RYZ & ARC — Holographic Projectors
VP of Engineering
Brought to IKIN for a rare combination: hardware/firmware depth, 3D game development expertise across Unity and Unreal, and a career built on applied AI. My mandate was to bridge all three — across multiple teams, time zones, and disciplines — to bring a genuinely novel holographic platform to market.
Hardware & Manufacturing
Led Benchmark, a third-party engineering group, through taking the RYZ — an alpha-stage holographic device — and transforming it into a shippable product. Drove a 20% reduction in BOM cost while designing a scalable, updatable SDK and firmware architecture ready for beta and beyond. Took that work directly into production, partnering with a manufacturing firm in Juárez, Mexico to prepare the RYZ for large-scale manufacturing.
Software, Games & Content
Managed an internal team alongside two external software groups and two game studios simultaneously. Partnered with Unity Technologies on an engine-level SDK integration, enabling holographic content creation natively within Unity3D. Led an Austin-based team building a custom Android game launcher with a suite of holographic social media toy applications. Oversaw two game studios — one in Canada, one in Latin America — delivering six social games preloaded on device for launch.
Computer Vision Core
Led the AI team through using computer vision to recreate a Virtual Reality-class experience without a headset — the core perceptual software now powering both the RYZ and ARC platforms.
From chip to cloud, hardware to hologram — built the teams and systems that made it real.
Media
