Summary

Phoenix Toews

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phoenixtoews.net

Summary

Accomplished professional software designer, software architect and digital artist with over 30 years experience with a variety of languages, systems, concepts, and modalities. Fullstack and app developer with demonstrable experience seeing a project from inception to completion. Versatile, self motivated, creative, and with a passion for high quality, maintainable code.

Skills and Knowledge

Platform & Backend

API design and architecture, REST/OpenAPI, FastAPI, async Python, asyncpg, psycopg3, Pydantic, raw parameterized SQL without an ORM, layered service/repository architecture, dependency injection, connection pooling, rate limiting, background job scheduling, ASGI middleware, multi-tenant SaaS architecture, RBAC and capability models, JWT/JWKS authentication, gRPC, Protobuf, microservices, data pipeline design

Data & Databases

PostgreSQL 16–18, PL/pgSQL, database design (DBMS, DBA, CRUD), row-level security, SECURITY DEFINER hardening, database role design and privilege management, custom domains, enums and composite types, exclusion constraints, GiST/GIN indexing, materialized views, window functions, CTEs and lateral joins, JSONB, upserts, row locking and concurrency control, audit triggers, soft deletes, UUIDv7 and time-sorted key design, idempotent migrations, major-version upgrade validation, SQL testing and regression harnesses, PostGIS, pg_cron, pgcrypto, backup/restore and selective PII-safe dumps, SQLite, MySQL, ElasticSearch

AI, LLM & Agent Systems

Model Context Protocol server design (tools, resources, prompts; STDIO and HTTP-streaming JSON-RPC), Amazon Bedrock, Claude, text-to-SQL with layered injection defense, prompt engineering pipelines, hierarchical prompt storage and inheritance, agentic orchestration, dependency-ordered task scheduling, model-tier cost routing, human-in-the-loop escalation design, LLM-as-judge evaluation, AI-assisted development practice, machine learning

Frontend & Web

React, React 19, Next.js App Router, React Server Components, server actions, TypeScript, TanStack Query, Redux Toolkit, URL state management, Tailwind CSS, Radix UI, shadcn/ui, Zod, react-hook-form, Recharts, design-token systems with automated parity testing, caching and revalidation strategy, edge middleware, feature flags, semantic HTML and accessibility, HTML, CSS, JavaScript, XML, JSON

Mobile

React Native, Expo, Expo Router, EAS Build and Submit, Fastlane, App Store and Play Store release automation, over-the-air updates and rollback, push notifications (APNs/FCM), offline-first architecture, secure device storage, geofenced check-in, deep and universal linking, end-to-end mobile testing, iOS (Swift, Objective-C, UIKit, AppKit)

Cloud & Infrastructure

AWS — App Runner, RDS (including IAM authentication), Cognito, Lambda, S3, SES, SNS, SQS, Bedrock, Secrets Manager, CloudWatch (alarms, metric filters, dashboards, Log Insights, embedded metric format), ECR, VPC, IAM policy authoring, ElasticBeanstalk, ECS — Terraform, Docker, Podman, multi-stage builds, container hardening, Kubernetes, Linux, Unix, macOS, Windows

DevOps, Security & Quality

GitHub Actions, CI/CD pipeline design, quality ratchets, mypy strict, Ruff, ESLint, Prettier, pytest, Vitest, Jest, React Testing Library, MSW, end-to-end testing, coverage enforcement, Sentry, Segment, supply-chain hardening (digest and checksum pinning), egress allowlisting, network segmentation, least-privilege IAM preflight, PII redaction in logging, secrets management and rotation, architecture decision records, Git (Github, Bitbucket), SVN

Release Engineering & Reliability

Release management across mobile, web, backend and database, coordinated cross-repository releases, release-candidate to staging to production promotion, idempotent and reversible schema migrations, change control and release-note enforcement, on-call and incident response, production hotfix management, runbook automation

Leadership & Process

Engineering leadership and team growth, technical interviewing and candidate evaluation, contractor and vendor management, technical roadmap ownership, PRDs and specifications, agile delivery (sprints, kanban, backlog management), engineering standards and code review, executive and board reporting, build-versus-buy decisions, internal developer tooling, technical documentation

Languages

Python, SQL, TypeScript, JavaScript, C, C++, Swift, Objective-C, Kotlin, Java, Rust, PHP, Perl, Lua, Bash, HTML, CSS

