[{"data":1,"prerenderedAt":570},["ShallowReactive",2],{"work-en":3},[4,54,93,131,165,208,247,281,318,354,391,429,463,497,534],{"id":5,"title":6,"archived":7,"body":8,"client":15,"description":12,"domains":16,"duration":19,"extension":20,"featured":21,"gallery":22,"image":23,"imageAlt":24,"lede":25,"meta":26,"navigation":21,"order":27,"path":28,"role":29,"roleTypes":30,"scope":34,"sections":35,"seo":41,"stem":42,"summary":43,"tags":44,"video":48,"year":52,"__hash__":53},"projects_en\u002Fburberry-beauty-virtual-studio.md","Burberry Beauty Virtual Studio",false,{"type":9,"value":10,"toc":11},"minimark",[],{"title":12,"searchDepth":13,"depth":13,"links":14},"",2,[],"Coty — Burberry Beauty",[17,18],"web","retail","Over four years · ongoing","md",true,[],"\u002Fimg\u002Fprojects\u002Fbbvs.jpg","Burberry Beauty Virtual Studio, virtual makeup try-on","Burberry Beauty’s virtual makeup try-on tool — taken over, rebuilt, extended to stores, then run continuously with the markets and product teams.",{},1,"\u002Fburberry-beauty-virtual-studio","Product owner · end-to-end ownership",[31,32,33],"cadrage","production","marketing","Virtual try-on · WebAR · Makeup · Retail",{"context":36,"role":37,"impact":38,"delivered":39,"remains":40},"I joined the project to cover a maternity leave, with a narrow scope: marketing for Burberry Beauty’s virtual try-on tool, deployed across more than twenty markets.\n\nFairly quickly, I was asked for a broader view. My profile — technical, marketing and production at once — made it possible to ask a question that had been left open: what did the tool really cost to maintain, to evolve and to extend with new features?\n","I ran that cost analysis, then put forward several proposals for what came next. They led to the whole project being entrusted to me.\n\nSince then, I have owned it end to end: a complete rebuild of the site, onboarding new products at every launch, coordination with the markets and with the product teams. I run the project with full autonomy.\n","The project went from a tool to be maintained, whose real cost was still to be established, to a product with an owner: a single point of contact who knows the technology, the markets and the catalogue, and connects them.\n\nThe iPad version opened the tool to retail. Virtual try-on is no longer only an online experience: it also supports selling in store, with the constraints of the field — unreliable connectivity, limited offline mode.\n\nMore than four years on, I still run it. That is probably the best measure of what the change of model brought.\n","The cost analysis that underpinned the new organisation, a complete rebuild of the virtual try-on site, an iPad version for stores, a process for onboarding new products at every launch, and regular coordination with the markets and product teams.\n","The most lasting projects do not always start with a brief. This one started as a cover role, and changed because an honest cost analysis opened a different conversation.\n\nIt is also the longest project I have owned. It taught me that a tool lives far longer after delivery than during its build — and that this is where its real value is decided.\n",{"title":6,"description":12},"burberry-beauty-virtual-studio","Brought in to cover a marketing role, I took over Burberry Beauty’s virtual try-on tool end to end: a full rebuild, an iPad version for stores, and autonomous ownership for more than four years.",[45,46,47],"Virtual try-on","WebAR","Retail",{"youtube":49,"poster":23,"sources":50,"captions":51},null,[],[],2023,"kOB8TQtY_5kVTcHCqMPLYUGkd6J_99rb4xTw6l-qgM0",{"id":55,"title":56,"archived":7,"body":57,"client":61,"description":12,"domains":62,"duration":12,"extension":20,"featured":21,"gallery":64,"image":65,"imageAlt":66,"lede":67,"meta":68,"navigation":21,"order":69,"path":70,"role":71,"roleTypes":72,"scope":73,"sections":74,"seo":80,"stem":81,"summary":82,"tags":83,"video":87,"year":91,"__hash__":92},"projects_en\u002Fthe-horrifically-real-virtuality.md","The Horrifically Real Virtuality",{"type":9,"value":58,"toc":59},[],{"title":12,"searchDepth":13,"depth":13,"links":60},[],"Original work — DVgroup",[63],"immersif",[],"\u002Fimg\u002Fprojects\u002FwHockwlZWf8.jpg","The horrifically real virtuality","A tribute to Ed Wood and Bela Lugosi, performed live in virtual reality: fifty minutes in which the viewer moves among the actors and touches real objects.",{},3,"\u002Fthe-horrifically-real-virtuality","Head of production",[32],"Immersive VR theatre · Live actors · Volumetric capture",{"context":75,"role":76,"impact":77,"delivered":78,"remains":79},"After Alice, the festivals were waiting for what came next. The challenge was no longer to prove that virtual reality theatre was possible, but to go further: a longer, more physical work in which the viewer walks around, interacts with live actors and handles real objects inside the virtual set.\n\nDirected by Marie Jourdren, the piece revisits the world of Ed Wood and Bela Lugosi, and questions along the way the relationship between virtual reality and cinema.\n","I led the whole production: budget, schedule, technical and artistic teams, and the trade-offs needed to push the technology further than Alice without putting festival operation at risk — volumetric capture, physical interaction, constant synchronisation between the real and the virtual.\n","The work was selected at Venice VR in 2018 and won Best VR Experience at Future of Storytelling in New York.\n\nAbove all, it served as a showcase of know-how at a decisive moment for the studio: right after, DVgroup raised €4.5 million. The project turned a festival reputation into investment capacity.