SPATIAL AUDIO // UNITY DEVELOPMENT // GENERATIVE SOUND DESIGN // IMMERSIVE SFX // FMOD // SPATIAL AUDIO // UNITY DEVELOPMENT // GENERATIVE SOUND DESIGN // IMMERSIVE SFX // FMOD // SPATIAL AUDIO // UNITY DEVELOPMENT // GENERATIVE SOUND DESIGN // IMMERSIVE SFX // FMOD // SPATIAL AUDIO // UNITY DEVELOPMENT // GENERATIVE SOUND DESIGN // IMMERSIVE SFX // FMOD // SPATIAL AUDIO // UNITY DEVELOPMENT // GENERATIVE SOUND DESIGN // IMMERSIVE SFX // FMOD // SPATIAL AUDIO // UNITY DEVELOPMENT // GENERATIVE SOUND DESIGN // IMMERSIVE SFX // FMOD // SPATIAL AUDIO // UNITY DEVELOPMENT // GENERATIVE SOUND DESIGN // IMMERSIVE SFX // FMOD // SPATIAL AUDIO // UNITY DEVELOPMENT // GENERATIVE SOUND DESIGN // IMMERSIVE SFX // FMOD // SPATIAL AUDIO // UNITY DEVELOPMENT // GENERATIVE SOUND DESIGN // IMMERSIVE SFX // FMOD //
Blumhouse Enhanced Cinema

CLIENT:
Blumhouse — Powerhouse production company famous for turning micro budget horror films into massive global hits, including franchises like Paranormal Activity, The Purge, The Black Phone, M3gan and the Oscar-winning Get Out.
PARTNERS:
Nexus Studios — Visionary creators of interactive and immersive experiences.
Meta — Pioneers in cutting edge XR technology and immersive environments.
The Sound of Fear, Redefined.
When Blumhouse brought their iconic brand of horror to the Meta Quest 3, they needed more than just a soundtrack—they needed a living, breathing sonic nightmare.
Brain Audio bridged the gap between traditional cinema and the future of VR. By blending our deep roots in narrative film, TV and Theatre drama with cutting-edge spatial audio engineering, we created the immersive soundscape for the Blumhouse Immersive Cinema player. From the precision of a Dolby Atmos mix to the unpredictable nature of non-linear spatial audio, we ensured that every creak, whisper, and jump-scare followed the viewer into the dark.
Our Process
The 360° Sonic Architecture
For Brain Audio, the Blumhouse Immersive Cinema project was a “dream brief”— a rare opportunity to synthesise our cinematic heritage with frontier spatial technology. Our workflow ensured that the jump from the silver screen to the Meta Quest 3 felt seamless, visceral, and intentional.
1. Setting the Stage: The UX & Lobby Experience
Before a user enters a film, they enter an atmosphere. We designed the entire sonic identity of the Blumhouse VR Lobby, composing original music and custom UX sound palettes that bridge the gap between “technical menu” and “cinematic immersion.” Every click and transition was crafted to build tension and set the tone before the first frame of the movie even appeared.
2. Forensic Optimisation: The Atmos Translation
We were granted exclusive access to the original Dolby Atmos Cinema mixes. Rather than simply down mixing, we optimised these massive theatrical assets for the groundbreaking new Dolby Atmos decoder designed specifically for the Meta Quest.
Precision Engineering: We ensured the scale and impact of a 128-channel cinema mix was preserved within the mobile constraints of a VR headset.
Fidelity First: By working directly with the master assets, we maintained the filmmaker’s original intent while maximising the spatial capabilities of the Quest hardware.
The 360° Sonic Architecture
For Brain Audio, the Blumhouse Immersive Cinema project was a “dream brief”— a rare opportunity to synthesise our cinematic heritage with frontier spatial technology. Our workflow ensured that the jump from the silver screen to the Meta Quest 3 felt seamless, visceral, and intentional.
1. Setting the Stage: The UX & Lobby Experience
Before a user enters a film, they enter an atmosphere. We designed the entire sonic identity of the Blumhouse VR Lobby, composing original music and custom UX sound palettes that bridge the gap between “technical menu” and “cinematic immersion.” Every click and transition was crafted to build tension and set the tone before the first frame of the movie even appeared.
2. Forensic Optimisation: The Atmos Translation
We were granted exclusive access to the original Dolby Atmos Cinema mixes. Rather than simply down mixing, we optimised these massive theatrical assets for the groundbreaking new Dolby Atmos decoder designed specifically for the Meta Quest.