Earlier Specializations

Augmented reality and locative media, interactive media design methodologies, motion tracking, video and audio DSP, Open Sound Control (OSC), Max/MSP/Jitter and custom C/C++ externals, OpenGL, OpenGL ES, OpenAL, OpenCV, Quartz 2D, Core Foundation, Core Image, Core Video, C++ STL, Boost, C++ templates, multithreading (pthreads, Grand Central Dispatch), regular expressions, TCP/IP sockets programming, Apache modules, GUI design, 3D rendering and physics, Pentium assembly and MMX, Palimpsest, Blender, Arduino and PIC digital electronics, digital projection equipment

Software

IntelliJ, VSCode, Xcode, Cursor, Claude Code, Sublime, Clang, GCC, Eclipse, Visual C/C++, C++ Builder, Linear, Jira, Blender, Audacity, Adobe Photoshop, Adobe Illustrator, Adobe After Effects, Final Cut Pro, vi, grep, sed, Unix

Software architecture and API design, PostgreSQL (row-level security, PL/pgSQL, multi-tenant design, migrations), Python, FastAPI, asyncpg, Pydantic, TypeScript, React, Next.js, React Server Components, React Native, Expo, AWS (App Runner, RDS, Cognito, Lambda, S3, SES, SNS, SQS, Bedrock, Secrets Manager, CloudWatch, IAM, VPC), Terraform, Docker, Podman, Kubernetes, GitHub Actions, Sentry, Model Context Protocol, Amazon Bedrock, Claude, agentic orchestration, prompt engineering, release engineering, on-call and incident response, engineering leadership, agile delivery, C, C++, Swift, Objective-C, Kotlin, Java, SQL, HTML, CSS, JavaScript.

Education and Certifications

June 2011 — MFA from the Digital Arts and New Media Program at UC Santa Cruz

My masters thesis was called "Place is a Palimpsest: Augmented Reality and Experiences of Place". For my MFA project I designed Palimpsest, a Toolkit for Creating Location Based Augmented Reality experiences.

MFA Project was Palimpsest, a Toolkit for Creating Location Based Augmented Reality experiences.

2006 — BA in Art, with a focus on Digital Art, UC Santa Cruz

2024 — Technical Project Management Bootcamp, UC Berkeley Extension

Professional Scrum Master™ I (PSM I) — Scrum.org

Selected Work Experience

2024 - 2026 — Founding Chief Technology Officer at Ando Technologies (formerly Methodic Labs)

Founding CTO of a workforce scheduling and management platform for shift-based and hourly workforces. Built the company's entire technology stack from an empty repository — employee mobile app, manager and admin web dashboards, backend API, and the PostgreSQL system of record — and reached production in under six months. Grew the platform to roughly 5,000 workers across 20+ locations, and grew the engineering team to eight including contractors. The technical work supported a $4M seed round, and the platform raised labor-staffing efficiency and cut labor costs at every location it ran.

Designed the architecture and personally wrote the majority of the database, backend, and AI systems, while directing delivery on the mobile and web clients. Kept business logic in PostgreSQL as the source of truth, with row-level security as the authorization primitive across every tenant boundary — 326 policies over 99 tables, enforced by per-role database logins, so application code was never the last line of defense. Built the backend in FastAPI against hand-written SQL, no ORM, so we could see and tune exactly what the database ran.

Designed a competency-based scheduling engine that replaced role-only matching with a canonical skill taxonomy, a weighted skill-equivalency graph, policy-driven scoring configurable per client, and proportional fairness credit — allowing worker experience to remain portable across employers. Built an in-database sales forecasting engine using gradient-descent weight optimization, seasonality and year-over-year adjustment, and MAPE-scored regression testing.

Built the platform's AI layer: a Model Context Protocol server exposing the production database to agents under role-scoped, read-only, audited access; natural-language querying over scheduling data through Amazon Bedrock with layered SQL-injection defense; and an agentic development harness that decomposed tickets, scheduled the work in dependency order, and routed tasks across model tiers by risk. Established the AI-assisted development practice the team worked in daily, and published it internally as a governed plugin marketplace with schema-validated, commit-pinned distribution.

Served as release manager. Established a promotion path from release candidate through staging to production that covered the database tier as well as application code, made every schema migration idempotent and reversible, and ran on-call and incident response. Once clients were running daily operations on the platform, scheduled releases around their needs — holding one back when a client needed uninterrupted service.