\n","A fifty-minute experience for free-roaming viewers: live actors, volumetric-capture characters, physical objects synchronised with the virtual set, and a setup built to tour festivals — from Venice to the Phi Centre in Montreal.\n","Pushing the technology only has value if the work can still be performed every night. Between Alice and this piece, I learned to dose innovation: one real breakthrough per project, everything else proven.\n\nThat is what lets you go further without the audience paying the price of experimentation.\n",{"title":56,"description":12},"the-horrifically-real-virtuality","The follow-up to Alice, with more ambition: fifty minutes of virtual reality theatre, selected at Venice VR 2018. The project helped the studio raise €4.5 million right after.",[84,85,86],"XR","Immersive theatre","Volumetric capture",{"youtube":88,"poster":65,"sources":89,"captions":90},"wHockwlZWf8",[],[],2018,"Cxb1_KA_qBWxfE-Np4HC7Y2_ExE0ftoK2jhXFpFQwi8",{"id":94,"title":95,"archived":7,"body":96,"client":100,"description":12,"domains":101,"duration":12,"extension":20,"featured":21,"gallery":102,"image":103,"imageAlt":95,"lede":104,"meta":105,"navigation":21,"order":106,"path":107,"role":108,"roleTypes":109,"scope":111,"sections":112,"seo":118,"stem":119,"summary":120,"tags":121,"video":125,"year":129,"__hash__":130},"projects_en\u002Fcoty-omnisense.md","Coty Omnisense",{"type":9,"value":97,"toc":98},[],{"title":12,"searchDepth":13,"depth":13,"links":99},[],"Coty — via DVgroup",[63,18],[],"\u002Fimg\u002Fprojects\u002FZg_-ljmpUmY.jpg","Discovering a fragrance by picking up stones: each object you hold triggers its own 3D animation in the headset — mixed reality, ahead of its time.",{},4,"\u002Fcoty-omnisense","Head of production · R&D · installation",[32,110],"direction","Mixed reality · Olfactory · HTC Vive · ZED Mini",{"context":113,"role":114,"impact":115,"delivered":116,"remains":117},"Coty was looking for a complete fragrance discovery experience, one that could bring a scent to life beyond the store. The project arrived alongside Alice, in 2017. The concept relied on a simple gesture: picking up physical stones, each linked to a facet of the fragrance.\n\nThe difficulty was timing: it needed mixed reality — seeing the real and the virtual together — while the headsets able to do it had not been released yet. They reached the market just after.\n","I ran the whole production, including the hardware: detecting which stone was picked up, to trigger the right 3D animation in the headset. I also led the R&D to fit a ZED Mini stereo camera onto an HTC Vive headset, so the real world could be seen through it.\n\nFinally, I travelled alone to São Paulo to install the setup and demo it at Coty’s international event.\n","The experience gave the project sponsor at Coty a working demonstrator to show the markets, rather than an idea on a slide. In São Paulo, I ran the demo alongside him and helped him make the case for the concept to the country teams.\n\nFor the studio, it proved it could deliver a working mixed-reality setup before the market offered one — and run it far from Paris, with no safety net.\n","A complete mixed-reality setup: an HTC Vive headset fitted with a ZED Mini camera for passthrough, detection of the stones being picked up, 3D animations tied to each stone, and video-feed processing optimised down to assembly code to keep latency in check. Delivered installed and running in São Paulo.\n","Working before the technology is ready forces you to understand the whole chain: once you have written assembly to win a few milliseconds, you never confuse a demo with a product again.\n\nAnd travelling alone to install it on the other side of the world teaches one simple thing — a setup must be something a single person can rebuild and repair.\n",{"title":95,"description":12},"coty-omnisense","A fragrance discovery experience in mixed reality, built before mixed-reality headsets existed. Shown in Brazil at an international Coty event, it gave the project sponsor something concrete to win over the markets.",[122,123,124],"Mixed reality","Olfactory","R&D",{"youtube":126,"poster":103,"sources":127,"captions":128},"Zg_-ljmpUmY",[],[],2017,"uF4M49nWi_aHHAKUpezyIsmdnmM_uW1QNx7Fx6mYaYQ",{"id":132,"title":133,"archived":7,"body":134,"client":138,"description":12,"domains":139,"duration":140,"extension":20,"featured":7,"gallery":141,"image":142,"imageAlt":143,"lede":144,"meta":145,"navigation":21,"order":146,"path":147,"role":148,"roleTypes":149,"scope":150,"sections":151,"seo":157,"stem":158,"summary":159,"tags":160,"video":49,"year":163,"__hash__":164},"projects_en\u002Fchanel.md","CHANEL — four years of digital programmes",{"type":9,"value":135,"toc":136},[],{"title":12,"searchDepth":13,"depth":13,"links":137},[],"CHANEL — via Mazarine, then in-house",[17,18],"2012 — 2016",[],"\u002Fimg\u002Fprojects\u002Fchanel.jpg","CHANEL","A four-year collaboration with the house, from its main website to the tools used in its boutiques. Much of this work remains confidential: this entry describes its scope rather than its details.",{},5,"\u002Fchanel","Technical project management",[110,31],"Website and app · E-commerce · Retail · Heritage",{"context":152,"role":153,"impact":154,"delivered":155,"remains":156},"From 2012 to 2016, I worked with CHANEL continuously, first agency-side at Mazarine, then in-house in Paris. Four years during which the house was rethinking its digital presence, from its main website to the tools used in its boutiques.\n\nMuch of this work is confidential. This entry describes the scope of the collaboration without going into detail.