Immersive & Interactive
Built for the room it actually runs in.
Projection mapping, immersive video, augmented reality, and in-store media built for real spaces. I understand both
the creative ambition and the operational complexity of getting it live properly — which is usually where these
projects are won or lost.
For brands, agencies, and event producers with an environment to fill.
Plan For The Playback Environment
Immersive formats break most of the rules you rely on in conventional production. You can't control where the viewer looks, cuts behave differently, and spatial continuity matters in ways flat screens forgive. I plan capture, stitching, and finishing around the actual environment — a headset, a dome, a large-format install, a controlled venue screening — from the beginning.
The Hard Part Is The Night It Runs
The impressive part of projection mapping is easy to sell. Making it run reliably on the night is the work. Geometry alignment, timing, blending, and playback redundancy all have to hold together under live conditions where you don't get a second take. Bold creative is encouraged, but it has to be backed by execution that doesn't rely on luck.
Build For Deployment, Not The Demo
AR gets pitched as magic and delivered as a demo that works in one room under controlled lighting. The gap between concept and deployment is where most projects stall, usually because nobody thought about tracking stability, asset optimisation, or device limitations until too late. I bake those constraints in from the start.
Real Conditions, Not Proof-Of-Concept Conditions
Retail environments don't care about your calibrated monitor. Screens vary in brightness, colour, and angle; ambient light changes by the hour. I design motion content and visual hierarchy for those conditions, so messaging lands quickly and stays legible across whatever hardware the space actually has.