frutiger aero experience




what was my role?
porting over a 3x4 grid VR interaction i had made previously, modeling some of the objects spawned in by the player, as well as decoding and ripping graphics and sound assets from the phone the experience is based around.

what is it about?
in this project, our main goal was not only codifying our separate interaction systems made earlier on, but also to try and design an engaging series of events to do in the bright, shiny world.
our primary intention was to create a Mirror’s Edge-inspired bright world centered around the Frutiger Aero aesthetic which saw a resurgence at the time of making. this world was centered around and largely inspired by a flip phone with a swiveling screen. when the user comes close to the phone, it opens and swivels itself open, making my 3x4 grid with the phone’s icons visible. each icon can be hovered with using a selector pad, hitting the big button to send an unfitting, not-futuristic real-life equivalent to what the icon represents, using an interaction system from another collaborator.
this world makes a playful interaction that could go on virtually forever, and can bridge the worlds that define the Frutiger Aero era with two opposite yet connected elements in one experience.


images



a close-up of the 3x4 grid interaction that the user is greeted with.
when an icon is selected, the real-world equivalent of the icon drops down the chute (top) and bounces into the air thanks to the spring board below the chute.
our project during a showcase day, with the actual phone powered on for passerbys to look at and play with.


©2026 isiah f