andre elijah

worldwide spatial computing experience strategist @ .

in a previous life andre ran an interactive agency and game studio. he has built all manner of digital products including vr and ar games, apps, augmented reality moments for new york fashion week, fortnite music experiences, and even helped bring beyoncé’s ‘live at roseland’ concert film to life.

rooted in fine arts and new media, his career has carried him through fashion, music, and technology, shaping immersive worlds with a focus on clarity and emotional intent. today, he brings this multidisciplinary practice to spatial computing experience strategy at apple, guided by respect for the craft and a belief that the future is formed detail by detail, decision by decision.

andre splits his time between the bay area and los angeles.

selected work

selected clients

artifacts

rejected

having heard of my experience in building and leading digital music experiences in the past, warner records uk reached out to have me come up with my vision of what the future of music could possibly look like utilizing anyone from their roster of artists. this pitch to bring dua lipa caught the attention of both her father/manager, as well as epic games to get them both to the table with warner to discuss what a collaboration could look like for 2026.

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requested by yeezy's lead app designer, this pitch summarizes a few ways in which the company and ye could enter into the immersive and gaming space to help them sell merchandise/apparel, as well as market the various "vultures" album projects.

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"the gate" is a project that was a conceptual project proposed by virgil abloh prior to his passing. this pitch is a version of that vision to be brought alive inside of fortnite that was presented to virgil's wife by an employee of epic games.

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pitched to the execs and ceo at rocnation and tidal.

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pitched to the execs and jay z's team at rocnation and tidal alongside deadmau5.

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pitched to kia's marketing agency, innocean worldwide.

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pitched to mike winkleman aka beeple.

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pitched to sony playstation after they approached publisher dreadxp for a psvr2 port for a year. as we pitched our vision of a vr version of the game sony cut off all funding for future psvr2 titles as the platform had not been performing as expected.

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pitched to r&r partners - the city of las vegas' agency of record.

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press + mentions

talks + interviews

Revision Path André Elijah 2023
Art School Graduate Podcast The XR Visionary Changing How We See Reality – Andre Elijah 2025
Snap Gamifying Halloween Using AR with Andre Elijah Behind the Lens 2022
The LightTwist Show Episode 3 With Guest Andre Elijah 2023
Mind Meld Podcast Creative Entrepreneurship, Working with Beyoncé, and VR/AR with Andre Elijah 2022
VR World Congress Andre Elijah on Creating Magic 2019
Snap Lens Fest Building the Future of AR with Spectacles 2021
Snap Lens Fest Changing The Lenscape 2020
Niantic Lightship Competition Project Astral 2022
Santa Monica History Museum + Snap Broadway to Freeway Exhibit 2023
Snap Lens Fest Building the Future of AR With Brands Today 2021
Snap Lens Fest Next Gen Creators Building the Future with Snap AR 2021

awards & noms

judging

interactive annual - communication arts magazine 2023

nominated

  • best immersive experience for social impact - raindance immersive 2022
  • best immersive game - raindance immersive 2022

winning

  • best in mapping - niantic lightship winter challenge 2022
  • best headworn device - awe auggies - 2021
  • epic mega grant - epic games 2021
  • riaa gold (standard edition) · riaa platinum (deluxe edition) - riaa 2011
  • interactive media award - applied arts magazine 2005

resume

Mission

  • I am a business leader, spatial computing strategist, design engineer, and creative technologist who turns emerging technology into working products, platforms, games, and experiences.
  • I pair business acumen, P&L ownership, and deal-making with product strategy, interaction design, realtime 3D, engine integration, and device validation—bridging executive decisions with hands-on implementation.
  • I lead cross-functional teams and use AI-assisted engineering workflows to accelerate research, prototyping, debugging, testing, and delivery while retaining product judgment and accountability.

