02 Trunk lines
Twenty lines.
Products, platforms and experiments I helped define, build and put into use. Each case file says which parts were mine.
- Lines
- 20
- Span
- 2012–2026
- Bands
- 06 domains
Switchboard 20 lines across 6 bands
Each jack is a project, in every band it belongs to, at the year it started. Cords join a project across bands and link work that grew out of other work.
All work, 20 projects
All work
20Selected systems first, followed by the earlier archive.
BlocksA browser-based interior-design system connecting spatial planning, product choices, pricing, quality checks, and production handoffs.Interior design technology · Real-time 3D · Workflow automation
DesignestoAn AI design studio for spaces. Explore room directions, revise existing rooms, turn sketches into renders, and share ideas as images and 360° experiences.Generative AI products · Interior design technology · Product leadership
IRA VRAt GreyKernel, we built IRA VR for immersive classroom learning. I led product and technology across the learner applications and the tools teachers used to run sessions.Virtual reality · Learning systems · Multi-user platforms
PropVR AI → CraftI built the initial 22-tool AI MVP across five workflow studios. PropVR’s team used that product and technical foundation to develop Craft, a public creative platform for AEC workflows.Generative AI products · Product architecture · AEC workflows
HomeLane SpaceCraft ProAt HomeLane, I worked as principal software architect on SpaceCraft Pro, connecting its real-time room editor to pricing, CAD, and manufacturing workflows.Design technology · Real-time 3D · CAD and production workflows
GreyKernel — founder and CTOI co-founded GreyKernel and led technology for six years, building immersive products and games alongside client work for companies including JPMorgan Chase and Anglian Water.Company building · XR · Simulation
Enterprise XR · Production, training, and simulationAt GreyKernel, I led technology across immersive client projects, including JPMorgan Chase’s Mumbai lab for onboarding and training, Anglian Water training software, and VR empathy exercises in Singapore.Enterprise XR · Training simulation · Immersive production
Humanoid Robot Control SystemI co-invented a system at GreyKernel for translating tracked human movement into humanoid robot control, covered by Indian Patent 395331.Robotics · Motion control · Applied research
DLSS 5 Video PlayerI built a free, open-source Windows player that runs any video through experimental DLSS 5 neural rendering on NVIDIA RTX cards and lets you compare every rendered frame with the original.Neural rendering · Video tooling · Graphics engineering
Web Ocean 3DI built an interactive ocean in the browser, with changing weather, underwater views, and a boat that responds to the waves. Getting it to run on more devices became a big part of the project.Real-time graphics · WebGPU and TSL · Simulation
KinemaKinema is a browser game lab I’m building, with third-person gameplay, physics, and a level editor in the same TypeScript application.Browser game systems · WebGPU and Three.js · Product prototyping
Safed SagarI built a fictional MiG-21-inspired reconnaissance flight for the browser, with mountain terrain, flight instruments, and a photography mission.Browser games · Real-time terrain and atmosphere · Product direction
Little WonderI built Little Wonder to turn a picture of a child and a story they choose into an illustrated storybook with them as the hero, complete with a cover and a printable PDF.Generative AI · Product design · Creative tools
AI-native game development thesisMy March 2023 essay explored how generative AI could fit into game development, from dialogue and assets to animation and tools inside the editor.Applied AI · Game development · Product foresight
The Brutal SpyA top-down action and stealth game for iPhone and iPad that I worked on early in my game-development career.Games · Real-time systems
AlphamanA shipped mobile game that turned spelling practice into a maze-driven arcade loop across themed worlds.Games · Gameplay systems
Merkur MagieMy cross-platform Unity work at Merkur Gaming India, focused on game behaviour, performance, and releases across devices.Games · Unity · Cross-platform engineering
Machine HunterA VR archery game we built at GreyKernel in 2017, using tracked hand movements to draw a bow and shoot targets in an arena.Virtual reality · Games · Mixed-reality capture
MysticMojo + NazaraMysticMojo was GreyKernel’s brand for trying our hand at casual mobile games. I led technology across its mobile and AR titles, including Chhota Bheem Jungle Rescue, released through Nazara.Casual mobile games · Augmented reality · Game production
Defense technology and simulationAt GreyKernel, I led the product and technical work on defense-training systems that combined simulation software with physical controls and instructor tools.Defense technology · Training simulation · Real-time 3D