I'm an architect who spends most of his time designing at a scale most people only fly through — airport terminals, hospitality, and large-scale mixed-use projects. I'm equally drawn to where physical space meets emerging technology, from AR/VR retail concepts to mixed-reality installations.
A second thread alongside large-scale delivery: spatial computing, generative AI, and mixed reality applied to real design problems.
A culmination of my graduate studies — five installations, each built around a different emerging technology: mixed reality, robotics, real-time style transfer, GAN-driven generative art, and a rotating guest gallery, brought together into one intuitive, unguided exhibition.
Using an NVIDIA-powered GAN, we reimagined The Broad museum through the lens of other artists' work. By training the model on pieces from Yayoi Kusama, Tony Cragg, Pussykrew, and Iris Van Herpen, we generated new pattern iterations that reinterpret the building through each artist's distinct visual language — an early, hands-on exploration of AI-assisted design.
Fish is a virtual reality video game built end-to-end in Unity — clip above is actual gameplay footage.
Fusing virtual reality and robotics into one interactive mixed environment — wearing a VR headset while robots respond and move in real time, blurring the boundary between the virtual and the tangible.
A decade of designing and delivering the programs most people only pass through — from winning RFPs to finished construction documents.
As part of the $1 billion New Terminal One project at JFK Airport, our team was responsible for the furniture, fixtures, and equipment (FF&E) strategy, enhancing both functionality and passenger experience. Our scope encompassed holdrooms, children's play zones, baggage claim, the check-in hall, meet & greet areas, PRM lounges, and a range of amenities — prioritizing comfort, efficiency, and a seamless travel experience.
We produced construction documentation for the VIP Check-In space — a dedicated First Class check-in experience on Level 3. Scope included floor plans, reflected ceiling plans, finish plans, and wall assemblies, translating the design intent into buildable documents coordinated with the base building and MEP teams.
Winning RFP entry for DFW's 40,000 SF concessions package — barrier-free passenger experience, QR/remote ordering, digital engagement, and the first ghost kitchen at a U.S. airport.
Designed six sensory rooms — one per terminal — and wrote the design guidelines so DFW can extend the program to future terminals.