Helped to lead, direct and push multiple projects through the ups and downs of CoVID. Developed and built relationships with Apple, Netflix, Paramount, 20th Century and Disney to produce the highest quality visual effects for Television and Film.
Worked with a team of Producers on concurrent projects; teaching and mentoring them and their Production staff. Worked with Department Heads in all sites (Canada, UK and India) to resource projects accordingly. Interfaced with Senior management on all aspects of hiring, budgets, scheduling and studio issues.
The main contact and interface for all clients and client visits.
Represented the Studio at industry and recruiting events.
Most importantly worked to install a hard work ethic, positivity, openess and creativity amongst the artists, supervisors and production team at MPC.
Executive Producer
Monolith Virtual Production
February 2021 - May 2021
Los Angeles Metropolitan Area
Worked with the Founders to help get MVP off the ground!
This included chairing meetings with the Partner Companies and drafting Rules of Engagement for the Partners. I also worked with 3rd party writers on Press and BTS materials; as well as heading the design and development of the group's website. I assisted in the Employee Handbook and led conversations about the Team's Mission Statement and core values working with the HR team. Recruiting was a key role for me and I established a Candidate Tracking System that helped streamline the hiring practice. In Production: I oversaw Bidding, revised the Bidding documents, and developed an EFC for weekly cost tracking purposes.
VFX Producer
Pixomondo
January 2019 - August 2020
Greater Los Angeles Area
Helping to build and unify the Pixo-verse!
Pixomondo has hundreds of employees working in 8 offices worldwide. I worked with the CEO, CFO and, COO to help streamline production and put in place best practices.
Key Duties -
- Draft a detailed Plan for a cloud-based Production Management System (PMS)
- Lead overseas Software Developers in the creation of the PMS
- Create Global Standards for Production Tracking
- Overhaul Bidding documents to unify all Offices
- Create Utilization and Staffing reports based on Shotgun data
- Develop key relationships with Studios and Producers
- Help to establish new Offices
- Shotgun Training and Documentation
- Mentor Production Staff
VFX Producer
Pixomondo
January 2019 - August 2020
Los Angeles
- Producer for Previs
- Global Producer:
- in charge of setting / maintaining Shotgun standards
- Global Utilization reporting
- Liaison between Production and Finance, helping to set up Global project reporting
VFX / Animation Consultant
Various
July 2018 - May 2020
Greater Los Angeles Area
Consulting for Animation, Visual Effects and Commercial Houses:
- Drafting Bids
- Formulating Production Plans
- Developing Bid Templates and Tools for Spotting
- Helping Teams to prep and build for large scale projects
Executive Producer
Shade VFX
October 2017 - May 2018
New York
Shade VFX
October 2017 - May 2018
Greater New York City Area
Managed Shade's NYC facility producing Visual FX for television and film.
Oversaw all projects making sure shots were completed on time and budget.
BOT VFX
May 2016 - October 2017
Greater New York City Area
Founded in 2008, BOT VFX is an established world class facility having served over 200 Clients in Film, TV and Commercials. BOT provides Roto, Paint, Match Move and Tracking for companies large and small all over the globe.
BOT VFX
? - September 2017
Sr. Producer
Mr. X
? - March 2016
Mr. X
November 2015 - March 2016
Greater New York City Area
My focus at Mr. X was scheduling, budgeting, working with our parent studio and outsource vendors for Feature Film and Television VFX projects.
Producer
Float Hybrid
July 2014 - November 2015
San Francisco Bay Area
Director of Production
Virtuos / Sparx
2012 - 2014
Vietnam
I spent 2 years living and working in Ho Chi Minh City, Vietnam. At Sparx I was responsible for the production and delivery of all projects at the Sparx.
That included completed projects for over 20 different clients in: Game Cinematics & Assets, Assets for Live Action Visual Effects and Animated Television Series.
During my tenure, I was responsible for helping to grow the studio from 40 to over 130 total staff.
My time was spent: balancing long term and short term studio goals, handling 10-15 clients simultaneously, daily production issues, client relations, interfacing with the Sales team, reaching out to potential new clients, working with R&D to develop new tools, planning out training and working with HR on employee issues.
