Over 17 years of experience in the Feature Animation and VFX industries. Skilled in both technical art as well as well as visual art. Able to automate character creation and build complex deformation setups. Able to sculpt, topologize and uv detailed characters. Also able to rig and simulate cloth, hair and muscle setups. With skills in pipeline building and UI design.
Work History
Asset Artist
beloFX
February 2022 - Present
Montreal, Quebec, Canada
Skills: Unreal Engine 5
Freelance Creature Technical Director
Self Employed
October 2012 - Present
Toronto
Worked with:
Fin Design.
Tendril Vfx.
Arc Productions.
Topix Fx to build muscle and skin rigs.
House of Cool to build character rigs.
Common Good to build character rigs.
Optix Fx to design, model, rig, and animate.
Industrial Brothers
Chuck Gammage
March Entertainment
Lead Creature TD
Monsters Aliens Robots Zombies VFX
May 2021 - February 2022
Rigging Lead and TD
Monsters Aliens Robots Zombies VFX
November 2020 - May 2021
Toronto, Ontario, Canada
Rigging TD
Squeeze Studio
June 2020 - October 2020
Montreal, Quebec, Canada
Lead Rigger
Squeeze Studio
August 2019 - June 2020
Montreal, Canada Area
Rigging Supervisor
Method Studios
June 2019 - July 2019
Montreal, Canada Area
Lead Rigger
Method Studios
December 2018 - June 2019
Montreal, Quebec, Canada
Workd On:
Men in Black International
My auto rig and setups played an important role in rigging digital doubles, creatures and facial setups.
Senior Rigger
Method Studios
July 2018 - December 2018
Montreal, Quebec, Canada
Worked On:
OA
Rim of the World
Character Technical Director
Double Negative
January 2018 - July 2018
Montreal, Canada Area
Worked on:
Dead Pool 2 - Cloth simulation and shot sculpting
Ant Man and the Wasp - hair posing
The Kid Who Would be King - Cloth simulation
Asset Lead
Sinking Ship Entertainment
July 2016 - January 2018
Toronto
Using Deadline, Shotgun, Maya, Ziva, and Ffmpeg, created a checkpass/simulation worklow where animation publishes would generate alembic caches, simulate muscle, and render out the result in VRay. Also EXRs were converted to quicktime using ffmpeg and uploaded to shotgun automatically for review.
Learned Ziva and built a muscle simulation on a trex.
Modelled a Smilodon in Maya and Zbrush and created fur groom in Yeti.
Worked with scan data to create a realistic human face rig.
Wrote an occlusion tester for a lego short that would find internal polygons quickly.
Maintained Vetala auto rig.
Character Technical Director
Arc Productions
August 2014 - July 2016
Toronto, Canada Area
Technical Lead
Sinking Ship Entertainment
February 2014 - January 2015
Toronto
In charge of integrating Shotgun into the pipeline. Wrote a proprietary tool using pyside that works with layout, animation, lighting, and compositing. Streamlining their workflows with shotgun. The ui works stand alone with shotgun, or inside Maya and Nuke. Also setup the shogun event daemon to run pipeline processes when statuses are updated.
Rigged a photo realistic pigeon. Rig included model edits and pose deformation to get a nice wing fold and neck deformation. Created a realistic groom with Yeti Maya plugin and setup the shaders.
Supervising Creature Technical Director
Beast House Fx
April 2013 - February 2014
Toronto
Rigging Supervisior and Character Technical Director
Toon Box Entertainment
February 2011 - October 2012
In charge of establishing the character rigging pipeline using PyQt, batching, scripting, and Maya C++ API. Custom spline ik node that solves stretching and twisting issues used in production.
Lead Rigger
March Entertainment
March 2010 - February 2011
In charge of scripting the rigs for the television production: Mia and Me. Also helped integrate hair dynamics and nCloth into the rigs.
Character Technical Director
Starz Animation
October 2008 - April 2010
Created the auto rig for the production Gnomeo and Juliet.
Lead Character Technical Director, Modeler
C.O.R.E. Digital Pictures
December 2007 - October 2008
In charge of rigging the characters for The Spine, and helping out to automate parts of the animation and nCloth pipeline. Also trained briefly with the Side Effects Houdini Software.
Senior Modeler, Rigger, Technical Lead
COREtoons
July 2007 - December 2007
Built auto rig to mimic built rigs. Scripted various tools for rigging.
Lead Modeler, Lead Rigger
Starz Animation
November 2006 - July 2007
Fixed rig issues and shot problems coming from animation.