Managed and led lighting design, direction and supervision on Westworld Season 3 (2020). Provide direction and constructive feedback to colleagues to enhance their efforts. Finished shot lighting assignments much faster than allocated by bid time. Combined image-based and traditional cg lighting into final shots.
Lighting Lead/Supervisor
Encore VFX
July 2018 - June 2019
Burbank, California
Promoted from Senior Lighter to Lighting Supervisor on Supergirl Season 4. Communicated, prioritized and delegated direction to the project’s team(s). Photorealistic 3D Lighting, compositing and post processing for television shows Supergirl, The Flash, Doom Patrol, Bat Woman, and Black Lightning. Software included 3dsMax with VRay, Nuke and Shotgun.
Senior Lighting Technical Director
ScanlineVFX
December 2017 - April 2018
Greater Los Angeles Area
Tackled complex shot assignments to completion. Photorealistic 3D and architectural lighting for Aquaman (2018), Live action visual effects lighting for buildings, monsters, props, water fx, lightning, stormy oceans, mesh lights, global illumination and reflection environments. Software included 3dsMax with VRay, Nuke and Shotgun.
Visual Effects Designer
Walt Disney Imagineering
February 2017 - March 2017
Glendale, California
Designed and created of theme park projected media for Navi River Journey: World of Avatar, Walt Disney Animal Kingdom. Previewed the live-action visual effects in stereoscopic VR format on Oculus Rift to simulate the attraction experience prior to onsite installation in Orlando, Florida. Software included Maya and Nuke.
Cinematic Lighting Technical Director
Riot Games
August 2016 - January 2017
Santa Monica, California
Assumed responsibility for both technical and visual solutions that were adopted as show standards. Provided artistic and technical guidance to artists in all disciplines. CG lighting designer and compositing of promotional animation for League of Legends, "Ryze, Call to Power". Software included Maya, Arnold and Nuke.
Lighting Lead Technical Director
ELECTRIC ENTERTAINMENT, INC.
January 2014 - October 2015
Los Angeles, California
Worked directly with movie director, Dean Devlin, on design and visualization GeoStorm (2017). Modeling, look development, lighting and compositing. Software included Maya, VRay, Nuke
Senior Lighting Technical Director
Reliance MediaWorks
April 2013 - October 2013
Burbank, California
Production consultation, look development, master lighting and fx simulation on "Black Sails" season one (2013). Show won the Primetime Emmy for Special and Visual Effects in a Supporting Role (2014). Software included Maya, VRay and Nuke.
Senior Lighting Technical Director
Digital Domain
April 2012 - October 2012
Venice Beach, California
Solution team brought in for director, Brian Singer, to redevelop master lighting for huge character shots in Jack the Giant Slayer (2013). Software included Katana, Arnold, Maya, and Nuke.
Senior Lighting Technical Director
Industrial Light & Magic
November 2009 - March 2011
San Francisco, California
Staff employee for live-action 3D film lighting, look development, render layers and composited shots to final on film. Defined technical and visual solutions for lighting teams. Created image based lighting, particle effects and pipeline scripts. Software included Maya, RenderMan, Nuke, Mel, and Zeno.
Senior Lighting Technical Director
Walt Disney Animation Studios
March 2010 - September 2010
Burbank, California
Finished more shots than bid estimates. Provided troubleshooting feedback for pipeline development team. Developed sequence lighting and composited stereoscopic shots to final. Software included Maya, RenderMan, Nuke, in-house lighting software and proprietary software.
Lighting Lead Technical Director
ImageMovers
July 2009 - September 2009
Satellite Office in Culver City, California
Developed key lighting rigs for characters and environments, rendered all elements and created final shot composites for film. Exceeded productivity estimates. Created hero shots and distributed clean lighting rigs. Software included Maya 3D, RenderMan, Nuke and proprietary software.
Senior Lighting Technical Director
Sony Pictures Imageworks
July 2001 - May 2009
Culver City, California
Sequence lighting, look development, rendering and final compositing on stereoscopic, live-action and animated feature films. Finalled shots 25% faster than bid estimates. Created the lighting standard for Academy Award winning short, The ChubbChubbs. Created hero shots and distributed clean lighting rigs to team. Software included Maya, Nuke, Shake, Katana, Arnold, and proprietary software.
Senior Lighting Technical Director
Animal Logic
August 2008 - October 2008
Sydney, Australia
Sequence lighting, look development, problem solving, rendering and final compositing. Created clean lighting rigs that were modular and transferable. Defined technical and visual solutions for lighting effects. Troubleshooting for proprietary pipeline. Software included Maya 3D, Mel, RenderMan, Nuke and script-based pipeline.
Senior Lighting Technical Director
Digital Domain
February 2008 - July 2008
Venice Beach, California
Quickly became productive on proprietary software. Developed lighting effects the movie “Speed Racer” including interactive lighting, crowds, ray traced imagery and animated textures. Responsible for the integration of animation, matchmove, modeling, textures, shaders and lighting. Software included Maya, Mental Ray, Nuke and proprietary software.
Lighting Lead Technical Director
Tippett Studio
November 2000 - May 2001
Berkley, California
Experience in lighting direction, shot development, problem solving, proprietary pipelines and supervision. Supervised technical directors in the lighting and rendering of visual effects shots on the movie “Evolution”. Quickly became productive on proprietary software. Defined technical and visual solutions for digital effects including blob explosions, water effects and wet fur characters. Presented shots in dailies. Software included Maya and Renderman.
Senior Lighting Technical Director
Industrial Light & Magic
October 1996 - October 2000
San Francisco, California
Expertise in look development, scripting, shaders, compositing, animation, particle effects, painting, lighting and rendering. Assembled the work of modelers, animators, matchmovers, fx and roto artists into final shots for film. Extensive creature work in The Phantom Menace pod race sequences including Jabba the Hutt, Sebulba, Jarjar. Digital fx animation in Mission to Mars. Commercials included Pillsbury Doughboy. Software included proprietary software.