Portfolio

NOOR
Proteus
I provided research & development on NOOR, a multi-platform Unreal Engine toolkit designed for real-time collaboration across VR, AR, and desktop. I implemented a custom multiplayer framework supporting session hosting, reconnection logic, and seamless interaction across devices. Built up various tools for user interaction, runtime asset loading and tooling for automated asset cooking and packaging. This project was a collaboration with Proteus, a company specializing in immersive technology solutions.

Performance Laboratory
Royal College of Music
As the Lead Developer, my primary objective was to architect and implement a modular and scalable framework tailored for dynamic show production. This project demanded seamless integration with a variety of external devices, including DMX lighting systems, QLab for audio playback and triggering, sophisticated user-interface interactions, and feedback mechanisms from external software, alongside managing multi-projection mapped outputs.

Chaos Castle
Super Strange Studios
In this venture, I spearheaded the development of an innovative framework alongside world-building features that empower end-users to craft dynamic and captivating worlds. The design ethos was centered around emulating the tactile sensation of sculpting with clay or plasticine, resulting in a strong and inviting aesthetic that resonates well with younger audiences.

Tennis Hawkeye Integration
Warner Bros. Discovery
In this project, I was tasked with the implementation of the Hawkeye dataset. This involved developing custom C++ code to efficiently read, parse, and analyze the dataset. My role extended to the creation of sophisticated visualization tools, designed to automatically generate visuals that not only accurately represent the data but do so in an aesthetically pleasing and consistent manner.

Cycling Track Visualisation
Warner Bros. Discovery
Developed a bespoke system for ingesting and visualising cycling datasets, with full support for Veloviewer JSON formats. Created an external control platform using ImGui and NetImgui for real-time operation during live broadcasts. Included functionality for saving and loading fully prepared presets, enabling rapid deployment of visuals in production environments.

Beijing Olympics 2022
Warner Bros. Discovery
Developed a modular system for populating digital environments with background NPCs, including motion capture import and retargeting, procedurally seeded character variations, dynamic outfits, and animation assignment. Designed for flexibility and reusability, the system has been successfully integrated into multiple projects and adapted to a range of production needs.
The Mandolorian (Season 2)
The Third Floor Inc.
- Unreal tools for Mandalorian.
- C++ and Python API.
- Maya integration.
Jingle Jangle
The Third Floor Inc.
- N-Cam On-Set
Mad Factory VR
The Third Floor Inc.
- Unreal Engine consultancy for arcade-style VR gameplay.
- Assisted immersive team with core game logic.
- Implemented VR best practices for development.
Game of Thrones (Season 7 - 8)
The Third Floor Inc.
- VP tools & Pipeline Development
- VR Tools for Virtual Scounting + shot-planning.
Star Citizen - Squadren 42
The Imaginarium Studios
- Realtime visualisation in CryEngine
- Motion Capture Operator
- Shadow + Support Cinematics director
The Ritual
The Imaginarium Studios
- Built previs scenes in Unreal Engine
- Performance capture prep and realtime setup.
Battlefield 1
The Imaginarium Studios
- Performance Capture Operator
- Data cleanup.
The Tempest
The Imaginarium Studios
- Live performance capture with traditional stage controls.
- Setup a 4x Unreal Engine system for realtime rendering.
- Assisted with plugin development for DMX.
Avengers 2 - Age Of Ultron
The Imaginarium Studios
- Mocap Operator on-set at Shepperton Studios.
- Captured principal cast and stunt work.
Star Wars - Episode 7
The Imaginarium Studios
- Motion capture technician in studio and on location.
- IBC capture operator on-set.
Dawn Of The Planet Of The Apes
The Imaginarium Studios
- Focused on performance capture pick-ups for Andy Serkis.
- Enhanced character animations through detailed motion capture.
- Collaborated in a high-profile film production environment.