There's a short quiz you can take online, I forget the URL, but it qualifies you to refer to yourself as a "CG Pioneer." I passed it. Basically, I love making art with computers, from one end of the spectrum to the other.
Work History
Senior Pipeline Software Engineer
Tippett Studio
May 2012 - Present
Tool development for publishing, asset management for Maya, RV, Nuke and Katana via Shotgun; standalone PyQt and command line interfaces, python modules; training, documentation. Rebuilt legacy element library via Shotgun with additional components. Shotgun Evangelist.
Science Visualization Artist
California Academy of Sciences
August 2011 - May 2012
PyQt/PyOpenGL software design and development for morphing earth tectonics; photoshop concept art; Python pipeline development; marketing and exhibit high res images; Houdini evangelism, dynamic fracturing, dust cloud F/X, realtime shot previz, rendering and dome-centric OTL development.
CG Supervisor
Stereobox LLC
December 2010 - August 2011
Workflow, pipeline, infrastructure, communication, process. Command line tools, Python modules, PyQt and PyOpenGL toolmaking.
F/X Technical Director
Industrial Light & Magic
February 2011 - April 2011
Fluid simulation and lighting artist using in house proprietary software.
Senior TD
ImageMovers
April 2008 - December 2010
Designed and developed the Lookdev core toolset. What started out as a few quicky Mel scripts to help me and other artists find textures emerged into dozens of command line tools, python modules, database ops and Qt apps, including PyOpenGL viewers and GLSL shading helpers. It's been a real fun place... and I did most of this while doing lookdev work too, nothing complicated, but a few projects involving managing large quantities of assets. Completed work at IMD after transferring to the F/X department and developed electrical spark and arcing tools in Houdini for a handful of shots I handled.
Senior TD
Sony Pictures Imageworks
January 2007 - April 2008
Look development artist working in the Novato office.
Lead TD
The Orphanage
July 2006 - December 2006
Look development for "The Last Mimzy" cocoon f/x and skin damage for "Grindhouse"
CG Supervisor
Tweak Films
February 2006 - June 2006
Previz in Maya for "Zodiac"; Animation in Maya for "Mimzy"; Crowd rendering in Tweak proprietary Python pipeline for "Invincible"
Technical Director
The Orphanage
December 2005 - January 2006
Maya tree modeling, animation and IBL rendering; 3DS Max cityscapes; Houdini gun f/x; all for "Superman Returns"
Freelance CG Artist
cgdougm.com
November 2005 - November 2005
Writing a python program that is used in screenplay visualization. Renovating my bathroom. Updating my reel.
Creative Director and Director of R&D
elementFX
February 2005 - November 2005
Compositor on "The Darwin Awards"; helped design new company infrastructure, advertising.
Associate Director VF/X and Animation
Academy of Art University
August 2004 - December 2004
Taught four courses in Computer Graphics, Portfolio review; attended graduation student reviews; assisted in directing the department; wrote curriculum for Particles course.
CG Supervisor
Industrial Light & Magic
March 1995 - August 2004
CG Supervisor for "Deep Blue Sea" (underwater look development); CG Supervisor various Clio commercials. FX Unit Supervisor for "Frankenstein". VFX Supervisor for "Bounty Hunter" game cinematics; FX TD on "Perfect Storm", "Mission to Mars", "Planet of the Apes".
CG Supervisor
Dome Productions
1990 - 1995
Broadcast Designer for many of Canada's largest clients; Prisms and Houdini.
Software Designer
Sidefx Software
1994 - 1994
Designing Houdini UI.
Creative Director/CG Artist
Side Effects
1987 - 1990
Designed and animated many large Canadian broadcast pieces. Prisms. Was first employee for Side Effects which started at Alias. Wrote some Alias rendering code.
TD/Animator/Supervisor
Omnibus
1982 - 1987
Manager of Software (5 programmers) in the LA satellite office. Designed and programmed some of Prisms (including the first tool.) Programmed and performed a realtime on-set SGI display in GL.