer,
Jeffrey Ventrella is the creator of many interactive software gems.
He co-founded the virtual world company There.com, worked on Second Life, and wrote a
book called Virtual Body Language, about avatars and the future of human visual expression on the internet.
Jeffrey has lectured in Europe and North America on artificial life, virtual worlds, and computational art. His work in realtime computer animation includes gesture-based interactive visual music, data visualization, and education-oriented software tools. Most recently, he founded a business for designing mobile experiences using augmented reality to help young people learn about local ecology.
Jeffrey lives in the San Francisco Bay area with his wife, a dog, and two chickens.
Jeffrey got his first degree from
Virginia Commonwealth University, in Art Education
with a minor in Art History.
In his mid-20's, he was shown a short fractal program in BASIC. Not knowing anything about programming, he only knew that changing a few letters in what looked like alphabet soup made the picture change in interesting ways. He had an epiphany. He discovered a new visual language.
This new journey in algorithmic art led him to
where he earned an MFA
in Computer Graphics, under Ed Zajec.
After graduating, he worked at SU for four years as Computer Graphics Specialist, working with researchers and faculty on Data Visualization, and teaching programming to Art students and CAD to Industrial Design students.
Jeffrey moved on to
UC San Diego,
where he served as Visiting Professor for one semester, under
teaching artificial life, software programming, and CAD to Art students.
Jeffrey then moved back to Cambridge, where he got his third degree: a Masters from the
MIT Media Lab's Visible Language Workshop. There he met
Nuala Creed, who later became his wife.
They moved to San Francisco, and Jeffrey began working at
Rocket Science Games,
prototyping simulation-type games.
After that he became Principle Inventor and second co-founder of
He wrote the first line of code in 1997, and went on to invent a virtual dog,
vehicle physics, and many other aspects of the virtual world. He co-designed
While working at There.com, he adapted the artificial life simulation Darwin Pond to become GenePool. This work resulted in a handful of papers and presentations at artificial life conferences in the US and Europe.
After briefly working at
on the Acrobat3D platform, Jeffrey joined
Linden Lab, makers of
Second Life, where he invented Flexies,
He then joined
and developed the home page for
NASA Images.org, and also consulted on user interaction.
Jeffrey worked in Vancouver, BC as a visiting professor at the Centre for Digital Media. The following year he worked as a researcher at the School of Interactive Art and Technology, of simon Fraser University, where he also taught a class in Advanced Game Design.
While in Vancouver, Jeffrey finished his first book, Virtual Body Language, which is published by ETC Press.
Jeffrey worked closely with internet visionary
on an experimental project to implement the
Database/Visualization scheme as a front-end to the
Jeffrey gave the first keynote at
in France. He also gave a keynote at the
Conference, in Vancouver.
In June of 2011, Jeffrey joined a new startup company, Visual Music Systems, founded by Bill Sebastian. He worked for a little over a year, creating particle systems, fractal algorithms, and strongly-procedural, highly-parameterized, control structures, for realtime visual performance.
|2012||Jeffrey completed a book called Brainfilling Curves, a visual math exploration of fractal images, which includes a new way to find and categorize all plane-filling curves.|
Jeffrey teamed up with
Wiggle Planet, LLC.
They launched Peck Peck's Garden, and Flip Flop Dance Jam.
Jeffrey gave a keynote presentation at VISIGRAPP in Barcelona about his recent work.
Jeffrey helped build-out some core avatar systems, camera behaviors, and particle systems for High Fidelity.
Jeffrey currently has a residency at Work Petaluma, where he is directing a project that uses augmented reality and artificial life to help young people learn about local ecology.