Profile

AI/ML executive with two decades of experience leading research and engineering at the frontier — from foundational RL research at DeepMind to production AI infrastructure at Meta, the Ellison Institute of Technology (Oxford), and the Tony Blair Institute. Repeat founder and founding-team operator, currently building an autonomous coding agent for the enterprise at seed stage. Track record of recruiting and scaling world-class technical organisations, setting scientific direction, and shipping novel AI products into production.

Experience

Pavo AI · Director of ML

Jan 2026 – Present

Co-leading technical strategy at a seed-stage startup building an autonomous, life-long learning coding agent for the enterprise.

  • Standing up the research and engineering organisations from zero.
  • Owning the technical and scientific roadmap for the core challenges in life-long learning.

Tony Blair Institute for Global Change · Head of ML, AI Incubator (Founding Team)

Mar 2025 – Nov 2025

Founding member of the leadership team that launched a new AI Incubator to deliver AI products into government partners worldwide.

Organisation leadership

  • Set the AI product and ML infrastructure strategy for the Incubator, enabling rapid prototyping and deployment of AI applications across multiple government partners.
  • Recruited and led an interdisciplinary team across software and cloud engineering.
  • Built a portfolio of agentic AI prototypes spanning the Incubator’s initial offering.

Technical leadership

  • Architected applications leveraging large language and deep learning models for globally distributed government use cases.
  • Developed reinforcement-learning–based world-action models that capture relationships between real-world systems based on legislation, policy, and econometric data — modelling officials’ actions and simulating short- and long-term effects.
  • Led research on improving accuracy and grounding of model predictions.

Ellison Institute of Technology, Oxford · Head of MLOps

Sep 2024 – Mar 2025

Founding member of the AI & Data team — a horizontal function enabling the entire institute’s AI and ML capabilities.

  • Defined the ML infrastructure strategy supporting innovation and productionalisation across the institute’s four domains: medical sciences, climate, agriculture & sustainability, and government efficiency.
  • Recruited and led an engineering team across software and cloud systems.
  • Owned the strategic partnership with Oracle.

Leapfrog Studios Ltd · VP Applied Research, Co-Founder

Jul 2023 – Sep 2024

Co-founded a studio applying machine learning to invent new ways video games engage players. Historically, innovation in games has tracked hardware cycles — increased compute (PlayStation, Xbox) or new modes of interaction (mobile touch, Kinect, Wii, VR). Leapfrog was the thesis that, for the first time, algorithmic innovation alone now offers a comparable opening for new genres on PC and console.

  • Recruited and led a team of research scientists and engineers.
  • Set the scientific and product direction.

Meta · Staff Software Engineer

Mar 2022 – Jul 2023

Online experimentation infrastructure for Ads Ranking — Uber-Tech Lead for the area responsible for the correctness and accuracy of experiment results, with 20 engineers across six projects spanning pure statistical research to full-stack engineering. Operated against compounding headwinds: p80 of true effects below the platform’s detectability threshold, design that facilitated p-hacking, and complex feedback loops creating confounders. Set technical direction, ran roadmapping, coached engineers, and introduced large innovative bets to move the platform onto a new S-curve. (HHVM, Python, Thrift, Presto, EntFramework)

ML model delivery support — Single point of contact for a team R&Ding key improvements to the ML models powering Meta’s ranking system. Translated their needs into the org’s technical roadmap and assembled ad-hoc task teams to unblock delivery. Awarded the highest performance rating (“Greatly Exceeds Expectations”) in the first year for enabling the partner team to ship nearly 50% more innovation than originally planned.

DeepMind · Senior Software Engineer

Jun 2017 – Feb 2022

Model-based RL infrastructure — Tech lead of a project building high-performance, distributed infrastructure for training model-based RL agents in fully observable, continuous environments with high-dimensional observations. Defined technical direction, coordinated with other ML ecosystem leads, and developed alongside research scientists and engineers. (Python, C++, JAX, Cloud)

Rapid adoption of third-party RL technology — Owner and architect of infrastructure that significantly reduced the engineering effort to adopt third-party technology for generating RL training data. The largest project I led at DeepMind, coordinating across several teams; downstream projects launched with one engineer in hours. (C++, Python, Cloud, Docker)

Large-scale dataset for supervised learning — Tech lead and primary developer of infrastructure for collecting data at scale from hundreds of thousands of instances of a highly specialised scientific simulator. Adapted code designed for different distributed architectures to perform optimally on Google Cloud. (Python, C++, Docker, Cloud)

Robot perception task suite — Sole engineer in a research team studying alternative perception models for controlling robotic grippers in complex manipulation tasks. Built a suite of 3D environments and tasks for agent training. (C++, MuJoCo, Unity 3D, Cloud)

Causal reasoning task suite prototype — Lead developer in a multidisciplinary team building a prototype task suite for studying causal models. Defined the abstractions that allowed four engineers to focus on rapid prototyping. (C#, Unity 3D)

