Servicing world wide VFX needs with both real-time and pre-rendered content.
Senior FX Artist
TinyCo, a Jam City Company
May 2017 - November 2018
San Francisco Bay Area
I worked closely with the Animation Director to help develop the look and style of the VFX for the hit moible game Harry Potter: Hogwarts Mystery. I also developed tools and techniques to facilitate testing, demoing, and implementing FX. Effectively, I built the Particle FX pipeline from the ground up and helped expand the shaderFX tool set, like adding a flow map shader.
FX TD
Blue Sky Studios
June 2015 - April 2016
Helping bring the latest Blue Sky Studios Feature to life
VFX Artist
Crystal Dynamics
September 2014 - May 2015
Redwood City
RBD simulations from Houdini into the Tomb Raider engine.
Developed a tool to streamline the process from Houdini to game engine that anyone could use.
Digtial Artist III
Digital Domain
August 2012 - October 2012
Venice, California
Iron Man 3
Survive the "Storm". Much like Tony Stark, my "mansion" was destroyed in the making of Iron Man 3 and much like Iron Man 4, my story is about rebuilding from the rubble of dreams left smoldering in a pile of ashes in a place I once called my home.
VFX Artist
Mirada Studios
March 2012 - July 2012
Los Angeles California
Chase Credit Card, Pilot for the Munsters, Pacific Rim Proof of Concept,
Work with the Houdini Leads to develop and refine new and established effects animation techniques.
Houdini Technical Director
Fuel VFX
April 2011 - February 2012
Sydney, Australia
Prometheus
Develop fluid simulations to fit the look of the art department style frames. To debug and optimize renders on a skeleton infrastructure. I was able to get renders from over 5 minutes a frame down to under 3 seconds per frame.
FX Technical Director
Sony Pictures Imageworks
October 2010 - April 2011
Albuquerque, New Mexico Area
Green Lantern
Learning to work in a satellite office was a job unto itself. I worked on over 200 shots for Green Lantern, unheard of in visual effects post production; impossible without Houdini by SideFX Software. By far the most ambitious project I have worked on to date!
Senior Technical Director
Rising Sun Pictures
February 2010 - September 2010
Adelaide, Australia
Harry Potter & The Deathly Hallows, The Dragon's Pearl
Building the Horcrux by any means necessary, adding dust where needed.
FX Technical Director
Sony Pictures Imageworks
January 2009 - June 2009
Culver City, California
Cloudy With a Chance of Meatballs
I worked on much of the spaghetti tornado shots generating a procedural dust "skirt" complete with on the fly rigid body dynamics using the, at the time, new Houdini ODE dynamics system. Rat Bird feathers, dust, sparks, crowds and many various integrating fx.
Technical Director
Sony Pictures Imageworks
August 2007 - November 2007
Culver City, Ca
Beowulf
After an exhausting run and a few fallen artists, Sony needed a few fresh artists to come in and finish the job. After 2 days of training I was up and running in Sony's Pipeline that normally required 2 weeks of training. I finaled 11 shots in less than a month and several more in the second month. I used Houdini and proprietary software to create integrating FX, such as rock debris, dust, rain, snow, hoof prints and foot prints.
Technical Director
The Orphanage
June 2006 - July 2007
The Presidio, San Francisco, California
Die Hard 4, Fantastic Four 2, The Last Mimzy
Worked directly with the Houdini Supervisor to elaborate and refine several new and existing in house tools such as procedural shattering, dynamic animation, and VEX solutions for both geometry and shaders, cross platform integration from Houdini to Maya and back, and many other procedural fx rendering through Mantra.
Digital Artist III
Digital Domain
March 2006 - July 2006
Venice, California
Used established techniques and software (Storm, aka: Voxel Bitch) to help debug and render the super massive vortex finale.
Viz RT Graphic Artist
Reality Check Studios
July 2005 - December 2005
Hollywood, California
I began at RC as a freelancer developing the liquid sim for Coca Cola. After a successful 2 weeks I was then asked to become a staff employee developing real time graphic solutions for on air sports broadcast.