Worked as a Lead Crowd Artist on:
- The Wild Robot
- Ruby Gillman: Teenage Kraken
Nominated by the crowds department leadership and selected to participate in the DreamWorks Empower Leadership program
Assists the Supervisor by disseminating information and taking over tasks when applicable
Responsible for specific initiatives including leading sequences and advanced crowd development tasks
Attends key meetings with or is the point person in lieu of Supervisor as needed
Assists with testing and rollout of new versions of critical software.
Leads educational initiatives/documentation for show specific tools, templates, and systems.
Assists in development of tools and techniques to streamline pipeline/processes.
Initiates cross department conversations about workflows, methods, concerns and best practices.
Acts as liaison to departments to help resolve issues for incoming and outgoing asset deliveries.
Confirms shot work and assets are delivered downstream.
maintains all the responsibilities of a Crowds artist(including crowd shot work and agent development - see below job description)
Serves as a mentor/point person for all artists on the show.
Provides technical assistance for artists.
Crowds Shot Artist
DreamWorks Animation
January 2018 - February 2023
Glendale, California · Hybrid
Worked as a Crowd Artist on:
-Kung Fu Panda 4
-Trolls: Band Together
-Puss In Boots: The Last Wish
-The Bad Guys
-The Croods: A New Age
-Trolls: World Tour
-Abominable
-How to Train Your Dragon: The Hidden World
Create appealing performances for crowd characters using Crowd simulation software and motion editing tools
Design crowd character behaviors and agents and work closely with cycle animators to craft the necessary animations
Test and develop the crowd asset setups required to craft compelling performances
Maintain and expand upon existing crowds technology and tools
Address creative and technical notes
Identify and solve problems in simulations, cycles, and renders
Was awarded the DreamWorks Ingenuity Award in 2019 for my work building a more efficient stadium crowd system for Trolls:World Tour
MoCap Engineer/Artist
DreamWorks Animation
June 2015 - January 2018
Glendale, California · On-site
Worked on mocap for Rough Layout and Virtual Cameras on:
-How to Train Your Dragon: The Hidden World (2019)
-Captain Underpants: The First Epic Movie (2017)
-The Boss Baby (2017)
-Trolls (2016)
-Kung Fu Panda 3(uncredited) (2016)
Retargeting and motion editing motion capture data onto characters in MotionBuilder
Running Vicon Blade on set during motion capture shoots
Cleaning motion capture data in Vicon Blade
Running MotionBuilder and Vicon Blade on set during mocap shoots to give live previsualization to directors and layout artists
Managing a camera capture volume for layout artists to use in feature film production
Project management on various short and long term motion capture team projects
Session Manager for Motion Capture shoots, which includes responsibilities such as creating a callsheet, managing assets, interacting with clients and production team members, and helping to troubleshoot and manage issues that arise during the shoot
Converted animation rigs from a proprietary animation package first into Maya, then into MotionBuilder and Unreal Engine
MotionBuilder Operator
Wētā FX
March 2015 - June 2015
Vancouver, Canada · On-site
Operated a virtual camera tent on set of Disney's The BFG.
Worked with the director of the film and 1st camera operator to capture virtual cameras.
Ran a Giant mocap system while simultaneously running MotionBuilder and a video recording station.
Also responsible for prepping and QCing scenes to prepare them for virtual camera shoots.
On Set Previsualization Supervisor
Rockstar Games
December 2013 - December 2014
Supervised all live MotionBuilder previsualization for mocap shoots integrating live camera editing, audio recording, and FacewareLive facial capture recorded into MotionBuilder.
Operated MotionBuilder on set for all motion capture shoots
Collaborated with the tools team to develop a new pipeline and tool set for live previsualization on mocap shoots.
Worked with directors, animation supervisors, clients, and actors across the many Rockstar studios to help realize their vision for each scene.
Developed a new pipeline for layering multiple shots into a single MotionBuilder file, allowing directors and producers to separate complex scenes into smaller more manageable segments while still seeing all of the pieces playing back together in real-time.
Titles Include:
GTAV Next Gen
Motion Capture Specialist/Animator
Rockstar Games
February 2010 - December 2013
Promoted to Motion Capture Specialist in charge of all motion capture live previsualization.
Operated MotionBuilder on set for all motion capture and virtual camera shoots
Worked with the camera team shooting and post processing virtual cameras in Vicon Blade and MotionBuilder.
Worked on a team to develop new virtual camera technology for camera work used in Max Payne 3 and GTAV.
Helped the mocap team transition from a Vicon motion capture pipeline to a Giant system.
Motion Capture Animator (February-November 2010)
Worked as an animator in MotionBuilder for cinematic scenes on L.A. Noire.
Oversaw a small animation team fixing animation bugs at the end of production on L.A. Noire.
Managed the operation of a mocap stage during motion capture recording sessions using Blade.
Developed a pipeline for prepping characters for live previsualization in Blade and MotionBuilder.
Created automated post processing scripts and pipelines in Blade.
Titles include:
GTA V
Red Dead Redemption
Red Dead Redemption: Undead Nightmare
L.A. Noire
Max Payne 3
Motion Capture Animator
Perspective Studios
December 2009 - February 2010
Glen Cove, New York, United States · On-site
Animated in MotionBuilder for Rockstar Games' L.A. Noire.
Utilized Blade and Motion Analysis software for motion capture shoots and data post processing.
Developed an actor set up pipeline that was used for every character range of motion captured for L.A. Noire.
Teaching Assistant
Savannah College of Art and Design
August 2009 - November 2009
Assisted Professor Aram Cookson in teaching the Animation for Games course at SCAD
Developed and taught the mocap portion of the class
Assistant Lacrosse Coach
Savannah College of Art and Design
September 2008 - November 2009
2nd Assistant for the SCAD Bee's Varsity Lacrosse team.
specialized in goalie training
Motion Capture Tech/Animator/Intern
Perspective Studios
June 2009 - August 2009
Glen Cove, New York, United States · On-site
Utilized Blade for motion capture post processing, tracking, and cleaning up raw motion capture data
Set up actors and animated with motion capture data in MotionBuilder
Worked as a production assistant during motion capture shoots
Titles include:
Red Dead Redemption
Grand Theft Auto and the Ballad of Gay Tony
Generalist Intern
Pixeldust Studios
May 2008 - August 2008
Created matte paintings and set extensions in Adobe Photoshop
Rotoscoped in Adobe After Effects
Created camera moves and 3D models in Maya
Assisted with storyboarding
Created in house documentation
Edited and polished shots between rough cut and fine cut.