About

I am a Creative Technologist working at the intersection of real-time systems, procedural design, and visual storytelling.

My background spans large-scale feature film productions, including multiple Marvel projects where I specialized in complex simulations, volumetric systems, and physically grounded visual effects. I later transitioned into AAA game development and real-time production before taking ownership of the end-to-end creation of environments for multiple Beat Saber Music Packs shipped across Meta Quest, PC/Steam, and PlayStation platforms.

In both film and interactive pipelines, I translate abstract ideas into technically robust, production-ready systems. I combine rapid prototyping, procedural workflows in Houdini, and performance-driven optimization to build scalable visual frameworks rather than isolated assets systems that enable experimentation, iteration, and new forms of interactive expression as technology evolves.

I’m particularly drawn to building flexible creative systems that enable experimentation, iteration, and new forms of interactive expression, especially where emerging technologies reshape how visual experiences are designed and delivered.

A smiling woman writing on a piece of paper in her home
A smiling woman writing on a piece of paper in her home
A smiling woman writing on a piece of paper in her home