SK-II Tokyo Olympics
As a member of Microsoft’s Mixed Reality Studio, Launch Vector Labs, I contributed to P&G’s Olympic Pavillion at the Tokyo Olympics, with SK-II as the centerpiece experience. Originally planned for July 2020, the project launched in 2021 following pandemic delays, becoming a standout attraction in the Olympic Fan Experience at Odaiba.
Our team collaborated with the interdisciplinary team at Huge Brooklyn, who led the overall project creative direction, story narrative, and physical set design. I helped shape the mixed-reality vision that seamlessly integrated SK-II’s Olympic campaign messaging with cutting-edge technology.
My contributions helped define the visual language for the digital components that integrated with Huge Brooklyn’s physical architecture and scenic design, creating a cohesive location-based entertainment experience for the Microsoft HoloLens 2-powered journey.
Contributing to User Experience design, I helped architect the initial visitor flow and interaction patterns that made complex mixed-reality technology feel intuitive and engaging, collaborating on spatial planning solutions that maximized the impact of each AR encounter within Huge Brooklyn’s overall experience framework.
Additionally, I managed a team of artists who produced all visual assets for the digital experience. I owned the technical art pipeline, coordinated production workflows, and served as one of the primary liaisons between Microsoft’s Mixed Reality team and Huge Brooklyn’s creative teams to ensure seamless integration of digital and physical elements.
This project pushed the boundaries of experiential design, combining architecture, storytelling, and immersive technology to create one of the most impactful activations of the Tokyo Olympics.
The Three Chapter Journey
The SK-II Olympic Pavilion featured three immersive mixed reality challenges, each adapted from the brand’s “VS.” campaign episodes. Participants embarked on a journey alongside Olympic athletes as they confronted and overcame the negative forces that threatened their careers and well-being.
The experience began with Simone Biles in Spring, Texas, where visitors learned about her gymnastics journey before facing swarms of digital trolls representing online hate. Using intuitive hand gestures, participants physically battled these manifestations alongside Simone, culminating in defeating a towering Kaiju monster of collective negativity.
The second challenge transported visitors to an underwater world with Chinese swimmer Liu Xiang, who fought for recognition based on athletic merit rather than appearance. Participants navigated through schools of digital fish representing superficial comments, ultimately confronting a massive tentacled sea creature symbolizing objectification and misplaced focus.
The final chapter took place in futuristic Tokyo with table tennis champion Kasumi Ishikawa, exploring themes of aging and career expectations. Set atop towering skyscrapers, participants helped battle a vaporous monster representing self-doubt and societal pressure.
Each challenge combined storytelling, physical interaction, and symbolic triumph, creating an emotionally resonant experience that celebrated these athletes’ resilience while allowing visitors to actively participate in their battles against adversity.
Contributions:
Creative Direction
Art Direction
User Experience Design
Graphic Design
Production Management
Produced by: HUGE, Brooklyn
Executive Creative Director: Emil Lanne
Renders by Volley Studio
Date:
August 1, 2025