ClientBang & OlufsenClient NameClient NameNetflixHasbro: Play-DohNetflixClient Name
AgencyAgency NameAgency NameAgency NameMKGMKGMKGAgency Name
InstitutionDanish Institute of Study Abroad
IndustryArchitectureExperientialFurniture DesignEditorialArchitectureRetailFurniture DesignPublishingHospitalityTransitProduct DesignPublishingExperientialExperientialExperientialExperience
Project TypeCommunity BathExperience DesignSide TableMagazineResidentialExperience DesignChairEditorialArchitectureExperience DesignFurniture DesignEditorialTelevision PremiereProduct LaunchExperience DesignExperience Design
LocationCopenhagenCopenhagenBostonBostonCopenhagenLos AngelesNew York CityLos Angeles
Year2026202620252025202520242026202420232023202320222026202620262023
Developed as a project during my architectural exchange in Copenhagen, this project is located within the post-industrial landscape of Refshaleøen and grounded in an understanding of the site’s shipbuilding history and the preservation of its industrial identity. The architecture responds to the existing character of expansive harbor voids, industrial remnants, and open waterfront conditions through a composition that balances permanence and permeability. Heavy grounded volumes constructed from concrete, mass timber, and steel anchor the project firmly within the site, reflecting the weight and material durability of Refshaleøen’s industrial past while remaining carefully arranged to preserve views and spatial openness across the surrounding green landscape and harbor edge.
In contrast, a carved-out floating condition introduces a lighter and more transient architectural atmosphere, utilizing lightweight timber structures, translucent polycarbonate, and softer material expressions to create spaces defined by light, permeability, and changing coastal conditions. Together, the grounded and floating elements establish a dialogue between solidity and lightness, permanence and impermanence, extending the industrial openness of the site into a contemporary civic bath.
Developed as a case study in luxury experiential design for Copenhagen’s 3 Days of Design, Sound Sessions is a temporary pavilion concept by Bang & Olufsen dedicated to amplifying the city’s emerging musical talent. Through intimate, acoustically curated listening spaces, the pavilion transforms sound into a shared spatial experience, positioning Bang & Olufsen as a catalyst for local culture.
In collaboration with my peer, Grace Lynne, we designed and handcrafted a compact, functional side table using eight glass blocks and precisely cut, stained, and assembled wood. Tailored for space-conscious living, its modular design allows for flexible expansion to suit various needs. Blending practicality with refined elegance, the table not only provides essential surface space but also features an integrated light source, enhancing both functionality and ambiance.
Serving as Associate Creative Director for The Avenue’s Fall 2025 issue, ODYSSEY, I drove the magazine’s comprehensive visual narrative and production strategy alongside a strong direction team. I oversaw the creative lifecycle across 13 bespoke photoshoots and 3 feature spreads, aligning cross-team workflows to deliver a refined, high-impact publication. The resulting body of work not only defined a strong, cohesive identity for the issue, but also advanced the publication’s mission of platforming diverse perspectives.
Reimagining a Northeastern parking zone, a connected framework of amenity blocks and stacked housing units support both residents and the surrounding campus community. Each block provides a specific amenity, spaces to eat, exercise, study, and shop distributed across the site. Housing infills these anchors, creating a layered residential landscape linked by shared greens, and active ground floors. In uniting thoughtful housing with essential neighborhood programs, the project strengthens local infrastructure and supports a more generous, community-focused urban environment.
Designed during a furniture design course in Copenhagen, the Krop Chair uses steam bending not just to shape components, but to generate form and structure. Taking its name from the Danish word for body, the chair directly references its anthropomorphic silhouette. Drawing inspiration from Arne Jacobsen’s iconic Ant Chair, the piece balances a tightly cinched waist against a broader seat and back, using bent wood to translate bodily compression and posture into structural strength.
The chair is completed with a traditional Scandinavian soap finish. By avoiding heavy coatings, this breathable treatment preserves the raw tactility of the timber, gently highlighting the grain and tonal depth while maintaining a soft, matte character rooted in material honesty.
During my time at MKG, I worked on the Design Team under Creative Director Alex Mutch and Designer Dazzy Shah for the Netflix premiere of The Hawk, starring Will Ferrell. The project translated the film’s visual language into a fully realized experiential environment. Working across creative and production, I supported art direction, set decoration, and spatial design from concept development through execution. My work included sourcing props, materials, and fabrication elements, developing 3D design assets, and supporting the production of key environmental elements through installation.
During my time at MKG, I was a part of the Design Team under Sr. Designer Nicole Stankus for the Blooms Play-Doh Launch, a two-day experiential product launch designed to introduce Blooms' collaboration with Play-Doh through an immersive, hands-on environment. The first day welcomed influencers and media for an exclusive preview, allowing them to experience and review the product before its public release. The second day transformed the space into a public showcase, inviting visitors to engage with the installation and discover the new collection through interactive brand experiences.
As part of the project team, I assisted with the development of the 3D installation deck, organized project sourcing sheets to support procurement and production workflows, and worked alongside the production team on-site during installation to coordinate the event build and ensure the activation was executed successfully.
During my time at MKG, I was part of the Design Team under Designer Mace McCool and Creative Director Alex Mutch for the Outer Banks Season 5 Netflix release, an experiential activation that translated the world of the series into a fully realized brand environment. The experience drew from the show’s coastal vernacular and lived-in visual language to create a layered, immersive guest journey.
As part of the project team, I developed the full site model as a core design and visualization tool, using it to inform floor plans, spatial adjacencies, sightlines, and guest circulation. I also designed a stop-wall moment, curated and sourced props for environmental vignettes, and supported the broader development of the experience through design research, material exploration, and stage design.
The project gave me hands-on experience across experiential strategy, spatial design, 3D visualization, environmental detailing, prop styling, and physical production within a large-scale entertainment activation, working alongside the MKG team and Netflix to help bring the creative vision from concept to build.