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Kevin Stafferton's Portfolio

Vertigo at View from the Shard

Vertigo was a bespoke installation created for the 72nd floor of The Shard, designed to make visitors feel the true height they were standing at by virtually stripping away the walls and floor and leaving them balanced on exposed beams and planks. The experience began in a detailed reconstruction of the real space, enhanced with a looping 360° view, before transitioning into a high‑altitude challenge complete with DMX‑controlled wind, a physical plank aligned to the virtual one, and interactive sequences involving a lift, a foreman, and a final crank that rebuilt the tower around the player. A custom task‑based system ensured precise event timing, and the project required solving hardware issues with OpenDMX fan control. 

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Studio: INITION

Client: View from the Shard

Hardware: HTC Vive, DMX Controlled fans, a plank
Software: Unity, SteamVR

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Distraction & Fatigue

This project involved creating two VR experiences for the Road Safety Agency in Ireland to demonstrate the real‑world dangers of driving while tired or distracted. Installed inside a shuttle bus fitted with a mock‑up car and working force‑feedback steering wheel, the Oculus Rift experiences placed users directly behind the wheel. The first scenario focused on microsleeps, showing how brief moments of lost awareness escalate until the driver can no longer avoid a collision. The second explored distraction, with the driver repeatedly checking their phone, missing signals, narrowly avoiding hazards, and ultimately crashing. To achieve believable interactions—such as the driver picking up their phone while still steering—a blend of inverse kinematics and animation was used. A portable Oculus Quest version was also developed, replacing the physical wheel with controller‑based input for easier deployment.

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Studio: INITION

Client: Road Safety Agency, Ireland

Hardware: Oculus Rift, Logitech G27 Forcefeedback wheel
Software: Unity

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tbwa-ireland.com

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Visa Shoot for the Starz

For Visa’s World Cup 2018 activation, I helped build an immersive mixed‑reality experience where participants kicked a virtual football at a rotating 3D Earth while guided by a holographic Zlatan Ibrahimović. Players wore a HoloLens headset, were motion‑tracked via Kinect, and saw their avatar projected on a large display. Each attendee carried an RFID‑enabled pass linked to a 3D scan captured on‑site, allowing returning players to have their personalised avatar automatically loaded. I developed the Android tablet app that handled player onboarding, integrated with the event’s APIs to fetch and display 3D models, and implemented the RFID reading workflow. I also built the system that rotated the virtual Earth to highlight each player’s home country, enhancing the moment they attempted their kick and supported by a ButtKicker under the stage for added physical impact.

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Studio: INITION

Client: Visa

Hardware: HoloLens, ButtKicker

Software: Unity 

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Cyb-AR for Cardiff University

Cyb‑AR is a mixed‑reality cyber‑security training experience developed for HoloLens 2, created to help students and industry partners understand how cyber attacks unfold through immersive, real‑time visualisation. Working as a Unity XR developer at Solarflare Studio, I contributed to building the core interactive systems, spatial UI, and performance‑optimised holographic elements that drive the experience. The application supports multi‑device collaboration, allowing participants to explore simulated network breaches together while receiving guidance from CYMIAN, an integrated virtual assistant. My work focused on translating complex cyber‑security concepts into clear, intuitive mixed‑reality interactions that feel natural within the constraints of the HoloLens platform.

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Studio: Solarflare Studio

Client: Cardiff University

Hardware: HoloLens 2

Software: Unity

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BP Future

BP Futures is a mixed‑reality communication tool built for Magic Leap, created to help BP share its long‑term vision for the future of energy. I contributed as a Unity developer, implementing spatial interactions, integrating 3D content and narrative sequences, and optimising performance for a smooth MR experience. The project delivered four immersive, interactive stories covering transport, oil and gas, plastics, and renewables, blending holographic visuals with real‑world environments. Launched globally at BP events, it became a flagship example of how immersive tech can make complex strategic ideas engaging and accessible.

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Studio: Solarflare Studio

Client: BP

Hardware: Magic Leap

Software: Unity

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Lina

ASP Belong was a Horizon Europe project I worked on as part of a multidisciplinary team developing Augmented Social Play, a new format of smartphone‑enabled, collaborative real‑world experiences designed to strengthen social connection and belonging in young people. Building on the earlier award‑winning prototype LINA, we created a multi‑episode intervention that blended immersive storytelling, AR interactions, and group problem‑solving to support adolescent mental health in an accessible, playful way. Working alongside researchers, creatives, and technologists across six countries, I helped shape the technical and experiential foundations of the platform as it moved toward large‑scale school trials and eventual release to schools.

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Studio: Make Real

Client: ASPbelong

Hardware: Android phones and tablets

Software: Unity

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augmentedsocialplay.com

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