\n","Technical project manager. At Mazarine, I was responsible for the programme rebuilding chanel.com and the main mobile app. Later, in-house, I led the roll-out of the Hybris e-commerce platform and the Boutique App project, the retail app used in CHANEL boutiques.\n\nI also presented and defended several projects to the house’s teams in Hong Kong.\n","These programmes touched the house’s most visible touchpoints: its website, its app, its online sales platform and the tool used in its boutiques.\n\nBeyond websites and apps, I was involved in more exploratory topics: showcasing the house’s heritage, and, as early as 2015, whether it made sense to bring connectivity into watchmaking.\n","— Rebuild of chanel.com and the main mobile app\n— Roll-out of the Hybris e-commerce platform\n— Boutique App, the retail app of CHANEL boutiques\n— A video virtual tour of Gabrielle Chanel’s apartment on rue Cambon\n— Exploratory work on connectivity in watchmaking\n","Four years with a house like CHANEL teach you an eye for detail, and above all the long view: a programme is judged over years, not at a launch.\n\nIt is also where I learned to defend a project in front of demanding people on the other side of the world: with evidence, not promises.\n",{"title":133,"description":12},"chanel","Four years alongside CHANEL, agency-side then in-house: the chanel.com and app rebuild, the e-commerce platform, the boutique app, and more exploratory topics, from heritage to connected watchmaking.",[161,162,47],"Web & mobile","E-commerce",2016,"g8LFXIwgGCw9ybJ2qFvBlqqiOxWqusWJHn8ClmJnvGo",{"id":166,"title":167,"archived":7,"body":168,"client":172,"description":12,"domains":173,"duration":12,"extension":20,"featured":7,"gallery":174,"image":181,"imageAlt":182,"lede":183,"meta":184,"navigation":21,"order":185,"path":186,"role":187,"roleTypes":188,"scope":189,"sections":190,"seo":196,"stem":197,"summary":198,"tags":199,"video":202,"year":206,"__hash__":207},"projects_en\u002Fwinston-webxr.md","Winston — WebAR & WebVR campaigns",{"type":9,"value":169,"toc":170},[],{"title":12,"searchDepth":13,"depth":13,"links":171},[],"Winston — via BuzzBrothers",[63,17,18],[175,178],{"src":176,"alt":177},"\u002Fimg\u002Fprojects\u002Fkemd7trmxAQ.jpg","Winston XS Mix, mobile WebVR experience",{"src":179,"alt":180},"\u002Fimg\u002Fprojects\u002Foz-gyerTsCE.jpg","Winston Sustainability, mobile WebAR experience","\u002Fimg\u002Fprojects\u002FssJQzZhaO64.jpg","Winston Free the Beat, mobile WebAR experience","Experiences designed for airport stores, redesigned for the phone when airports closed — Free the Beat, XS Mix and Sustainability.",{},6,"\u002Fwinston-webxr","Head of production · development · music composition",[32],"WebAR · WebVR · Image recognition · Music",{"context":191,"role":192,"impact":193,"delivered":194,"remains":195},"All three projects were designed for travel retail: in-store activations at airports, where the brand meets its customers. Then Covid closed the airports. The campaigns were ready, the budgets committed, and there was no longer anywhere to show them.\n\nWe had to find another channel, fast, without betraying the brand promise, and with very few resources available.\n","I chose to move to mobile, with WebAR and WebVR: experiences that open from a simple link, with no app to install, using image recognition to anchor the experience in the real world.\n\nI ran the whole production and part of the development. On the music side, I also composed the loops.\n","Switching channels kept three finished campaigns from ending up in a drawer. Instead of waiting for airports to reopen, the brand could reach its audience directly on their phones, without relying on a point of sale or an app store.\n\nFor the studio, it proved that a production designed for a physical place could be redirected to mobile without starting from scratch — at a time when nobody knew how long venues would stay closed.\n","Three mobile experiences: Free the Beat and Sustainability in WebAR, XS Mix in WebVR. Image recognition to trigger the experience, interactive music creation, and a technical chain built to run in the browser across a wide range of phones.\n","The best setup is not the one that was planned, it is the one that still reaches people. This project taught me to separate a campaign’s intent from its channel.\n\nIt also reminded me that moving fast with little means forces you to choose what really matters — and then to do it yourself when needed, down to the music.\n",{"title":167,"description":12},"winston-webxr","Three campaigns built for travel retail, moved to mobile when Covid closed the airports. WebAR let them reach people without an app or a store.",[46,200,201],"WebVR","Music",{"youtube":203,"poster":181,"sources":204,"captions":205},"ssJQzZhaO64",[],[],2020,"OajAEz6Mjrsayhr8_CLo7lQurRbScrpx0U7VIbZZn0g",{"id":209,"title":210,"archived":7,"body":211,"client":215,"description":12,"domains":216,"duration":217,"extension":20,"featured":7,"gallery":218,"image":219,"imageAlt":220,"lede":221,"meta":222,"navigation":21,"order":223,"path":224,"role":225,"roleTypes":226,"scope":227,"sections":228,"seo":234,"stem":235,"summary":236,"tags":237,"video":241,"year":245,"__hash__":246},"projects_en\u002Fdavid-guetta-dangerous.md","David Guetta — Dangerous",{"type":9,"value":212,"toc":213},[],{"title":12,"searchDepth":13,"depth":13,"links":214},[],"Universal Music",[17],"5 weeks",[],"\u002Fimg\u002Fprojects\u002FddLi6D2Xdsw.jpg","David Guetta — Dangerous, interactive double-screen music video","The video plays on the computer, the phone extends the screen: scan a code at the start of the video, and both screens move together until the end of the track.",{},7,"\u002Fdavid-guetta-dangerous","Project management · client relationship",[32],"Web · Second screen · WebSockets · Video",{"context":229,"role":230,"impact":231,"delivered":232,"remains":233},"Universal was preparing the release of Dangerous, David Guetta’s new single. The idea: not just to publish a music video, but to turn it into an experience lived on two screens at once.