Services
Three kinds of work.
Architecture, product and brand, and media and entertainment. The tools are the same; what changes is who is looking and what they have to decide.
- ArchitectsA planning-quality set, or overflow capacity when the studio is full.
- DevelopersMarketing units off-plan with an image set that stays consistent.
- Brands & retailersStore formats, kiosks and products, signed off before anything is fitted out.
- Producers & venuesScreen content, stage sets and realtime visuals for shows and installations.
01
Architecture
Buildings before they exist — for planning, for funding, for the sales suite, and for the people who have to be convinced.
Room by room, in one palette.
Interiors rendered as a scheme rather than a set of separate pictures, so the material palette reads the same from the entrance to the last room.
Elevation, approach, context.
The building in its actual setting, at camera heights a person could stand at and with the sun where the site puts it.
The scheme in its landscape.
Aerials and masterplan views for sites where the relationship between the buildings matters more than any one facade.
Sized for print and the sales suite.
A consistent set framed for brochures, boards and listings, delivered as one library rather than a run of one-off images.
Walkthroughs, flythroughs, films.
Film for schemes that have to be moved through rather than looked at. Delivered alongside the stills so the two match.
A still that moves.
A short silent loop made from a render you already have. Water, light, planting, a figure passing through — enough motion to hold a scroll.
Stand inside it first.
Navigable 360° panoramas for rooms that are easier to understand from the inside than from a plan.
02
Product & Brand
Retail formats, kiosks and products, visualised to brand standards before anything is fitted out.
Built to brand standards.
Store schemes worked up so a format can be signed off once and rolled out — fixtures, finishes, lighting and the way the merchandise actually sits.
Compact formats, rolled out.
Counter-service formats where the same scheme has to work in a food court, on a high street and in a mall without being redrawn each time.
Furniture, fixtures, finishes.
Products shown before they are manufactured, across finishes and settings, so a catalogue can be built without a photoshoot.
03
Media & Entertainment
Content for stages, screens and installations — work that has to hold a room rather than a page.
Made for the wall it plays on.
Content built to the pixel map of the actual screen, so it reads from the back of the room as well as it does on a monitor.
Built for the show.
Screen content and stage design for live shows, cut to the set and able to survive a venue change.
Rendered live, on cue.
Scenes driven in realtime rather than played back, so they can respond to the room, the operator or the track.
Work people walk into.
Installations that react to the people in front of them, built with the venue's hardware in mind from the start.
Environments and assets for realtime.
Characters, environments and assets built to run in an engine, at the polygon budget the platform actually allows.
Every job is quoted with a fixed scope, a fixed revision count and a delivery date.
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