Managing a team that crafts fundamental experiences across PlayStation products. Scope includes design systems, accessibility, prototyping, internal tools, accounts, and player safety. An engineer managing a design team is strange, but I use my background as an advantage when crossing over with engineering and product teams.
Built an engineering team that functioned as a technical partner to product designers across the design teams at PlayStation. Design Technology builds feature prototypes for PS5, mobile, desktop, VR, and web in code integrated into real products, or using rapid prototyping tools. The team also creates bespoke design tools, plugins, and customizations to support collaboration, consistency, and accessibility.
Led a distributed team that designed and implemented hardware platforms behind large-scale immersive experiences for Obscura Digital's agency clients and MSG Sphere.
Managed all technical disciplines of a digital agency across multiple offices, including software development, systems engineering, QA, deployment, and support. Deployed projects in the US, Europe, Asia, and Middle East.
Co-founded a digital agency focused on emerging multi-user natural interaction paradigms. Implemented novel user interfaces using nascent hardware and software technologies.
Architected and implemented high-polish demo applications for the not-yet-announced Microsoft Surface touch table as a contractor.
Worked as a freelance developer for digital agencies, leading front-end development of interactive web projects.
Led the engineering of web-based interactive and gaming projects for clients such as Adobe, Disney, Nintendo, and Nickelodeon.
Led the development of web projects for clients such as Microsoft, Seattle's Best Coffee, Washington Mutual, and AT&T that pushed the boundaries of the web at the time.
Built marketing content for the high-traffic real.com site using the limited capabilities of early-generation browsers.
"Multimedia" was defined literally in this program to include painting, drawing, lighting, video and audio production, typography, graphic design, and computer programming. I touched a little bit of everything and continue to appreciate the effort that goes into all manner of creative pursuits.
A patent issued for the idea of tracking the provenance of an in-game asset represented by an NFT. For example if a sword was used by a popular streamer to destroy a boss, this information could be attached to the NFT to indicate it's history and value.
A patent issued for the idea of adaptive rendering for games. For example, a game could show more detail on a TV than on a phone, or different perspecives depending on the orientation of the device or display.
A patent issued for a game controller with a projector in it, where the projection's perspective is modified by the controller orientation.
Stimulant was chosen as the subject for an in-depth feature in Communication Arts, an honor given to a single agency each year.
Participated in a panel discussion with other designers and developers of the Microsoft Cube installation which was exhibited at the conference.
Seven patents issued for the image browsing interface in the Bing application that Stimulant developed for the Microsoft Surface table.
Participated in a panel discussion at the Microsoft MIX conference on the future of natural user interfaces.
Included in the Microsoft MVP program under the Surface discipline, first awarded in 2011 and renewed in 2012 and 2013.