Medialogy  · tech · Prototyping · MEdia Production · 

Mathias
Lerche Jaqué

Medialogy graduate from Aalborg University Copenhagen with 10+ years running TV shows and touring with music artists — now building new solutions for exploring the boundaries between human computer interaction.

Copenhagen / Malmö · mathiasjaque@hotmail.com

Who I am

From the stage to the screen

I've spent over a decade making live productions happen — as tour manager for the Danish band Carpark North, head of production at MA Production, product manager at music-AI company Moodagent and production coordinator on broadcast TV shows. When a show has to go live at 20:00 sharp, with 100+ thousands of people watching, you learn to solve problems and have contingency plans in case of unforeseen events. 


In 2023 I took that experience back to school and earned a Bachelor in Medialogy from Aalborg University Copenhagen (2026) — a degree that combines, human computer interaction (HCI), rapid prototyping, problem declaration/solution and embedded electronics.


I've designed and built novel game controllers from scratch, sensor based art installations, mobile apps in .NET MAUI, made usability studies with real users, programmed AI, designed games using unity in 3D and VR and recorded spatial soundscapes. 


Creating and designing amazing experiences for people whether it's a physical product, experience or a solution to a daily problem is at the core of what I love to do. 

 I find pride and fun in identifying the the problem and finding the solution while learning in the process. Ten+ years of real-world experience being told nothing is impossible with the right team and living by it really makes you believe that.

What I do

Skills


Prototyping

From idea to a physical product, fast. Paper prototypes, breadboards, 3D-printed enclosures and quick Unity builds.   build, test early, iterate, repeat. Looking back at some early prototypes when you have the finished product in your hand is a great feeling. - (if the product turned out good of course) 

Paper prototypingFusion 3603D printingUnityFigma

Seen in O.R.B.S. · Deepseek · IPASIF


Problem declaration & solutions

A key aspect is to understand the problem before proposing the solution. I can help in every step from problem declaration to designing the solution and building it. This naturally also makes me a good fit for cross department communication, functioning and understanding multiple areas of expertise.

Problem-based learningRequirementsEvaluation

Seen in O.R.B.S. · Tacet VR · Smart-home study


Embedded hardware


I enjoy designing and assembling electronics. Since I was a kid I have always been fascinated with electronics, disassembling it and trying to understand how it worked. This was something I had the opportunity to further develop during my studies and now have given me the skill of taking an idea and working out how to build it myself.


In the O.R.B.S project that meant wireless communication between development boards, sensors and encoders for input, and giving feedback via LEDs and haptics, while still taking battery life in mind and keeping the size as small as possible to fit it in the final product. 

ESP32 development boardsESP-NOWSensorsSerial / OSC

Seen in O.R.B.S. · IPASIF · Deepseek (piezo hydrophone)


Human Computer Interaction

Designing how people meet technology — tangible interfaces, interaction design and testing with real users through think-aloud, interviews, card sorting, SUS and game-experience questionnaires.

Tangible UIUsability testingSUS / GEQThematic analysis

Seen in O.R.B.S. · Smart-home study · Tacet VR


Sound

Sound is where my love for drumming, curiosity for electronics and my studies meet. I design and implement sound for games and VR in Wwise and FMOD, with spatial audio and HRTFs so every sound comes from where it should. Now I'm going deeper with the Sound and Music Computing master's speciality at AAU learning about sound and music cognition and signal processing.

WwiseFMODSpatial audio / HRTFFoley & field recordingPureDataAbleton Live

Seen in Tacet VR · Deepseek · IPASIF

Also
Production & leadership 10+ years of tours, live TV and video production — budgets, crews and deadlines that don't move.
Software & toolsUnity, Fusion360, Visual Studio code, Premiere Pro, Python, Wwise, Ableton Live, PureData, BambuStudio, Figma. 

Selected work

University projects

Three years of Medialogy at Aalborg University Copenhagen — told backwards, starting with my bachelor thesis. Scroll down to open it up.

Scroll

Bachelor thesis · 6th semester · 2026

O.R.B.S.Together Through the Medieval Hellscape

Two custom spherical controllers that force players to work together — and a co-op game built to test them.

