About me
About me
I’m an Unreal Engine developer and immersive systems specialist with over a decade of experience in real-time 3D, motion systems, and XR.
I’ve worked with studios like Framestore, Meow Wolf, and Vita Motus to build procedural animation rigs, interactive VR environments, and live visual systems for museums, mobile platforms, and mixed reality installations.
While Unreal is my primary toolset, I’m also experienced with Unity for AR and mobile app development—especially in education, branded experiences, and fast-paced R&D environments.
🛠 Core Engines & Languages
Unreal Engine 5 Unity 3D
C++
C#
Blueprints
Control Rig
Sequencer
Unreal Engine 5 Unity 3D
C++
C#
Blueprints
Control Rig
Sequencer
🎮 Gameplay & Animation Systems
Gameplay Ability System (GAS)
Motion Matching
IK Systems
Procedural Animation
Gameplay Logic
Character Controllers
Gameplay Ability System (GAS)
Motion Matching
IK Systems
Procedural Animation
Gameplay Logic
Character Controllers
🎥 XR & Mocap Pipelines
Xsens
Faceware
Rokoko
Hololens
Magic Leap
Oculus
HTC Vive
OptiTrack
Mixed Reality
Green Screen Compositing
Xsens
Faceware
Rokoko
Hololens
Magic Leap
Oculus
HTC Vive
OptiTrack
Mixed Reality
Green Screen Compositing
Xsens
Faceware
Rokoko
Hololens
Magic Leap
Oculus
HTC Vive
OptiTrack
Mixed Reality
Green Screen Compositing
🌐 Web & Mobile Development
React
JavaScript
ARKit /ARCore
iOS / Android
Authentication Systems
Cross-Platform Optimization
Responsive UI
React
JavaScript
ARKit /ARCore
iOS / Android
Authentication Systems
Cross-Platform Optimization
Responsive UI
Experience
Experience
Experience
Created high-impact projection visuals synced to lighting and stage audio for the Quasar stage at Coachella
Collaborated with the MXR-PRO pipeline to deliver stylized interactive sequences for large-scale festival display
Created modular visual assets and material systems optimized for projection and stage environments
Used blueprint-driven animation systems to sync visuals with lighting, audio, and spatial design cues
Implemented real-time playback tools and debug utilities to streamline artist iteration and review
Created high-impact projection visuals synced to lighting and stage audio for the Quasar stage at Coachella
Collaborated with the MXR-PRO pipeline to deliver stylized interactive sequences for large-scale festival display
Created modular visual assets and material systems optimized for projection and stage environments
Used blueprint-driven animation systems to sync visuals with lighting, audio, and spatial design cues
Implemented real-time playback tools and debug utilities to streamline artist iteration and review
Created high-impact projection visuals synced to lighting and stage audio for the Quasar stage at Coachella
Collaborated with the MXR-PRO pipeline to deliver stylized interactive sequences for large-scale festival display
Created modular visual assets and material systems optimized for projection and stage environments
Used blueprint-driven animation systems to sync visuals with lighting, audio, and spatial design cues
Implemented real-time playback tools and debug utilities to streamline artist iteration and review
Collaborated with Framestore’s immersive division to prototype real-time character locomotion for an internal IP
Developed Control Rigs, IK systems, and animation scripting for immersive character movement.
Developed a modular locomotion framework integrating Motion Matching, Procedural Animation, and Traditional Animation pipelines
Developed and maintained Control Rig systems for full-body IK and pose correction
Engineered solutions to manage foot sliding, IK blending, and turn-in-place behavior
Built modular blueprint/C++ systems for anim state control, debug visualization, and runtime tuning
Collaborated with Framestore’s immersive division to prototype real-time character locomotion for an internal IP
Developed Control Rigs, IK systems, and animation scripting for immersive character movement.
Developed a modular locomotion framework integrating Motion Matching, Procedural Animation, and Traditional Animation pipelines
Developed and maintained Control Rig systems for full-body IK and pose correction
Engineered solutions to manage foot sliding, IK blending, and turn-in-place behavior
Built modular blueprint/C++ systems for anim state control, debug visualization, and runtime tuning
Collaborated with Framestore’s immersive division to prototype real-time character locomotion for an internal IP
Developed Control Rigs, IK systems, and animation scripting for immersive character movement.
