ANZ Breakpoint

Using virtual space to pitch, prototype and test a 54-square-metre physical experience.

Project story

As part of a multidisciplinary team, I used 3D modelling, VR and simulation to shape ANZ Breakpoint before it became a live experience at the Australian Open.

Working with creative direction and the event and activation designers, I helped resolve the physical court, player movement, virtual game and projection as one experience for a busy event environment.

Inside the simulation

I built the 3D model and VR simulation as a working prototype. Moving through it at full scale let us review sightlines, spatial relationships and how the virtual court met the physical build.

Close view into a VR headset with the ANZ Breakpoint court reflected across both lenses.
The ANZ Breakpoint VR simulation showing a first-person headset view moving through active tennis gameplay.
Quick captures of the VR experience inside the headset.

Testing at scale

We carried those decisions into installation testing, comparing the simulation with the projected court before launch.

A lone player silhouette standing in front of an ANZ Breakpoint projection booth during installation testing.
Multiple ANZ Breakpoint projection booths operating side by side with players inside the experience.

Live experience

At the Australian Open, the concept became three projected courts running fast player sessions side by side.

Over 13 days, ANZ Breakpoint recorded more than 6,700 plays; 75 per cent of players requested their video. The project received Gold in Event Experience at the 2017 Melbourne Design Awards.