Résumé
I turn emerging technology into lasting organizational capability.
Creative technology leader and hands-on visual practitioner with more than 20 years of experience building products, production systems, multidisciplinary teams, and high-impact experiences. I operate across executive strategy, organizational design, pipeline development, rapid prototyping, and visual craft.

Career highlights
Evidence of increased capability.
Leadership profile
Leader, builder, and visual practitioner.
I help organizations navigate moments when new technology has moved faster than the workflows around it. I reduce uncertainty through research and prototyping, then build the products, pipelines, roles, and review systems required to deliver reliably at scale.
My experience spans feature-film VFX, commercial CG, real-time visualization, augmented reality, product development, post visualization, AI-assisted workflows, and large-format experiential media.
Professional experience
Selected leadership and product work.
Sphere Entertainment Company
Lead ExoSphere Content Creator
- Lead original, client, and live-event content for the Exosphere, translating creative ambition into repeatable workflows for a new large-scale medium.
- Created the conceptual foundations for ExosPreviewer and ExosMapper, improving contextual review, mapping, and delivery confidence.
- Partner across creative, production, pipeline, and engineering teams to convert discoveries into reusable systems and operating practices.
- Delivered high-visibility work including the NHL Draft, celestial studies, leaded-light imagery, and other signature Exosphere moments.
Lightstorm Entertainment
Post Visualization Department Lead
- Designed the Post Visualization operating model, production pipeline, review cadence, templates, and staffing strategy supporting Avatar 2 and Avatar 3.
- Increased approved weekly throughput from roughly one shot to a sustained 30+, with peaks near 50, by standardizing workflows, clarifying ownership, and reducing handoff friction.
- Led creation of Jim Cameron-approved creative targets used by Wētā FX for final visual-effects work.
- Scaled the department from 1 to 18 specialists after the operating system made quality, onboarding, and delivery predictable.
Edmunds
Director of Immersive Technology
- Applied Edmunds’ Agile and rapid-prototyping culture to immersive media, giving senior leadership tangible evidence of customer value and product potential before major engineering investment.
- Prototyped in Unity on Google Tango and Microsoft HoloLens, then shifted to SceneKit as an Apple launch partner.
- Helped drive 700% growth in use by applying emerging technology to a clear consumer problem.
- Led Interactive 360° Pano and related product concepts representing approximately $2M in OEM revenue impact and broader advertising opportunity.
WET
Digital Futurist
- Expanded visualization inside a multidisciplinary experiential design company through VR, AR, 360 capture, real-time graphics, and emerging display research.
- Developed an Unreal and Houdini visualization workflow that made complex unbuilt fountain experiences easier to review and communicate.
- Used immersive capture and executive storytelling to support approval of approximately $15M in Bellagio upgrades.
- Elevated visualization practices through mentoring, pipeline modernization, and adoption of contemporary VFX tools.
Absolute Post
Head of Computer Graphics, U.S.
Led high-end commercial CG production, creative execution, and delivery for agency and brand clients.
DreamWorks Animation
Senior Lighting / Compositing · Compositing Lead
Led visual craft and shot execution across animated feature productions.
Sony Pictures Imageworks · Disney Animation · ImageMovers Digital
Senior Lighting / Compositing
Rhythm & Hues
Lighting Lead / Artist
Leadership
What I build.
- Multidisciplinary teams and departments
- Product vision and emerging-technology strategy
- Creative and technical operating systems
- Research, rapid prototyping, and validation
- Executive alignment and stakeholder communication
- Mentoring and capability development
Tools and platforms
How I work.
Nuke, Maya, Arnold, Redshift, Katana, Adobe Creative Cloud, Unreal Engine, Unity, 3ds Max, and V-Ray.
AI-assisted image and video workflows, immersive visualization, augmented reality, post visualization, and large-format experiential media.
Additional work
Selected credits and intellectual property.
Feature animation and visual effects
Disney Animation · DreamWorks Animation · Sony Pictures Imageworks · ImageMovers Digital
Innovation, consulting, and independent studios
Hyperloop TT (Consulting) · Bad Robot · Moonbot Studios · Blur · Duncan Studio
Intellectual property
Two related patent applications for real-world content and visualization systems are pending.