Twenty plus years experience in the Visual Effects and Animation Film Industries. I specialize in bringing narratives to life through the art of Previs Animation, meticulously crafting scenes based on storyboards and outlines. My expertise extends to shaping the visual experience by making deliberate choices in Camera Angles, Lenses, Animation and seamlessly integrating temp FX and Lighting. The culmination of these elements is aimed at employing Cinematic Techniques to enhance the storytelling process.
Previsualization & Rough Layout: Staged action, environments, composition, and timing for shots during the previsualization phase.
Hybrid Shot Integration: Performed plate tracking and integrated layouts into CG environments for hybrid shots.
Final Layout Execution: Finalized the layout of environments and camera setups to achieve the desired cinematic effect.
Asset & Shot Management: Oversaw and evaluated assets and shots from both on-site and remote artists, ensuring consistency and quality.
Stereoscopic Depth Management: Managed, created, and fine-tuned the stereoscopic depth for entire sequences of shots.
Workflow Development: Developed and assessed stereoscopic workflows and tools to enhance production efficiency.
Training & Documentation: Conducted stereoscopic training sessions and maintained comprehensive documentation for team use.
Work History
RLO/Previs Artist
DreamWorks Animation
March 2022 - January 2025
Glendale, California, US
Over the course of three years collaborating on feature films, I had the privilege of working closely with directors, production designers, art directors, editors, and producers. This rewarding environment nurtured creative expression, allowing me to draw on my experience in animation and cinematic camera language to bring stories to life.
Trolls 3, Kung Fu Panda 4, Dog Ma, The Wild Robot and Bad Guys 2
Previs Artist
Blizzard Entertainment
October 2021 - March 2022
As a Previs Artist on Overwatch 2, I helped define the look, style, and pacing of the narrative by crafting a series of in-game cinematic shorts that seamlessly blended cinematography and animation.
Previs Artist
Paramount Animation
February 2021 - October 2021
Tiger's Apprentice and Under the Boardwalk
By collaborating closely with directors and working from detailed storyboards, we craft the narrative’s cinematic language through precise composition, lensing, and dynamic camera movements that guide the characters’ journeys.
Previs Artist
Blizzard Entertainment
June 2019 - January 2021
Irvine, CA
Helping to establish the look, style and pacing of stories through the art of Cinematography and Animation by creating a number of Pre-vis in-game cinematic shorts.
Sr. Layout/Previs Artist
Encore VFX
December 2018 - June 2019
Los Angeles, CA
Leveraging my proficiency in Previs, Layout, and Tracking, I have played a pivotal role in breathing life into popular episodic superhero shows on networks like the CW and others.
Sr. Layout Artist
Sony Pictures Imageworks
August 2018 - October 2018
Los Angeles, CA
For Spider-Man: Into the Spider-Verse, I played a crucial role in refining and finalizing the film's stereoscopic presentation, ensuring an immersive and visually captivating experience.
Previs Artist
Digital Domain
April 2018 - August 2018
Los Angeles, CA
I was one of only two Artists tasked with creating the intro for a Ubisoft commercial promoting Assassin's Creed Odyssey. This piece earned the Silver Telly Award in 2019 for Videography/Cinematography. For Sonic the Hedgehog, I served as a Previs Cinematic Animator, crafting dynamic and immersive previsualization sequences.
Previs Animator
Proof Inc
July 2017 - February 2018
Los Angeles, CA
Dec 2017- Feb 2018
Postvis animator on Aquaman, working on the Warner Brothers studio lot. Helping to complete a cut of the film for a directors review.
Aug 2017 - Dec 2017
Previs animator working at Blur Studios visualizing and developing action sequences for the film, along side director Tim Miller and A.D. Philip Silvera.
July 2017 - Aug 2017
Previs artist on Escape at Dannemora, a Ben Stiller directed project. See less
Sr. Layout Artist
Industrial Light & Magic
February 2016 - June 2017
San Francisco, CA
Rough Layout & Cinematic Setup: Executed rough layouts for all CG shots, incorporating cinematic camera work, animation blocking, and precise composition and timing of action.
Hybrid Shot Integration: Integrated layouts into CG environments for hybrid shots through camera post moves, environment dressing, and effective staging.
Narrative & Continuity: Explored story beats and maintained continuity control to enhance the storytelling process.
Plate Tracking: Conducted plate tracking for cameras and characters, ensuring seamless integration between live-action and CG elements.
Sr. Digital Artist
Sony Pictures Imageworks
November 2014 - February 2016
Los Angeles, CA
In my primary roles as a Final Layout Artist and Stereoscopic Artist, I've had the pleasure of contributing to two innovative animated feature films over the past year. These projects have challenged me technically while fueling my creativity, allowing me to refine my skills and push the boundaries of visual storytelling
Sr. Layout Artist
Industrial Light & Magic
November 2013 - November 2014
san francisco, california
Defining composition, scale, staging and timing through the use of animated cameras and the creation of environment sets, as a foundation for the building blocks of a VFX shot.
Sr. Digital Artist
Sony Pictures Imageworks
September 2005 - September 2013
Los Angeles, CA
With eight years of VFX expertise spanning the entire production spectrum, I've gained hands-on experience from pre-production through post-production. My skill set includes camera work, animation, stereoscopic techniques, and lighting. In leadership roles, I've excelled at managing teams, evaluating processes, and providing comprehensive training.
MatchMove Artist
Giant Killer Robots
February 2005 - June 2005
San Francisco, CA
As a Matchmove Artist on the Fantastic Four project, I specialized in Character Matching, incorporating extensive freehand character tracking and animation to enhance the storytelling. My commercial responsibilities included creating high-quality visuals for spots for NBA and SBC.
MatchMove Artist
The Orphanage
August 2004 - February 2005
San Francisco, CA
I contributed to a diverse range of work as a Matchmove Artist. My film credits include Hellboy, Sin City, Harry Potter 4, and The Adventures of Sharkboy and Lava Girl 3D. On the commercial side, I've worked on projects for Jak II, Pepsi, PlayStation's Ratchet & Clank, Motorola, Honey Comb, and Honda. Additionally, while on Sin City, I expanded my skill set by taking on Lighting TD responsibilities.
MatchMove Artist
ESC Entertainment
March 2004 - July 2004
Alameda, CA
Worked as the Tracking and Animation Artist on 'Constantine' for the majority of the project, before transitioning to the compositing team during its final phase.
MatchMove Artist
The Orphanage
September 2003 - February 2004
San Francisco, CA
I contributed to a diverse range of work as a Matchmove Artist. My film credits include Hellboy, Sin City, Harry Potter 4, and The Adventures of Sharkboy and Lava Girl 3D. On the commercial side, I've worked on projects for Jak II, Pepsi, PlayStation's Ratchet & Clank, Motorola, Honey Comb, and Honda. Additionally, while on Sin City, I expanded my skill set by taking on Lighting TD responsibilities.