Using Unity to Help Solve Intelligence — Contributor on the team that adopted Unity 3D for AGI research; built the interfaces and protocols for exchanging data between agents and Unity environments. (C#, Unity 3D, Python)

DeepMind Control Suite — Owned the suite visualiser: implemented desktop and web (Colab) versions, open-sourced the project, and supported the user community. (Python, MuJoCo, Colab)

Botperfect · Owner, Software Engineer

Jan 2016 – Jun 2017

Kanban tasks manager for accountancy offices (own product) — An assistant for managing accountancy documentation fused with a comprehensive task tracker. Ran market research, built the MVP, deployed with first customers, and coordinated third-party contractors. (C#, JavaScript, HTML, ASP.NET, Bootstrap)

Hatred (commissioned by Destructive Creations) — Prototype of a twin-stick shooter focused on character animation and environment destruction. (C++, UE4, PhysX, 3DS Max)

Virtual battlefield simulation (commissioned by Bagira Systems) — Improved performance of animation and physics systems to simultaneously simulate >5,000 visible units. (C++, Havok Physics/Animation/Behavior)

PDF documents optimiser (commissioned by Digital Recycle Ltd) — A compression library for PDFs that preserved original quality. (C++)

Crytek Frankfurt · Senior Animation Programmer

Feb 2016 – Mar 2016

Built the locomotion system for the dinosaur characters in the VR title Robinson the Journey. The challenge: bipedal creatures with long tails moved in a snake-like way, so I combined standard bipedal techniques with novel approaches to capture that sleek motion. (CryEngine, C++)

Havok · Senior Software Engineer

Nov 2011 – Dec 2015

Built a deployable library of characters and vehicles for simulations: blend trees for locomotion, aiming, and on-demand poses; integration with Havok AI for navigation; client/server networked vehicles; content-authoring pipelines for 3DS Max and Maya; integration with Havok’s vForge engine. Designed a 2D parametric motion controller blending multiple clips against velocity/turn-angle inputs and a velocity-domain animation synchroniser preventing output-velocity distortion in blended locomotion. Implemented ragdoll controllers for the new physics library. Worked closely with animators and 3D artists. (C++, C#, LUA, Havok Behavior/Physics/Animation, Oculus Rift DK2)

Based in the Dublin office for the first year, then remote from Poland.

CD Projekt RED · Senior Gameplay/AI Programmer

Dec 2009 – Oct 2011

The Witcher 2 (Xbox 360) — AI subsystem optimisations for Xbox 360. Supervised work on gameplay features for the platform. (C++, wxWidgets, DirectX 9.0, in-house RedScript)

The Witcher 2 (PC) — character navigation and locomotion — Integrated PathEngine navigation with the in-house animation system. Implemented local steering / obstacle avoidance, kinematic constraints between navigation and animation, off-navmesh traversal, and docking to obstacles. (C++, PathEngine, Havok Animation/Physics, RedEngine)

The Witcher 2 (PC) — non-linear quest authoring system — A visual block language (similar to Unreal’s Blueprint) that let writers and designers transform gameplay ideas into shipped gameplay. The system orchestrated every other gameplay subsystem in the engine. End-to-end ownership: core system, editors and debuggers, integration, and ongoing user mentorship. (C++, wxWidgets, RedEngine)

The Witcher 2 (PC) — character animation, research, and engine — Animated all in-game characters with artists and designers. Researched formation movement, crowd simulation, and sensory systems. Worked on core RedEngine systems: a saves system integrated with a real-time multithreaded scripting language, world streaming, and performance optimisations.

Coversion · Owner, Software Engineer

Nov 2008 – Nov 2009

Multi-platform game engine for PC and Nintendo Wii (outsourced to Bloober Team) — Designed and developed input, basic animation controller, sound, serialisation, scene-graph management, and an FSM-based AI subsystem. (C++, Codewarrior)

Navigation system for Egypt: Engineering an Empire (Nintendo DS) (outsourced to Bloober Team, released by Slitherine) — Designed and developed a game editor for a turn-based strategy game. (C++, Qt)

Sabre Holdings Polska · Software Engineer

Nov 2006 – Oct 2008

Laid out the architecture for the next-generation data-mining application. Mentored teams on TDD and OOAD techniques. (C++, CppUnit)

Motorola Polska Electronic · Software Engineer

Mar 2005 – Oct 2006

Designed and developed a packet data router for a Tetra-standard telecommunication system. (C++, Linux, Bash, Tsh)

Publications

Education

  • 1999–2005 — MSc, Electronics and Information Technology, Technical University of Lublin. Master thesis: Adaptive regulation of randomly disrupted plants.

Communication

  • Programming languages: C++, Python
  • Natural languages: Polish (native), English, Spanish, German, French
  • Universal languages: Linear algebra, Calculus, Probability Theory