Developed a modular locomotion framework integrating Motion Matching, Procedural Animation, and Traditional Animation pipelines
Developed and maintained Control Rig systems for full-body IK and pose correction
Engineered solutions to manage foot sliding, IK blending, and turn-in-place behavior
Built modular blueprint/C++ systems for anim state control, debug visualization, and runtime tuning
Contributed as a Unity C# developer for a cross-platform AR application commissioned by McGraw Hill and Verizon
Built and deployed six educational AR experiences for iOS and Android, targeting K–12 students across subjects like math, science, and history
Designed clean UI/UX flows, animation behaviors, and modular scripts for interactions and feedback
Experiences included: - Coordinate Planes – drag-and-place geometry in augmented 3D space - Oregon Trail – historical simulation with branching player choices - Ratios, Lowest Common Multiples, Silk Road, and Parthenon – interactive activities combining visuals, quizzes, and movement-based AR triggers
Ensured performance stability across ARKit and ARCore, including low-end device compatibility and app store compliance
Collaborated with cross-functional teams for asset integration, QA, and app deployment cycles
Contributed as a Unity C# developer for a cross-platform AR application commissioned by McGraw Hill and Verizon
Built and deployed six educational AR experiences for iOS and Android, targeting K–12 students across subjects like math, science, and history
Designed clean UI/UX flows, animation behaviors, and modular scripts for interactions and feedback
Experiences included: - Coordinate Planes – drag-and-place geometry in augmented 3D space - Oregon Trail – historical simulation with branching player choices - Ratios, Lowest Common Multiples, Silk Road, and Parthenon – interactive activities combining visuals, quizzes, and movement-based AR triggers
Ensured performance stability across ARKit and ARCore, including low-end device compatibility and app store compliance
Collaborated with cross-functional teams for asset integration, QA, and app deployment cycles
Contributed as a Unity C# developer for a cross-platform AR application commissioned by McGraw Hill and Verizon
Built and deployed six educational AR experiences for iOS and Android, targeting K–12 students across subjects like math, science, and history
Designed clean UI/UX flows, animation behaviors, and modular scripts for interactions and feedback
Experiences included: - Coordinate Planes – drag-and-place geometry in augmented 3D space - Oregon Trail – historical simulation with branching player choices - Ratios, Lowest Common Multiples, Silk Road, and Parthenon – interactive activities combining visuals, quizzes, and movement-based AR triggers
Ensured performance stability across ARKit and ARCore, including low-end device compatibility and app store compliance
Collaborated with cross-functional teams for asset integration, QA, and app deployment cycles
Designed a dynamic lighting visualization system in Unreal Engine for a showroom & banquet hall installation in Chicago
Synchronized motion and lighting cues across 1,100+ fixtures using music timing and blueprint logic
Created programmable sequences to control environmental mood, spotlight focus, and ambient effects
Developed interactive timeline scrubbers and playback tools for previewing sequences in real time
Optimized the environment for both real-time simulation and offline rendering, including post-process FX
Collaborated with the Vita Motus design team to meet architectural and experiential constraints
Designed a dynamic lighting visualization system in Unreal Engine for a showroom & banquet hall installation in Chicago
Synchronized motion and lighting cues across 1,100+ fixtures using music timing and blueprint logic
Created programmable sequences to control environmental mood, spotlight focus, and ambient effects
Developed interactive timeline scrubbers and playback tools for previewing sequences in real time
Optimized the environment for both real-time simulation and offline rendering, including post-process FX
Collaborated with the Vita Motus design team to meet architectural and experiential constraints
Designed a dynamic lighting visualization system in Unreal Engine for a showroom & banquet hall installation in Chicago
Synchronized motion and lighting cues across 1,100+ fixtures using music timing and blueprint logic
Created programmable sequences to control environmental mood, spotlight focus, and ambient effects
Developed interactive timeline scrubbers and playback tools for previewing sequences in real time
Optimized the environment for both real-time simulation and offline rendering, including post-process FX
Collaborated with the Vita Motus design team to meet architectural and experiential constraints
Contributed to the development of an experimental VR experience showcasing the first volumetric time-lapse ever integrated into a game engine
Built a dynamic seasonal weather system that transitioned seamlessly between snow, rain, sun, and fog within a single immersive environment
