Brock Stearn

Brock Stearn

Creative Innovator and Artist

Senior VFX Supervisor / Senior Lighter/Compositor / 11 yrs

Los Angeles, CA

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Post Visualization Lead

Avatar 3 (2025)

Senior Mograph Compositor

Postcard from Earth (2023)

Post Visualization Department Lead

Avatar: The Way of Water (2022)

Sr. Lighting And Compositing Artist

Call of Duty: Modern Warfare (2019)

Sr. Lighting & Compositing Artist

Call of Duty: Modern Warfare (2019)

Sr. Lighting & Compositing Artist

Elder Scrolls Online: Elsweyr (2019)

Senior Lighting & Compositing Artist

Love, Death & Robots (2019)

Senior CG Generalist

Star Trek Beyond (2016)

Digital Compositor / Lighter

The Cask of Amontillado (2014)

Senior Lighting And Compositing Artist

Legend of the Boneknapper Dragon (2013)

Sr. Lighting and Compositing Artist

A Christmas Carol (2009)

Sr. Lighting and Compositing Artist

Cloudy with a Chance of Meatballs (2009)

Sr. Lighting and Compositing Artist

Bolt (2008)

Stereoscopic Artist

Meet the Robinsons (2007)

Junior CG Artist

Ultraviolet (2006)

Junior Modeler

Constantine (2005)

Lighting Technical Director

Garfield (2004)

Sr. Lighting & Compositing ARtist

LEGO: The Hidden Side

Head of CG

Estee Lauder

Head of CG

Gevalia

Brock is a creative innovator leader with a background as a computer graphics artist, specializing in Graphics, Visual Effects, and Mixed Reality. He leverages his experience in creating content for Hollywood movies to bring cutting-edge technology and enhanced user experiences to various industries. Brock has a proven track record of directing talented teams, implementing innovative solutions, and driving growth.
Work History
  • Senior ExoSphere Content Creator

    Sphere Entertainment Co.

    August 2023 - Present
    Burbank, CA

    Blending VFX and Motion Graphics to craft captivating content for the exterior of The Sphere in Las Vegas.

  • Sr. Post Visualization Artist

    Lightstorm Entertainment

    September 2019 - July 2023
    Manhattan Beach, CA

    • Built a skilled team of 20 full-time artists proficient in real-time engines, compositing, and camera solving, dedicated to Virtual Production.
    • Collaborated closely with the head of studio and head of pipeline development to establish a long-term Post Visualization pipeline and strategy for the company.
    • Decreased turnaround time, resulting in significant increase in output year-over-year.
    • Significantly raised quality standards for PostVis products delivered to Editorial and Jim Cameron.

  • Immersive Design and Marketing Strategist (Consultant)

    Hyperloop Transportation Technologies, Inc.

    September 2018 - July 2019
    Greater Los Angeles Area

    • Provided guidance and leadership in exploring immersive technology, leveraging game engines, to visualize and communicate HyperloopTT's goals and vision.
    • Managed cross-functional teams collaborating across multiple countries to ensure successful execution.

  • Sr. Lighting & Compositing Artist

    Blur Studio

    March 2019 - August 2019
    Culver City, California

    • Lighting and compositing for CG shots, encompassing both photo-realistic and stylized content.

  • Sr. Lighting & Compositing Artist

    Duncan Studio

    January 2019 - March 2019
    Pasadena, California

    • Lighting, final compositing of CG content, and integration of 2D drawn animated elements.

  • Sr. Lighting & Compositing Artist

    Ayzenberg

    October 2019 - November 2019
    Pasadena, CA

    Oculus trailer

  • Sr. Lighting & Compositing Artist

    Blur Studio

    April 2018 - September 2018
    Culver City, CA

    • Lighting and compositing for CG shots, encompassing both photo-realistic and stylized content.

  • Sr. Digital Compositor

    Duncan Studio

    February 2018 - April 2018
    Pasadena, CA

    • Lighting, final compositing of CG content, and integration of 2D drawn animated elements.

