Biography

Born in Coventry, in 1972, to her father who is an engineer and musician, and her mother, a spiritualist and writer; Sarra grew up on the outskirts of a small hosiery town. She spent her formative years playing in wild habitats, blackberry fields, cow ponds and brooks, near where she lived, and together with other local children; she had free access to the natural world.

In the early 1980’s, Sarra’s father brought home the families first computer, a ZX Spectrum. Together with her brother, Sarra spent many days producing simple motion graphics using BASIC copied from the pages of Spectrum magazine… only to watch a ball bounce across a TV screen.

Sarra also became interested in adventure games such as the Hobbit. Borrowing Tolkien’s book from the local library, she drew maps and compiled lists of action words so as to solve this epic adventure…but that was another story.

Sarra’s brother went on to work with computers in the car industry and became involved with the local Demoscene. Sarra, in contrast went back outside to play in nature, grow trees and make things.

Sarra returned to Coventry University later in life. She first chose to study Fine Art and Illustration only to discover Animation as her primary art form. Her early influences were artists such as William Kentridge and Len Lye, and eastern european animators such as Jan Svankmajer, Yuri Norstein and Lotte Reiniger.

In these early years, Sarra produced puppets, props and sets for stop-motion Animation. She trained in CGI Animation and became increasingly interested in HCI design. She went on to spend many years conducting experiments as she explored the relationship between humans, technology and ecology. Sarra  delivered papers nationally at BCU and the RCA as well as internationally at USC, Los Angeles, USA.

Sarra has an active experimental interdisciplinary arts practice that includes projection mapping, Kinetic Sculpture and screen, artist-animation, photography and film. Her work has been screened in the Midlands and London, UK, Hangzou, China and Los Angeles, USA.

Many of the experiments have been practically applied in her commercial work, and while her commercial practice funds her autonomous personal experimentation, this work also often reveals interesting aspects which can be explored further in her personal work. One practice feeds the other…

Her commercial practice is currently converging the disciplines of VR Narrative Animation and  VR/VR/MR (XR) immersive experience, in the fields of arts and heritage, research and instruction, medicine and mental health.