• Pre-Viz Animator: Animated various CG animal characters with Motion Builder’s Story editing and blending tools, to construct complex fresh performances to Director’s specifications, for pre-viz master scenes and specific shots in Disney’s feature film by Jon Favreau, The Jungle Book (2016).
• Virtual Lab Artist: Created master scenes and maintained the evolution of animated elements, environments, and visual effects through the course of shot development, spanning several production departments, from pre-viz to stage capture and into animation and shot composition, while troubleshooting for technical inefficiencies and scene defects, within a state-of-the-art Virtual Production pipeline.
Motion Editor - Motion Capture Specialist
Sony Computer Entertainment America
February 2014 - June 2014
Greater San Diego Area
Scene Assembly and Motion Editing for game-rendered cinematic sequences in The Order: 1886, a highly anticipated Playstation 4 game title.
Motion Editor - Animator - Pre-Viz Artist - Camera Layout
House of Moves
September 2013 - January 2014
Playa del Rey, CA
Pre-Visualization, Scene Assembly, Motion Editing and Animation for Resident Evil VII: Biohazard (2017), on Playstation 4.
Pre-Visualization, Scene Assembly, Camera and Blocking Layout, and Motion Editing for The Devil's Third (Wii-U).
Lighting TD
Sony Pictures Imageworks
February 2012 - June 2013
Culver City
Lighting of CG characters and elements in Katana 3D, for integration into filmed plates for The Smurfs 2.
Facilitated the Look Development of Smurf characters and Village assets, by converting and upgrading all of the first film's assets with the newest Arnold render shaders, to recreate the original film look.
Created and groomed grass and plants, with effects, for use in extensive CG and hybrid shot scenes of the Smurf village.
Motion Capture Specialist / Technical Animator
Sony Computer Entertainment America
November 2009 - December 2011
Greater San Diego Area
Motion Capture Solver: motion capture tracking, solving, and integration for various AAA titles for Playstation 3: The Last of Us, Uncharted 3, Infamous 2, Killzone 3, MLB 12: The Show, Resistance 3, and Resistance: Burning Skies.
Responsible for the accurate conversion of motion-captured marker data to solved, animated CG characters, ready for immediate integration and motion editing in complex cinematic scenes for multiple Playstation 3 titles.
Stage System Operator: Operated Vicon motion capture system, video reference capture system, and assisted stage crew for the performance capture of several blockbuster Playstation 3 video game titles, including Killzone 3 and Infamous 2.
Technical Director
Sony Pictures Imageworks
February 2009 - June 2009
Culver City
Provided lighting and compositing of 3D stereoscopic scenes for the feature film, G-Force 3D.
Used state-of-the-art tools to elicit depth from 2D film plates, CG characters, effects and environments, in order to create the seamless illusion of immersive depth and integration of digital elements.
Virtual Cinema Artist
Lightstorm Entertainment
November 2007 - February 2009
Playa del Rey
Collaborated with team of artists to create and assemble scenes for virtual camera in James Cameron's blockbuster film, Avatar.
Assembled scene assets, characters, animated effects, real-time lighting, and edited motion capture takes in Motion Builder, to create custom character performances for virtual camera capture (aka, “Simulcam”) in James Cameron's film, Avatar.
Converted and streamlined complex animated scene builds from native Maya format to Motion Builder layouts, for real-time playback and capture by the Director in the Performance Capture Volume.
Created digital lighting elements for environment and character lighting in Motion Builder, while carefully maintaining a balance between visual quality and the performance requirements for real-time playback and virtual camera capture.
Associate Technical Director
Sony Pictures Imageworks
April 2007 - November 2007
Culver City
Provided lighting and compositing of 3D stereoscopic scenes for the feature film, Beowulf.
Assisted the 2D lighting team with shot setup, generated first-passes of ambient, reflection occlusions, shadow and beauty passes, and FX elements to hand off to Senior Lighters for final adjustments.
Technical Animator (motion capture)
Sony Pictures Imageworks
January 2005 - March 2007
Culver City
Tracker: effectively tracked and integrated high-end body and facial motion capture data into animation pipeline for Beowulf and Monster House.
Stage System Operator: Assisted in the development of next generation electro-oculographic (EOG) eye motion capture for Beowulf. Operated on-stage system, in which principle talent was outfitted with wireless PDA's to capture electrical impulses, generated by the movements of their eyes, during performance of the shoot.
Sr. Production Services Technician
Sony Pictures Imageworks
March 2003 - January 2005
Culver City
Assisted all facets of the production group by handling file backup and retrieval requests, monitoring of renders and image processes, preparation of visual materials for dailies, and creation of various shell scripts, for the feature film, The Polar Express (2004).
3D Game Artist
Vision Scape Interactive
February 2001 - August 2002
San Diego
Created high-quality modeling/texturing work, character rigging, and animation for non-player characters, which were used in Sony Online's adventure game, EverQuest.
Developed and exported complex 3D outdoor environments, texturing, lighting; Created complex skeletal hierarchies, rigged characters, and animation loops for the X-Box title, Seablade.
3D Artist
Protozoa/DotComix
August 2000 - November 2000
San Francisco
Modeled and textured low and hi-rez characters and sets for use in animated features across
multiple platforms, using Nichimen Graphics' Mirai software.
Animated characters using Alive, an in-house motion capture system, and exported data for output to the Pulse 3D player.
Product Specialist: 3D Studio Max
Discreet/Autodesk
March 2000 - August 2000
San Francisco
Developed extensive test-plans to test 3D Studio Max 4.0 game production toolset, including: 3D modeling, texturing tools, animation, data export, and conversion tools.
Efficiently reported bugs and UI imperfections which greatly significantly improved the interface and workflow of the most widely used 3D production tool in the industry.
Product Specialist: Mirai/Nendo/N-World
Nichimen Graphics, Inc.
October 1996 - November 1999
Formulated user-interface tests in modeling, texturing, lighting, and animation of CG characters and environments, which increased the number of identified production and interface bugs in Nichimen Graphics' Mirai 1.1, Nendo, and N-World 3.2.
Served as part of QA team assigned to test all game content creation software applications, service packs, plug-ins and installation procedures on UNIX and NT platforms.
Appointed as primary technical support contact for over 1200 game, simulation, and production accounts, worldwide.