Joined EA to focus on pushing realtime computer graphics forward, along with a bunch of other people that moved from the feature film industry into gaming. During that time I've worked on research publications, AAA game titles, corporate partnerships, new technology developments, game engines, artist software applications, and in general, continually trying to advance the state of the art in computer graphics production.
My and my team's work has been featured on the cover of computer graphics world, some of the technologies and processes we've developed over the years have become industry-standard ways of doing graphics in video games, and I've had the privilege of working amongst some of the top talent in the world.
I've had various levels of roles within EA from central groups to production teams and R&D groups, with various levels of work that range from visual development and assistance on titles to supervising graphics on very large projects. Titles include Black, Sims, Tiger Woods, Fight Night, MMA, Madden, NASCAR, Need For Speed, etc.
My longstanding ambitions have been to be a part of the large community of people that assist in driving realtime computer graphics to the level of feature film quality, for the promise of what it has to offer the world of consumer entertainment in video games, feature film and television, and eventually Virtual and Augmented Reality.
I currently work as a CG Supervisor within the EASports division.
Computer Graphics Supervisor
EA
2004 - Present
Freelance
Self-employed
April 2003 - January 2009
Freelance work for various companies and films, including: Coke, Smithsonian, Seaworld, Universal Studios, Government of Bermuda, Technicolor, Various films ...some award winning, others which are in the top 30 worst movies of all time :)
Technical Art Director
Electronic Arts
May 2006 - June 2007
Technical Art Director
this position is very similar to both the Technical Director and CG Sup positions in the film industry. Alot of pipeline design, tool creation, shader writing, project planning, etc.
Modeling Lead
Electronic Arts
February 2004 - May 2006
Work in the Worldwide Studios at Electronic Arts (at EAX Studio in Vancouver)
This small group of about 16 people focuses heavy on R&D. This has been my favorite job, as the group is made up of Siggraph published researchers, oscar nominees, oscar winners, and led by one of the founders of PDI/Dreamworks. Hired as modeler, but create tools, pipelines, new R&D, shaders, etc.
Technical Director
Kleiser-Walczak
June 2002 - April 2003
XMen 2: Modeling, Lighing, Shader development, Renderman, Tools, Scripts, Project Planning and shot strategies, etc... We created what I hear is the first shot in feature film to use High Dynamic Range Lighting in CG. Now standard in virtually all film vfx work.
multiple roles
Kleiser-Walzak
2000 - 2003
CG Sup
Kleiser-Walczak
February 2001 - May 2002
CG Sup for large format, steroscopic, cg films, various commercial work, and random other projects. The type of work I focused on was pipelines, tools, automation, modeling, lighting, textures, R&D, compositing, etc. in various roles depending on the project. Projects include Spider-Man at Universal Studios, and Busch Gardens Corkscrew Hill among others.
Technical Director
Aston Animation
May 1998 - December 2000
We'll just call this one a learning experience. Most of us working there moved on to have great careers in spite of Aston.... people moved on to ILM, Kleiser-Walczak, Sony, EA, Weta, etc.