Patrick is a designer of interactive experiences working as a sound designer, composer, educator, designer of learning and tech producer of scalable virtual, augmented and mixed reality prototypes. For the past 10 years, he has developed a successful rapid prototyping methodology focused on mentoring teams co-constructing digital prototypes with over 45 companies and organizations (Microsoft, EA, Ubisoft, Blackbird, Finger Foods, Kabam, Elevator Strategy, British Columbia Lottery Corporation and more). He has facilitated outcome-driven workshops in the resource, entertainment and educational sectors with a variety of teams internationally, with sessions focused on aligning priorities, research initiatives, vision, strategy, problem-solving and scalability. These include Riot Games, EA, Microsoft Big Park, Fujitsu, Procon Mining Safety, Crystal CG China, the City of Fukuoka, SIGGRAPH NGX, small stage, Arts Club Theatre, Ballet BC and the British Columbia Museum Association. He draws from a collaborative approach as an award-winning sound designer and composer for live and virtual spaces, having worked on over 250 productions in Canada, the US, Europe and Asia. His research interests and scholarly activities are focused on understanding the benefits of rapid prototyping for mixed reality productions as well as investigating the design of spatial audio in physical and virtual environments.
Institutionally, he has designed and implemented learning with the Master of Digital Media Program, SFU Interactive Arts and Technology, BCIT, Ryerson University, University of Wuhan, Chinese University of Communication, North Chinese University of Technology, UBC Theatre and Film, and the Sauder School of Business. In the moving target rapidly becoming categorized as xR (substitute x to denote any virtually mediated human computer interface that merges with, augments or hijacks reality), Patrick has worked on research-driven projects, public VR projects for good, and iPad/mobile VR projects for older adults, as a development partner with AgeWell NCE, on AR projects with British Columbia Lottery Corporation, and as small stage dance producer, Virtro VR and UBC Film & Theatre/Arts Club Theatre. He has also written about xR development, is currently researching rapid prototyping xR pipelines, has published in a variety of journals with others in the field of project-based learning and VR, and has presented scholarly work in VR in the area of improving public exposure of VR experiences to the general public.