A long Australian road with a technology overlay

The corporate model behind the lab

Screen Innovate Lab exists because experimentation fuels progress. Everything starts with a simple question: What will the future of narrative experience generation look like? Will it repeat the last 20 years, when a handful of companies defined global digital culture? Or will the technologies emerging today transcend borders, reach billions, and unlock new ways for people to connect?

Building the next technology

Artificial Intelligence is driving this shift. Every lab, team, and founder is racing to integrate it into products, workflows, and creative pipelines. And even with ongoing copyright concerns from creative communities, one thing is clear: AI will shape nearly every part of daily life. The years people have spent inside free digital ecosystems have laid the foundation for what’s coming.

Before personal computing, governments held most data. As online life grew, behavioural data flowed into private companies. They might not know your name, but they know your patterns, your choices, your habits, and they use those signals to decide what to build and what to show you. Yet while this data fuels billion-dollar decisions, almost no attention has been paid to the well-being of the communities generating it. For two decades, we’ve lived inside a massive social experiment that has proven one truth: data is the most valuable artefact of all.

Major tech companies have scraped content to train frontier models. Increasing shareholder value may be part of the mandate, but at what cost? If governments broke their own rules, people would demand accountability. So, are we becoming numb to these shifts, or just too overloaded to question them?

An independent corporate lab

  • Independence matters. It creates the freedom to think differently and build without inherited bias.
  • We work with underserved communities, step directly into their environments, collaborate with them, and share what we make.
  • Our focus is bespoke, next-gen tech solutions, and just as importantly, the creation of trust-first systems that ask permission, not forgiveness.

Curiosity drives better outcomes

Screen Innovate Lab operates with the ambition of a corporate R&D team but with the agility of an independent studio. We build solutions grounded in real-world interactions, and we aim for dataless approaches wherever possible.

Production houses create IP and deliver it to audiences. We flip that model: we generate ideas, test them with audiences early, and if there is a market need, spin them up as standalone entities. In many ways, we function like a next-gen media company.

Our priority is protecting identity and building dataless, socially conscious products that strengthen trust rather than compromise it. We choose curiosity over complacency, collaboration over competition, and shared progress over winner-takes-all thinking.

This is an invitation.

To question what comes next.
To build with intention.
To create technology that empowers the people who use it.

Screen Innovate Lab is here to help shape that future and to build ethical, human-centred solutions for next-generation communication.

AR studio and image - 16 by 9

London to Helsinki: 2024 Highlights

In 2024, our mission was to reach out and connect with fellow creators and innovators within the tech and games industry in the UK, and we did just that.

2024 was our first year of formation, so we picked up the ideas that we had brewing and immersed ourselves in the industry to validate our assumptions. 

The studio participated in the Games London: Game Changer programme with our founder, Renae Moore, heading to SLUSH: Helsinki in November last year as a part of the programme, pitching the company and our future ideas in the Nordics. The programme was funded by the UK Government and supported by the Mayor of London.

The lab had the pleasure of participating in Barclays Eagle Lab  Funding Readiness programme, powered by Capital Enterprise. We pitched our first agentic framework idea and how it might intersect with young people.

Our 2024 approach in reflection

Ideas are great, but focus and understanding market needs are fundamental to business success. Throughout 2024, we realised that our 3-year tech and IP roadmap was centred around several emerging technologies. The products had development overlaps. 2025 is shaping up to be the year to build. 

Profile shot of a 20's something girl's face emerging from computer static, on a black background

Games London: Game Changer 2024

Screen Innovate Studios is proud to announce selection in the 2024 Games London: Game Changer Programme. The programme is an opportunity to progress the studio’s first IP offering: A Girl in This World. The Game Changer programme supports London-based games business founders from underrepresented backgrounds. The programme helps founders make significant strides to become investment-ready through workshops, mentoring, and networking events. It also includes an outbound mission to Slush in Helsinki, a leading start-up event that brings founders and investors from around the globe to one spot. The programme culminates in the Game Changer Finance Market, taking place in central London, where the studio will pitch and connect to financiers and publishers.

Supported by the UK Government, the Mayor of London, and the UK Prosperity Fund.

Studio IP background: A Girl in This World

 A Girl in This World is the company’s first multimodal story world. The project is in its early stages and combines gen AI technology with factual and fictional storytelling. Central to the world’s user experience is an operating system that is a developing AI. Women are encouraged to interact and share their stories, weaving stories into the world that define and capture the female identity, producing a virtual open world in which these stories are experienced and shared. 

