Creative TechCase study · 2026

Avatar Woodsprites

My rebuild of the atokirina', the glowing seeds from James Cameron's Avatar. Turn on the camera and the woodsprites drift in, find you, and come to rest on you, carried by the music. It started in 2024 as a hundred glowing dots in Processing; the 2026 rebuild is a live browser experience, with the design and the code both mine.

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The film scene and my room, side by side. Turn the sound on.

I’ve been a huge fan of James Cameron’s work, especially Avatar. The way he came up with it always stuck with me. He saw the bioluminescent forest in a dream, started writing it in the early 90s, and then waited until 2009 for the technology to catch up to what he’d seen. That resonated with me, because I also get ideas in my dreams and then try to build them in the real world. A lot of my ideas come to me that way. And when I look at what he made, the craft and the effort behind it, it really is a masterpiece.

Step into the encounter

Best on a laptop, camera on, sound up. It runs about two minutes.

What it isA living tribute to the glowing woodsprites from Avatar. You turn on your camera and they drift in, come to rest on you, and lift away again, all in time with the music. It runs live in a web browser.
My roleEverything on the creative side: the concept, the creature design and art direction, the interaction, the motion, and the sound. I directed the whole build through an agentic workflow.
How it worksYour webcam feeds live body tracking, so the woodsprites know where you are and can settle on you. Everything you see is drawn frame by frame in the browser and reacts to the music as it plays.
Made withBody tracking (MediaPipe), the browser canvas for the visuals, and the film's score. The first 2024 version was built in Processing.
Type and timelineSelf-initiated. First sketched in 2024, rebuilt across about fifty versions in 2026.

Where it started (2024)

In 2024 I built a very basic version of this for an interactive media course, in Java Processing. The woodsprites were just little glowing circles back then. They moved and glowed to the music: play any track, or honestly just scream at it, and the volume and the frequency drove both the glow and the movement. The louder and busier the sound got, the brighter they burned and the more they stirred. It was basic, and the scene itself stayed still, but the idea was already there.

Glowing dots standing in for the woodsprites, drifting and brightening with the music's pitch and volume. Turn the sound on.Inspired by the woodsprite scene in Avatar (2009), dir. James Cameron. © 20th Century Studios. Reference only.

Building on it

Recently I started building on top of that, one idea after another. I could see the potential in it, so I kept going. What I really wanted was to stop watching it on a flat image and actually experience it, the way those immersive shows at Vivid Sydney feel. In the film, Jake Sully waits and the woodsprites drift over to him, settle on him, and lift off again once they’re done. When he waves them away, they scatter. I wanted to feel that for myself.

The scene I was chasing: Jake waits, the woodsprites drift down, settle on him, and lift off again once they're done. From Avatar (2009), dir. James Cameron. © 20th Century Studios. Shown as reference.

The creature

I started small, with the woodsprite itself. In the film they’re called the atokirina’. I honestly lost count of how many times I redesigned it. Here are the versions I went through, and how each one moved, along with some of the references I was working from.

53 versions

drag through the story

It took me almost 53 versions to get close to what you see in the movie Avatar. The movement, the physics, the glow. Let me walk you through them.

Giving them life

Then came the movement, making them feel alive. This is where it gets a bit technical. I also gave them a sense of spatial depth, so they feel like they’re actually in the room with you, closer to a VR or AR feeling than something on a screen.

Shooing them

There’s a moment in the film where Jake tries to shoo them away with his hand. I wanted people to get to do that too, as if these are living entities in your space and you can just wave them off. So when you wave at them they move away, and the way they react changes with speed. When they’re fleeing, the tentacles move fast. When they’re drifting toward you, slow. It’s that relationship between how fast they move and how the tentacles behave.

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A wave scatters them, and once it settles they drift back.

Finding you

The next part was tracking, picking up the outline of a person in the camera so the woodsprites could come and land on them. A lot of the fixes I made around perching live here, getting them to actually sit on your body properly.

Behind the scenes

I also wanted to show what’s happening underneath. When the camera is reading you, there’s a skeleton and a set of markers, the blueprint of how your body is being recognized and how a woodsprite first finds its spot on you. I wanted people to actually see that, not just take my word for it.

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The wipe running on me live: my camera on one side, the 33 points the pose model reads on the other, and the creatures claiming their perch points.
Scan yourself in the live piece

One honest note

This is nowhere near what the talented 3D artists out there have done, and I want to say that plainly. It’s a solo thing I built in the browser, doing both the design and the code, as my own way of getting close to a scene I love.

Thanks and references

The film and its Tree of Souls scene. James Horner’s score. MediaPipe for the pose and segmentation models. Processing, where the 2024 original was built. And the reference images I worked from.