Alex Coulombe is an architect turned “XR-chitect” crafting virtual worlds and the spectacles within. As CEO of Agile Lens, an award-winning NYC immersive design studio, Alex pioneers enterprise solutions and new forms of narrative using emerging technologies. His journey into XR began in 2013 at Fisher Dachs Associates, where he developed the first VR system for evaluating theatrical sightlines. Since then, he has worked with clients like Samsung, Four Seasons, NVIDIA, and Lincoln Center on projects ranging from large-scale architectural visualization to live VR theatre. A gold Unreal Engine Authorized Instructor and partner of Epic Games, Alex frequently speaks at industry events like SIGGRAPH, AWE, and Unreal Fest, demystifying complex tech for diverse audiences.
Most architecture studios rebuild similar experiences from scratch, project after project. Alex Coulombe (Founder/CEO) and Jun Yeh (Lead Developer) of Agile Lens trace how their team turned a one-off 2013 sightline simulator into a new tool: Blueprint Immersive, then used the same playbook three more times. The result is a four-rung product ladder: Floor Tour for early-stage scale, Blueprint Immersive for in-space iteration, Hyperreal Estate for stakeholder review, and Holodeck Anywhere for sales-ready experiences. The talk pulls back the curtain on how a small studio determines which workflows are worth productizing (and when), where XR earns its place at each stage of design, and how AI is starting to compress the climb. For studios and design firms that keep solving the same problem twice.