Ross deYoung

Ross deYoung

Senior visual effects artist / 24 yrs

San Francisco, CA

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Work History
  • Sr. VFX Artist

    Ascendant Studios

    August 2021 - September 2023
    WFH

    Combat, Environment, Cinematic VFX

  • Senior Artist

    Crystal Dynamics

    February 2020 - July 2021
  • FX Engineer / Founder

    Unrealistic Ink

    March 2019 - February 2020
    Portland, Oregon Area

    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.

Education
  • Bachelor's Degree in Media Art & Animation

    The Art Institute of California-Los Angeles

    2001 - 2005
  • Associate's Degree in Theater Arts

    Santa Monica College

    1994 - 1997
  • transfer, Theater Arts

    American River College

    1992 - 1994