A local AI engine that routes each request to a specialist. Nothing leaves the machine unless you explicitly allow it.
Coming soon
Experience
Security Clearance: Prior Secret (lapsed; eligible for reinvestigation with employer sponsorship)
ScoTeck LLC
Owner / Operator
September 2025 - Present
Founded an independent technical consultancy specializing in rapid prototyping, technical architecture, and immersive solutions; landed a $20K project in the first month
Delivered full-stack projects spanning real-time 3D, AR/VR, and web-based immersive experiences, including client relationships and business operations
Shield AI
Senior Technical Manager
February 2026 - July 2026
Integrated third-party hardware onto the Hivemind autonomy stack for the Republic of Singapore Air Force, part of Shield AI's RAiD partnership
Moved the integration from lab testing through SITL and into HITL in the field, closing with full customer sign-off to proceed to the next program phase
Worked hands-on with VTOL platforms, flight controllers, edge compute, and mesh radios
Created F8 ("first 8 hours"), an onboarding initiative that shortened the path from no Hivemind SDK experience to a first real flight, for internal engineers and customer training alike
Co-built the tooling and documentation behind it, from installation and configuration through deployment and in-field debugging, including live radio monitoring
Took over an existing engineering team two weeks into the role and led it through a company re-organization, drafting the scope and ownership definitions used to structure the new org, which split the work into three regional teams
Identified, sourced, and configured the tool and workflow improvements that centralized planning and documentation for the teams (JIRA, Confluence)
Dimension X
CEO & Co-Founder
June 2022 - September 2025
Built Bonfire, a no-code platform that let non-technical creators author real-time 3D content by drag-and-drop and deploy it in one click to desktop, mobile, and XR headsets — one install, virtually any hardware platform.
Grew a cross-functional engineering team from zero to 10+, including internationally distributed contractors, with full P&L and product strategy ownership; raised over $1M in outside funding
Established a channel partnership with PIXO VR and delivered enterprise engagements for a Fortune 500 manufacturer, one of the largest US restaurant chains, and a national real-estate platform
Expanded internationally with a smart-city program in Saudi Arabia
Chose an orderly wind-down in September 2025 rather than commit remaining investor capital to a protracted intellectual-property dispute
Built VisAR, an award-winning AR assembly-guidance system that cut assembly error rates by an estimated 80% and roughly doubled assembly speed
Led development of BattleViz, the mission-systems interface for the JADO Big Bet program, culminating in direct demonstrations to Lockheed's CTO and multiple military customers
Integrated AFSIM with in-house and third-party simulations, including software identical to fielded systems, to stand up multi-domain wargames spanning space, air, sea, land, and cyber over DIS, HLA, and custom protocols
Extended the high-fidelity F-35 simulator for two-way integration with BattleViz, bridging memory-layout and endianness mismatches between C# (JIT) and C++ (AOT) code
Brokered a Lockheed-funded Unity collaboration that produced Unity's High Precision Framework and round-earth globe capability (later released publicly), enabling a WGS84-accurate globe with streamed and cached terrain and elevation data across unclassified and classified environments
Built InfoVis, a custom enterprise wrapper on Lattice3D XVL that added workflow management for technician maintenance and repair, with CPU-optimized rendering for shop-floor hardware
Orchestrated a three-way partnership between Amazon, Unity, and Lockheed Martin, resulting in a company-wide Unity license deal
Grew from individual contributor to leading a 10+ person, geographically distributed engineering team
Brokered a Lockheed-funded collaboration in which Unity built its High Precision Framework, a 64-bit transform system, and a WGS84-accurate round-earth globe with streamed terrain, the geospatial foundation of BattleViz. Also built and presented work on Unity's Data-Oriented Technology Stack (DOTS) for real-time 3D rendering at scale.
AR Assembly Guidance at Skunk Works
Built VisAR, a "Factory of the Future" AR assembly-guidance platform that cut assembly error rates by an estimated 80% and roughly doubled assembly speed on complex aerospace components. VisAR went on to receive the Distinguished Engineering Project Achievement Award at the Engineers' Council awards in 2023.
Three-Way Industry Partnership
Founded and orchestrated a three-way collaboration between Amazon, Unity, and Lockheed Martin, resulting in a company-wide Unity license deal and new visualization capability for defense applications. The collaboration's large-scale simulation work was presented at AWS re:Invent 2021 by a member of the Virtual Prototyping team.
Work
BattleViz
Lockheed Martin
Rebuilt the original C++ battlespace visualization in Unity as a new, highly extensible product with multiple integration pipelines, delivering real-time 3D tactical analysis. Featured in the JADO Big Bet effort at Lockheed's Lighthouse Center for Innovation and demonstrated to Lockheed's CTO and multiple military customers
Award-winning AR assembly aid built on HoloLens 2, processing its RGB camera and short- and long-throw IR sensors for real-time, high-precision part placement in manufacturing environments. Featured in Lockheed's Factory of the Future and Project StarDrive efforts, with engineers estimating 80% fewer assembly errors and roughly double the speed
X
Lockheed Martin
Multiple blackbox Skunk Works programs spanning data visualization, planning, and simulation, including multi-domain wargaming with AFSIM over DIS and HLA, weather data integration, holographic training systems, and spatial data analysis. Program names, customers, and outcomes remain classified
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Classified
2017-2022
Bonfire
Dimension X
No-code platform for drag-and-drop creation of real-time interactive 3D experiences, with one-click native deployment to desktop, mobile, and XR headsets. Powered enterprise engagements for a Fortune 500 manufacturer, one of the largest US restaurant chains, and a national real-estate platform, and was demoed at CES 2024
AI orchestration engine designed to generate complete 3D interactive experiences from simple conversational prompts. Prototyped at Dimension X in 2025 as an AI-powered world builder, with multi-engine export so generated worlds could be taken into Unity, Unreal, or Godot
Earlier Work
Vision therapy systems developed at GATU, 2008–2017
Introduced Unity to the local web development community; interest from the talk carried into Tyler's inaugural city hackathon.
Intro to DOTS
Metaverse Creators Summit • 2022
Presented Unity's Data-Oriented Technology Stack (DOTS) to over 100 virtual attendees, covering performance benefits and implementation best practices for scalable game development.
Industry Roundtable
Unity Industry Executive Summit • 2024
Expert panel on Unity's role in industrial applications: where game-engine technology fits in enterprise environments, and the constraints specific to the sector.
Press
Selected coverage of the work, with the full archive one click away.
Spoke on using Unity to build real-time 2D and 3D content for the web. Joined when the group was around 10 regulars and helped grow it past 50.
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Tyler Web Dev Community
Tyler TX First Hackathon
Co-Organizer & Team Lead
Co-organized Tyler's first city-wide hackathon. Led a team building a Unity-based appointment scheduler for Pets Fur People, a local no-kill animal shelter, so they could take visit bookings without paying for third-party software. The bracket was for student teams, so ours ran as a teaching project rather than an entry.
Unity Game Development
Workshop Presenter
Ran Unity's Roll-a-Ball project with a class of about 20 students, none of whom had opened a game engine before. Everyone left with a working build they had customized themselves — spike balls and bubbles in place of the default sphere, raceways and dirt lots in place of the default plane.