When an agentic creation system generates a game, the hard part isn't getting something, it's getting something that still looks directed, feels coherent, and reads as a creator's intention. I build the creative systems around that problem: composing the art direction, engineering the creative workflows, and structuring the underlying data model that lets AI output be consistent, coherent, and high quality, so creators can trust the tools to do more of the making without their agency being diminished.

That current work sits on top of a career spent at the start of new mediums. From VR, to mobile AR, to headset-based AR, I've been driving the work that helped lay the foundations of the platforms while they were being figured out. At Psyop, I built the company's XR and interactive division and led it, shipping Kismet, commercial VR and 360 video content, and doing future-facing pathfinding for Google, Apple, Facebook, and Instagram. Before that, I was a commercial director for some of the biggest brands in the world, making industry-leading animated advertising for the better part of a decade.

I'm continuously drawn to the frontier for the same reason I always have been: I'm curious about what's next, and I want to learn it by building my own worlds, games, and experiences. Helping shape it so creators, not just systems, stay at the center of it is part of how I learn it myself.

The work on this site spans that whole arc — original projects like Vesper and Thrall, VR and AR work for Adobe, Niantic, Apple, and Facebook, game trailers, commercials, and design and art direction.

Download Résumé