Owned engineering delivery end to end: roadmap, PRDs and technical specifications, sprints and kanban, roughly 2,000 tracked issues, contractor management, coding standards, CI quality gates, and the full toolchain. Interviewed every engineering candidate and partnered with the CEO on final hiring decisions. Reported progress, risk, and tradeoffs to the CEO, executive team, and board.

Founding CTO. Built the entire technology stack from scratch to production in under six months; grew to ~5,000 workers across 20+ locations; grew the engineering team to eight; supported a $4M seed. Architect and primary author of the database, backend, and AI systems. Release manager for the platform.

PostgreSQL (RLS, PL/pgSQL, PostGIS, pg_cron), Python, FastAPI, asyncpg, Pydantic, TypeScript, React, Next.js, React Native, Expo, AWS (App Runner, RDS, Cognito, Lambda, S3, SES, SNS, SQS, Bedrock, Secrets Manager, CloudWatch), Terraform, Docker, Podman, GitHub Actions, Sentry, Model Context Protocol, Claude, agentic orchestration, release engineering, team leadership.

2023 — Adjunct Lecturer, Rachel Carson College, UC Santa Cruz

Lecturer for the Rachel Carson College core course.

Lecturer for the Rachel Carson College core course.

2020 - 2023 — Senior Software Engineer at Lyra Health, Inc

Fullstack Software Design and Architecture for the Data Services Team. Designed and supported internal tools for data and ML analysis, and to support clients, providers and customers. Data Pipeline Design. Postgresql database design, maintenance and optimization. Designed, architected, and coded multiple interconnected microservices.

Postgresql (DBMS, DBA, CRUD), AWS (ElasticBeanstalk, RDS, ECS), ElasticSearch, Kotlin, Java, Python, Javascript, React, HTML, OpenAPI, JSON, Protobuf, gRPC, Docker, Kubernetes

2017 - 2020 — Senior Software Engineer at Apple

Swift 4, Objective-C, C++11/14/17, CommonCrypto, Machine Learning, XCode, UIKit, HTML/CSS/Javascript, Networking, Application Design, iOS Development

Swift 4, Objective-C, C++11/14/17, CommonCrypto, Machine Learning, XCode, UIKit, HTML/CSS/Javascript, Networking, Application Design, iOS Development

2016 - 2017 — Senior Software Engineer at Apple (Contracted through ADVANTIS Global, Inc)

C++11/14/17, OpenCV, Objective-C, Swift, Machine Learning, XCode, UIKit, HTML/CSS/Javascript, Networking, Application Design, iOS Development

C++11/14/17, OpenCV, Objective-C, Swift, Machine Learning, XCode, UIKit, HTML/CSS/Javascript, Networking, Application Design, iOS Development

2011 - 2014 — CTO of Augmented Mountain Ltd (Partner, Cofounder)

Cofounder (with Mitch Miller and Meredith Drum) of Augmented Mountain Ltd, an art, technology, and education focused business for creating and promoting Augmented Reality experiences, games, tours, and technologies. In charge of all aspects of technology development, including the development of the Palimpsest engine, new technologies and programs for mobile devices, education development, and development of new methodologies for technological engagement with place. Involved with all other aspects of business development. Principal developer of all of Augmented Mountain Ltd.'s mobile iOS apps, including, but not limited to, Outer Spaces, Infinite Structures, Silicon Monuments, CATT, Oyster City, Pyrite, Sound Graffiti and others.

Cofounder with Mitch Miller and Meredith Drum. Augmented Reality technologies. Principal developer of all of Augmented Mountain Ltd.'s mobile iOS Apps, including, but not limited to, Outer Spaces, Infinite Structures, Silicon Monuments, CATT, Oyster City, Pyrite, Sound Graffiti and others.
XCode/Clang, Lua, Palimpsest, C++11/C++STL, GCD, OpenGL ES, OpenAL, Boost, Objective-C, Cocoa, HTML.

2014 - 2015 — Korsakow Institut - Software Consulting

Update their Korsakow Editor and Korsakow Player to allow for mapping technologies. Maps can have locations, and each of those locations could be used as keywords when creating dynamic, non-linear, web-based film narratives.

Java, Swing, JavaFX, Web Views, HTML5, CSS3, Javascript, Ajax, XML, Eclipse.

2001 - 2016 — Independent contracting and consulting services

Programming, technology, and artistic consulting for individuals and businesses.

