Ewan Johnson

Ewan Johnson

Chief Creative Officer for Arcturus Studios

Senior chief creative officer / Founder / 9 yrs

Arcturus Studios

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Rough Layout Supervisor

Sonic Prime (2022)

Previs Artist

The Boss Baby (2017)

Previs artist

Penguins of Madagascar (2014)

Previs artist

Mr. Peabody & Sherman (2014)

Previs artist

How to Train Your Dragon 2 (2014)

Previs artist

Puss in Boots - Three Diablos (2012)

Madagascar 3: Europe's Most Wanted (2012)

Megamind: The Button of Doom (2011)

Previs artist

How to Train Your Dragon (2010)

Previs artist

Megamind (2010)

Rough layout artist

Merry Madagascar (2009)

Additional Layout Supervisor

Madagascar: Escape 2 Africa (2008)

Rough Layout Artist

Shrek the Halls (2007)

Rough Layout Artist

Bee Movie (2007)

Additional Layout Artist

Cars (2006)

Head Of Layout

Madagascar (2005)

Layout Artist

The Incredibles (2004)

Technical Artist

Exploring the Reef (2003)

Computer Graphics Artist

Finding Nemo (2003)

Layout Supervisor

Mike's New Car (2003)

Layout Supervisor

Monsters, Inc. (2001)

Layout Supervisor

Toy Story 2 (1999)

Supervising Layout Artist

A Bug's Life (1998)

Layout Artist

Toy Story (1995)

Work History
  • Chief Product Officer

    Arcturus

    December 2019 - Present
  • Chief Creative Officer

    Arcturus

    November 2016 - Present
  • Manager

    Hatchbee, llc

    August 2016 - Present
  • Creative Director

    River Studios

    June 2016 - August 2016
    San Francisco, CA
  • Artist in Residence

    Rothenberg Ventures

    April 2015 - June 2015
  • Previz/Rough Layout Artist

    DreamWorks Animation

    June 2008 - May 2015

    Responsible for camera work, staging and animation for sequences. This includes utilizing traditional camera rigs, setting depth of field, stereo, shot & sequence special effects, lighting and compositing.

    Worked as a sequence lead on teams of 3-5 people and as a solo artist on sequences.

    Rigged previz characters including the construction of character specific rig components and general purpose solutions such as tentacle systems.

    Designed and developed user friendly tools and workflows for the previz department including:

    A system for setting up pr

  • Previs Artist

    DreamWorks Animation

    September 2003 - April 2015
  • Head of Layout

    DreamWorks Animation

    September 2003 - June 2008

    Worked with directors, production designers and editors to design to the staging and choreography from initial 3d animatics through final production shots.

    Worked with other department heads and artists to ensure that shots evolved to match the technical and artistic needs of their departments while maintaining the creative intent.

    Supervised large teams of rough and final layout artists; setting creative and technical goals for the department.

  • Supervising Layout Artist

    Pixar

    August 1994 - August 2003

    Responsible for the technical and artistic supervision of the layout department.

    Worked with directors, production designers and editors to design to the staging and choreography from initial 3d animatics through final production shots.

    Responsible for defining the goals and creative composition of the layout team and assembling the team.

  • Layout Artist/Master Lighter

    Pixar

    1994 - 2003

    As a layout artist I was responsible for establishing camera positions, the rough blocking of characters and the interaction of the characters and camera.

    As a master lighter I was responsible for setting up principal lighting for sequences, breaking shots into packets and working with the other artists on my team as we prepped the scenes for review.

    Designed and developed editorial production pipeline.

  • Layout Artist/Master Lighter

    Pixar

    1994 - 2003

    As a layout artist I was responsible for establishing camera positions, the rough blocking of characters and the interaction of the characters and camera.

    As a master lighter I was responsible for setting up principal lighting for sequences, breaking shots into packets and working with the other artists on my team as we prepped the scenes for review.

    Designed and developed editorial production pipeline.

  • Programmer

    Editel

    1991 - 1994
    Greater Chicago Area

    Designed and implemented pipelines for commercial post production. This included working with colorists and editors to determine new features and requirements for our proprietary systems, technical specification, and final development in C and Objective C.

    Developed prototype digital video management systems.

Education
  • The School of the Art Institute of Chicago

    1991 - 1994