SHADOW BOX CINEMA (est. 2023) is a spatial media + entertainment company based out of Vancouver, B.C., specializing in creating ‘spatial cinema’ experiences for handheld devices (smartphones/tablets) and mixed reality headsets (HMDs). In 2024, Shadow Box received an international incentive fund from the Canada Media Fund and Medienboard Berlin-Brandenburg to develop “DON’T PICK UP: PROTOTYPE”, a multiplatform AR experience for iPhones/iPads + TVs. While Shadow Box Cinema is still a new company, it benefits from the extensive experience of its creative team and their passion for spatial media and entertainment.
Joel Irwin is an experienced entrepreneur with over a decade of work in the digital art space. In 2004, he helped convert an old museum in Algonquin Park into a successful art gallery, the Algonquin Art Centre, where he developed, produced, and delivered a number of interactive art exhibits, featured-artist films, and digital art experiences ranging from online exhibits to video tours to virtual displays for clients to sample art on their walls. While running the Centre, Joel also worked as a freelance screenwriter, adapting books into scripts for LA-based VOYAGE MEDIA and optioning & selling his own original screenplays to producers in both Canada and LA. In 2023, Joel founded Shadow Box Cinema Inc., a spatial media + entertainment company that combines his passions for film, technology, and art exhibitions.
Joris Demnard is a digital architect and solution provider of 3D, XR, and web solutions for the art and cultural sector. Over the last 8 years, his company IKONOSPACE has developed high-tech solutions ranging from 3D virtual galleries for artists and galleries to custom-made solutions for clients such as Art Basel, the Louvre Abu Dhabi, and the LOEWE FOUNDATION. Joris has worked closely with 3D artist and generalist Manuel Farre on numerous interactive projects for IKONOSPACE since 2020.
Manuel Farre specializes in VFX, UNREAL integration, 3D asset creation, and 3D modelling, and has delivered outstanding interactive XPs for both headsets and mobile devices. Known for his out-of-the-box approach and problem-solving abilities, Manuel brings over a decade of XR experience to SHADOW BOX and has a proven track-record working with Joris on various XR projects.
Jullian Calle is a Vancouver-based graphic artist with over nine years of experience in the entertainment industry; he specializes in film, television, and video games and has worked on blockbuster films such as SPIDERMAN: FAR FROM HOME and LOGAN, ground-breaking animation projects like LOVE, DEATH, AND ROBOTS, and award winning video games such as DIABLO IMMORTAL and ONCE HUMAN. As the principal concept artist at NetEase Games, he’s led concept art teams to produce high-quality visual pieces that aligned with unique and new artistic visions. He’s an expert at delivering storyboards, conceptual art, optimizing workflows, and collaborating effectively across multidisciplinary teams, and he’s deeply passionate about shaping compelling worlds where story and design are fully integrated. This passion extends to actively developing original out-of-the-box projects like LONG NIGHTS IN OUTER SPACE. In addition to his industry contributions, Julian is an educator and speaker, having taught graphic design at the university level for over five years and presented at prestigious events like SIGGRAPH Vancouver. Julian also introduced Joel to 3D animation artist and longtime collaborator, Marco Menco. Julian and Marco have worked together on numerous projects, including FANTASTIC BEASTS: THE CRIMES OF GRINDLEWALD, LOST IN SPACE, AND CARNIVAL ROW and have a proven track-record delivering high-end 2D and 3D art and animation.
Based out of Vancouver, B.C., Marco possesses a diverse skill set spanning traditional arts, theater, concept art, and spatial media. Educated at Accademia di Belle Arti in Italy, he has excelled in 3D modelling and texturing, animation, art direction, character design, and Unity/Unreal Engine integration. Ending his time at Sony Interactive Entertainment as a full-time Lead Blendshape Artist, Marco has directed scanning acquisitions, processed geometries, and created facial networks. With extensive experience in the industry, he has contributed to notable projects such as MORBIUS, THE HOBBIT TRILOGY, and SPIDERMAN: NO WAY HOME as a Facial Lead and Senior Facial Modeller. Previously, Marco led the team at Image Engine, playing a pivotal role in developing the facial rig for LOGAN and transforming Grindelwald in FANTASTIC BEASTS. During his time at Weta, he specialized in human faces and made significant contributions to projects like the HOBBIT trilogy, IRONMAN 3, and FAST 7. At Double Negative, he led a mixed team of artists in creating creatures and digital doubles for films such as STAR TREK: BEYOND, THE HUNTSMAN, and ALICE: THROUGH THE LOOKING GLASS. Marco's talent and dedication have earned him recognition, including a nomination by the VES for "Outstanding Animated Character in a Live Action Feature Motion Picture" for his work on THING (2011). Known for pushing creative boundaries and constantly honing his skills, Marco has a special interest in next-gen storytelling and spatial media and is an expert in Unreal Engine integration and animation, both in 2D and 3D.
James M Findlay is a Music Composer, Sound Designer and Immersive Sound Artist.
Being a Bassist and Synthesist first and foremost, James’ Compositional Style lends itself to Experimental and Film Music particularly well, as he is as equally tuned into a piece that needs driving energy as he is to a piece that needs ambient minimalist space to grow and develop. You can also catch James out in the field capturing immersive ambiences and characterful sfx. He has been lucky enough to travel extensively and capture sounds from Pakistan to New Zealand to Iceland. Never without some sort of recording rig, he never passes up an opportunity to capture sounds - from natural soundscapes to parking garages and elevators - the world is full of intricate and intriguing sound.Having studied and worked with different artists the world over, from traditional genres like Jazz, Classical and Pop to more Experimental and Abstract music forms within the world of Film and Synthesis, James has honed his technical and creative production skills and carved out a niche for himself as versatile and talented Sound Artist who integrates Creative Sound Design and Contemporary Music Composition into all of his work.