Lighting and Compositing Artist with a balanced eye for cinematic lighting. Professional, creative, and flexible with success in developing sequences from lighting design through to final composition and thrilled at the challenges that come in between. Experienced in TV Animated Production with proven ability to craft high-end imagery under tight deadlines.
Work History
Lead Lighting & Compositing Artist
ICON Creative Studio
October 2017 - December 2018
Vancouver, Canada Area
Elena of Avalor Seasons 1-3
Developing sequence master lighting, environment lighting, helping team overcome challenges, and documenting technical workflows. Simultaneously maintaining full shot workload.
Lighting & Compositing Supervisor
ICON Creative Studio
January 2019 - April 2021
Vancouver, Canada Area
Disney+ - Monsters at Work
Developing lighting workflow to uphold high quality IP with TV schedule and pipeline. Identifying solutions to any bottlenecks and working with TDs to suggest and implement new tools and processes.
Building light rigs, comp templates, and setting up show-wide light and comp workflows. Optimizing renders and troubleshooting team wide technical issues.
Head of Lighting
ICON Creative Studio
April 2021 - Present
Lighting & Compositing Artist
ICON Creative Studio
May 2016 - September 2017
• Shot ownership from lighting to final Compositing delivery for Disney's full CG Production - Elena of Avalor
• Development of environment light rigs for production with the goal of balancing artistic intention and optimizing render times for all artists
• Implementing different look development workflows within the studio to maintain consistency across a variety of shows and styles
Lighting & Compositing Artist
Artella
November 2016 - July 2018
Lighting & Compositing Artist
Animation Mentor
September 2015 - February 2016
• Contributed remotely with a team of artists to light, render, and composite assigned shots.
• Communicated with Lighting Supervisor and Director/Producer to achieve style goals and address notes through weeklies.
• Corrected technical issues in rendering pipeline to fit within limitations of rendering locally
• Pipeline ran Renderman and Nuke