FX Supervisor on Valerian and the City of a Thousand Planets.
Senior FX Technical Director
Wētā FX
October 2015 - June 2016
Wellington & Wairarapa, New Zealand
Independence Day: Resurgence
Developed and Lead queen ground interaction rig. This rig included proceduraly generated fractured ground geometry, rigid-body simulation, and fluid simulation. This was all run in line procedurally with very limited artist interaction over most of the sequence Weta did.
CG Lead
The Mill
March 2013 - October 2015
Greater Los Angeles Area
Leading Jobs and FX teams on larger Jobs.
Responsible for Pipeline development in the following areas.
General Houdini Pipeline
Destruction Pipeline
Fur Pipeline
Cloth Pipeline
Notable projects:
Google Help!
Position Fx Lead
This was a larger and exciting project. I was supervising the 7 artist FX team for it. The job was 5 mins long and rendered in 360. There were hardly any cuts so all the simulations had to end naturally. I was also personally responsible for the bridge destruction at the end of the piece.
OHSU OneDown.org
Position: CG Lead
This was a fun spot I was really happy with doing a lot of lookdev, layout, and animation on this one. We had a small talented team and where able to create some very compelling imagery.
Duralast "walk the walk"
Position: CG Lead
This spot was very challenging because of the sheer volume of FX we had to push through for such a relatively short spot. I was also personally responsible for all the airplane explosion but most notably the final plane crashing explosion at the end.
Infiniti "frozen moment"
Position: CG Lead
This was an interesting spot because usually when doing FX it is about the motion but this spot was about creating a static frozen set of elements. So it was fun having to look at it as a diorama instead of a moving simulation.
Call of Duty "Epic Night Out"
Position: FX Lead
I liked this one just because we got to work on a call of duty spot and because I really enjoyed pushing the pipeline and the fx team at the mill to produce some very high quality FX. It paid off as well since it won the VES for best composting that year. I was also personally responsible for the helicopter explosion towards the end of the spot.
Mentor
Side Effects Software
November 2012 - March 2013
Helped mentor side effects interns on the in and outs of Houdini specifically on the usage of Houdini for character effects tasks in the completion of a project.
Houdini Instructor
Gnomon School of Visual Effects
September 2012 - March 2013
I currently teach a Houdini FX class at Gnomon. This is the final Houdini class in the cycle. I sought to try to create a curriculum that helps the students get the hands on knowledge of the dynamics aspect of Houdini. This class covers pyro,flip,pops,dops,hda creation, rbd solves,and advanced sops/vops.
Character FX Lead
DreamWorks Animation
May 2012 - March 2013
Glendale, CA
Currently one of two Show leads on the movie Turbo.
Developed
Grass simulation within Houdini.
Hair simulation within Houdini.
Feather pipeline/grooming and simulation within Houdini. This work was considered for 2014 Academy award in Science and Technology.
A few utilitarian HDA's for CFX within Houdini.
CFX Animator/Developer
DreamWorks Animation
July 2009 - March 2013
Puss in Boots
Lead the development of a new feather system in CFX at DreamWorks. Also created a Houdini grooming solution to quickly create look of birds to be handled in shots. This tool set allowed quick painting of geometry to create a feather groom and allows quick iteration time with art to get look of bird. The system is currently being used on Puss in Boots and Croods.
Ushered the implementation of Houdini into the fur simulation pipeline for Puss in Boots. Also Developed the simulation setup for the baby goose character in the film.
How to train your Dragon
Developed the cloth simulation of the ship sails for the movie. This included individual rigs for one off shots and a system of placing canned simulations in large shots so that the artists would not need to sim each ship individually.
Feather Rep/Lead
DreamWorks Animation
March 2011 - December 2012
The current architecture of the feather simulation and grooming pipeline was designed by myself. So I am In charge of interfacing with R&D and the studio at large for future and current development needs of the feather pipeline at DreamWorks Animation specifically for Character FX. This includes supporting the tool set amongst artist not only on my current show but across all shows currently in production.
Houdini Rep/Lead
DreamWorks Animation
March 2011 - December 2012
Lead the integration of Houdini in the Character Effects Department. This included interfacing with the department heads and the studio leadership from a myriad of issues including integration into the pipeline, training, and technology needs from our internal pipeline group and SideFX.
FX Animator
DreamWorks Animation
October 2008 - July 2009
Fx Animator on Monsters Vs. Aliens and Shrek 4
On Monsters Vs. Aliens I developed a scatter simulator for set dressing debris using DOPs within Houdini. This allowed me to quickly create a natural scattering of debris automatically and procedurally.
On Shrek 4 I ran a smattering of FX shots including some development on a technique for allowing the witch characters to dissolve when hit with water.
Crowd Artist
DreamWorks Animation
July 2006 - June 2008
Kung Fu Panda
I was one of two people who worked in crowds. My responsibilities included crowd
simulation for shot work. And pipeline development in mel and python for the cycle cloth pipeline.
FX Technical Director
Framestore
March 2006 - May 2006
ran a variety of Houdini fx shots specifically the transition from human to wolf on the show Blood and Chocolate.
CFX Animator
DreamWorks Animation
July 2005 - March 2006
Worked on the film "Over the Hedge" my responsibilities include cloth simulation and pipeline development for that task. I have developed a handful of PERL scripts for the pipeline. And run many shots for the show. I have also developed cloth garments for two characters on the show.
FX Technical Director
R!ot Pictures
March 2005 - June 2005
Hired short term to develop and apply two fx shots in the feature "The Adventures of Shark Boy and Lava Girl" my responsibilities included the development of a volumetric jet trail effect for one shot and a smoke for another shot. I developed these within Maya using Maya's fluid system and particles.
Technical Director
Elements Studios
January 2005 - January 2005
Elements was hired to consult for Method Studios on a Toyota commercial. I was involved with development and application of two effects shots in the spot. Within Houdini using particle systems, houdini vex builder, and rendering within mantra.
Technical Director
CIS Hollywood
December 2004 - January 2005
I was Hired Short term to create a system for the feature Constantine to create the effect of a character transitioning from the filmed black hair to the replaced cg white hair. I used maya fur, Shave and a Haircut, mayaman, and PRMAN to accomplish this task. I also helped with some misc. particle effects on the show.
Cloth Technical Director
Sony Pictures Imageworks
March 2004 - November 2004
I was working on the feature The Polar Express. I was responsible for cloth simulations of many shots in the movie. This includes simulation and clean-up of cloth, as well as following art direction using SPI's proprietary cloth pipeline.
3dfx Artist
Digital Domain
August 2003 - November 2003
I worked on the feature The Day After Tomorrow. I was assigned to the twister team to recreate the natural phenomena of debris being picked up by tornadoes. Within Houdini.