quineFXChristopher Quine
Christopher Quine · a one-person, many-machine studio · Vancouver, BC

quineFX

Six projects, laid out in space. Scroll to fly through them in order, or jump in from the index: a museum install with talking veterans, digital humans, and the AI R&D behind them.

Index of works · 06

Selected work

Freelance creative & technical designer · 2023–24
01 / 06

Making Freedom Fly

Exhibits for the Canadian Warplane Heritage Museum: an immersive dome, interactive portrait portals and a cinema. I built the voice pipeline that gave each veteran back their younger voice from about an hour of audio.

  • Unreal Engine + MetaHuman
  • Custom Blender plugin
  • Open-weight voice and image models
  • ComfyUI
  • Gradio
Open case study →
Creative Technologist
02 / 06

Pixelated Portals

Concept renders for immersive rooms, made with LoRAs trained on decades of my own installation mockups.

  • Custom LoRAs
  • ComfyUI
  • Blender
  • Unreal Engine
  • TouchDesigner
Open case study →
Creative Technologist
03 / 06

Open-Source 3D PBR

Testing open-source image-to-3D models (TRELLIS, SAM 3D, Hunyuan3D) on a single RTX 4090, then taking the results into Blender and Unreal.

  • TRELLIS
  • SAM 3D
  • Hunyuan3D
  • ComfyUI
  • Gradio
Open case study →
Creative Technologist
04 / 06

Action Figures

Toys that never existed: 1970s-style action figures in boxes and blister packs, iterated with image-to-image workflows in ComfyUI.

  • ComfyUI
  • Image-to-image workflows
  • Open-weight diffusion models
Open case study →
Creative Technologist
05 / 06

Other Worlds

An R&D series of impossible halls: one-point-perspective corridors lined with figures, iterated with custom LoRAs in ComfyUI.

  • Custom LoRAs
  • ComfyUI
Open case study →
Creative Technologist
06 / 06

AI Crucible

A running log of experiments at the edge of local AI video and sound. Mostly failures. Updated often.

  • CUDA
  • PyTorch
  • LoRAs
  • ComfyUI
  • LTX video models
Open case study →
Lab · 09 fragments

In progress

Works in progress, pipeline experiments, things that broke interestingly. The mess is part of it.

flux2 comfy flow test
Pipeline experimentflux2 comfy flow test
LoRA trained on my partner's felted sculptures
ComfyUI workflowLoRA trained on my partner's felted sculptures
blender renders
Character WIPblender renders
metahuman skin
Unreal lighting testmetahuman skin
early explorations in LoRA creation
Custom LoRAearly explorations in LoRA creation
interactive install mockup
Environment testinteractive install mockup
glass refraction
Render studyglass refraction
trained on my dad's paintings and my speaker cabinet designs
Custom LoRAtrained on my dad's paintings and my speaker cabinet designs
site concept with threejs
Custom LoRAsite concept with threejs
Practice

What I do

  • Immersive experience designExhibits and installations that react to visitors through voice, movement and touch.
  • Digital character and environment creationOriginal characters and worlds, from concept to real-time MetaHuman.
  • Technical systems design for creative outputCustom pipelines, ComfyUI and Gradio tools, and render setups that let a small team produce at scale.
  • Bespoke, fully local AI workflowsVoice, image, video and 3D models trained and run on my own hardware.
  • Creative directionArt-directing teams and AI output toward one coherent world, from first sketch to the finished install.
  1. DiscoverUnderstand your vision, audience, and constraints.
  2. PrototypeBuild fast in-engine. Real visuals, not decks.
  3. Art-directRefine through AI pipelines and creative iteration.
  4. DeliverProduction-ready output, on time, no handoffs.
About

The whole stack, one person

I've spent 25 years making interactive installations and mixed reality. I work in the gap between creative and technical teams: I prototype in Unreal, run it through generative AI workflows I build myself, and art-direct what comes out. Then I do the parts around it: sound, graphics, lighting, UX, and showing up on site for the install.

For Making Freedom Fly that meant rebuilding WWII veterans' younger voices from an hour of audio each, then designing the rooms visitors hear them in.

I'm not chasing hyperrealism. I want characters and worlds that couldn't have come from anyone else.

Currently at Parallel World Labs, integrating AI/ML into interactive exhibits with real-time user responsiveness. quineFX, my own studio, runs in parallel.
  • Immersive installation1999 –
  • Interaction design / UX1999 –
  • TouchDesigner2015 –
  • Unreal Engine / real-time2019 –
  • Character design2020 –
  • Sound and voice AI2021 –
  • Generative AI pipelines2022 –
Contact

Let's work

Available for studio roles, creative technology partnerships, and projects that need someone who designs the stuff and the thing. Based in Vancouver, BC. Open to remote.

© 2026 quineFX · Christopher QuineA quine produces itself as output. So does this work.