Hello from Goat and Monkey!
Since 2005 we have made wonderful projects for thousands of audience, and collaborated with fantastically talented teams of people.
Get in touch!
Hello from Goat and Monkey!
Since 2005 we have made wonderful projects for thousands of audience, and collaborated with fantastically talented teams of people.
Get in touch!
I build worlds that invite people to step inside. For 25 years, I’ve been lucky enough to be at the heart of the immersive scene, co-directing the very first pieces of work (and most recently Lander 23) with Punchdrunk before founding my own company, Goat & Monkey. My playground is the space where live performance meets digital play. Whether it’s a national touring immersive Punk VR game with the BBC, an XR spectacle selected for Cannes XR, or a gamified neighbourhood at the Barbican Theatre, I’m obsessed with turning spectators into active participants.
I’m often at my best when things get complicated. I love the puzzle of a "tricky constraint," like translating beloved AAA game franchises into physical, breathable worlds. Whether I’m leading a multi-disciplinary team of 80 or directing teams building with Unreal Engine, I enjoy bridging the gap between a high-level creative vision and the practical grit required to make a world you can actually feel. I’ve been lucky enough to take these experiences global, from Shanghai to Saudi Arabia, always ensuring the work is culturally relevant and impossible to ignore.
Ultimately, I’m driven by the "alchemy" of interaction, that cool moment when an audience realises their choices matter. I strive to build experiences that people want to play again and again, from international ARG treasure hunts to VR horror for major film studios. I’m always looking for the next "impossible" project to help bring to life.
Working with the Balich Wonder Studio team to help create a visionary live experience with long-lasting value and wonder. With focus on narrative, audience flow and IP concept development, I am helping to shape the development of an international live event IP.
I co-led the creative ideation and concept development for a world-first live action game, managing a multi-disciplinary team of 80+ to turn a complex vision into a responsive alien city. My work focused on integrating physical and digital channels, using live audio and wearable tech, to ensure that every player's choice felt visceral and real.
Since 2016 I have been combining AAA game companies' IP with innovative live experience. I specialise in working with the vision of an Artistic Director/game lead and champion this vision with a small team of designers, producers and creatives to build complex worlds from the ground up in the form of decks/GDD's.
As part of this project I worked with an external software company learning to code using visual scripting for two years. Since then I have started to learn Unreal Engine 5 Blueprints.
Festivals: Story Trail, toured UK 2022, 9 days residency at BFI IMAX.
Studio: Visualise
Partners: StoryFutures / Story Trails / BFI / BBC
Tech: Interactive VR Experience using 360 film / VR Unity / POI’s / 3Dscans using Reality Capture / Photo Scanned Point clouds.
Festivals: Cannes XR Marche Du Film Development showcase/ Electric dreams Adelaide.
Studio: Megaverse
Partners: Creative XR / Digital Catapult / ACE / BFI.
Tech: Live Mocap performers / Audience Live Tracked in Vive Headsets / Digitally mapped props / Live audio feeds.
Studio: Goat and Monkey + Megaverse
Funder: Arts Council England
Tech: Narrative driven Interactive VR Experience. VR Unreal Engine / hand tracking / Motion captured performers / Particle generated interactive text and figures.
More info: We Alone webpage here
I am a Fellow of the Higher Education Authority and have been lecturing and directing at Universities across London and the South East of England regularly since 2008. In a previous life I qualified as a Secondary school teacher and taught in London comprehensives.