A Girl In This World was born as a 4-part television series about two teenage girls from different ethnic backgrounds in Australia. Since its inception, and in the spirit of the company’s transmedia approach, the central idea has undergone change, with the initial idea/concept being repositioned as a playable open world, built out with AI tools and an ethical governance system.  

      

Futuristic AR scene with girl

Starting up when the end is the beginning

Culture shapes who we are. Narratives give us an identity. Identity gives us direction. New technology pushes us closer to the story worlds we have always imagined. This is the context that guides our work. Stories in any form provoke action, shift our perception of the world, and help us empathise with the collective. Yet, are we standing at the end of the creative industries, or the start of a whole new frontier? 

But have you ever sat down in front of a screen, knowing deep down what kind of imaginary or documentary-style story you wanted, only to drift into mindless scrolling instead? Constantly amazed by the sheer volume of content, yet unable to find anything that reaches you on a more meaningful level. We have.

Video games, augmented reality, VR, film, television; the list of formats and stories on offer is endless. So why is it still so hard to feel satisfied? Technology has never advanced faster, yet the connection between creators and audiences feels thinner and more fragile than ever. These thoughts surfaced for us long before AI tools became commonplace or before terms like AI slop entered the conversation.

In the AI-infused times of today, we use these terms to blame the technology for the decline of high-quality, original content, but technology has always been part of storytelling. Each era has pushed back against the technological changes to the creative workflow and output of form.

That is not to say there has not been a shift in aesthetic. Every innovation came with resistance, excitement, and reinvention. The creation of the camera transformed fine art. The arrival of movie cameras and recorded sound shifted cinema from silent films to talkies. Digitisation reshaped the entire film aesthetic. Online content platforms encouraged personalisation as algorithms began choosing what we should watch. Cloud computing turned games into live services that communities returned to daily and yearly.

Each development appeared to promise greater democratisation, although in hindsight one gatekeeper often replaced another. Every era created new decision makers who determined what was funded and what reached the public. This is not a criticism, simply a pattern in how the creative form became an industry.

Technology has, and in many ways is bringing us closer to personalisation; a never-ending personalised story with the human at the centre. The big question is whether we will embrace our own reality or one shaped entirely by what algorithms or the gatekeepers feed us.

Creating story worlds is older than language itself, yet put a group of creatives together from different specialisations and the divide becomes clear. One story language rarely translates neatly into another. How do you explain a virtual production lighting schema in Unreal Engine to a gaffer or DOP? How does a scriptwriter convey the subtext of a line to a director who sees the moment differently? Is this even required, or is this, in fact, part of creative collaboration and the sharing of perceptions?

So why found a lab and a studio now? Because frustration eventually turned into curiosity. So much content felt hollow, predictable, or disposable. We kept moving between platforms searching for something with meaning. That is when we realised the problem was not the technology at all. There has never been a better time to take a risk and build an entity that explores novel ways in which narrative and technology augment side by side. Are we the only one in this space? Absolutely not, but we think we have something to offer, be it big or small, to the industry we love.

Our company is beginning at the point where formats, humans, and machines converge. It started with an idea and a dissertation, not a product. Supplemented with many moments of pitching that idea. As a founder with decades of experience as an on-set script technician, in government, and inside one of Australia’s largest archive libraries as a content producer, it became clear that personalised IP steps over format and gives us all a sense of place. Pitching the concept behind the company was preparation for what comes next and offered a valuable temperature check of the industry.

After a pause, the collective team started to emerge. We returned to a simple question. What if we built the creative tools that we had always been searching for? What if we architect spaces where the unheard feel safe, seen, and valued? What if we invited audiences to step inside experiences shaped by bespoke open-source technology, narrating, augmenting, and expanding its functionality the same way in which we imagine a novel or world out of words on a page? Our goal is to do this with playfulness, adaptability, and the realisation that any failures lead to new pathways. We do this while acknowledging the biases and inequalities that have existed since storytelling became a business.

We’ve chosen to build a business where creativity leads technology, not the other way around. A place where stories are crafted for people, not squeezed into algorithmic moulds. A place where innovation is defined by resonance and what it can offer to the unheard and emerging voice. Starting this company meant letting go of the belief that the world does not need another studio, creative business or lab. What the world needs is intention: a voice that signals when something is out of balance.

At Screen Innovate, we champion diversity, innovation, and gender equality. We celebrate curiosity and embed it into everything we make. Stay tuned and meet the team that’s growing, and what comes next as we explore next-generation narratives, and living stories shaped from the bottom up with machine and human intelligence.