Highlight

  • Built Andre Elijah Immersive into a profitable AR/VR studio generating multi-million-dollar revenue with approximately 70% average operating margins.
  • Led 17 Fortnite music experiences for Interscope and Epic Games, including work for Billie Eilish, J. Cole, Kali Uchis, MGK, Willow, Imagine Dragons, and others.
  • Directed shipped VR titles Amid Evil VR and Jupiter & Mars Definitive Edition while also creating early Spectacles prototypes and developer examples for Qualcomm Snapdragon Spaces.
  • Completed and physically validated an idTech 4 port of DOOM 3 VR for Apple Vision Pro.

Experience

Apple Inc. WW Spatial Computing Experience Strategist

Cupertino, CA 2025 - Present

  • Set business and retail strategy for Vision and spatial computing, translating emerging technology into roadmaps tied to customer and commercial value.
  • Craft executive narratives, experience principles, opportunity hypotheses, and recommendations that accelerate decisions across complex stakeholder groups.
  • Lead alignment across design, engineering, product marketing, and operations; balance customer experience, feasibility, and business priorities.
  • Drive multi-year research on emerging retail trends and customer behavior to inform strategy and roadmap direction.
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Full experience, recognition, education, skills, and tools.

download pdf

Experience, continued

Andre Elijah Immersive Founder & Creative Director

Toronto + Los Angeles 2015 - 2025

  • Founded and led an immersive studio spanning AR, VR, realtime 3D, games, and experiential activations.
  • Built a profitable business with multi-million-dollar revenue and approximately 70% average operating margins in the volatile AR/VR industry.
  • Owned the studio P&L, opportunity framing, pitching, contract negotiation, resourcing, technical direction, delivery, and QA across entertainment and technology partnerships.
  • Led 17 Fortnite music experiences for Interscope and Epic Games; artists included Billie Eilish, J. Cole, Kali Uchis, MGK, Willow, and Imagine Dragons.
  • Directed shipped VR titles Amid Evil VR and Jupiter & Mars Definitive Edition, reshaping interaction, pacing, comfort, and performance for headset and mobile constraints.
  • Among the first external developers to prototype with Snap's Spectacles AR development kits during the pandemic; later served as an AR Creator in Residence and presented at Lens Fest.
  • Delivered Snap projects including the City-Scale Broadway History AR tour, Alo Yoga's NYFW AR lens mirrors, and the Roommates Lens with Stoopid Buddy Stoodios; Snap featured the studio's work in its Q2 2023 earnings materials.
  • Created developer example projects and documentation for Qualcomm's Snapdragon Spaces platform; its core technology and insights later became a foundation of Google's Android XR platform.
  • Held multiple content contracts with Meta to build mixed-reality experiences for Quest devices; also won Best in Mapping in Niantic's Lightship competition.

New Blood Interactive Head of VR

Toronto + Los Angeles 2022 - 2024

  • Directed Amid Evil VR and led VR strategy across New Blood's catalog, balancing fidelity, comfort, performance, and player expectations.
  • At PAX East, moved more than 1,000 attendees through headsets at the New Blood booth and revised demo builds nightly across the long weekend in response to live playtesting.
  • Led business development for Quest, Pico, and Steam releases and opened discussions with Sony and other platform partners about bringing New Blood titles to additional ecosystems.

TRIPP, Inc. Chief Operating Officer (Contract / Interim)

Los Angeles, CA 2023

  • Selected and vetted by the Board to step into an interim executive role during a critical operating period.
  • Strengthened operating cadence across product, engineering, and partnerships; led TRIPP's first strategic meeting with Google, positioning the company as a launch partner for the Android XR announcement.

Vancouver Film School VR + AR Advisory Board

2021 - 2024

  • Advised on curriculum relevance and industry alignment; reviewed immersive work and guided toolchain and portfolio quality.

Earlier Career

Film Production RED Camera Workflow Specialist

2006 - 2011

  • Led on-set and post-production workflows using RED systems, including international documentary work for Radio Television Hong Kong.
  • Led the first-ever 10-camera RED multicam shoot for Beyoncé: Live at Roseland: Elements of 4.

