I design modular, maintainable systems focusing on scalability and performance. My workflows integrate automation and tooling to streamline development from prototype to production.
I turn ideas into functional prototypes quickly, enabling fast iteration and clear communication across teams. My approach keeps development nimble and aligned with user needs from the start.
I build immersive XR applications that prioritize intuitive interaction and visual fidelity. I explore emerging technologies to push creative and technical boundaries in AR and VR.
I design modular, maintainable systems focusing on scalability and performance. My workflows integrate automation and tooling to streamline development from prototype to production.
I turn ideas into functional prototypes quickly, enabling fast iteration and clear communication across teams. My approach keeps development nimble and aligned with user needs from the start.
I build immersive XR applications that prioritize intuitive interaction and visual fidelity. I explore emerging technologies to push creative and technical boundaries in AR and VR.
Over the past several years, I've delivered 15+ interactive applications across AR, VR, and mixed-reality platforms. These projects span the full hardware spectrum—from mobile phones to high-end PCs powering cutting-edge headsets—and leverage a wide range of input methods, including touch, gesture, eye and hand tracking, and traditional controllers.
Most applications were developed in Unity and optimized for performance, visual fidelity, and production-ready pipelines. I've worked as a lead developer, technical artist, and tools engineer across all parts of the stack, with deep involvement in C# architecture, shaders, and VFX.
Today, I focus on shipping high fidelity, consumer-accessible XR applications for Meta Quest, Apple Vision Pro, and mobile platforms.
The renders I made for this site were created with 3D assets credited to their creators below or licensed directly.