quineFXChristopher Quine
cq@quinefx ~ $ whoami

Christopher Quine

Technical artist and creative technologist

26 years across museums, studios and installations: immersive experience, character, environment and sound design, real-time 3D and local AI. Vancouver, BC · info@quinefx.com

26
years of exhibits and installations
4
years of fully local AI pipelines
730 GB
of models on my own hardware
< 2 s
voice-to-voice character response
6
countries installed: Canada, US, UK, France, Norway, Japan

Download the PDF

Same two pages, four looks: Overprint (the site) and Lightbox for print, two dark ones for screens.

Profile

During the day I design, develop, and implement interactive experiences in physical and digital spaces for humans to visit, enjoy time together, and learn stuff.

I've been doing this for 26 years and I'm just getting started. Interactive exhibits at Rockheim (Norway's National Museum of Pop and Rock), a massive multiplayer installation at World Expo 2005 in Japan, GPS-triggered storytelling on backcountry trails in Banff, life-size MetaHuman avatars that visitors can talk to at the Canadian Warplane Heritage Museum. Eight years leading Digital Design at Vancouver Film School, teaching immersive installation, design thinking, and interaction design.

Right now I'm building real-time AI characters in Unreal Engine 5 with custom voice pipelines, and leading AI/ML integration into exhibit systems at Parallel World Labs. Tools include UE5, Blender, TouchDesigner, Python, and a lot of bespoke AI workflows built to solve specific problems. My own practice runs as quineFX, a one-person, many-machine studio. My foundation is graphic design, and those fundamentals run through all of it, from the exhibit identity and wayfinding at the Warplane Heritage Museum to the visual design and UX of this site. I work where spatial design meets real human behaviour.

Experience

  1. Contracted creative technologist on a Fulbright-funded research initiative developing interactive digital characters for museum audiences — ocean and climate themed, targeting pre-teen and early-teen visitors.

    • Collaborated with Fulbright scholar Helen Hua Wang on character concept and visual direction
    • Directed design language development for ocean deity and marine life characters
    • Built generative image pipeline in ComfyUI (Flux) for concept-to-character visual prototyping
    • Characters slated for full MetaHuman / UE5 interactive build in subsequent project phase
    • Architected STT/LLM/TTS pipelines for interactive AI characters with sub-2-second end-to-end latency
    • Developed AI-driven face and voice reconstruction workflows for digital historical figures, including SR&ED-funded voice de-aging research
    • Integrating MediaPipe, Three.js, and LLM inference into browser-based interactive installations
    • Driving MetaHuman character pipelines in UE5 for museum installations targeting public science education

Toolbox

Real-time 3D
  • UE5
  • Blender
  • TouchDesigner
  • Three.js
AI / ML
  • ComfyUI
  • Flux
  • LTX Video
  • MediaPipe
  • LLM pipelines
  • STT/TTS
Creative Code
  • Python
  • JavaScript
  • Arduino
  • Processing
Design
  • Graphic design
  • Photoshop
  • Adobe suite
  • GIMP
  • Interaction Design
  • UX/UI
  • Immersive Installation
  • Environmental Design
Sound
  • Analog synthesis
  • DAWs
  • Max/MSP
  • Sound design
  • Audio pipelines
Hardware
  • Physical computing
  • Sensor systems
  • Hardware hacking
  • Circuit building

Education

Ontario College of Art and Design
Studies in New Media

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