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HI / สวัสดี! I'm Micky Wright.

(or Evethousand...)


I'm a designer and illustrator from Bangkok, currently based in California.

In my practice, I focus on user interactivity with spaces, fabricated objects, print, and digital media like games and sites. My work is a union of traditional art and contemporary design, specially prepared to inject primal unbridled joy and satisfaction into your limbic system.

I'm currently working on my BA in Design | Media Arts from the University of California, Los Angeles and have an AA in Graphic Design from Sierra College.

My favourite animal is the mimic octopus.


If my work is pleasing to you and you have things you'd like to say, please reach out to me at evethousand@gmail.com .
Or my Instagram .
Or my LinkedIn .

HOLD-ME CONTROLLER

Fabricated Object.

Developed in DESMA 152 - Tangible Media.

Using the Hold-Me for gameplay is an intimate experience. In order to properly access its buttons, users have to cradle its soft silicone body in their hands, caressing its cold, gelatinous thumbs with their own. The wires threaded through the Hold-Me's casted body are soldered to four buttons: two embedded in each thumb, one sticking out of the index finger like an antenna, and one hidden coyly between its overlapping pinkies. When pressed, the buttons send inputs into an arduino chip that converts them into keyboard inputs, allowing users to play a variety of games (or type four-letter words, I suppose).

The Hold-Me sits in the grey between object and person. It's an extreme experiment in mimicking the intimacy of physical contact through a flawed surrogate, making some who engage with it feel accompanied and others hyperaware of their intimate contact's lack of reciprocity.

Built with wires, buttons, and silicone through casting and soldering with - literally and figuratively - my own hands.



A STORE FOR BUGS

Brand Identity - Logo / Store Concept.

Developed in DESMA 142 - Design Systems.

Sibylla Merian, named after the scientist who discovered metamorphosis, is a speculative fashion brand for anthropomorphic insects I designed collaboratively with Ash Ericson, August Hattiangadi, Dina Alkhateeb, and Sana Indap. The brand puts forth that there is a natural basis for its garments' superior beauty, incentivising its customers to buy elegant new "exoskeletons" - "the person reading already has the capacity to recognize beauty. They simply need to be shown where to look."

For Sibylla Merian's logo, I sought to capture the quirky yet elegant organicity of the insect form. The thin stems of the M are reminiscent of an insect's legs and taper into the organic bulbs that are repeated as a serif and on the ends of the ornamental antenna shape surmounting the letterforms. The logo's shapes are constructed primarily to register as a butterfly-like abstraction, open-ended enough to read as a variety of poses. Only under sustained observation should the letterforms become clear.

Because Sibylla Merian's winged patrons are unconstrained by gravity, I decide to explore modeling a unique store layout that was simultaneously floorless and only floors. The store's use of organic materials allows the colours of the garments/exoskeletons to take a visual centre stage. The store incorporates entomological motifs into its design - the decorative microscope-shaped chandelier that doubles as a sales counter, and magnifying glasses as decorative lids, windows, and tools for garment inspection. Most notably, the store's shelves and seating mirror that of insect pinning displays, elevating Sibylla Merian's garments and patrons as specimens to be studied and admired. Pins for the clothing and the store's handles are constructed out of copper to resemble the antenna shape in the store's logo.

View the full brand identity here .

Built with Adobe Illustrator and Blender.



I DREAM OF GREED

Video Game.

Developed in DESMA 158 - Game Engine.

In the dead of night, the serenity of the house is interrupted by an insatiable appetite. Travel deeper and deeper into the abyss, killing flies and mopping up slime. Commune with nocturnal beasts and witness the ravenous undoing of the day's abstinence. I Dream of Greed is a multiplayer experience. WASD controls the utensils, and the arrow keys control the cloth.

Fully illustrated and animated on trackpad out of spite.

Built with Clip Studio Paint and Unity.

Exhibited at the Design | Media Arts Acid Reflux exhibition and on the UCLA Game Lab website .



UCLA Radio Work

Graphic Design - Posters and Playlist Covers

Built with Adobe Illustrator and Photoshop.

ALAN WALKER - FADED - 10TH ANNIVERSARY

Background Design - 3D Modeling.

Built with Blender.



FOUNDSOUND

UI/UX Design - App Prototype.

Developed in DESMA 141 - Web Design and User Interface and Experience.

Inspired by my love of industrial music and interesting audio samples, FoundSound is an app concept I developed where users are able to quickly record, catalogue, and share soundbites they found with other users. The app was imagined as a collaborative library of sounds where users could download, upload, and remix sounds for various creative projects or for amusement.

Built with Adobe Illustrator, Photoshop, Premiere Pro, and Figma.



Water

Animation.

Developed in DESMA 24 - Motion.

Built with Adobe Photoshop and Blender.



EXCESS

3D Modeling.

Developed in DESMA 131 - Three Dimensional Modeling and Motion.

Excess is a 3D worldbuilding project that envisions consumer culture reaching a satirical zenith. This project was inspired by the unspoken toxicities underscoring certain minimalisms and the growing (but historically subversive) notion that having less is a fashionable indictor of wealth. Corporate marketing and the rise of the new 'knickknack industry' has deluded a poorly-compensated working class into equating happiness with the accumulation of pointless trinkets rather than the attainment of rights. Hoarder culture becomes the prevailing way of life and the streets become coated with a film of meaningless junk as the average home struggles to contain ever-expanding collections of gimmicky objects.

As hoarding becomes the norm, new industries form to relieve people of their excess. Private companies build disposal chutes, where customers can pay obnoxious fees to relieve themselves of their trash and reassign the burden of clutter to the oceans their trinkets are displaced to. As living a life without a surplus of junk becomes increasingly costly, 'minimalism' and 'clean living' attain unimaginable new heights as indicators of class and glamour. It becomes idealistic to live in spaces almost appallingly barren, bubbles completely sealed away from the inescapable maximalism that becomes synonymous with poverty.

3D modeled and rendered using Blender.



Lamp

Fabricated Object.

Developed in DESMA 22 - Form.

A lamp design with atypical legs.

Built with woodworking, lasercutting, and 3D printing.



Sierra Journal

Print.

Developed at Sierra College.

Awards:
Most Outstanding Community College Literary Magazine- American Scholastic Association
Superior Ranking - National Council of Teachers of English (NCTE)

While pursuing my AA in Graphic Design at Sierra College, I art-directed the 2024 edition of the Sierra Journal, an annual art and literary publication compiling exceptional student work. As the publication's art director, I developed the Journal's aesthetic identity and theme, designed the layouts of the journal's pages, and oversaw design and illustration teams. You can see more of the 2024 Sierra Journal on the Sierra Journal website .

The identity of the 2024 Sierra Journal was a response to recent minimalist design trends. Art presented in minimalist museums, digital venues, and print can feel as though it sits outside of space and time, removed from the context and labour of its creation. Works feel as though they have always existed in their states of completion and there is rarely acknowledgement of the innate beauty and the artistic process. With the 2024 Sierra Journal, I aimed to give the hand of the creator a home in the minimalist landscapes in which it is easily forgotten. With a type treatment reminiscent of ink bleeding and tasteful staining throughout the book, the Journal reminds its readers that it and its artistic contents were made over time rather than spontaneously generated.

Built with Adobe InDesign and Photoshop.



Ring

3D Model / Fabricated Object.





MICROCONDO

Video Game

Developed in DESMA 155 - Interactive Animation.

You're a microbial worker in a body that has just died. Your duty is to go from organ to organ and evict all the disgruntled residents. WASD to move.

Built with Clip Studio Paint and Unity.