Episodes

These AI Smart Glasses Last the whole day
92
Jan. 14, 2026

These AI Smart Glasses Last the whole day

Cayden Pierce, CEO of Mentra, joins the show to discuss how his team is building an operating system for the next generation of personal computing through #smartglasses. Drawing on experience from MIT, building #AI agents, and earlier work with Steve Mann, he explains why all day wearability is the true barrier to mass adoption and how Mentra approaches power, latency, and ergonomics differently. Cayden breaks down the distinct roles of display glasses and camera glasses, why accessibility use c...
This AI Game Engine Feels Like a Toy
91
Jan. 7, 2026

This AI Game Engine Feels Like a Toy

Nuno Leiria, founder and CEO of Nilo and former performance lead for Unreal Engine 5 and Fortnite at Epic Games, breaks down how Nilo lets anyone build playable 3D worlds in the browser in minutes without complex #GameEngines. He explains the sketch to #3D pipeline, where #AI handles modelling, rigging, animation, and starter code, and why latency is the key design constraint. We dig into real-time co-creation, remixable templates, and “creative generation” that assembles complex scenes from pri...
This AI Can Control Characters in Real Time
91
Dec. 10, 2025

This AI Can Control Characters in Real Time

Viren Tellis, co-founder and CEO of Uthana, joins the show to discuss how generative AI is reshaping motion creation for games, VFX, and interactive worlds. With over 15 years of experience leading product and operations teams at AppNexus and Hedado, Viren explains how Uthana’s technology can generate animation from text, video, or even in real time, giving creators instant, controllable motion without traditional mocap setups. He breaks down how developers use Uthana’s SDKs and APIs in Unreal, ...
From 3D GenAI to the End of Game Engines
86
Dec. 3, 2025

From 3D GenAI to the End of Game Engines

Tejas Kulkarni, CEO of Common Sense Machines and PhD in Brain and Cognitive Sciences and AI from MIT, explains how CSM turns images and sketches into game-engine ready 3D assets. He breaks down why CSM ranked highly on the 3D Arena human evaluation, what “good” means in 3D generation, and how geometry, texture, topology, and parts segmentation affect real workflows. We discuss modular pipelines, UV mapping, controllability, and integration with Blender, Maya, Unity, and Unreal. Tejas contrasts m...
The Next Evolution of Motion Capture for VFX Artists
90
Nov. 19, 2025

The Next Evolution of Motion Capture for VFX Artists

Nikola Todorovic, filmmaker, VFX supervisor, and co-founder of Wonder Dynamics (now Autodesk’s Flow Studio), shares how AI is reshaping 3D animation and post-production. In this episode, he explains how Flow Studio simplifies motion capture and compositing through video-based mocap, motion prediction, and automatic generation of passes like lighting and camera tracking. Nikola discusses the shift from black-box AI tools to transparent, editable workflows, the importance of synthetic data, and th...
Gaussian Splats Are Now Web Ready
89
Nov. 12, 2025

Gaussian Splats Are Now Web Ready

Will Eastcott, CEO of PlayCanvas and veteran of EA, Sony, and Activision with credits on GTA, Call of Duty, and Max Payne, explains how Gaussian splatting is moving from experiments to production. He breaks down SuperSplat, an open source editor for cropping, recoloring, and optimizing splats for the web, and details a streaming level of detail system that scales from phones to desktops. Will shares how the new SOG format, built on lossless WebP, can cut files by up to 95 % while preserving qual...
Why Laser Dance Took 3 Years to Build
88
Nov. 6, 2025

Why Laser Dance Took 3 Years to Build

Thomas van Bouwel is an indie XR game developer known for Cubism, one of the most successful puzzle games on Quest. In this episode, he shares the three-year journey of building Laser Dance, a rhythm stealth game that turns your living room into a laser-filled obstacle course using mixed reality. Thomas explains how rapidly evolving SDKs, scene meshing, and body tracking changed the game’s design mid-development, why real room geometry creates both magic and technical chaos, and how extensive pl...
Why These AI Glasses Beat Big Tech
85
Oct. 29, 2025

Why These AI Glasses Beat Big Tech

Bobak Tavangar, co-founder of Brilliant Labs, joins the show to unpack Halo, the lightweight open-source AR glasses built for AI-first computing. Unlike camera-heavy smart glasses designed for social media, Halo focuses on continuous low-power sensing, on-device AI inference, and full-day wearability—turning an AI agent into a true “second brain.” Bobak explains how Halo handles privacy by discarding raw media and storing only embeddings, why open source is critical for innovation, and how devel...
AI Workflows for XR Developers
84
Oct. 22, 2025

