Working alongside the talented NorthHouse crew we crafted immersive stage visuals for Sony's first-ever orchestral live show, touring the world playing music from their most iconic games.
Over the 6 months on this project I designed and animated stage visuals for seven tracks of the show, spanning over the four main titles (The Last of Us, Horizon, God of War, Ghost of Tsushima), and helped develop styleframes and designs for many others, as well as building pre-vis setups and workflows.
An especially fun and challenging aspect of this project was the unusual stage canvas, consisting of main background screen and five projectable see-through meshes in front of the stage, effectively allowing us to design visuals that work in two planes — foreground and background — and creating an immersive interplay between them.
More info and behind the scenes here.
motion design, styleframes, pre-vis
After Effects, Cinema 4D + X-Particles, Unreal Engine, EmberGen
creative direction: Chris Gaughran
art direction: Roxy Silverwood
senior producer: Koro Fdez Ezkurdia

touring Europe and NA
Apr 2025—Apr 2026
 tour dates
Horizon ⬎
Bad News / Good News
Capturing UI elements from two briefing cutscenes in the game, repurposing them and mixing with some bespoke elements to turn the stage into a giant UI canvas, to visually deliver the message of how the Earth was destroyed and how it can be rebuilt.
In the Flood
An abstract visual seamlessly transitioning from rain into swirly lines mixed with imagery of musicians and characters. Created using X-Particles.
Ghost of Tsushima ⬎
Tsushima Suite II
Based on the opening cutscene of the game, where the antagonist Khotun Khan sets the samurai on fire leading to a battle breaking out — edited and creatively remixed for the stage canvas, using the prominent red flag motifs.
God of War ⬎
Path of the Father 
Bespoke game capture composited with athmospheric stock elements to tell the story of Kratos and his son.
Hammer of Thor
Depicting the epic fight between Kratos and Thor, made by remixing cutscenes from the fight in the game and augmenting them with extra elements to translate it as impactfully as possible to the stage canvas.
The Last of Us ⬎
The WLF
Fully bespoke forest scene, inspired from the game and built from scratch in Unreal Engine, with fire created in EmberGen.