9+ Years · Based in London
Nine years designing complex tools across VFX, real-time 3D and AI, after seven years as a 3D artist in VFX. I run the research, work out how the system should behave, build the prototype in the codebase, and ship the interface with the engineers.
Process
AI makes options cheap. Choosing between them is the job.
Lines marked AI are where the machine does the work. I make the decisions.
Designing with AI. Using it to do the work. Twenty versions of one control in an hour, built on the real components.
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Designing for AI. The product around the model, not the model itself. What people see when it gets something wrong, what they look at while they wait, and when a person decides instead of the machine. This is the harder of the two, and it is what the permissions project below was about.
I was the first designer on my team working in the codebase. Handoff became a branch the engineers could pull and run, not a file they had to interpret.
Case Studies
01 — Case Study
Permissions, budgeting and usage audit for an AI workflow platform used by VFX studios.
VFX studios needed to give access to only the artists and groups on a given show, allow certain AI models on certain projects and block the rest, and see what the models were costing per production. None of that existed, so studios would not put the product anywhere near unreleased film work. I designed the admin dashboard that answered all three, modelled the permission system with the engineers, and built the frontend in the product codebase. Governance had been ending sales conversations; after it shipped, they went further.
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02 — Case Study
Griptape Nodes is an app where people build AI workflows by connecting nodes on a canvas. Its screens had drifted apart: the same button or tab looked different from one screen to the next. I led the work to find every difference, agree on one way of doing things, and fix it in Figma and in the code, with Claude Code as my helper for the heavy lifting.
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03 — Case Study
Designed and built end to end, backend behaviour and canvas interface. Two pull requests, frontend and backend, reviewed, changed, merged to main.
I designed the subflow node. It takes a connected section of a graph and folds it into one node, and the parameters that matter can be surfaced on the outside of that node, so you adjust it without going in. Sixty nodes becomes ten.
It solved a second problem nobody had framed as a design problem. A supervisor can build something complicated, fold it, and hand it to a junior artist as a node with three sliders on it, instead of handing over a network they have to understand first.
View Case StudyPrevious Work
Unreal Engine is a real-time 3D creation tool.
Designed an AI-powered workflow graph that brings procedural AI workflows directly into Unreal Engine. (Unreleased project. The preview is a conceptual representation, not the shipped product.)
Unreal Insights is a profiling tool that gives developers detailed visibility into memory allocation, Low Level Memory (LLM) tags, and callstacks across their project. I redesigned its complex, data-heavy UI to make it easier to use.
Available on request, get in touch
Developed material instance-first workflows that increased user efficiency and optimized shader performance in Unreal Engine and Unreal Editor for Fortnite. (Unreleased project. The preview is a conceptual representation, not the shipped product.)
Available on request, get in touch
SpeedTree is a widely used vegetation toolkit.
Designed the UI/UX for its export workflow to Unity, other game engines and VFX/DCC applications.
Katana is Foundry's look development and lighting software for VFX.
Designed a Scene Explorer that shows artists USD data, a complex format, alongside native Katana scene graph locations in one view.
Mari is a texture painting tool used by major VFX studios.
Designed a USD Export Manager for exporting 3D assets, looks and assemblies into Pixar's Universal Scene Description format.
Designed the Material System workflows and UI: a node-based workflow for fast PBR texturing, where artists create, layer and manage material presets such as metal, rust and paint across several channels at once.
Available on request, get in touch
Designed lighting tools in the Hydra Viewer that let artists create, position and edit lights interactively, the way a cinematographer lights a live-action set.
Available on request, get in touch