Precision Engineering: We ensured the scale and impact of a 128-channel cinema mix was preserved within the mobile constraints of a VR headset.
Fidelity First: By working directly with the master assets, we maintained the filmmaker’s original intent while maximising the spatial capabilities of the Quest hardware.
3. Mixed Reality Integration: Object-Based Storytelling
In a groundbreaking move for Mixed Reality (MR), we stripped specific Audio Objects out of the cinema mix and “tethered” them to digital assets in the user’s physical room.
Example: In The Black Phone, the haunting ring of the phone isn’t just coming “from the movie” — it is spatially instantiated to the 3D phone asset appearing in your actual room.
This creates a terrifyingly blurred line between the film’s world and the user’s reality.
4. Collaborative Enhancement with Nexus
We worked in a tight feedback loop with the visual team at Nexus Studios to augment their graphic elements. We added subtle, “heightened” sonic layers to their environmental effects, ensuring every visual flicker or shadow had a corresponding audio cue. Our North Star was always creative reverence: enhancing the experience without ever distracting from the director’s original vision.
At Brain Audio, we’ve spent years working across the distinct worlds of Film, TV, Theatre, and Gaming. The Blumhouse project allowed us to bring every one of those tools to the table. It required the ears of a film mixer, the mind of a game designer, and the soul of a storyteller and we are very proud of the results.
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In a groundbreaking move for Mixed Reality (MR), we stripped specific Audio Objects out of the cinema mix and “tethered” them to digital assets in the user’s physical room.
Example: In The Black Phone, the haunting ring of the phone isn’t just coming “from the movie” — it is spatially instantiated to the 3D phone asset appearing in your actual room.
This creates a terrifyingly blurred line between the film’s world and the user’s reality.
4. Collaborative Enhancement with Nexus
We worked in a tight feedback loop with the visual team at Nexus Studios to augment their graphic elements. We added subtle, “heightened” sonic layers to their environmental effects, ensuring every visual flicker or shadow had a corresponding audio cue. Our North Star was always creative reverence: enhancing the experience without ever distracting from the director’s original vision.
“This project represents the ultimate convergence of our skillsets. By joining the dots between narrative drama, cinema mixing, and non-linear spatial audio, we’ve helped create a benchmark for how movies are experienced in the next generation of hardware.”
— Chris Branch, Director of Brain Audio’s XR Team
At Brain Audio, we’ve spent years working across the distinct worlds of Film, TV, Theatre, and Gaming. The Blumhouse project allowed us to bring every one of those tools to the table. It required the ears of a film mixer, the mind of a game designer, and the soul of a storyteller and we are very proud of the results.

SPATIAL AUDIO // UNITY DEVELOPMENT // GENERATIVE SOUND DESIGN // ORIGINAL MUSIC // FINAL MIX // FMOD // SPATIAL AUDIO // UNITY DEVELOPMENT // GENERATIVE SOUND DESIGN // ORIGINAL MUSIC // FINAL MIX // FMOD // SPATIAL AUDIO // UNITY DEVELOPMENT // GENERATIVE SOUND DESIGN // ORIGINAL MUSIC // FINAL MIX // FMOD // SPATIAL AUDIO // UNITY DEVELOPMENT // GENERATIVE SOUND DESIGN // ORIGINAL MUSIC // FINAL MIX // FMOD // SPATIAL AUDIO // UNITY DEVELOPMENT // GENERATIVE SOUND DESIGN // ORIGINAL MUSIC // FINAL MIX // FMOD // SPATIAL AUDIO // UNITY DEVELOPMENT // GENERATIVE SOUND DESIGN // ORIGINAL MUSIC // FINAL MIX // FMOD // SPATIAL AUDIO // UNITY DEVELOPMENT // GENERATIVE SOUND DESIGN // ORIGINAL MUSIC // FINAL MIX // FMOD // SPATIAL AUDIO // UNITY DEVELOPMENT // GENERATIVE SOUND DESIGN // ORIGINAL MUSIC // FINAL MIX // FMOD //
Crafting the Sound Universe for Headspace XR
Brain Audio was tasked with creating an immersive auditory experience for the Meta Quest Headspace XR app developed in collaboration with Nexus Studios, Meta, and Headspace. Our goal was to design a compelling sound universe that spoke directly to teenagers and young adults, offering a fresh and engaging approach to meditation.
