I started working with computer graphics in the 90s developing techniques at an architectural firm. Despite doing a lot of work  with CGi  and film I have specialised in real-time rendering since before the first release of the Unreal Engine.

After experimenting with the Doom engine I  wrote a patent to use realtime technology for architectural visualisation over 20 years before it became standard practice today.  I developed one of the first commercial VR projects here in the UK back in 2012;  A fully explorable Hotel proposal, at a time when Oculus was selling the first VR headset prototype (development Kit 1). This ran smoothly on an Nvidia 880m chipset and contained baked lighting, real-time reflections and static crowds for context. I established techniques for VR production including forward path rendering, MSAA sampling and gaze activated teleportation, over a year before Facebook (Oculus) and Epic built Showdown which discovered the same techniques..

Recently I have developed a new format for experiencing VR with VRCE (virtual reality curated experiences). These are short, intense, on-rails experiences designed for engagement and communication. I have also been building a 3d Macro experience; using photogrammetry to construct high fidelity models of insects and micro environments that can be experienced in VR at enlarged scales – a kind of insect safari.

Early VR walkthrough, PIN Hotel Shanghai, 2013 – LOBBY

Early VR walkthrough, PIN Hotel Shanghai, 2013 – BANQUET ROOM

Early VR walkthrough, PIN Hotel Shanghai, 2013 – GUEST ROOM

Early CGI, 1999

Early CGI, 1998

Early CGI, 1998

Crysis 2, 2009

J Edgar, 2011

UK Olympics, 2012