Mark Lundin


Mark Lundin is a designer, technologist & visual artist who works within the field of interactive & generative design. He creates interactive stories, experiences and installations that explore the emerging role of technology as a means of creative expression.

He's developed award winning work for clients such as Google and M&C Saatchi and has worked on projects exhibited at the V&A and the Science Museum, London.

His studio, a multi-disciplinary design practice & digital production company, was formed with the aim to explore the intersection of art, design and technology. With projects ranging from interactive touch screens, projection mapping, computer vision and 3d printing, it functions as a commericial and professional entity for private projects and commissions.

If you have a project you want to talk about, get in touch.


A WebGL experiment developed in partnership with Google and Burberry using procedural water and lighting effects.

The landscape of contemporary advertising is rapidly shifting. A creative revolution driven by technology has begun fundamentally changing the way consumers engage with brands.

In the 1960’s, advertising went through a revolution that changed everything simply by partnering up art directors and copywriters. The idea of a creative team made up of art and copy was born. Today, code is being added to the core creative process, enabling fundamentally new forms of expression and engagement.

Through a series of online experiements Art, Copy & code investigates this changing landscape, by re-imagine how brands tell stories in a connected world.

Burberry Kisses is one of those experiments. It lets you send personal messages to loved ones that are sealed with your actual kiss. Through modern technologies available in the browser, such as WebGL, we created a unique and beautilful experience for each visitor

Making of

Working with Mikael we developed a unique WebGL 3D engine based upon his fantastic GLOW library. We used Unity as a level editor, allowing designers to create and edit multiple scenes and view them in real time.

Other elements such as volumetric lighting and the water were developed procedurally. The water uses a simple wave model, with realistic reflections and Fresnel lighting terms.

Additional Images

Procedural water with city reflections

Volumetric lighting