MOEL FFERNA CLUB
Underground culture project / developing proposal · 2026–ongoing
Artworks, places, investigations and things in motion.
Underground culture project / developing proposal · 2026–ongoing
Church, site research + developing artwork · Scotland · 2024–ongoing
Live/work art space + long-form transformation · Wales · 2021–ongoing
Independent cultural project · Operations Director · 2012–14

Constructed reality / installation / alt-coin / web · CSM MA Degree Show · 2018

Newspaper overprints, redaction + competing narratives · 2018

Institutional power / sculpture · Central Saint Martins · 2018

Subwoofer, oobleck + live participation · Tate Exchange · 17 Jan 2018

Limited-edition fragrance · CSM Postgraduate Fine Art Auction · Nov 2017

Curated installation / fact, fabrication + alternative realities · CSM · 2017

Appropriation, display + censorship · CSM MA Interim Show · 2017

Evolving project / redaction + calcified internet objects · 2017
Collaborative live performance / political transcripts + improvised sound · CSM · 2017

Curated exhibition / redaction + non-information · Jan 2017
Tate Exchange / systems, identity + participation · 2017

Public art trail / director + co-curator · Glasgow International · 2010

Residency / spatial intervention · White House Gallery, Glasgow · Aug 2009
Open Lab residency · CCA Glasgow · Jul 2009

GSA Degree Show · Benno Schotz Sculpture Prize · 2008
Projects produced across technology, culture and experience.
Aircards · senior production · AR / VR / R&D · 2025–26
Aircards · interactive-screen R&D · 2025–26
Aircards · CGI + AI video campaign · 2025
Aircards · Black Friday / Christmas campaign · 2025
Pl.Ai · Executive Producer · first-of-its-kind 360 AR live show · 2023
Blippar · interactive AR festival experience · 2022
Blippar · retail + live-show AR · 2022
Blippar · AR retail collaboration · 2022
Blippar · global AR experience · 2022–23
Blippar · global AR experience · 2022–23
Blippar · global AR experience · 2022–23
Blippar · global AR experience · 2022–23
Blippar · global AR experience · 2022–23
Blippar · global AR experience · 2022–23
Blippar · global AR experience · 2022–23
Blippar · global AR experience · 2022–23
Acute Art · XR game · Senior Producer · 2021
Head of Studio · AI / interactive 3D SaaS · 2020–21
Wunderman Thompson · print + digital delivery · 2019–20
Possible / Mirum · print / DOOH / film / stills · 2019
Caulder Moore · TV / radio / print · 2019
The Social Partners / Grey · social + digital · 2018
Proximity · platforms / localisation / campaigns · 2018
Kazendi · prototypes / R&D / workshops · 2016–17
Omobono · VR + digital · 2016
FCB Inferno · integrated youth-employment campaign · 2016
FCB Inferno · digital + OOH · 2016
Naked Communications · digital + TVC · 2015
Naked Communications · integrated campaign · 2015–16
BMB · CMS websites · 2014–15
BMB · campaign localisation + transcription · 2014–15
Digital Delivery Manager · new website + 17-producer team · 2014
Production Manager · studio delivery / social / video / microsites · 2013–14
Space, systems, possibility. A fascination with things that are not quite what they appear to be, and the moment something familiar slips into something other. The work has moved through architecture, institutions, constructed realities, technology, objects, histories and imagined worlds — following contradictions, testing boundaries, making connections and leaving enough uncertainty for something unexpected to happen. The space is never simply where something is displayed. The space shows what is possible.
The materials keep changing. Architecture, invisible rules, images, machines, landscapes, rumours, rituals, buildings, belief. Sometimes something is built; sometimes something existing is interfered with just enough to alter its meaning. The audience can become the performance. Fact can bleed into fabrication; fiction can generate evidence; research can open a door rather than close one. Increasingly the pull is towards impossible architecture, archaeology, underground worlds, real and fake histories — places where knowing and imagining can coexist without one having to defeat the other.
Running through this is another kind of making: fifteen years spent producing ambitious physical and digital experiences, assembling people, technologies and disciplines around ideas that do not yet know how to exist. AR, VR, AI, games, interactive environments; unfamiliar problems requiring new systems to make them real. MATTER is the enquiry. OPERATIONS is the machinery for making things possible. TRACE is where they become difficult to separate.
Interesting things tend to begin when ideas collide. If something here resonates, overlaps with your own interests, or sparks an unexpected connection, get in touch.