My contribution was to give Oculus 1 a usable creative spine. Working across Senior Art Director, I shaped the experience around clarity, pacing, and visual payoff so the technology felt purposeful instead of decorative.
Oculus 1 is a live audience experience for Oculus built around a clear story, a focused interaction model, and a memorable visual world.

The work was developed with Ayzenberg for Oculus, with Blue Studios supporting craft, production, and delivery from the first idea through final output.
My contribution was to give Oculus 1 a usable creative spine. Working across Senior Art Director, I shaped the experience around clarity, pacing, and visual payoff so the technology felt purposeful instead of decorative.
The project sits across brand strategy, creative content, experiential, so the solution had to work as both a strong creative read and a practical system people could understand quickly.

I focused on the decisions people feel before they notice them: hierarchy, pacing, interaction rhythm, image language, and the small details that make the work feel finished.

The result is a immersive experience that makes Oculus 1 feel clear, memorable, and built for the audience it was meant to reach.