Nimona 2022 -
Cloth, flesh and hair simulation. Character Setup & shot work. Lead for cfx team includes artist support, training, sequence support.
Spies in Disguise 2020 -
Cloth, flesh and hair simulation. Character Setup & shot work. Lead for creative, technical and team organization. Oversaw a team of temporary & staff artists during production crunch.
Ferdinand 2017 -
Hair simulation, Hair pipeline design Character setup & shot work. Lead for creative, technical and team organization.
Ice Age 5 2016-
Flesh simulation. Hair Simulation, Hair pipeline design , Character setup & shot work.
Peanuts 2015-
Simulation for deformation repair. Character setup & shot work.
Rio2 2014-
Testing and development direction of in-house hair simulation system with R&D. Character setup & shot work. Assigned to difficult "special case" character simulation sequence.
Epic 2013-
Collaborated in creating a system for armor and as-rigid cloth simulation. Oversaw a team of temporary TDs during production crunch. Character setup & shot work.
Ice Age Continental Drift (4) 2012-
Collaborated in creating system for hair, skin and flesh simulation using the limited tool set of
nCloth. Lead in deveolping the hair system. Development for workflow utilities, and pre/post simulation tools. Character setup & shot work.
Rio 2011-
Participated in establishing the new cloth department. Tasked with pipeline design, solver calibration, tool invention and scripting, interdepartmental collaboration, character setup and shot work. Assigned to difficult "special case" character simulation sequences.
Technical Director
American Museum of Natural History
September 2008 - January 2009
Rigging a system which allowed camera motion to travel between astronomical objects such as Suns, Nebula, and Probes. Maya's technical limitations and the need for mathematical accuracy proved challenging.