Timeline
How the work moved.
My career does not read as a sequence of jobs: from 2000 onward my own studio ran continuously alongside employment, contracting, founding and consulting work, and the roles overlap by design.
Milestones
1990 to 2026
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1990
An industrial band in Denver
I composed and played keyboards in an industrial band in Denver from 1990 to 1992.
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1992
An earthquake kiosk at CU Boulder
At the University of Colorado Boulder I wrote an earthquake monitoring kiosk in C on Atari ST hardware so geophysics researchers could review seismic events themselves.
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1993
Interface Oblivion
I played keys in Interface Oblivion, wrote the backing tracks and about half the compositions, and we put out several albums.
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1994
Reel Illusions
I co-founded Reel Illusions in Boulder in 1994 and delivered enterprise multimedia applications for airline, banking and private-sector clients.
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1994
A seismic monitor for USGS
I wrote a real-time seismic monitor in C on an Atari STE while I was a student at the University of Colorado, plotting earthquakes onto a colour topographic map as they happened and paging out alerts. I date the start of my technical career to 1994, when I released the seismic monitor.
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1996
Print and product design at MPH
At MPH Strategic Brand Communications in Boulder I was the in-house digital production expert, producing print-ready artwork, product visualizations and photo art direction, and running four-colour press checks.
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1997
Leading multimedia teams
As lead multimedia developer at Digital Creators from 1997 to 1999 I led teams through more than ten educational and corporate titles, and personally produced the storyboards, specifications, 3D models, animation and music.
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2000
Lumeneo Studios
I founded Lumeneo Studios in 2000 and have run it ever since as the vehicle for my client work, taking engagements from concept through deployment across web, mobile, XR, kiosk and desktop.
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2000
San Francisco
I moved to San Francisco in 2000 with the band and spent about twenty years in the Bay Area underground electronic scene, playing breakbeat, dubstep and drum and bass. My career does not read as a sequence of jobs: from 2000 onward my own studio ran continuously alongside employment, contracting, founding and consulting work, and the roles overlap by design.
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2001
Rich internet applications
At Laszlo Systems I worked on Rich Internet Applications in Flash and played a crucial part in acquiring the company's first paying client.
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2004
Addictech
I ran Addictech from 2004 to 2018. I co-founded Addictech in 2004 and ran it as CTO. Addictech returned most of the money from every sale directly to the artist.
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2005
Front-end work on Microsoft Live
I contributed front-end engineering to Microsoft Live web properties on contract, implementing interface components and holding cross-browser consistency across distributed teams.
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2005
Addictech.com ships
I built Addictech.com and its media platform in 2005, an ecommerce dashboard in 2008, Addictech Radio in 2012, and Addic.tech in 2018.
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2007
Lossless downloads
Addictech sold its catalogue as MP3, FLAC and WAV downloads. Addictech sold music without copy protection while most stores still locked their files, and it sold lossless files at a time when almost nobody did.
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2008
A subscription health platform
For NutritionQuest I wrote the UX and technical specifications for their subscription health platform and guided the developers who built the assessments and dashboards on top of it.
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2009
WipeOut Yourself for Disney-ABC
I designed and built "WipeOut Yourself" for Disney-ABC Television Group, a Facebook app that let fans drop themselves into personalised videos promoting ABC's WipeOut and share them.
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2010
Fan experiences for Warner Music
For Warner Music Group I designed and engineered branded fan experiences and social campaigns around new releases.
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2011
Project Cyborg for Autodesk Research
I prototyped the primary console for Autodesk Research's Project Cyborg, turning computational design workflows into a cloud interface a designer could actually drive.
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2012
Addictech Radio
I built Addictech's streaming radio service: people tagged the catalogue by hand, and those tags fed the recommendation engine.
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2013
Flash to HTML5, fifteen engineers
At Agile Mind I led a fifteen-person international JavaScript team through the Flash-to-HTML5 migration of their curriculum platform, and I automated the conversion itself with JSFL scripting.
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2016
Interactive storytelling agents
With Instigate.ai I designed and prototyped authoring tools that turned vlog footage into interactive storytelling agents, and wrote the technical documentation behind their patent filings.
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2017
A HoloLens application for clinicians
I built a HoloLens medical visualisation application through Viscira for the AbbVie Humira brand, rendering the drug's mechanism of action in 3D with gesture, gaze and voice control for clinicians.
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2017
MusicRig
I built MusicRig, a physics-based musical instrument and composition tool where you assemble contraptions in AR, VR, mobile and desktop that sync with music hardware and software.