Helping to build and guide a studio that was rebuilding was both a great personal challenge and a great reward.
https://www.sparx.com/
(Sparx is a fully owned subsidiary of Virtuos Games - the world's largest Video Game outsourcing company)
Director of Production
Virtuos / Sparx
2012 - 2014
Vietnam
Responsible for the production and delivery of all projects at the Sparx.
That included completed projects for over 20 different clients in: Game Cinematics & Assets, Assets for Live Action Visual Effects and Animated Television Series.
During my tenure, I was responsible for helping to grow the studio from 40 to over 130 total staff.
My time was spent: balancing long term and short term studio goals, handling 10-15 clients simultaneously, daily production issues, client relations, interfacing with the Sales team, reaching out to potential new clients, working with R&D to develop new tools, planning out training and working with HR on employee issues.
https://www.sparx.com/
(Sparx is a fully owned subsidiary of Virtuos Games - the world's largest Video Game outsourcer)
Sr. Cinematics Producer
Sony Computer Entertainment America
2010 - 2011
Greater San Diego Area
I spent 2 years working for Sony Computer Entertainment outside of San Diego on in-sourcing Game projects.
In 2010 and 2011: I oversaw the production of over 70 minutes of Motion Capture and Key-Frame Animation for the Cinematics in InFamous2. Working with Sucker Punch I created a schedule and planned out the MoCap stage sessions. Being on stage during filming is one of my career highlights.
To ensure an on time delivery I also supervised outsource teams in both India and Los Angeles.
The Sucker Punch team that we worked with were great partners.
In 2011: I oversaw the production of over 70 minutes of Motion Capture and Key-Frame Animation for the Cinematics in UnCharted3: Drake's Deception.
My position was in charge of bid/budget updates and managing the overall workflow of the project.
It was a pleasure to work with such a great team and build a relationship with Naughty Dog - on such an ambitious triple A title.
Sr. Cinematics Producer
Sony Computer Entertainment America
2010 - 2011
Greater San Diego Area
In 2010 and the spring of 2011: I oversaw the production of over 70 minutes of Motion Capture and Key-Frame Animation for the Cinematics in InFamous2.
This included overseeing outsourcing to companies in both India and Los Angeles. The Sucker Punch team that we worked with were great partners and a pleasure to work with.
In 2011: I oversaw the production of over 70 minutes of Motion Capture and Key-Frame Animation for the Cinematics in UnCharted3: Drake's Deception.
My position was in charge of bid/budget updates and managing the overall workflow of the project.
It was a pleasure to work with such a great team and build a relationship with Naughty Dog - on such an ambitious triple A title.
Production Manager
Universal Studios
2006 - 2009
I spent 2 1/2 years in London as the Production Manager on the 'Tale of Despereaux'. My main role was to help build and manage a front end team from scratch to produce an Animated Feature film.
I worked hand in hand with the Director(s), Producer in London as well as the Producer(s) in Los Angeles. We talked every day about the movie's pipeline and schedule - as well as the implications of all changes as they were new to the 3D feature animation process.
In building the team I searched all over the US and Europe to find artists and bring them to London. I was directly in charge of managing the Art, Story and Editorial teams. I also was responsible for overseeing the backend vendor and their schedule.
I am very proud to have been part of a great team that made a beautiful movie - 'The Tale of Despereaux'.
Production
Universal Studios
2006 - November 2008
I just came back to the States after spending 2 1/2 years in London as the Production Manager on the 'Tale of Despereaux'. When I came to London there were only a handful of artists, a few pieces of design and a script.
I searched all over the US and Europe to find artists and bring them to London - building a team was a difficult but rewarding experience.
I worked hand in hand with the Producer in London as well as the Producers in Los Angeles. We talked every day about the movie's pipeline and schedule - as well as the implications of all changes as they were new to the 3D feature animation process.
One of the best parts of my job was working directly with the Directors and helping to steer them through their daily schedule.
I am very proud to have been part of a great team that made a beautiful movie - 'The Tale of Despereaux'.
Production
Sony Pictures Imageworks
2003 - 2006
Greater Los Angeles Area
I spent almost 4 years working for Sony Imageworks in Culver City, CA - working on a variety of Feature Animation and VFX Films.