\n\nAt the time, nothing like it existed on YouTube. And the schedule was that of a single release: five weeks, approvals included.\n","I managed the project and the relationship with Universal: scoping, schedule, trade-offs and the approval loop. My job was to hold a five-week build without losing the thread between the technical team and the label — a schedule where every day of approval counted.\n","Dangerous was the first synchronised double screen on YouTube, and the project won FWA of the Year. For Universal, releasing a single became an interactive event rather than a simple upload — within a timeframe that allowed no mistakes.\n\nThe project showed that a genuinely new technical idea could be delivered within the timeframe of a music campaign, without compromising on quality.\n","An interactive music video on YouTube, a code to scan at the start of the video, and real-time WebSocket synchronisation between the video and the phone, which takes over at key moments to extend the picture. Development wrapped in five weeks, approvals included.\n","A very short deadline is not the enemy of innovation, as long as you attempt only one new thing and get it exactly right.\n\nHere, everything rested on synchronisation: if it slipped, the experience lost its meaning. So everything else had to stay simple.\n",{"title":210,"description":12},"david-guetta-dangerous","The first synchronised double screen on YouTube, for the release of David Guetta’s single Dangerous. Built in five weeks, approvals included, and named FWA of the Year.",[238,239,240],"Second screen","WebSockets","Video",{"youtube":242,"poster":219,"sources":243,"captions":244},"ddLi6D2Xdsw",[],[],2015,"GPASZjlHiNgudINNFVrp4q9KSp4uyARMfLWKnA649wk",{"id":248,"title":249,"archived":7,"body":250,"client":254,"description":12,"domains":255,"duration":12,"extension":20,"featured":7,"gallery":256,"image":257,"imageAlt":249,"lede":258,"meta":259,"navigation":21,"order":260,"path":261,"role":71,"roleTypes":262,"scope":263,"sections":264,"seo":270,"stem":271,"summary":272,"tags":273,"video":276,"year":129,"__hash__":280},"projects_en\u002Falice-the-virtual-reality-play.md","Alice, the virtual reality play",{"type":9,"value":251,"toc":252},[],{"title":12,"searchDepth":13,"depth":13,"links":253},[],"Original work — DVgroup, with Synergy Cinema",[63],[],"\u002Fimg\u002Fprojects\u002F0i44JMIFoDs.jpg","A virtual reality play, performed live by actors in motion capture — twenty minutes where cinema, video games and the stage meet.",{},8,"\u002Falice-the-virtual-reality-play",[32],"Virtual reality theatre · Live actors · Motion capture",{"context":265,"role":266,"impact":267,"delivered":268,"remains":269},"In 2017, narrative virtual reality was still finding its feet: most works were 360° films you watched without being able to act. With Alice, Marie Jourdren and Mathias Chelebourg set out to do the opposite — a play loosely adapted from Lewis Carroll, in which actors perform live in front of the viewer, turned into virtual characters through motion capture.\n\nDVgroup was executive producer, with Synergy Cinema as co-producer. The constraint was real: making a technical chain designed for a film shoot — capture, real-time engine, spatial audio — hold up in front of an audience, show after show, without ever breaking the illusion.\n","As head of production at DVgroup, I ran the production of the project: budget, schedule, building a team that brought together real-time developers, art directors and actors, and a constant trade-off between the ambition of the staging and what could run reliably in front of the public.\n\nA large part of the job was getting two cultures — the stage and video games — to understand each other before they had a shared vocabulary.\n","Alice was selected in competition at the first edition of Venice VR, at the 2017 Venice Film Festival, then shown at the Dubai International Film Festival, the Phi Centre in Montreal and Future of Storytelling in New York. It won Best VR Experience at GIFF in Geneva.\n\nFor DVgroup, the project changed what the studio was: from a company producing immersive content for brands, it became a house able to carry an original work all the way to major festivals. It was one of the projects behind the studio’s growth from 8 to 50 people in two years.\n\nAbove all, it proved that a video game pipeline could serve live performance — a production method reused afterwards, notably on The Horrifically Real Virtuality.\n","A twenty-minute experience performed live: actors in motion capture suits, characters animated in real time, 3D sound, and a stage setup designed to be taken down and rebuilt from one festival to the next. Around it, the operating documentation and the preparation of the crews who ran it at every stop of the tour.\n","Live performance forgives nothing: a technical chain that works on a shoot but not every night is not a technical chain. Alice taught me to design for operation from day one — reliability as a creative stance, not a constraint.\n\nThat is exactly what I argue for on AI projects today: what matters is not the demo, it is what holds up in front of an audience.