My background is as both a programmer and an artist. From providing services to artists who want to incorporate technology, to businesses who need graphics, interact, or general programming, I provide professional help that covers a variety of needs.

2001 - 2016 — Astrograph Software (recurring engagements)

Oversaw development, from conception to release, of the iPhone version of their application called "TimePassages Pro", currently available at the Apple App Store; 64 bit conversion of all of their apps (iOS, Mac, Windows); Conversion of their Mac platform for release on the App Store; Porting of their TimePassages application from PPC to Carbon and then to Cocoa, and updated legacy code to reflect current C++ standards; Cross platform development between Windows (Embarcadero C++ Builder), Mac (Xcode), iOS (XCode) and Unix (GCC); GUI development for new features in C++, including updates of graphics to reflect new technology (OpenGL, Quartz 2D).

C++11, C++14, STL, Objective-C/C++, Boost, ARC, smart pointers, OOP, Cross Platform Mac/Windows/iOS/Unix, HTML5, CSS3, OpenGL, Quartz 2D, XCode, Embarcadero C++ Builder, GUI.

2013 — Civinomics Social Media iOS App

Developed a preliminary iOS app for the Civinomics Social Media platform. This was a proof of concept app, that was used as a platform for attendees at a conference.

Objective-C, C++11, networking, GCD, Operation Queues, Storyboard, iOS

2010 — Name Your Price: Unpacking Social Cost at 01SJ

Exhibition and interactive performance that asks participants to question their choices around personal appearance and aesthetics. Participants fill out a questionnaire on an a networked iPad, and are interviewed on camera. Their answers and videos are then aggregated and visualized through another interface and projections.

  • Exhibition:
  • 2010 - San Jose ZER01 Festival

iOS for iPad, UIKit/Objective-C, C/C++, Open Sound Control (OSC), networking, video, GUI design.

2006 - 2009 — Christopher Ramirez' ColorBonita

Media design, including interactive media, sequencing, programming and artistic consulting for a Christopher Ramirez' ColorBonita. Stage production incorporated new interactive technologies and visualizations, including a virtual spotlight controlled by a Wii remote.

  • Stage Production:
  • 2009 - University of California at Merced
  • 2008 - Outfest, Los Angeles, CA
  • Various other venues

Max/MSP/Jitter, custom C/C++ plugins, Open Sound Control (OSC), OpenGL.

2009 — Motion Tracking system for Musician/performer Rick Walker

Commissioned to design a two and four point motion tracking system using infrared led's and an inexpensive Wii Remote for Rick Walker. The system allows the performer to warp and reshape the display of an image super-imposed over his body from a projector using infrared led's attached to his hands and body.

Used in various performances in the United States and Europe

Max/MSP/Jitter, externals in C/C++, Open Sound Control (OSC), infrared sensing, Wii remote, video sequencing.

2006 — Web Developer for Various Artists - Including E.G. Chrichton and Dee Hibbert-Jones

Designed, programmed, and implemented a portfolio website for the artist. The website includes a "site creator" that allows the artist to add to and update the website dynamically. Also designed web presence for stage performance.

HTML, CSS, XML, Javascript, and PHP.

2001 - 2003 — ProsperPoint - Freelance contract

Graphics library routines in C and C++ for Unix based distributed application; Code review of Perl CGI scripts for Astrobuilder server application; Implemented client side GUI application in HTML and JavaScript for Astrobuilder server;

C, C++, STL, Unix, HTML, and Javascript.

1998 - 2000 — Senior Software Engineer, SRK Systems.

Project lead for a custom, multithreaded, email server that used distributed networking and custom database and networking protocols; Designed a C++, STL compatible thread library, based on pthreads at its core, for use with the email server; Distributed network architecture for Internet portal and ecommerce backend server solutions; Designed and implemented new client/server protocols using TCP/IP sockets for custom ecommerce solutions and internal applications; Apache modules in C and C++ for custom portal sites, custom e-commerce solutions, and user authentication; Designed and implemented extensive STL compatible libraries in C++ to allow compatibility with the Apache memory manager, custom client libraries for PostgreSQL, and class wrappers for IP sockets (bind) and threads (pthreads); Designed, coded, and maintained SQL databases and custom plug-in for PostgreSQL server in C and C++ as well as server side shell scripts for building customized databases; Designed databases and analysis tools for multilevel marketing firms; Customized versions of Netscape Communicator and Microsoft Internet Explorer for clients.

