Warping reality: Celebrating one of the most acclaimed artists in contemporary electronic music
Aphex Twin AR Experience
In a one-of-a-kind collaboration, we worked with Bristol-based independent music magazine, Crack, to enhance their rare interview with Richard D. James – better known as Aphex Twin – by transforming the magazine into an interactive, augmented reality experience. This unique augmented issue features artwork from Aphex Twin’s long-time visual collaborator Weirdcore, translating his glitchy visual style and upcoming EP artwork into a stunning series of AR activations. This project gave fans a rare opportunity to engage with Aphex Twin’s aesthetic universe in an entirely new way.
Partners
After previously collaborating with Crack on their Bjork In Focus piece, Zubr used Apple’s AR Kit 2.0 to create interactive content for this unique project.
This magazine issue features a 10-page segment centered on a rare interview with Richard D. James – better known as Aphex Twin – alongside artwork from his visual collaborator, Weirdcore.
Our team worked closely with Crack Magazine and Weirdcore to craft an experience that honors Aphex Twin’s avant-garde visual identity. In a first-of-its-kind collaboration, Zubr worked directly with Weirdcore to transform their existing 3D scans and upcoming EP artwork into an augmented reality app. Anyone fortunate enough to secure a copy of the magazine can bring Weirdcore’s optical distortions to life in 3D.
By integrating 3D scans, surreal distortions, and interactive digital layers, we ensured that the AR experience reflected the same experimental ethos that defines Aphex Twin’s music and visual branding.
Understandably chuffed about getting a rare interview with one of the most elusive electronic musicians on the planet in the bag, the Crack team have decided to go whole hog on this one, working with both Weirdcore (who designed it) and Bristol studio Zubr (who built it) on an augmented reality app which promises to bring the magazine cover to life.”
Josh Baines, It’s Nice That
Understandably chuffed about getting a rare interview with one of the most elusive electronic musicians on the planet in the bag, the Crack team have decided to go whole hog on this one, working with both Weirdcore (who designed it) and Bristol studio Zubr (who built it) on an augmented reality app which promises to bring the magazine cover to life.”
Josh Baines, It’s Nice That
Distorted dimensions
For this project, we aimed to push the boundaries of print media, allowing readers to experience Weirdcore’s optical distortions in real-time via our AR app. By scanning the 10-page special issue, users could watch the artwork evolve, glitch, and animate in mesmerising ways.
Beyond the app, we also developed a series of social media filters, allowing fans to augment Aphex Twin’s many surreal guises onto their own faces or recreate their own version of the distorted magazine cover.
Beyond the page: The AR experience in action
When users launched our AR app, they were greeted by a digitally warped reality, bringing Weirdcore’s artwork to life. Optical distortions rippled across the magazine’s pages, turning print into a living digital canvas. This AR transformation was not only a visual spectacle but also an immersive tribute to Aphex Twin’s enigmatic and experimental nature.
To maximise accessibility and engagement, we designed the experience to be easily shareable, ensuring that fans could interact with the artwork both in print and online. The social media filters let users morph their own faces, giving them the chance to step directly into the Aphex Twin universe.
A new frontier for music and AR
By blending print, augmented reality, and social media, we created an exclusive experience that resonated deeply with Aphex Twin’s dedicated fanbase. This project serves as a blueprint for future artist collaborations, proving that AR can transform how we engage with music, visuals, and storytelling.
A testament to Zubr’s creativity, the excitement surrounding this project highlights how we can expand the fan experience through AR integrations, from interactive album covers to fully immersive music experiences. As technology evolves, so too will the possibilities for bridging the gap between sound, visuals, and digital interactivity, and Zubr is well placed to compete creatively.
To find out more about Zubr’s XR work within the music industry, explore our VR experience for electronic artist, Aïsha Devi.