Production & Team Leadership
APPROACH.
Immersive productions are not one-person shows. They require 3D artists, actors, sound designers, set builders, developers, motion capture technicians, lighting designers, photographers, choreographers — and a director who speaks all their languages. I’ve led teams of up to 30 across disciplines that rarely work together, including international tours where the same show had to be rebuilt in a new city with new constraints every time. At Mazarine, I managed multiple luxury accounts simultaneously, each with its own creative standards, budgets, and deadlines. I’ve learned to channel collaborative energy toward coherent projects — whether that means writing creative guidelines, running interdisciplinary workshops, or simply making sure a mocap actor, a set designer, and an Unreal developer are all building the same world.
Cross-disciplinary project direction (Play!)
MUSIC
PHILIP GLASS
CIRCUS DIRECTION
TILDE BJÖSFORS (CIRKÜS CIRKÖK)
VISUAL DESIGN
MAT COLLISHAW
LIBRETTO
DAVID HENRY HWANG, AFTER ROBERT LAX
SET DESIGN
CHRISTIAN FRIEDLÄNDER
SET CREATIVE AND TECH CONSULTING
MARIE JOURDREN
PRODUCTION
PONT-NEUF
APPROACH.
I design experiences where the boundary between audience and story dissolves. Immersive theatre, cross-reality installations, multi-sensory retail, live performance — formats where the visitor walks into the story, touches it, alters it. From an olfactory journey through Prada’s fragrance universes with glasses-free 3D, to a multi-sensory tasting at 86 Champs-Élysées where the virtual world makes aromas visible, to a live performance at the Palais de Tokyo where dancers compose music by moving through abstract shapes.
But experience design is not just the magic — it’s the engineering behind it. I design floor plans and visitor flows to maximise throughput without breaking immersion: 10 spectators every 45 minutes in The Horrifically Real Virtuality, 60 visitors every 10 minutes in Men In Black: The Rookie across three interconnected domes. I work within technical constraints — motion capture footprints, VR tracking zones, physical set dimensions — and turn them into creative opportunities. I think about the economic model from day one: ticket price, session capacity, staffing ratio, run duration. The Horrifically went from a prototype at Cannes to a two-month commercial run at Centre Phi in Montreal with 75% average occupancy. Each project is a space where people forget they’re in a show — and a system designed to make that sustainable.
The experience doesn’t start at the door and end at the exit. I design the full arc: the pre-show — the mysterious invitation, the dress code, the anticipation that starts building days before; the post-show — the debrief, the shareable moment, the artifact you take home; and the marketing content that wraps around it all — trailers, teasers, social campaigns, mockumentaries, activation reels. The story extends far beyond the walls of the experience.