Tomorrow's Tech!
Smashed Today?
QA XR specialist experienced in augmented; mixed, & virtual reality. Chaotic tests performed on every device & every platform. Prototypes; unreleased hardware; controllers, and prototype software for some of the biggest names in consumer tech. Whilst denying anything and everything.
Shall we play a game?
Let's test it first.
Tomorrow's Tech!
Smashed Today?
QA XR specialist experienced in augmented; mixed, & virtual reality. Chaotic tests performed on every device & every platform. Prototypes; unreleased hardware; controllers, and prototype software for some of the biggest names in consumer tech. Whilst denying anything and everything.
On the ground with hardware nobody's seen yet.
I've spent the last 15+ years in the dark. Blind. Gesticulating wildly (occasionally in public) in an attempt to make software behave. Gentle encouragements to ensure creative design matches developed delivery. My core skill is the ability to effectively communicate what I see, how to replicate the issue, and constructively feedback this information.
I'm a geek. I love tech. Love my role. The opportunity to explore cutting-edge hardware and software is a treat, and the variety of working flexibly across different locations and teams makes long days feel short.
Equally comfortable in an Agile sprint or a Waterfall plan, I build boutique ad hoc test suites where a project calls for it, or work within industry-standard software such as TestRail, Xray, and Zephyr. I'm a veteran in Jira and Trello, and well-versed in building to device and catching performance issues early using the profilers and loggers in Unity, Xcode, Android Studio, Meta Developer Hub, and Lens Studio.
Throughout my career I've been trusted with high-profile projects for names like Disney, Meta, and Snap.
Build tools, not just bug reports.
I build and deploy to device myself, so I can reproduce, isolate, and profile an issue in the same environment the dev team is working in — rather than describing a symptom secondhand.
- Garbage collection spikes causing frame hitches
- Excessive draw calls and batching failures
- Texture and mesh memory bloat
- Shader compilation stalls on first run
- Memory leaks and retain cycles
- Thermal state throttling under load
- Energy log battery drain outliers
- Metal GPU overdraw and shader bottlenecks
- Heap growth leading to OutOfMemory crashes
- ANRs (Application Not Responding) on the main thread
- Jank and dropped frames during scroll or animation
- Unbatched or excessive network calls
- Tracking drop-outs during device preview
- Textures and assets over the device memory budget
- Script-side performance causing tracking lag
- Frame rate warnings on lower-end target devices
- Dropped frames triggering Asynchronous Space Warp
- CPU/GPU utilisation imbalance
- Thermal throttling on extended sessions
- Tracking loss and boundary system errors
Shall we play a game?
Coming soon.
The field log is being put together — 24 XR, AR, and VR projects, with media and notes for each. Check back shortly, or get in touch in the meantime.
The portfolio.
A log of AR, MR, and VR projects tested throughout my career — hardware and software, prototype and shipped. Click any entry to drop in screenshots, capture footage, and notes; everything you add is kept on this device.