• 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

    Designing the visual identity and broadcaster-grade brand system streaming worldwide

    2026 Emmy Nominated in Outstanding Graphic Design: Documentary

    2026 Emmy Awards in Outstanding Graphic Design: Documentary

    Titanic: The Digital Resurrection is a 90-minute National Geographic documentary from Atlantic Productions, premiered by National Geographic and streaming on Disney+. It reveals the most precise model of the wreck ever made — a full-scale 1:1 digital twin built from 715,000 underwater images, captured 12,500 feet down with deep-sea mapping partner Magellan.

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    Feature Documentary

    UK

    Pitch deck proposal
    Brand Identity
    Title Design
    Broadcast Graphics
    Marketing & Social · Documentary Film

    I led the visual identity from a blank page: the title-logo system, the broadcaster brand pack handed to National Geographic, the in-show graphics, and the marketing and social design that carried the film into a worldwide release.

    Lead designer — visual identity, title-logo system, NatGeo brand pack, in-show graphics (lower thirds & supporting text), pitch-deck design, hero poster and marketing/social campaign, BTS photo selection

    The brief sat at the intersection of three real constraints:

    This was the first documentary to reveal a 1:1 digital twin of the wreck — that scientific breakthrough deserved an identity that didn’t blend in with the wider Titanic visual canon.

    As a NatGeo title, every typographic and graphic decision had to be specified precisely enough to be reproduced consistently across the channel’s international and platform output, by teams I’d never meet.

    From the broadcast cut to the Disney+ tile, from a 4K hero poster to a phone-sized Instagram thumbnail, in every territory — the system had to hold.

    To be precise about scope on a production of this size:

    I led:

    Visual identity — originating the title-logo concept and visual system from a blank page, then iterating through director, producer and broadcaster sign-off

    Title sequence design — the 2D title-card system that opens the documentary

    Broadcaster brand pack — the NatGeo-facing brand and font information document specifying lock-ups, lower thirds and typographic rules

    In-show graphics — lower thirds and supporting on-screen text

    Pitch deck — solo design of the original deck Atlantic submitted to National Geographic that supported the successful commission

    Marketing & social — solo design of the hero poster, its adaptations across formats and territories, the rollout campaign across Instagram and LinkedIn, and the BTS photo curation

    Creative direction for motion — supplying direction to the motion designer who translated the 2D title-card system into the 3D opening sequence, informally as the brand owner

    The identity didn’t begin at delivery — it began at pitch. I designed the original pitch deck Atlantic Productions submitted to National Geographic, the deck that supported the successful commissioning of the documentary.

    Curating BTS without spoiling the film. A real, often-overlooked craft challenge: the marketing team had hundreds of BTS images from the virtual production shoot (a 23m-wide LED volume at Garden Studios, the wreck rendered at 8096×2816 across the wall) — material strong enough to give the campaign visual life, but laced with moments that would spoil the film if released in the wrong order. I curated and sequenced the imagery so the campaign teased without revealing, and timed releases against the staggered international broadcast and streaming windows so nothing landed early in a market still waiting to watch.

    The documentary went on to be nominated for the 2026 News & Documentary Emmy for Outstanding Graphic Design: Documentary — recognition for the design discipline itself, applied to this film.

    The work shipped on the world’s largest factual-content platforms, in an identity that holds across every format National Geographic puts it into. For me, the lasting lesson is how much of brand work for broadcast is what you write down for other people to use: the title looks the way it does because of the design decisions, but the title looks that way everywhere because of the document specifying how it must be applied.

    What I’d carry forward: the discipline of designing a system tight enough to be handed over and still hold. Documentary identity is unusual in that the designer rarely controls every surface it lands on — so the system itself, including its written rules, becomes a critical part of the deliverable.

    Atlantic Studios

  • Museum Alive Vision Pro with David Attenborough

    Museum Alive Vision Pro with David Attenborough

    Designing a UI system for a Spatial Reality experience for the early release of the Apple Vision Pro

    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.

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  • Vertical Aerospace MR

    Vertical Aerospace MR

    Design UX/UI for a world-first immersive spatial experience designed for the Apple Vision Pro  – 
    showcased at Farnborough International Airshow 2024

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

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    Aviation and Aerospace

    UK

    User Interface Design
    User Experience Design
    Social Media Strategy
    Social Media Assets

    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.