\n",{"title":249,"description":12},"alice-the-virtual-reality-play","A stage play performed live inside virtual reality. In competition at the very first Venice VR, it moved DVgroup from immersive content to original work.",[84,274,275],"Immersive theater","Live mocap",{"youtube":277,"poster":257,"sources":278,"captions":279},"0i44JMIFoDs",[],[],"30K5_4PZfB9cx4Z6PCnoSvIlFbg6kRKp8D_i0t8zr6E",{"id":282,"title":283,"archived":7,"body":284,"client":288,"description":12,"domains":289,"duration":12,"extension":20,"featured":7,"gallery":290,"image":291,"imageAlt":292,"lede":293,"meta":294,"navigation":21,"order":295,"path":296,"role":297,"roleTypes":298,"scope":299,"sections":300,"seo":306,"stem":307,"summary":308,"tags":309,"video":313,"year":129,"__hash__":317},"projects_en\u002Folfactory-pierre-herme-x-l-occitane.md","Olfactory — Pierre Hermé × L’Occitane",{"type":9,"value":285,"toc":286},[],{"title":12,"searchDepth":13,"depth":13,"links":287},[],"L’Occitane × Pierre Hermé",[63,18],[],"\u002Fimg\u002Fprojects\u002F3cg_zO5fEdE.jpg","Olfactory, Pierre Hermé × L’Occitane virtual reality experience","A virtual reality story in which you handle real objects, until you lift a cloche — and find a macaron with the notes of the fragrance, which you can eat.",{},9,"\u002Folfactory-pierre-herme-x-l-occitane","Pre-sales · technical direction · installation",[110,31],"Virtual reality · Physical objects · Olfactory · Tasting",{"context":301,"role":302,"impact":303,"delivered":304,"remains":305},"L’Occitane and Pierre Hermé were opening a shared store on the Champs-Élysées in Paris. The perfumer and the pastry chef had created something special together: macarons with flavours very close to the olfactory world of the fragrance.\n\nIt called for an experience worthy of this meeting of smell and taste, installed in the store and open to the opening-day public.\n","I carried the project end to end: pre-sales, to win the brands over to the concept, then technical direction and installation in the store.\n","The experience turned the store opening into a complete sensory moment: you listened to a story, handled objects, smelled, then tasted. It made the collaboration between the two houses tangible, where a simple window display would only have announced it.\n","A virtual reality experience on HTC Vive, built around physical objects placed in front of the visitor and synchronised with the virtual world. A narrative led towards the item offered for tasting. At the end, a physical cloche appeared in the virtual world: lifting it revealed a real macaron to eat.\n\nSensors and Arduino electronics linked the real objects to the experience, with full installation in store.\n","Virtual reality was never stronger than when it handed back to the real world. The moment people remembered was not the 3D world — it was the cloche you lift and the macaron you eat.\n\nA successful immersive experience does not try to replace the physical world: it brings you back to it.\n",{"title":283,"description":12},"olfactory-pierre-herme-x-l-occitane","For the opening of the L’Occitane × Pierre Hermé store on the Champs-Élysées, a virtual reality experience that ends with a real macaron to taste.",[310,123,311,312],"Virtual reality","HTC Vive","Arduino",{"youtube":314,"poster":291,"sources":315,"captions":316},"3cg_zO5fEdE",[],[],"mfTQdSyyN3vOQTx3K9kRN47ApsbVoAHdkTRt9kxkLqQ",{"id":319,"title":320,"archived":7,"body":321,"client":325,"description":12,"domains":326,"duration":12,"extension":20,"featured":7,"gallery":327,"image":328,"imageAlt":329,"lede":330,"meta":331,"navigation":21,"order":332,"path":333,"role":334,"roleTypes":335,"scope":336,"sections":337,"seo":343,"stem":344,"summary":345,"tags":346,"video":349,"year":163,"__hash__":353},"projects_en\u002Fetam.md","Etam — augmented reality fashion show",{"type":9,"value":322,"toc":323},[],{"title":12,"searchDepth":13,"depth":13,"links":324},[],"Etam — via DVgroup",[63,18],[],"\u002Fimg\u002Fprojects\u002FntTxTE-JsRQ.jpg","Etam, augmented reality fashion show in the streets of Paris","Walk through Paris and watch the new collection parade in giant form: a hybrid augmented reality fashion show, with models as tall as the buildings.",{},10,"\u002Fetam","Technical direction",[110],"Augmented reality · Volumetric capture · Native app",{"context":338,"role":339,"impact":340,"delivered":341,"remains":342},"For its fashion show in Paris, Etam wanted to extend the show beyond the venue. The project, run at DVgroup, meant temporarily replacing the brand’s main app on the App Store and Play Store for the duration of the event.\n\nThe idea: a hybrid, digital fashion show that anyone could experience while walking through the streets of Paris.\n","I handled the technical direction: coordinating the production chain, from capturing the models to integrating them into the experience, managing the back-and-forth with the brand, testing, and store submissions.\n","For the duration of the show, the brand’s main app became an extension of the runway: the collection left the venue and appeared in the city, on everyone’s phone.\n","A native iOS and Android app, published in place of the Etam app during the event. Walking through Paris, users came across building-sized models wearing the new collection at specific points.\n\nUpstream: volumetric capture of the models and retouching of the 3D models to integrate them into the augmented reality world.\n","When an experience is tied to an event date, the hardest constraint is not the technology, it is the app stores’ calendar: reviews, back-and-forth, builds to resubmit.\n\nI kept one reflex from it: treating publication as a production step in its own right, planned from day one, rather than an end-of-project formality.