Interactive web + experiential + live screens
Interactive experiences and live-screen systems.
I create interactive visual experiences and real-time content for web, events, installations, LED walls, stages, launches, and immersive environments. The experience can respond to touch, cameras, sensors, data, audience input, or show-control cues, or operate as a carefully designed screen system when interaction is not required.
Depending on the scope, the work can combine TouchDesigner, Unreal Engine, browser-based interaction, motion design, 3D, sound, and playback-ready content. I collaborate with producers, experiential teams, web developers, technical directors, integrators, and AV partners around the parts of the system they own.
Where this fits
Built around what the audience can do and what the environment needs to deliver.
The interaction model, visual language, canvas, technical constraints, audience flow, and show sequence are creative inputs from the beginning, not implementation details added at the end.
An interactive web experience
Turn a campaign, launch, story, or real-time visual idea into a browser-based experience with purposeful interaction and a clear path through the content.
An experiential installation
Build a responsive visual system for a touchscreen, camera, sensor, performance, branded activation, or audience-driven environment using the right real-time tools.
A live-screen or show system
Create a connected language for openers, reveals, scenic states, speaker moments, sponsor content, transitions, unusual canvases, and the final close.
Typical scope
From interaction concept to a system the production team can run.
Creative development, interaction logic, real-time behavior, screen design, testing, and technical preparation stay connected around the approved audience experience.
Experience concept + prototype
Interaction flows, visual behavior, state planning, proof-of-concept builds, and representative tests before the system expands.
Real-time visual system
TouchDesigner or Unreal Engine scenes, generative visuals, input mapping, reactive states, browser-connected elements, and supporting assets as required by the experience.
Show content + live screens
Openers, reveals, scenic loops, speaker and sponsor moments, transitions, multi-screen layouts, and content for large-format or unusual canvases.
Technical handoff + deployment support
Test builds, mapped outputs, playback files, input documentation, codecs, naming, frame checks, and organized delivery prepared with the technical owner.
How the work moves
Creative, interaction, and technical approvals are all visible.
We define the audience action, system states, canvas, required moments, reviewers, technical owner, test schedule, and delivery environment before production. The concept is approved through representative prototypes, followed by integration tests and final output checks.
- 01
Align the project
Define the goal, deliverables, stakeholders, decision owner, timing, and what already exists. A polished brief is not required.
- 02
Map the work
Agree the approach, milestones, approval stages, included feedback rounds, assumptions, and fee before production begins.
- 03
Build, review, and approve
I build the work and share it at agreed checkpoints, with feedback consolidated and approval recorded before the next stage begins.
- 04
Finish and hand off
Complete final checks, confirm approvals, and deliver organized assets in the agreed formats.
Relevant work
Selected projects for this kind of scope.
Practical questions
What buyers usually need to know.
What kinds of interaction can you build around?
The experience can respond to touch, pointer or browser input, cameras, sensors, data, MIDI, OSC, show-control cues, or audience participation. The final interaction model depends on the platform, environment, reliability needs, and technical partners involved.
Do you work in TouchDesigner and Unreal Engine?
Yes. TouchDesigner and Unreal Engine can support real-time visual systems, prototypes, generative content, data-driven behavior, and interactive environments. The tool choice follows the experience and deployment requirements.
Do you supply the website, sensors, LED walls, or event hardware?
That depends on scope. I can own the interactive and visual system, build focused browser-based components, and coordinate with the web developers, fabricators, sensor specialists, venue, playback, and AV teams responsible for the wider deployment.
Can the scope still be a non-interactive screen package?
Yes. A project can be a single high-impact sequence or a complete live-screen system with openers, scenic states, transitions, titles, speaker and sponsor moments, and playback-ready delivery.
What technical information do you need?
Useful inputs include the intended audience action, platform or venue, available devices and signals, pixel maps, canvas dimensions, frame rate, playback workflow, run of show, test dates, network constraints, and the technical decision owner.
Start with what you know
Have an interactive experience or live-screen system to build?
Send the audience goal, interaction idea, platform or venue, known technical inputs, target moments, and launch or show date. A complete brief is not required.
Request a project estimateA polished brief is not required.
