PEPITOS: The Beak Saga
PEPITOS: The Beak Saga was developed in partnership with Meta as an original IP extending beyond traditional storytelling into virtual reality, using Meta Quest headsets.
My role on this production went beyond Director and Writer. I worked in a fully VR native production setting across multiple disciplines to align creative vision with technical feasibility, production realities, and strategic objectives. Throughout the process, I translated complex ideas into clear creative direction, facilitated decision making across disciplines, and maintained alignment between concept, execution, and audience experience.
Light, shadow, graphics, scene composition and sound are expertly combined to fully immerse viewers into this 360 dynamic experience. The result is an innovative 6DoF narrative that demonstrates how original IP can evolve into meaningful, technology enabled experiences bringing together storytelling, design, and innovation.
Galapagos
with David Attenborough
"Galapagos with David Attenborough sets a new precedent for immersive stereoscopic productions." - Goro Fujita (Art Director)
I was particularly drawn to this production as the wildlife on the Galapagos is immensely fascinating. My role involved designing and implementig an animated immersive section showcasing the lifecycle of a volcano erruption and its impact.
To fully take advantage of the virtual reality medium, I designed a dynamic user journey incorporating multiple scene transitions and environment transformations. One technique I felt strongly about including in my section was to have the viewer slowly moved across one scene, which fits the immersive language brand of Atlantic Productions and can be observed in their other documentaries.
The transformation of the island is also reflected in the colour journey which I designed to go from deep dramatic purples and complementary colours to a vibrant but soft palette as the island comes to life. To highlight this effect, the transition includes a time shift from night to day.
I worked closely with the artists assigned to the other episodes to create a cohesive visual language blending our individual styles and coordinated with the development team to ensure proper technical implementation of the assets and the animations.
Reimagined:
A Virtual Reality Animation Series
As Lead VR Environment Artist on Reimagined Vol. II: MAHAL, I transformed early sketches and concept artwork into fully realised 360° animated worlds designed specifically for immersive storytelling.
I focused on interpreting the emotional intent behind each scene, using colour, movement, lighting, and spatial composition to create living worlds that audiences could inhabit. I designed original environmental assets and developed bespoke visual effects with the intent of enhancing scene transitions, recognising that in VR, pacing and dynamic movement are just as important as visual fidelity in shaping the viewer's experience.
Alongside the creative direction of the environments, I implemented advanced optimisation techniques which ensured the experience remained visually rich while maintaining the performance required for real time immersive media.
Every design decision balanced artistic ambition with technical constraints, allowing the environments to feel expansive, responsive, and seamless across the experience. Beyond the VR worlds themselves, I also animated the title sequences and created the project's marketing materials, ensuring a consistent visual language from first impression through to the final immersive experience. The project reinforced my approach to creative technology: designing immersive experiences where artistry, performance, and technical innovation work together to create spaces that feel emotionally alive and visually impressive.
As a Spatial Environment Designer on Reimagined Vol. I: Nyssa working with Studio Syro, I explored how different artistic styles could be translated into immersive environments. Working closely with the Art Director, I helped develop spatial scenes through sketching, VR modelling, and texture painting, blending impressionist and expressionist influences into a unified visual language. The challenge was designing a system where their different style's approaches to colour, form, and emotion could coexist without feeling disconnected.
Tell me, Inge...
As a VR artist on Tell Me, Inge..., I contributed to an immersive conversational XR experience that explored how emerging technology can preserve and deepen human connection to history. Produced by StoryFile in collaboration with Meta, the project combined Conversational Video AI with hand-drawn 3D animation in VR and WebXR, allowing audiences to speak directly with Holocaust survivor Inge Auerbacher while experiencing visual interpretations of her memories.
My work focused on creating illustrated assets and animations that translated personal testimony into an emotionally resonant visual language.
What made the project particularly innovative was its thoughtful integration of technology and craft. The choice of expressive illustration honours the subjective nature of memory and ensures the technology remains in service of the story.
Working within a multidisciplinary team of artists, immersive designers, historians, and technologists, I helped shape an experience that utilises creative technology to expand access to cultural heritage and create meaningful, deeply human forms of storytelling.