Projects

Selected work, made directly with brands and alongside agencies.

( 26 )

A Volvo Studio Store entrance framed by trees and parked cars
Volvo Cars+PUBLICIS
Volvo Studio Stores VR. Tokyo. Stockholm. Milan · installations ·
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VR experience design · real-time 3D build

Volvo opened Studio Stores in Tokyo, Milan and Stockholm for buyers who never visit a dealership. Each one has a VR area we designed and built.

You configure a car at full scale in photoreal real time — interior, exterior, and a storyline for each model. Made with Publicis Sapient.

A man using the McTouch application on a wall-mounted touchscreen in a red and yellow McDonald’s interior
McDonald’s
McTouch – Big Nav · digital applications · touch screen ·
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In store · web · tablet

Touchscreens in the restaurants, running an order process that plays rather than processes. We took McDonald’s standard ordering flow and built gamification into it, so choosing a meal became something you did rather than something you filled in.

The animations were made in McDonald’s own brand style, so the play belonged to the restaurant rather than sitting on top of it.

The same system runs in store, on the web and on tablet. Order on the screen in front of you, or preorder on your own before you arrive and pick it up at the restaurant.

The Loop symbol above Earth at dawn, encircled by a fine red and blue orbital arc
OnePlus
The Loop · digital applications ·
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Interface design · commerce platform

In collaboration with OnePlus, we orchestrated the inaugural V-Commerce opus — an exquisite fusion of technological finesse and consumer allure. Our meticulously designed mobile interface, a testament to precision and sophistication, swiftly garnered an impressive 54,000 downloads within the inaugural 24-hour timeframe.

Beyond numerical metrics, this design-forward platform curated a seamless transition from exploration to acquisition, boasting an impressive 30% conversion rate. Users, navigating an elegant interface, effortlessly procured the latest OnePlus handset within the initial day — a testament to the confluence of cutting-edge technology and a meticulously crafted shopping experience.

This achievement transcends the conventional boundaries of product launches, resonating as a design symphony within the evolving landscape of V-Commerce. This design narrative stands as an enduring testament to the limitless possibilities unfurled when technology and commerce intertwine with precision and aesthetics.

A visitor trying the Eton Systems VR experience at a trade show
Eton Systems
The future of textile production · installations ·
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Concept · VR experience · trade show

Eton Systems had a new production system for the textile industry that nobody had seen. We built a full-scale virtual production house with an operating Eton line inside it, so buyers could walk the floor before one existed.

It ran with a queue for the length of the event, and produced more conversations than Eton had had at any trade show before.

A SieMatic kitchen aligned across a finished architectural photograph and its grey 3D model, with the SieMatic wordmark centered over the transition
Siematic+Less Rain
3D technology replacing product photography · digital applications ·
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3D production · digital studio lighting

We collaborated with legendary Berlin studio Less Rain to traverse and revamp the siematic.com website, immersing users in a visual landscape where the line between a meticulously crafted rendering and an authentic photograph gracefully blurs, creating an experience that transcends the conventional.

Central to this visual elegance is the fusion of advanced 3D models and the finesse of digital studio lighting, simplifying the once intricate task of modifying elements such as material colors and finishes into a streamlined and notably cost-effective process.

Delving deeper into the realm of interior design, the transformative prowess of 3D rendering takes center stage, providing a sophisticated and intuitive platform for the seamless control of lighting nuances. What sets this platform apart is not just its capability but the swiftness with which one can effortlessly update and tailor lighting conditions within a matter of minutes, underscoring not only its inherent agility but also its responsiveness to the dynamic needs of design aficionados and enthusiasts alike.

Bang & Olufsen
AR experience · digital applications ·
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AR application · iOS and Android

An app that places any Bang & Olufsen product in your own room at full size, with the purchase a tap away.

The trouble with speakers and televisions is that nobody can picture them at home. Putting the actual object in the actual room removes the guess.