Freelance Interactive Production Artist

2008 - 2015

  • Delivered design, motion, interactive, and digital production across Toronto agencies for Hudson's Bay Company, Coca-Cola, and FIFA World Cup.

Selected Engineering Projects

  • DOOM 3 VR — Apple Vision Pro: Ported the idTech 4 stack to visionOS, built a native stereo renderer, corrected per-eye projection, scissor, compositor alpha, and depth defects, and validated the signed build on physical hardware with 171 renderer tests.
  • Ciderworks — macOS Gaming Platform: Building a signed platform for native Mac and Windows Steam games with per-game profiles, Vision Pro presentation, ScreenCaptureKit streaming, Core ML depth-assisted stereo, recovery logic, and 78 automated tests.
  • Command & Conquer: Generals — Apple Vision Pro: Rebuilding a legacy C++ game stack for arm64 visionOS with DXVK, MoltenVK, Vulkan, RealityKit, a custom bridge, independent per-eye rendering, and hand-tracked pinch input; active development.
  • Spatial Gameplay & Engine R&D: Backported the Apple Vision Pro UE5 plugin into Unreal's Vite branch; recreated gameplay loops from HER and Land's End as native visionOS prototypes; and built Godot gameplay and level-design experiments.
  • Creative Technology: Designed and engineered an online portfolio with web and spatial-computing features; produced its stereoscopic reel in Final Cut Pro; and began developing an iPad 3D editor and a live-visual system for DJ performance.

Selected Collaborators & Brands

Beyoncé Deadmau5 Michael Jackson Gigi Hadid Epic Games Interscope Warner Music Columbia Records Paramount NFL Google Snap Niantic Qualcomm AT&T DirecTV Uber Eats Alo Meta HTC Pico Penumbra New Blood Interactive

Recognition

  • RIAA Gold - Beyoncé: Live at Roseland, Standard Edition, 2011
  • RIAA Platinum - Beyoncé: Live at Roseland, Deluxe Edition, 2011
  • Interactive Media Award - Applied Arts Magazine, 2008
  • Epic MegaGrant - Epic Games, 2021
  • Best Headworn Device (Snap Spectacles) - AUGGIE, 2021
  • Best in Mapping - Niantic Lightship Challenge, 2021
  • Best Immersive Game & Best Immersive Experience for Social Impact - Raindance Immersive nominations, 2022
  • Judge, Communication Arts Interactive Annual, 2023

Skills

Technical

Spatial Computing Gameplay & Level Design Realtime 3D Rendering & Stereo Pipelines Engine Integration & Porting Hand, Gaze & Pinch Interaction AI-Assisted Engineering Rapid Prototyping Performance, QA & Device Validation

Design

Creative Direction Experience Strategy Interaction & Interface Design Visual & Spatial Design Product Design Game Direction Immersive Experience Design User Research

Business

Founder Operations Business Development Partnerships & Negotiation Strategy & Roadmapping Executive Storytelling Cross-Functional Leadership Brand & Experiential Marketing Retail & Commerce Media Trained

Education • Tools

EDUCATION Ryerson University - BFA, New Media, 2012

ENGINES + SPATIAL Unreal Engine Unity Godot idTech 4 Unigine CryEngine SwiftUI RealityKit ARKit ARCore WebGL 8th Wall Lens Studio Spark AR Blender

CREATIVE PRODUCTION Final Cut Pro Logic Pro Pixelmator Pro Motion Compressor MainStage DaVinci Resolve Adobe Premiere Pro After Effects Photoshop Illustrator InDesign Audition Lightroom Ableton Live Sketch

AI + DEVELOPMENT OpenAI Codex Claude Code Model Context Protocol (MCP) Xcode Visual Studio Git Perforce Plastic SCM

PRODUCTIVITY Keynote Pages Numbers Freeform

reference

A living index of aesthetic inputs behind the work — images, objects, and ideas that inform the practice.

849 references · preferences stay on this device

voices of vr podcast

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