PITCHWORK & R&D

Before the green light.

Pitchwork gives a team something concrete to evaluate before a full production exists. These pieces show how I use reference footage, visual storytelling, and compositing to communicate a proposed experience, alongside research that tests how an interaction feels.

01 / VR concept pitch

Sci-fi Ripomatic

A visual concept pitch for a VR story about a genetically altered boy with the ability to control machines.

From my original portfolioWatch on YouTube ↗

A ripomatic uses reference footage to communicate tone and intent. Sony was the intended pitch audience; this is not presented as a commissioned or shipped Sony project.

02 / Graphics & video editing

SpongeBob Pitch

Pitch presentation with graphics and video editing by me, using a familiar world to communicate a proposed experience.

From my original portfolioWatch on YouTube ↗

Nickelodeon owns the featured characters, artwork, and music. This is pitchwork, not a shipped SpongeBob game credit.

03 / RFP presentation

Metal Slug Composite

I composited footage from a team-created RFP demo to present the experience as a coin-operated arcade game.

From my original portfolioWatch on YouTube ↗

Video compositing by Julius Carter. Demo footage was created by the team; underlying intellectual property belongs to its owners.

48PLAYABLE PROTOTYPES

CRYTEK / VR RESEARCH & DEVELOPMENT

How should movement feel in VR?

I led an Oculus-contracted research program that produced 48 playable, documented locomotion and navigation prototypes. The work combined hypotheses, prototype design, test scenarios, user research, and evidence-based decisions about which ideas to advance.

Comfort, motion sickness, and spatial interaction were central design questions. The output included documentation and presentation material to turn experiments into knowledge the team could use.

Watch the VR locomotion vlog ↗

Explore the research program →

Related: spatial AI interaction design →

THE NEXT CHAPTER

What are you building?

Director-level game design and product leadership, grounded in systems expertise and multidisciplinary delivery.

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