CLIENT:
Headspace — Renowned for its modern and accessible approach to mindfulness and meditation.
PARTNERS:
Nexus Studios — Visionary creators of interactive and immersive experiences.
Meta — Pioneers in cutting edge XR technology and immersive environments.
CHALLENGE:
The challenge was multifaceted. We needed to develop interactive music and sound worlds that resonated with the Gen Z demographic, known for their unique tastes and preferences. In doing so we were keen to avoid overused New Age sound tropes, striving instead for a contemporary, relatable sound and experience.This enhanced the immersive nature of the XR environment, seamlessly integrating with Nexus Studios’ visuals and Meta’s XR technology.

APPROACH:
1. Research and Development:
We conducted extensive research into Gen Z’s auditory preferences and trends. This involved analysing popular music, soundscapes, and interactive experiences to understand what resonates with this audience.
2. Collaboration:
Working closely with Nexus Studios and Meta, we integrated their visual and technological insights with our sound design. Regular brainstorming sessions and iterative feedback loops ensured that our sound universe was harmoniously aligned with the visual elements and user interface.
3. Sound Design and Interactive Music:
We composed a dynamic soundscape that evolved based on user interactions, ensuring a personalised and engaging experience. Contemporary Soundscapes: We incorporated elements from various genres and modern sound design techniques which included ambient electronic sounds, minimalistic beats, and unexpected auditory cues that kept users intrigued. Emotional Resonance: We designed the soundscapes to evoke a range of emotions, from calmn and relaxation to focus and energy, depending on the meditation experience.
4. User Testing:
We conducted rounds of user testing with client and participants to refine our sound design. Feedback was meticulously analysed and used to make adjustments that enhanced user satisfaction and engagement.

RESULTS:
The Headspace XR project successfully launched, receiving positive feedback for its innovative sound design and immersive experience.
The interactive soundscapes kept users engaged and motivated, leading to increased app usage and longer meditation sessions.
RECEPTION:
Users appreciated the contemporary approach to meditation, with many highlighting the freshness and relatability of the sound design.
Headspace, Nexus Studios, and Meta commended Brain Audio for our creativity and commitment. The project was praised for breaking away from traditional meditation soundscapes and resonating deeply with the Gen Z audience.
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The Headspace XR project successfully launched, receiving positive feedback for its innovative sound design and immersive experience.
The interactive soundscapes kept users engaged and motivated, leading to increased app usage and longer meditation sessions.
RECEPTION:
Users appreciated the contemporary approach to meditation, with many highlighting the freshness and relatability of the sound design.
Headspace, Nexus Studios, and Meta commended Brain Audio for our creativity and commitment. The project was praised for breaking away from traditional meditation soundscapes and resonating deeply with the Gen Z audience.
“I absolutely ADORE what you guys did for Headspace, it’s iconic!”
— Sarah Arruda // Executive Producer, Strategic Innovation Partnerships // Nexus Studios

360° SOUND MIX // NON LINEAR ORCHESTRAL SCORE // ROTATIONAL SCORING // AR SOUND DESIGN // 360° SOUND MIX // NON LINEAR ORCHESTRAL SCORE // ROTATIONAL SCORING // AR SOUND DESIGN // 360° SOUND MIX // NON LINEAR ORCHESTRAL SCORE // ROTATIONAL SCORING // AR SOUND DESIGN // 360° SOUND MIX // NON LINEAR ORCHESTRAL SCORE // ROTATIONAL SCORING // AR SOUND DESIGN // 360° SOUND MIX // NON LINEAR ORCHESTRAL SCORE // ROTATIONAL SCORING // AR SOUND DESIGN // 360° SOUND MIX // NON LINEAR ORCHESTRAL SCORE // ROTATIONAL SCORING // AR SOUND DESIGN //
We scored and sound designed this Marvel Studios first-of-its-kind augmented reality story experience, in anticipation of their epic new film release, Eternals.
The immersive experience by the same name allows users to explore the world of the Eternals, meet the characters, and become a part of the action. Users travel 7,000 years back in time to learn how the Eternals helped shape today’s civilisation.
We used a combination of cutting edge interactive gaming technology and our experience in film mixing and live scoring to give this epic non linear story experience the sonics of the Marvel Universe.
