location_on
London, UK

Hello, I'm
Paul Brooke.

A versatile multidisciplinary designer, skilled in product design, internationally celebrated architectural design, XR, game design, and generative computation.

Selected Projects

Overview image of TapTab UI design on a 3D iPhone mockup

TapTab

London's first C2B messaging app.
A mobile and web platform that streamlines communication between users and local businesses, enabling instant messaging, easy bookings, and personalised interactions.

Lead Product Designer, 2017 and 2024

Cover image for Rkyv VR app, showing a colourful 3D scan point cloud

Rkyv.

Rkyv is a collaborative 3D scanning app that allows users to capture, share, and explore their surroundings in rich, immersive detail, enabling a new way to experience and document the world together.

Product Designer, 2023

Cover image for Rkyv VR app, showing a colourful 3D scan point cloud

Equi.io - Coming Soon

Equi is a multiplatform fintech app aimed at democratising private equity markets. It provides investors with easy access to PE fund opportunities, offering intuitive tools to connect and communicate with fund managers, and insightful analytics to support informed decision-making and financial portfolio diversification.

Product Designer, 2024

Cover image for Heatherwick Studio button, showing the Google project in California

Heatherwick Studio

I've spent six years at Heatherwick Studio as a lead conceptual and computational designer (3D, XR and AI), where I take lead design roles in innovative projects across the world, blending cutting-edge technology with visionary design principles. Clients include Google, Hyundai, the UN and Christian Louboutin, among others.

Lead Designer (Concept and Computation)

Cover Image for Bartlett projects, showing Paul's Masters degree VR work

The Bartlett

Documenting various projects from my time at The Bartlett, a design school at the heart of UCL, where I gained an undergraduate and masters degree in Architecture (with a focus on VR, generative computation, machine learning in design, film making, and experiential immersive design)

2015 to 2022