Adrian Grey

Adrian Grey

Making it Happen, Making it Beautiful

Supervisor CG Supervisor / Supervisor CG Manager / 22 yrs

Portland, OR

Hire Me

CG Supervisor

Wendell & Wild (2022)

Kingdoms of Amalur: Reckoning (2012)

CG Supervisor: Cut-Scenes

Skylanders: Spyro's Adventure (2011)

CG Supervisor, Hair TD, Lighting

Straw Dogs (2011)

Medal of Honor (2010)

CG Artist

Gamer (2009)

3D FX Artist

Race to Witch Mountain (2009)

CG Artist

Underworld: Rise of the Lycans (2009)

Maya, Unreal Engine & Lightwave Artist

Gears of War 2 (2008)

Army of Two (2008)

Adidas

Nike Fuel Ad

Manager, CG Supervisor and a Generalist at heart, Adrian Grey has been building departments, leading teams and creating beautiful imagery for over 20 years.
Work History
  • CG Supervisor

    A52

    October 2022 - February 2023
    Remote
  • CG Manager

    Netflix Animation

    August 2021 - June 2022
    Portland, OR

    Henry Selick's film "Wendell & Wild."

  • VFX Manager

    Brud Inc

    January 2019 - July 2021
    Los Angeles, CA
  • CG Supervisor

    Brud Inc

    March 2019 - December 2020
    Los Angeles, CA
  • CG Lead

    Brud Inc

    January 2019 - February 2019
  • 3D Generalist

    Schawk

    August 2018 - October 2018
    San Francisco, CA
  • Senior 3D Generalist

    Machine Zone

    October 2016 - June 2018
  • LookDev

    Responwell

    July 2016 - July 2016
  • Technical Artist

    Buck

    February 2016 - May 2016
  • cg generalist

    Deep Sky Studios

    December 2015 - December 2015
  • Technical Director

    Bent Image Lab

    September 2015 - November 2015
    Portland, Oregon Area

    My third run with Bent as TD on an Excedrin and two Otrivin commercials.

  • Sprocketship

    June 2015 - August 2015
  • CG supervisor

    Cinco Design Agency

    April 2015 - June 2015
  • Director of Look Development

    Hinge Digital

    January 2014 - December 2014
    Portland, Oregon

    I oversee the Lighting and Look Development for jobs and bids, mentor lead artists and supervisors and I work with the pipeline team to create artist tools and workflows.

  • TD / LookDev

    Bent Image Lab

    October 2013 - January 2014
    Portland, Oregon Area
  • LookDev

    Hinge Digital

    March 2013 - September 2013
    Portland, Oregon Area

    Lighting & LookDev

  • Creative Lead | Generalist

    The Mill

    June 2012 - October 2012
    Los Angeles

    Creative Lead -- Nike FuelBand.
    Lighting -- Chase "Liquid," 3 spots.

  • CG Supervisor

    The Ant Farm

    January 2012 - April 2012
    Greater Los Angeles Area
  • CG Supervisor / Creative Lead

    Zoic Studios

    October 2009 - August 2011
    Culver City, CA

    I joined Zoic to work with VFX Supervisor Les Ekker (whom I had worked with at DD) and ended up staying with their games & commercials division for almost two years. In addition to working on and leading some of the best and most challenging projects of my career, (with some of the most excellent artists), I learned a lot more pipeline building skills, scripting, started creating artist tools and dug deep in to VRay.

  • CG Lighter

    Snoot

    February 2009 - September 2009

    Lit and composited 50 shots on a stereoscopic, all-CG animated film pilot. Also reworked most of the show's shaders, did pipeline repair & optimization and assisted with general TD work.

  • 3D FX Artist

    FuriousFX

    October 2008 - February 2009
    Burbank, CA

    3D FX for feature films-- "Race to Witch Mountain," "Underworld 3," and "The Game." Generalist work, lots of lasers, arrows, set extensions, slimy tentacles, spaceships, horses kicking up grass & dirt... it was an endless, random barrage of every FX thing you could imagine.

  • Maya, Unreal Engine & Lightwave Artist

    Digital Domain

    January 2008 - September 2008
    Venice Beach, CA

    Maya and Lightwave and Unreal Engine Generalist:
    4 Hyundai spots
    CG car, graphic elements interacting with practical car.
    Created logo for IMG Entertainment
    Modeling, texturing, animation, lighting & final renders
    Warsteiner Beer. Lead Artist.
    All modeling, texturing, lighting, animation & renders.
    Two "Gears of War 2" Trailers
    Project done fully in Unreal game engineLighter, TD work

  • Lead Artist / Senior Technical Director

    Laika

    January 2004 - July 2007

    Lead Artist, Senior TD, Lead Texture Artist & Lead Modeler... I wore a lot of hats. Though Laika is based in Portland, was able to work remotely from Los Angeles due to my extensive previous work with the company when it was Will Vinton Studios.
    Handled all of their texture/shader work, a good portion of the modeling. Also did FX animation, lighting, compositing, art direction.

