About

I design and build interfaces for musicians and producers. Design and code aren't separate stages to me. I prototype in whichever is faster to think in, and I stay on a thing through the last ten percent, which is usually where it starts to feel good.

Audio software is where I've spent most of my time, and it's a useful place to learn this craft. A DAW is one of the most complex things anyone ships to consumers, and the difference between a tool that feels like an instrument and one that feels like a spreadsheet is almost entirely in details nobody can specify in a ticket.

How I work

I build to decide. A rough working prototype answers questions a mockup can't: whether an interaction feels right under your hands, whether a control is reachable while you're doing something else. I'd rather have something running in an afternoon than a perfect flow diagram by Friday.

I think in components. Waavform is the clearest example, an audio player designed so one line gets you a working default and every visual decision is overridable. That's the same instinct I bring to product work. Solve it once, at the level of the system, rather than screen by screen.

I'm interested in what AI does to creative tools. Not as a feature to bolt on, but as a design problem: how you make a model's decisions legible, reversible, and arguable enough that someone will trust it with work they care about. Most of the Flowtonik case study is about exactly that.

Tools

  • Design: Figma, Claude Design, Mobbin, Higgsfield
  • Web: React, TypeScript, Node.js
  • Swift and SwiftUI, shipped and published
  • Audio: DAWs, plugins, MIDI

Now

I'm actively open to work, specifically design engineering roles on audio and creative tools. The best version of my job is one where the design and the implementation are the same conversation. Get in touch.

Before

  • Stems Labs, Senior Software Engineer, 2024-2026
  • Microsoft, Software Engineer, 2015-2022

Elsewhere