Developed blueprint/C++ logic to procedurally spawn mushrooms in terrain-aware ways across multiple terrain zones
Collaborated with artists and engineers to implement post-process effects and environment transitions based on volumetric data triggers
Assisted in optimizing the VR experience for real-time performance while maintaining high visual fidelity across headsets
Project premiered at major international festivals including SXSW 2023, SIGGRAPH, and the BFI London Film Festival
Contributed to the development of an experimental VR experience showcasing the first volumetric time-lapse ever integrated into a game engine
Built a dynamic seasonal weather system that transitioned seamlessly between snow, rain, sun, and fog within a single immersive environment
Developed blueprint/C++ logic to procedurally spawn mushrooms in terrain-aware ways across multiple terrain zones
Collaborated with artists and engineers to implement post-process effects and environment transitions based on volumetric data triggers
Assisted in optimizing the VR experience for real-time performance while maintaining high visual fidelity across headsets
Project premiered at major international festivals including SXSW 2023, SIGGRAPH, and the BFI London Film Festival
Contributed to the development of an experimental VR experience showcasing the first volumetric time-lapse ever integrated into a game engine
Built a dynamic seasonal weather system that transitioned seamlessly between snow, rain, sun, and fog within a single immersive environment
Developed blueprint/C++ logic to procedurally spawn mushrooms in terrain-aware ways across multiple terrain zones
Collaborated with artists and engineers to implement post-process effects and environment transitions based on volumetric data triggers
Assisted in optimizing the VR experience for real-time performance while maintaining high visual fidelity across headsets
Project premiered at major international festivals including SXSW 2023, SIGGRAPH, and the BFI London Film Festival
Delivered interactive experiences for clients including Google, Sony, and Verizon using Unity (C#)
Contributed to both VR headset and mobile-first prototypes, integrating motion controls and touch interactions
Developed Unity components for spatialized content, gesture detection, and rapid concept iteration
Worked in agile sprints, collaborating with UX, 3D artists, and creative directors
Supported integration and experimentation with Unreal Engine for cross-pipeline R&D projects
Built tools for internal QA, debug visualization, and user testing on early-stage immersive apps
Delivered interactive experiences for clients including Google, Sony, and Verizon using Unity (C#)
Contributed to both VR headset and mobile-first prototypes, integrating motion controls and touch interactions
Developed Unity components for spatialized content, gesture detection, and rapid concept iteration
Worked in agile sprints, collaborating with UX, 3D artists, and creative directors
Supported integration and experimentation with Unreal Engine for cross-pipeline R&D projects
Built tools for internal QA, debug visualization, and user testing on early-stage immersive apps
Delivered interactive experiences for clients including Google, Sony, and Verizon using Unity (C#)
Contributed to both VR headset and mobile-first prototypes, integrating motion controls and touch interactions
Developed Unity components for spatialized content, gesture detection, and rapid concept iteration
Worked in agile sprints, collaborating with UX, 3D artists, and creative directors
Supported integration and experimentation with Unreal Engine for cross-pipeline R&D projects
Built tools for internal QA, debug visualization, and user testing on early-stage immersive apps
Created Bisti Beast, a Kinect-powered dinosaur exhibit for the Albuquerque Museum of Natural History
Programmed dinosaur AI, pathing, and behavior logic in a large-scale, projected 3D environment
Built touchscreen interface allowing visitors to select and spawn dinosaurs for real-time interaction
Integrated OSC (Open Sound Control) for seamless communication between Unreal and physical input systems
Tuned lighting, FX, and animations to run reliably in a museum environment with heavy foot traffic
Worked directly with exhibit designers to ensure accessibility, educational clarity, and installation durability
Created Bisti Beast, a Kinect-powered dinosaur exhibit for the Albuquerque Museum of Natural History
Programmed dinosaur AI, pathing, and behavior logic in a large-scale, projected 3D environment
Built touchscreen interface allowing visitors to select and spawn dinosaurs for real-time interaction
Integrated OSC (Open Sound Control) for seamless communication between Unreal and physical input systems
Tuned lighting, FX, and animations to run reliably in a museum environment with heavy foot traffic
Worked directly with exhibit designers to ensure accessibility, educational clarity, and installation durability
Created Bisti Beast, a Kinect-powered dinosaur exhibit for the Albuquerque Museum of Natural History
