We’ve had the pleasure of getting to ask some questions to one of today’s most talented digital artist, Ash Cox, also known as ALTITXDE. While she is a 3D and digital artist with a unique approach to futuristic & cyber themed art, she is also an exceptional motion graphic artist for Music Videos, Web Graphics, Compositing and GIFs. Featured on custom apparel and album covers, Ash is definitely one to keep an eye on. Her passion for art is apparent and her style is distinctive and unparalleled.


1. How would you describe your style?

My style is definitely cyber-fueled mech, dark future and any kind of cyberpunk bot or character is my favorite thing to create.

2. Where does your inspiration come from?

My inspiration comes from a lot of things… dreams and visions from my meditations, though I’m yet to totally be able to recreate any of the crazy art I see in my mind so far. I get inspiration from other art; I especially love 2D illustrations and anime art style. Nature is definitely a huge inspiration to me. It’s not necessarily a subject matter but it just recharges me to keep creating.

3. What are your ambitions or goals as an artist?

You know, I’ve never been one to set goals (in terms of… like in 5 years time I want this and this) I’ve honestly always just followed my heart with everything I’ve done. As long as I get to do what I’m passionate about and makes me happy, it’s all good as far as I’m concerned. I want to remain open to any opportunities that might come my way. I think if you are following your heart (living your bliss) then all the rest kinda takes care of itself. Amazing things happen when we get out of the way by thinking we know how it should all pan out.

4. If you could pick a favorite piece of yours, which one would it be?

I don’t think I’ve created it yet!! Still to come.


5. Any particular artists you admire?

There’s too many to name and no specific ones that have influenced me the most but I have so much respect for people who are just doing their thing and putting their art out there into the world.

6. What kind of music do you listen to while working on artwork?

I used to be a total drum&bass girl and still love it but now I’m also lovin so many different genres…hip hop and rap, electronic, experimental, wave… I was listening the Blade Runner 2049 soundtrack the other day while working …You can’t NOT be inspired by that.

7. What is your favorite sci-fi/cyberpunk film?

Blade Runner, Ghost in the Shell, anything Star Wars.

8. Any advice for up upcoming artists?

Don’t compare your work to other peoples’ work! That’s been a huge one for me. Especially working in 3D, I used to look at all those guys on Instagram and thought I have to be doing the same kind of stuff they do to be successful. I was watching this video by a woman just the other day and her advice was to just keep your head in your lane don’t go looking around at what everyone else is doing and don’t try to be like anyone else. Be yourself, just let what is inside you come out.

The hardest thing is trying not to judge your creations. It’s definitely a fine line between looking at your work objectively and crossing over into judgement, but I really think the whole creative process is inextricably linked with knowing who you are as a person on all levels (physically, emotionally, spiritually). If you have that self love and acceptance and are grounded in the truth of who you are then I really think that’s when you can become fully into a state of creative genius hahaha Not saying I’m anywhere near that but if I had any goals I guess it would be that 🙂

The best advice I’d give is to come at everything with a sense of fun and play and just follow your heart. If you loose that and get too caught up in being a success or worrying about what others think then it just becomes ‘work’. Also, just make sure you’re passionate about your art, like you can’t wait to get outta bed and keep working on that project you started the day before. I love that feeling.




We had the honor of speaking to Jonathan from Limbix. Limbix is a San Francisco based company that aims to make virtual reality applications widely accessible to clinics and patients. Using software to help treat anxiety-based disorders with exposure therapy, Limbix intends to improve several aspects of healthcare.

1. Thank you for your time, I appreciate it. So Limbix uses VR technology to help patients?

We’ve seen a lot of research supporting virtual reality applications for a variety of mental health including exposure therapy, so a lot of the content we made is built for phobias and other disorders where exposure therapy can be applicable. Things like trauma, anxiety, addiction and other types of cases as well. We’ve also helped build a lot of other programs that can be used to supplement other aspects of therapy such as skills training, mindfulness applications, psychoeducation and other things that that can be used to supplement what’s also done with exposure therapy.


2. When discussing exposure therapy using Virtual Reality, do clients always find it easier to do the real thing afterwards or is there still a disconnection between reality and simulation?

In our experience, what we see in research is that showing the elements of what their fear is or the source of distress is one component of it, but equally important is the therapist training and things they do to help them cope. What we are is a tool that helps therapists who use exposure therapy as part of CBT (Cognitive behavioral therapy) for the way they treat patients. They’ve got a better way of doing that with Limbix. We do see that it is really effective.
The research has shown that to be the case but it still requires inclination to understand how to build a fear hierarchy which is something you do with standard exposure therapy methods today which are generally just imaginal, where you just imagine the issue or in real life which is usually not very practical. Those are the two ways that people do it today. We give a better way of doing it. The research is pretty strong, it shows that VR is equal or if not more effective than classical exposure therapy methods. So I think we’ve seen some pretty awesome successes with that.

3. With VR becoming more accessible to everyone via their smartphones and gaming systems, do you feel this accessibility will be advantageous to psychologists using VR for exposure therapy?

I think in the long run, yes. Right now the way Limbix thinks about it is we build a VR system that is appropriate for use in clinical environments. You can’t go to Best Buy and purchase a consumer VR device and bring it into a hospital, there’s a variety of problems with it. You can imagine a few things like having access to app store accounts, that’s a big liability for a hospital. Patients could download anything. You have to make after market parts that can be sanitizable.
You can’t really have people sharing the same headsets in a hospital environment. There’s other things like functionality whether it needs to be connected to the internet. If you’re using Oculus app store accounts or other consumer devices, you’re going to have to connect to the internet which is generally more friction when you’re trying to make a sale to a hospital because there’s usually requirements around security and other things like that that we can get around by being offline. There’s a bunch of different requirements that hospitals and clinics have to provide to incorporate VR, so we try to address a lot of those with our solution for them.
Now in the long run, what Limibix would like to do is to eventually make some of the stuff we do available on consumer devices, ultimately thinking that might be a way to have wire access. I think for now, VR is very much in its infancy still, although we are seeing some growth so I think the right way to go direct to consumer is not just to put something out in an app store but to go through an FDA process, make sure there is some sort of approval and research that goes behind it before you make something that consumers can use, that way it can be prescribable by a doctor. What we see in this country is a six month wait list for mental health services and things like that, so I think the way consumer VR can be interesting is if you make solutions that can help address people who are stuck on wait lists and can’t get access to care.

4. What is your outlook on the future of this research and development? Any predictions?

I see people in this space making plays at treating things like chronic pain, depression, anxiety, trauma and addiction and I think in all five of those areas there are opportunities to use VR in a way that can help address problems there. I think there’s been a little more than 300 peer reviewed publications in the last 20 years showing VR can be helpful for a variety of healthcare applications, mostly around mental health.
So as these devices get cheaper and cheaper, I expect more and more companies taking advantage of hardware prices coming down and existing research being promising. That’s really the thesis behind Limbix.
My prediction for the future is that with recent changes in the FDA regulatory environment, making things like prescribed digital therapeutics more possible as alternatives to pills, that we’ll see more companies more interested in creating digital devices, whether that’s VR, apps or other things that can be alternatives to taking things like Ritalin, Adderall or antidepressants or other things like that.