We work at the forefront of immersive media and digital design.
We explore AI as a creative, cultural and critical medium, examining its impact on design and media through ethical, collaborative, interdisciplinary practice that foregrounds human–machine co‑creation and critical responsibility.
We explore virtual production through real-time, collaborative and interdisciplinary workflows that foreground the integration of physical and virtual environments, with Unreal Engine as the central spine enabling dynamic co-creation, experimentation and responsible innovation.
We investigate extended reality (XR) as a spatial medium, exploring how immersive and interactive practices reshape media and design, with specialised software like Unreal Engine supporting real-time environments that foreground embodiment and the evolving relationship between human perception and computational worlds.
Portals/Traces establishes a shared digital infrastructure linking AUT with partner institutions in the UK, Europe, Asia, and the Americas to enable tangible and haptic knowledge exchange.
Visualising Quaternary megafauna from Sri Lanka’s Sabaragamuwa Basin, this study examines the use of 3D animation workflows to create scientifically credible palaeoart of extinct Quaternary megafauna from Sri Lanka’s Sabaragamuwa Basin.
The Extending Virtual Production project was a faculty-funded initiative within AUT’s Design and Creative Technologies faculty in 2025, aimed at pushing the capabilities and creative potential of the university’s state-of-the-art Virtual Production Studio.
This paper reflects on some developing pedagogical approaches for introducing technical, ethical and critical engagement with generative artificial intelligence (GenAI) in interaction design (IxD) education.
The project explores how artificial intelligence is reshaping creative practice, asking how ideas are formed, developed and shared, and how creative roles, authorship and collaboration are changing in response.
A reflection on combining Animation, Visual Effects & Game Design for first year undergraduate students
The incorporation of LED walls and virtual production tools in the film industry is a recent development that has significant pedagogical implications (BLISTEIN, 2020; FARID and TORRALBA, 2021)
This article presents an initial investigation into strategies for creating reference performances for animation.
While an actor’s performance in a stage play may be seen as a continuous and unmediated form of acting, an actor’s performance in a film is constructed through shot framing, editing, effects work, and other cinematic apparatuses.
Using augmented reality smart glasses, this project explores new ways to support virtual production supervision by presenting real-time studio data, improving efficiency, oversight, and collaboration in complex production environments.
This paper presents a case study in a curriculum structure that aims to integrate specialised course content across a range of primary study pathways.
Across animation curricula, there is no unified or industry-recognised framework for developing students’ performance skills through either observation or direct embodied practice.
This article examines the effects of video compression on the believable integration of computer-generated (CG) characters among live-action film elements.
Sri Lanka (SL) is home to a diverse array of extinct megafauna endemic to the island, many of which are only known from fossils excavated in the early and mid-Twentieth Century.
This article establishes a case for the narratological and performance utility of an embodied approach to creating video reference for animation.
This practice-based film explores smartphone LiDAR as an eco-aesthetic tool, using pulsed light and algorithmic uncertainty to examine human–machine perception and vegetal presence within mobile ecological filmmaking.