Film & Entertainment

I've spent two decades inside some of cinema and entertainment's most ambitious productions, designing the technology, interfaces, visual systems and cinematics that make fictional worlds feel real.
From the organic, analogue technology of Blade Runner 2049 and Dune to the character-specific HUD identities of Ready Player One, the title sequence for 007: First Light and the bioweapon concept development of No Time to Die, the work always begins with the same question: what does this world feel like from the inside?