Most of the jobs that find me start the same way: a shop with a machine it’s outgrown, a customer asking for something the current files can’t produce, and nobody in the building with time to sit down and model it properly. So the work gets done here instead — the geometry, the relief, the render the client needs to approve, and finally the program that runs on the machine.
I work across the whole chain rather than one slice of it, because the slice where things go wrong is almost never the one you’re looking at. A beautiful relief that ignores grain direction splits a panel. A clean nest that ignores your kerf makes an assembly that falls apart. A toolpath that ignores your post makes a crash. Designing all of it in one head is the point.