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Disney AR lenses and the system behind them.

I designed AR experiences inside Disney’s IP, performance, and approval constraints, then helped codify the reusable camera patterns behind them.

  1. 01The Pascal lens
  2. 02Research & data
  3. 03AR camera design system
  4. 04Other AR lenses

The Pascal Lens

Quality emerged through iteration and approval.

Beat 01

The concept.

Lens opportunities often originate from cultural moments or physical landmarks. In this case, the trigger was the Rapunzel tower in Magic Kingdom.

Rapunzel tower at Magic Kingdom
  • Explored iconic moments (glowing hair, flower braiding, lanterns, Pascal)
  • Pitched multiple concepts to PM and Creative Director via brief
  • Constraints identified (hair effects + braiding not feasible)
  • Final direction: focus on Pascal + lantern interaction

AR Lenses Research

Research & data that shaped the lenses.

AR Camera Design System

AR camera patterns built to scale across lenses.

Scaled across
Onboarding, controls, overlays, and feedback
Built for
Guest clarity, camera safety, and agency handoff
  1. 01Camera-safe compositionRules for guest framing, character animation, and overlay placement kept the interface readable without fighting the lens moment.
  2. 02Interaction modelReusable onboarding, hints, and feedback patterns helped each lens teach itself in context instead of relying on bespoke explanations.
  3. 03Reusable surfacesCarousels, flyouts, modals, cards, and controls gave agencies a practical starting kit instead of a blank canvas.
  4. 04Handoff systemDisney quality expectations became reusable patterns external teams could build from with far less back-and-forth.

Other AR lenses

More Disney lenses I built across parks and moments.