
RenderDeck
A self-contained platform that distributes cinematic rendering across worker machines in ACES-compliant productions, reducing reliance on Deadline and other third-party systems.
systems
Products I designed, built and run, from render orchestration to a live rail planner.

A self-contained platform that distributes cinematic rendering across worker machines in ACES-compliant productions, reducing reliance on Deadline and other third-party systems.

A live European rail planner I designed, built and run end to end, from the map-first trip builder to the timetable pipeline, routing engine and cloud infrastructure.

A local memory and planning architecture that gives Claude Code and Codex one shared, audited record of plans, decisions and reviews, so work carries across chats and providers.

A repeatable SEO workflow built on the open-source Claude SEO agents, with my own agent overlay and seo-viewer, a browsable app for tracking findings, tasks and scores across audits.
realtime
Technical leadership on cinematics, an animated feature and broadcast work for Funcom, the BBC and Fremantle.

Technical Director on the animated feature adaptation, owning real-time rendering, editor tools, asset workflows, custom render-farm infrastructure and 4K EXR / ACES delivery standards.

Technical Lead on a BBC Eurovision short, building Unreal pipelines that combined live-action and green-screen footage with real-time environments and digital twins.

CG Supervisor and Technical Director on an animated feature produced entirely in Unreal Engine, plus its UEFN tie-in. Both projects received Epic MegaGrants.

Environments and CG assets for the animated segment of the Valara anthology series.
games
Shipped titles, gameplay frameworks and vertical slices built on modular, reusable systems.

Technical lead for HAZIMATION’s cinematic division on Funcom’s Dune: Awakening, delivering Unreal Engine 5 cinematics as an external co-development partner.

A game shipped on Steam and GOG during my time as Technical Lead at Beyond The Pixels.

UEFN technical direction for a BBC and Fremantle project, with Verse systems that switched between three distinct worlds based on live rap battle outcomes.

A full mobile game built in Unity 6: 1–2–3 solitaire with a 40-card Italian deck, a Risk mode, five-stage progression, an upgrade shop and automated test coverage.

A MegaGrant-backed UEFN experience where I implemented all core Verse logic, combat systems and quests.

Full gameplay systems and progression logic for action-adventure, co-op, shooter and narrative puzzle vertical slices, built on modular C++ and Blueprint subsystems.

A cinematic third-person action adventure from HAZIMATION, where you fight to keep Max alive across parallel realities while directing his powers in combat.
movies tv

VFX supervision on a sci-fi short about the bond between a father and son, which won Best Visual Effects.

Visual effects on a sci-fi feature about a mysterious object found on Mars.

Compositing, matte painting and 3D work on a television film.

VFX supervision on a noir psychological thriller about a haunted young photographer.

VFX supervision on a festive horror feature set in a small town.

Visual effects on a sci-fi feature about human minds sent through a wormhole.
![Title card for Satori [Awakening].](../assets/uploads/mw3p0fpp-7db37cabfbef7f85.avif)
Digital compositing on a sci-fi short about two survivors of a downed reconnaissance ship.

Visual effects on a comedy-drama short about an aspiring magician under growing pressure.

Visual effects on a comedy-drama short set in an Irish pub.

Visual effects on a sci-fi short about robotic data couriers facing cyber-terrorism.

Compositing and rotoscoping on a sci-fi short.