I came to software engineering from physics, and I still approach every problem the same way: understand the system before you touch it.
Eight years of Unity/C# across VR, AR, digital twins, and live training products. MSc in Physics, giving me unusually strong foundations in the 3D math that sits underneath most real-time graphics work. I've shipped production systems on Oculus Quest, Pico, HoloLens, and mobile, and I know what it takes to keep complex real-time experiences running reliably at scale.
Currently open to roles in games, XR, and simulation. Not afraid of quaternions.
Asset Bundle Management System
Transfr Inc. — 2023–2026 — Unity, C#, Addressables, Async
Built and owned the client-side system responsible for delivering simulation content to VR devices. Served as the architectural decision-maker for how engineers across teams used and extended it. Demonstrated a path to 90% reduction in content patch sizes for customers.
VR Training Platform SDK
Transfr Inc. — 2023–2026 — Unity, C#, Oculus Quest, Pico, REST API
Architected reusable SDK components and key infrastructure for a live VR training product used by thousands of students across the US, working across the full stack with product managers, XR designers, and backend engineers.
Synthetic Training Data for Computer Vision
Unity Technologies — 2022–2023 — Unity Perception, C#, HLSL, ML pipelines
Generated synthetic training datasets of 20,000–50,000 labeled images per scene for computer vision models spanning object detection, pose estimation, and segmentation. Wrote compute shaders for real-time robotics sensor simulation and visualization.
YVR Digital Twin and Fortune 500 Client Delivery
Unity Technologies — 2020–2023 — Unity, AR/VR, industrial systems
Shipped 4+ digital twins to Fortune 500 clients within tight deadlines, including the Vancouver International Airport digital twin. Contributed across UI, rendering, lighting, animation, and performance profiling.
Thunder
Mammoth XR — 2019 — Unity, C#, Oculus Go
A Blackfoot language learning VR experience invited to the Vancouver and Nashville International Film Festivals in 2019. Also contributed sound design.
AR Assistant for Retail (HoloLens)
Finger Food / Unity — 2019–2021 — Unity, C#, HoloLens, MRTK
Built world-aware AR UI on the HoloLens using Microsoft's Mixed Reality Toolkit, applying 3D math and linear algebra to implement designer visions for spatial UI movement and transitions.
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