Over 10 years of design and digital imagery experience creating graphic, product, and architectural design solutions for console games, feature films, and animated feature films.
Work History
Senior FX Artist
DreamWorks Animation
October 2011 - October 2012
Croods
Simulation/lighting/compositing of fire, smoke, embers, dust, explosions, destruction, and debris, etc.
Head of Character FX
DreamWorks Animation
July 2009 - October 2011
• Supervised a team of 35+ artists across the globe in Glendale and Redwood City, CA and Bangalore, India.
• Worked with Visual FX Supervisor and Producers to achieve the desired artistic goals of the production while working within the budget of the film.
• Developed new Houdini-based department workflows and systems for hair and feather grooming and dynamic systems.
Global FX Lead
DreamWorks Animation
October 2008 - July 2009
• Drove DW Global FX toolset and education by working with Production and R&D.
FX Artist
DreamWorks Animation
October 2003 - October 2008
Madagascar 2
Seq Lead / Sr. FX Artist / Previz artist / Dev artist / Particle tools Representative:
• Continued work with fluid simulation for fire and smoke.
• Crowd dust look and system development.
• Contributed to Python tools for unified tool integration.
Shrek The Halls
Sr. FX Artist / Particle tools Representative:
• Continued work with fluid simulation for fire and smoke.
• Create system for ambient environment snowfall and blizzard fx
• Wrote/ported particle shaders as continued Particles Rep. work.
Shrek the Third
FX Artist / Particle tools
FX Aritst
ESC Entertainment
May 2002 - October 2003
Matrix Revolutions
• Developed hero character asset delivery and rendering pipeline.
• Developed Perl and Mel tools for hero character asset delivery.
Matrix Reloaded
• Developed pipeline and tools to create dynamic soft body hair system for virtual humans.
• Mental Ray look development and procedural shader development.
• Rigid body, soft body, and particle simulations
FX Artist
LucasArts Entertainment
May 2001 - May 2002
• Production pipeline creation and development
• Rendering pipeline development
• Rigid body, soft body, and particle simulations
• In-engine sprite and particle fx development