As Head of Visual Effects and Animation at Stept Studios, I am responsible for leading all visual effects efforts for the company. I consult on all bids that include visual effects and am the on-set supervisor for major VFX heavy productions. I have successfully transformed an editorial bay and VFX machine rooms into a fully functional in-house render farm managed by Deadline, and I also create workflow and pipeline documentation, as well as manage ongoing resource management.
At Stept, I have played a key role in building out an internal VFX team from scratch, utilizing the most up-to-date technologies including advanced motion control systems, XR Volume workflows utilizing design, build, and render in Unreal Engine. I am constantly seeking new ways to incorporate Artificial Intelligence to aid in creative production, including but not limited to the use of Move.ai for performance capture, Stable Diffusion, WonderStudio, RunwayML (the list is long) to enhance existing VFX workflows.
I have a diverse background in the VFX industry, having worked on a variety of feature films, commercials, VR/AR projects, video game-based content, and theme park rides. I am also a director and have produced my own work, which has been featured in various film festivals, publications, and on AMC TV. I have won awards for my directing work including Best Experimental Music Video in the Machinima Interactive Film Festival. I have extensive experience in visual effects and post-production, having contributed CG work on multiple Super Bowl commercials, and feature films such as Multiple Marvel franchise films(Black Panther, Thor, etc), Transformers, Ender's Game, The Sorcerer's Apprentice, Real Steel. I am a creative problem solver and bring a fresh perspective to the table. My passion for creativity and technology drive me to push the boundaries of what is possible in the VFX industry.
Work History
A.i. Solutions Architecht & Head of VFX
Lockt Editorial // Stept Studios
March 2022 - January 2025
El Segundo
Audi, Mercedes, Oakley, North Face, Arcteryx, Toyota, Giro, LL Bean, GAP, LL Flooring, Porsche, Brooks Running, T-Mobile, Thuma and more
Generalist
Framestore
September 2017 - April 2019
Los Angeles, California, US
Modeling, texture, lighting, lookDev on commercials. Cool crew, good pipeline, legit coffee both inside and next door. What more do you want in life? Good cg and awesome coffee. =)
Sr. Generalist (asset team)
Luma Pictures
May 2017 - September 2017
Santa Monica
Generalist
Mission Studio
July 2016 - May 2017
Venice Beach California
Back at it again for a quick commercial run. Expecting the best because this team is awesome.
LookDev
MPC
June 2016 - July 2016
Santa Monica
Made some pretty imagery with these folks. I cannot wait to return and do it again. Awesome people, awesome environment, awesome clients, awesome work.
Sr Generalist
Zoic Studios
October 2015 - July 2016
Culver City
Generalist on multiple TV shows, commercials and pilots. Tasks ranged from Lighting, texture, lookDev, rigging, rendering, modeling, zbrush, mari, vray.
CG Artist - Shading & LookDev
Rodeo FX
April 2016 - June 2016
Greater Los Angeles Area
Generalist- Lighting / lookDev, Model/Texture
Mission Studio
May 2015 - October 2015
Venice California
While at the mission I worked on a few minutes of Chevy running footage, two Nike commercials and a Clearasil spot. On each project I was responsible for multiple aspects of production from Lighting, shading, textures, lookdev, modeling, Nparticle meshing, tracking, shooting reflection sphere footage for animated reflection maps etc. Super cool place to work with some of the most talented people in the Biz. Working under the guidance of Piotr Karwas is a treat and I would go to bat for him a hundred times over.
Lighting / LookDev / Modeling-Texture
Zoic Studios
November 2014 - May 2015
Culver City, California
Asset development (modeling/ texturing), shot lighting & lookdev on episodic, feature and commercials.
Robot
Bad Robot
April 2014 - November 2014
Santa Monica
3D Generalist
Zoic Studios
October 2013 - November 2013
Culver City
Worked in laying out a high volume of scenes in a short amount of time for the TV series ONCE Upon A Time and Once Upon A Time In Wonderland.
Texture / Shading Artist
The Graphic Film Company / Simon West Production
June 2013 - October 2013
Studio City California
Helped design and implement an R&D facial shader and textures for the lead characters in the animated feature film "Night Of The Living Dead 3D Origins."
CG Generalist
The Mill
January 2013 - May 2013
Culver City
While at the Mill I worked on various Super Bowl and Emmy commercials as well as a very cool short film for a prominent commercial director. I was tasked with Lighting, Modeling and Texturing depending where there was a need. I helped compile HDR image probe data as well as help with shot lighting on multiple spots including Chevy Sonic, Dr. Pepper and Old Spice. I got to sculpt organic models such as a cg claw extension on a practical bird as well as paint fantasy characters to be placed in a real world setting. The Mill is a great, fast paced place to work if you ever have the chance!!
