I build procedural 3D systems and synthetic data pipelines at the intersection of computer graphics, simulation, and machine learning.
With 10+ years of experience spanning visual effects, synthetic data, and technical art, I've developed scalable Houdini and Python workflows for computer vision, robotics, and generative AI. My work includes procedural environment and asset generation, USD authoring, photorealistic content, sensor and ground-truth data, and simulation-ready geometry.
Throughout my career, I've combined hands-on technical development with technical leadership—building teams, developing production pipelines, and collaborating with ML engineers, artists, vendors, and research teams to turn complex requirements into scalable solutions.
I'm particularly interested in the challenge of generating high-quality, controllable synthetic data: building systems that balance visual fidelity, meaningful variation, and the technical requirements of downstream models.
My background spans both major animation and visual effects studios and emerging AI companies, giving me a perspective that bridges production-quality 3D content with data-driven applications.
Apple via The Select Group
Seattle, WA (Hybrid)
Irreverent Labs
Backed by Andreessen Horowitz (a16z) and Samsung Next · Bellevue, WA (Remote)
Scale AI
San Francisco, CA (Remote)
Brixvi
Seattle, WA
Synthesis AI
San Francisco, CA (Remote)
Walt Disney Animation Studios
Los Angeles / NYC / London
Industrial Light & Magic
San Francisco, CA
Bournemouth University, National Centre for Computer Animation
Distinction
University of Illinois Urbana-Champaign, College of Engineering
Computer Graphics Specialization
Houdini, Houdini TOPs, USD, Python, Maya, Substance Designer, V-Ray, Unity, Unreal Engine
Procedural data generation, dataset design, annotation, metadata integration, domain-gap analysis, t-SNE, UMAP, PCA, Pandas, data validation
Technical strategy, cross-functional delivery, contractor and vendor leadership, QA/QC, resource allocation, budgeting