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  • Cosmos Unseen Black Holes VR

    Cosmos Unseen Black Holes VR

    Cosmos Unseen: Black Holes is a narrative-led VR experience that takes you on a cosmic voyage through the universe — getting hands-on with galaxies, black holes and the very fabric of space and time. I defined the visual identity, translated it into a scalable design system in Figma, and designed the UI, interaction language and gesture guidance for the experience, working alongside developers building it in Unity.

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    The brief sat at the intersection of two hard problems.

    How do you guide someone through a story in 360° space without breaking immersion or losing them? In a flat app, the screen contains the user. In VR, the user can look anywhere — so the UI has to direct attention, signal what’s interactive, teach a gesture, and hand over control at the right moment, all without shattering the sense of being inside the cosmos. Every interface element is a potential intrusion into the experience.

    How do you design an interface for a platform nobody has designed for yet? This was built for the early Android XR release. The conventions a UI designer normally relies on weren’t settled — and that uncertainty ran through every decision below.

    On top of both: the UI had to feel like a natural extension of the identity of the cosmos itself — elevated, atmospheric, consistent — while staying intuitive, accessible, and resilient to a narrative that kept evolving through stakeholder feedback.

    The real question wasn’t “what should the buttons look like?” It was “how much UI can disappear, and how do we guide without intruding?”

    I want to be precise about ownership, because this was a cross-functional project:

    I personally owned:

    • Visual identity — translating an abstract subject (black holes, the fabric of spacetime) into a coherent, ownable visual language, including the 2D title lockup and chapter title system
    • Design system — a scalable, component- and variable-driven system in Figma, built to be handed to developers
    • UX/UI & interaction language — the interface and the gesture-guidance copy: main-menu and chapter navigation, hand-gesture cues, information placement, and the flow through the experience
    • Marketing & social — poster asset delivery across multiple platforms and social content structures, all derived from the same identity

    I collaborated with: Unity developers implementing the experience in-headset, and stakeholders across end-of-sprint reviews.

    A black hole is, almost by definition, hard to picture. I built reference and mood boards — split into General, Identity and Intro Reference — exploring how cosmic phenomena form, and how light, gradient and motion could carry meaning. The way light bends around an eclipse, the way a starfield resolves into structure: these became the visual DNA tying the brand, the interface and the marketing together. From this, the identity resolved into a refined title lockup — Cosmos Unseen: Black Holes — and a three-part chapter structure: Birth of a Black Hole, Life of a Black Hole, and Into the Unknown.

    A real constraint shaped the marketing work: the Moohan headset was still under NDA, so the campaign couldn’t show the device. I ran dedicated exploration boards to solve this — Hand POV, Silhouette, Scale, Light Silhouette — working out how to convey an immersive headset experience through hands, light leaks, silhouette and a sense of cosmic scale, rather than the product itself. The discipline of selling the experience on atmosphere alone kept the identity focused on the cosmos, not the kit.

    The experience was informed by serious astrophysics. Its scientific direction drew on work associated with institutions including the UCLA Galactic Center Group, the University of Sussex, and the Event Horizon Telescope collaboration, and the broader field shaped by researchers such as Sir Roger Penrose, Dr Priyamvada Natarajan and Dr Ziri Younsi. Working to an end-of-sprint cadence, the team confirmed and clarified tasks, secured sign-offs, and set responsibilities for the next sprint — keeping the creative work accountable to the underlying science.

    A real, semantic system — not a sticker sheet.
    I built the system in Figma around named colour styles (Primary, Secondary, Neutral, plus a full status set — Information, Alert, Error, Success — and a dedicated Arrows style) and a reusable Glow effect that gave the interface its atmospheric depth consistently. The file was organised into clear pages — Design System, UI Styles, Ideation, User Instructions HUD, App Icon, Credits and a dedicated Export page — so the work was navigable for everyone touching it.

    Components and states.
    The icon system was built with Default and Hover states across the full set of controls — Start, Chapters, Credits, Continue, Skip, Return, and Return to Main Menu — using Figma components and variables so a single change to a main component cascaded to every instance. With a narrative that kept shifting and feedback arriving each sprint, this wasn’t a nicety; it was what made iteration survivable without the design fragmenting.