\n",{"title":320,"description":12},"etam","During the Etam fashion show, the brand’s app became an augmented reality runway in the streets of Paris, with volumetric-capture models as tall as buildings.",[347,86,348],"Augmented reality","Native app",{"youtube":350,"poster":328,"sources":351,"captions":352},"ntTxTE-JsRQ",[],[],"ep8WmKicR0ATkNfZdyWa47vOWQAjkvZw3Q26w8sI1k4",{"id":355,"title":356,"archived":7,"body":357,"client":361,"description":12,"domains":362,"duration":12,"extension":20,"featured":7,"gallery":363,"image":364,"imageAlt":365,"lede":366,"meta":367,"navigation":21,"order":368,"path":369,"role":370,"roleTypes":371,"scope":372,"sections":373,"seo":379,"stem":380,"summary":381,"tags":382,"video":385,"year":389,"__hash__":390},"projects_en\u002Fla-vaudoise-x-wawrinka.md","La Vaudoise × Stan Wawrinka",{"type":9,"value":358,"toc":359},[],{"title":12,"searchDepth":13,"depth":13,"links":360},[],"La Vaudoise — via BuzzBrothers",[17],[],"\u002Fimg\u002Fprojects\u002FNZVu3K29NNo.jpg","La Vaudoise × Stan Wawrinka, tennis Instagram filter","Return Stan Wawrinka’s shots by turning your head: the longer the rally, the faster the ball — and when you miss, it shatters the screen.",{},11,"\u002Fla-vaudoise-x-wawrinka","Filter design and development",[32],"Instagram filter · Augmented reality · Game",{"context":374,"role":375,"impact":376,"delivered":377,"remains":378},"Stan Wawrinka was working with La Vaudoise on a campaign, and BuzzBrothers had designed its entire social media side.\n\nThe project came shortly after Covid, at a time when Instagram filters had become a real habit: a way to play and share without going anywhere.\n","Within the campaign, I was given the Instagram filter. I designed and developed it: the game mechanic, the head-movement tracking, and the rendering that let players see themselves play.\n","The filter was shared 3 million times. For La Vaudoise, the campaign no longer just showed Stan Wawrinka: it let people play against him, and every game became content they posted themselves.\n","An augmented reality Instagram filter driven by head movements. Players see their own face at the top of the screen and return the ball by turning their head. The longer the rally, the faster the ball; after a miss, it virtually shatters the screen. Every game can be shared directly.\n","A simple game mechanic, understood in a second, beats a technical feat that needs explaining. Here, everything came down to one gesture — turning your head — and one rule — the ball speeds up.\n\nAnd when failing is funny, people share it as much as winning.\n",{"title":356,"description":12},"la-vaudoise-x-wawrinka","An Instagram filter to play tennis against Stan Wawrinka by moving your head. 3 million shares, just after Covid.",[347,383,384],"Instagram","Game",{"youtube":386,"poster":364,"sources":387,"captions":388},"NZVu3K29NNo",[],[],2021,"R8eJDw5PQFuk95hUt6iIGWFImeOoZXLWDmIOkyZdaOY",{"id":392,"title":393,"archived":7,"body":394,"client":398,"description":12,"domains":399,"duration":12,"extension":20,"featured":7,"gallery":400,"image":401,"imageAlt":402,"lede":403,"meta":404,"navigation":21,"order":405,"path":406,"role":407,"roleTypes":408,"scope":409,"sections":410,"seo":416,"stem":417,"summary":418,"tags":419,"video":424,"year":163,"__hash__":428},"projects_en\u002Fprada-luna-rossa.md","Prada Luna Rossa",{"type":9,"value":395,"toc":396},[],{"title":12,"searchDepth":13,"depth":13,"links":397},[],"Prada — fragrances",[63,18],[],"\u002Fimg\u002Fprojects\u002FfydWiei9CBc.jpg","Prada Luna Rossa, interactive in-store kiosk","Lift the bottle to smell it, and watch the fragrance come apart: the gesture, tracked from the base to the nose, drives a 3D animation on a glasses-free display.",{},12,"\u002Fprada-luna-rossa","Technical direction · installation",[110],"In-store kiosk · Autostereoscopic display · Kinect · RFID",{"context":411,"role":412,"impact":413,"delivered":414,"remains":415},"Built right after Prada X Prada, in virtual reality, this project took the opposite path: no headset, a kiosk installed in store that any customer could use without explanation.\n\nThe principle started from a gesture everyone makes in front of a fragrance: lifting the bottle and bringing it to the nose.\n","I handled the technical direction and installation of the kiosk deployed in store: choice of setup, integration of the autostereoscopic display, the Kinect and the RFID chips, and on-site set-up.\n","The kiosk turned fragrance discovery into a visual experience without asking anything of the customer: lifting the bottle triggered the animation, and the distance to the nose set its progress. The composition of the fragrance became visible at the very moment it was smelled.\n","An interactive in-store kiosk: an autostereoscopic display for glasses-free 3D, a bottle fitted with an RFID chip, and gesture tracking with a Kinect. The movement from the base to the nose, treated as an arc split into steps, drove the animation of the bottle breaking apart and its notes appearing.\n\nThe rendering of 3D materials, very demanding, had to stay smooth on this kind of display.\n","The best trigger for an experience is the gesture the customer would make anyway. Nobody had to learn anything: everyone lifts a bottle to smell it.\n\nIn store, the most successful technology is the one nobody notices.