About
I’m a software engineer specializing in XR (VR, AR, and MR) with over six years of experience building immersive, interactive applications across platforms. My work sits at the intersection of real-time 3D development, AI integration, and scalable system design—primarily using Unity, C#, and modern web technologies.
I’ve developed both B2B and B2C applications, ranging from enterprise XR solutions to cross-platform VR and web experiences. Along the way, I’ve worked extensively on performance optimization, API development, and integrating AI systems such as GPT, text-to-speech, and speech-to-text to create more natural and engaging user interactions.
Beyond building features, I focus on improving how teams work. I’ve created internal tools, automated workflows, and contributed to CI/CD pipelines to streamline development and increase efficiency. I also enjoy mentoring others, sharing knowledge, and helping teams deliver high-quality, scalable products.
I’m driven by curiosity and a constant desire to learn—whether that’s experimenting with WebGPU, exploring new XR capabilities, or pushing the boundaries of what interactive experiences can be.
Outside of development, you’ll usually find me gaming, powerlifting, or tinkering with new tech.
Experience
XR Engineer
May 2023 — Dec 2025Cornerstone On Demand (formerly Talespin)
Utrecht
At Cornerstone On Demand, I contributed to the development of a cross-platform B2C application supporting both web and VR, working primarily in Unity and C#. I collaborated on features for both environments, integrated external plugins, and developed API endpoints to manage content and user data efficiently. I also contributed to a custom JavaScript implementation for lipsync on the web and explored R&D projects using React Three Fiber and WebGPU. A key focus of my work was performance optimization, including CPU and memory profiling, asset optimization for VR, and maintaining CI/CD pipelines through Jenkins. Additionally, I implemented AI integrations such as GPT API, text-to-speech, and speech-to-text to support realistic virtual interactions, and I developed Unity Editor tools to automate asset workflows and improve team efficiency.
Unity Developer
2019 — 2023Layers (formerly Amsterdam AR-Producties)
Amsterdam
At Layers, I developed B2B XR applications for multiple MR and VR platforms, including HoloLens and Unreal Glasses, handling both application logic and UI development. I worked on interactive features, shaders, and internal tools to support development and deployment. I also created AR filters for social platforms like Snapchat and Instagram. My responsibilities included mentoring interns and supporting product demonstrations at events. A strong emphasis in my work was on performance optimization, ensuring smooth experiences across platforms, and building reusable Unity packages to improve workflow efficiency.
Manager
2016 — 2021Domino's
Netherlands
In my Manager role at Domino's, I trained and mentored employees to maximize team performance. I managed complaints with calm, clear communication and collaborated with team members to achieve target results. My responsibilities included setting goals, delegating tasks, providing feedback, and addressing performance issues.
Database Manager
2013 — 2015Sponsormail
Netherlands
Management of different database information. This includes making sure that the data is accurate, up-to-date, and organized in a way that allows for easy access and retrieval. I provided support to users who interact with the database.