Hero Image, statue of the Thinker by Rodin made out of lightbulbs representing creative and technical thinking

I want
the ability to
Build Everythingone hard problem
at a time

I'm Edward (the 3rd)

Hoarder of Knowledge

At the Alberta University of the Arts, I started in graphic design and ended up engineering a 3D printer—then using it to digitally fabricate jewelry. My thesis explored spatial perception through large-scale sculptural work that combined CAD modeling, 3D printing, optical illusion systems, and embedded electronics. Somewhere in five years of Jewelry, Animation, and Object Design, I realized I didn't want to pick a discipline. I wanted to be able to build whatever I was imagining.

That's been the pattern since. At Inversion Studio, I built a USD pipeline connecting Houdini to Unreal Engine that was more scalable than any publicly documented approach—because I looked at what existed, found the limitations, and designed around them. At Zealbourne Studio, I'm building rendering systems that don't exist in any other game—spherical sprite coverage, dynamic body morphing—because nobody told me it couldn't be done until I'd already figured out how.

Along the way I've designed open-source 3D printers simplified for hobbyist manufacturing, created scientific visualizations of bee biology for educational curricula, taught Houdini and Python at three different colleges, and built parametric jewelry systems handling millions of product variants. The domains change. The approach doesn't: understand it deeply, build it better, make it usable for whoever comes next.


How I work.

I plan before I build, with the assumption that a problem is solvable until I've actually hit the floor—not just someone else's ceiling.

I start broad and refine toward detail, it's the fastest path to a good result—whether I'm painting, designing a 3D printer, or writing a Python library.

I build for whoever comes next, documenting what I figure out so others can build on it—because tools that only I can use aren't finished yet.

That approach has held up across domains—from USD pipelines that outperformed documented solutions, to rendering systems that don't exist in any shipping game, to open-source hardware simplified for hobbyist manufacturing. The problems change; the methodology doesn't.
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