Mark Fiammata

Mark Fiammata

UI UX FX

Lead FX Artist / 22 yrs

San Francisco, CA

Hire Me
Software
Software Clear
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

  • Graphic Artist

    PCOM

    June 1996 - August 1996
Education
  • Academy of Art University

    1998 - 2001
  • University of Michigan

    1994 - 1998
  • College for Creative Studies

    1997 - 1997