Artist & immersive experience designerLondon · Shanghai

PORTFOLIO / 2026

SUN
JUNXIAO

孙骏潇

I create immersive worlds at the intersection of virtual reality, moving image and interaction.

Explore selected work ↓

Selected work

01—05

01VR Experience2025

Echoes of the Home

Echoes of the Home reconstructed memory scene
Echoes of the Home interaction detail 1Echoes of the Home interaction detail 2Echoes of the Home interaction detail 3Echoes of the Home interaction detail 4Echoes of the Home interaction detail 5
Echoes of the Home VR playtest
Project introduction · 01:10

Introduction Teaser

VR playthrough · 02:28

Live Demonstration

A narrative VR experience that reconstructs memory through spatial sound, human movement and environmental interaction.

Case study01Research & processEchoes of the Home

Case Study / 01

Can expanded spatial perception help someone regain agency in a place that no longer feels safe?

Echoes of the Home begins with an autobiographical memory: at the age of ten, I witnessed a burglary while hiding behind a sofa. The experience changed my understanding of home from a protected interior into a space filled with unseen risk. I translated that memory into a narrative VR journey in which sound, vision and movement become tools for reconstructing the past, reading the present and imagining the future.

Contribution
  • Concept & research
  • VR experience design
  • Spatial storytelling
  • Sound-led interaction
  • Environment production
Tools & methods
  • Unreal Engine 5
  • Blueprints
  • Photogrammetry
  • Metashape
  • CloudCompare
01Context & research

Reframing the loss of control

The project traces unease back to the inability to perceive uncertainty in an unfamiliar space. Research into sensory augmentation, human echolocation and animal navigation suggested that perception is not fixed: it can be trained, extended and translated across senses.

Grid cells became the central metaphor. Because they support spatial navigation, memory and a sense of time, I imagined an enhanced grid-cell perspective capable of reconstructing the past, monitoring the present and predicting the future.

Echoes of the Home research into sensory augmentation, echolocation and grid cells
02Experience architecture

A three-part journey through time

The experience is structured as a progression from remembered fear to renewed awareness. In Scene I, the player activates five memory points to reconstruct the burglary through fragmented figures, footsteps, a lock being opened and objects thrown into a fire.

Scene II shifts attention to the present. Four personal objects - a watch, family portrait, notebook and first brush - reveal themselves through changes in sound as the player moves closer. Scene III turns those objects into possible futures, using a sequence of inner monologues to ask whether heightened perception can create security without producing new anxiety.

Echoes of the Home design process and three-part narrative structure
03Interaction & production

Building memory as a navigable point cloud

I scanned domestic spaces with photogrammetry, processed the material in Metashape and CloudCompare, and brought the resulting point clouds into Unreal Engine 5. Blueprint interactions connect touch, proximity and movement to visual and sonic changes.

Sound functions as both interface and narrative material. It draws the player toward what cannot yet be seen, locates emotionally significant objects and gradually transforms an unstable environment into one that can be read.

Echoes of the Home sound interaction system for monitoring the present and predicting the future
04Outcome & reflection

Enhancement is not the same as certainty

The final VR experience does not erase the original fear. Instead, it gives the player a new way to move through it: listening, locating and assembling meaning from partial signals.

The work also keeps a critical question open. A technology that increases awareness may restore agency, but it may also intensify vigilance. Echoes of the Home treats that tension as part of the experience rather than a problem with a simple solution.

02Immersive Audiovisual Performance2026

Before Words, After Silence

Full audiovisual workPlay with sound on
Exhibition2026Exhibition Documentation / 展映现场2050@2026「2050团聚之夜·360乐园·影像艺术展」
中国杭州2026.04公开展映
Before Words, After Silence public screening at the 2050@2026 panoramic venue in Hangzhou
01Hangzhou, China · 2026.04
Audience watching the panoramic moving-image exhibition at 2050@2026
02Hangzhou, China · 2026.04
Before Words, After Silence presented across the 360-degree exhibition screen
03Hangzhou, China · 2026.04
Artists and participants on stage during the 2050@2026 public screening programme
04Hangzhou, China · 2026.04

An immersive electronic music experience staged as an audiovisual performance in a multimedia space. A steel drop tower and plants quietly unfolding in the soil become opposing metaphors: two attitudes toward gravity, and two radically different ways of existing.

