01 — Signals, brains, hardware
Neurotech
Reading the body's electrical signals, and building the hardware that does it.
We build brain–computer interfaces from the electrode up — a low-cost single-channel EEG front end assembled from an instrumentation amplifier and a driven-right-leg loop, surface EMG decoders that read silently mouthed speech, wearables that turn a muscle flex into an actuator. Behind the bench sits the simulation side: a hybrid integrator that made large spiking-network models practical, and got into ACM BCB 2026. The work is published, not just demoed.
Spiral waves of colour rotating outward across the field, the way a travelling wave crosses cortex.
- 2
- active projects
- ACM
- published 2026
- 30%
- sim speedup
- 4
- on the record
02 — Models, silicon, agents
AI/ML
Machine learning taken all the way down to the hardware it runs on.
We train models and then we make them fit. A wake-word CNN quantised from 163KB to 10KB with no measurable accuracy loss. A spike-sparsity-aware SNN accelerator written in Verilog for a Zynq-7020, verified bit-exact against a Python golden model. Research into how coding agents hand work to each other without losing the reasoning behind it. We publish our limitations alongside our results.
A smooth inward spiral at the edges that crystallises into hard concentric rings near the centre.
- 16×
- model compression
- $8.5K
- hackathon prizes
- RTL
- to silicon
- 3
- on the record
03 — Engines, jams, worlds
Game Development
Shipping playable games under deadline — and winning with them.
Four game jams, two engines learned from scratch, and a third-place finish in Meta's Horizon Creator Competition worth $10,000. We build physics systems, GenAI-driven NPCs, combat, and co-op VR — then organise the jams other colleges fly in for. The vertical runs on the same loop every time: learn the engine, scope hard, ship something people can actually play.
An isometric landscape of pixels being generated in front of you, with a ripple travelling across it.
- $10K
- Meta Horizon
- 6
- jams shipped
- 3rd
- worldwide
- 4
- on the record
04 — Systems, flows, interfaces
Design
Research-led product design, not decoration.
We work the way a product team does: user research, information architecture, flows, wireframes, and interaction design before the final visual system. Projects span different products and problems, from campus platforms and operational tools to more experimental digital experiences, with the focus always on making complex systems clear, useful, and considered.
Three slowly precessing rosette curves drawn over a golden-angle grid of faint dots.
- 3
- MVP modules
- 2
- user roles
- UX
- case study
- 1
- on the record
05 — Story, edit, reveal
Video
The films that give campus events their identity.
Aftermovies, theme reveals and mascot launches for BOSM — the films that a whole campus waits for and that set the tone before an event has even started. We handle it end to end: concept, shoot, edit, sound, colour. When the video lands, the event already feels like it happened.
An expanding wavefront that develops the field from grey into colour behind it, stepping at 24 frames a second.
- 4
- major films
- BOSM
- 25 & 26
- E2E
- shoot to grade
- 2
- on the record
06 — Users, scope, shipping
Product
Deciding what to build, and what to cut.
The vertical that asks whether the thing is worth building before anyone opens an editor: talking to the people who would use it, sizing the problem, writing the spec, and holding the scope while it is built. Most of the work is subtraction — every feature that ships is one that survived being argued out of the plan. It is the newest team here, and it is being assembled now.
A scattered field of pixels wandering at random that cools and gathers into several clusters, the weaker ones then draining into the brightest.
07 — Jams, talks, logistics
Events
Building the rooms where the rest of it happens.
We ran APOGEE Game Jam with teams from six external colleges alongside BITS Pilani — logistics, workspace, accommodation, judging, the lot. We ran API Day to get people using the tools modern software is actually built on. Events are how the Labs stay connected to everyone outside them.
A room of independently flickering pixels that gradually falls into a single unified pulse, then scatters again.
- 6+
- colleges hosted
- 48h
- jam format
- API
- Day
- 2
- on the record