Articles, English

Exploring Art, Technology, and Immersive Experiences at Phi Centre

25-06-03

Reading time - Temps de lecture: 4 minutes

During my internship at Phi Centre, I contributed to two innovative projects that merged technology, art, and immersive experience. My work involved motion capture and 3D animation for the mixed-reality experience BLUR, as well as assistance in art direction through avatar and asset design for Carved in Time, where I supported both technical execution and creative development.

Woman wearing motion capture devices in front of computer showing the resulting animation

Broad Context / Issue:

Phi Centre is a pioneering institution in the field of immersive media, recognized for its commitment to pushing the boundaries of how art, technology, and human experience intersect. For over two decades, it has facilitated forward-thinking projects that invite audiences into new forms of storytelling. Phi Centre focuses on reimagining cultural experiences by integrating digital tools and artistic vision to question, explore, and expand the limits of contemporary media. I chose to intern at Phi Centre because its mission aligns closely with my research interests as an Intermedia MFA student at Concordia University. The center’s interdisciplinary and experimental approach offered a unique opportunity to contextualize and apply my academic practice within a professional setting that values innovation, embodiment, art, and technological exploration. It was an ideal environment to bridge my artistic practice, particularly around the body, immersive storytelling, and ecological consciousness, with hands-on experience in an immersive media production.

The Project Within Which the Internship Is Embedded:

My internship took place within the context of two immersive projects: BLUR and Carved in Time. These experiences aim to create interactive and immersive environments using motion capture, 3D animation, and virtual reality. BLUR is a mixed-reality theatre project that explores life, death, fact, and fiction through embodied interaction and digital performance. Meanwhile, Carved in Time is an interactive educational experience rooted in archaeology and narrative exploration. Each of these projects required strong collaboration across disciplines, and my contributions spanned both technical and artistic domains.

Woman wearing a motion capture devices
Woman wearing motion capture devices in front of computer showing the resulting animation

What I Did as a LEADS Intern:

As a LEADS intern at Phi Centre, I was involved in a wide range of tasks that allowed me to deepen both my creative and technical skills. For BLUR, I initially participated as an observer during motion capture sessions and progressively transitioned into a more active role. I supported the integration of recorded animations into Unity, contributed to rigging workflows, and helped fine-tune key character animations. One of my central tasks was optimizing the movement of the character “Mother,” who guides users through the immersive experience, an animation that is now featured in the project’s international tour. Throughout the process, I demonstrated creative problem-solving skills and a keen attention to detail, ensuring that my contributions met the project’s high artistic standards.

In Carved in Time, my focus shifted to artistic development and interactive design. I collaborated closely with the creative team to conceptualize avatars, environments, and transitional scenes that guide users through the VR experience. I developed 2D sketches for avatars and NPCs, contributed to the creation of an avatar mood board, and gathered references to support visual storytelling. I also sourced and created 2D textures, designed particle effects, and used Blender for asset modelling and optimization. My work was implemented directly into the prototype and will continue to support the production phase. In prototyping sessions, I proposed visual and interactive concepts that improved narrative coherence and enhanced user navigation. I helped design how users transition between scenes, curated texture libraries, and developed particle systems and spatial transitions that allow for a fluid experience between cinematic and fully immersive VR environments.

Group of people on stage

Conclusion:

This internship allowed me to put into practice my MFA degree in Studio Arts (Intermedia), offering a hands-on opportunity to work at the intersection of storytelling, technology, art, and embodiment. I gained valuable experience in motion capture, Unity integration, asset creation, and art direction, all within a collaborative, future-facing environment. The projects I contributed to encouraged me to think critically about how new media can reshape narratives and foster engagement, prompting us to question our reality and where we are headed as a society.

Moving forward, I will continue creating work that challenges conventional forms and uses immersive technologies to rethink how stories are told. My goal is to craft narratives that actively shape our vision of a future where technology and nature coexist. In this context, art is not just reflective, it is essential to imagining and building that future.

Portrait Sabina Gámez

Sabina Gámez is a Colombian new media artist currently pursuing her MFA in Studio Arts (Intermedia) at Concordia University (Canada). She holds a Bachelor of Arts in Electronic Media with a minor in Biology from Universidad de Los Andes (Colombia, 2018).

Her research and artistic practice explore the experience of embodiment and how the body is perceived and recontextualized in digital media and the environment. She creates video collages, installations, and performances using various approaches, including chroma key and Virtual Reality, to examine themes of self, recognition, and remnants in digital media. Her most recent research investigates the geopolitical, social, and environmental implications of the sun, using a Symbiocene lens informed by Solarpunk to imagine alternative futures and ecological revaluations.