A short cinematic video showcasing the Porsche Panamera Turbo S. The focus of this project was not only on the car itself, but on the editing style – experimenting with cuts, smooth transitions, and dynamic pacing to capture the feeling of speed and precision. Porsche Panamera Turbo S – luxury meets power. Focus of this lecture/project: Editing & Transitions. Duration: ~2 minutes. On YouTube.
This school project at FH Dornbirn explores the fascinating world of the Chladni plate – a way to make sound visible. By applying different frequencies, the plate creates sand patterns that reveal how vibrations shape space. Focus of the lecture: Patterns. Topics: Sound, Frequency, Vibrations, Resonance – visualized with sand on the Chladni plate. On YouTube.
SYSTEM BREACH – A project exploring structure,
collapse and grid-breaking visual identity.
Team: Dominic Haberl, Yves Burian, Adam Hajdu.
Experimenting with stage and sound – transforming challenging theater lights into cinematic clarity, paired with authentic live audio. A live recording that focuses on maintaining atmosphere while improving visual and audio quality for documentation. On YouTube.
The task was to document the park area at the FH, redesign it in Photoshop, and finally build a 3D model in Blender. Since the project was not tied to a strict time frame, the result remained in a semi-finished experimental stage, focusing more on exploration than on a polished end product. On YouTube.
An experimental animation that dynamically changes its form in response to music. The visuals are generated in real time, making audio visible through motion and transformation. On YouTube.
A three-part exploration of minimalism through visual reduction: Less or More, Space is not Empty and Silence Within.
Less or More
Space is not Empty
Silence Within
KaosKomplett is an analog card game developed in a team at FH Vorarlberg. Players collect sets of three matching elements – animal, track and habitat – and create TRIOs through strategic trading and special action cards. The game combines learning animals, traces and habitats with fast, social interaction.
HAIKU is a quiet, responsive installation that translates the feeling of a haiku – calmness, brevity and emotional depth – into an audiovisual and spatial experience. Visitors trigger subtle changes through minimal interaction, influencing light, sound and motion in real time.
Role: concept & experience design, interaction design (mapping), visuals, exhibition setup & documentation.
Tools: Max/MSP, Pro Tools (Dolby Atmos), Adobe Photoshop, Playtronica (MIDI), projector + speaker setup.