About the project

Our bachelor thesis asked whether tangible user interfaces can promote collaboration in video games. We designed the O.R.B.S. (Orchestrated Relationship Building Spheres) — two twistable, 3D-printed spheres — together with SpellBound, a co-op game where spells only fire when both players align the right symbols and press their spheres together. In a between-subjects study (O.R.B.S. vs. Xbox gamepads) using questionnaires, video observation and a Prisoner's Dilemma task, the O.R.B.S. group generally showed more collaboration — more explicit coordination, closeness and bonding.

MY RESPONSIBILITIES

  • Designing and assembly of the hardware for both sphere controllers 
  • Modeling and 3D printing of the spheres in fusion360
  • Running the comparative playtests together with the group.
  • Sound design and implementation using WWISE

What I learned


  • The complexity of designing a product: practical limitations of design, hardware, usability and functionality. 
  • Sound design and implementation using Wwise. 

Tangible UIESP32ESP-NOWUnity3D printingUser study Sound design Wwise
AV production — the O.R.B.S. and SpellBound in action
The two 3D-printed halves of an O.R.B.S. controller
The two halves lock together on a rail
Symbols aligned, LED ring lit green
Symbols aligned — LEDs go green
Electronics inside the sphere
The electronics inside
Breakout board with ESP32 and LED strip
Stamp S3 breakout, encoder and LED ring
Two players testing the O.R.B.S.
Two players, two spheres
SpellBound gameplay
Combo cast -any combo with a star has to be initiated by both players simultaneously. 
CAD model of the sphere
CAD model of the shell
Early LED and haptics prototype
Early breadboard prototype
Paper prototype playtest
Paper-prototype playtest

Game design · 6th semester · 2026

Deepseek.

An underwater horror-survival extraction game where sound does the heavy lifting.

About the project

A single-player adventure game: you pilot a diving vessel across a dark ocean floor, find and service drill stations and solve puzzles while the threat level rises. We took it from paper prototype to a playable Unity build, with playtests shaping the balance, accessibility and narrative.

my Responsibilities

  • All sound implementation in Wwise, and  sound design.
  • Sound vision: every sound should feel like it's heard through real water, reinforcing the visuals.
  • Built an underwater microphone from a piezo element and recorded sound effects through water in a tank.

What I learned

  • How to plan and carry a shared vision for a game all the way through production.
  • Prototype on paper before going digital — it is far cheaper to find problems there.
  • Game design is iterative at heart: most pain can be avoided by getting players involved as early as possible.
UnityWwiseSound designField recordingGame design
Gameplay capture
Water tank recording setup
Recording sound effects through water
Kelp forest level
The kelp forest
Drill station
A drill station to service
Whale skeleton on the sea floor
The sea floor
Paper prototype
Paper prototype
3D model of the drill
Drill model

AI programming · 6th semester · 2026

Duck and Cover — The Boids Are Coming

Flocks of angry birds, driven by behaviour graphs, hunting the player from above.

About the project

A Unity vertical slice: you run around collecting objects while six flocks of birds roam overhead. If a flock spots you, its leader dives in with a deadly firebolt — unless you run to cover first.


  • Individual project — design and implementation of AI mechanics.
  • Flocking with boids (separation, alignment, cohesion), each flock following a "Masterbird" leader, plus obstacle avoidance against terrain and cover.
  • Unity Behavior Graph driving the leader through idle, roam, seek and dive.
  • Line-of-sight perception with raycasts, so taking cover actually protects you.

What I learned

  • AI programming: Neural networks, machine learning, deep learning, optimization, logic and data science. 
UnityC#BoidsBehaviour trees
Behavior graph for the Masterbird
The Masterbird's behaviour graph
Behavior graph detail
Roaming solo until the player is seen
Dive branch of the behavior graph
The dive-attack branch

UX · Individual exam · 2026

Barriers to Smart Home Adoption

Why non-tech-savvy people still don't have smart homes — and whether AI could change that.

