Vegas VR — Las Vegas Convention & Visitors Authority (2014–2016) A 360° guided tour of the Las Vegas Strip — hotels, nightclubs, restaurants — distributed as a free mobile app and Google Cardboard experience. One of the first consumer VR apps from a city-scale tourism authority.
Speak of the Devil — Light Sail VR (2017) A live-action VR horror experience that fuses cinematic 360° capture with a real-time game-engine interactivity layer — viewers don't just watch, they're complicit.
Samsung × Punchdrunk — Samsung & Punchdrunk (2016) An immersive theatre extension for Punchdrunk — the most experimental performance company on Earth — built with Samsung mobile devices to extend a physical world into a digital one.
Move to the Beat — Coca-Cola & Mark Ronson (2012) A mobile beat-maker app launched with Coca-Cola's London 2012 Olympics campaign, built around Mark Ronson's track sampling sounds from Olympic athletes.
Discover Hong Kong VR — Hong Kong Tourism Board (2016) A four-film 360° tour of Hong Kong neighborhoods — Mong Kok markets, Victoria Peak at dawn, harbor junks, Tai O stilt village — distributed via HKTB kiosks and Cardboard.
Barter — Spatial Retail Try-On — Barter (2019) An iOS AR layer for a streetwear marketplace — try-on, place-in-room, and a hand-tracked unboxing animation that ties physical drops to the digital trade.
Punchdrunk — Followup Project — Punchdrunk (2018) A second collaboration with Punchdrunk — a quieter, more interior AR layer for a single venue. The brief that needed less, not more.