03Interactive Installation2025

REASSMBLE

REASSMBLE project stillREASSMBLE portfolio presentation
Interactive installation · Full film

Project Film

An interactive mechanical work that continually deconstructs and reorganises collective memory, questioning whether historical truth belongs to humans or AI.

Case study03Research & processREASSMBLE

Case Study / 03

If AI can generate convincing histories, who will own historical truth - humans, machines, or the systems that shape collective memory?

REASSMBLE is an interactive installation that turns history-making into a mechanical ritual. The audience bows before the device to trigger six rotating modules. Each module selects a fragment of a sentence; together they generate a new, plausible history. By repeatedly deconstructing and reorganising group memory, the work asks what happens when people surrender authorship of the past to an automated system.

Contribution
  • Concept & research
  • Interaction design
  • Physical computing
  • Industrial fabrication
  • Film direction
Tools & methods
  • Arduino Mega 2560
  • Stepper motors
  • Serial displays
  • MP3 modules
  • Cinema 4D & CAD
01Context & research

Collective memory is editable

The project began with AI-generated images, texts and videos presented online as historical information. Propaganda, the Mandela effect and R. G. Collingwood's idea of history all demonstrate that the past reaches us through reconstruction rather than as an untouched record.

Research into the superintelligence control problem sharpened the risk: a sufficiently persuasive system may not need to destroy historical documents. It can change the narratives through which people understand them.

REASSMBLE research into AI-generated history, collective memory and historical truth
02Interaction concept

Bowing activates the machine

A pressure switch turns a familiar gesture of submission or devotion into the trigger. Once activated, six cylinders spin like a slot machine and stop on a random combination: When, Who, Where, For What, To Do and It Leads To.

The slot-machine form frames historical generation as both gambling and belief. The user performs an act of trust, while the machine presents contingency as authority. The newly generated fragments are then stored on electronic bamboo slips, connecting digital memory with an ancient format for recording history.

REASSMBLE interaction flow, electronic components and programming system
03System & fabrication

From random values to a physical narrative

An Arduino Mega 2560 coordinates the pressure switch, relays, stepper-motor controllers, displays and sound modules. The mechanism is divided into six independently controlled sections, allowing each part of the sentence to be generated, displayed and refreshed.

I developed the enclosure through Cinema 4D, CAD drawings, plywood prototypes and a stainless-steel finished structure. Iteration simplified the communication of each fragment and strengthened the visual impact of the final object.

REASSMBLE fabrication process, sketches and conceptual components
04Outcome & reflection

A machine that rewards surrender

The completed installation continuously produces alternative histories while the audience watches the mechanism assign them form and sequence. Its polished black body and illuminated modules make the output appear official even when its logic is openly arbitrary.

REASSMBLE does not argue that machines alone will rewrite history. It focuses on the human gesture that makes revision possible: the moment we bow, accept the generated result and allow convenience or spectacle to replace critical ownership of memory.

Completed REASSMBLE interactive installation and exhibition documentation
043D Experimental Animation2025

HEIMDALL

HEIMDALL project stillHEIMDALL portfolio presentation
3D experimental animation · Full film

Project Film

A speculative study of ubiquitous surveillance and the ethical relationships formed inside a society modelled on the Panopticon.

053D Animation2025

Code: Purify

Code: Purify project stillCode: Purify portfolio presentation

A cinematic digital fable about information monopoly, mechanical life and the struggle for autonomy inside a controlled system.

About

孙骏潇 / Sun Junxiao

BETWEEN THE
PHYSICAL
& THE VIRTUAL.

Sun Junxiao is an immersive experience designer and artist working across virtual reality, 3D animation, interactive installation and spatial storytelling.

He graduated from the Virtual Reality programme at London College of Communication, University of the Arts London.

Practice

  • Virtual Reality
  • Interactive Installation
  • 3D Animation
  • Creative Technology