Spent last many years working as a Tech Artist, Animator, Team Lead, Tech Director, Senior Leader, and head Button Pusher in various phases of production. Initially working on League of Legends (proprietary engine) then transitioned to R&D to work on Riot's next wave games (primarily in Unreal Engine).
Animator - in game asset setup and animation
VFX - creating vfx from scratch in cascade and Niagara for prototypes
Game Engine Systems - visual scripting using blueprints
Pipeline dev - Character, environment, vfx and cross product and discipline pipeline work
C++ dev - Engineer Lite, Skills: Unreal Engine
IKO Level I Kite Instructor
VenturesomeLife.com
October 2014 - Present
Teach people to kitesurf. The most fun under the sun.
Character Animator
Straight Diesel Studios DBA AnimationRigs.com
April 2008 - Present
Character Animator
Sony Pictures Imageworks
January 2002 - September 2011
"Smurfs"
"Cloudy with a Chance of Meatballs"
"Speed Racer"
“I Am Legend”
“Surf's Up"
“Open Season"
“The Lion the Witch & the Wardrobe"
“Monster House"
"Spider-man 2"
"Forgotten"
Character Animator
Sony Pictures Imageworks
2000 - 2011
Technical Director/Technical Artist
Sony Pictures Imageworks
April 2000 - May 2003
Hero, secondary and crowd character setup and rigging, including body and facial.
"Speed Racer"
"Spider-man 3"
“The Lion the Witch & the Wardrobe”
“Monster House”
Prop rigging and animation control construction including: trains, tentacles, excavators, trucks, helicopters.
“Bewitched”
“Spider-man 2”
“Charlies Angels 2”
“Spider-man”
Director Of Engineering
Independent Witness
January 2001 - January 2002
Salt Lake City, Utah, United States
Director of small team of hardware, mechanical, and software engineers as well as IC database engineer and developer responsible for building out database for tracking soft tissue injury data and vehicle services for NASCAR and various large fleet clients (taxis for example).
Sole software developer and database engineer directly responsible for database and front end created to help track data and identify potential soft tissue injury data in NASCAR crash incidents (accounting for 1/2 million dollars per annum from NASCAR alone). Had a blast spending time traveling with NASCAR, the drivers, in the pits and cars of most races throughout the US, installing, reading, maintaining, and customizing data results based on IWI data recorders.
Render Wrangler/Tech Assistant
Sony Pictures Imageworks
January 2000 - March 2000
Culver City, California, United States
“What Lies Beneath”/ “Cast Away” - pipeline and Render wrangling.
Scalable backbone setup for studio. Linux and NT based system. Shell and Perl scripting. File system management and back-up; tracking, storage, and retrieval. Render tracking and troubleshooting.
Graphics Software Engineer
Evans & Sutherland
June 1998 - December 1999
Salt Lake City, Utah, United States
Worked as software engineer developing low level video drivers for professional high-end real image video cards including Lightning and tornado cards. These cards were used in early highend graphics applications especially for texturing in content creation and CAD.
Worldwide Enterprise NT Services Consultant
Nihon Unisys, Ltd.
May 1997 - August 1997
Blue Bell, Pennsylvania, United States
Database engineering and consulting, primary work building out Norwest Financial banking databse