Bridging product leadership, rendering, and real-world workflows
I’m a Senior Product Manager, V-Ray for Maya & Houdini and a former shading and lighting TD with 13+ years across CG/VFX production, rendering technology, visualization, and technical product leadership.
At Chaos, I lead product management across V-Ray for Maya, V-Ray for Houdini, V-Ray GPU, and the Chaos Vantage Hydra Delegate for media and entertainment. My work spans product strategy, roadmaps, release planning, production workflows, hardware and platform validation, customer feedback, and technical enablement.
That work has included helping grow V-Ray GPU adoption to an all-time high of approximately 30% of V-Ray users, doubling profit for targeted Chaos Cloud rendering workloads through hardware benchmarking and GPU allocation optimization, driving the transition of V-Ray for Houdini customers to USD-based workflows, and co-leading V-Ray Benchmark 6.
Before product management, I worked hands-on across lighting, shading, look development, modeling, retopology, texturing, photoreal rendering, compositing, and automotive visualization. That production background still shapes how I evaluate product priorities: from the perspective of the artists and technical teams who ultimately have to use the tools in real production.
I also work across GPU and platform ecosystems including CUDA, RTX, OptiX, Metal, HIP, Windows, macOS, and Linux, collaborate with customers and technology partners, and have authored 20+ public technical articles and tutorials alongside presentations at GTC, FMX, SIGGRAPH, and NVIDIA Studio Nights.
Get in touch
I’m open to conversations around senior technical product roles, GPU rendering and creator technology, media & entertainment workflows, OpenUSD / Solaris, real-time visualization, technical partnerships, speaking opportunities, and collaboration. Email or LinkedIn are the best ways to reach me.