Welcome to Derry

Welcome to Derry
Face Your Fears — A Generative Horror Experience1673 AI is quickly moving past its role as a behind-the-scenes creative tool and into something far more interesting: a living layer inside real-world experiences. As we continue exploring new and emerging technologies, we’re always looking for meaningful ways to blend them into storytelling. For HBO’s Welcome to Derry, we leaned into that shift—using AI as a thoughtful creative layer to make horror feel personal, unpredictable, and alive. We brought Face Your Fears to Culture Con and New York Comic Con, creating an immersive experience that didn’t just scare people—it listened to them first.

Scope
- Operation / Support
- Live Action Shoot
- R&D / Prototyping
- Creative Direction
- Design
- Software Development
- Custom Fabrication
- Lighting Design
- Audio / Visual Production
- Interactive Installation
- Experiential Design
- Generative Content
- Spatial Design
- Engineering
- Creative Technology
- Project Management








Before stepping inside, guests were asked a simple question: What are you afraid of? That single input became the fuel for everything that followed. When guests entered the space—a 1960s-inspired child’s bedroom—their fear was generated live, revealed on screen and threaded through audio that immediately began reshaping the room around them.
From there, nothing played out the same way twice. Sound design tightened or dragged. Timing shifted. The atmosphere recalibrated on the fly. Instead of a fixed scare sequence, the experience responded to each guest in real time, making it feel less like an installation and more like something watching them back.
From there, nothing played out the same way twice. Sound design tightened or dragged. Timing shifted. The atmosphere recalibrated on the fly. Instead of a fixed scare sequence, the experience responded to each guest in real time, making it feel less like an installation and more like something watching them back.





Under the hood, we built a generative system designed to flex. Guest inputs were processed live and mapped to a modular audiovisual framework, allowing the environment to continuously recompose itself rather than trigger a single pre-authored outcome. We weren’t interested in one perfect scare—we wanted a system that could adapt, escalate, and surprise at the pace of a convention floor.
Rather than writing one narrative arc, we created a toolkit of sound, timing, and narrative variables that could be assembled differently for every guest. The result was an experience that behaved like a character: reactive, intentional, and just unpredictable enough to keep people on edge.
Rather than writing one narrative arc, we created a toolkit of sound, timing, and narrative variables that could be assembled differently for every guest. The result was an experience that behaved like a character: reactive, intentional, and just unpredictable enough to keep people on edge.




The goal was never AI for AI’s sake. It was about building a form of experiential storytelling that could move faster, respond in the moment, and connect more personally than traditional activations allow. By turning each guest’s own fear into the source material, we created horror that felt intimate, unsettling, and impossible to shake off.
Welcome to Derry became a proving ground for how we think about AI inside physical spaces—not as a replacement for creativity, but as a collaborator that helps us build worlds that feel more alive, more human, and, in this case, a lot more terrifying.
Welcome to Derry became a proving ground for how we think about AI inside physical spaces—not as a replacement for creativity, but as a collaborator that helps us build worlds that feel more alive, more human, and, in this case, a lot more terrifying.
Credits
Acronym
- Executive ProducerKristen Yanow
- ProducerBen Rodenmeyer
- ProducerEric Barron
- Associate ProducerEsmee Morris
- Senior Technical ProducerNico Yernazian
- Technical ProducerGarrett Kirk
- Executive Creative ProducerMike Lee
- Associate Creative DirectorLaura Suhok
- Art DirectorWinter Willoughby
- Senior Creative ProducerAndie Vallee
- DesignerPhoebe Ou-Yang
- Junior DesignerSiera Lang
- Junior DesignerPhoebe Zheng
- Lighting DesignerGinevra Lombardo
- Creative Producer: MediaAaron Marcellino
- EditorMike Hull
- Director of ProgrammingColin Honigman
- Senior ProgrammerCharlie Wilson
- Senior ProgrammerJoey Furness
- Senior ProgrammerMatt Wachter
- Programmer (Freelance)Shuvo Das
- ProgrammerAlyssa Margalit
- Junior ProgrammerFrazier Kyle
- Director of Creative TechZach Saale
- Senior TechnologistChris Benton
- Willy BerkowitzTechnologist
- Associate Mechanical EngineerKizzy Ping
- DraftspersonRoya Abab
- Draftsperson (Freelance)Anna Brevetti
- Draftsperson (Freelance)Henry Wilen
- Inventory SpecialistJD Lefogg
- Inventory SpecialistZac Weber
- Shop ManagerAlex Gaucin
- Shop ManagerJim Shawhan
- Shop AssociatesColter Lucas, Jason Millerd, Raul Cabrera, Robert Easthope, Seth Peterson
- Electrician Lead (Freelance)Nick McCulloch
- Andrew StreleckiAnimator (Freelance)
Partners
- FabricationCactus LA
- Talent/BAs#MetaforYou
- GraphicsDuggal





