Real-Time & Generative
Creative Workflows

I design and build visual tools, workflows, and experiences where creativity and computation meet.

I've spent 25+ years moving between VFX, games, real-time graphics, startups, and AI. Long enough to become skeptical of both hype and cynicism and interested in what new technology is actually useful for.

When I Usually Get Called

The idea is still messy

A team has a concept, opportunity, or half-formed product direction, but nobody is quite sure what it should become yet. I help turn that ambiguity into something concrete enough to test, discuss, pitch, or build from.

New technology needs to become something real

AI, real-time graphics, spatial computing, or custom software need to move beyond slides, experiments, and isolated demos. I build working prototypes and workflows that reveal what is actually useful.

Creative ambition meets technical reality

Projects where the visual bar is high, the technical constraints are real, and taste still matters. I work across look development, interaction, performance, tools, and production workflows.

The team needs someone between disciplines

Some projects do not belong cleanly to design, engineering, technical art, or strategy. I tend to be useful in the gaps: translating between creative goals, technical systems, and what can actually be shipped.

Current Interests

I'm especially interested in the awkward middle ground between promising technology and actual production use.

  • AI systems that increase creative control rather than remove it
  • Real-time graphics as creative infrastructure, not just final output
  • Prototypes that reveal what strategy decks usually hide
  • The gap between impressive demos and production reality
  • Tools and workflows that help creative teams move faster without flattening taste

Selected projects from over the years.

View all projects
Bad Batch NOMAD Working production platform for GenAI-assisted story, asset, and video workflows. Blumhouse Enhanced Cinema Mixed reality horror experience exploring cinematic storytelling on Meta Quest. History Hacks Experimental AI-powered historical visualization system. Imaginate Controllable AI product visualization workflows for branded content production. Pentakill: Lost Chapter Real-time visual production for a music-led entertainment experience. Liquid Death: Murder Mountain Fortnite-based branded game experience built around interactive entertainment. Gordon Ramsay's Food Stars AR launch experience turning printed promotion into an interactive mini-game. Milano / Cortina 2026 Flag Handover Real-time ceremony content built for large-format broadcast playback. 33-Day Challenge Three.js progression system for a daily digital challenge. Bodyarmor Super Bowl: Field of Fake Generative video and VFX production pipeline for a Super Bowl campaign. Rockefeller Center: Top of the Rock Immersive visitor experience using real-time and interactive media. Magic Leap: Omniverse AWE Spatial computing work exploring interaction, presence, and real-time visual systems. Reloshare: Alias Hotels Personalized AI video pitch workflow connected to real event infrastructure. Finnair A350 Virtual Flight Brand experience combining polished visual execution with technical production. Nissan ICC Cricket World Cup Idents Broadcast automotive idents built around real-time rendering workflows. Unreal For All Creators Real-time cinematic production showing Unreal Engine as a creative workflow. Coca-Cola: Combo Collectibles Commercial collectible experience with backend and minting workflows. Samsung: Bespoke Brand and product visualization work using advanced production pipelines. Operation Othello VR narrative adaptation shaped around spatial staging and real-time performance. Legacy VFX Reel Earlier visual effects work across production and finishing pipelines.

How I Work

I usually start by building something small enough to break. The point is not to prove that an idea works, but to find out where it doesn't. That is where the useful decisions usually are.

  • Prototype before over-planning
  • Make the technical risks visible early
  • Keep the visual bar high, even when moving fast

About me.

I'm a Helsinki and London based creative technologist and builder with 20+ years across VFX, games, advertising, real-time graphics, startups, and AI.

I've worked as Technical Art Director at The Mill and Lead Technical Artist at Epic Games, but the useful bit is not really the job titles. It's that I've spent a long time turning vague creative and technical problems into things people can actually use, test, pitch, or ship.

I've also co-founded and built Seedcamp-backed startups, so I tend to look at prototypes through both a creative and commercial lens. A beautiful demo is nice. A working thing that changes the conversation is better.

I'm currently taking on select projects around AI workflows, real-time experiences, product prototypes, visual systems, and technically awkward creative problems.

Notes

Occasional notes on creative technology, AI, real-time graphics, prototypes, production reality, and the strange gap between hype and usefulness.

Every new technology creates two tribes

“It’s going to change everything.” “It’s completely useless.” They’re both useful. You immediately know who not to listen to.

My relationship with AI

Week 1: This changes everything. Week 3: This changes nothing. Week 12: Okay, it changes some things.

The graveyard of future technologies

I’ve personally survived: AR & VR Blockchain and NFTs Metaverse This doesn’t make me cynical. Just difficult to impress (ok, a little cynical).

Career advice

Become useful in places where job titles stop making sense. That’s usually where the interesting work lives.

Got a strange idea that needs to become real?

I'm interested in AI tools, real-time visual systems, interactive demos, creative workflows, and technically awkward projects that don't fit neatly into one discipline.