Programmed dinosaur AI, pathing, and behavior logic in a large-scale, projected 3D environment
Built touchscreen interface allowing visitors to select and spawn dinosaurs for real-time interaction
Integrated OSC (Open Sound Control) for seamless communication between Unreal and physical input systems
Tuned lighting, FX, and animations to run reliably in a museum environment with heavy foot traffic
Worked directly with exhibit designers to ensure accessibility, educational clarity, and installation durability
Designed and implemented interactive VR and AR experiences for exhibits at Meow Wolf’s Las Vegas and Denver locations
Built an IK-driven VR hamster character for a main SXSW 2018 installation called The Atrium, combining physics and animation scripting
Developed Magic Leap AR installations including The Garage (Forbes Top 35 XR Installations) and The Navigator
Prototyped new spatial interaction systems for creative storytelling and environment-driven events
Collaborated with multidisciplinary teams of artists, designers, and engineers using both Unreal Engine and Unity
Helped establish early XR prototyping workflows and tool standards for Meow Wolf’s immersive tech team
Designed and implemented interactive VR and AR experiences for exhibits at Meow Wolf’s Las Vegas and Denver locations
Built an IK-driven VR hamster character for a main SXSW 2018 installation called The Atrium, combining physics and animation scripting
Developed Magic Leap AR installations including The Garage (Forbes Top 35 XR Installations) and The Navigator
Prototyped new spatial interaction systems for creative storytelling and environment-driven events
Collaborated with multidisciplinary teams of artists, designers, and engineers using both Unreal Engine and Unity
Helped establish early XR prototyping workflows and tool standards for Meow Wolf’s immersive tech team
Designed and implemented interactive VR and AR experiences for exhibits at Meow Wolf’s Las Vegas and Denver locations
Built an IK-driven VR hamster character for a main SXSW 2018 installation called The Atrium, combining physics and animation scripting
Developed Magic Leap AR installations including The Garage (Forbes Top 35 XR Installations) and The Navigator
Prototyped new spatial interaction systems for creative storytelling and environment-driven events
Collaborated with multidisciplinary teams of artists, designers, and engineers using both Unreal Engine and Unity
Helped establish early XR prototyping workflows and tool standards for Meow Wolf’s immersive tech team
Developed full-body IK systems allowing players to inhabit the perspective of a living tree in VR
Designed environmental mechanics including weather transitions and procedurally spreading fire
Authored custom shaders and post-processing FX to reflect changes in seasons and environmental decay
Coordinated four international dev teams using Perforce for source control
Provided on-site tech support and installation setup at Sundance Film Festival 2017
Received a Lumiere Award (2018) for technical achievement in immersive narrative experiences
Developed full-body IK systems allowing players to inhabit the perspective of a living tree in VR
Designed environmental mechanics including weather transitions and procedurally spreading fire
Authored custom shaders and post-processing FX to reflect changes in seasons and environmental decay
Coordinated four international dev teams using Perforce for source control
Provided on-site tech support and installation setup at Sundance Film Festival 2017
Received a Lumiere Award (2018) for technical achievement in immersive narrative experiences
Developed full-body IK systems allowing players to inhabit the perspective of a living tree in VR
Designed environmental mechanics including weather transitions and procedurally spreading fire
Authored custom shaders and post-processing FX to reflect changes in seasons and environmental decay
Coordinated four international dev teams using Perforce for source control
Provided on-site tech support and installation setup at Sundance Film Festival 2017
Received a Lumiere Award (2018) for technical achievement in immersive narrative experiences
Pioneered the use of Unreal Engine for live performance visuals, music videos, and interactive stage design
Built custom tools for real-time scene manipulation during live and improvised performances
Collaborated with experimental directors and artists to prototype surreal environments and avatars
Notable projects include: - Rihanna – 2016 VMA visual performance - Amnesia Scanner – “Chingy” (Adult Swim) - Danny L Harle ft. Caroline Polachek – “Ashes of Love”
Developed live control tools for reactive visuals during performances using OSC and keyboard triggers
Integrated Unreal outputs with OBS and other streaming platforms for seamless real-time delivery
Pioneered the use of Unreal Engine for live performance visuals, music videos, and interactive stage design
Built custom tools for real-time scene manipulation during live and improvised performances
Collaborated with experimental directors and artists to prototype surreal environments and avatars
