Work samples

  • Vondel Mahon's Video Portfolio

    This video represents the breadth of my work and skill set. I completed these projects over a two-year period in the Art as Applied to Medicine Program at the Johns Hopkins University School of Medicine. The demo showcases a wide range of art forms, illustration styles, and subject matter. It includes 2D illustration and animation, 3D modeling and animation, and interactive media for web and iOS. The latter two projects were coded in JavaScript and partially in C#.

  • Authors Cover Page: Handbook of Muscle Variations and Anomalies in Humans
    Authors Cover Page: Handbook of Muscle Variations and Anomalies in Humans

    This was a three-year project in which I served as the sole medical illustrator. I collaborated with anatomy researchers at Howard University to create and complete a new human anatomy textbook. The work presents many muscles visually for the first time, shown in context and alongside one another rather than in isolation.

    The central thesis is that “normal” anatomy is more variable than commonly assumed. Just as people differ externally, there is also meaningful and natural variation beneath the skin—variation that is normal by virtue of its prevalence within the human population.

    The book is valuable to any field involving human muscle anatomy: https://www.amazon.com/Handbook-Muscle-Variations-Anomalies-Humans/dp/0367538628

  • Screw-Home Mechanism of the Knee Joint Animation

    This model began as a Medical grade DICOM dataset, manually converted into a clean, anatomically accurate, and educational 3D model and animation. The animation shows the ligaments associated with the knee joint, in 3D, and phases of the multi phased "Screw Home Mechanism." This is shown at the medial and superioposterior views. This is a very complex concept to grasp, which is why it is visually broken down into stages unlike the more fluid and natural motion of the knee. This video, without any audio or any fancy animation, has surprisingly been my most viewed video. What I learned from this video is that getting to the point sometimes matters more than how beautiful you make things. It has inspired me to focus a lot more on "the point" in many later works.

  • Concept of VectorWeb a mosquito surveillance system innovation

    My aim as a medical illustrator is to collect, digest, deduce, and communicate complex information. This was a 2D animation of a mosquito surveillance system concept. This was done to help a team with their competition. The visual challenge I aimed for here was to create a 2D world that also feels 3D. I was limited by the 2D medium, however I used many 3D and film techniques as possible to make the scene feel three-dimensional--which was a want more than a need. This was a massive three-month project with hundreds of 2D assets. The project began with research and knowledge collection. A holistic and recyclable style was selected so that I could reuse as many assets as possible. On a visual level, the aim here was also to make the scenes seamless—to take the user/viewer from the beginning to the end without them realizing where they had been traveling. Ultimately, this was used to tell a compelling story about a new emerging tech.

About Vondel

Vondel is originally from the Caribbean, St. Andrews, Grenada. Growing up amidst decorative fauna, prismatic lifeforms and celestial landscapes, he developed a deep appreciation and fascination towards understanding nature through science. Alongside this curiosity, he became deeply immersed with Art. At a critical crossroad, where he was expected to choose one of two paths, he chose the option of not choosing at all. That choice allowed him to follow his interests until they were both… more

Virtual Reality

  • Mahon's Garden

    This is an immersive VR experience I designed based using research information. It was created during the height of the opioid crisis, with the goal of using VR as a supplement to pain medications, since the side effects of VR are exponentially lower than those associated with opioids. Audio and virtual reality have been shown to reduce the perception of pain and were therefore explored as a non-pharmacological intervention for pain management. This was created as an experiment. It was not fully developed for public easy consumption, however there are plans to continue in the future. 

     

    VR Application Details:

    Goals:
    •Help with pain tolerance

    •Reduce pain discomfort via distraction

    •Improve mood and situational anxiety

    •Promote relaxation

    •Promote sense of safety

    •Evoke happy memories and thoughts

    •Induce sleep and increase sleep stability and quality (via Chroma therapy)

     

    Subjects Researched:
    •Pink Noise

    •Pink Noise and Sleep

    •VR and Pain Distraction

    •Chromo Therapy

    •Green vs Blue Light

    •Color and

  • 3d Virtual Reality Surgical Atlas

    This project was developed to explore the advantages of 3D as it pertains to a surgical anatomy context. What I did here was design components of a custom 2D atlas that I then 3D modeled to be experienced in virtual reality. The goal was to isolate that single change and observe how a change in dimension made a difference—and if so, what that difference was—in terms of knowledge transfer and information bottlenecks.

