Will Quash

Immersive experience designer & creative technologist, building audioreactive installations and spatial, real-time visual systems.

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About

Background

I recently graduated with Distinction from the University of Bristol with an MA in Immersive Arts, specialising in immersive experience design. My work sits across real-time visual systems, spatial/architectural modelling, and audio production, often combining elements of each.

Outside project work, I explore sound design and electronic music production, with a focus on deep techno and adjacent genres. This practice directly shapes how I think about audioreactive systems and live, responsive environments.

Real-time visuals
TouchDesigner, audioreactive system design
Spatial systems
Projection mapping, CAVE environments
3D & post
Autodesk Maya, Unreal Engine, Unity, DaVinci Resolve
Audio
Ableton Live, Fairlight, hardware sampling, live recording
Selected Work

Projects

A working record of installation, spatial, and real-time visual projects.

Terraforms

Audiovisual installation · TouchDesigner · Original soundtrack

An 18-minute speculative audiovisual installation staged at the Reality Emulator: a shared, 360° journey from ecological collapse on Earth through deep space to the terraforming of a new world. Visuals were crafted in TouchDesigner, then rendered at full resolution for stable large-scale playback.

"Conceptually rigorous, technically accomplished, and artistically provocative" (MA examiner feedback)

TouchDesigner Ableton Live Custom GLSL Tiling
Read the full case study →
Rendered corridor of the Clifton Arcade 3D model, showing shopfronts, ironwork balconies, and a glazed roof.

Virtual Environment Design

Architectural 3D model · Built for VR headset viewing

A detailed 3D reconstruction of Clifton Arcade, Bristol, modelled in Autodesk Maya and rendered as a 360° panorama for VR headset viewing.

Autodesk Maya VR / Spatial Design Lighting & Materials
Read the full case study →

Fractured Eden

Immersive film · Built for CAVE projector system

A film built and animated in Unreal Engine for presentation across a three-walled CAVE system at the University of Bristol, depicting the impact of human activity on a rainforest environment. Built collaboratively.

Unreal Engine Autodesk Maya DaVinci Resolve
Read the full case study →
Studio Practice

Personal Work

Independent studies made to demonstrate creative and technical range.

Still from a self-directed study, Faces

Faces

A self-directed study exploring video footage as a foundation for real time visuals in TouchDesigner.

Still from a self-directed study, Medusa

Medusa

A self-directed study exploring the new POPs operators in TouchDesigner.

Still from a self-directed study, Elephant Attractor

Elephant Attractor

A self-directed study manipulating point clouds in TouchDesigner. Inspired by Dan Tapper.

Still from a self-directed study, Cubes

Cubes

A self-directed study exploring basic audioreactive systems in TouchDesigner.