A proof of concept to show HBO's board that interactive experiences were a real new way to tell a show's story, one any show or new showrunner could use. We used Game of Thrones to prove it.
I was the only designer on HBO's 14-person research and development team, and owned the whole design experience. We chose Game of Thrones, HBO's biggest show and then in its fourth season, and set out to make the most complete companion to it: its families, costumes, sets, languages and history.

My favourite project of my career, and the most intense. To make the case to HBO's board, we designed the most complete companion to the show we could imagine, starting with its traveling exhibition of costumes and props, which only a few cities ever saw. Here are the pieces, two of them as working prototypes you can try, and then how it came together.
The heart of the app. With photos and 3D scans of the real pieces, each house became a guided exhibit: scenes blend into one another like walking through one space, and hotspots on each 3D object open the story behind that detail.
Each exhibit is staged like a theatre set or a shop window. In this motion test, I explored how to move from one scene to the next and how the objects live within that space: scenes overlap, so each one blends into the next.






Characters travel huge distances over the story. The map lets you follow anyone's journey across Westeros and beyond, season by season, with the key moments marked where they happened, and see where the armies marched.



The show has hundreds of characters, and their families keep changing through marriages, deaths and revelations. The tree follows the show episode by episode.


For each main character, who they dealt with in every episode, marked as family, friend or enemy.

Before designing anything, I went through everything in the show so far and organized it all into categories, so we could map out the whole product story.

The deepest research I've done in my career. I had folders upon folders: the show itself, websites, iPad apps, architecture, fashion, historical art styles, modern design, infographics, each with a deep dive into what it could bring to the app. In all, 7 research areas, 16 reference boards and 18 feature ideas.
One of the most labour-intensive studies: which UI style fit best. I split it into four categories, from minimal to illustrative and from authentic to skeuomorphic, to decide how much the interface should shine and how much it should step back for the objects.

The family lineages are some of the most compelling parts of A Song of Ice and Fire, but the show can't go into them in full. An interactive family tree for each house would show the real breadth of characters.

We wanted 3D scans and models of the props so people could see every detail of these beautifully made pieces, recreating the traveling exhibition most fans never got to see.

Dragons are extinct when the show begins, but they run through its history. I pictured in-depth, almost Darwin-like journals of each dragon alongside detailed 3D renders.

What if we mapped the show's battles the way historians map real wars?

The show only touches the surface of the history the books cover. The app could fill those gaps in the episodes that reference it, drawing on the A Song of Ice and Fire wiki.

The show feels both historical and fantastical because each region draws on real cultures. I wanted the app's look to change with the house or region you visit, so I researched each one: manuscripts, ornament and pattern, stone and wood, and architecture.

The exhibit was the heart of the app: how we'd display the objects, what the UI would look like, and how everything would interact. I built the foundation for what we could do while the rest of the team tested the best way to show the objects on an iPad.
Beyond the traveling exhibition and museums, I looked at non-traditional ways to stage the exhibits. I wanted a sense of being in the place without taking away from the objects, so I looked to high-end storefront windows and the theatre.

Page after page of sketches on how each object would display: how many show screenshots and detail shots each kind of object gets, how text slides in beside it, and a detail view where you turn and zoom the piece itself.

I started illustrating, in very simple terms, how we could lay out the exhibits as chapters: my parameters, the kinds of motion, and the first principles and guidelines.

Walking through an exhibit screen by screen: entering a house, choosing a category, and moving between its props and costumes.

How you'd move between a house's costumes, weapons and jewelry: buttons on the walls that lead to the next section, or a navigation that hides until you need it.

As the team built out the app's code and structure, I started figuring out the motion and interaction models across two frameworks: how the elements would be laid out, how information would display, which touch gestures we'd use, and how you'd interact with each object.
Object detail exploration: icons that float around the piece and open into circles



Object detail exploration: hotspots, detail shots, and the piece in its scene



Framework two, rough interaction: entering a scene, choosing a piece, examining it



The project was never greenlit. My contract was cut short when funding ran out, and HBO's executives chose not to take it further. Alongside it, we had been developing a VR experience for the first season of True Detective; after I left, that pitch turned the team toward VR, and they went on to build the Westworld VR experience.