Before product leadership, I built interactive worlds.
Game design, broadcast VFX, film marketing and a studio I co-founded. This is the maker’s fluency behind the systems work: I know how creative work is actually made.
From craft to capability
Not a nostalgia reel. This is why my product and AI work has a different texture: I understand how creative work is made, and how larger organizations systemize, govern and automate it without flattening the craft.
Make
Animation, VFX, storyboards, scripts, sets, talent, post-production, interactive builds and campaign delivery.
Package
Interactive film launches, branded experiences, digital campaign ecosystems and client-ready creative technology programs.
Scale
Product platforms, design systems, governance, AI-enabled workflows and repeatable operating models.
Interactive worlds and early game design
Before “product design” was the common language, this was already interaction design: world-building, player orientation, narrative environments, interface storytelling and navigation logic, under CD-ROM constraints.
Gord@k
Wrote the game concept and directed production: pitch, script, storyboard, team, creative direction, game architecture, 3D worlds and interface design. A Canadian point-and-click adventure with pre-rendered 3D environments.
Game architecture, interaction design and player-facing interface storytelling.Nikolai’s Trains
Lead Animator on a series of educational CD-ROM games for children by I. Hoffmann + Associates: character animation, storybook pacing and interactive scenes.
Early interactive storytelling for children.Broadcast, VFX and compositing
Production discipline: effects planning, compositing, 3D animation, delivery pressure and creative-technical trade-offs with directors, producers and editors.
P.S.I. Factor
Visual Effects Lead for P.S.I. Factor: Chronicles of the Paranormal: compositing and effects delivery for broadcast.
Broadcast VFX under production deadlines.Deepwater Black / Mission Genesis
Visual Effects Supervisor on an early Sci Fi Channel drama: VFX planning, compositing and post-production coordination.
Story needs translated into executable VFX workflows.
Interactive marketing and production
At Lifecapture the work grew from creative execution into full production leadership: concepts, treatments, storyboards, scripts, talent, sets, post-production and measurable digital delivery.
ZOS: Last Tango in Jadac
Creative Director for an interactive video marketing program: cast, sets, storyboards, direction, post-production and digital delivery. A Webby Awards Official Honoree.
See the campaign
The interactive video program, on YouTube.
Alliance Films / Alliance Atlantis
As interactive agency of record, Lifecapture built online properties and interactive marketing programs for major film releases. I was Creative Director and Lead Design.
Master Mechanic: treatments and storyboards
Campaign concepts and video treatments that turned local service credibility into character-driven commercials, from premise to shootable plan.
Concept, location, character and call to action.
Alternative narrative formats for testing.
Scene logic, edit points and campaign usage.Brand and broadcast work
Commercial and digital production for consumer brands and broadcast-linked programs.
Roots
Brand visuals, product storytelling and campaign execution.

CBC: Who Do You Think You Are?
Credited Creative Director. Digital experience that supported audience interest and discovery.

Studio builder: Lifecapture Interactive
A Toronto digital studio for interactive web, HD video, animation and measurable engagement. The chapter matters because it was not just making assets. It was building the operating system around creative delivery.
Co-founded and scaled to ~25 people
Co-Founder and Creative Director. Shaped process, hiring, delivery and production standards, and led a design practice of 8.
Executive pitches for major brands
Roots, Alliance Atlantis, Loblaws, Rexall, Microsoft, the City of Toronto and Kruger.
Awards and growth
Webby Awards, Canadian New Media Awards Designer of the Year, FWA, Interactive Media Awards, and PROFIT Hot 50 during the growth period.
Acquired by Venture Communications
Lifecapture became Venture’s digital arm, bringing interactive production into a larger agency.
Why it matters now
The first half of my career taught me how creative work is made. The second taught me how complex systems scale.
I know the texture of making
The shoot, the storyboard, the edit, the compositor’s problem, the client review and the deadline.
Product discipline on top
Roadmaps, governance, reusable patterns, decision frameworks and platform-scale thinking.
Generative tools, with judgment
Most recently, generative visual production with Leonardo, Kling and Midjourney at Urbo Group, after years of making the same kind of work by hand.