HUMAN WITHIN (VR / META)

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Prod. SignalSpaceLab Canada, Actrio Studio & Meta

Dir. Anne Weigel & D.P. Philip Reinhold

Creative Director / Writer. Avi Winkler. Creative Producer. Jose Aguirre . Film Producer. Michael Geidel

with. Ken Duken, Alia Seror-O´Neill, Farba Dieng, Aleyna Cara, Yusuke Yamasaki, Malik Blumental, Stacy Thunes Krieger & more

Since 2019, I have become more and more interested in creating interactive media, and Art. It has been a learning experience as I explore user experiences, dive deeper into programming, and experiment with gameengines. And i find it especially fascinating how this technology can be used for education, visualization, and sure interactive art.

ABOUT XR & MORE PROJECTS

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Technical Skills:

  • Over 20 years of high-level film production experience, covering all aspects of physical camera work and image design.

  • Team & Creative Coordination & Planning of technical complex Projects.

  • Blender, Houdini, Adobe Substance.

  • Unity, Unreal Engine.

  • TouchDesigner, ComfyUI.

  • C#, C/C++, Python, JavaScript.

  • Figma, Photoshop, DaVinci Resolve, GitHub, IDEs, AI-assisted workflows.

  • WebXR, Three.js, A-Frame.

  • Experience with builds for MagicLeap 2 Meta Quest & Apple Vision Pro.

  • OpenXR, MRTK.

Additional Qualifications:

  • Experience in both physical and digital/virtual production.

  • Extensive training, coursework, and hands-on experience in Computer Science, XR, and VFX.

  • Passionate about the future potential of immersive media and art.

VR Cave Diving Experience

During our expedition in India, I worked on an exciting project alongside filming the documentary. Using survey data from the expedition, I created a VR cave diving experience. This virtual recreation of a real cave environment allows users to explore it immersively, offering a unique and realistic diving adventure.

MR Apps & Tools

One of my small cross-platform MR Prototypes built in Unity.

Photogrammetry & Gaussian Splat (NeRF)

VR goggles are like diving masks, tools for exploring the unseen.

For this project, we scanned reefs and wrecks around the Canary Islands, pushing the limits of current tech to create lifelike underwater environments with minimal hardware requirements.

The result? Stunning Gaussian Splat scans, enriched with cinematic lighting, atmosphere, and animated sea life—a truly rewarding experience.

I have also built a small fun simulator with Unity for those Scans, in which the local scans can be submerged as a microgame Sim in a Triton research submersible.

VIRTUAL PRODUCTION

Virtual production has become an integral part of my on-set workflow. Gradually, we replaced traditional chroma key setups with LED screens and real-time virtual backgrounds, primarily using Unreal Engine.

This shift offered significant advantages over green and blue screens but also introduced new challenges. To uphold high production standards, I deepened my expertise and specialized in productions leveraging virtual environments.