This blog is dedicated to manifestations of cinematic art and interactive technology, particularly in relation to virtual reality, narrative design, photorealism, and atmospheric immersion.  It is also a place to post my random thoughts, quirky observations, bizarre theories, and creative works.

The artistic goal of VR is to not only develop a new form of expression, but to emerge as a new medium of narrative and gameplay experience.  Because this technology is theoretically limitless, so are the range of experiences in terms of emotions, atmosphere, feelings, mechanics, and story.

To learn more about what exactly this whole VR thing is, browse this blog or check out Resources.  There are articles for beginners and seasoned technologists alike.


Here’s a bit about myself


  • Studied Interactive Entertainment at the Interactive Media Division, part of the University of Southern California’s School of Cinematic Arts.  My focus is at the intersection of narrative architecture with VR – how storytelling happens in intimate immersive virtual space.
  • Produced Project Holodeck, a virtual reality and motion tracking project that was featured on The Verge, IGN, Kotaku, Huffington Post, and a few other places.
  • Designed Zombies on the Holodeck, a game for Oculus Rift and Razer Hydra, and produced Wild Skies, the first full-motion VR game. Previously I was Lead Designer on Shayd, a virtual reality experience at the Institute for Creative Technologies’ MxR Lab.
  • Absolutely obsessed with with head-mounted displays, motion capture systems, avatar embodiment, interactive cinema, user experience design, world building, and a bunch of other weird stuff!
  • I love being immersed in the multifaceted and thriving industries of Los Angeles, constantly seeking culminations where fields merge and new experiences are born.  If you are interested in connecting, shoot me a message.