In the last year, we’ve been experimenting with new technologies, particularly the world of extended and virtual realities and real-time technologies. This has since become one of the main features that we are proud to offer our clients. But with this experimenting, comes more growth for the Giggle team. Specifically in the shape of a new Technical Director, Nick Diacre, who will be there to make sure we are constantly at the top of our technological game!

We sat down and had a chat with Nick, who is a longtime friend of Giggle but has now taken a permanent position as our Technical Director. Nick has had an extensive career in the AV industry and is a man of many skills! He is a master media programmer using software like Coolux Pandoras Box, Disguise, TouchDesigner and Notch. Nick will be leading on the content and installation of a new interactive artwork for a luxury hotel that we will be working on for the next year. He will also be responsible for all the technical personal developments of our team and ensuring that we are experts in all necessary technologies. We’re over the moon to welcome Nick to our team!  

What have you worked on that you are really proud of?

I don’t think there is any one job that I am most proud of because I’ve loved them all! But I am proud of the journey that I’ve taken to get to this point. In the last couple of years, I’ve really focussed my attention on TouchDesigner and progressed other real-time software such as Notch and Unreal. The ability to integrate these tools into my workflow is something that I’ve really got a buzz from recently. It has allowed me to work on some really cool things, like our XR studio. The only limit with these technologies is your imagination! 

You’ve worked at quite a few festivals, but what do you do at them?

I started working at festivals in 2007, and over the years I’ve worked at the likes of Glastonbury, BoomTown, Tokyo World, and Glade Festival. What started out as VJing at raves and small festivals has led to a much larger technical role managing and coordinating stages for the festivals. I collaborate with other visual artists to find the right workflow to deliver content for the performances. 

Stage design for Lion's Den stage at Boomtown Fair
What does your role at Giggle include?

I’m here to take Giggle in a direction that wasn’t on the cards a couple of years ago. The growth in real-time technologies, like Notch, Unreal Engine, and Touch Designer has opened up a whole world of new possibilities. I will be managing our real-time content production for virtual events and installations. 

What did you study at Uni? 

I did a Masters in Design at UWE from 2014-2017. I had never been to art college before but I knew it was something that I wanted to explore. On the course were lots of other ‘makers’, from ceramicists to fashion designers and embroiderers. My final focus was making a lighting system that would dynamically adjust colour temperature to match the tone of sunlight based on the users latitude and longitude, so the lighting would change in response to the sunrise and sunset. Throughout this process, I experimented with a number of elements of digital craft, including 3D printing, laser cutting, electronics and arduino, as well as using node-based systems to generatively design light fixtures and PCB housings. I even designed my own circuit boards manufactured in China to make the lights work!  

Nick's Master's project, lights responded to their geographic location and time of day to simulate the transition between sunrise and sunset
What keeps you creative?

I don’t think I am the most creative person, but I get a real buzz when I’m learning something new or surrounded by creative people. I love being in a creative environment as there is a culture of shared learning, we are all willing to learn from or teach others new things and this is particularly the case at Giggle. Before joining Giggle, I predominantly worked as a freelancer, so this collaborative learning would take place with my colleagues while onsite. Now it can happen every day in the studio.

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