AI Workflows for XR Developers

Preston Platt, CTO and founder of Rock Paper Reality, joins the show to share how his team pushes the limits of XR development by blending AI workflows with rapid prototyping. With more than 16 years of experience in 3D modelling, animation, and spatial computing, Preston has built AR and MR projects for mobile, smartglasses, and headsets like the Apple Vision Pro. In this conversation, he explains how his studio embraces AI to accelerate code and asset generation, the role of generalists in cre...
Roy Rodenaheuser
84
Oct. 8, 2025

Roy Rodenaheuser

Roy Rodenaheuser is a London-based Creative Technologist with over 12 years of experience at Yahoo, Unity, and Capgemini. In this episode he shares the story behind Canvastique3D, a project he launched in 2024 that blends physical creativity with real-time 3D visualization. Canvastique3D allows designers, artists, and even industries like textiles and furniture to project physical materials and artwork directly onto digital 3D models, opening new possibilities for rapid prototyping and product v...
Creativity in the Age of AI Is Not What You Expect
83
Oct. 1, 2025

Creativity in the Age of AI Is Not What You Expect

Manuel, a TEDx speaker, former head of XR Design at IBM Canada and Currently Emerging tech Advocate at Unity, brings 15 years of experience across industries from aerospace to gaming and now teaches at institutions like Harvard, Stanford, and MIT. In this episode, he discusses how creativity is shifting in an era where AI lowers barriers to entry, allowing more diverse voices to contribute. Manuel shares insights from his cultural preservation project Protopica, created with filmmaker Will Selvi...
What Nobody Tells You About 3D GenAI
82
Sept. 24, 2025

What Nobody Tells You About 3D GenAI

Philip is a VFX artist at RiseFX creating visual effects for Films and TV Shows. He is growing an incredible a youtube channel called Pixel Artistry covering the latest tools and workflows in the rapidly evolving world of 3D GenAI to share his learning with a growing community of over 8000 subscribers. His content is some of the best I have found when it comes to 3D GenAI. His videos are both clear and actionable and today I sit down with him to learn: How he deals with the current limitations o...
Breaking Into XR: A Developer’s Journey from Content Creator to Meta Engineer
79
Sept. 17, 2025

Breaking Into XR: A Developer’s Journey from Content Creator to Meta Engineer

Roberto Coviello is an engineer at Meta Reality Labs, where he builds open-source showcases and samples to help push XR development forward. He’s also known for his YouTube Channel full of in-depth XR tutorials that played a key role in his career. In this conversation we look at: How he started his professional journey as a developer, turned content creator, and the path that led him to become a Software Engineer at Meta We look at several SDKs provided by Meta and what he thinks is a must-have...
How XR and AI Are Reshaping Fitness
81
Sept. 10, 2025

How XR and AI Are Reshaping Fitness

Sam Cole is the CEO and a co-founder of FitXR. He is a firm believer in the benefits of regular exercise for physical and mental health, and since the conception of VR, he turned his vision of delivering immersive fitness into a reality for hundreds of thousands of people who have rediscovered that movement can be fun thanks to FitXR. In this conversation We take a deep dive into FitXR and learn how the team keeps innovating He shares the lessons he learned as a founder when rapidly growing and ...
Rethinking the role of Designers in XR and AI
79
Sept. 3, 2025

Rethinking the role of Designers in XR and AI

Mo dedicated over 18 years to designing solutions that empower people and make a meaningful impact. This includes more than 8 years in immersive XR, spatial computing, and AI-powered products, leading in-house and remote teams across pioneering startups like ShapesXR, Gravity Sketch and FitXR, forward-thinking agencies and more recently as Senior product designer at Meta. We tap into his experience when hiring designers His take on the role of designers within bigger and smaller organisations Wh...
Disney Imagineer Shares Worldbuilding Secrets
80
Aug. 26, 2025

Disney Imagineer Shares Worldbuilding Secrets

Don Carson started as an illustrator, but soon his work expanded beyond the sketchbook to focus on the design of physical and virtual spaces. He worked as a Senior Show Designer, as an Imagineer, he designed entire lands for the Disney Parks and he is now Sr. Art Director at Mighty Coconut, the team behind Walkabout Minigolf, one of the most popular and loved apps on the Meta Quest. In this conversation we look at: How the team has embraced the low-poly graphics to create worlds people love Some...
What is 4D Gaussian Splatting? From Capture to VR Streaming
78
Aug. 6, 2025

