I’m a product engineer in Toronto, thirteen years in. I was a founding engineer at Agentnoon, from pre product-market fit through its acquisition by Dayforce in 2025, shipping org planning software to companies like Nestlé, FIFA and Xerox along the way. I now lead the AI side of that product.
The work I like best is where a hard technical constraint meets an interface someone actually has to enjoy using. Getting a 300,000-person org chart to open in five seconds instead of fifty was a rendering problem, and I solved it with techniques borrowed from game engines. Letting an executive restructure that same company by typing a sentence is a different problem: the model has to be right, and the edits it makes have to respect who is allowed to change what.
I learned to build by making games, which is where I picked up the habit of prototyping fast and throwing most of it away. That hasn’t changed much.
Experience
Dayforce
Principal Product Engineer · 2025 – present
Leading the strategic workforce planning AI product. Executives reshape their org through conversation, with LLMs wired into the org data model for access-controlled edits, scenario modelling and conversational exploration.
Agentnoon
Product Engineering Lead · 2022 – 2025
Part of the founding team, focused on developing an AI-powered application with world-class user experience and advanced data visualization capabilities. Acquired by Dayforce in 2025.
refurbed
Senior Software Engineer · 2021 – 2022
Developed and optimized a high-traffic Vue application processing thousands of daily transactions.
multiplica.us
Senior Software Engineer · 2019 – 2021
Led development efforts on a catalog of products in a digital agency.
Adacio
Software Engineer · 2017 – 2019
Built a digital version of a hit board game – Latice, working directly with the original creator.
Scarlet City Studios
Software Engineer · 2016 – 2017
Collaborated on a production team to build a multiplayer game with companion apps.
Caped Koala Studios
Software Engineer · 2013 – 2015
Worked on companion apps and mobile games in a universe of interconnected educational games.
Cellardoor
Software Engineer · 2012 – 2013
Built a portfolio of products ranging from Kinect-based educational experiences to early cross-platform mobile experiments built with native technologies.