About the project

A qualitative, exploratory study with four Danish participants aged 33–67. Interviews and card sorting revealed five barriers: privacy scepticism (ranked most important by everyone), complexity, distrust in big tech, relevance in context, and Home Assistant as an alternative. Imagining AI-guided setup raised perceived ease of use (+6.8%) but lowered perceived usefulness (−2.4%) — AI alone can't fix a trust problem.


  • Individual project — research design, interviews, card sorting and analysis.
  • Semi-structured interviews and two rounds of card sorting.
  • Thematic analysis framed by the Technology Acceptance Model and Diffusion of Innovation.
  • Concluded that local, offline-capable platforms with transparent data practices matter more than smarter technology.

What I learned

  • Running a qualitative study end to end on my own — and how easily a lone researcher's expectations can steer follow-up questions.
  • Small convenience samples give insight, not general truths.
  • Trust vs features — people's barrier was privacy, not missing technology.
UX researchInterviewsCard sortingThematic analysis
Card sorting results
Card sorting, round one
Card sorting results
Card sorting, round two

5th semester · 2025

Tacet VR

A virtual-reality experience of Ahmed El Kholy's short film Tacet.

About the project

We turned a short film into a VR experience — instead of watching the story on a screen, you step inside its dreamlike, fog-filled scenes. It was an extension of the film rather than a direct translation. We wanted to research how using VR could help raising immersion. 

Built in Unity together with the film's director, using environmental storytelling, spatial audio and cinematic lighting. An A/B study (VR vs. watching the film) with interviews and the Igroup Presence Questionnaire found no significant gain in how accurately people read the director's intent — but a clear shift in engagement: VR participants told the story from an embodied, first-person view, while viewers stayed observers.

MY RESPONSIBILITIES

  • Sound design and sound geometrics implementation via FMOD and meta XR sound kit to achieve realistic spatial sound utilising general HRTF's.

What I learned

  • Sound perception and cognition, how sound are physically perceived in humans and how to use models to replicate it. 
  • Sound implementation using FMOD and Unity. 
  • Foley recording a anachoic chamber to be able to correctly use HRTF's (Head Related Tranfer Functions)
VRUnityFMODMeta XR AudioSpatial audio / HRTFFilm adaptation
AV production
Bedroom scene in VR
The bedroom
Old TV in the fog
Memories on an old TV
Glowing hands
The hand sequence
A figure walking towards the light
Towards the light
Meta XR Audio source settings in FMOD
Meta XR spatializer in FMOD — HRTF, reflections and occlusion per sound
FMOD multi-instrument event
FMOD multi-instrument with variations of the hand-woosh sound

4th semester · 2025

IPASIF — Interactive Sound Installation Framework

A modular, wireless toolkit that helps artists build interactive sound installations.

About the project

A framework that links sensors on ESP32 boards to PureData for sound and TouchDesigner for visuals — ESP-NOW between the boards, OSC to the computer. Two use cases ("The ball" And "The Box") functioned as input devices. Artists evaluated it in interviews.

MY RESPONSIBILITIES

  • Sensor design and assembly + code.
  • Interview of test participant

What I learned

  • People judge the demo, not the tool — the artists responded to our use cases rather than the framework, so testers need hands-on time with the actual toolkit.
  • There's a gap between "it works" and "artists can use it": enclosures, ready-made sensors and a GUI matter as much as the core system.
  • Wireless latency is a real design constraint when sound has to react to people live.
ESP32ESP-NOWPureDataTouchDesignerOSC
AV production
Person interacting with projection
Testing the installation
Sensor boxes
Wireless sensor modules
ESP-NOW system diagram
Sensor → ESP-NOW → OSC
TouchDesigner network
Visuals in TouchDesigner
Report cover
Report cover

Where I've been

Experience

2018 — PRESENT

Tour Manager · Carpark North

Responsible for the band and everything around them: tour planning and execution, daily timelines, transport, venue & festival liaison, guest lists and security. I also shoot and edit tour video content.

2021 — 2022

Head of Production · MA Production

Oversaw all video production and budgeting, from pre-production to final delivery.

