I am a artist that truly loves my craft. I am always looking at better ways to improve not only the work that I do but the processes that I work in. To provide a level of excellence using the art and science of lighting, look development and FX. I pride myself on keeping up with the latest in texturing and shader technologies, understanding the lighting tech within games and film, color grading.
Work History
Senior Lead Lighter
Certain Affinity
June 2020 - Present
Senior Lighting Artist
Rainbow Studios
November 2019 - November 2019
Lead Materials and Lighting Artist
Amazon Game Studios
March 2017 - June 2018
Lighting and VFX Supervisor
Rainmaker Entertainment
June 2016 - January 2017
Senior Lighting TD
Sony Pictures Imageworks
December 2015 - May 2016
CEO/Studio Manager
Harbinger Game Studios
November 2013 - December 2015
San Diego, Ca
• Created the strategy, vision, and mission planning for Harbinger Game Studios, LLC
• Developed strategic alliance with Microsoft and Sony for development of games across the Xbox One and PlayStation 4 platforms.
• Profitability and capital forecasting for each stage of the project from initial R&D, Vertical Slice, and start-up phases.
• Analysis of problems currently within larger game development environments with proposed solutions in overcoming these larger overlapping issues.
• Developed sales and marketing strategies for upcoming gaming projects
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Lead Lighting Artist
Rockstar Games
March 2013 - July 2013
San Diego
• Work directly with art directors across multiple studios to ensure their vision is completed within environment, character, cutscene lighting, atmospherics, and post process.
• Working on environment, character and cut scene lighting including optimization of lighting for scenes
• Dial in dynamic lighting, atmospherics, and post effects for all times of day and weather conditions across the game within our procedural lighting system
• Helping to develop new tools and techniques for upcoming titles from Rockstar for current generation and next-generatio
Lighting Lead
Raven Software
August 2011 - February 2013
Madison, Wisconsin Area
• Manage and task a team of six lighters, including overseeing lighting for levels, developing lighting timelines for production, pre-production lighting plans, pre-production rough outs, color keys, concept development, bug fixing, and level lighting.
• Work with art directors to ensure their vision is completed within lighting, atmospherics and skybox painting for multiplayer and single player maps
• Development and implementation of new lighting pipeline with techniques from film not used in the Modern Warfare Brand before. This Included tools development, wiki documentation, and training of these new processes for the lighting team at our location and two other studios.
• Helping to develop new tools and techniques for next generation of titles from Activision for current generation and next-generation hardware with our tech department, artists, designers, and engineers.
Projects:
Modern Warfare 3
Modern Warfare 3 DLC Pack 1
Modern Warfare 3 DLC Pack 2
Modern Warfare 3 DLC Pack 3
Modern Warfare 3 DLC Pack 4
Modern Warfare: Ghosts
Senior Lighting Artist
Raven Software
June 2011 - August 2011
Madison, Wisconsin Area
• Completed lighting, atmospherics, skybox and vista painting, lighting FX, and post process for levels based on direction from single player and multi-player art directors across multiple studios while ensuring continuity across the entire game.
• Developing color keys that include texture, atmosphere, skybox, and overall feel of color based on art concepts for each level
• Work with technical departments on tools improvements for the pipeline on Modern Warfare 3
Projects:
Modern Warfare 3
Senior LookDev / Lighting TD
MPC
January 2011 - June 2011
Vancouver, Canada Area
• Light shots based on artistic direction from the VFX Supervisor and DFX Supervisor
• Develop look for different characters and props for shots
• Develop lighting rigs on multiple sequences for other lighters in the studio to use
• Closely worked with the DFX Supervisor to ensure the look they wanted in every shot was met while maintaining sequence continuity
Projects:
Fast Five
Sherlock Holmes: A Game of Shadows
Lighting / Compositing TD
ImageMovers
February 2010 - January 2011
Novato, California
• Light shots from either a Lighting Setup prepared by the lead or light one off shots based on artistic direction from the DFX Supervisor and Lighting Lead
• Helped develop lighting setups on multiple sequences for other lighters to use
• Compositing shot in Nuke
• Closely worked with the Director, Director of Photography and DFX Supervisor to ensure the look they wanted in every shot while maintaining sequence continuity
Projects:
Mars Needs Moms
Lighting ATD/ Jr. Shader Writer
ImageMovers
January 2009 - February 2010
Novato, California
• Worked on shader development on lighting shaders and SS approximation shader for "Mars Needs Moms."
