Service Overview
Spatial mathematics is the applied mathematics used to describe, transform, and reason about space in real-time systems. It forms the foundation of 3D creative tools, game engines, real-time cinematic systems, and the production pipelines built around them.
This practice focuses on the practical use of vectors, coordinate systems, transformations, and spatial relationships rather than abstract mathematical theory. The goal is reliable, predictable spatial behavior that supports both technical correctness and creative intent.
Real-Time 3D and Interactive Systems
In real-time engines and interactive environments, spatial mathematics governs how objects move, rotate, and relate to one another in space. This includes world, local, and camera coordinate spaces, as well as the transformations that connect them.
Cameras, Transforms, and Perspective
Camera matrices, projection systems, and spatial transforms are central to both gameplay and cinematic presentation. I work directly with these systems to ensure that perspective, motion, and framing behave consistently across tools and runtime environments.
Rigging and Kinematic Systems
Spatial mathematics plays a critical role in rigging, inverse kinematics, and character systems. This includes understanding joint hierarchies, constraints, normals, reflections, and spatial continuity to support believable motion and deformation.
Production Tools and DCC Pipelines
Beyond runtime engines, spatial mathematics is deeply embedded in digital content creation tools and production pipelines. I apply these principles to build and extend tools that artists and developers rely on for modeling, animation, layout, and real-time preview.
Applied, Not Abstract
This work is intentionally practical. The emphasis is on using spatial mathematics as a working language for real systems rather than as an abstract discipline. Correctness, clarity, and predictability matter more than theoretical generality.