A visitor trying Volvo Penta Assisted Docking in virtual reality at World of Volvo
Volvo Penta+Rapid Images
Assisted Docking VR · installations ·
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VR simulation · 1:1 environment · physical controller

Docking a yacht is where boat owners get nervous. Volvo Penta built Assisted Docking to make the difficult part more predictable; we built a way to try it before taking the helm.

Working with Rapid Images, we recreated Smögen on Sweden’s west coast at full scale in VR. Visitors navigate its harbour in weather ranging from clear sun to rough water, then bring a yacht safely alongside using Volvo Penta’s real Assisted Docking joystick as the controller.

The simulation had to preserve the physical judgement experienced boat owners expect while remaining clear enough for someone who has never handled a yacht. We modelled the boat’s response accurately, then used the assisted system to reveal what changes: less uncertainty, more control and a calmer route into harbour.

The experience was shown at World of Volvo in Gothenburg during 2024, turning maritime technology into something people could feel rather than watch.

A visitor blowing on the small multicoloured Turbine windmill in Tate Modern, with the Tate Modern logo at upper right
Tate Modern
Turbine · installations ·
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Concept · data-driven installation · interaction design

Tate Modern asked what data might look like if it became art. We answered with a £2 plastic windmill and one of the biggest gallery spaces in the world.

At one end of the Turbine Hall, visitors discover a small, gloriously tacky beach windmill. Blow on it and its monumental twin, mounted high on the opposite wall, begins to turn. The harder you blow, the faster it spins — transforming a tiny human gesture into an architectural-scale spectacle.

Behind the apparent simplicity, live data connects the two objects in real time. But the technology was never the star. The magic was in the contrast: disposable plastic against monumental concrete, playground familiarity at impossible scale.

Tiny input. Massive output.

A clean white Volvo Group Magazine cover with its masthead and a small QR code
Volvo Group
Volvo Group Magazine – AR Stories · digital applications ·
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Editorial concept · augmented reality · mobile experience

Print isn’t dead. It just needed a little magic.

Volvo Group asked us to reimagine its quarterly magazine for the present day. Rather than replace the physical publication with another digital platform, we created AR Stories — a companion app that gave the printed page an entirely new dimension.

Readers simply pointed their phone or tablet at specially tagged stories and images. Pages sprang to life, revealing hidden layers of video, 3D animation and additional stories that could never have existed in print alone.

It turned reading into exploring — while keeping the tactile pleasure and permanence of a beautifully produced magazine at the heart of the experience.

Same magazine. More dimensions.

Hands presenting the glossy black Dior Eyes virtual reality headset
Dior
Dior Eyes · installations ·
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Experience design · VR production

At the intersection of opulence and innovation, Dior presents an extraordinary facet of luxury with its groundbreaking Dior Eyes — a virtual reality headset that unfurls an intimate narrative of the latest runway spectacle. Imbued with the exacting craftsmanship synonymous with Dior's revered couture ateliers, our collaborative efforts brought Dior Eyes, a paragon of immersive technology seamlessly integrated with functionality.

This avant-garde accessory is not merely a viewing device; it's an intricately designed portal into the clandestine world behind the scenes of a Dior runway show. The meticulous artistry of the couture process comes to life through the lens of Dior Eyes, inviting aficionados to partake in the unseen intricacies of creation.

Faithful to the superb quality craftsmanship for which its couture workshops are renowned, we helped in creating Dior Eyes, an ultra-immersive virtual reality headset packed with state-of-the-art technology. Exquisitely designed with refined details, the VR headset lets Dior lovers discover what happens behind the scenes and marvel at the superb craftsmanship that goes into one of the most impressive shows on the Paris fashion calendar.

In essence, Dior Eyes is a journey — a seamless blend of technology and tradition that offers a privileged few an immersive encounter with the essence of Dior. It is a celebration of the meticulous craftsmanship that defines each creation, a testament to Dior's commitment to redefining the intersection of fashion and technology.

