Justice League
2017
Motherboxes platform, Steppenwolf's helmet, climax structures, concept art
Film · Research · AI Engineering
Creative problem-solving has been the constant — the tools have just kept changing. I spent years modeling characters and environments for major Hollywood productions, translating a director's vision into technically precise geometry under real pressure. That discipline carried into GPU research published at SIGGRAPH, and now into building AI systems that generate and orchestrate visual content at MinIO. The visual instincts I developed in film are the same ones I bring to every system I design.
Current Work
The same visual thinking that shaped film assets now shapes the AI pipelines I build. Creative work at a different layer of abstraction — but the eye for quality, the instinct for how things should feel, carries over directly.
Designed and built a multi-agent orchestration system on top of LLMs — handling complex analytical queries end-to-end with dynamic task decomposition, tool use, and structured output generation. Built on Go and Python with a custom agent runtime.
Built an AI-driven content generation system that takes raw data and produces visual stories — imagery, comics, video. The same pipeline discipline I'd bring to a render farm, applied to vision-language models.
Go backend with gRPC and REST, Python AI workers, React frontend with real-time visualization. Every layer built with the same attention to craft I learned in VFX production — nothing ships half-finished.
Research
At Texas A&M, I asked a question that came directly from my film experience: why does animating a crowd have to be so computationally expensive? Traditional motion matching is CPU-bound — sequential, unscalable. I moved the computation to the GPU and brought compute time down 95%, enabling real-time animation of hundreds of simultaneous characters. Published at SIGGRAPH Asia 2020. The bridge between artistic vision and systems performance — that's where I've always worked best.
Background
One throughline: finding where creative vision meets technical constraint, then building something at that exact intersection.
Software Engineer
Unreal Engineer
Graphics Engineer
MS, Computer Graphics Technology
3D Modeling Artist
Film Credits
Seven film credits as 3D modeling artist at Moving Picture Company (MPC). Every production taught me to make complex creative work hold up under scrutiny — at the pixel level, on a 60-foot screen.
Justice League
2017
Motherboxes platform, Steppenwolf's helmet, climax structures, concept art
Ghost in the Shell
2017
Destroyed geisha suit, vehicles, 100+ optimized actor scans
Murder on the Orient Express
2017
One of three modelers for the entire train
The Predator
2018
Alpha predator (normal & armored), blend shapes topology, acting lead
Detective Pikachu
2019
Sole modeler for the cheese-grater building
Ad Astra
2019
Three spaceships (lead on one), helmets, space suit
Maleficent: Mistress of Evil
2019
Aurora's crown and various hero assets
Resume
Contact
I'm at my best on problems that sit between disciplines — where visual craft meets systems engineering, where artistic intuition makes technical products better. If that sounds like what you're building, I'd love to talk.