About — Irena Savchyn
My work spans motion design, interaction design, extended reality, and creative technology. I've shipped MR products that are commercially available, built internal tools that replaced broken production workflows, and created AI-driven content at delivery quality for healthcare and pharma clients.
Motion is my native language. Timing, easing, choreography — I care about how movement feels, not just how it looks. I work for organic, natural motion instead of mechanical effects, and I bring that sensibility everywhere: into interface transitions, into spatial environments, into live visuals that react to a beat.
Interaction design is the other half: interfaces you can touch, grab, gesture at, and walk around. For the past three years, I've worked as a Spatial Designer and Hybrid Developer at a large healthcare communications agency in Cologne. I designed and implemented the full UI/UX system for Corpus — a Mixed Reality anatomy application for Meta Quest 3, now available in the Meta Store — where every panel, gesture, and transition had to work at arm's length in space. I built the XR interface framework for MedReality, DocCheck's immersive platform for pharmaceutical clients. And I developed BannerFactura — a production tool that automated the entire pipeline from Figma design to export-ready HTML5 motion banner.
Alongside client work, I build my own instruments. My browser-based AV performance tool SVN // VJ Controller runs entirely in a single HTML file — Three.js, MediaPipe hand tracking, Web Audio API, custom GLSL shaders. Motion you control with your body. Interaction that needs no manual.
I studied Integrated Design at KISD Cologne and hold a background in marketing and communication. I've led workshops, tutored motion and XR courses, and represented projects at exhibitions and live events. I'm precise about quality. I'm fast when it counts. And I don't separate design from the technical reality of making it real.
Skill Map
Explore the map — it's interactive.
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FACTS & NUMBERS
Experience:
8+
Years
XR Development:
3
Meta Store Apps
Areas of expertise:
5+
Design Skillsets
AI Research & Development:
3
Years
From brief to built.
Selected Builds · Concept to Delivery · 2022 — 2026
Every project here went the full distance — from brief through concept, design, and implementation to a finished, delivered result. A commercial Mixed Reality product in the Meta Store. A production tool that replaced hours of manual design and animation workflow. A browser-based performance instrument built from scratch. A medical content XR framework serving pharmaceutical clients across Europe.
Different platforms, different stacks, different clients — but the same standard throughout. Design is only finished when it shapes how we interact with the real world.
MedReality
DocCheck’s XR platform for pharma communication — client content turned into AR, VR and MR experiences. Designed and developed across the full cycle.
Corpus
A shipped Mixed Reality anatomy app for Meta Quest 3 — 3,000+ structures, hand-tracked, in the Meta Store. Full UI/UX system from Figma to Unity.
SVN AV Motion Controller
A browser-based AV instrument for the stage — hand tracking drives the visuals, audio drives the motion. One HTML file, zero dependencies.
SVN AR Environment
Posters, walls and tattoos as AR surfaces — a personal system of living images, from Snapchat filters to a self-built web AR gallery.
Tech Art Collection
Ten years of visual studies — AI pieces, hand-animated loops and live-performance stills. A sketchbook that happens to be public.
Creative Vibe Coding
How AI became part of every phase of my work — research, design, code. A method built over three years of deliberate practice.
Motion & Experiments
Drafts, loops, and live moments — the work that happens on the way.
More Facts
44 tools across design, motion, code, XR, and AI — still counting.
On Stage
Hackathons, work in progress, tutorship and installations // where the work leaves the screen.
HIRE
ME
Get in Touch via Mail iFrame with interactive 3D content. Move, rotate, zoom and play in the Logo Space. On mobile you can control the scene with two touchpoints.