I like problems where creative judgement, technical systems, and messy real-world constraints all meet.
My work has moved through film VFX, game development, AI pipelines, web products, automation, 3D fabrication, and research tooling. The throughline is workflow design: taking something vague, complex, or manual and making it clear enough to build, test, and repeat.
Across projects like Pawkraft Co., Nexus Knowledge Graph, PsychFX Compositor, and Lucen, I've built systems that combine AI, computer vision, procedural tools, data pipelines, and human review to turn uncertain processes into working products.
I'm also comfortable making technical systems understandable to other people. I've presented Houdini-to-Unreal workflows through SideFX/GDC, shared development process through public devlogs, and tutored artists one-on-one in VFX workflows.
I'm strongest at the early, ambiguous stage of a project: forming hypotheses, finding the hidden structure, reading the docs or the source, and building prototypes that make an idea concrete. Once the shape is clear, I like tightening the system until it feels reliable, usable, and easy to reason about.
Currently
Building Pawkraft Co. and a portfolio of applied AI tools
Interested in
Workflow design, applied AI, creative tooling, technical communication, and hard-to-pin-down automation problems
Communication
SideFX/GDC technical talk, public devlogs, and one-on-one VFX tutoring
Looking for
AI adoption, workflow automation, digital transformation, and applied AI systems, Melbourne or remote