Texture artist
Digital Domain
February 2012 - December 2012
Venice California
Currently working on a space themed Sci-Fi project painting hero assets as part of an amazingly skilled team of artists. Painted hero characters for Real Steel with Cathy Morin and Ben Neal as leads. Painted aircraft ospreys for Transformers 3 under Nick Banres, painted Viking village sets and characters on THOR with George Krauter
Shooter / director for CHOW.com
CBS Interactive
July 2012 - August 2012
Greater Los Angeles Area
I currently shoot video and record audio for various online video how to's that appear in chow.com
Teacher
Gnomon School of Visual Effects
September 2011 - 2012
Hollywood California
I teach texturing at gnomon school on a part time basis. I find it very rewarding and I am honored to have this highly regarded name as part of my resume.
Director / Shooter
Popsugar
June 2010 - November 2011
Shooting branded content, web videos, red carpet, press events.
Director / shooter
Rovi
2011 - 2011
Greater Los Angeles Area
While freelancing at rovi/ sidereel.com I shoot red carpet events and celebrity interviews as well as edit video.
generalist /texturing / match moving
Asylum Visual Effects
September 2008 - May 2010
Director
"The Great Marcusio"
2010 - 2010
Greater Los Angeles Area
Director of the short film "The Great Marcusio." The film was shot using RED cameras, Television style hot head cranes, Fischer dolly and Super Speed lenses. We cast adult and child SAG actors, live animals and visual effects. All things which aren't recommended for a first short film. All said and done the film came out great and was a fun learning experience.
Modeling, texturing, tracking generalist.
Method Studios
2010 - 2010
director
Space Race Films
2005 - 2010
CG Generalist
Gradient Effects
April 2008 - October 2008
Modeled and tracked for Richard Kelly's "The Box"
modeled, lit, animated, rendered "This Side of the Truth"
CG Generalist
Beau Studios
January 2008 - February 2008
Worked on Feature film "Wanted" as well as a commercial spot featuring Tiger Woods playing golf on the moon. Short term freelance. Excellent studio, Artists and Management are very proficient at what they do. Fun place to work
Sr. Texture / Shading artist
Technicolor Interactive
September 2007 - January 2008
Managed local and outsourced talent for game cinematics animation.
Texture & Shader lead
Technicolor Group
August 2007 - January 2008
CG Generailist
Zoic Studios
2008 - 2008
Tracked, modeled, rigged, animated, textured, lit, rendered assets for Quarentine. What I love about working here is the ability to lead entire shots yourself from A-Z
Texture Painter / 3D Tracking/ Generalist
CBS Digital
August 2006 - June 2007
Texture Painter / Matte Painter. We are currently Polishing up the first and second season of Star Trek, prepping it for the high def world by recreating each visual effect element in the series. Im also working on a pilot for Barry Sononfeld, the Sopranos and a few television spots for Underdog. Woooo =)
VFX artist, modeling/texturing/setup
3DSite
November 2005 - August 2006
I was responsible for creating 3d models and generating high resolution texture maps as well as blend shapes for facial animation
Texture Supervisor
E=MC2
November 2004 - September 2005
I got hired by John Fullmer at E=MC2 in Burbank to Fly out to Taipei Taiwan to head up a Texturing as well as a 3D motion tracking dept. Our goal was to ramp up a team of talented artists to be able to pump out Hollywood quality work. I was in charge of developing a Texturing pipeline using Zbrush,Deep Paint & Body Paint. Aside from Texturing, I took a team of compositors and modelers and taught them how to solve a 3d camera, export the data from the tracking package and set up a shot in a 3d app. All of this was done while under the pressure of an actual deadline from 2 Discovery channel tv spots and 1 Lions Gate feature film title.
Texture Artist
Rhythm & Hues Studios
2005 - 2005
responsible for working with prelighters on look development of a characters maps.
Texture Artist
CIS Hollywood
2005 - 2005
textured props and characters for feature film "The Poseidon Adventures" as well as the fly for the venus fly trap scene in "Aeon Flux" I highly recomend working for this studio if you are ever afforded the opportunity
3d artist
Digiscope
2004 - 2004
I 3d tracked 2k and 4k plates in a program called Synth Eyes then brought the track data into 3dstudio max then lit and textured the characters. Most of this work was CG Head replacement for feature film racing stripes. WHat was bizzare about this job is that all texture maps were created using COMBUSTION of all programs. Very strange but very successful
CG lead
Double Edge Entertainment
2003 - 2003
Managed a team upward of 15 artist in both texturing, shading and matchmoving while living in Taipei Taiwan