The immersive experience by the same name allows users to explore the world of the Eternals, meet the characters, and become a part of the action. Users travel 7,000 years back in time to learn how the Eternals helped shape today’s civilisation.
We used a combination of cutting edge interactive gaming technology and our experience in film mixing and live scoring to give this epic non linear story experience the sonics of the Marvel Universe.
Sound Design // Ieva Vaiti
Supervising Interactive Sound Mixer // Rory Walker
Themes // Ramin Djawadi
Interactive Score and Additional Music // Thomas Haines
Score Recording // Nick Taylor at Air Edel
Score Mix // Thomas Haines at Brain Audio Studios
Created by Nexus Studios, Marvel Studios
Supervising Interactive Sound Mixer // Rory Walker
Themes // Ramin Djawadi
Interactive Score and Additional Music // Thomas Haines
Score Recording // Nick Taylor at Air Edel
Score Mix // Thomas Haines at Brain Audio Studios
Created by Nexus Studios, Marvel Studios
LIVE SCORE // PERCUSSION // ENSEMBLE RECORDING // LIVE SCORE // PERCUSSION // ENSEMBLE RECORDING // LIVE SCORE // PERCUSSION // ENSEMBLE RECORDING // LIVE SCORE // PERCUSSION // ENSEMBLE RECORDING // LIVE SCORE // PERCUSSION // ENSEMBLE RECORDING // LIVE SCORE // PERCUSSION // ENSEMBLE RECORDING // LIVE SCORE // PERCUSSION // ENSEMBLE RECORDING // LIVE SCORE // PERCUSSION // ENSEMBLE RECORDING // LIVE SCORE // PERCUSSION // ENSEMBLE RECORDING //
GELATO BALLETO
Georgina Starr
Live Score // Thomas Haines
Live performance for 18 dancers and 4 percussionists.
Performed at the Old Sessions House, Clenrkenwell Green, Feb 2022.
Also recorded live at Air Edel in Jan 2022.
Score written for percussionists // Rosie Bergonzi, Catherine Ring, Louise Anna Duggan and Harriet Riley.
Commissioned By // Hermes, Paris.
Georgina Starr
Live Score // Thomas Haines
Live performance for 18 dancers and 4 percussionists.
Performed at the Old Sessions House, Clenrkenwell Green, Feb 2022.
Also recorded live at Air Edel in Jan 2022.
Score written for percussionists // Rosie Bergonzi, Catherine Ring, Louise Anna Duggan and Harriet Riley.
Commissioned By // Hermes, Paris.
The set for this piece is like a big graphic score inhabited by dancers and percussionists.
Dancers manoeuvre arrays of various sized coloured discs, like living musical notation.
The percussionists play tightly choreographed music with corresponding coloured mallets.
Dancers manoeuvre arrays of various sized coloured discs, like living musical notation.
The percussionists play tightly choreographed music with corresponding coloured mallets.
INTERACTIVE AUDIO // ISNTALLATION // GENERATIVE AI // MULTI LANGUAGE VOICE RECORDING // INTERACTIVE AUDIO // ISNTALLATION // GENERATIVE AI // MULTI LANGUAGE VOICE RECORDING // INTERACTIVE AUDIO // ISNTALLATION // GENERATIVE AI // MULTI LANGUAGE VOICE RECORDING // INTERACTIVE AUDIO // ISNTALLATION // GENERATIVE AI // MULTI LANGUAGE VOICE RECORDING // INTERACTIVE AUDIO // ISNTALLATION // GENERATIVE AI // MULTI LANGUAGE VOICE RECORDING //
GOOGLE DAVOS
Interactive installation.
We did the Sound design and multi - language voice recording for this interactive virtual ticket booth installation for google at the Davos World Economic Forum.
We worked closely with Nexus Studios to develop the sound for their Ticket Booth interactive installation at the Davos expo for Google Cloud. We worked with 8 different voice artists to produce multilingual AI character - Sam.
Interactive installation.
We did the Sound design and multi - language voice recording for this interactive virtual ticket booth installation for google at the Davos World Economic Forum.
We worked closely with Nexus Studios to develop the sound for their Ticket Booth interactive installation at the Davos expo for Google Cloud. We worked with 8 different voice artists to produce multilingual AI character - Sam.

Sound Design // Chris Branch & Laura Selby
Director // Felix Massey
Producer // Nexus Studios
Director // Felix Massey
Producer // Nexus Studios
