Selected work
Cases
Products I owned, managed or built — from VR training simulators and live shows to AI agents. Newest first.
Applied AI · 2026
Synthetic AI Focus Groups: Project Avatar
A SaaS platform where AI persona agents walk through a digital product and report where and why they drop off — taken from discovery to a closed-cohort pilot.
Read the case →
Applied AI · 2026
EW-Resilient Target Recognition: Unreal Engine + YOLO
Synthetic jamming simulated in Unreal Engine produces auto-labelled training data for a YOLO detector that still finds a tank through electronic-warfare interference.
Read the case →
Applied AI · 2025
Drone Fleet Telemetry: from Unreal Simulation to Jira Tickets
A proof of concept where a simulated drone acts as an IoT device and n8n turns its telemetry into prioritised Jira incidents, with no custom backend.
Read the case →
Games & Production · 2024 – 2026
From AAA Structure to On-Demand Agile: Scaling a Tier-1 Co-Development Team from 8 to 35
Built the delivery processes from scratch for a Tier-1 platform programme: a Scrum team grown from 8 to 35 FTE, two external studios and three free-to-play projects delivered, steered by A/B tests.
Read the case →
Games & Production · 2022 – 2024
Senior Outsourcing Producer on Metro Awakening: Eight Vendor Workstreams, 13,000+ Assets
Ran eight concurrent outsourcing workstreams on a AAA VR game: vendors, MSAs and SOWs, delivery pipelines and a roughly 10% cut in external budget. Plus the AI-built tools I added on my own initiative.
Read the case →
Games & Production · 2021 – 2022
Co-Founding a Game Studio: Pixward and Boss Fighters
From a blank page to a working studio: contracting, vendor governance and an asymmetric PC/VR multiplayer game taken from concept into live support.
Read the case →
Enterprise Simulation · 2021 – 2022
Multiplayer Chemistry Lab: Proving Network Sync First
An MVP scoped around the riskiest assumption: keeping complex chemical states identical for every player in real time.
Read the case →
Enterprise Simulation · 2021 – 2022
VR Sniper Training with a Modular Weapon Attachment
Digitise the real service rifle with a clip-on sensor instead of buying simulation guns. Validated technically, with a clear boundary found.
Read the case →
Enterprise Simulation · 2018 – 2021
The Living Warehouse: a VR Digital Twin Accepted as an Audit
A VR tour of a national pharma warehouse that international regulators accepted in place of a physical inspection during the pandemic.
Read the case →
Enterprise Simulation · 2018 – 2021
Azure IoT and HoloLens Pilot: Sensor Readings in Mixed Reality at a Logistics Site
A HoloLens pilot on Azure that showed humidity and temperature readings from facility sensors to people walking through a logistics site.
Read the case →
Enterprise Simulation · 2018 – 2021
Immersive Product Demo: Spinal Implant Surgery
A VR surgery simulator that lets surgeons test-drive implants at conferences, with a floating microscope view for microsurgery detail.
Read the case →
Enterprise Simulation · 2018 – 2021
From VRweCare to ImmerseMe: Finding the Product Model Behind a VR Idea
A VR product for patients and waiting rooms: MVP, first client, discovery that showed the buyer's cost problem, and two pivots to a B2B model.
Read the case →
Enterprise Simulation · 2018 – 2021
Connecting VR Training Simulators to an SAP-Backed LMS
Enterprise training results must reach the client’s learning system. A custom backend handled employee authorisation and result delivery behind SAP.
Read the case →
Enterprise Simulation · 2018 – 2021
Immersive HSE: Incident Prevention and HazMat Response
A VR drill that makes safety rules physical habits — including a forklift crash you cannot dodge if you skip the checks.
Read the case →
Enterprise Simulation · 2018 – 2021
Aviation Protocol MVP: Lithium Battery Fire in the Cabin
A VR crew-training MVP built with safety experts for the counter-intuitive procedure for portable-device fires, formally adopted by the airline client.
Read the case →
Enterprise Simulation · 2018 – 2021
Laboratory Fire Response and Electrical Safety
A branching VR simulator that trains the decision — CO₂ on live equipment or cut the power first — with crawl, walk, run learning modes.
Read the case →
Live & Experiential · 2007 – 2014
Multimedia Show for 3,500+ Attendees
Concept, procurement and technical direction of a frame-accurate multimedia show series across a multi-part convention in Ukraine’s largest premium venue.
Read the case →
Live & Experiential · 2007 – 2014
Gesture-Controlled Stage for a Banking Conference
A touchless presentation system on a panoramic projection stage, with a failover camera layer so live keynotes never dropped a command.
Read the case →
Live & Experiential · 2007 – 2014
Crowd-Steering Game: an Audience as One Controller
A computer-vision installation where a whole audience leans left or right together to steer a virtual vehicle through an obstacle course.
Read the case →
Live & Experiential · 2007 – 2014
Interactive Dance Performance with Depth Cameras
Choreography that draws the stage: depth-camera tracking turns spins, jumps and poses into real-time generative visuals.
Read the case →