2026 — Now
London Area, United Kingdom
Working on an Apple Vision Pro mixed‑reality experience for PwC, translating complex agentic AI auditing workflows into performant spatial visuals and interactive systems.
Built and tuned real‑time shader/material workflows for visionOS/PolySpatial (stylised UI surfaces, glass/transparent looks, highlights, and flow/connection visuals).
Developed 2D + 3D animation systems for UX feedback (node/graph reveal sequences, overshoot “pop” interactions, icon VFX, connection/flow timing), including camera moves to guide attention and reinforce hierarchy.
Created particle and VFX systems to enhance spatial readability and feedback (spark/emit accents, glows, bursts, trails, and interaction-state cues) while staying within XR performance budgets.
Implemented procedural node/connection graph tooling (layout generation, connection set authoring, and editor preview utilities) to speed iteration without Play‑mode roundtrips.
Optimised scenes for XR performance: render cost reduction, mesh/material hygiene, prefab/scene organisation, and runtime cleanup strategies.
Created and integrated 3D assets and animation-ready prefabs; iterated on spatial composition and readability for mixed reality.
Collaborated closely with design/engineering to balance aesthetic quality, clarity, and performance under tight delivery timelines.
Barcelona
SensAI Hack Barcelona — 1st Place, AI with Passthrough Camera Access
Led the end‑to‑end ideation, design, and technical development of FixItXR, a mixed‑reality car‑repair assistant built for Meta Quest 3 with passthrough camera access. The project combined XR interaction design, Unity development, computer vision, and AI-assisted guidance, delivering a fully working prototype within 48 hours. Designed for extensibility across future AR platforms, including Ray‑Ban Meta smart glasses. Submitted to the Meta Horizon Start Developer Competition 2025 (results pending).
Directed a cross‑functional team of 5 through rapid prototyping, task delegation, and sprint execution under extreme time constraints.
Built the Unity application end‑to‑end, including spatial anchoring, scene setup, UI, interaction logic, and performance optimisation.
Integrated Roboflow computer vision for real‑time component detection and classification.
Designed spatial UI, multimodal interaction patterns, and step‑by‑step guidance flows tailored for mixed‑reality environments.
Implemented OpenAI GPT and Gemini integrations to generate contextual repair instructions, including prompt design and response handling.
Created tutorial content, onboarding flows, and instructional assets (images, videos) to support user comprehension.
Conducted user testing and rapid iteration, validating interaction patterns and refining the experience within the 48‑hour window.
Established lightweight QA processes, debugging XR interactions, CV outputs, and AI responses.
Mentored team members on XR workflows, Unity best practices, and AI integration techniques.
Delivered a fully functional mixed‑reality prototype that blended XR engineering, product design, AI integration, and real‑time computer vision, earning first place in the competition’s AI with Passthrough Camera Access category.
London Area, United Kingdom
Led end‑to‑end product design and development for an AI‑powered digital twin platform serving events, venues, and gyms. Operated in a highly cross‑functional, hybrid role spanning UI/UX design, AI workflow design, 3D scene creation, front‑end engineering, QA, prototyping, and client‑facing demos. Owned features from concept to delivery, ensuring technical feasibility, usability, and visual quality across the entire product.
Designed and implemented AI copilot features and conversational interfaces that supported data‑driven decision‑making for venue management and event planning.
Designed end‑to‑end user journeys, wireframes, high‑fidelity UI, and interaction patterns for complex workflows.
Built and maintained a comprehensive design system, ensuring consistency and scalability across the platform.
Developed front‑end implementations in React/Three.js, bridging design and engineering to deliver production‑ready features.
Created 3D scenes, assets, and interactive visualisations for digital twin environments.
Engineered AI‑powered workflows, applying prompt engineering to optimise generative AI outputs for clarity and actionability.
Designed BI dashboards and data‑driven interfaces, translating complex insights into intuitive visual formats.
Built interactive prototypes and client‑facing demos to validate concepts and support sales and stakeholder alignment.
Established and executed QA processes, debugging, and validation of AI interaction patterns.
Collaborated closely with engineering, support, and business teams in an agile environment to deliver features on schedule.
Reduced development time by creating reusable design and front‑end components.
Improved user understanding of complex venue data through clear, actionable AI‑assisted workflows.
Strengthened product quality through structured QA processes and rapid prototyping cycles.
London, England, United Kingdom
Designed the world's first AR glasses software to alleviate motor symptoms in Parkinson's Disease on Microsoft HoloLens 2, Magic Leap 1, and Magic Leap 2 platforms. Applied deep understanding of cognitive factors, behavioural science, and human-computer interaction to create therapeutic experiences for vulnerable users.
Conducted extensive user research with Parkinson's patients, analysing cognitive load, attention patterns, and interaction preferences
Designed multimodal interaction patterns (visual, auditory, haptic) optimised for users with motor and cognitive impairments
Applied behavioural science principles to design nudges that encouraged therapeutic engagement and positive health outcomes
Tracked performance using qualitative feedback and quantitative health metrics, iterating designs based on clinical efficacy data
Collaborated with clinical partners and patients throughout agile development cycles, ensuring medical safety and patient-centred design
London, United Kingdom
Designing VR and haptic experiences for surgeons to practice complex operating procedures in a safe and cost-effective manner. Work closely with the engineering and art teams to ensure that simulations are as close to reality as possible. Responsible for defining product specifications, creating digital drawings, and designing fully functional products. Managing the team. Working closely with various clients.
Design & Development Skills:
User Experience (UX) Design: creating intuitive and effective user flows for the VR platform.
User Interface (UI) Design: designing clear and engaging interfaces for the VR training modules.
3D Animation: crafting realistic 3D animations to simulate spastic muscles.
Storyboarding: visualizing the training scenarios and user interactions within the VR environment.
Graphic Design: producing visual elements for the platform, such as icons, menus, and instructional graphics.
Haptic Feedback Design and Testing: using haptic technology to simulate tactile experiences for needle insertion.
Technical Documentation: writing clear documentation for the design and functionality of the VR platform
Soft Skills:
Collaboration: working with medical professionals and educational experts to ensure the accuracy and effectiveness of the VR training.
Communication: effectively discussing and presenting design concepts and user flows to stakeholders.
Problem-solving: addressing technical and design challenges throughout the development process.
Project Management: organizing tasks, timelines, and deliverables to ensure the project meets its goals.
Educational Design Skills:
Instructional Design: structuring the VR content to facilitate effective learning and knowledge retention.
Education
University of Strathclyde
Doctor of Philosophy - PhD
Buckinghamshire New University
Master’s Degree
Prifysgol Aberystwyth University
Bachelor’s Degree
Balgrist University Hospital
Medical Augmented Reality 2021 International Summer School
School of Art "Labirynt", Warsaw, Poland
Diploma in Graphic Design
VI Liceum Ogólnokształcące im. Juliusza Słowackiego, Kielce, Poland