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.



