
About Me
I’m a veteran product and program leader with a career built on connecting cutting-edge technology to practical, scalable delivery. Over more than three decades, I’ve worked at the intersection of 3D simulation, geospatial systems, visual effects, and artificial intelligence, especially agentic AI and multi-modal generative pipelines. I bring both strategic foresight and deep technical fluency, and I’ve used that to guide cross-functional teams in both startup environments and large enterprises. I focus on turning complex customer needs into actionable roadmaps and delivering real-world solutions, whether that’s integrating OpenAI LLMs with custom RAG databases, streamlining AI-driven media pipelines, or building digital twins that improve decision-making.
At Deep Data Systems, I’ve been leading the delivery of agentic AI tools that reduce operational overhead and produce measurable results. I’ve built systems that combine generative vision, conversational AI, and 3D asset workflows to cut prototyping times and enhance client capabilities for companies like Warner Bros. Discovery and NV5. At Rendered AI, I served as Technical Director and Customer Success lead, improving AI model performance, refining synthetic data workflows, and driving platform adoption. My work at Eyeline Studios / Netflix put me at the center of petabyte-scale 4D capture, machine learning R&D, and real-time VFX integration for high-profile cinematic productions.
My technical roots go back to high-end character art for games like Killing Floor 2, as well as directing large-scale VFX and cultural preservation projects. I’ve built cloud-based 3D scan processing pipelines, immersive VR environments in Unreal Engine, and optimized workflows that cut iteration times, automate complex processes, and turn unstructured data into production-ready assets.
I’m also committed to mentoring and teaching. Through my 3D Scanning Masterclass, I’ve trained VFX and simulation professionals worldwide, combining my expertise in photogrammetry, LiDAR, and 3D asset pipelines with accessible, hands-on learning. Sharing knowledge has always been part of my process. I don’t just build products. I build the teams and systems that make those products possible.