Lead/Supervisor level character technical director and senior developer, specializing in high end character and creature rigging, animation setup, deformation, tools and pipeline.
With over 20 years of experience in film and television production, I have a strong technical/generalist background with experience in all areas of CG production. I've had experience supervising and leading small teams of technical artists, as well as mentoring and training junior to mid level artists and TD's.
Work History
Head of Rigging
Framestore
January 2022 - Present
Melbourne, Australia
Senior Creature/Character TD
Method Studios
June 2021 - December 2021
Melbourne, Australia
Senior Character TD
Iloura
July 2016 - January 2018
Rigging and Asset Creation Lead (VFX)
Laika
October 2011 - May 2016
Portland, OR
"ParaNorman" (2012)
"The Boxtrolls" (2014)
"Kubo And The Two Strings" (2016)
Senior Character Technical Director
Laika
December 2010 - October 2011
"ParaNorman" (2012)
Creature Technical Director
Double Negative
October 2009 - November 2010
"Paul" (2011) - Facial Rigging Lead
"John Carter" (2012) - Facial Rigging Lead
Senior Character TD - Digital Design Group
Laika
January 2009 - July 2009
Character Setup TD
Laika
October 2006 - December 2008
I joined LAIKA when the studio was in pre production for its first animated feature film. I quickly became the rigging departments primary tools developer, providing efficient and effective solutions using custom MEL, Python and C++ code.
During my time in this department, I developed a suite of advanced rigging and deformation tools, most notable being a surface based skinning deformer which was used in all of our rigs after its initial release. Other highly utilized tools I developed include a surface area based wrinkle deformer, a topology relaxation
Lead TD
theLabSydney
January 2005 - October 2006
I lead a team of Technical Directors at a relatively large animation studio. We work mainly on medium to large visual effects and animation projects. I'm primarily responsible for many of the highly technical and artistic considerations on such projects. Streamlining and automating some of the more hands on tasks involved in a visual effects and animation pipeline is also a large part of my job. Typical tasks would include, creation and supervision of unique and standardised character animation rigs. Aswel as creation of automatic setup procedures for su
Freelance Character Setup and FX artist
Nitrogen Studios
February 2006 - September 2006
I have been called upon to supply several character animation rigs for a number of different Film and TV projects.
I have also supplied elements for a number of CG effects sequences as well as performing some basic compositing.
I have always worked remotely for Nitrogen, which has proven to always run very smoothly despite the time zone and geographic distances.
Lead Cloth TD
BFC (Happily N'Ever After)
September 2005 - December 2005
Supervise and deliver all dynamic cloth simulation animation for a 3D animated feature film (Happily N'Ever After). Creation of pipeline, tools and procedures to streamline the simulation process.
Lead Rigging Supervisor
BFC
March 2005 - September 2005
Responsible for design and creation of unique and standardised character animation rigs for a feature film production. Creation of auto rigging tools and supervising character animation rig creation for 100+ characters, created in 5 studios in 3 countries (Australia, Germany and Canada).
3D Visual Effects Artist
Omnilab Group
January 2001 - December 2004
Worked on over 20 commercial television projects. Performed every task involved in a medium visual effects and animation project. Everything from modeling, texturing, rigging to animation, aswel as dynaminc simulation, lighting and rendering.