The animated jazz quartet performing inside the IKEA Symfonisk speaker
IKEA+SPACE10
A jazz quartet in IKEA Place · digital applications ·
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AR concept · animation · production

Symfonisk is a table lamp that is also a speaker. For its launch inside IKEA Place, SPACE10 asked us to give people a reason to look closely.

Place the lamp in your room and music starts. Move toward it and the base opens onto a stage, with a jazz quartet playing an original tune inside the speaker.

Aerial view of the Step Into Safety virtual construction site with the project logo centred over the scene
Skanska+OUTHERE / SOUTH NORTH
Step Into Safety VR · digital applications ·
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VR platform · training scenarios · behavioural science

Safer Workers, Less Risk — VR and Behavioral Science

For companies like Skanska, the fifth-largest construction company in the world, helping their workers be more aware of unseen risks and avoiding danger is of the utmost importance.

So for this project, Skanska had a simple but very human goal: to reduce accidents and create safer construction sites.

While still employing many traditional methods of accident-awareness training, they are now collaborating with South North Studios to implement a series of VR experiences into their standard worker-safety training program.

Working in close collaboration with experts from both the production and training departments at Skanska, we built a custom VR platform, designed to enable precise replication of real world construction site situations.

This platform allows us to quickly design, develop and roll out a number of training scenarios over time that focuses on various health hazards common within the construction industry.

Leveraging our holistic approach to virtual experience creation, we make these scenarios both realistic and engaging, leaving the users with feelings, impressions and memories that have the power to instigate long term positive behavioral change.

A visitor trying the Volvo Dynamic Steering VR simulator on a Scandinavian exhibition floor
Volvo Buses
VR Driving Simulator – VDS · installations ·
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Cabin simulator · VR experience

Volvo Dynamic Steering makes a bus easier to steer and easier on the driver’s body. It is also impossible to demonstrate at a trade show without a bus.

We built a transportable cabin simulator: the real steering hardware, a virtual road, and a driver’s seat that fits inside an exhibition hall.

A panoramic virtual city square with the Volvo 360C concept vehicle at its centre
Volvo Design
360C · installations ·
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Interactive VR experience · 360° film · physical and virtual alignment

Volvo Cars developed the 360C to make a near-future idea tangible: a fully autonomous electric vehicle that could become a place to travel, work, meet or sleep.

Working with Volvo Design and 3D animation studio Brickland, we built an interactive driving experience and a 360-degree VR film. Visitors stepped into full-scale physical models aligned precisely with virtual scenarios, so the vehicle’s proposed services could be experienced from the inside rather than explained on a screen.

The difficult part was keeping the physical and virtual worlds in register. Seats, sightlines and movement had to agree closely enough for the illusion to hold while the story moved between journeys that did not yet exist.

This is where virtual reality earns its place: taking people somewhere that cannot yet be visited, at real scale, and allowing an unfamiliar proposition to be judged by experience rather than description.

The Spring in December black concentric ovoid suspended above an aerial winter forest
Spring in December
Branding a band · branding ·
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Brand identity · campaign world · animation · VR

A band with a handful of rough demos and an intriguing name asked us for a logo and an album cover.

We gave them an egg. Twelve, actually: the oldest symbol of rebirth there is, each one redrawn in its own sacred geometry and turned Glitch Black, then built to turn up where nobody expected it: in games, public squares, billboards and the media, as promo for a band that hadn’t arrived yet. Behind it sat a full mythology, an animated series, a VR music video and a 3D character pipeline.

Two white Converse All Star high-tops clicking heels together, a spark where they meet, beneath the red Chuck-in check-in pin
Converse All Stars
Hack-A-Chuck · digital applications ·
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Connected product concept · mobile interaction · prototype

Converse challenged us to take their iconic Chuck Taylor boots and add a tech twist.

We created the ‘Chuck-in’. A way for sneaker heads to tap their heels three times to check in digitally and tell the world where they’re at.

The technology was embedded into the shoes, but the idea deliberately didn’t feel technological. No phone to unlock. No app to open. No screen to stare at. Just a gesture everybody already understands.

