Overview
I'm a software engineer, 3D artist, and designer with over a decade of experience across film VFX, realtime graphics, and spatial computing. My work sits at the intersection of creative craft and systems engineering - building the tools, open standards, and frameworks that power how 3D content is created and experienced.
My range spans low-level rendering, platform architecture, creative pipeline workflows, open-standards leadership, UI/UX design, and hands-on 3D artistry. I find solutions that serve both engineers and creatives - because I've spent my career being both.
Experience
Principal Software Engineer, Vision Products Group, Apple
April 2026 - Present
- Working on system frameworks and applications for Spatial Computing platforms.
Spatial Media Standards Engineering Manager, Vision Products Group, Apple
October 2023 - April 2026
- Led development of Apple 3D applications.
- Led a team to work on and improve the spatial standards ecosystem with technologies like OpenUSD and MaterialX, including improved support for Apple platforms.
- Oversaw development of Gaussian Splats schema and PMC mesh compression in OpenUSD.
- Created industry-first Accessibility support for 3D scenes.
- Oversaw contributions to Blender and Maya USD to support better interchange.
- Architected and oversaw development of machine learning data processing pipeline.
- Served as Technical Advisory Council chair for Alliance for OpenUSD.
- One of the lead contributors for the Alliance for OpenUSD Core Specification and Reference Implementation.
- Oversaw development of Apple system USD libraries and feature architecture.
Principal Software Engineer, Vision Products Group, Apple
October 2022 - October 2023
- Worked on visionOS first party applications for Reality Composer Pro.
- Founding member of the Alliance for OpenUSD.
- Co-created App Clip Codes. Responsible for generation algorithm, initial visuals and leadership demos.
- Shepherded and co-developed multiple USD initiatives. Contributor to Pixar USD, MaterialX, Blender and Maya USD.
- Worked as and with UI/UX designers to create intuitive artist and engineering workflows.
- Awarded design and rendering patents for innovations in AR / VR.
Senior Software Engineer, Vision Products Group, Apple
February 2020 - October 2022
- Architect for 3D content pipeline workflows within Apple.
- Managed internal Apple content pipeline software for USD.
- Contributor to Blender and Maya's USD support.
- Lead Engineer on Reality Converter.
Lead Technical Artist, Vision Products Group, Apple
August 2018 - February 2020
- Worked on application prototypes and concepts for the Apple Vision Pro.
- Responsible for creating UI, UX and Art Content for multiple projects. Includes creating interface design, interaction design, asset modelling, lighting, shading, rigging and animation.
- Created concept art, software prototypes, presentations and video productions for Apple leadership.
- Awarded Augmented Reality content, rendering and simulation patents.
- Developed Augmented Reality applications using RealityKit and Swift, as well as Unity and C#.
- Developed several AR applications as both an artist and engineer.
- Provided training sessions to artists and engineers.
Pipeline and Layout Supervisor, Sony Pictures Imageworks
October 2016 - August 2018
- Developed and maintained critical Pipeline software for all active shows in production.
- Oversaw a team of Pipeline TD's and Layout Artists on Visual Effects and Animated Features.
- Developed new Shot Review and Approval Pipeline with 100x improvement in performance using a new frontend and server architecture.
- Co-Developed a Virtual Production system with tracked virtual cameras, a motion capture stage and Virtual Reality asset/scene reviewing.
- Created a Proof of Concept port of our pipeline to use Pixar USD.
- Developed a bespoke pipeline to Unity for an Augmented Reality Project.
Pipeline TD and Layout Artist, Sony Pictures Imageworks
January 2013 - October 2016
- Production software development and artist support on VFX and Animation shows.
- Handled camera, plate and scene layout on a mix of VFX and full CG Shots and sequences.
- Co-Developed new Shot Publishing and Validation toolset used by all productions.
- Developed a Deep Compositing toolset for fast animation collaboration with multiple animators or split up scenes.
- Created a dynamic scene origin plugin for Maya and a full pipeline integration to handle large scale scenes.
- Wrote a procedural muscle simulation pipeline with Ziva to significantly reduce required Character FX resources.
- Developed Motion capture ingestion pipeline.
Animation Support TD & Scene Layout, Rhythm & Hues
June 2012 - January 2013
- Responsible for layout and pre-lighting of VFX scenes.
- Assisted animators with scenes, rigs and scripts.
- Developed tools for in-house tool, Voodoo, with proprietary language, Parsley.
- Responsible for department in Vancouver, and training new hires.
- Developed artist color management pipeline.
- Developed Scene lighting management tools.
- Created prototype Python bindings and an IDE for Parsley.
- Wrote tools to streamline ticket submission and management.