
Architecture, interiors, stages, and showrooms. Buildings and the rooms inside them, from concept to construction drawings, designed so the place comes first and everything I build on top of it stays true to it.

Architecture, interiors, stages, and showrooms. Buildings and the rooms inside them, from concept to construction drawings, designed so the place comes first and everything I build on top of it stays true to it.

Digital twins, real-time environments, simulation rooms, VR, and interactive screens. Places you can step into or operate before they exist, connected to live data when the job calls for it, and carried to people through the motion, interaction, and interfaces around them.
You are selling a hole in the ground. I make the finished building walkable on a screen in your sales office and film it like it already exists, in weeks, not quarters.
You run a facility off drawings that stopped being true years ago. I build a living model of it, wired to real data, so decisions and training happen on a copy that behaves like the real thing.
You have a model and a deadline. I take it into the engine without losing the design intent, and hand back renders, films, and real-time scenes that look like your work, because they are.
You have a stage, a festival, an activation, and a load-in date. I design the space and everything that happens on its surfaces, built in the engine first so the room is right before a single truss goes up.
Site, brief, users, constraints. Survey and capture when it is a place, research when it is a product. Nothing after this step matters if this one is wrong.
Architecture, interiors, interfaces, identity. I author it myself rather than receive someone else's file and hope it survives the build.
Prototypes you can walk through or click through from the first review, in Unreal or in the browser. You react to the thing, not a description of it.
Drawings, files, and a walkthrough. Whether it is a building or a website, you can carry it forward without me.