Part wearable technology, part Wizard of Oz, Chuck-In explored what happens when connected objects stop asking us to behave like computers and start behaving a little more like us.

Click your heels. Check in.

A Penguin paperback of Brave New World with an empty cartouche and a tiny penguin disappearing beyond the frame
WWF × Penguin Books
The Disappearing Penguin · campaigns ·
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Campaign concept · publishing collaboration · environmental awareness

The Penguin is one of the most recognisable marks in publishing. So we made it disappear.

To highlight the threat facing emperor penguins as their Antarctic habitat changes, we imagined a simple intervention with Penguin Books: remove the iconic bird from the books themselves.

One missing Penguin becomes curious. A whole shelf of them becomes impossible to ignore. In bookstores, the mystery is finally explained through posters designed in Penguin’s unmistakable visual language — turning the absence of a tiny logo into a warning about something much bigger.

No melting ice caps. No photographs of endangered wildlife. Just an empty space where something familiar used to be.

Sometimes the most powerful way to show something disappearing is to make it disappear.

Nike Football+FRAMFAB / W&K
The perfect kick · campaigns ·
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Campaigns · high-speed film · digital and outdoor

We worked with Nike Football across a number of campaigns, including Scorpion and Total 90 Laser.

For T90, the assignment was precision: make the perfect kick visible. We filmed it at 12,000 frames per second, slowing the instant of contact until boot, ball and impact became the image.

The wider work moved between product stories, player-led campaign material and street-level executions. Different campaigns, one recurring question: how do you turn the speed of football into something people can actually see?

A reconstructed Sony Mobile VS Fashion campaign still with the model crossing the black catwalk beside the smartphone capture rig
Sony
Sony Mobile VS Fashion · campaigns ·
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Film · bullet-time rig · 100 handsets

How do you demonstrate the new Cyber-shot camera embedded inside Sony’s latest smartphone? For the launch of the new Sony mobile, we brought technology and fashion together in a collaboration with designer Christopher Raeburn. We mounted 100 smartphones on a bespoke spiral rig that snaked around a fashion catwalk. Custom software, bespoke apps and a wireless control system allowed every phone to fire together, capturing Raeburn’s collection from every angle as the clothes exploded off the model. The resulting images were stitched into a spectacular 360-degree bullet-time fashion film — with the very phones we were advertising becoming the cameras used to create it.

Wiffi
A fool's scent · campaigns ·
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April Fool · invented product · release and site

Wiffi is the world’s first scent-enabled wireless router, using entirely convincing Radio-Scent-Excitement™ Technology to attach a distinctive fragrance to secure WiFi networks. Instead of searching through menus, passwords and endless lists of vaguely named hotspots, you simply follow your nose.

Part router, part fragrance diffuser, Wiffi turns connectivity into something physical. A network you don’t just join, but sense — quietly filling hotels, cafés, offices and public spaces with the unmistakable scent of connection.

Wiffi. The scent of connection.

The AM:PM:AD clock moving through London history in the Barbican foyer
Barbican Centre
AM:PM:AD · installations ·
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Installation · programmable clock · app and site

A clock usually tells you what time it is. We made one that tells you when you are.

AM:PM:AD turns 24 hours into 2,400 years of London history. At 19:18, women get the vote. At 16:49, Charles I is tried for treason. At 00:41, the Romans establish Londinium. And because history eventually runs out, the clock keeps going — into an imagined London where inter-robot marriage is legalised in 2233.

Installed inside the Barbican, the clock transforms each minute into a different moment in the city’s past, present or future. But it doesn’t just display history — it plays it. Every time triggers a corresponding piece of audio, turning the passing day into a constantly changing sonic journey through London.

The physical installation borrowed directly from the Barbican’s own visual language, while a companion digital experience let people explore the complete timeline across desktop, tablet and mobile.

Time passes. History plays.