Gas Exchange in the Lung: How we Breathe

This 3D animation illustrates the process of gas exchange in the lungs. The primary lung asset was derived from the U.S. National Library of Medicine, Lister Hill National Cancer Center for Biomedical Communications’ NLM3D, an open-source library of medical-imaging–derived 3D polygonal models for use in public health, medical, and STEM applications. All other assets were created in-house. The 3D models were either sculpted or modeled using ZBrush and Cinema 4D.

The video combines recorded simulation events in addition to key frame animation and incorporates 2D graphics, video production, original writing, and voice acting.

  • Gas Exchange in the Lung: How air gets from the outside environment into our body

Handbook of Muscle Variations and Anomalies in Humans

Most textbooks and atlases of human anatomy chronicle only a few cases of muscle variations in the "normal" human population, or of muscle anomalies within congenital malformations. Consequently, there is a misconception of what is considered "normal" human anatomy and what that looks like. Each person within the "normal" population has at least a few muscle variations, and there are millions of individuals born globally each year with muscle anomalies. There are crucial knowledge gaps between what is taught, what students learn, what textbooks and atlases show, and what truly happens in nature and within our species. This handbook fills this gap by: 1) providing a comparative evolutionary context for muscle variations and defects in humans, 2) summarizing the major types of variations and anomalies found in humans, and 3) including didactic figures for a visually engaging learning experience. This book is of interest to students, professors, and researchers in biological anthropology, comparative anatomy, functional morphology, zoology, and evolutionary and developmental biology, as well as to clinicians and practicing health professionals.

For this project, my first fully illustrated textbook, I explored a unique signature style to present anatomy. I wanted the viewer to be able to see each muscle attached to the bones, so I left the page white. I wanted the skin to be invisible and the bones to appear like glass—transparent—so that the focus remains on the muscles and bones. With this style, the structure of the bones are kept, while the internal visibility is low, so the user has a bit of "x-ray" vision. I intentionally retained much of my messy linework so readers are aware that this information was drawn by a human hand, not generated by a machine.

While I was a student, I remember thinking that anatomy illustrations were created by machines. Later, I learned they were drawn by people—people who make mistakes—and I wanted to emphasize that humanity in this body of work. To remind the viewer not to completely trust what they see before their eyes, as it is subject to human knowledge and error, and to always continue seeking additional knowledge as they refine their own understanding.

The book has 392 pages and 57 illustrations.

Key Features

  • Summarizes most recorded variations and anomalies for each muscle in the human body
  • Provides information on the comparative anatomy of each muscle, including evolutionary differences from our closest living relatives, the apes
  • Includes didactic illustrations of the variations and anomalies for a visually engaging learning experience
  • Comprehensively reviews literature to document prevalence information for each variation and anomaly, within humans
  • Text Book Cover Art
    Text Book Cover Art

    This was the face I chose for the textbook. It is about inclusion, reflection, and truth. It is a face I see every day, a face that needs visibility, yet one I rarely see represented in the same space. I see my reflection there—but not everywhere.

    I wanted the cover to be eye-catching, graphic, yet elegant. It is a collage of at least two illustrations, built from the same skeletal framework. I wanted it to feel both alive and dead, because existence contains both. I also wanted it to appear normal and abnormal, because the “normal” human body in reality is abnormal.

  • Supra Costalis Type 1 and Type 2 Muscles
    Supra Costalis Type 1 and Type 2 Muscles

    Supra Costalis Type 1 and Type 2 Muscles

  • Obliquus Abdominis Externus Profundus Muscle
    Obliquus Abdominis Externus Profundus Muscle

    Obliquus Abdominis Externus Profundus Muscle with unique cannon ball hole cut out

  • Handbook of Muscle Variations and Anomalies in Humans Video(SAMPLE WIP)

    This is a work in progress for a textbook video advertisement. While still in development, the project serves as an experiment in how medical textbooks might be marketed through video. Textbooks are typically not advertised in this way, so—given the medical nature of the content—I chose to draw inspiration from prescription drug advertisements, as well as from how novels are marketed through video. These influences were combined to explore a unique visual style for textbook advertising.