2019 — 2021

Product Manager · Moodagent

Responsible for video assets creatively and in production at the music-AI streaming company, plus planning and executing Moodagent events.

2016 — 2019

Production Coordinator / Manager · Danish TV

Coordinated productions for United Production, Pineapple Entertainment, Snowman Production, Nordisk Film TV, Diamond CPH and Skylark — on shows like Voice Junior, OL Late Night, Zulu Awards, Stjernekigger and Flashback (DR/TV2).

2011 — 2016

Early career · Runner & Production Assistant

Started from the bottom on productions like The Danish Girl, Top Models, GO' Morgen/GO' Aften Danmark and Stjerner på vippen.

EDUCATION

BSc Medialogy · Aalborg University Copenhagen (2023–2026)

Earlier studies: courses at DTU (Creativity & Innovation, Entrepreneurship, Programming, 2013–14) and Copenhagen Business School (Business economy & psychology, 2012–13).

Current work

On the road with Carpark North

Since 2018 I've been tour manager for Carpark North — one of Denmark's biggest rock bands. Beyond my main work as tour manager, I sometimes shoot and cut video recaps from the shows. A few of them below.

Carpark North on stage in front of a festival crowd






Curriculum vitae

CV

⬇ Download CV (PDF)

Profile

Medialogy graduate from Aalborg University Copenhagen with more than ten years in TV, live music and video production. I enjoy turning loose ideas into clear problem statements, working prototypes and final products. From tangible hardware based products and sensor installations to games, VR and apps. Touring life and live broadcast taught me to plan hard, lead calmly and deliver on time.

Currently

  • Medialogy master's programme at AAU — Sound and Music Computing speciality
  • Tour Manager, Carpark North

Education

2023 — 2026
BSc Medialogy · Aalborg University Copenhagen

Human–Computer interaction, rapid prototyping, embedded electronics, game design, sound and VR, taught through problem-based semester projects.

Bachelor thesis: O.R.B.S. — tangible controllers that promote collaboration in games. Other projects: Tacet VR, IPASIF, Deepseek.

Gradepoint average 10 (B)

2013 — 2014
Diploma engineering courses · DTU

Creativity & Innovation, Entrepreneurship, Physics, Programming, Project 1.

2012 — 2013
Business Economics & Psychology courses · Copenhagen Business School

Business economics, economic psychology, psychology and organisational theory.

Experience

2018 — now
Tour Manager · Carpark North
  • Responsible for the band and everything around them on tour: planning, daily timelines, transport and logistics.
  • Main contact for venues and festivals; guest lists and security.
  • Shoots and edits tour video content.
2021 — 2022
Head of Production · MA Production
  • Oversaw all video production, from pre-production to final delivery.
  • Owned production budgets.
2019 — 2021
Product Manager · Moodagent
  • Responsible for video assets at the music-AI streaming company, creatively and in production.
  • Planned and ran Moodagent events.
2011 — 2019
Broadcast TV & film production · Copenhagen

From runner to production manager on live and recorded shows for DR and TV2.

2019Production ManagerUnited ProductionVoice Junior
2018–19Production CoordinatorSnowman ProductionBoligkøb i blinde
2018Technical Manager, scene shiftsNordisk Film TVDR Live
2018Production CoordinatorUnited ProductionBoligkøb i blinde
2018Production CoordinatorPineapple EntertainmentOL Late Night
2016–18Production CoordinatorPineapple EntertainmentStjernekigger med Mark Le Fevre
2017Production Assistant & scene shiftsUnited ProductionVoice Junior (live)
2016Location ManagerSkylarkFlashback (DR)
2016Production CoordinatorDiamond CPHHelt ærligt · Oraklerne
2016Production AssistantNordisk Film TVZulu Awards 2016
2013–16Selected jobsVariousThe Danish Girl · Top Model · GO' Morgen / GO' Aften Danmark · Stjerner på vippen · Voice Junior
2011–12RunnerNordisk Film TVWeekend Weekend
2011RunnerEyeworksZulu Kvægræs 3 (Australia)
2011PiccoloEyeworksIn-house

References

Available on request.

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