Emerging Technologies Portfolio

This is the Portfolio of my emerging technologies project. I have created a VR experience that’s meant to explore the topic of fashion, its potential as 

Continuing this project from the proposal and planning stage into the design and implementation stage has been difficult due to many different factors; however I have also acquired a lot of knowledge about the medium of VR and XR.The main problems that I encountered included the workflow of the entire project as I was juggling multiple software I haven’t used before in one project – this has allowed me to experiment with different formats and techniques however it also led to being overwhelmed with options and struggling to export work seamlessly between each program (some of them did not have a smooth workflow between each other in terms of exporting and working).

Kniazeva et al. (2023) argue that fashion brands are increasingly adopting metaverse technologies to create immersive experiences that encourage deeper consumer engagement beyond traditional runway presentations.

Twinmotion screenshot of my imported Blender model.

Later, I have decided to experiment with other software that would make it more feasible to complete before the deadline – the programs were Twinmotion and Metahuman. The first time I discovered the Twinmotion program, I have looked through the available features and models as well as implementation plug-ins and possibilities. After discovering the library of posed human models I have 

I have originally tried to include multiple models on the runway to make it more realistic and stressful for the main model. I have encountered many problems by trying to achieve this, such as the clothing I designed not properly fitting to the mesh or the rig no matter what I tried to fix; the animation not playing properly in Blender, despite working perfectly fine in Marvelous Designer, and clothing physics not applying properly, and falling against the human model.

Splash Screen

Low fidelity UI

First, I have sketched out some ideas for phrases that would convey the idea in a more subtle and restrained way that mirrors the art direction of many of the fashion shows I have researched. I have used a clean sans-serif typeface to convey the messages in a neutral way that will later overwhelm the user not by visual overcrowding, but by the tone of the messages.

Mid fidelity UI

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Final UI

Software and Limitations

When trying to find the best workflow for this project, I have struggled a lot with Metahumans’ compability with other programs such as Blender, Marvelous Designer and even Unreal Engine. The main struggle was with trying to convert the correct files without something breaking as MetaHuman is difficult to work with in terms of compability. 

Clothing

During the learning process, I have tried to create some basic garments in Marvelous Designer to grasp the techniques that I would be using to bring the outfit sketches to life. This experience has helped shape the project in the sense that 

When creating the Metahuman for my main fashion model, I have tried to create a person that looks like a typical person however could still be selected as a model due to her unique facial features. This process has 

When designing the clothing for this fashion collection, I have tried to create a similar feeling to 

Outfit Idea Sketches

During the early stages of development, I have created some fashion sketches that would eventually lead to me creating the specific clothing in Marvelous Designer. My main intentions with these clothing designs was to provide structure and rigidness in clothing – I have done this by utilising techniques such as colour blocking and sillhouette mapping. I have focused on creating a collection of outfits that emphasize utility, potential for failure during movement, a sense of false safety, and clothing that could allow a socially anxious individual to feel safer in the moment. The concept of “failure during movement” was something that I gravitated towards the most during the design process, and the meaning behind it is physical failure, garment malfunction, physical restriction, and social judgement. Therefore, I have incorporated elements such as undone shoelaces, clothing with unevenly distributed pressure on the body, pieces of fabric that could get caught onto the environment and glasses that can either enhance vision or impair it, depending on the individual.

This element of the process eventually became more experimental when translating the illustrations into three-dimensional garments. As my previous design experience was primarily based around character design and communication design rather than fashion, the initial sketches focused heavily on sillhouette and visual identity rather than realistic garment construction. Working in Marvelous Designer forced me to consider how these shapes could actually be constructed from two-dimensional patterns, fit around the body and respond to movement and gravity. Some elements of the original sketches therefore changed considerably during the production. Rather than simply viewing these differences in design processes purely as unsuccessful adaptations

Trends & The Future

The discipline of graphic design and its future has been influenced by the advancement of emerging technology due to the numerous design possibilities it offers. 

  • Blender – 
  • Twinmotion –
  • Marvelous Designer –
  • Figma –
  • ShapesVR – This program is effective for creating user interfaces specifically for VR, originally I was planning to use it however it would make the process more complicated without a reason as Figma has multiple options when it comes to exporting to Unity.
  • Unity – 
  • Metahuman
  • Aftereffects

Use of External Source Objects

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Ethical & Accesibility Concerns

The first screen of this VR experience is a title screen which needs more consideration of spacing and the sphere of vision which raises a lot of accessibility issues if it is not done correctly. 

Portfolio Video

Narrated Video

References

  1. The Fashion Innovation Agency, Goec, T. (2025) The Fashion Innovation Agency explores the potential of Twinmotion for Fashion  https://www.twinmotion.com/case-studies/the-fashion-innovation-agency-explores-the-potential-of-twinmotion-for-fashion [Accessed 18th March 2026].
  2. Kniazeva, M., Aiello, G., Dasmi, C., Mazzoli, V., Nechaeva, O., Syed, F. (2023) Why fashion brands enter the metaverse: Exploring the motivations of fast fashion and luxury fashion brands. Journal of Global Fashion Marketing, 15 (62-89). DOI: https://doi.org/10.1080/20932685.2023.2269952
  3. Hong, Y., J., Park, S., Ha, S., Kang, J., Y., Koo, S. (2025) Design characteristics, preferences, and satisfaction toward virtual fashion using augmented reality. International Journal of Fashion Design, Technology and Education. DOI: https://doi.org/10.1080/17543266.2025.2480788
  4. Leigh, E., & Clark, D. M. (2018). Understanding Social Anxiety Disorder in Adolescents and Improving Treatment Outcomes: Applying the Cognitive Model of Clark and Wells (1995). Clinical Child and Family Psychology Review, 21(3), 388–414. DOI: 10.1007/s10567-018-0258-5.
  5. Meta (2025) Splash screen best practices. https://developers.meta.com/horizon/design/mr-splash-screen-bp/
  6. Hawes, E. (1938) Fashion is spinach. Random House, New York.
  7. Bayer, H. (1930) Diagram of the Extended Field of Vision. [Diagram]. Bauhaus-Archiv, Berlin.

References - Use of Found Objects

  1. Epic Games (2026). MetaHuman Creator. https://www.metahuman.com/
  2. CLO Virtual Fashion. (2026). Marvelous Designer. https://www.marvelousdesigner.com/
  3. Rokoko (2026) Rokoko. https://www.rokoko.com/
  4. Look Around Animation (2026) Mixamo. https://www.mixamo.com/#/?page=1&query=looking
  5. Rawpixel (2026). https://www.rawpixel.com/image/4062441/photo-image-background-texture-wall
  6. Ján Staňo (2025). BlendKit. https://www.blendkit.com/asset-gallery-detail/192b13c1-efea-42bc-b81a-e10b7b8356c1/
  7. L (2025). PolyHaven. https://polyhaven.com/a/rubber_boots

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