Studio
Immersive Experiences
An experience people walk into rather than scroll past. Installations, stands, projection and VR, designed and built by the person who writes the code that runs them.
Immersive Experiences
Need an experience people walk into, not another screen they scroll past?
Live worlds

The virtual Roblox experience for PingMee x Rooftop Bar in Shoreditch
Supporting PingMee's growth, the hottest social discovery app in London, with a unique Roblox map event where people join together to socialise and network. The rooftop, the bar, the DJ booth, all of it built to be somewhere people choose to spend an evening.
Rooftop 360 in Shoreditch, rebuilt in Roblox Studio with DJ Ellie Prohan on the decks. Turn up, find people, and carry the connection back into the app.
Problem
Need an experience people walk into, not another screen they scroll past?
Solution
Installations, exhibition stands, projection and VR builds that put your audience inside the thing. I design the experience, build the real-time content behind it, and make sure it survives a week of strangers pressing every button on it.
What you actually get
The experience, designed first
What someone sees in the first five seconds, what they do next, and how they leave. Decided before anything is modelled, because the running order is what makes it work or not.
Real-time content that reacts
Built in Unreal or Three.js and driven by whatever the space gives it: touch, sensors, cameras, a phone, a button on a plinth. Reacting to people is the whole point of being there.
Projection, screens and VR
Projection mapped onto a wall or an object, multi-screen walls, or headsets when the space you need does not physically exist. Chosen by what the venue can actually take.
Built to survive the public
Attract loop, reset between visitors, crash recovery, and a locked-down machine that boots into the experience. A stand that needs a developer stood next to it is not finished.
How it works
Same principles, whatever the job.
- 01
Start with the venue and the visitor
Floor space, sightlines, light, power, network, and how long one person realistically stays. Those constraints decide the format, so they come before any creative work.
- 02
Prototype the interaction early
The core interaction gets built rough and tested with people who have not seen it before. Confusion shows up here, where fixing it costs a day rather than a rebuild on site.
- 03
Build, then rehearse on the real kit
Content finished against the actual hardware and performance budget, then run end to end on the machines that will be in the room. No first run happening in front of your audience.
- 04
Install, hand over, stay reachable
On site for the install and the first day, with a plain-English runbook for your team. Support for the run of the show if you want me on call.
Questions
Anything an audience steps into and affects: an interactive exhibition stand, a projection-mapped room, a museum exhibit, a brand activation, a VR piece at an event. If people are inside it rather than watching it, it belongs here.
Those are the tools. This is the whole job: the experience design, the hardware it runs on, the install and the run. If you already know you want an Unreal build, start there instead.
I specify it, and I will source and configure it if you want that handled. Projectors, screens, sensors, headsets, the machine driving it. Plenty of clients already have an AV supplier, and I work to their kit list instead.
A single-screen interactive piece is a few weeks. A projection-mapped room or a multi-station stand is closer to two or three months once content, hardware and a site test are all in. The fixed date is usually the show, so scope gets built backwards from it.
It splits into experience build and hardware, and I quote them separately so you can see which is which. Message me with the venue, the date and roughly how many people go through it, and I will come back with a fixed scope and the optional parts marked as optional.
Goes well with
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