I’m an Inventor

It’s a title we don’t use much anymore – I blame the Back to the Future franchise for making people picture an eccentric old guy with wild white hair.

When I call myself an Inventor I mean in the literal sense.

in·ven·tor (ɪnˈvɛn tər) n.

A person who invents, esp. one who devises some new process, appliance, machine, or article; one who makes inventions.

Inventor. (n.d.) Random House Kernerman Webster’s College Dictionary. (2010). Retrieved from http://www.thefreedictionary.com/inventor

I make things – I’m passionate about creativity and finding unique solutions to problems both mundane and complex.  I enjoy thinking up new things to make life better in sometimes necessary and other times impractical ways.

I believe unbounded creativity is vital to the advancement of technology and life, and has resulted in some of the most useful things in the world. I thrive on connecting with other people who create things – brainstorming, collaborating, sharing my storehouse of hard-earned knowledge. And, of course, I love playing with lasers.

From 8-bit to VR

Since 1988 I’ve created or developed more than 40 projects.

Currently, I work at Oculus VR, but a long time ago (okay, not that long ago), I was one of the first employees at Rare Ltd. (acquired by Nintendo), where I developed NES game cartridges, artwork scanning systems, and an OS for arcade hardware.

I founded and ran my own game development studio in my parents’ garage, in Atherstone, UK, where my team and I reverse-engineered the Sega Genesis, developed a suite of development tools to create content on it, and prototyped our own game cartridges.

This led me to a job offer in far off California, where I developed a Sega Saturn launch title on prototype hardware the size of a small fridge. Then, I worked for a while as a 3D game engine technical consultant, before joining Reflexive Entertainment, a gaming startup, where I created Wik and the Fable of Souls (you can still download Wik on Amazon). Wik won the Seumas McNally Grand Prize at the 2005 Independent Games Festival, and then Microsoft wanted an adapted version to include as an XBOX 360 launch title. Then Wik won Downloadable Game of the Year at the Academy of Interactive Arts and Sciences. Reflexive was acquired by Amazon.com in 2008.

After that, I went independent again and spent some time developing games for the Facebook platform, ran a Kickstarter campaign for Zen Table, a robotic sand sculpture invention in 2012, and developed an all-in-one 3D scanner/printer.

In 2013 I joined Oculus VR, as employee number 17, and got to work developing hardware and software for the DK1, Gear VR, DK2, Rift, and Touch.  Some of my Oculus inventions can be seen in photos from the October 2015 article in Vanity Fair.

In 2018, I went independent again to focus on developing personal projects that had been on the back burner while I was immersed in the fast-paced Oculus environment. I spent a couple of years in the wilds of Oregon practicing slow motion multi-tasking and advancing several projects marketability…until they found me…

To the Stars

Currently, I am Director of Software Engineering & Robotics at Hadrian.co. I’m (incredibly) busy helping empower the future of space exploration with automated manufacturing of critical precision components for frontier technology companies. Hadrian’s process drastically reduces the cost to build rockets, satellites, jets and drones.

From coding games, to software engineering, to hardware design and fabrication, to mechatronics, to -now- leading teams to the nexus of software and automated machinery for the aerospace industry…it’s been an interesting path to get here.

Now, my team is the department of Inventing Solutions for Impossible Problems. We tackle tough challenges, practical and creative, building valuable core IP and brining things that have never existed to life.

When I’m not there, I’m at home tinkering with lasers, automation, XYZ mechanisms, and other fun projects in my personal lab, or exploring the wilds of LA and beyond with my wife and partner, Melissa.

My goal with this site is to be open, real, and forthcoming as I can (within the realm of sometimes working on patented or secret projects) with other makers and users. I welcome questions and feedback, as well as connections with other creators and inventors and (naturally) laser enthusiasts.

Cheers