Grounded in a multidisciplinary educational background of computer science and product design, I've been sidetracked by computer animation ever since I saw the first PIXAR shorts from the early 90's. Having contributed to numerous national museum exhibits, documentaries, game cinematics, and online campaigns I now focus my energy on commercials and feature film projects.
Work History
Senior Lighting Artist
Fin Design + Effects
July 2024 - July 2025
Sydney, Australia
Compositing Supervisor
Enigma2
June 2023 - May 2024
Sydney, Australia
Lighting Lead
Animal Logic
April 2022 - June 2023
Sydney Australia
Lighting Lead
Animal Logic
July 2021 - April 2022
Sydney, Australia
Senior Lighter/Compositor
Luma Pictures
April 2020 - July 2021
Melbourne, Australia
Senior Lighter/Compositor
Animal Logic
June 2019 - February 2020
Sydney, AU
Peter Rabbit 2: The Runaway
Senior Lighter / Compositor
Luma Pictures
February 2019 - June 2019
Melbourne, Australia
Spider-Man: Far From Home
Compositing Supervisor
Orb VFX
February 2019 - February 2019
Sydney, Australia
Senior Lighter
Animal Logic
August 2018 - February 2019
Sydney, AU
VFX supervisor
Orb VFX
February 2018 - July 2018
Sydney, Australia
Lighter
Animal Logic
May 2017 - January 2018
Compositor
Luma Pictures
May 2017 - May 2017
lighter/compositor
Luma Pictures
February 2017 - May 2017
CG Supervisor
OrbVFX
December 2015 - June 2016
VFX Artist / CG Supervisor
Spy Post
June 2011 - September 2015
San Francisco, CA
San Andreas
Adidas
SVU
Breaking Bad
After Earth
Asics
Twixt
Switched between developing, overseeing or contributing to VFX pipelines for live action integration and design centric shows
(feature, commercial, tv and special venue). When needed, responsible for 3D design direction and creation. Heavy involvement
with Maya/Vray and Nuke, occasional on set supervision, and constantly using a wide range of generalists skills on a daily basis.
VFX Artist
Rodeo FX
January 2011 - May 2011
The Three Musketeers feature
Film District identity bumper
Primary focus was on particle and fluids simulation development and implementation using Maya and MEL. Also spent significant time handling matte painting projection work from shot setup in 3d, modeling and layout, paint work, rendering and integration into compositing using Softimage, Maya and Nuke. Lastly setup a crowd workflow using mocap data with a Maya humanIK rig and porting it into Softimage for shot dressing and rendering.
VFX Artist
Spy Post
October 2010 - December 2010
Priest
The Rite
Insidious
Law and Order LA
Multi-tasking on three films with matchmoving, layout, compositing and dimensionalization. PFTrack/Maya/Nuke core. Episodic work entailed camera tracking, plate replacements, painting and roto all done in Nuke.
Cloth Technical Director
Float Hybrid Entertainment
September 2010 - September 2010
Immersive Kinect storytelling test for Microsoft.
Single handedly delivered a complete technical and aesthetic solution with Maya nCloth for a film quality 30-second full dynamic simulation involving large scale rippling cloth hot air balloon surfaces supporting myriads of ropes, ladders, and propellers interacting simultaneously during a storm for an interactive technology proof of concept.
VFX Artist
Spy Post
July 2010 - August 2010
Exxon-Mobil commercials 'Desert Rose'.
Tasked with pre-viz and camera layout that drove shoots that combined practical miniatures created by Kerner Optical, live action plates and CG model integration. After principal photography focused on modeling, shading, lighting and final compositing in Nuke.
VFX Artist
Spy Post
March 2010 - June 2010
Priest
Multi-tasked between lighting, compositing and layout/matchmove duties. Augmented and fine tuned lighting rigs, tackled challenging one off lighting shots and guided junior artists through lighting and rendering issues (35%). Final composite on numerous shots and refined/corrected comps from other artists in the final stretch (50%). Performed layout, matchmove, paint, and roto as needed on various shots (15%).
Supervising Technical Director
Insight
January 2010 - February 2010
National Science Foundation dissemination grant.
Disseminated computer graphics research and production work previously done for a full dome archaeoastronomy film about the Mayan site Chichen-Itza. Wrote a hand full of detailed articles and prepared approximately one hour of presentation material covering open source software utilized, production strategies and solutions to technical problems in the data collection and processing of an entire archeological site for usage in a CG full dome production environment.
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Lead Technical Artist
SIx Foot Two Productions
August 2009 - December 2009
In queue gaming systems at Walt Disney World.
Tasked with developing and managing the pipeline between art creation and game integration using the open source game engine OGRE for in queue gaming systems at Space Mountain. Primarily focused on developing scripts that drive geometry, shaders, lighting and FX in addition to significant amounts of time creating relevant assets within Maya.
Supervising Technical Director
Insight
December 2008 - August 2009
Maya Skies full dome film / Sunken Treasures of the Nile documentary.
