Mark Mancewicz

Mark Mancewicz

Mid-level CFX Artist / 15 yrs

Long Beach, CA, United States

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Character FX Artist / Pipeline Developer

Love, Death & Robots (2019)

Cloth And Hair Technical Director

Deadpool (2016)

Creature TD

Jurassic World (2015)

Technical Animator

Seventh Son (2015)

Simulation Artist

World of Warcraft: Warlords of Draenor (2014)

Technical Animator

R.I.P.D. (2013)

Tech Animator

Life of Pi (2012)

Simulation Artist

World of Warcraft: Mists of Pandaria (2012)

Technical Animator

The Cabin in the Woods (2012)

Simulation Artist

World of Warcraft (2012)

Technical Animator

Alvin and the Chipmunks: Chipwrecked (2011)

Technical Animator

Mr. Popper's Penguins (2011)

Technical Animator

Hop (2011)

Technical Animator

Yogi Bear (2010)

Simulation Artist

World of Warcraft: Cataclysm (2010)

Technical Animator

Charlie St. Cloud (2010)

Technical Animator

Knight and Day (2010)

Technical Animation Artist

Alvin and the Chipmunks: The Squeakquel (2009)

Technical Animator

Aliens in the Attic (2009)

Technical Animator

Land of the Lost (2009)

Technical Animation Artist

Night at the Museum: Battle of the Smithsonian (2009)

Simulation Artist

World of Warcraft: Wrath of the Lich King (2008)

Simulation Artist

World of Warcraft: The Burning Crusade (2007)

Work History
  • Character FX

    Blur Studio

    November 2015 - Present

    Simulated realistic physics and interactions on computer-generated characters' clothing and hair, ensuring that characters remained consistent with art direction. Corrected geometry deformation problems and inter-penetrations. Communicated with animation, rigging, and lighting departments to solve problems and keep shots flowing through pipeline. Published character geometry and fur for downstream departments. Tracked progress of shots, and prioritized work based on pipeline information.

  • Simulation Artist

    Blizzard Entertainment

    July 2015 - October 2015

    Simulated realistic physics and interactions on computer-generated characters' clothing and hair, ensuring that characters remained consistent with art direction. Corrected geometry deformation problems and inter-penetrations. Communicated with animation, rigging, and lighting departments to solve problems and keep shots flowing through pipeline. Published character geometry and fur for downstream departments. Tracked progress of shots, and prioritized work based on pipeline information.

  • Character TD

    Industrial Light & Magic

    January 2015 - April 2015

    Simulated realistic physics and interactions on computer-generated characters' clothing and hair, ensuring that characters remained consistent with art direction. Corrected geometry deformation problems and inter-penetrations. Communicated with animation, rigging, and lighting departments to solve problems and keep shots flowing through pipeline. Published character geometry and fur for downstream departments. Tracked progress of shots, and prioritized work based on pipeline information.

  • Simulation Artist

    Blizzard Entertainment

    September 2013 - March 2014
    Irvine, CA

    Simulated realistic physics and interactions on computer-generated characters' clothing and hair, ensuring that characters remained consistent with art direction. Corrected geometry deformation problems and inter-penetrations. Communicated with animation, rigging, and lighting departments to solve problems and keep shots flowing through pipeline. Published character geometry and fur for downstream departments. Tracked progress of shots, and prioritized work based on pipeline information.

  • Technical Animation TD

    Rhythm & Hues Studios

    2008 - April 2013

    Simulated realistic physics and interactions on computer-generated characters' muscles, skin, clothing and fur, ensuring that characters remained consistent with art direction. Corrected geometry deformation problems and inter-penetrations. Communicated with animation, rigging, and lighting departments to solve problems and keep shots flowing through pipeline. Published character geometry and fur for downstream departments. Tracked progress of shots, and prioritized work based on pipeline information.

  • Systems Development Manager

    Performance Communication Technologies

    February 2007 - December 2008
    Clinton Township, Mi


    Designed, built, deployed and administered a complex relational database to handle numerous facets of PCT’s business. Responsible for all aspects, such as determining data structure and relationships, designing user interface, developing method to track bugs and fixes, add or modify functionality as needed, and quickly deploy updates. Additionally, in charge of IT, with responsibilities including network administration, Domain & Exchange administration, Remote Desktop, on-site and off-site backup, and general troubleshooting.

  • Account Executive

    Inter-Image, Inc

    2000 - 2002


    Produced dealership sales brochures and provided PR photography for Kawasaki Motors Corp. Assistant produced and art directed location photo shoots. Communicated effectively with clients and vendors. Wrote & edited copy of technical & non-technical material. Edited and filed still photography. Performed graphics work, including film scanning, image manipulation and layout. Prepared output files/masters for printing & CD replication.

  • Production Developer

    Internal & External Communications

    1998 - 2000


    Produced interactive computer-based corporate training. Created the layout, timing, and interactivity of the training courseware. Built and organized photography shot lists, art lists, and audio scripts. Collaborated with multiple departments in the creation of each type of media. Worked closely with instructional designers and programmers to assure courseware integrity. Conducted multiple testing cycles, both with clients and the internal testing department.

Education
  • Bachelor of Arts (BA) in Mathematics

    University of Michigan

    1991 - 1994
  • Mathematics

    University of Michigan

    ? - ?