• Worked directly with Lighting Supervisor ,Lighting Coordinator, and Lighters to ensure all scenes were properly prepared for lighters and troubleshoot problems that came up during lighting production.
• Optimized and rendered right eye 2K images for lighting department during crunch.
• Helped to develop pipeline for Final Lighting Assembly (FiLA) and train new ATDs on the FiLA pipeline.
• Assisted as a CFX ATD early in production implementing rigid grooms for characters.
Projects:
A Christmas Carol
Lighting TD
Motion Theory
November 2008 - December 2008
• Lighting of all cg elements to match background plates and designed lighting rigs for other artists to use
• Setup basic compositing of cg elements for handoff to lead compositors
• Development of shaders and material for all cg elements in RenderMan
• Worked closely with Lighting Lead and VFX Supervisor to ensure the look they wanted was met on every shot
Project:
Mccain's Chips Commercial
Lighting ATD
Walt Disney Animation Studios
February 2008 - October 2008
• Optimized Scenes for 2K mono and stereo using techniques such as motion factor, bucket size, level-of-detail, geometry clipping, tiling, and maya scene optimization
• Light “same as” where the shot was matched to a previous shot in the same sequence. This included set up and adjustment of lights, occlusion, indirect, all outputted AOVs, shake compositing and final renders for 2K mono output and 2K stereo output
• Work with lighting artists, sequence leads, and art director to ensure that final images reached the goal set forth by each
• Work with Character Finaling, Animation, Visual Development, and FX departments to troubleshoot all problems found in shots
Projects:
Bolt
Art Director
MoreFlavor! Inc
January 2003 - February 2008
• Developed the new corporate identity with members of the executive team at MoreFlavor!™
• Worked closely with web development team to implement new web designs for MoreBeer!™, MoreWine!™ and MoreCoffee!™ Brands
• Work with Brand managers to design and develop all national print advertising for our many brands
• Designed and developed working pipeline for our three, 50 plus page full color catalogs
• Design and create all collateral materials for sales teams and trade shows
• Wrote corporate identity guidelines and standards
• Manage all brand use
Texturing, Lighting, and VFX Lead
AAUSF Student Project
January 2006 - January 2008
• Early in 2007 I was placed in charge of the Texturing, Lighting, and VFX department of "Karmic".
• Work to build tools with my group of talented programmers and VFX artists
• Develop a strong technical pipeline for completing the tasks required for the technical staff
• Work as a liaison between animation team and technical staff in order to develop fixes and tools necessary so each team can finish their shots easily.
• Work at texturing and lighting scenes for "Karmic"
Project:
Karmic
Freelance Designer
Digital Genesis
March 1990 - January 2008
Freelance print and web designer for many different companies and individuals. Below you will find just a few examples:
• Worked with design team at La Jolla Group to create a 3D flythrough for the Lowry Development Kiosks. 4 animations highlighting the different amenities available in the Communities
• Working closely with the Marketing team at Dassault Systemes I helped to create a set of brochures and collateral materials for their new line of CAD/CAM software. After this contract was completed I was hired on as the Print / Collateral Specialist for a spin-off company named Planet CAD in Boulder, CO.
• Worked with marketing team to create a Flying logo for Axcess Magazine’s 5 year anniversary party at E3 and implemented the design into a party invitation and full page advertisement for the magazine
Producer
Karmic Project
January 2005 - June 2007
One of the roles I participate in is producer. Overseeing the day -to-day operations of the project, scheduling, and working to bring together the different departments to complete the project are included.