Art Director · Immersive Tech

Uncontained: Deep Signal VR

A location-based VR experience for live brand activations, connecting physical hardware to in-game visuals.

Role
Art Director
Studio
Immersive Tech
Years
2021–2022
Platforms
Location-based VR
Tools
Unity
Team
20-person multidisciplinary team

I led a 20-person multidisciplinary team to the public release of Uncontained: Deep Signal VR, a location-based VR experience for brand activations, delivered on time and on budget. Highlights include:

  • Fully wireless, full-body avatars with finger tracking
  • A client-versus-operator interface
  • Simultaneous three-player co-op multiplayer
  • A fully interactable physical cockpit
  • Multi-sensory hardware connected to the game: floor rumblers, physical gunner turrets, wind simulators and scent dispensers

Directing the art team

  • Established the pipeline connecting art with the engineering and tech teams.
  • Led the art team to establish healthy workflows and balanced workloads for artists, designers and technical artists across multiple ongoing projects.
  • Managed risk and scope planning.
  • Planned the technical workflow behind the procedurally generated environments and gameplay.
  • Developed and maintained a consistently working Real World Interface.
  • Trained and guided junior artists and supported their career development.

The Real-World-Interface

Deep Signal was a unique project with unique challenges. I directed a proprietary Real-World-Interface (R.W.I.) to Unity pipeline that integrated physical hardware (turrets, throttles and controls) with in-engine systems, connecting players’ physical interactions with in-game visuals.