We are a media and design entity based in Los Angeles ︎
This space is meant to share an overview of select projects we’ve developed, along with some of the guiding ethos behind our work
This page is a companion to our new REEL __ ︎
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-Creative Direction — Visual systems, narrative development, and cohesive creative vision across projects.
-Live Visual Direction — Tour visuals, VJ sets, projection-mapped environments.
-Digital & Motion Direction — Look development, CG concepts, short-form animation.
-3D & Spatial Direction — Product mockups, material studies, cinematic style frames.
-Creative Consulting — Art direction, strategic guidance, treatments, pitch decks.
SELECT PROJECTS
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we created 3D renders and projection mapped visuals for the BLACK PINK tour visuals with LONDON ALLEY
The show was broken up into four separate acts, with the two-hour performance following a loosely sketched narrative arc. Act one was placed in a vibrant, forested, fairylike garden setting, which then shifted from enchanting colours to a black-and-white aesthetic for the second section. The third act showcased the individual members of the band and their solo tracks, before bringing them all back together for the finale.
︎︎ MONSTER CHILDREN x CONVERSE CONS
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- we created visuals and graphics for CONVERSE CONS short film starring LOUIE LOPEZ
The Work
Monster Children came up with an idea to use projection mapping and light sources to transform the skatepark without any additional build requirements. This idea allowed us to shoot the content piece in one day, while also giving us the flexibility to recreate the unique visuals and atmosphere onsite at our launch party hosted at MC’s event space, 1700 Naud.
Results
The campaign was highly successful, delivering impressive results in terms of engagement, reach, and sales. The social media content generated significant engagement and shares, and the influencer marketing partnerships helped expand Vans' reach to new audiences.
︎︎PRETTY MUCH STARS MUSIC VIDEO
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We developed the VFX for PRETTYMUCH’s music video, building a colorful, futuristic world that matched the group’s energy. The project combined fully realized 3D environments with layered visual effects, including overlays of hand scanners, glowing interface elements, and a fiery ring effect that framed the performance.
Our creative direction leaned into a playful sci-fi aesthetic—bright, surreal, and energetic—while keeping it accessible and fun. I worked closely with the director and editor throughout the process to align the pacing and tone of every shot, ensuring the visuals supported the story and music. In addition, we produced 3D scans of the band members, which became the basis for a stylized running sequence that added both movement and surreal dimension to the narrative.
This blend of technical 3D work and conceptual design created a video that felt cinematic, high-tech, and visually distinctive for the group.
︎︎ OFFSET CODE
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- created visuals using a live camera feed for this OFFSET music video, as well as simple light passes
. We built some custom screens for some solid rear projection
︎︎LIL NAS X TOUR VISUALS
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For the Old Town Road / Montero tour visuals at Immanent Studios, the creative direction was to expand the iconic cityscape from Lil Nas X’s album cover into a living world. Using Unreal Engine 5, I built the city environment and transformed it into a neon cyberpunk rodeo, alive with flying cars and mechanical horses. I also modeled a custom sports stadium that became the climactic final shot, with the camera soaring through the city before arriving inside the stadium.
-Live Visual Direction — Tour visuals, VJ sets, projection-mapped environments.
-Digital & Motion Direction — Look development, CG concepts, short-form animation.
-3D & Spatial Direction — Product mockups, material studies, cinematic style frames.
-Creative Consulting — Art direction, strategic guidance, treatments, pitch decks.
︎︎ MONSTER CHILDREN x CONVERSE CONS
OTHERWORLD PHILADELPHIA
Concept development, 3D modeling, and interactive system design for a permanent interactive museum installation. The project began as a fully realized 3D concept and was translated into a physical environment. Responsibilities included designing the room, creating 3D models, and developing interactive UI elements for two sections of the installation, including custom buttons and sliders. The space features Kinect-based interaction, allowing visitors to control projection mapping on a central sculpture as well as trigger and manipulate a range of preset visual states across multiple interactive screens.