Stylized Limberjack promotional composite with the white game mark over a first-person orange chainsaw cutting branches
Husqvarna
Limberjack · digital applications ·
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VR · room-scale · SteamVR

A chainsaw in your hands and a felled trunk at your feet. Limberjack is room-scale VR that teaches limbing the way loggers do it — against the clock, with a leaderboard for the time you post. Free on Steam since 2016.

Tetra-Pak Man title art: a triangular carton hero in a maze of blue and white cartons, chased by bottle ghosts
Tetra Pak
Tetra-Pak Man · digital applications ·
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Sales training · mobile game · learning through play

Tetra Pak needed to teach its global sales teams how to use a new set of sales tools. We thought there had to be a better way than another training presentation.

So we turned the training into a game.

Tetra-Pak Man reimagined the familiar mechanics of Pac-Man around Tetra Pak’s sales process. Players navigate a maze, encounter challenges and collect the very tools they’re supposed to be learning about — turning product knowledge into something discovered through play rather than explained on a slide.

The concept was developed as a mobile gaming experience, transforming an internal training requirement into something people might actually want to use.

A gallery of framed ISKONST prints from different sessions, with visitors looking on
Got Event / Frölundaborg
IsKonst · installations ·
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Interactive installation · computer vision · generative art

The rink, the canvas. The blade, the brush. The skater, the artist.

Together with Got Event and Frölundaborg, we’re exploring a living artwork created by everyone who takes to the ice. Every skater leaves a mark — cuts, curves, stumbles and speed — only for it to disappear when the ice is resurfaced. ISKONST turns those fleeting traces into art.

Computer vision reads movement across the rink while a generative system interprets it in real time. A figure skater creates flowing gestures. A Frölunda hockey game explodes into speed, impact and colour. A family skating together creates something playful and unpredictable. Different movement. Different art. Every time.

And when the ice is wiped clean, the art lives on. Saved, shared, printed and collected, every session can become part of an ever-growing gallery created on the ice at Frölundaborg. Thousands of skaters. Thousands of moments. No two artworks ever the same.

Handmade plywood four-player Galactico arcade cabinet prototype in an industrial workshop, with the game running on screen
· game design ·
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Game design · development · local and online multiplayer

In space, everyone can fall flat on their face!

Engage in epic battles amidst the cosmos in our exhilarating platformer slap-em-up, GALACTICO! Throw down with friends in dynamic remote battles or gather for uproarious mayhem on a single screen. Immerse yourself in the bizarre and unpredictable universe of Galactico, where every corner holds surprises and every moment is another slapstick goof waiting to unfold. Can you survive and thrive in this cosmic arena of wonders?

We designed and built Galactico as a multiplayer platformer where exploration and a good argument happen at once. Players cross an alien planet, survive traps and odd enemies, master strange powers and try to be the last one standing. Friends play online, through Steam Remote Play, or together on one screen — the preferred arrangement if you want to hear the consequences immediately.

The game is still in development, with no release date announced. The trailer is working gameplay. Follow Galactico on its site or wishlist it on Steam while we continue adding the required intergalactic indignities.

Scene Vision logo over the grey virtual-set prototype, introducing a shared spatial workspace for film and television crews
· digital applications ·
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Product strategy · interaction design · real-time 3D · web and VR prototyping

Walk the set before anyone builds it.

Film and television crews make hundreds of decisions before the camera rolls — where the walls sit, how the light falls, where performers move and where the camera travels. Scene Vision brings those decisions into one shared spatial workspace.

We designed and built web and VR prototypes that allow directors, production designers and cinematographers to construct virtual sets, explore them at full scale and test cameras, lenses, lighting and blocking together.

A command-centre view keeps the entire production visible, while immersive mode places collaborators inside the scene from the perspective of the camera or performer. Teams can compare coverage, explore locations and adjust ideas before physical production makes every change expensive.

The wider product vision connects script interpretation, location scouting, set design, rehearsal and collaborative review. AI can assist with routine planning, while creative decisions remain with the people making the film.

The aim is simple: give productions more freedom to experiment before the shoot begins.

Scene Vision is currently in development.

Visuals combine working prototype material with concept visualisations of the intended workflow.