Oversaw two productions for a non-profit organization that helps archaeologists collect, analyze and distribute digital visualization data. The NSF funded Maya Skies was a 30-minute full dome film about Mayan archaeoastronomy and the National Geographic documentary focused on ruins along the Upper Nile. Both projects required synthesizing large amounts of raw data collected by the team on site from a variety of techniques including laser scanning, photogrammetry, texture hallucinat
FX & R&D Lead
elementFX
September 2008 - December 2008
Underworld 3 – Rise of the Lycans
Responsible for look development and pipeline implementation of skin based smoke FX on about 25 shots. Final solution utilized 2D Maya fluids driven by particle based geometry formed from luminance maps moving through 3D space. Pre-comping duties as well in Nuke.
Rendering R&D Lead
Insight
June 2008 - August 2008
Maya Skies full dome film.
Extensive testing of open source rendering solutions for a publicly funded project about Mayan archeo-astronomy. Contributed code to one project, Sunflow, in hopes of full utilization for production.
VFX Artist
elementFX
December 2007 - June 2008
Full time employee.
Worked primarily on commercial projects with clients that included Kellogs, Monterrey Bay Aquarium, Mervyn’s and IHOP. Focused on creating FX and compositing integration over live action plates using Maya, XSI, Fusion and Nuke
CG Supervisor
Palma VFX
December 2003 - December 2007
Full time employee.
Facilitated all aspects of CG work relating to broadcast commercials, online media, game cinematics, game assets and special venue projects using a Maya/Shake core. Core team consisted of 5-9 people and with contractors up to 25 people. Maintained client relations, performed producer duties and administered over 30 workstations and servers in addition to doing R&D and fulfilling the workload of a full time lead production artist. Hands on CG work mostly involved layout, look development, FX, scripting, lighting and compositing. Partial list of notable end clients included Nike, Sprite, Volkswagen, Visa, Lipton, Boeing, Sony, Electronic Arts, Microsoft, Sprint and Current TV.
Technical Director
Insight
November 2003 - November 2003
World heritage site data collection.
Collaborated with an international team of archeologists, programmers, and 3D laser scanning experts in the data collection and archival of several key antiquities located in Delphi, Greece.
Senior Technical Director
Midland Productions
August 2002 - August 2003
Stereoscopic ride film.
Directed a small team of misfits in the creation of a 6-minute large format stereoscopic ride film for theme parks and entertainment venues. Researched technical solutions to working in stereo, performed look development for characters as well as environments and contributed to all aspects of production from camera layout to final comped renders.
Technical Director
Insight
January 2003 - January 2003
World Heritage site digital media experimentation.
Conducted R&D inside Ramses II tomb (Valley of the Kings, Egypt) for an experimental onsite immersive educational learning experience that synthesized animation and motion graphics that highlighted the hieroglyphic translation of the Amduat.
CG Instructor
E'xpression College
May 2001 - August 2001
Taught advanced courses on particle dynamics and rendering strategies using Maya.
CG Generalist
Pelleas Design Group
January 2001 - April 2001
Universal Studios theatrical production.
Created the look and feel of various CG characters, architectural sets and other surreal elements for a proof of concept.
CG Generalist
Dimension 7 Studios
June 2000 - December 2000
'I Am' independent film.
Responsible for the architectural design and construction, layout and CG execution of a futuristic city.
Principal/Lead CG Artist/TD
Headwaters
February 2000 - May 2000
American Museum of Natural History permanent exhibit.
Organized, directed and collaborated with a small team of talented artists in a 2 ½ minute animated reenactment of a scientifically based dinosaur confrontation for a permanent American Museum of Natural History exhibit (New York). First exhibit in the world to depict the contentious fact that some dinosaurs had feathers. Built using Maya, Flame and live action practical effects that we captured.
CG Instructor
Academy of Art University
June 1999 - January 2000
Production environment class for masters students.
Co-directed a team of MFA students and professionals in the creation of a one-hour documentary about Andean Condors. Fifteen minutes of CG involved many photo real birds, animals and landscapes from current day to 10,000 years ago.
CG Instructor
Academy of Art University
May 1998 - May 1999
Undergraduate level courses instructor.
Designed and taught courseware for BFA students covering such topics as basic Maya, dynamics and compositing.
Forensic Animator
Fulcrum Legal Graphics
January 1998 - May 1999
Technical animations for law firms.
Created several lengthy technical animations for various hardware patent infringement cases as demonstrative evidence.
Real World Curiosity Seeker
life experiences
November 1995 - November 1997
Extensive world travel.
Explored crowded cities, remote national parks and world heritage sites throughout Central and South America, the South Pacific, Australia, South East Asia, Tibetan plateau / Himalayas, India, the Middle East and Mediterranean Europe continuously over the course of two years. Tried to use airplanes as little as possible and became very immersed in capturing these experiences through writing and photography.
Junior->Senior->Managing Forensic Animator
FTI
1992 - 1995
Full time employee.
Responsible for all final 3D CG production material used as demonstrative evidence for a large litigation consulting firm. Focused on creating dimensionally accurate models and replicating physically accurate motion based on engineering data for explaining technical content ranging anywhere from DNA gene expression to wildfire propagation for 12 person juries. Utilized Wavefront TAV and Composer.
CG Instructor
Academy of Art University
September 1994 - December 1994
Undergraduate compositing course.
Taught basic compositing principals using Wavefront Composer during afters from my main job.