// cold boot complete
I build things that reward a closer look.
I’m a technologist. Autonomous machines and artificial-life games, an immersive horror experience I’ve designed and run since 1998, music, short films, and things born from technology. The medium keeps changing; the itch — systems with a little life of their own — doesn’t.
Selected work
NOMAD
↗An autonomous off-road vehicle for the DARPA Grand Challenge — stereo vision, sonar fusion, and real-time hazard avoidance, built on a stripped-down ATV.
2005 · case study →
Immersive horror · Since 1998// flagshipHill House Horror
↗An immersive Halloween experience I've designed and run since 1998 — haunted mazes, immersive theater, and live tabletop RPG fused into one cursed-mansion saga. Creator, builder, and DM.
1998– · external ↗
CNC · Laser// flagshipWoodcraft & Machining
↗Furniture-grade and machinist-grade work cut on the CNC and laser — commissions and the occasional shop drop.
ongoing · case study →
Life simOut nowThe Neeblarium
↗A calm artificial-life sim — set the conditions for life, then let go.
2026 · external ↗
AnimatronicsSinging-Skull Animatronics
↗Custom hardware and software — no off-the-shelf parts — driving five hand-animated singing skulls for a Hill House Horror show.
2007 · case study →
FilmDichotomy of Man
↗A NeedlessFilms short on how a life is measured — and how it's remembered.
2008 · case study →
IdleSoonCompound Interest
↗An idle game where real chemistry is the strategy.
2026 · external ↗
Tabletop · CNCRPG Condition Markers
↗A milled wood-and-velvet set of 18 D&D condition rings — drop one over a figure to track who's poisoned, prone, or unconscious.
2022 · case study →
Music · RecordsideFZero
↗Records and sonic arrangements under the ideFZero name — the Synthesis sessions and a shelf of tracks beyond them.
2017– · case study →