09-07

Work

Pipeline & Tooling

2016–Present

Building systems that make production work possible: media ingest automation, procedural geometry, classification pipelines, benchmark tooling. The substrate changes (film sets, generative art platforms, 3D mesh analysis) but the method doesn’t: decompose the problem, type the I/O, test the contracts, ship the tool.

fxhash

2021–2025

Core team from inception through seed ($5M raise, $50M+ distributed to artists). Shaped the product, platform infrastructure, and public identity — design systems, UI architecture, protocol-level UX, internal tooling. Directed exhibitions at Art Basel, Paris Photo, and Bonhams. Raised $300K+ for charitable causes through curated auctions.

Direction & Production

2019–Present

Brand films, event production, campaign strategy. Translating complex products into something an audience can feel. Small teams, fixed deadlines, institutions and cities.

Film & Television

2016–2021

Five years at BLIND Ltd across 50+ productions. Built a live video playback network deployed on set for Star Wars. Generated cockpit and briefing-room map topology for Top Gun: Maverick. Developed compositing solutions for colour-managed screen replacements on Fate: The Winx Saga. Pipeline automation for media ingest, conform, and delivery studio-wide. Work that had to function on set, under pressure, on the day.

Previous Experience

Technical Designer · BLIND Ltd · 2016-2021
Working across film, television, streaming and installation on over 50 AAA projects with clients such as Disney, Sony, Netflix, Amazon, Apple, Sky.

Research & Writing

2024–Present

Design infrastructure, agentic systems for creative production, and geometric reasoning for 3D mesh analysis. Currently focused on the structural layer beneath AI-assisted design: governance tooling, taste encoding, and the gap between generated surfaces and production-grade systems. Open-source tooling where possible.