I’m a Technical Artist and XR Developer focused on real-time systems, interactive gameplay, and production-ready development in Unity and Unreal. I build modular systems, design XR interactions, and optimize performance for platforms like Meta Quest and Apple Vision Pro.
Most recently, I led development of BeastGears, a VR application created for the Meta Horizon Start program, where I owned gameplay systems, XR input, and performance optimization. I live where art and engineering meet, using AI-assisted workflows to prototype quickly, build scalable systems, and deliver real-time experiences in fast-paced environments.