Senior Creative Technologist, Lead Technical Artist, and Virtual Production Specialist (XR/AR/VR).
I work where art, engineering, and AI meet; building the tools, pipelines, and real-time experiences that help creative teams do their best work.
My specialisations include interactive simulations, technical art programming, content optimisation, real-time environment design and lighting, hard-surface modelling, and AI-driven tools and automation.
As Senior Creative Technologist at the George Lucas Educational Foundation, I run the technical side of our projects. I build plugins and automations, lead technical art development, and guide feasibility discussions that turn ambitious ideas into achievable plans. My focus is using technology and AI to empower users, streamline workflows, and help teams do more than they could before.
As an Unreal Engine technical artist, I’ve led teams on XR/AR real-time experiences for film, television, and live events, and developed prototypes for immersive VR experiences and simulations. My hands-on work covers scene prep, asset modelling, look-dev, optimisation, tool-building, programming for content integration, and volume operation.
Across these roles I’ve worked closely with both clients and teams. I create pitch decks, define goals and timelines, conduct reviews, and manage and mentor artists and programmers on fast-paced productions.
As Creative Technologist, I act as the go-to technical bridge between our internal creative team and outside development partners — reviewing builds, catching integration issues, and making sure what ships actually matches the vision. My time is split between art and asset review, and technology implementation and review: auditing realtime art, maintaining technical standards, and jumping in to create or revise assets as needed to maintain production pace. I also lead the team's AI efforts, evaluating tools and overseeing how language models and adaptive learning features get built into our K–12 products.
Lead UE Technical Artist at All of it Now, I managed the Unreal Engine pipeline, technical requirements, content integration, optimization, and look dev for projects. I served as the project lead: onboarding clients, aligning creative and technical goals, and directing multidisciplinary teams to bring ideas to life across AR, XR, ICVFX, and broadcast. I collaborated closely with creatives to develop pitch decks, storyboards, concept art, and real-time assets—while also building tools, managing source control, optimizing performance, and mentoring artists to push boundaries while delivering on time and within scope.
Brought on to create realtime visualisations of CAD products, creating offline instructional animations, promotional materials, and other models/renderings as required for marketing initiatives.
Worked as a 3D contractor, creating content for a realtime marketing initiative.
Director of Photography, Editor, Colourist, VFX artist for a local production team filming shorts, features, and commercials on RED.
Co-Wrote, Directed, and Edited a short film called "The Last Informant" with local film company Sunfire Films, which went on to win a Gold Award at the LA Neo-Noir Festival