Games, immersive media, and the tools that keep teams shipping. Based in Vancouver.





Small teams stop opening the tracker, so the board goes stale and every report built on it inherits that. ProdKit inverts the trade — answering the standup is the board update, so the team does less than before and the board finally reflects reality.
A mobile title built by a three-person team across two timezones, currently in TestFlight ahead of App Store release.
Founded a studio in a region with no active game industry and shipped three works: a VR narrative exhibited across three countries, and two LiDAR-based interactive installations built with NYU Tisch.
A high-fidelity FPS prototype built by a 14-person interdisciplinary team and released on Steam. Awarded Best Final Project.
A six-person team producing a 7–8 shot short film, built to demonstrate that a small crew can hit high-fidelity quality on a tight schedule and budget.
Four years producing video and campaign work for Samsung, Nestlé and Unilever, running multiple concurrent productions through pre, production and post.
Three artifacts from live production. Annotated, not decorative.
Decisions argued and locked before architecture, architecture before build, each step signed off before advancing. The reasoning behind ProdKit is documented end to end, including the reversals.
I'm a producer based in Vancouver. I've been producing since 2014 — advertising campaigns for global brands in Tehran, then immersive work through APED, a studio I founded in a region with no game industry, and now games.
My job is clearing the path: knowing what's blocked before someone tells me, keeping schedules honest, and making the mechanics of a project invisible to the people doing the work. When the tools don't do that, I build them.