I build digital worlds.
And the tools behind them: games in Unreal and Unity, procedural creation systems in Python and Rust, GPU-native workflows, and local AI pipelines.
Built, not just described.
Three projects explain my work better than a skills list: an independent game, a funded AR product, and an AI system for medical training.
Stars Beyond
A sci-fi space sim and colony builder I am developing solo in Unreal Engine 5: modular stations, crew systems, procedural planets, and trade across star systems.
- My role
- Solo development · design through code
- Systems
- Unreal 5 · C++ · Procedural generation
Infinite Horizon
An EXIST-funded AR learning product for children aged 8 to 12. In our four-person founding team, I am responsible for AI systems and core development in Unity 6.
- My role
- Co-Founder · AI & core development
- Platform
- Unity 6 · AR · iOS / Android
Charlie
A VR patient simulator with conversational AI for medical training. I built the technical pipeline end to end: speech, NLU, local LLM, voice output, and avatar animation.
- My role
- Complete technical implementation
- Pipeline
- Whisper · LLM · TTS · MetaHuman
The system is part of the design.
I do not separate creative decisions from the technology behind them. When I design a world, I am also thinking about its rules, its tools, and how it gets produced.
Think end to end
From the first interaction model to the final export or production step, the whole workflow has to hold together.
Local when it matters
Creative AI workflows should remain reproducible, controllable, and independent of cloud quotas.
Show outcomes, not labels
A working tool, a playable system, or a measurable result says more than a long list of technologies.
Tools built around real production questions.
These tools and research prototypes grew out of concrete problems: authoring planetary worlds, connecting local AI-audio workflows, and testing technical limits in practice instead of only describing them.
Universe Generator
A planetary authoring prototype: from the orbital globe through seamless LOD levels to a selected region intended for export as a high-resolution terrain tile set.
- My role
- Concept · architecture · implementation
- Quality target
- Orbit to terrain tile · seamless
AudioGen
An internal research prototype exploring how voice, SFX, music, experimental quality screening, and multi-track assembly can work together in one local workflow.
- My role
- Research · prototyping · AI pipeline
- Status
- Internal prototype · not a product
Visual thinking is part of the engineering.
3D modelling and material work help me build tools and game systems not only for function, but from the perspective of the people creating with them.

I am interested in projects that combine creative judgment with technical depth—especially game systems, AI engineering, and production tools. If that sounds like your work, tell me what you are building.