Notable projects include: - Rihanna – 2016 VMA visual performance - Amnesia Scanner – “Chingy” (Adult Swim) - Danny L Harle ft. Caroline Polachek – “Ashes of Love”
Developed live control tools for reactive visuals during performances using OSC and keyboard triggers
Integrated Unreal outputs with OBS and other streaming platforms for seamless real-time delivery
Pioneered the use of Unreal Engine for live performance visuals, music videos, and interactive stage design
Built custom tools for real-time scene manipulation during live and improvised performances
Collaborated with experimental directors and artists to prototype surreal environments and avatars
Notable projects include: - Rihanna – 2016 VMA visual performance - Amnesia Scanner – “Chingy” (Adult Swim) - Danny L Harle ft. Caroline Polachek – “Ashes of Love”
Developed live control tools for reactive visuals during performances using OSC and keyboard triggers
Integrated Unreal outputs with OBS and other streaming platforms for seamless real-time delivery
Tutored students in C++, C#, Unity scripting, and object-oriented programming fundamentals
Assisted faculty in designing lesson plans and grading for Interactive Arts and Media courses
Led lab sessions covering game development, scripting, and engine logic
Maintained lab hardware and performed updates for student software environments
Hosted optional after-hours code review sessions to help students debug complex projects
Provided mentorship to students pursuing careers in technical art and game development
Tutored students in C++, C#, Unity scripting, and object-oriented programming fundamentals
Assisted faculty in designing lesson plans and grading for Interactive Arts and Media courses
Led lab sessions covering game development, scripting, and engine logic
Maintained lab hardware and performed updates for student software environments
Hosted optional after-hours code review sessions to help students debug complex projects
Provided mentorship to students pursuing careers in technical art and game development
Tutored students in C++, C#, Unity scripting, and object-oriented programming fundamentals
Assisted faculty in designing lesson plans and grading for Interactive Arts and Media courses
Led lab sessions covering game development, scripting, and engine logic
Maintained lab hardware and performed updates for student software environments
Hosted optional after-hours code review sessions to help students debug complex projects
Provided mentorship to students pursuing careers in technical art and game development
Education
Education
Education
Studied game engine architecture, real-time graphics, and interactive systems with a focus on technical implementation. - Specialized in Unreal and Unity during early versions of each engine - Completed advanced coursework in C++, C#, gameplay programming, and shader theory - Supported the department as a Programming Teaching Assistant for two years - Senior project focused on modular game systems and real-time interaction in 3D environments
Studied game engine architecture, real-time graphics, and interactive systems with a focus on technical implementation. - Specialized in Unreal and Unity during early versions of each engine - Completed advanced coursework in C++, C#, gameplay programming, and shader theory - Supported the department as a Programming Teaching Assistant for two years - Senior project focused on modular game systems and real-time interaction in 3D environments
Studied game engine architecture, real-time graphics, and interactive systems with a focus on technical implementation. - Specialized in Unreal and Unity during early versions of each engine - Completed advanced coursework in C++, C#, gameplay programming, and shader theory - Supported the department as a Programming Teaching Assistant for two years - Senior project focused on modular game systems and real-time interaction in 3D environments
Certifications
Certifications
Certifications
Unreal Engine 5 C++: Advanced Action RPG
Udemy - (Advanced-level course focusing on building a full RPG system in UE5 using C++)

Unreal Engine 5 C++: Advanced Action RPG
Udemy - (Advanced-level course focusing on building a full RPG system in UE5 using C++)

Unreal Engine 5 C++: Advanced Action RPG
Udemy - (Advanced-level course focusing on building a full RPG system in UE5 using C++)

Unreal Engine 5 C++: Advanced Frontend UI Programming
Udemy - (C++-driven course on building modular HUDs and UI systems using UMG & Slate)

Unreal Engine 5 C++: Advanced Frontend UI Programming
Udemy - (C++-driven course on building modular HUDs and UI systems using UMG & Slate)

Unreal Engine 5 C++: Advanced Frontend UI Programming
Udemy - (C++-driven course on building modular HUDs and UI systems using UMG & Slate)

Unreal Engine 5 C++ Developer: Learn C++ & Make Video Games
Udemy - (Beginner to intermediate course on Unreal with C++)

Unreal Engine 5 C++ Developer: Learn C++ & Make Video Games
Udemy - (Beginner to intermediate course on Unreal with C++)

Unreal Engine 5 C++ Developer: Learn C++ & Make Video Games
Udemy - (Beginner to intermediate course on Unreal with C++)