Starting on the Animated Feature 'Open Season' I had the opportunity to do all the schedules for: Characters, Environments, FX, Software Development as well as producing the first draft of the Shot/Quota schedule. I also lead the team to develop their pre-production tracking database.
My second Feature Animation project there was 'Polar Express - 3D IMAX'. I worked with Lighters and Compositors to reproduce all the shots in the movie for 3D on a very short schedule.
My third Feature Animation project was 'BeoWulf'. There I managed the Look Dev process and worked with the CG Leads to get Art Development off the ground.
'The Lion, the Witch and the Wardrobe' was my first live action film. I oversaw the Character build team, the MatchMove Department and the Animation unit. We completed over 500 shots on the movie (2/3 of which had Character Animation).
My next live action film was Adam Sandler's 'Click'. 2/3 of the VFX work on the film was handled by outsourcing. I managed the Indian team who handled: Roto, Paint and some Compositing. Helping them to build there pipeline and workflow was challenging and ultimately rewarding.
Production
Sony Pictures Imageworks
2003 - 2006
Greater Los Angeles Area
Starting on 'Open Season' I had the opportunity to do all the schedules for: Characters, Environments, FX, Software Development as well as producing the first draft of the Shot/Quota schedule. I also lead the team to develop their pre-production tracking database.
Moving over to the VFX side - I worked on 'Polar Express - 3D IMAX' where I worked with Lighters and Compositors to reproduce all the shots in the movie for 3D in a short schedule.
'The Lion, the Witch and the Wardrobe' was my first live action film and I oversaw the Character build team and the Animation unit. Scheduling was a new challenge - since we relied on plates from the live action unit.
I also spent a short stint on 'BeoWulf' helping to get Vis Dev up and running.
'Click' had the new challenge of working with outsource companies. Helping get the Indian outsource company producing shots in a timely manner was a great achievement.
Production
DreamWorks Animation
1997 - 2003
Greater Los Angeles Area
I spent 7 years at DreamWorks working with a talented crew on 3 Animated Feature Films.
I came to 'Prince of Egypt' halfway through the film and had the challenge of getting my department and team on track to finish. I managed the Layout team which was 90% 2D. This was my first experience with 3D and helping to figure out the 3D pipeline was a great challenge.
Moving forwards I worked on 'El Dorado' starting in Visual Development and moving on to the FX Department.
My last movie at DreamWorks was 'Sinbad' - I was on the movie from the very beginning to the last shots being completed. This was my first chance to schedule and work with the team that created the 3D elements for the film: characters, sets, props & fx. I am especially proud of the 3D water we developed that looked gorgeous in the final film.
At DreamWorks I also had a chance to work hand in hand with the developers in creating from scratch 'Nile' their proprietary production tracking software.
Production
DreamWorks Animation
1997 - 2003
Greater Los Angeles Area
Coming to DreamWorks while 'Prince of Egypt' was getting moving I had the great experience of getting the Layout Department to push thru the movie. This was also my first experience with 3D and helping to figure out the 3D pipeline was a great challenge.
Moving forwards I worked on 'El Dorado' starting in Visual Development and moving on to the FX Department.
My last movie at DreamWorks was 'Sinbad' - I was on the movie from the very beginning to the last shots being completed. This was my first chance to schedule and work with the team that created the 3D elements for the film: characters, sets, props & fx. I am especially proud of the 3D water we developed that looked gorgeous in the final film.
At DreamWorks I also had a chance to work hand in hand with the developers in creating from scratch their proprietary production tracking software.
Production
Walt Disney Animation Studios
1996 - 1997
Greater Los Angeles Area
My first job in Animation - I worked in Story, Editorial and the FX Department on 'Hercules'. Working at Disney was a wonderful experience and I learned what it takes to get an animated feature completed on time and schedule.
Production
Walt Disney Animation Studios
1996 - 1997
Greater Los Angeles Area
My first job in Animation - I worked in Story, Editorial and the FX Department on 'Hercules'. Working at Disney was a wonderful experience and I learned what it takes to get an animated feature completed on time and schedule.