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Immersive Arts at FACT: Developing Your Practice at Studio/Lab

by FACT

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Between 2024 and 2027, more than 200 artists across Scotland, Wales, Northern Ireland and England are being supported to explore, experiment and expand their creative practice through Immersive Arts.

Ahead of this year’s cohort announcement, we’re looking back at three artists who embedded themselves within Studio/Lab at FACT, using the equipment, mentorship and resources available to push their work further. From spatial audio and 360° storytelling to collaborative prototyping and 3D fabrication, Studio/Lab became a vital part of their development.

As Studio/Lab continues to grow, we’ve strengthened our immersive offer with the appointment of Lynn Song as Immersive Arts & Studio/Lab Lead. Bringing dedicated expertise in immersive technologies, Lynn supports artists in developing ambitious XR, spatial audio, and interactive projects, translating ideas into technically robust, future-facing work.

If you’ve recently received Immersive Arts funding, this is what’s possible.

Get in touch

HUMIRA IMTIAZ

The Kids Are Halal 1 Oct by Simon Shaw 1954

Humira Imtiaz, The Kids Are Halal (But The Pub Isn’t)The Kids Are Halal. Photo by Simon Shaw 1954

Studio/Lab played a pivotal role in shaping the technical and emotional landscape of Humira Imtiaz’s immersive XR performance, The Kids Are Halal (But The Pub Isn’t). Blending motion capture, spatial audio and immersive storytelling, the project reimagines the childhood of two working-class, South Asian Muslim siblings growing up in 1990s Yorkshire. From their council estate bedroom, they transform the culturally off-limits pub below into a Bollywood-inspired dreamscape to explore memory, belonging and imagination. 

Supported by an Immersive Arts Experiment grant, the research and development phase focused on building a 15-20 minute interactive mixed reality prototype using hand tracking and spatial sound. Studio/Lab’s professional sound facilities were central to this process.

The dedicated use of Studio Lab at FACT was instrumental for Kids Are Halal… Utilising the dedicated sound editing studio was a game-changer… allowing us to meticulously craft the audio environment from immersive pub ambience to intimate monologues.

Access to high-quality recording space enabled the team to refine spatial audio as the emotional backbone of the piece. The Lab’s flexible layout now supports ongoing technical refinement ahead of a 2026 sharing, allowing Humira to test a fully realised prototype in an intimate setting and gain vital audience feedback.

GREGORY HERBERT

The Hum2025 Gregory Herbert in Collaboration with Paul Rafferty and Mali Draper Photo courtesy of the artist

Gregory Herbert, The Hum (2025) in collaboration with Paul Rafferty and Mali Draper. Photo courtesy of the artist

For Gregory, Studio/Lab at FACT became a space to experiment, prototype and test ideas in real time while developing The Hum, a multispecies opera exploring how collaborative storytelling might inspire action in the face of climate emergency.

At the centre of the project are handheld interactive devices called “conductors” that guide participants through visual and sonic experiences responding to real-time environmental data. Studio/Lab’s sound-recording facilities and 3D printing equipment enabled Gregory to prototype these devices and collaborate closely with sound artists, creative coders and data analysts.

Studio/Lab was a key factor in helping me realise my ideas from start to finish. Their sound-recording facilities and 3D printer enabled me to effectively collaborate with the artists involved. The team is incredibly friendly and supportive, which gave me the confidence to experiment and develop the work using new equipment."

Through access to tools, mentorship and technical support, Studio/Lab became a springboard for accelerating Gregory’s practice into creative coding, real-time data and immersive storytelling beyond the gallery context.

SARAH GREEN

Screenshot 2026 02 17 at 17 10 10

Sarah Green, Lost and Found in the Forest still. Image courtesy of the artist

Sarah Green was awarded funding to explore virtual and augmented reality through her project Lost and Found in the Forest, a 360-degree accessible audio-visual storytelling experience combining immersive video and binaural sound.

Initially, Sarah saw immersive technologies as a daunting gap in her skill set: “I have always felt stifled by my lack of expertise and knowledge in this area, and I feel that the funding will allow me to experiment with a whole new range of possibilities.”

She developed new technical capabilities using audio recording, editing and production equipment to experiment with 360° and binaural sound. She also tested projection methods to explore how the work might be presented, and used 3D printing to prototype movement-reactive speakers.

After this period of research and skill development, Sarah joined Studio/Lab as an Artist Member, where she continues to develop her practice with immersive technologies. Reflecting on the experience, she said: “There is a whole world of possibilities in immersive arts, which is growing and developing every day, and this has been a really enriching experience for me both personally and as a creative professional.”

For Sarah, Studio/Lab has become a space to close the knowledge gap, continue her learning, and to transform uncertainty into experimentation.

What’s Available at Studio/Lab?

Studio/Lab is designed to support immersive and digital practitioners at multiple stages of development: from early experimentation to technical refinement and audience testing. We offer mid-to-high-end hardware and software, along with a flexible virtual production environment for you to test, prototype and get messy with.

Equipment includes:

  • A 5.1 speaker system in the Lab for exploring spatial and immersive sound 
  • A dedicated Sound Studio suitable for professional sound recording, foley, mixing and editing
  • Gaming-style Windows PCs fitted with GPUs (up to RTX 4070), complete with 4K monitors to run powerful game engines and game audio software, including Unity,  Unreal Engine and Wwise
  • 3D sculpting and photogrammetry tools, including high-quality 3D scanners and smartphone photo/LiDAR scanning
  • Resin and filament-based 3D printers, including the  Prusa Core One L for fast prototyping and the high-precision Prusa XL with large print volume and five tool-heads for multi-material printing
  • Microcontrollers and microcomputers (Arduino, M5Stack CPlus2 and Raspberry Pi) for creating responsive environments with sensors, along with electronics prototyping equipment with a soldering station
  • VR headsets  (2 x Meta Quest 2)
  • Flexible Lab space suitable for testing and work-in-progress sharing

A full list of equipment and tools can be found here.

If You’ve Been Awarded Immersive Arts Funding

Studio/Lab is here to support you.

Whether you’re developing spatial audio, building interactive installations, experimenting with VR, prototyping hardware, or refining a work-in-progress for public sharing, Studio/Lab at FACT provides:

  • Professional facilities
  • Technical mentorship
  • A collaborative environment
  • Flexible space for testing and feedback

As Humira, Gregory and Sarah demonstrate, immersive funding can be the starting point, but embedding yourself within a supportive technical environment can transform what’s possible.

If you’re part of the upcoming Immersive Arts cohort and would like to discuss how Studio/Lab can support your project, get in touch with the team.

Let’s develop your immersive practice together. 

Get in touch by email