T&P VR Experience

As part of The&Partnership’s rebrand to T&P, I led the concept and creative direction of an immersive VR experience designed to translate the new identity into an interactive spatial narrative.

The project reimagined the agency’s proposition as a virtual journey structured around the core pillars of the business.

I defined the overarching experience, introduced gamification mechanics, and developed the narrative framework guiding users through a series of surreal environments that explored themes of creativity, AI, human craft, and strategic intelligence.

At the heart of the experience was Genesis, an abstract origin space exploring ideation and generative thinking, where users progressed by searching for hidden creative artefacts embedded throughout the environment.

The project extended the rebrand beyond visual identity, transforming it into an experiential system that brought T&P’s evolving vision to life through immersive storytelling and interaction design.

The project remains in development; the work showcased here highlights the creative process, world-building, and craft behind the experience.

CLIENT
T&P

ROLE
Concept Development | Creative Direction | Branding | Illustration | 3D Modelling (in collaboration with CGI Visualiser Tim Taylor)

DELIVERABLES
Concept and creative direction of an immersive VR experience

YEAR
2025

Phase A. Drafting & Testing

Experimenting with spiraling 3D shapes in Adobe Illustrator and testing HDRI environments, lighting and textures.

Testing 3D assets within the environment to assess scale and form.

Early Twinmotion prototype used to test spatial concepts before development in Unreal Engine 5, identifying key VR navigation considerations.

Testing foliage to add depth, texture, and visual interest.

Experimenting with ambiance and lighting to establish the atmosphere.

Phase B. Landscape Planning

Testing a range of techniques and software, including Cinema 4D, Twinmotion, and Unreal Engine, to shape the landscape.

Phase C. The Map

Prior to building the environment in UE5, I illustrated a bespoke landscape map to define the world's structure and flow. The map was then projected onto a plane in UE5, while Bernice, our MetaHuman, helped validate scale, proportions, and spatial relationships.

Phase D. 3D Asset Creation

In collaboration with CGI Designer Tim Taylor, we developed a series of organic tree forms for the environment. Through subtle animation, they appear to breathe and pulse with life, creating a presence that feels almost… human.

Phase E. Landscape Blockout in UE5

Using the illustrated map as an overlay, I blocked out the landscape and navigation routes before introducing foliage and 3D assets throughout the environment. In the earlier images, the map remains visible as a guide layer to support the development process. This represents the current stage of the project, with further refinement and expansion still to come.

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