\n",{"title":393,"description":12},"prada-luna-rossa","An in-store kiosk where lifting the bottle is enough to see the fragrance break down in 3D, without glasses. The customer’s natural gesture becomes the interface.",[420,421,422,423],"Phygital","Autostereoscopic","Kinect","RFID",{"youtube":425,"poster":401,"sources":426,"captions":427},"fydWiei9CBc",[],[],"6FWVjcJfcPGCJP_POxo3NwpN4sY00-yOXX85Y2-JWnw",{"id":430,"title":431,"archived":7,"body":432,"client":436,"description":12,"domains":437,"duration":12,"extension":20,"featured":7,"gallery":438,"image":439,"imageAlt":440,"lede":441,"meta":442,"navigation":21,"order":443,"path":444,"role":407,"roleTypes":445,"scope":446,"sections":447,"seo":453,"stem":454,"summary":455,"tags":456,"video":458,"year":163,"__hash__":462},"projects_en\u002Fdesperados-x-dagorn.md","Desperados × Mathieu Dagorn",{"type":9,"value":433,"toc":434},[],{"title":12,"searchDepth":13,"depth":13,"links":435},[],"Desperados",[63,18],[],"\u002Fimg\u002Fprojects\u002FwYH_XhPM9R4.jpg","Desperados × Mathieu Dagorn, virtual reality painting installation","A room, a real sculpture and a virtual reality headset: everyone adds their own strokes with a virtual brush, in the colours of the artwork.",{},13,"\u002Fdesperados-x-dagorn",[110],"Virtual reality · VR painting · Installation · Art",{"context":448,"role":449,"impact":450,"delivered":451,"remains":452},"Desperados was releasing a limited-edition bottle in partnership with the artist Mathieu Dagorn. The idea was to extend the artwork beyond the bottle, into an experience the public could live and make their own.\n\nWe took inspiration from Tilt Brush, the virtual reality painting tool that had just appeared, and rebuilt a version dedicated to the project.\n","I handled the technical direction and installation: designing a virtual reality painting tool specific to the project, integrating it around the real sculpture, and on-site set-up.\n","The installation turned a limited edition into a participatory experience: visitors no longer just looked at the artist’s work, they added their own touch to it, with the edition’s palette.\n","A virtual reality painting tool built for the project, inspired by Tilt Brush but deliberately pared down: a minimal palette taken from the edition, and brushes carrying the brand’s patterns.\n\nA room housing the real sculpture made for the edition. Wearing an HTC Vive headset, each visitor could add their own strokes to it, echoing the world created on the bottle.\n","A tool deliberately poorer than the original gave better results. With a reduced palette, every stroke stayed within the artist’s world. And with few features, it could be picked up instantly: too many options would have lost visitors, most of whom were discovering virtual reality for the first time.\n\nThe result was playful, understood in seconds, and everyone left with a finished piece rather than an abandoned attempt.\n\nThe sculpture, for its part, gave a physical anchor: immersion is stronger when it rests on something you can touch.\n",{"title":431,"description":12},"desperados-x-dagorn","For a limited-edition bottle signed by Mathieu Dagorn, an installation where you paint in virtual reality onto the artist’s sculpture, using the colours of the edition.",[310,311,457],"Art",{"youtube":459,"poster":439,"sources":460,"captions":461},"wYH_XhPM9R4",[],[],"EKdx-1aSbPZ6y_fE26wXmDsuJ6pGc268TvS-yI_aEos",{"id":464,"title":465,"archived":7,"body":466,"client":398,"description":12,"domains":470,"duration":12,"extension":20,"featured":7,"gallery":471,"image":472,"imageAlt":473,"lede":474,"meta":475,"navigation":21,"order":476,"path":477,"role":334,"roleTypes":478,"scope":479,"sections":480,"seo":486,"stem":487,"summary":488,"tags":489,"video":492,"year":163,"__hash__":496},"projects_en\u002Fprada-x-prada.md","Prada X Prada",{"type":9,"value":467,"toc":468},[],{"title":12,"searchDepth":13,"depth":13,"links":469},[],[63,18],[],"\u002Fimg\u002Fprojects\u002FLqq0QPB9pgc.jpg","Prada X Prada, virtual reality experience","Stepping into the bottle: a virtual reality experience in which each note of the fragrance becomes a world to cross, and simply looking is enough to move the story on.",{},14,"\u002Fprada-x-prada",[110],"Virtual reality · Real-time 3D · Oculus",{"context":481,"role":482,"impact":483,"delivered":484,"remains":485},"Prada wanted to showcase two fragrances — L’Homme Prada and La Femme Prada — in a way images could not. The idea: simulate a journey inside the fragrance itself, in virtual reality.\n\nIt was the first of the two Prada projects of that period, before the Luna Rossa kiosk.\n","I handled the technical direction of the project: architecture of the real-time experience, steering the 3D production, and designing the interactions.\n","The experience made visible what cannot be seen: the composition of a fragrance. Moving from world to world, the viewer discovered each note before reaching the final reveal of the fragrance.\n","A complete virtual reality experience on Oculus: a series of 3D worlds illustrating each note, free movement between them, and gaze-triggered interactions — looking at certain elements was enough to launch the animations. The journey led from inside the bottle to the reveal of the fragrance.\n","In virtual reality, attention is the best interface. Triggering with the gaze rather than a controller lets someone who has never worn a headset live the experience without instructions.\n\nThis project also raised the question taken up right after with Luna Rossa: what do you keep of the experience once the headset comes off?