Ross deYoung

Ross deYoung

Senior visual effects artist / 24 yrs

San Francisco, CA

Hire Me

Ice Age: Collision Course (2016)

Tomb Raider (2013)

Effects Animator

Prometheus (2012)

Visual Effects Artist

Green Lantern (2011)

Visual Effects Artist

The Dragon Pearl (2011)

Visual Effects Artist

Harry Potter and the Deathly Hallows: Part 1 (2010)

Effects Animator

Cloudy with a Chance of Meatballs (2009)

Technical Director

Beowulf (2007)

Effects Artist

Live Free or Die Hard (2007)

Technical Director

Fantastic Four: Rise of the Silver Surfer (2007)

Digital Artist

The Last Mimzy (2007)

Effects Animation

Beowulf (2007)

Visual Effects

Zoom (2006)

Work History
  • FX TD

    Blue Sky Studios

    June 2015 - Present

    Helping bring the latest Blue Sky Studios Feature to life

  • VFX Artist

    Crystal Dynamics

    September 2014 - May 2015

    TOP SECRET (Next Gen)

  • Digtial Artist III

    Digital Domain

    August 2012 - October 2012

    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

    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

    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

    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

    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

    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

    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

    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

    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

    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.