I am a detail and results oriented, creative CG and VFX supervisor and an exceptional team leader with a solid, 20+ years experience and credits in both the gaming and film/tv industries. I focus on holistic solutions to problems and believe that when something is created, that thing should have shelf life and reusability, should be future proofed and should be done right the first time to maximize it's value to my clients.
Over the years I have led and collaborated on challenging and fun projects in the visual effects industry that perfectly capture my client’s vision. Because I have worked with so many different studios and in numerous diverse environments, I am flexible and adept at surveying the client and team needs and aligning myself and my team to the task at hand. I always clarify the desired visual and performance needs of my clients and create reasonable and achievable deadlines for myself and my team leading to time tested and proven results.
My unique understanding and insight into production come from the vast diversity in the roles I have held over the years in CG production. I started out as a generalist focusing primarily on character animation and modeling. This quickly led to character rigging with a focus on dynamic rigs for furred and clothed characters. From there it was a natural progression into becoming a simulations TD focusing primarily on cloth, fluids, fur, rigid and soft bodies and particle animation. Looking for new and interesting challenges I decided to transition into the world of real time as a vfx artist, then a vfx technical artist and now as a VFX supervisor. My knowledge of industry standard software is extensive, including familiarity or proficiency with Unity, Unreal, Maya, Houdini, Nuke, Adobe Creative Suite as well as many proprietary software packages providing me with a thorough, layered and diverse background. Thanks for taking the time to read a little about me. I look forward to connecting with you.
Work History
Staff VFX Artist
SIE
June 2021 - June 2031
CAMdRT
October 2018 - June 2021
Senior VFX Artist
WBGames
May 2017 - September 2018
Senior Visual Effects Artist
Disney Interactive
December 2014 - December 2016
Palo Alto, California
Oversaw game VFX, creating VFX from concept to implementation for Starwars Commander.
Brainstormed and collaborated with designers, concept artists, and art directors to conceive of, create, and implement highly performant VFX with minimal vertex, overdraw, and CPU/GPU overhead, along with maximum, volumetric visual impact on brand and in line with Lucasfilms Starwars IP.
Won the ‘DCPI Hackathon 2015, People’s Choice Award’ and ‘DCPI Hackathon 2016, Creative Excellence Award’.
FX Artist
Toys for Bob
March 2014 - November 2014
Novato, CA
Responsible for various effects in Skylanders Trap Team including environmental, real world phenomenon, magic, teleporters, fire, smoke, water, clouds, and character interaction.
Lead FX Artist
The Special Project Group
July 2013 - March 2014
San Francisco, CA
Responsible for water and bubble effects for various sequences throughout film.
Lead VFX Artist
SuperTales Inc.
June 2013 - July 2013
Novato, CA
Responsible for designing and implementing all visual effects.
FX Animator
Evil Eye Pictures
March 2013 - April 2013
San Francisco Bay Area
Responsible for rigid body simulations for Thor 2 The Dark World, Theatrical trailer.
FX Animator
Walt Disney Animation Studios
March 2012 - October 2012
Burbank, CA
Worked on Wreck-It Ralph. Fx included rigid body dynamics, implementation of most of the "Glitch" effects. Also respomsible for various other environmental effects, with a range of cartoon to real-world to hyper-real physics.
Creature TD
Industrial Light & Magic
January 2011 - July 2011
San Francisco, CA
Responsible for rigid body simulations including robot destruction, large scale building destruction scenes and cg/practical set interactions for Transformers, Dark of the Moon and Transformers, Dark of the Moon ride film for Universal Studios. I worked primarily in Zeno doing rigid body simulations.
VFX Technical Director
ImageMovers
September 2010 - November 2010
Novato, CA
Responsible for fluid siming of smoke and liquid and particle effects in Maya
and RealFlow for Mars Needs Moms.
Lead FX Technical Director
Tippett Studio
March 2007 - April 2010
Berkeley, CA
Responsible for FX animation of fur, cloth, debris, water, smoke, and various other natural phenomenon. Was also responsible for look development of various effects. Projects included The Spiderwick Chronicles, The Golden Compass, Cloverfield, X-Men Origins, Twilight New Moon, Twilight Eclipse.
VFX Technical Director
Tweak Films
January 2007 - February 2007
San Francisco, CA
FX Technical Director on Next. Rigid body simulations and particle effects for Next.
VFX Technical Director
Giant Killer Robots
September 2006 - December 2006
San Francisco, CA
Responsible for fluid effects for Fantastic Four Theatrical Trailer, worked on Johnny Blaze fire effect fluid simulations. Particle effects for Happy Feet, including snow spray and avalanche effects and rigid body simulations.
VFX Technical Director
Evil Eye Pictures
July 2006 - August 2006
San Francisco, CA
Responsible for look development and implementation of all particle effects and simulations for 2006, MTV Video of the year, Carrie Underwood - Before He Cheats.
VFX Technical Director
CafeFX
April 2006 - May 2006
Santa Maria, CA
Responsible for Dirt Elemental character particle build, fluid simulations, dirt and dust elements. Also worked on look development for The Good Sheppard and Snakes on a Plane. I was also responsible for gaming cinematic effects for the unreleased game Heist.
FX Technical Director
Blue Sky Studios
November 2005 - February 2006
White Plains, NY
FX Technical Director on Ice Age 2, The Melt Down. My responsibilities included various water effects animation, including waves, froth, splashes and wakes. I was also responsible for various Maya fluid simulations for smoke effects for the Mini Sloths sequence.
CG Supervisor
Hornet Inc.
March 2005 - November 2005
New York, NY
CG Supervisor for a project entitled Twelve as well as various commercial projects. Responsibilities included supervising artists, supervising all character rigging , modeling and secondary effects including cloth and various dynamic simulations. Also responsible for all Maya fluid simulations and particle effects. Live action 3D integration and set survey and on set supervision.
FX Technical Director
ESC Entertainment
April 2004 - July 2004
Alameda, CA
FX Technical Director on Catwoman. My responsibilities included creating and animating smoke, dust, debris, explosions, sparks and lighting effects.
FX Technical Director
ESC
June 2003 - October 2003
Alameda, CA
FX Technical Director on Matrix Revolutions. I was on the Zion unit team. My responsibilities included creating and animating smoke, dust, debris, explosions, sparks and lighting effects.
Lead Technical Director
Nick Digital Studios
September 2002 - April 2003
New York, NY
Lead Character FX TD for an unreleased fully animated television show. I was the lead for all character rigging, hair, clothing and body dynamic effects for all 8 animated characters. I created a facial animation rig that was the impetus behind many current facial rig solutions.
Lead Technical Director
WildBrain
September 2000 - May 2001
San Francisco, CA
Lead FX TD. Worked on various commercial projects including Hershey Kisses, Laffy Taffy, Jolly Ranchers, Wonka candies and supported FX on Hubert's Brain, a short film released in 2001.
Lead Technical Director Puppett and FX
Curious ?ictures
1998 - November 1999
New York, NY
Character Technical Director. Responsibilities included character rigging and secondary dynamic effects for HBO's A Little Curious.