Program structure
The program connects four layers of work: a cultural theory of generative abundance, a resource principle for bounded AI output, an architecture for humane and ambient intelligence, and playable systems that test those ideas in practice.
Selected works
Three Ages of Digital Culture
Mechanical reproduction gives way to generative abundance. The paper introduces the Slop Resource Principle and examines how AI output can become playable material.
Slop Resource
AI output becomes useful when it is bounded, filtered, contextualized, and attached to a rule system.
The Raynor Stack
Time → Attention → AI → Warmth → Ambience → Aura → Field.
Ambient Era
A framework for continuous, distributed, state-aware intelligence across agents, devices, objects, rooms, vehicles, and places.
Comix Slop
A browser game in which AI-generated imagery becomes a changing battlefield surface and gameplay material.
Sentinel Radius
An AI-era RTS concept built around Raw Slop, Coherence, Compute, Energy, State, distributed control, and battlefield residue.
Reference implementation
Sentinel Radius is the main playable reference implementation. Its central proposal is simple: inside the Radius, intelligence becomes infrastructure; outside it, intelligence becomes risk.
The game explores delegated execution, frontier attention, generated units, hallucination warfare, and the Sentinel as the intelligence core of a civilization.