I love making tools for artists. Collaborating with passionate people motivates me and gives my work it's meaning. I believe that software's only value lies in the results achieved using it. I also believe that people don't always know what they want until they see it, so I strive to understand fundamental problems and imagine creative solutions.
Work History
Principal Software Engineer
ROBLOX
November 2020 - Present
New York, United States · Remote
Working on the Engine team in the Avatar Bodies & Clothing pod.
Senior Research Associate
Blue Sky Studios
May 2004 - November 2020
Greater New York City Area
Working in the R&D department, I've written graphics and animation software for all 13 of Blue Sky's feature films, from Ice Age to Spies in Disguise. My focus has been real-time face, hair and body deformation and visualization software for animators, using C++XX, OpenGL, OpenCL, Embree, TBB, OpenSubdiv, Qt, Python, Maya API etc. I've also written software for hair grooming, procedural modeling, special effects and more.
Sr Research Associate
Blue Sky Studios
July 2016 - July 2019
Senior Research Associate
Blue Sky Studios
May 2002 - July 2016
I have worked on all of Blue Sky's 9 feature animations including the four "Ice Age" films, "Robots", "Horton Hears a Who", "Rio" and "Epic". My recent focus has been developing hair animation and visualization software in C++. I've also developed artist oriented software for character rigging, animation, special effects, procedural modeling and many other studio needs. I still occasionally work in production as an effects or rigging artist when schedules are tight. In this capacity I set up the dynamics and animation controls for Linda's hair in "Rio", Vlad's wings in "Horton Hears a Who" and produced various other dynamic character elements and effects for several films.
Adjunct Professor
School of Visual Arts
June 2010 - December 2012
Greater New York City Area · On-site
Taught "Advanced Modeling and Rigging" and was a thesis advisor to BFA and MFA students.
Adjunct Professor
New York University
September 2007 - May 2010
Greater New York City Area · On-site
Taught "Particles & Dynamics" and "Character Rigging" and advised thesis students at CADA.
Character Technical Director Supervisor
Blue Sky Studios
January 2008 - January 2010
I supervised the character rigging department during the production of Ice Age: Dawn of the Dinosaurs and Rio.
Senior Effects Technical Director
Blue Sky Studios
October 1999 - May 2004
New York City Metropolitan Area
I began at Blue Sky as a TD, creating effects for the first Ice Age movie. I wrote a real-time LTI dynamics simulation used by animators for most secondary character animation on that film and for fur and skeletal animation on all of Blue Sky’s films. The success of that project inspired me to pursue software engineering.
Character Technical Director
GLC Productions
June 1998 - June 1999
Greater New York City Area · On-site
Rigged fifteen characters in Maya for two animated TV series pilots. Wrote scripts for procedural rigging, animation and lighting. Animated and textured various elements and effects for the series.
Senior Technical Director
R/GA Digital Studios
July 1997 - October 1998
Greater New York City Area · On-site
Helped develop R/GA's proprietary fur rendering software for a "Snuggles" R&D project. Worked on several Dodge Intrepid and Neon television spots. Wrote Mental Ray shaders including ray marching volumetric materials. Wrote procedural animation and texturing scripts in R/GA's proprietary RPN scanline rendering language. Rendered particle effects using Maya. Helped process and prepare Dodge's proprietary CAD geometry database for rendering.
Technical Director
Spontaneous Combustion
January 1998 - April 1998
Greater New York City Area · On-site
Animated and rendered Sprint's CGI "bouncing pin" for TV commercial end tags and created various other commercial elements using Softimage and Mental Ray.
Technical Director
Blink FX (aka Image Design)
June 1995 - July 1997
Greater New York City Area · On-site
Worked on 10 different computer animated television projects including commercials for Kool-Aid and G.I.Joe as well as movies for Steven King and United Artists. Wrote a cantilevered beam simulation that processed Alias SDL files. Built and rendered several characters including modeling, rigging, procedural animation, texturing and lighting. Created composite elements using Alias, Elastic Reality, Eddie and other software on SGI IRIX workstations.