C++, STL, pthreads, Sockets, DNS/Bind, TCP/IP, SQL, Postgres, Postgres plugins (C/C++), Email standards, HTML, PHP, Javascript, Apache Modules (C/C++), Shell Scripts, web browser customization.

1997 - 1998 — Attitude Software

3D Sound Engine Design, and InstallShield installer for 3D Anarchy in C, a product later sold to Adobe and distributed as Adobe Atmospheres

Developer for 3D-Anarchy product that later became Adobe Atmospheres. 3D Sound DSP, Psychoacoustics, C, C++, software 3D rendering, InstallShield

1996 - 1997 — Rocket Science Games

Physics and collision detection engine in C++, low level optimizations for speed using Pentium Assembly and the MMX instruction set for the internal rendering loop of "V3O", and mathematical modeling of 3D objects for their "V3O" product using C++ and C. The "V3O" technology was transferred to Attitude Software and retitled "3D Anarchy", and then eventually sold to Adobe and packaged as "Adobe Atmospheres".

C, C++, Pentium Assembly, MMX, 3D modeling, Physics and Collision detection engine.

1998 - 1999 — Network Computers

QA Engineering and Architecture.

1998 - 1999 — Liquid Audio

QA Engineering and Architecture and code review for their Liquid Music Server.

1998 - 1999 — American Presidents Lines

Bill of Lading Networked Print Server in C.

Selected Projects

2009 - 2013 — Palimpsest augmented reality toolkit

Palimpsest is an augmented reality engine and toolkit for iOS that is capable of layering media over specific landscapes, and enables the creation of socially mediated narratives and experiences contextualized by geographic location and the physical environment, using a simple, yet powerful scripting engine. Originally conceived, designed, and implemented as my Digital Arts and New Media (DANM) MFA project. Development continued as a project of Augmented Mountain Ltd. I researched, designed, programmed, and implemented Palimpsest in its entirety.

Augmented Reality toolkit designed for iOS (iPhone/iPad) using UIKit/Objective-C, C/C++11, OpenGL ES, OpenAL, Grand Central Dispatch, Lua, Boost, C++ STL, HTML, Webkit, Quartz 2D, luabind.

2011-2013 — Oyster City (iOS App)

(Augmented reality mobile media documentary, time variable, max duration 40m)

Made in collaboration with Rachel Stevens and Phoenix Toews, Oyster City is a walking tour of lower Manhattan, made with the Palimpsest augmented reality tool, narrating the long relationship between oysters and people in New York City.

  • Exhibitions and Presentations:
  • i-Docs 2012 Symposium, Bristol, UK, University of the West of England, March 2012
  • Mobility Shifts: International Future of Learning conference, New School, NYC, Oct. 2011
  • Sea Worthy, Elizabeth Foundation for the Arts and Flux Factory, NYC, Summer 2011
oystercity.orghttp://oystercity.org/

Augmented Reality mobile media documentary designed for iOS (iPhone/iPad) with the Palimpsest toolkit. Not yet released.
oystercity.orghttp://oystercity.org/

2012-2013 — Outer spaces (iOS App)

(Augmented Reality art galleries, time variable)

A collaboration between Scope Art Show, Inc, and Augmented Mountain, Ltd. Showcases fine art from museums, galleries, and artists at specific locations chosen by the curator or artist for their exhibitions. Exhibiting artists carefully choose the location(s) that serve to compliment and complete their art. Currently available for the iPhone and iPad on the Apple App Store.

  • Exhibitions:
  • Scope Art Fair Basel 2012 Special Project
  • Scope Art Fair New York City 2012 Special Project
  • Scope Art Fair Miami 2012 Special Project
"Outer Spaces" Apple Store Linkhttps://itunes.apple.com/us/app/outer-spaces/id528502161?mt=8&uo=4

Augmented Reality Art Gallery designed for iOS (iPhone/iPad) with the Palimpsest toolkit.
"Outer Spaces" Apple Store Linkhttps://itunes.apple.com/us/app/outer-spaces/id528502161?mt=8&uo=4

2011-2013 — Pyrite (iOS App)

(Augmented Reality game, time variable)

Made in collaboration with Meredith Drum and Mitch Miller, Pyrite is an augmented reality, photo-sculpture, mash-up game. Currently available for the iPhone and iPad on the Apple App Store.

