Texture supervisor for MILA short film. The team consist of both professionals and students working from different places around the world to produce a CG animated short film entitled “MILA”.
Mila Film
June 2010 - Present
• Responsible for the strategy and implementation of all shaders in the film
• Responsible for maintaining a consistent look for all sequences in the film.
• Responsible for the textures and shaders of all assets in the film, including characters, vehicles, buildings and props.
• Ensure the efficiency of the shader networks created by the look development artists.
• Responsible for maintaining a consistent look and feel on all assets and sequences.
VR Developer (Unreal Engine) / Technical Artist
Red Pill VR
January 2017 - November 2017
Los Angeles, California
RedPill VR is a startup focused in creating audio-reactive music experiences with amazing graphics using Unreal Engine 4. We are a small team, so there is a lot of responsibility involved. My main activities at RedPillVR are:
* Extensive use of Unreal Engine and the blueprint system to develop a high-end, realtime, music reactive application. This includes interfaces, behaviors, widgets, and any other automated behavior required for the VR application.
* Build and integrate 3D assets (technical art) for the VR application in Unreal Engine, including modeling, texturing, lighting.
MOLD3D, LLC
February 2017 - May 2017
Greater Los Angeles Area
MOLD3D is a company that specializes in high-end 3D visuals. They offer both training and production capacity to clients. Its staff includes Pixar and ILM veterans. I serve as an advisor for high-end real-time graphics.
Sr. Lighter Compositor / Technical Artist
Duncan Studio
October 2016 - December 2016
Pasadena
• Light & render shots and composite the resultant character and environment renders through to final output to satisfy the creative vision and technical requirements of the production.
• Facilitate look development by working with surfacing to help define material settings and/or shading parameters.
• Lead development of lighting tools for the studio.
• Fix and propose shading networks for surfacing based on lighting needs
3D Generalist/Designer VR Interactive
RYOT
July 2016 - October 2016
Venice, California
• Conceptualize and Create out of the box solutions for high profile interactive VR projects
• Design, model and texture all CG assets to for the VR projects
• Work with Unreal Engine & Unity to develop VR projects
• Responsible for optimized lowpoly & texture assets for several target platforms.
RYOT
July 2016 - October 2016
• Conceptualize and Create out of the box solutions for high profile interactive VR projects
• Design, model and texture all CG assets to for the VR projects
• Work with Unreal Engine & Unity to develop VR projects
• Responsible for optimized lowpoly & texture assets for several target platforms.
NXP Semiconductors
April 2014 - July 2016
• Responsible for all “next generation” artwork created for GTEC (Graphics Technology Engineering Center).
• Responsible for 3D artwork implementation for all NXP customers and embedded products.
• Responsible for managing all studio artists and helping as a bridge between them and embedded programmers.
• Responsible for developing strategies, schedules and tasks for all GTEC demos.
• Help all customers implement and refine their realtime 3D artwork on NXP embedded graphics products.
• Develop realtime graphics documentation and techniques for optimal implementation in NXP embedded products.
• Create demos that show off the capabilities of NXP graphics technologies.
• Help scope NXP next generation graphics products from a technical art perspective.
• Analyze and scope digital content creation tools that can be of strong use on NXP graphics products such as Socionext CGI-Studio, Crank Software, Unreal Engine 4, among others.
• Analyze and scope advanced HMI / GUI tooling and determine its relative performance on NXP embedded graphics products.
Surfacing Artist
DreamWorks Animation
November 2008 - June 2014
Surfacing artist and material/look developer for the animated feature film HOME from DreamWorks Animation.
Surfacing Artist
DreamWorks Animation
November 2008 - March 2014
United States
Smekday (2014)
Turbo (2013)
Puss in Boots (2011)
Surfacing R&D (09/20/10 to 06/03/11)
Kung Fu Panda 2 (2011)
Kung Fu Panda Holiday Special (2010) (TV)
Shrek Forever After (2010)
Instructor
The ACME Network
February 2012 - December 2013
The ACME Network, is a non-profit dedicated to improving opportunity and potential for diverse and underserved learners. I help them reviewing their work, giving them feedback, answering questions. Its fun!
Mentor
Artzolio
October 2012 - December 2012
I help aspiring artists find the right school for them. I review their portfolios, and help them refine them so they can have a better chance in getting into the school/job they want.
Spotlight Team Director
Spinquad
December 2006 - July 2010
• Lead a team of world respected artist for the selection of work that is placed at the front page.
• Coordinated interviews, press releases and many other PR activities for companies using Newtek LightWave 3D
• Helped increased membership from 6k to 30k by keeping content fresh and exciting
• Helped promoting contest for artists that could eventually land job interviews at different companies
Look Development Supervisor (Non-profit volunteer project)
Mila Film
June 2010 - June 2010
• Responsible for the strategy and implementation of all shaders in the film
• Responsible for maintaining a consistent look for all sequences in the film.
• Responsible for the textures and shaders of all assets in the film, including characters, vehicles, buildings and props.
• Ensure the efficiency of the shader networks created by the look development artists.
• Responsible for maintaining a consistent look and feel on all assets and sequences.
Sr. CG Ligther
Method Studios
May 2008 - July 2008
Vancouver, Canada Area
**Previously known as CIS Vancouver/Rainmaker VFX
• Worked as Lighting/Texturing artist for feature film projects.
• Created face replacements on animal characters
• Coordinated with Animation, Rigging and Modeling for the creation of dog and monkey heads.
• Made sure Clients where satisfied with the delivered shots on due date.
CG Artist Generalist
Digi-Guys
July 2007 - April 2008
London, United Kingdom
• Helped create high definition assets to be used on game/film entitled “Wardevil”
• Responsible for all lighting and texturing in-game
• Responsible for R&D of lighting and texturing to deliver Director’s visual vision of the game.
• Coordinated with Modeling and VFX department for the delivery of efficient pipeline and assets.
Photographer, Producer at Frajo Studio
Frajo Studio
May 2005 - May 2006
Guadalajara Area, Mexico
• Model Photography Producer
• Events photographer
Photographer, Web Designer
Zigno.com
December 2002 - December 2004
Guadalajara Area, Mexico
• Created the web design of a social network from scratch.
• Planned and coordinated the production of website content.
• Planned and produced 50+ professional photo-shoots.
• Took and published over 14,000 selected pictures in the course of 3 years.
Multimedia Developer
Tecnológico de Monterey Campus Guadalajara
2002 - 2003
Guadalajara Area, Mexico
• Software Developer for multimedia solutions
• Developed efficient coding for animated interfaces using high-end graphics on low-end computers (486 PC)
• Talked to clients and end users to understand their needs
• Created strategy and tasks for the delivery
• Created efficient code for the creation of 2D interfaces