Designing Immersive Connections: Why Greyduck Is Betting on Spatial Storytelling

Designing Immersive Connections: Why Greyduck Is Betting on Spatial Storytelling


Emerging technologies tend to oscillate between hype and skepticism, and Lucas Langworthy, founder of Greyduck, believes that spatial computing is now situated in between those points of friction. In his view, the question today isn’t whether immersive devices will shape the future nor whether they deserve criticism. The more urgent concern, he believes, is how they will be used, and by whom.

Langworthy’s vantage point is informed by his career, which began in the mid-2000s working within the tech industry. Those years, he notes, shaped his understanding of product culture and human-centered design. “My time there was truly transformative. I understood the importance of innovation, of humanizing brands, and the people behind the products,” Langworthy reflects.

After transitioning from live-action production to motion design, Langworthy built a creative studio serving enterprise clients. “I’m at a point in my career where I’m integrating all my past experiences into one unique value proposition,” he says. That value lies in creating immersive environments exclusively for the Apple Vision Pro, developing spatial videos, 3D assets, and interactive environments engineered to leverage the device’s capabilities.

His work is driven by commercial opportunities, as the global AR/VR market is projected to surpass $387 billion by 2031. Langworthy aligns this upward growth to rising enterprise adoption, healthcare applications, and next-generation communication tools. Yet he insists that hardware alone does not determine value; it lies in content systems. “When a revolutionary platform first debuts, its success often depends on external creators to build the essential tools and experience that drive adoption. We’re in a similar moment again, and the experimentation is just beginning,” he explains.

Langworthy’s strategy is intentionally curated, as the studio concentrates on the specific technical capabilities of the Vision Pro instead of building generic VR assets. “What can you do in this device that you can’t do anywhere else? For me, that’s where the real value lies,” he remarks. Greyduck’s assets are designed with specific capabilities in mind, including high-fidelity passthrough, spatial video capture, and naturalistic eye tracking.

Today, more than six in 10 US adults report experiencing loneliness, which could even pave the way for increased risks of heart disease, cognitive decline, and depression. Langworthy points to social platforms, noting how they have intensified fragmentation. Within that context, he sees immersive computing as an opportunity to reorient technology toward increasing presence. “I believe the device is often sold to people who are either lonely already, or it contributes to causing loneliness,” he says, “But the device’s purpose is largely misguided, and now more than ever, there’s a need for reframing how they’re used and how they can instead be implemented to bring people closer.”

The sensation of embodied proximity, seeing a colleague’s gestures in 3D space, and making eye contact that feels natural, changed his understanding of remote communication. “It feels like they’re in your living room,” he explains. “When you look at them, it feels like you’re looking at a person’s face. If that doesn’t feel like it’s bringing people together, what does?”

Langworthy also points to military families separated by deployment, patients in long-term care facilities, and loved ones navigating final goodbyes. He recalls waving to his 103-year-old grandmother through a nursing home window during COVID restrictions. “In hindsight, such devices could have made a difference in how we said goodbye,” he reflects. “That’s why having such an opportunity matters.”

Healthcare applications, he notes, can offer another realm of possibility. He believes that remote robotic surgery, enhanced visualization for specialists, and spatial collaboration between global medical teams are advancing rapidly. In his view, the implementation of such devices can redefine quality care. “The same immersive accuracy that animates entertainment experiences has the potential to enable life-saving interventions,” he explains.

As a parent of two young children, he advocates thoughtful boundaries. He says, “We have to be intentional with how we expose our children to new technologies.” From his perspective, age considerations, session limits, and ethical design standards can shape how immersive systems integrate into daily life.

According to Langworthy, as brands explore spatial environments for product launches, training modules, and experiential marketing, the demand for specialized graphics expertise will accelerate. He believes this early phase demands builders who understand both storytelling and restraint. “Abandoning technology isn’t going to solve the problem,” he says. “The problem persists either way. The responsibility is to build experiences that strengthen connection.”

Ultimately, Greyduck’s offerings are an extension of Langworthy’s belief in immersive media designed with emotional intelligence and technical precision, and how those elements combined can narrow distances instead of widening them.

Langworthy says, “If in five years I can sit down, put on a headset, and feel like my kids are right there with me wherever they are in the world, then I’ll rest well knowing the technology is used in the way it’s meant to.”



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Amelia Frost

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