Spatial Computing
XR Applications
Owned architecture through deployment for VR/AR apps across Meta Quest, Quest 2, and Apple Vision Pro, extending several beyond the headset to native PC and mobile play. Earlier research work included an interactive VR chemistry kit — spawn atoms, form bonds, and build molecules in 3D, with real-time recognition of the structures you assemble and a quiz mode — and a VR conducting app that turned the headset controllers into a baton, analyzing controller motion to derive tempo, articulation, and dynamics and drive live MIDI playback. Also shipped Android AR, multiplayer VR, and early HoloLens and Google Glass prototypes.
Real-Time Data
Solar Energy Digital Twin
Architected and built a production digital-twin web application that visualizes live data for a solar-energy program, with navigable 3D environments modeling all five solar-farm sites. Delivered as a Unity WebGL build served over the web — and still in active production use.
Personal Project
Open-World Game in Bevy
An in-progress 3D open-world game built in Bevy (Rust), with an HD-2D visual style and a hexagonal world structure. It doubles as a sandbox for hand-written real-time rendering: WGSL shaders for volumetric fog, interactive water and grass, and cloud shadows over voxel terrain, on top of a bindless terrain material pipeline — plus a custom Blender-to-Bevy asset workflow and tooling.
Get in Touch
Contact
Open to software engineering roles across Europe. Email is the best way to reach me, and my full resume is available as a PDF below.