  • Exhibitions:
  • Scope Art Fair Basel 2012 Special Project
  • Scope Art Fair New York City 2012 Special Project
  • Scope Art Fair Miami 2011 Special Project
"Pyrite" Apple Store Linkhttps://itunes.apple.com/us/app/pyrite/id479060449?mt=8&uo=4

Augmented Reality game designed for iOS (iPhone/iPad) with the Palimpsest toolkit.
"Pyrite" Apple Store Linkhttps://itunes.apple.com/us/app/pyrite/id479060449?mt=8&uo=4

2011-2013 — BubblesAR (iOS App)

(Augmented Reality game, time variable)

A simple AR game that lets you blow bubbles into the atmosphere and pop them. The bubbles take on the texture of the environment around the user. A simple, fun app made to showcase some of the capabilities of Palimpsest. Currently available for the iPhone and iPad on the Apple App Store.

"BubblesAR" Apple Store Linkhttps://itunes.apple.com/us/app/infinite-structures/id525048489?mt=8&uo=4

Augmented Reality game designed for iOS (iPhone/iPad) with the Palimpsest toolkit.
"BubblesAR" Apple Store Linkhttps://itunes.apple.com/us/app/infinite-structures/id525048489?mt=8&uo=4

2012 — CATT (at Pratt) (iOS App)

(Augmented Reality game and campus tour, time variable)

Made in collaboration with students in the "Augmented Reality and Place Based Narrative" graduate class, Fall 2012 in the Pratt Department of Digital Arts, and Augmented Mountain Ltd. This playful AR app is designed for anyone who wants to uncover and explore hidden worlds on the Pratt Institute campus, with the wise, one-eyed CATT as your tour guide. Currently available for the iPhone and iPad on the Apple App Store.

"CATT" Apple Store Linkhttps://itunes.apple.com/us/app/catt/id577142243?mt=8&uo=4

Augmented Reality game and campus tour designed for iOS (iPhone/iPad) with the Palimpsest toolkit in collaboration with Pratt DDA Students.
"CATT" Apple Store Linkhttps://itunes.apple.com/us/app/catt/id577142243?mt=8&uo=4

2012 — Silicon Monuments (iOS App)

(Augmented Reality interactive installation, time variable)

Made in collaboration with artist Elliot Anderson, and Augmented Mountain Ltd. An interactive documentary tour about the Superfund sites of Silicon Valley. In the AR tour participants hear, see and interact with the history of the site and people affected by environmental pollution. Currently available for the iPhone and iPad on the Apple App Store.

  • Exhibition:
  • 2012 Zero1 Festival
"Silicon Monuments" Apple Store Linkhttps://itunes.apple.com/us/app/silicon-monuments/id558199431?mt=8&uo=4

Augmented Reality interactive installation designed for iOS (iPhone/iPad) with the Palimpsest toolkit.
"Silicon Monuments" Apple Store Linkhttps://itunes.apple.com/us/app/silicon-monuments/id558199431?mt=8&uo=4

2012 — Infinite Structures (iOS App)

(Augmented Reality interactive installation, time variable)

Made in collaboration with artist Raphaele Shirley, Liubo Borrisev, Pratt students, and Augmented Mountain Ltd. Infinite Structures is an interactive AR light and sculptural installation, that dynamically reweaves the users reality using 3D visuals, sound, and place . Currently available for the iPhone and iPad on the Apple App Store.

  • Exhibition:
  • Scope Art Fair Basel 2012 Special Project
  • DUMBO Arts Festival, 2012
"Infinite Structures" Apple Store Linkhttps://itunes.apple.com/us/app/infinite-structures/id525048489?mt=8&uo=4

Augmented Reality interactive installation designed for iOS (iPhone/iPad) with the Palimpsest toolkit.
"Infinite Structures" Apple Store Linkhttps://itunes.apple.com/us/app/infinite-structures/id525048489?mt=8&uo=4

2012 — Sound Graffiti (iOS App)

(Augmented Reality sound installation, time variable)

Built on commission for CNNCTD+ by Augmented Mountain Ltd. Places exclusive musical content at various locations and cities that can only be heard when at those locations. Currently available for the iPhone and iPad on the Apple App Store.

