I design immersive experiences like museum galleries, escape rooms and directed installations. The kind of place where the story is in the walls, not on a plaque. I come up with the story and how it gets built, which mostly means I argue for a living about what a visitor picks up without being told.
I trained as an interactive performance designer, where theatre, games and installation meet. Before that I studied graphic design; after it I worked as a conversation designer for a large online retailer, designed escape rooms across the country, and these days I work on international museum exhibitions. From theatre I mostly took the dramaturg's trade: knowing how a story carries its audience, and how you steer that with everything except words. Blocking, sightlines, light, sound, and what you hold back.
The gap between what you're trying to steer and what actually lands is where my work sits: where does someone look, what do they take from it, and where do those two part ways? To find out, I build. Sketches, scale models or working prototypes are the fastest route to that answer.
A prototype is where story, technology and design meet, and that crossing is where my ideas come from: a story problem regularly turns out to be a lighting problem, and the best interaction sometimes comes from whatever a sensor happens to be good at.
That's why I like working with awkward constraints. A monument you're not allowed to change, a capacity target, or tough history: the idea is usually already hiding in the material.
The essays on this site are that same way of looking: why one attraction's story lands and another's doesn't, and why the makers chose the way they did anyway. Attractions are, as far as I'm concerned, the most interesting design field there is.
Based in Utrecht. As a kid I wanted to design attractions, and it never really wore off.
Clients I was lucky enough to work with