I am passionate about creating compelling experiences for immersive media and XR. Currently I am interested in joining a team of like minded creatives pushing the boundaries of possibility in innovative interaction and design.

Polytempo Music

Tools Used:

Unity, C#, Steam Audio,

MIDI Klak

  • Realized Composer Brian Baumbusch’s Commission and Grant For VR Music Experience with San Francisco Contemporary Music Players
  • Lead Developer For Project
    • Created Management system for Timeline assets with dozens of Timeline Tracks with Animation patterns, Camera position changes, Mix snapshots, UI/UX and more
    • Synced MIDI files to musician’s audio tracks and VFX vs MIDI Klak for realtime music visualization
    • Used Steam Audio to accurately spatialize individual musician’s audio parts
This project for composer Brian Baumbusch, in collaboration with the San Francisco Contemporary Music Players (SFCMP), is a meditative and interactive visual experience in VR for the Oculus Quest featuring Brian’s 48 minute composition called Polytempo Music.

The experience uses spatialized music objects combined with geometric animations and gorgeous, musically reactive visual particle effects. Users can change their viewing and listening position in various ways, experiment with different instrument groupings, as well as playing any of the 12 sections and skipping backwards and forwards at any time.

I am the primary developer for this project and it has been a pleasurable challenge to tackle a wide variety of tasks for this app, involving UI/UX design, Timeline management with dozens of tracks, camera management, object interactions, syncing of particle effects to MIDI tracks, spatial mixing, and much more. Brian and I worked together to achieve what we think is a very special and singular VR app for experiencing his unique musical approach. Shout out also to our visual effects guru Colin Cody-Waters for knocking it out of the park.

Baba Yaga

(VR Experience – Baobab Studios)

Tools Used:

Unity, C#

  • Worked On Emmy Award Winning VR Interactive Experience with Pollen Music and Baobab Studios
  • Prototyped Object and Character Audio Interaction Behaviors using Unity and C# scripting
  • Testing and QA of additions
  • Consulted on best approaches to implementing spatial audio for the widest array of platforms
For this Emmy award winning VR experience for Quest and PC VR by Baobab Studio, I worked with the Pollen Music Group to script and prototype the audio behavior of a swinging lantern using Unity internal audio, as well some consulting work for other sections of the experience. Although this was a brief contract, the team found my script useful and their final version was mostly based on my previous work. This game continues the award winning tradition of Baobab, winning an Emmy for Outstanding Interactive Media for a DayTime Program as well as a Golden Reel Award for Outstanding Achievement in Sound Editing and the Fan Award at the Venice Film Festival.

Out There (Magic Leap MR Onsite Experience)

Tools Used:

Unity, C#

  • Prototyped object audio interaction For first of its kind onsite Mixed Reality Musical Experience with an all-star cast including Vanessa Williams, produced by Wilkins Avenue and Pollen Music Group
  • Winner Best Use Of Music And Sound – Amp Awards
  • Winner Best Augmented Reality – Cinequest
  • Worked with contractor Intonic Audio under strict NDA with only text and verbal directions
  • Worked On Product Release website
This groundbreaking onsite mixed reality (MR) musical experience produced by Wilkins Avenue and Pollen Music along with a star studded cast, including Grammy winner Vanessa Williams, was created for the Magic Leap AR headset, combined with a physical environment overlaid with virtual objects.
For this contract, I worked with sound designer Richard Warp of Intonic Audio to assist in scripting audio interaction with two virtual musical objects for the area. This was a challenge, in that due to strict NDA clauses as a subcontractor, I was not permitted to see any artwork or to work inside the Unity project and had to go entirely by text and audio description of the desired behavior, while mocking it up in Unity myself to test the interaction and verify all was working. In the end, I did manage to overcome these limitations and delivered the desired behavior, which contributed to the excellent reception for the experience when it premiered at the 2019 Paris Comic-Con.

Jeff Koonse – GardenTest


Client – Intonic Audio

Tools Used:

Unity, C#, Steam Audio,

  • Unused prototype for artist Jeff Koonse’s VR experience for AcuteArt VR website launch
  • Prototyped generative and spatialized music system in a garden setting using Unity and Steam Audio
  • Adapted and configured music system to work interactively using HTC Vive and controllers
  • Worked With Intonic Audio, iterating and updating design per specification
  • Also mastered soundtracks for Marina Abramovich’s entry and final interaction setup and configuration for Olafur Eliasson’s entry
This was a really interesting job I did for a startup called AcuteArt subcontracting with Intonic Audio and composer Richard Warp, who I previously worked with on the Kizoom Brainventures game. The goal of the website is to serve as a hosting service for VR art experiences, and for their debut they contracted work by several well-known artists – Marina Abramovich, Olafur Eliasson, and Jeff Koonse.
I worked mostly on the project for Jeff Koonse. This was a virtual garden setting for Vive headset on PC, with butterflies that the user could touch and interact with. The butterflies would trigger a generative music system and play notes. This system was adapted from an earlier one devised by Charlie Hugenard and the output was spatialized using Steam Audio.
Unfortunately the garden idea ultimately did not get approved to go forward, so this video demo recorded from the Vive is the only evidence that exists for it. I did also consult on the other two projects in terms of audio mastering and last minute interaction tweaking. Overall a really fun job, just a bit disappointed it never saw the light of day.

SoundInMotion App (iOS)

Tools Used:

FMOD Studio, Xcode

  • Worked On early versions of iOS SoundInMotion app, which allows users to upload a video and perform live foley using touch interaction, triggering sounds and changing parameters.
  • Implemented FMOD Studio low level Events and Parameters in Xcode using Objective C
  • Communicated with Lead Developer and Designer on best approaches for each section
  • Delivered Xcode project with sounds and scripts
This project for composer Brian Baumbusch, in collaboration with the San Francisco Contemporary Music Players (SFCMP), is a meditative and interactive visual experience in VR for the Oculus Quest featuring Brian’s 48 minute composition called Polytempo Music. The experience uses spatialized music objects combined with geometric animations and gorgeous, musically reactive visual particle effects. Users can change their viewing and listening position in various ways, experiment with different instrument groupings, as well as playing any of the 12 sections and skipping backwards and forwards at any time. I am the primary developer for this project and it has been a pleasurable challenge to tackle a wide variety of tasks for this app, involving UI/UX design, Timeline management with dozens of tracks, camera management, object interactions, syncing of particle effects to MIDI tracks, spatial mixing, and much more. Brian and I worked together to achieve what we think is a very special and singular VR app for experiencing his unique musical approach. Shout out also to our visual effects guru Colin Cody-Waters for knocking it out of the park.