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2018
Open AR Cloud launches
Open AR Cloud listed me among its founding members when it launched in October 2018, as Founder, Lumeneo.
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2019
CTO at MixMan
As CTO at MixMan from 2019 I hired and led a six-person full-stack team and delivered the Modify application ahead of schedule — a modular synth engine, a visual patch tool for building 3D visualisers, blockchain integration for NFTs, and a social web application.
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2021
A donation ledger you can check
As chief technology officer at Green Wings Compassion I architected a donation ledger on Chia DataLayer with on-chain Merkle snapshot verification, so a donor could check that a disbursement actually happened.
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2022
CHIP-0015
I authored CHIP-0015, the NFT metadata standard for the Chia blockchain, which defines how a Chia NFT stores and references its data and builds on Schema.org.
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2022
SumSet Tech
I founded SumSet Tech in 2022 and run it as my consultancy for blockchain, spatial computing and AI work, from smart contracts and NFT infrastructure to Unity AR prototypes and local LLM stacks.
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2022
CHIP-0021, composable NFTs
I am lead author of CHIP-0021, the Fusion standard for composable NFTs, which lets assets be combined, split and remixed while their provenance survives every transformation.
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2022
NFTr.pro
I founded NFTr.pro and lead its development, building the reference implementation and minting tools behind the Chia NFT standards I authored.
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2024
First Forum presentation
In May 2024 I presented NFT Metadata Standards for Composable Metaverse Assets to the Metaverse Standards Forum Digital Asset Management Working Group.
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2024
Working Group Chair at the Metaverse Standards Forum
I am a Working Group Chair of the Infrastructure Working Group at the Metaverse Standards Forum, the group formerly named Digital Asset Management.
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2024
XCH Foundation launch
I was one of five directors named at the launch of the XCH Foundation in December 2024, a nonprofit set up as a resource for the Chia community.
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2024
Distributed Creatives
I co-founded Distributed Creatives in 2024 with Matty Bovard. Distributed Creatives exists to build public-good technology, advocacy, and partnerships for creator rights.
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2024
The Metaverse Metadata Directory
I wrote the initial concept and the first versions of the Metaverse Metadata Directory, an open hub that maps how established 3D, spatial, identity, and content-authentication metadata standards fit together.
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2025
A second working group, and outside corroboration
I am also a Working Group Chair of the Forum's AI x Metaverse Working Group. OMA3's June 2025 newsletter named me a co-chair of the Digital Asset Management group, as it was called then.
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2025
GeoPose Summit
In October 2025 I presented GeoPose-Enabled Metaverse Interoperability on site at the GeoPose Summit, in its GeoPose in other Standards section; the Forum hosts the deck.
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2025
Fusion for MonkeyZoo
I built Fusion, the technology behind FusionZoo for the MonkeyZoo project on Chia, which merges NFTs and supports peer-to-peer trading.
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2026
Universal Manifest begins
I started the Universal Manifest repository in February 2026 and opened its public history in May 2026.
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2026
OMA3 takes it up for review
I created Universal Manifest, an open specification for portable signed context that moves with people, agents, devices, assets, facilities, and infrastructure instead of being locked inside one system. OMA3's Technical Working Group took Universal Manifest up for review for potential standardization, as OMA3 stated in May 2026.
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2026
v0.4 and its conformance suite
On 9 July 2026 I published the Universal Manifest v0.4 document set together with its conformance suite, in a public Apache-2.0 repository.
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2026
Local Artist Network goes live
Local Artist Network runs a live public browser catalog with artwork browsing, collections, places and schedules, and a display mode for venue screens. Local Artist Network aims at community-level creator visibility, venue integration, and local revenue pathways, built around a Boulder venue network using displays, streaming, and events.
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2026
EverArchive
EverArchive is built to preserve the creative process, attribution, and cultural heritage over very long horizons, with a 200-plus-year design target. EverArchive is the Distributed Creatives preservation program and I am on its project team; it is in architecture design and partnership outreach, with prototype work later in the roadmap.
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2026
PeerMesh and Peers.social
In 2026 my public commits landed across the PeerMesh core stack, its integration tests, the spatial fabric, the documentation, and an example module. PeerMesh is an open source initiative whose repositories are owned collectively and added to by everyone, with modules submitted by third parties and by the internal team. Peers.social is the tentpole implementation of every PeerMesh module in one system, with a creative community and builders making a network of federated websites.
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2026
The SaveTheCreators Hub
SaveTheCreators argues creator rights across disciplines: consent, compensation, attribution, and preservation. As of August 2026 the SaveTheCreators Hub published 521 sourced items across 43 creative disciplines and 5 issue areas.