  • Art Bum

    Dilatant in Deutschland

    May 2003 - December 2003
    Berlin Area, Germany

    Spoke German. Ate Bratwurst. Was existential, as is the German custom.
    Wrote a book, made some music, took photos and drank.

  • CG Department Head

    Bent Image Lab

    May 2002 - April 2003

    Bent Image Lab was founded in May, 2002. I was brought in to build the CG department, train new employees and do the majority of the CG work. While there, I did two trailers for the Cartoon Network, Compositing for Nickelodeon’s Christmas Special and Particle FX for Reese’s Pieces, as well as various commercial bids.
    I continued working with them on a telecommute/freelance basis after my move to Berlin.

  • Senior Technical Director / Lead Artist

    Will Vinton Studios

    February 1997 - May 2002

    Created CG characters and scenes for high-profile TV commercials using Maya and Lightwave3D. Projects included M&M/Mars, Mountain Dew and Rayovac. Also created special effects for various commercials and two episodes of Fox's TV series, "The PJ's."
    3D Generalist; Modeling, Texturing, Lighting, pre-compositing, character rigging, FX, rendering, R&D.
    Managed team, animation support & quality control.

  • 3D Artist | Character Animator

    Westwood Studios

    October 2000 - April 2001
    Las Vegas, Nevada Area

    Created characters and props for the PS2 game “Pirates, the Legend of Black Cat.”
    --2D & 3D concept artist for environment & characters
    --Built, textured and rigged hi-rez cinematic characters in Maya.
    --Built, texterued, rigged and animated lo-rez game characters in 3D Studio.

  • 3D Artist

    Protoype Studios

    October 1996 - February 1997

    Created logos and character animation for local-broadcast commercials and training videos. Used Alias PowerAnimator 5.0 running on SGI Indigo II's.

  • 3D Artist, Video Editor

    Cell Tech, Media Department

    June 1995 - August 1996
    Klamath Falls, OR

    Cell Tech was a weirdo new-age multi-level-marketing company that Harvested algae from a lake and sold it as a wonder-food. At its height it had 300,000 distributors worldwide. We made training videos, monthly satellite broadcasts and held an Annual August Celebration on the shores of the Upper Klamath Lake for 3,000 special Double Diamond Distributors. Good times.
    Animated and edited "The Products", a segment of Cell Tech's monthly satellite broadcast program. Emphasis on medical animation and virtual sets for live talent. (Lightwave 3D) . (Edited first with A/B Roll and dissolve/fx hardware, then 'Speed Razor', the first Dec-Alpha Based non-linear editor).
    Designed and animated logos for Cell Tech's training videos and satellite broadcasts
    Designed and animated character-based logos and featurettes for Cell Tech's annual August Celebrations ('95 and '96).
    Event and Interview camera work, over-night video editing of the days' events for next-evening presentation and the 115 hour week marathon us A/V crew did of putting on a multimedia extravaganza for those making the world a better place through the magic of Super Blue Green Algae.
    Creative Leadership Training Seminars at the Company's "Rivers of Light Ranch." Time Management Training sponsered by Franklin Covey Day Planners. Yes indeed.

  • Freelance 3D Artist

    Freelance

    September 1993 - August 1994
    Portland, OR

    Created campus fly-throughs and broadcast logos for Oregon’s “EdNet” statewide video classroom facilities (La Grande, Klamath Falls and the Salem Broadcast/Main Title). Used blueprints from campus archives and digital elevation maps (DEM’s) obtained from the US Forest Service. Created and rendered on Amigas 2000-4000 & Video Toaster, Lightwave 2.5, Deluxe Paint... rocks and sticks... dinosaur bones...
    Also;
    Operated remote cameras for class taping and live broadcast.
    Learned basic video/audio recording A/B roll editing (Betacam SP).

  • Intern | Systems and Information

    US Forest Service

    June 1992 - August 1993
    La Grande, OR

    Through Oregon's "Apprenticeships in Science and Engineering" program, https://www.saturdayacademy.org/ase/, I was granted and internship with the USDA Forest Service.
    During that time we;
    Explored rendering digital elevation maps as computer graphics with an Amiga 2000 running Vista Pro.
    Developed a prototype multimedia system with Scala 2000 to teach basic forestry principles.
    Learned SQL

Education
  • Oregon Institute of Technology

    1993 - 1995