Pyrotecuno
Overview
This project reinterprets a common Pokémon with a new intent.
The task was to reshape a familiar character around a different story, expressed through form, motion, and space in VR.
Concept
Pyrotecuno reimagines Articuno as a pyrotechnician.
A creature defined by control. Something that exists within the balance of opposing forces, fire, and ice.
The traditional Articuno character reads as distant, still, and cold.
Pyrotecuno is designed to feel volatile, present, and alive.
This shift is carried through colour, proportion, and visual tension.
In virtual reality, form is physical.
Scale is felt relative to the body. Shape is understood through movement around the object. This character was built to be felt from multiple angles and distances.
Sharp geometry, directional lines, and contrast are used to imply motion and energy is suggested through form rather than movement.
The project was sculpted directly in VR using Gravity Sketch.
Forms were shaped by hand and evaluated through embodied perception. Decisions were made by moving around the character, changing distance, and noticing how it feels from my raw human perspective, as if it were physical rather than digital.
VR was used as a medium for thinking, not validation.
Outcome
This work explores how story and emotion can be embedded through form when human perception is the primary constraint.
Pyrotecuno is not a reinterpretation for novelty’s sake, but a character shaped around a clear emotional idea, expressed through balance, tension, and presence.





