About

I'm a designer based in Madrid, New Mexico. I design geometric and organic patterns, and I see them through to fabrication in metal, wood, and printed materials - whatever the final piece requires.
The geometric work is built from fundamental tiles that repeat across a plane by precise mathematical rules. The traditions behind it run deep - Islamic geometric design, Japanese kumiko, Celtic interlace, Art Deco, Gothic tracery - but every design is original.
Organic patterns come from a different place. I write simulations that model natural processes - the same mathematics that drives animal markings and crystal growth. Spots, stripes, labyrinths, branching structures: all generated, all precise, all difficult to draw by hand.
This work sits inside a longer conversation about pattern as serious art. In the 1970s, the artists of the Pattern and Decoration movement - many of them women reclaiming quilting, tilework, and textile from the margins - argued that ornament belongs in the front rank of the fine arts. I see mine as part of that lineage: decorative and rigorous at once, refusing to choose between beauty and structure.
I apply these patterns at every scale: architectural surfaces and public art, printed textiles, and pieces small enough to wear. The forms that work as a building facade also work as a brass pendant.
The same patience that fills a pendant fills a panel.
Skills
- 3D modeling and CAD
- CAM and toolpath generation
- Laser cutting, CNC machining, 3D printing
- Simulation and generative pattern software
- Image editing and vector graphics
- Custom plugin and script development
- Vinyl plotting, screen printing, letterpress
- Project management and rapid turnaround
Design Build
Since 2025 I have designed exhibits and built structures, including the complete interior of the Route 66 Visitor Center for the City of Albuquerque and the BioPark Aquarium touch pool.
Film & Television
I spent six years in film and television as a scenic painter, working on features and series including Oppenheimer, Stranger Things, American Primeval, and Army of the Dead. My job was to follow the art department's vision and create the complex surfaces they needed - aging, weathering, and tying new construction into existing locations.
In 2025 I worked in model making and prop design on Joseph of Egypt, where I built scale models of full sets - including a complex temple and an entire neighborhood complex - for the DP, actors, and other departments to use for shot planning and blocking. I also modeled terrain and props that needed to be carefully modified.
The film work taught me to execute under pressure, collaborate with art directors and construction departments, and solve problems fast. I bring all of that to my design and pattern work.
I'm still available for film and production design work in between my other gigs.
Film & TV Credits
Scenic Painter unless otherwise noted.
- 2026
- Crime Novella
- 2025
- Joseph of Egypt - Model Maker, Prop Designer
- 2024
- Traphouse - Standby Paint
- Ransom Canyon, Season 1
- Pulse, Season 1
- 2023
- American Primeval, Season 1
- Loud House Halloween
- 2022
- Oppenheimer - Set Dec Paint
- Coyote vs Acme
- Obliterated, Season 1
- 2021
- Trigger Warning
- Stranger Things, Season 4
- End of the Road
- 2020
- Outer Range, Season 1
- Big Sky, Season 1
- Them: Covenant
- 2019
- Deputy, Season 1
- Army of the Dead - Set Dec Paint
- BIOS / Goodyear / Fitch
- Greenbrier / El Camino
Earlier: VFX Software Developer, 1993-1999.
Further back
A longer career leaves a lot behind it. Logo design, letterpress printing, silkscreen, vinyl cutting, package design, CNC carving, block printing, and graphics drawn for film and television sets.
Past work includes running a screen printing shop, a letterpress print shop, and a logo and package design business. These projects share a common thread with the rest of the practice: precision, problem-solving, and a deep respect for the constraints of each medium.
Contact
algoristanm@gmail.com
Madrid, New Mexico





































