Transformers: Age of Extinction (2014)
Teenage Mutant Ninja Turtles (2014)
Warcraft (2016)
Ant-Man (2015)
The Revenant (2015)
Star Wars: Episode VII - The Force Awakens (2015)
2015 CRDEV Tech Team (Anim/Creature/Simulation Tools, Pipeline and R&D)
Lead iOS Developer
Implicit Dimensions
June 2013 - March 2016
Senior FX TD
Digital Domain
February 2014 - March 2014
Playa Vista, CA
Worked on David Fincher's new movie Gone Girl. Worked on multiple shots on different elements for underwater sequence. Created volumetric elements for simulating particulates in the air.
Houdini Mentor
Side Effects Software
August 2012 - August 2013
Santa Monica, CA
Review and critique of interns progress on a sequence of shots. Recommend different approaches to solving visual effects problems. Areas of concentration include Dynamics, Cloth Simulation, Pyro, Fluids, and Particle Systems.
Senior FX TD
Method Studios
April 2013 - June 2013
Santa Monica, CA
Worked on Percy Jackson: Sea of Monsters on multiple shots on different smoke elements. Also worked on Into the Storm on multiple shots creating mud and storm elements.
Senior FX TD
Rhythm & Hues Studios
January 2013 - April 2013
El Segundo, California
Worked on Percy Jackson: Sea of Monsters on multiple shots on different elements for water using H12 FLIP solver and in-house tools.
Senior FX TD
Digital Domain
August 2012 - December 2012
Venice, CA
Worked on Iron Man 3 on multiple sequences on fracturing, destruction, fluid and pyro simulation. Implemented new Voronoi fracture tool in Houdini using HDK to replace DD's old tool. Created utility/helper HDAs for Digital Domain's proprietary RBD solver.
Senior FX Developer/Senior FX TD
DreamWorks Animation
August 2010 - August 2012
Glendale, CA
Worked as FX Developer, developing destruction pipeline for the upcoming movie Croods using Voronoi and Hermite Fracture tools in Houdini. Implemented numerous plugins and HDAs for fracturing. Developed upresing method for Voronoi fracture using geometric CSG. Worked on in-house RBD solver for Houdini. Implemented render hook plugin for Houdini to display RBD solver data. Designed and implemeted intelligent Point SOP node which behaves more like a script editor. Developed asset-management system for destruction using Python.
Senior Effects Artist
DreamWorks Animation
July 2009 - August 2010
Glendale, CA
Worked as FX Animator on Shrek Forever After and Megamind. Co-developed volumetric workflow for the dungeon sequence. RBD simulations for various shots. Worked on fluid simulations for liquids and smoke. Implemented binding solutions, geometry bake node, convex decomposition, local variable mapping node for Houdini using HDK/Python. Implemented "Simulation and Rendering of Liquid Foams" paper as a Houdini POP node using HDK.
Senior FX Technical Director/Dev TD
Sony Pictures Imageworks
December 2002 - July 2009
Culver City, CA
Worked as Senior FX Technical Director on Open Season, Surf's Up and Cloudy With a Chance of Meatballs. Setup particle simulations for dust and smoke, debris in Houdini. Worked on particle simulations for ocean water effects, splashes, ocean surface generation, generated footprints, generated particle simulations for sand, snow, wind and debris effects, simulated plants and foliage, created crowd simulations using Houdini.
Worked as Cloth Dev TD on The Polar Express, Open Season, Spiderman 2, Cursed, The Chronicles of Narnia: The Lion, the Witch and the Wardrobe, Superman Returns,
Beowulf. Designed and developed hair, dynamic hair, cloth pipeline. Worked on in-house cloth solver development. Designed and implemented dynamic hair system in Maya (API/MEL). Designed and implemented feather combing system and solver in Maya (API/MEL). Designed and implemented cloth cacheCompositor system in Maya (API/MEL). Implemented 50+ Maya plugins to help cloth/hair/FX production.
Senior FX Animator
Centropolis Effects
May 2002 - December 2002
Culver City
Worked as FX Animator on Matrix 2 and Matrix 3. Created most of the FX on the sentinel destruction sequence. Developed several tools in Maya using C++/Maya API/MEL and Python to help FX shot work. Helped developing in-house fluid solver.
Technical Director
Sony Pictures Imageworks
May 2001 - April 2002
Culver City, CA
Worked as Cloth TD on Harry Potter and the Sorcerer's Stone and Stuart Little 2. Designed and implemented procedural cloth cache blending system using MEL/Perl in which based on the character's motion the final cloth simulation was generated from pre-computed simulations, noise was procedurally applied on top of it based on kinematic attributes.
Lead VFX Artist
Square USA
March 1999 - April 2001
Honolulu, HI
Worked on the movie Final Fantasy - The Spirits Within as Lead VFX Artist.
Designed and created numerous FX setups in Maya. Developed shot tools using MEL/Perl/Python. Lead a small group of artists on 60+ FX shots.