BEN ROSENFIELD
Digital Strategy & Creative Production
Reach Fly-through cover

Case Study

Reach Fly-through

Summary

I led the creation of an immersive virtual future for the REACH at the Kennedy Center, uniting international 3D animation, VR technology, and architectural design into a cinematic fly-through and Oculus experience that became the visual backbone of the project’s marketing and fundraising efforts.

Role • Creative Director, Project Manager, and Storyteller Experience Design • Virtual Reality, 3D Visualization, Oculus Experience Impact • Primary marketing imagery + key fundraising and VIP activation tool

Overview

This project brought the future REACH space at the Kennedy Center to life before it physically existed. I collaborated with 3D animators in China, a virtual reality company in Germany, and the project’s architects to create a cinematic virtual fly-through that imagined not just the architecture, but a “day in the life” of the space. The experience translated architectural plans into an emotional, human story, helping audiences understand how the REACH would feel, function, and inspire.

In addition to the film, we produced a fully immersive Oculus VR walkthrough with integrated video content and hosted narrators, allowing viewers to explore the space firsthand. The visuals became the cornerstone of the marketing campaign and a powerful tool for fundraising and VIP engagement.

Details

  • Role: Creative Director, Project Manager, Budget Manager, and Storyteller. I originated the creative vision, guided the narrative approach, managed budgets and timelines, and served as the central point of coordination between international production teams and architects.
  • Scope:
    • Concepted and directed a cinematic virtual fly-through of the REACH
    • Developed a full VR walkthrough experience for Oculus
    • Shaped the “day in the life” storytelling framework
    • Oversaw creative, technical, and financial execution across multiple vendors
    • Integrated video content and hosted narration into the VR environment
  • Team:
    • 3D animation studio in China
    • Virtual reality company in Germany
    • Kennedy Center architects and internal stakeholders
    • Marketing and fundraising teams
  • Impact:
    • The imagery became the primary visual identity for the REACH marketing campaign
    • The VR experience was used for major fundraising efforts and VIP presentations
    • Enabled donors, partners, and leadership to emotionally connect with the project before construction
    • Positioned the Kennedy Center as a leader in immersive storytelling and experiential design