    Built for handoff.
    Developers were given direct access to the Figma file, with open communication on updates and file/folder locations in shared team channels, and a dedicated Export page so assets could be pulled at 1x, 2x and 4x in PNG or SVG and adapted to whatever the Unity build required. The system wasn’t a designer’s private reference — it was a working handoff tool.

    Diagnosing problems with no ground truth.
    When something looked wrong in-headset, the hard question was whose fault is it? — the design, the export/implementation, or the headset itself. Without established conventions, isolating the cause took disciplined collaboration with the dev team rather than assumption.

    Matching UI to voice-over narrative.
    The interface didn’t stand alone — UI cues had to sync with the voice-over narrative, appearing and guiding at the exact right moment so story and interface moved as one.

    Staying ready for a moving target.
    To keep all of this shippable, I maintained clear “ready for dev” states, kept communication tight in team channels, and prototyped wherever possible to demonstrate how an effect or a stretch of the journey would actually feel — turning the unknown into something the team could see and sign off.

    For me, the lasting value is the proof that a design system can be built to thrive under uncertainty: when the platform, the specs and even the narrative are all moving, a semantic, component-driven system and a disciplined dev handoff are what keep the work coherent and shippable.

    What I’d carry forward: the experience reinforced how much spatial UI depends on timing and restraint — guiding attention in 360° is as much about what you choose not to show as what you do. With more platform maturity, I’d push further on formalising accessibility standards for gesture-based interaction, an area the whole category is still defining.

    Credits

  • Titanic The Digital Resurrection

    Titanic The Digital Resurrection

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    Titanic The Digital Resurrection

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    Revealing The Titanic As It Has Never Been Seen Before. ‘Titanic The Digital Resurrection, feature documentary on National Geographic by Atlantic Studios. A combination of advanced visual effects, virtual production and meticulous design to offers a deeper understanding of the ship’s story and reveals new perspectives on one of history’s most infamous maritime disasters.

    The title sequence identity needed to be clear and defined in order to meet multi-language translation and in accordance to National Geographic requirements. Providing creative direction to turn this into a digital motion based sequence to help depict the essence of this incredible story.

    To correctly present the production value needed across Social Media platforms as well as marketing this story which would educate future generations in ways that were unimaginable a decade ago.

    Titanic The Digital Resurrection is available to watch on National Geographic.

  • Museum Alive Vision Pro with David Attenborough

    Museum Alive Vision Pro with David Attenborough

    Museum Alive Vision Pro with David Attenborough

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    David Attenborough takes the user on a journey to select a scientifically accurate fossil from the museum and watch it come back to life in mixed reality on Apple Vision Pro.

  • Atlantic Studios Rebrand

    Atlantic Studios Rebrand

    Atlantic Studios

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    Atlantic Productions transitioned into Atlantic Studios, aiming to further establish their presence in immersive technology and healthcare while reinforcing their reputation as leaders in innovation and storytelling.

    I developed a design system applying atomic design principles to create reusable components and enabled both light and dark modes. Interaction testing ensured the experience was intuitive and mobile-friendly, aligning with modern usability standards. With the inclusion of updated brand guidelines, the refreshed brand identity not only improved usability, but also positioned the company as a future-facing leaders in technology.

  • Vertical Aerospace MR

    Vertical Aerospace MR

    Vertical Aerospace

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    Atlantic Productions partnered with Vertical Aerospace to bring their pioneering fully electric vertical take-off and landing aircraft to life on Apple Vision Pro.

    With deep research into the brand guidelines, my role was to create the user experience and interface to take you on the journey showcasing the aircraft working with the features and parameters of a spatial design.

    My role was also present the production process across social media platforms for both Atlantic Studio and Vertical Aerospace.

  • Where The Forest Roars

    Where The Forest Roars

    Where The Forest Roars

    Where the Forest Roars is a documentary film by Kim Frank that explores the conflict between humans and wild Asian elephants in the Eastern Himalaya region of India. My approach from Kim was to take the photography stills captured during the shoot of this epic documentary into digital and print poster design.

  • Secrets of the Dunes

    Secrets of the Dunes

    Secrets of the Dunes

    For nWave and Image Nation, ‘Secrets of the Dunes’ takes you on a journey to explain the 125.000 year history of the Arabian Peninsula. The poster needed to meet asset delivery across both English and Arabic. This included dark tones, light tones, billing blocks across both languages.