\n",{"title":465,"description":12},"prada-x-prada","A virtual reality journey inside two Prada fragrances: you travel through their worlds, note after note, until the bottle is revealed.",[310,490,491],"3D","Oculus",{"youtube":493,"poster":472,"sources":494,"captions":495},"Lqq0QPB9pgc",[],[],"glEYKvt8rFCr_e1S6YUvMObwv-Q26H9V5Ewzv9SyG5w",{"id":498,"title":499,"archived":21,"body":500,"client":504,"description":12,"domains":505,"duration":12,"extension":20,"featured":7,"gallery":506,"image":507,"imageAlt":508,"lede":509,"meta":510,"navigation":21,"order":511,"path":512,"role":513,"roleTypes":514,"scope":515,"sections":516,"seo":522,"stem":523,"summary":524,"tags":525,"video":528,"year":532,"__hash__":533},"projects_en\u002Fcamel-neon.md","Camel Neon",{"type":9,"value":501,"toc":502},[],{"title":12,"searchDepth":13,"depth":13,"links":503},[],"Camel — via BuzzBrothers",[63,18],[],"\u002Fimg\u002Fprojects\u002FZ_eyewlx1zE.jpg","Camel Neon, augmented reality photo booth in an airport store","In airport stores, travellers took a photo on an iPad, added neon accessories and the name of the airport, then left with a print made on the spot.",{},20,"\u002Fcamel-neon","Pre-sales · project management · client relationship",[110,31],"Travel retail · Augmented reality · iPad · On-site printing",{"context":517,"role":518,"impact":519,"delivered":520,"remains":521},"Camel Neon was a travel retail activation installed in airport stores. The concept, “Make it Neon”, invited travellers to take a photo and turn themselves neon.\n\nThe constraint came from the field: airports in several countries, stores without technical staff, and a setup that had to work the same way everywhere.\n","I carried the project from pre-sales to delivery: technical and overall project management, and the client relationship.\n\nI travelled to install the setup myself in four airports for the first tests. Then I built a whole process for shipping the equipment and having local teams install it on their own.\n","That process changed the scale of the project: after the first four installations, roll-out no longer depended on a trip to each airport. The setup shipped as a kit, and local teams installed it themselves, from Frankfurt to Sydney.\n","A booth made of an iPad, a small Wi-Fi router and a built-in printer. Travellers chose augmented reality accessories — hats, earrings, a coloured face — then neon stickers added the name of the airport they were in. The photo was printed on the spot, and everyone left with a souvenir.\n\nAround it, a shipping kit and an installation process designed for non-technical teams.\n","A setup only scales if it can be installed by someone who has never seen it. Going to the first four sites myself served exactly that purpose: understanding everything that could go wrong, so the next ones would not need me.\n\nThe real deliverable was not the booth, it was the process that let it be rolled out anywhere.\n",{"title":499,"description":12},"camel-neon","An augmented reality photo booth rolled out in airports, from a prototype installed by hand to a setup local teams put up on their own.",[526,347,527],"Travel retail","iPad",{"youtube":529,"poster":507,"sources":530,"captions":531},"Z_eyewlx1zE",[],[],2019,"MFHxzd7k-zbb-eSnIjzTmmzU21NSj4itqifZY59Go0U",{"id":535,"title":536,"archived":21,"body":537,"client":541,"description":12,"domains":542,"duration":543,"extension":20,"featured":7,"gallery":544,"image":545,"imageAlt":546,"lede":547,"meta":548,"navigation":21,"order":549,"path":550,"role":551,"roleTypes":552,"scope":553,"sections":554,"seo":560,"stem":561,"summary":562,"tags":563,"video":565,"year":245,"__hash__":569},"projects_en\u002Fpizzle.md","Pizzle",{"type":9,"value":538,"toc":539},[],{"title":12,"searchDepth":13,"depth":13,"links":540},[],"Personal project — co-founded with Louis-Jean de Sedouy",[17],"One year",[],"\u002Fimg\u002Fprojects\u002FlrWlTdGUF_w.jpg","Pizzle, social photo sliding-puzzle app","Giving life after the like: every photo posted becomes a sliding puzzle, and you have to solve it to see the picture.",{},21,"\u002Fpizzle","Co-founder · development",[32],"Native app · Social · Game",{"context":555,"role":556,"impact":557,"delivered":558,"remains":559},"In 2015, with Louis-Jean de Sedouy, we started from a game everyone knows: the sliding puzzle. The idea was to give photos a life after the like, at a time when a posted picture was consumed in a second.\n\nThe principle: users take a photo, choose the area to hide, and the app turns it into a sliding puzzle they post. To see the picture, their friends have to solve the puzzle.\n","As co-founder, I handled the entire technical side and the development of the app, over an intense year run by the two of us.\n","User tests confirmed the intuition: turning the viewing of a photo into a game created an engagement that a simple like did not. The project received good feedback and laid the groundwork for user-generated content in game form.\n\nIt stopped for two reasons. The backend relied on Parse, a service bought by Facebook, which decided to shut it down. At the same time, Louis-Jean and I both joined DVgroup.\n","A complete social app: taking a photo, choosing the area to hide, generating the puzzle, posting it and having other users solve it, on a Parse backend. User testing sessions ran alongside development.\n","A product cannot rest entirely on a service it does not control. When Parse closed, it was not a feature that disappeared, it was the foundation of the app.\n\nIt is a lesson I apply directly to AI projects today: knowing, from day one, what happens the day the provider changes its terms or closes the door.\n",{"title":536,"description":12},"pizzle","A social app that turned every photo into a sliding puzzle you had to solve to see it. A year of development, encouraging user tests, and a lasting lesson on platform dependency.",[348,564,384],"Social",{"youtube":566,"poster":545,"sources":567,"captions":568},"lrWlTdGUF_w",[],[],"SKUAbnNBQQIwvDGxaqLMZACmrKYtiOTL2Wou3Iy_ysc",1790319696816]