How To Adhd

I created a 3D tool for How To ADHD, a youtube channel dedicated to knowledge about and advice living with ADHD. Part of the channel's style is animated cartoons of their main character depicted as a brain. To suit their 2D workflow using AfterEffects, I created a 3D model for their new logo and made a utility that could render it out from any angle.

Stable Diffusion

I take huge interest in AI. I still cannot believe that the renaissance is happening in our lifetimes.
I took big interest in Stable Diffusion because of the toolset's ability to steer image generation and have incredible level of control over results.

I work using ComfyUI toolset, developing scalable workflows and experimenting deeply with tuneability of the system and how to get creative and deliberate outputs.

Friendship Is Magic

While at Gameloft as a Technical Artist, I helped release the official My Little Pony village building game for iOS using Gameloft's in-house engine and tooling. I was responsible for vfx and asset integration pipelines.


I occasionally participate in game jams to keep my skills sharp, to meet new people and get spontaneously creative.


Motion controlled, Xbox Kinect driven audiovisual installation created as a collaboration with Digital Art Live during my Masters of Creative Technologies study.

Vizcera was on display at Aotea Centre in November 2014. A video of it in action can be seen here.

Streaks of various colors streaming off from the bottom of the screen. Red and purple streaks of color streaming off from a series of 10 color orbs. Streaks of yellow and green colors streaming up from the bottom of the screen.

Zero King

I was a Technical Artist at Zero King, a studio with their first self-titled online competitive space shooter Zero King

I was responsible for defining the early alpha stage visual design and realtime rendering techniques, visual effects and environment lighting for combat alpha. Zero King was build using Unity3D engine, using Universal Rendering Pipeline during my tenure.


Virtual Reality projects.

Ice Age Adventures

While at Gameloft as a Technical Artist, I helped release the official Ice Age village building game for iOS using Gameloft's in-house engine and tooling. I was responsible for vfx and asset integration pipelines.


Remotely was an online-first company developing immersive communication tools with a goal of improving emotional wellbeing and engagement of workers in online meetings. I was a Lead Artist on the self-titled project, a realtime 3D online web platform and meeting tool.

Remotely was built using Unity3D and deployed on the web using WebGL. It was a challenging project from a technical perspective. Unity's WebGL deployment was buggy and underdeveloped at the time and there were huge compatibility and optimizations issues across platforms and browsers.

Remotely Screenshot

Remotely Screenshot


Experimental planetary birthday clock.

Gaea calendar starts with your birth timestamp in Gregorean format and moves in sync with the Earth from then. Each Gaea day corresponds to 1 angular degree around the Sun.

A year has 12 months & 30 days each and as such, doesn't respect Gregorean calendar days and is out of phase with regular day/night cycles. There are no hours or minutes in Gaea, a day lasts 360 units, which is equal to 87661536 milliseconds. Year index is zero-based.

Created using HTML canvas and JavaScript.

  • Project is open source and available on github
  • Standalone live view here


Swordy is a local-multiplayer physics based brawler, A game I worked on as part of an indie studio I co-founded called (frogshark)[frogshark]. I was involved from conception in 2014 until late 2016, responsible for some 3D and technical art, level design, sound design, dynamic soundtrack, marketing materials, video editing among other things.

It was made available on Steam Early Access, but is not finished, nor supported since the dissolution of the indie studio.

Two warriors facing off with sword and shields. Green man chasing a red man with swords surrounded by pixelated blood splatters of character colors. Top down veiw of a battle on a cliff top winter arena. Top down view of an ancient desert ruin arena.


Letnice is a simple Gregorian calendar visualizer that tracks year progress. I used it to add a sense of urgency for my final year students when I used to teach Game Development.

Created using JavaScript. Project is open source and available on github. Standalone live version can be seen here.


Shader experiments.