Tools of the trade...

I. ❤️ Tech.

As well as creating content - I also try to keep up to date with the latest developments in display technologies that are especially relevant to live events and experiences.

During my career, I've designed and built Linear and Non-Linear Edit suites, Broadcast GFX and Playout Systems, and carried out extensive research of VR, AR and XR devices, as well as touchscreen PC systems, Ipads, Tablets & Tablet PC's. I've had training and operational experience of multiscreen swicthing and blending systems (such as Spyder), Projection Mapping, 3 tube and single lens video projection, even Genesis & AVL Dove 35mm Slides ('caus I'm that old!!).

SOFTWARE

Alongside my interest in Hardware, I've also used many, many (many!!), different Software apps and packages over the years.

I've always tried to revise my toolset to match the particular task at hand. This has occasional produced the odd white elephant or dead end, but that has just fed into my knowledge base (and helps me know what "gotchas" I need to be aware of in future).

The image below shows all the packages (I can remember at least) that I've used and had experience with over the years. Some you may be familiar with, others are certainly oldies but goldies..

Nothing in this list comes close to Unreal Engine. I've been an avid(!) fan and user for nearly 10 years now, and nothing else I've seen comes even close to a single piece of software that can take you to so many places - Virtual Studio, Broadcast GFX, 3D Animation (realtime and rendered) VR, AR and XR - it can even make games =0) - it does it all with a visual fidelity that's second to none. It is the closet thing I've found to a "one size fits all". And it's free to use (so long as I don't turnover more than $1million USD...!!! Dream on!). Think about that Adobe / Maxon / Autodesk...(etc).

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