









Living means creating new memories, and memories are made from emotional experiences. The art of crafting these experiences – both within digital and physical realities and most interestingly the ‘hybrid spaces’ in between – is my continuous adventure to refine and innovate. Connecting audiences with brands through these emotional experiences to create meaningful memories.
“Curiosity drives Creative Innovation“
My latest Projects


HBO DRACARYS’ APP. We worked directly with HBO to give fans the chance to grow their own personal dragon leveraging generative AI. Audiences could train their own dragon by speaking targaryen while exploring our world together with Niantic AR technology.



EE HOPE UNITED. A living virtual fashion garment, leveraging generative AI to visualise online hate and hope towards an individual player. The design system creates a unique and bespoke design based on the real-time online sentiment towards the specific player.



EE 5G FOOSBALL. The world’s first 5G powered multiplayer AR foosball game played on the physical Wembley Stadium pitch. We mapped the virtual game onto the physical Wembley stadium pitch leveraging AR technologies, allowing fans to challenge each other before and after matches.



MESSI DEEPFAKE. Most realistic use of Deepfake to send your friends a personal video of Messi inviting them to watch a match together. Whether you generate the video message yourself or receive it from a friend, it feels like you’re having an authentic conversation with Messi every step of the way.



GARENA FREE FIRE: A global social live ‘metaverse’ concert for online audiences to vote in realtime to personalise the flow of the show. This interactive live concert was built inside the mobile game to let players participate where they game.



VERIZON 9/12 – The Untold Story of Reconnecting New York is a mixed media narrative experience that covers the days immediately following 9/11 from the perspective of the Verizon employees who were there. Through a series of carefully timed SMS messages, mobile audiences were taken on a 12 hour real-time journey to discover the important role that these employees played in helping the city.



INTEL x DIPLO. The virtual concert was so much more than just a concert. It was an immersive, cutting-edge experience that brought Diplo’s set and aesthetic to life. The fun started well before the concert: We sent a limited number of exclusive, custom-designed press kits to VIPs and tech journalists.



THE MET. First virtual museum experience that allows visitors to take the masterpieces home through Augmented Reality and a gamified lending experience.




ARRIVAL. In this product premiere XR Event, choreographed stage robots immerse the audience in 4D storytelling performance, that guides them from brand story through product features to a reveal finale.



ROCHE. This unreal engine VR experience allows a person to play as a doctor exploring a patient’s eye infected with a disease and simulate the effects of specific medicines in use.



HOUSE OF JUMPMAN. WhatsApp AI Chatbot experience with real world location-based loot drops and personalised content seeds for the community.




BENTLEY CENTENARY EVENT. An immersive concept car event connecting visitors through a multi-sensory experience with Bentley’s vision for the future of luxury automotive.



DIAGEO ‘WHAT’S IN A WHISKEY’. AI powered web tool designed for customers to discover whiskeys perfectly matched to their tasting palette. We designed this tool for audiences to better understand why they like a whiskey and what other similar ones they can still explore.



MIDORI: SAY MOSHI MOSHI. Pedestrians were invited to a secret immersive popup experience by entering through a hidden door inside a digital billboard, to discover 4 themed activity rooms. Each a spatial reflection of one of Midori’s characteristics.



LEXUS. With the Lexus AI Emotional Journey, we explored how video and audio can induce an emotional response in the viewers and vice versa. Through technology, we built a language that facilitates an organic conversation between the content and the users.



CRACKABLES. 3 week long community event with gamified riddle challenges to select the most worthy tech-savvy winners. Included a finale with a physical circuit board sent out to players for a MR gaming experience.



CES GO LAB. Experiential stunt event at CES 2019 featuring a range of products that challenge the norms of toilet etiquettes. Visitors were invited to try out the new toilet companion robot, the SmellBot smart alert system and more humorous gadgetry.



GAME OF THRONES. Unleashing the wolf or dragon in your home from the Johnny Walker packaging with this mobile web AR experience. Brining the magical creatures from the show into our own personal space and seeing them interact with your environment leveraging 8th wall and niantic technology.



TELEKOM. WebGL immersive illustrations brought to life as an interactive Christmas podcast story, which through gamification unfolds daily across 24 Days. Each parallax scene was hand drawn from multiple layers, each harbouring a mystery to be uncovered by visitors.



NIKE. Mobile platform runner game to trial the new Nike running shoes and unlock it as an in-store reward with a top leaderboard ranking.



VW FOOSBALL. Smart connected phygital foosball table, with amplified arcade gameplay mode and online live stream and game manipulation polling for remote audience.



SAMSUNG. Through the power of technology, Voices of Life allows parents to talk to their premature babies, even when they can’t be right by their side.



STAR WARS. Turn your smartphone into a lightsaber and fight your way through the hanger of the death star in this 2nd screen chrome experiment web game crafted back in 2015.
Brands I have worked for:

Agencies I have worked with:

Recognition