What is 4D Gaussian Splatting? From Capture to VR Streaming

Lennard Wolff, holds a Master in Cinematography and he is an expert in volumetric capture technology. He is Former Senior Technical Director at Synthesia and now the CEO of AdventuryXR a London based a startup revolutionising corporate learning through photorealistic immersive experiences. Georgii Vysotskii the co-founder and CEO of Gracia.ai a deep tech company specializing in the visualization and distribution of Gaussian splatting even in VR. Subscribe to XR AI Spotlight weekly newsletter 👉 h...
Designing AR for Nike, NYX & Gen Z: Behind the Scenes at Snap’s Arcadia
77
July 29, 2025

Designing AR for Nike, NYX & Gen Z: Behind the Scenes at Snap’s Arcadia

Andrew Seleznov. Head of AR Production at Arcadia. Snap's internal creative studio for branded experiences working with the Biggest brands in the world and reshaping the way user interact and angage digitally and with the world around them. Some of the capabilities of Lens Studio you might not know about We look at 2 of their biggest collaboration with Nike and NYX and break down the types of brands working with Arcadia and the secret to a successful collaboration Dive into his experience workin...
The GenAI Tool for Businesses (Sorry, Indie Creators)
76
July 22, 2025

The GenAI Tool for Businesses (Sorry, Indie Creators)

Kent Keirsey is the founder and CEO of Invoke. He has been in the tech industry for over 14 years, serving as a product and business leader in startups across B2B, B2C, and Enterprise SaaS. In 2022, he was an early contributor to Invoke's generative AI tools in open-source, building solutions for professional creatives. Recognising the need for these tools to serve teams, he founded Invoke in 2023 to provide image-generation software for established creative teams and enterprises. During this co...
Varjo Just Made Gaussian Splatting Enterprise-Ready
74
July 15, 2025

Varjo Just Made Gaussian Splatting Enterprise-Ready

Knut Nesheim has a background in large-scale machine learning systems and big data. He leads the engineering teams building Teleport, the Gaussian splatting tool created by Varjo, the Finnish hardware company renowned for the top-tier MR headset used by the most demanding businesses and enterprises worldwide. In this conversation we take a deep dive at the intersection of Gaussian splatting and VR. We look at the very technological foundation of Teleport Unique features it offers to users The ob...
How to Build Worlds (and Make Money) on Viverse
71
July 8, 2025

How to Build Worlds (and Make Money) on Viverse

Andranik Aslanyan is Head of Growth for VIVERSE at HTC, where he leads business strategies across marketing social media and product development to grow and scale this world-building platform built on the web for the web. In this conversation, we look at: A unique feature offered to world builders to help them overcome the limitations of the web How can creators monetise their work on Viverse How Viverse has implemented Gaussian Splatting A precious advice he gives to world builders Subscribe to...
What It’s Really Like to Build Vision Pro Apps Today
75
July 2, 2025

What It’s Really Like to Build Vision Pro Apps Today

Matt Hoerl is a designer building things that feel inevitable once they exist. He founded Beautiful Things in 2024, a studio crafting AI native spatial experiences for the Apple Vision Pro. His visionOS apps have been globally featured by Apple Editors and selected as “Best in Education” and “Best in Design.” In this conversation we look at: His impressions about WWDC and what it unlocks for developers and users We went to the moon to experience Beautiful things Several ways in which the team ha...
The Art of Designing Believable AI Agents
73
June 25, 2025

The Art of Designing Believable AI Agents

Yuqian Sun is a Chinese AI narrative researcher based in London and currently a doctoral student at the Royal College of Art. Leveraging her expertise in interactive media, she creates narrative experiences that feel alive and extend beyond video games and into our daily lives through conversational AI agents. She explores this topic through chatbots, games and interactive installations, which expand the boundary of fiction through human or non-human language interactions. In this conversation, ...
The Best (and Worst) of the Camera API on Quest
72
June 17, 2025

The Best (and Worst) of the Camera API on Quest

Christoph is an XR veteran, he worked as an XR developer at Axel Springer, and is now one of the minds behind Laser Limbo, a successful mixed reality game on Quest that turned into a full AR arcade in Berlin. Over the past years he has worked on several projects and full games that merge physical and digital and push the boundaries of what the current generation of headsets is capable of.His recent research has been focused on the camera API leading to some of the craziest AND most polished prot...