Hello, I'm Nathan Wall.

Why do we need immersive spaces? Something compels you to paint after visiting an art museum, write a song after seeing a concert, or absorb knowledge at a science center. It's good to feel overwhelmed sometimes.


I love the look of awe on a visitor’s face. A part of every visit to a museum, art space, or exhibition lives in a person's mind. My love for museums comes from childhood visits, leaving the campus each time with a new dream, invention, or idea. Invite the world into a creative space, and some of those visitors will become tomorrow's innovators. I want people to discover their passions. I want to cultivate that spark.


Building these experiences is my passion and I'm grateful for every opportunity to contribute to these institutions.


About Me:

  • Lead Electronic Designer for the “Game XPloration” interactive exhibit, exhibit fabricator for award-winning “Destination Moon: The Apollo 11 Mission”

  • Installer and technician for exhibits including “Da Vinci: The Exhibition”, “Destination Moon: The Apollo 11 Mission”, “Pompei: The Exhibition” “King Tut”, “Math Alive”, “Guitar: The Instrument That Rocked the World”, “Hockey: Faster Than Ever”, “Coloring STL”, “Vietnam: At Home and Abroad”


  • Electronic technician - component level electronic repair, PCB designer and fabricator

  • Fabricator, carpenter, and machinist

  • CAD/CAM designer with CNC and 3d printing experience

  • Current U.S. Secret Security Clearance

  • Licensed forklift operator

  • Experienced microcontroller programmer

  • Developed and programmed five video game interactives, “SpaceWar!”, “Test Your Reaction Time”, “Who’s EVA?”, “Rover Programming Station”, “Apollo Guidance Computer”, including art and sound design

  • 12 years experience as an audio engineer in the recording arts and live sound

  • Experienced rigging lighting, speakers, and truss.

Destination Moon - Electronics/Fabricator

As a space nerd, working on this exhibit was truly a dream come true. St. Louis was the second destination of the Apollo 11 capsule, during it's first ever trip outside of the Smithsonian. To bolster the experience, we fabricated an additional 8000 square feet of exhibit space. I've highlighted my favorites.


Apollo 11 Capsule - Electronic design, fabrication, microcontroller programing, sound design.

Built to scale, the capsule allowed visitors to experience some of the tight quarters that the astronauts had to endure. Interactions triggered by toggle switches mounted on backlight panels included: a microphone to talk to mission command and the Lunar Lander, switches to turn on environmental fans and various sound effects, and a "launch experience". The capsule incorporated high powered haptic transducers to vibrate the capsule during launch. A soundscape of original radio communications, rocket launches, and FM synthesis, added to the rumbling .

Lunar Lander - Electronic design, fabrication, programming

Referencing the original NASA documents, open source emulators, and Frank O'Brien's phenomenal book "The Apollo Guidance Computer: Architecture and Operation", I programmed a simplified Javascript version of the AGC using a Raspberry Pi computer and ELO touchscreen. Some of the functions are entirely true to the original, and others blend similar functions, so most noun/verb combinations would trigger one of approximately 80 unique functions (and a few fun Easter eggs) instead of constant errors.

Using the unique noun/verb interaction, visitors could check various sensors, timers, readouts, and follow the same instructions the astronauts would use when landing on the moon.

Other interactions included: joysticks to move various physical gauges and trigger sound effects, a microphone to communicate to the capsule and mission control, and unique soundscape.

Game XPloration - Lead Electronic Designer

Game XPloration explores the social elements, history, and science of video games. I was tasked as the lead electronic designer and fabricator incorporating 16 hand built gaming computers, 18 Raspberry Pi computers, 4 BrightSign Media players, vintage controllers and hardware, 10 iPads, and 8 VR headsets. The gallery featured ever evolving light design with pixelated clouds, Tron-inspired entrance portal, augmented reality climbing wall, locally made games, racing simulators, and the internet-famous giant Nintendo controller. On the back end, a full network was assembled for remote assistance and maintenance. Custom scripting was used to block out certain elements of videogames (options/settings/online) to streamline the visitor experience.


Spacewar! - Programming - Electronic Fabrication - Animation

Programed in Unity, a true to life remake of one of the earliest video games. Two players orbit around a moon and fire missiles at each other. Featuring custom cabinetry with blinking status lights, a vintage Teleprinter, and modern screen with video filters to replicate the original in our limited space.

Giant NES Controller - Electronics/Programing/Fabrication

A simple concept, this exhibit turns a familiar video game into a collaborative experience; CNC cut from 3/4" ABS sheets, the unit is an obvious favorite and endures more abuse than anything else in the museum.

The button presses have to trigger from the gentle press of a small child, as well as a full grown adult. A custom machined button assembly uses thick steel plates and springs to trigger the switch and subsequently return the 8kg button to it's home position.

Test your Reaction Time - Programing, Electronic Fabrication

Programed in Unity, a four player low-poly style target shooter tracks visitor's reaction times, collects data, and gives live results on how they compare to the average visitor.

CAD/ Product Design and Prototypes

These are some highlights of personal projects I've been working on with my home-made CNC in my tiny basement shop.

CAD/CAM and renderings in Fusion 360, PCB design in EAGLE.

SS-70 Guitar Preamp

Based on the cult classic Ampeg SS-150 & SS-70 amplifier, this puts the famous preamp in a 19" rack format
. A complete PCB design with modernized components for channel switching and improved power supply.


Solid Body Electric Guitar

Inspired by the adventurous mid-1970's electric guitars of Ovation, Guild, and Alembic. This is a minimalistic and comfortable tribute with cherry body and neck.


Danelectro Style 12 string Electric Guitar

Originally, Danelectro made beloved cheap guitars in the 60's from Masonite. This stripped-down version is made from a single piece of solid cherry and features an engraved aluminum control cover.

Hey! Thanks for reading.