  • Exhibition:
  • Scope Art Fair Miami 2012 Special Project
"Sound Graffiti" Apple Store Linkhttps://itunes.apple.com/us/app/sound-graffiti/id577141324?mt=8&uo=4

Augmented Reality sound installation designed for iOS (iPhone/iPad) with the Palimpsest toolkit.
"Sound Graffiti" Apple Store Linkhttps://itunes.apple.com/us/app/sound-graffiti/id577141324?mt=8&uo=4

2011 — Forget me (not) (iOS App)

"Forget Me (Not)" is a location based, augmented reality experience about place, memory and letting go. Participants follow virtual butterflies that lead them on a quarter mile augmented reality adventure where they interact with virtual objects placed in relationship to the physical terrain.

  • Exhibition:
  • 2011 - DANM MFA Show at the Digital Arts Research Center, University of California at Santa Cruz

Augmented Reality experience designed for iOS (iPhone/iPad) with the Palimpsest toolkit.

2009 — VASynth

VASynth is a live system that converts light and motion into sound. Incorporates a simple yet effective interactive projected visualization to give immediate feedback to participants.

  • Exhibition:
  • 2009 - "Suggestions of Sensuality" Exhibition at Expressions Gallery, Berkeley, CA

Max/MSP/Jitter, custom plugins in C/C++, security camera, video projection, sound.

2008 — VJ For reggae rising festival, "the Bubble" stage

Late night VJ for an outside stage and dance floor. Incorporated live, interactive video taken from various hidden security cameras throughout the venue and dance floor.

  • Interactive Stage Performance:
  • 2008 - Reggae Rising Festival, Humboldt County, CA

Max/MSP/Jitter, OpenGL, GLSL, C and C++ objects.

2006 - 2007 — Softly Spoken

Interactive media conception and design for Leaf Tine's "Softly Spoken", a performance that featured audience participation through nonverbal communication, and the use of technology as a metaphor for magic. The performance incorporated a technology that I invented called "Stickylight", that gave us the ability to track the positions and shapes of arbitrary objects within a projection surface, while lighting only the tracked objects.

  • Stage Production:
  • 2007 — Music Center Recital Hall, University of California at Santa Cruz
  • 2006 — 418 Project, Santa Cruz, CA

Max/MSP/Jitter, external objects in C, projection, security camera, media, video feedback.

2007 — Laleelee

Video and and interactive media components for Laralee Whittles "LaLeeLee — Here and Gone" dance narrative project.

  • Stage Production:
  • 2007 - Santa Cruz Vetereans Hall, Santa Cruz, CA
  • Laralee took the show on the road and displayed it at numerous other venues in the United States

After Effects, Final Cut, Max/MSP/Jitter.

2007 — Doctor and Janitor

A collaborative performance with Leaf Tine. A pseudo-vaudeville style performance where a "tagger" draws with light on a screen, while the janitor chases him and attempts to "erase" the light graffiti. This was the first demonstration of the "Stickylight" technology that I invented. A blank projection screen has a camera and projector pointed at it. When the beam of a flashlight touches the screen, the light is held in place, or "sticks", on the screen. This is achieved through a complex form of controlled video feedback.

  • Stage Production:
  • 2007 - Spring Electronic Music Concert, Music Center Recital Hall, University of California at Santa Cruz

Max/MSP/Jitter, external objects in C, projection, security camera, video feedback.

2005 — Passage

Passage was a meditation on time and space. A long dark hallway was hung with long silk scarves, 4 per row, 7 rows deep about a foot apart for each row. The silk scarves were projected on from two directions, so that the images would intersect in the middle of the hallway. The projections of found video were modified to give different sensations of the passage of time.

  • Exhibition:
  • 2005 - Irwin Scholars Exhibition, Sesnon Gallery, University of California at Santa Cruz

After Effects, Final Cut, projections, found video, silk hangings.

2004-2005 — Rituel III: Transfiguration - Assistant to the Media Director

Assisted Prof. Elliot Anderson with programming and artistic development of an interactive multimedia performance that was a collaboration between Elliot Anderson (multi-media), Nicole Paiement (conductor), Brian Staufenbiel (voice, stage director), John Sackett (clarinet), William Winant (percussion), Jean-Michel Fonteneau (cello; chair of string department, San Francisco Conservatory of Music), Sylvie Vray (lighting Artist), Aeju Lee (Dancer/Choreographer, Korean National Intangible Treasure #27 in Buddhist Dance). Designed and programmed complex custom live interactive video effects, that used a complex arrangement of video cameras, feedback and projection, and video sequences that were projected behind the dancer, whose movements would alter or otherwise affect the display of the video.

