Since 2022, I've been working as a Creative Technologist at TPN on the AT&T account. This work as led me to wear many hats and be exposed a wide range of projects featured across the nationwide AT&T retail fleet.
My contributions are focused on rapid prototyping, technology innovation, interfacing between internal teams, clients, and vendors, UX design, and design explorations at the edge of brand guidelines.
Some of my proudest contributions:
UX, prototyping, and look-development for a massive 7' tall touchscreen featuring unique ADA and design challenges.
Lift and learn physical prototype built using WebSocket enabled synchronization between real-world retail hardware including Brightsign players, a smartTV, and a hand-soldered Arduino circuit for detecting product lift.
Research contributions to a major overhaul of an in-store CMS allowing our creative team to drastically increase their output.
Rapid prototyping of an Augmented Reality 3D phone experience that convinced our client on a mid 6 figure development spend.
I led the introduction of the animation tool Rive into our creative pipeline. This involved coordination between creative team leads, account specialists, and business leadership of TPN commerce.
Using Rive, the creative team is empowered to expand their output to include bespoke interactive experiences without relying our their external development partners. This initiative will measurably increase both quality of work output in addition to increasing the scope of work with the largest client of TPN and Omnicom.
A coworker and I were sponsored by TPN to enter the 2025 Cannes Young Lions competition in partnership with WhyHunger. WhyHunger is a global charity and think tank supplying funding and educational resources to grassroots organizations to solve critical food shortages and promote sustainable farming practices.
In today's saturated social media climate, new marketing approaches are required to stand out. Our research concluded that potential GenZ donors respond most favorably to honesty and transparency.
Our digital campaign pitch outlined a strategy based on the production of user-generated short-form vignettes from volunteers and aid recipients to shine light on WhyHunger's impact in transparent terms. Our approach was based on analyzing WhyHunger's existing social channel out, researching non-profit marketing strategies, and reading psychology research papers on our target demographic (GenZ).
During an internship with Velan Studios, I worked on Viper, the Velan in-house game engine. The engine was built to support two in-development titles: MarioKart Live: Home Circuit, and Knockout City.
My work consisted of writing C code to complete tickets surrounding various aspects of the engine UI and internal mechanics. During my time there, I had the pleasure of collaborating with many fantastic and dedicated engineers, game developers, FX artists, and sound engineers.
I developed ADONNIS (Automated Downstream Order Naming Numbering Identification System) in a 6 month contract with the USGS. ADONNIS is an internal facing tool designed to automate the task of creating ID numbers for new nation-wide installations of USGS stream gauges.
The USGS stream gauge ID paradigm is based on the relative position of a potential gauge within its drainage basin. The backend of ADONNIS utilized multiple real-world nationwide datasets to perform stream network traversals to discover nearby stream gauges. To accommodate uncertainties in the datasets, the algorithms I developed contained a robust error checking and validation system capable of requesting human verification for critical uncertainties in addition to flagging provable errors in the data.
The completion of this tool provided a path for the USGS to modernize their internal process re-prioritize personnel and resources dedicated to the manual completion of the automated task.