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Angelika Cheng

Disney AR lenses and the system behind them.

I designed AR experiences inside Disney’s IP, performance, and approval constraints, then helped codify the reusable camera patterns behind them.

  1. 01The Pascal lens
  2. 02Research & data
  3. 03AR camera design system
  4. 04Other AR lenses

The Pascal Lens

Quality emerged through iteration and approval.

Beat 01

The concept.

Lens opportunities often originate from cultural moments or physical landmarks. In this case, the trigger was the Rapunzel tower in Magic Kingdom.

Rapunzel tower at Magic Kingdom
  • Explored iconic moments (glowing hair, flower braiding, lanterns, Pascal)
  • Pitched multiple concepts to PM and Creative Director via brief
  • Constraints identified (hair effects + braiding not feasible)
  • Final direction: focus on Pascal + lantern interaction

AR Lenses Research

Research & data that shaped the lenses.

AR Camera Design System

AR camera patterns built to scale across lenses.

Built For
Third-party agency partners who develop the lenses
Goal
Consistency across lenses. Simplicity for guests.
  1. 01Camera-safe layoutDefined where UI, character animation, and guest framing could coexist without fighting for the same space.
  2. 02Hints and onboardingReusable guidance patterns made first-time interactions more intuitive in the moment they were needed.
  3. 03Secondary surfacesCarousels, flyouts, modals, and info cards were standardized so every lens taught itself in a familiar way.
  4. 04Controls and custom modulesButtons, toggles, sliders, and lens-specific modules gave agency partners a clear starting system instead of blank space.
  5. 05Visual languageIcons, states, and feedback patterns kept capture, browsing, and confirmation readable at a glance.
  6. 06Agency handoffThe guide translated Disney quality expectations into reusable patterns third-party teams could build from without constant re-explaining.

Other AR lenses

More Disney lenses I built across parks and moments.