  • Stage Production:
  • 2005 - Los Angeles Times Korean Music Series, Walt Disney Concert Hall, Los Angeles, CA
  • 2005 - San Francisco Arts International Festival, Palace of Fine Arts, San Francisco, CA
  • 2005 - Pacific Rim Music Festival, Santa Cruz, CA
  • 2004 - Intercultural Creativity in 2004: Asian-American-Australian Sound-Dance and Multimedia Connections. University of Western Sydney, Sydney Australia
  • 2004 - Symposium of the International Musicological Society, Korean Music Today, Victoria College of the Arts, Melbourne Australia

Max/MSP/Jiter, digital camera, projection, live interactive video.

2005 — Dance Telematica - Lubricious Transfer

Media design for Lubricious Transfer, an interactive performance that took place live in New York and Santa Cruz, simultaneously. Images of the dancers in Santa Cruz were picked up live from cameras and transferred across the Internet2 to be projected on three screens behind the dancers in New York, and vice-versa. Dancers interacted with each other live from these widely disparate places.
I Provided technical advice, support, and suggestions for the telematics. Designed and programmed live interactive media effects that were used to add backdrops as well as transform the movement of the dancers. One of the many effects was used to make the dancers look as if they were watery creatures dancing on waves.

  • Telematic Dance Performance:
  • 2005 Simultaneously performed at NYU, New York, New York, and the Experimental theater, University of California at Santa Cruz

After Effects, live video streaming, Max/MSP/Jitter.

2005 — The Train

A collaboration with Leaf Tine. This was a live dance performance featuring half a dozen dancers performing in front of an abstract video backdrop.

  • Stage Performance:
  • 2005 - Experimental Theater, University of California at Santa Cruz

Videography, After Effects, Max/MSP/Jitter.

2004 — "1984"

Media designer for a live production of "1984". Designed a video surveillance system that displayed live video of the performers and the audience onto screens throughout the theater.

  • Stage Performance:
  • 2004 - Experimental Theater, University of California at Santa Cruz

Live video, Max/MSP/Jitter, After Effects, Final Cut.

2004 — Can you see what I am hearing?

An interactive video installation that used video feedback to generate sounds based on the movement of people within the space. An early incarnation what would become the VASynth project.

  • Exhibition:
  • 2004 - Winter Open Studios, Art Department, University of California at Santa Cruz

Max/MSP/Jitter, and externals in C.

Teaching Experience

Fall 2012 — Adjunct Professor, Pratt Institute, Brooklyn, NY

Augmented Reality and Place Based Narrative, Fall 2012: A course co-taught and co-designed with Meredith Drum. Introduced the students to the fundamentals of Location Aware Augmented Reality, through theory, discussion, and practice. Students designed an augmented reality walking tour of Pratt that centered around three distinct areas of the campus, and incorporated fantastic characters, interactivity, and game elements.

Introduction to Programming for Artists, Fall 2012: Co-taught with Meredith Drum. A course that teaches the fundamentals of programming, using Max/MSP/Jitter, Processing and other tools. Students must complete several projects throughout the course, and must present a final project of their own design as their final project.

2009 - 2012 — Teaching Assistant, University of California Santa Cruz, Santa Cruz, CA

  • ART 10G, 2D Foundation, Adjunct Professor Richard Wohlfeiler, Winter 2012;
  • ART 10G, 2D Foundation, Adjunct Professor Richard Wohlfeiler, Spring 2011;
  • THEA 80L, Muppet Magic, Professor Kathy Foley, Winter 2011;
  • Film 80S, Transmedia Story Telling, Adjunct Professor Suzanne Scott, Fall 2010;
  • HAVC 10F, The Nude In Western Tradition, Adjunct Professor Nicole Archer, Spring 2010;
  • THEA 10F, Intro to Theater Design, Fall 2009.

Winter 2010 — Graduate Student Researcher for DANM Participatory Culture Project Group with Professor Sharon Daniel

FALL 2004 — Teaching Assistant for ART-80F, Intro To Digital Media, Adjunct Professor Richard Rinehart

Presentations and Workshops

April 2012 — "Location Aware Media and Place Based Narratives" — Santa Cruz New Tech Meetup presentation

Defined Location Aware Augmented Reality, introduced Palimpsest, and suggested new ways that Augmented Reality can be constructed.

October 2011 — "Oyster City" — Workshop at the Mobility Shifts Conference at New College, New York

A workshop on the research, construction, ideas, and implementation of an Augmented Reality experience called "Oyster City".