The Degree Show on Mars
Consultation
Following consultation with Liverpool John Moores University, AVimmerse was invited to tender for the creation of a virtual degree show during the Covid-19 pandemic. At a time when physical exhibitions were not possible, the University wanted to ensure that undergraduate fine art students still had a meaningful and public way to showcase their work.
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Early discussions took place with the Liverpool School of Art and Design, including Roy Machon, Co-Director of the Experimental Technologies Lab, Mark Wright, and Peter Woodbridge, Programme Leader for the MA Immersive Arts.
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From these conversations, the idea emerged to situate the degree show in an unexpected and imaginative context, an exhibition set on Mars, while still grounding the work in realism and credibility through reference to NASA’s Curiosity programme.
Design Approach
The initial design approach explored how a virtual exhibition could feel both speculative and believable. Early visual concepts were produced to explore how students’ work might be encountered in a non-traditional exhibition space.
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While some early ideas leaned towards a more stylised aesthetic, the final direction favoured realism. This decision helped anchor the exhibition concept and supported the students’ work by placing it within a coherent, immersive environment rather than a purely abstract one.
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This choice, while creatively strong, introduced a number of technical and production challenges that shaped the rest of the project.

Using Matterport to Scan

Early Design Concepts
PORTFOLIO
The Work
The project was developed using Unity as the primary platform, allowing the exhibition to be experienced interactively via the web. Student artworks were translated into digital formats suitable for real-time environments, ensuring their work could be represented accurately while remaining accessible online.
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3D models were sourced, optimised, and converted for use both within the virtual environment and on the web. Alongside this, short CGI sequences were created to help communicate the atmosphere of the exhibition and provide material for promotion and documentation.
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Throughout development, careful consideration was given to how audiences would navigate the space and encounter individual works, mirroring curatorial concerns found in physical exhibitions.

Experiments in warp speed Unity3D

Warp Transition from Mars to Matterport
Delivery & Challenges
As the project progressed, a number of technical constraints became apparent, particularly around WebGL performance across devices. To ensure accessibility for a broad audience, alternative approaches were explored, including the use of three.js for key elements of the experience.
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Late-stage changes to the exhibition’s look and feel introduced additional complexity, requiring rapid iteration and close collaboration between the project team and external specialists. Despite these challenges, the platform was successfully delivered on schedule and made publicly accessible online.
Post Project
Following launch, The Degree Show on Mars exceeded expectations in terms of reach and engagement. The exhibition attracted a significant international audience, demonstrating the potential of virtual exhibitions to extend access beyond traditional physical constraints.
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The project received coverage and mention from a number of arts and cultural publications, including:
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The Financial Times.
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The Creative Tourist.
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The Artists Information Company (a-n).
It was also viewed and discussed by curators and cultural leaders, highlighting its relevance within wider conversations around digital exhibition making and remote audience participation.

View Statistics on Launch

Student Artwork in 3D Space
The Degree Show on Mars demonstrated how immersive and web-based technologies could support arts education and public exhibition during a period of disruption. The project combined curatorial thinking, technical delivery, and speculative design to create a meaningful platform for student work at a critical moment.
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It remains an important example of how digital exhibition formats can expand access, challenge expectations, and support creative practice beyond physical space.
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The project also reflects AVimmerse’s wider studio practice exploring digital exhibition formats and immersive audience experiences.

