Leon Junge is an interaction and motion designer based in Zurich. In his work he focuses on exploring new visualities by merging design with the latest technological tools. Through his critical approach he tries to find the right questions about problems of society and our global future.





IKARUS, 2023


Creative Coding, Game Design, Interaction Design


TouchDesigner, Blender, After Effects



In recent years, human progress and its impact on the Earth has increased exponentially - so much so that we are already talking about a new geological age: the Anthropocene. Although this progress has made humanity stronger and more autonomous throughout history, today there is a danger that it will cause great harm to ourselves. 

The work "Ikarus" uses the Greek myth of the same name as a metaphor for representing the possibilities and dangers of our progress. With the help of an interactive installation, these aspects can be explored and reflected upon, this is intended to create space for the critical examination of our own human development.

As part of the media design course at the Duale Hochschule Baden- Württemberg Ravensburg.

exhibited at BETWEEN - Mediendesign Werkschau 2023

Supervising lecturers:
Prof. Dr. Klaus Birk
Prof. Betty Schimmelpfennig
Shoko Hara
Paul Brenner

Typeface Design:
Lukas Ulonska


OF WHAT IS REAL, 2023


Generative Design, AI Image Generation, Motion Design


TouchDesigner, DaVinci Resolve



What is real? What is reality? How is it perceived by humans, and how does perception differ from artificial intelligence?

The pivotal point of the work is a poem by Richard Tagett “Of What is Real”. In his interpretation of the real and the actual, he describes adventures, experiences in nature, interesting acquaintances, romantic and exciting experiences. 

This poem is taken up in my work and paraphrased in a new context. Humans alone have different perceptions of reality and what feels real or genuine. But how do artificial intelligences think about this, how do they interpret images from our world and how can a comparison be made? This work is an attempt to answer these questions.


As part of the media design course at the Duale Hochschule Baden- Württemberg Ravensburg

exhibited at Immerse: Extend: Reverse, Center for Immersive Media (CIM), Ravensburg

Supervising lecturer:
Paul Brenner


SPARK - MOTION TRAILER


Motion Design, 3D Animation


Blender, DaVinci Resolve



A motion trailer and motion branding system for "Raumwelten", a platform for scenography, architecture and media.

At the beginning of every idea there is a spark that stimulates our thoughts and gets our creativity going. This spark is the protagonist of the film, so to speak, and the viewer accompanies it on its journey. The 3 main disciplines of the event are: Architecture, Scenography and Digital Media. We have taken these disciplines and given them a visual character. This is exactly what the spark creates on its journey and thus metaphorically builds up the disciplines.

A 3D animated motion trailer serves as the main part of the project and shows the journey of the spark. Various application examples show how our concept and visuality can be transferred to other media. For example, a website design in the corporate design of Raumwelten. Belly bands and inserts as well as transitional animations can be used well for streams and the like. The concept can also be applied to various social media channels.


As part of the media design course at the Duale Hochschule Baden- Württemberg Ravensburg.
exhibited at RAUMWELTEN 2022
in collaboration with
Luca Kettler
Fabian Oehler
and Nico Kischnick

Supervising lecturers:
Prof. Dr. Klaus Birk
Jürgen Bretzinger
Mark Gläser
Shoko Hara
Thomas Sali
Florian Tscharf


PAYMENT REQUIRED


Creative Coding, Interaction Design, Game Design


TouchDesigner


With the development of the internet and the advent of smartphone games, the gaming world has changed drastically. In order to continue playing in the game or to improve a game character, special items are needed that can only be obtained either by playing for a very long time or by buying them. Children in particular, but also adults, quickly lose track of such purchases, especially with small amounts of money, so that there may be a nasty surprise at the end of the month. We would like to draw attention to this issue.

Based on the fantastic Labyrinth Game Tutorial by Bileam Tschepe, we have developed various game mechanics that expand the game in terms of our concept. If the player does not want to pay money, various obstacles are put in his way, e.g. the walls of the labyrinth change continuously and lights suddenly go out.

As part of the media design course at the Duale Hochschule Baden- Württemberg Ravensburg.
in collaboration with
Ann-Sophie Riedinger
and Nico Kischnick

Supervising lecturer:
Dennis Straub


VARIOUS 3D RENDERS


Blender, Unreal Engine







VARIOUS GRAPHIC DESIGN


Adobe Suite