Portfolio
Games Technology Programmer
Hellblade: Senua's Sacrifice — IKinema LiveActionI build the systems that make games run — from rendering pipelines and physics solvers to real-time animation rigs. My work spans custom game engines, AAA animation tooling, and spatial computing platforms.
Work in progress — some project details are protected by NDA.
Worked across two layers of Meta's social VR platform — developing the Unity-based world-building pipeline used by creators, and contributing to the native C++ engine powering it all. Bridging high-level tooling and low-level runtime to ship a platform used by millions.
Developed the body tracking and animation pipeline for Apple Vision Pro at Apple. Engineered a full-body IK solver and a suite of supporting tools to drive believable character motion from real-time sensor data — bringing spatial computing characters to life.
Real-time full-body inverse kinematics and motion capture pipeline. LiveAction streams performance data from optical mocap cameras directly into Unreal Engine — zero latency, auto-cleaned via ACP filters, and perfectly retargeted to any character rig. Used across virtual production and live interactive experiences.
A custom DirectX 11 game engine built from the ground up, complete with an integrated editor. WillowEngine covers the full rendering pipeline alongside tooling for scene composition, asset management, and real-time iteration.