At ILM I’m the primary developer for Generalist department. I’m located in the San Francisco office, but I meet the development needs of a department reaching about 250+ artists in San Francisco, Vancouver, and Singapore. I’ve built up an asset pipeline from scratch that ties into the existing pipeline of the greater company with minimal impact on the way the Generalists prefer to work, which is very different from the other departments. The biggest thing that separates this department from the rest is that we’re on Windows while all others are on Linux, and we’re using 3dsmax as our primary application. I’ve been able to set up an array of asset tools for publishing, and importing with all manner of different options that allow us to share work between departments. Generalists can create an asset and publish it over to Maya, Zeno, or Unreal, and likewise we can ingest assets created in those other applications. We’ve also developed in-house scene description frame works that allow us to publish entire scenes including all assets, particles systems, and lighting back and forth between packages. And so much more...
CG Lead / Technical Artist
Pixomondo
October 2013 - September 2014
Scene Assembly / Lighting TD
Blur Studio
August 2013 - September 2013
3D Generalist / Lighting TD
Encore VFX
June 2013 - August 2013
Lighting TD
Mirada Studios
May 2013 - May 2013
Mazda Signature (Mazda 3 Spot)
CG Supervisor
Pixomondo
June 2012 - May 2013
Oblivion
Shading/Lighting Lead
Pixomondo
January 2012 - May 2012
The Amazing Spiderman
3D Generalist / Lighting TD
Pixomondo
February 2010 - January 2012
Sucker Punch
Green Hornet
Red Tails
Hugo
Snow White and the Huntsman
3D Generalist
Sabertooth Interactive
November 2009 - February 2010
Mass Effect 2 cinematic for online marketing campaign.