  • Director of Immersive Technology

    Edmunds

    July 2016 - December 2017
    Santa Monica, CA

    • Oversaw and managed multiple project teams across diverse software platforms, including real-time game engines, mobile platforms, and video software, ensuring successful delivery within budget.
    • Spearheaded the development of a cutting-edge cloud-based GPU real-time car configurator.
    • Pioneered the creation and implementation of "Can It Fit?", an AR feature that garnered extensive press coverage and drove a remarkable 700% increase in user acquisition.
    • Created the Interactive 360° Pano product, generating over $2 million in sales revenue.

  • Senior CG Generalist

    Bad Robot

    April 2016 - June 2016
    Santa Monica, CA

    • Lit a CG replacement USS Enterprise hallway environment and props for a 6K delivery.

  • Digital Futurist

    WET Design

    February 2015 - April 2016
    Sun Valley, CA

    • Established and managed the Digital Innovation team comprising CGI and film artists, enabling rapid creation of mock-ups and proof of concepts in 3D and real-time game engines, including Unreal Engine and Unity.
    • Produced VR visualizations, featuring 300 precise water shooter simulations aligned with physical products.
    • Oversaw and mentored digital artists, optimized studio pipeline and set quality standards for CG content.

  • Head of CG

    Absolute Post

    January 2014 - December 2014
    New York, NY

    • Creative supervision of CG content, including project bidding and staffing.
    • Junior Creative Director for multiple campaigns.
    • Acted as the primary point of contact for clients, including on-site VFX supervision.
    • Collaborated on the development of a new pipeline and rendering system between U.K. and U.S. offices.
    • Participated in studio discussions to leverage tax incentives for episodic television projects.

  • Artistic and Technical Consultant

    Moonbot Studios

    September 2013 - November 2013
    Shreveport, Louisiana Area

    • Implemented new bidding and production models for the studio's Intellectual Properties.
    • Presented future technology and software upgrade plans.
    • Performed CG generalist work in lighting, compositing, look development, and modeling.
    • Served as a mentor for junior artists.

  • Creative Consultant

    Clinkle

    August 2013 - September 2013
    San Francisco Bay Area

    Developed conceptual creative ideas for a future mobile application

  • Senior Lighting and Compositing Technical Director

    Sony Pictures Imageworks

    March 2013 - August 2013
    Culver City, CA

    Responsible for lighting and compositing shots in mono and stereo. Developed multiple sharable lighting and compositing rigs to improve overall team quota and reduce production time.

  • Lighting and Compositing Artist / Comp Lead

    DreamWorks Animation

    September 2009 - March 2013
    Glendale, CA

    • Implemented standardized compositing workflows across global studios and teams.
    • Developed efficient 2.5D solutions in Nuke to reduce costs of 3D rendering.
    • Oversaw the establishment of a comprehensive documentation system for the Lighting Department, adopted across all departments company wide.
    • Led regular meetings with R&D to enhance lighting workflow and drive future development.
    • Received multiple awards from DreamWorks Animation for outstanding achievements.

  • Lighting and Compositing Technical Director

    ImageMovers

    July 2009 - September 2009
    Los Angeles, CA

    • Created in Nuke a 3D replacement city block environment to deliver ahead of schedule for Disney's A Christmas Carol

  • Senior Lighting and Compositing Technical Director

    Sony Pictures Imageworks

    December 2008 - June 2009
    Greater Los Angeles Area

    Lighting and Compositing Shots to final for "Cloudy with a Chance of Meatballs"

  • Lighting Artist and Compositor

    Walt Disney Animation Studios

    February 2008 - October 2008
    Greater Los Angeles Area

    • Created content for shots, including building shareable templates for artists for Disney's Bolt

  • Lead Lighting Technical Director

    Rhythm & Hues Studios

    March 2007 - February 2008
    Greater Los Angeles Area

    Advanced to leadership role responsible for leading multiple lighting teams of 5-15 members consisting of lighters using off-the-shelf and/or proprietary studio software.

    • Created hero shots for lighters to match in sequence for multiple multi-million-dollar films.

    • Combined creative and technical skills to assist in the R&D and implementation of a new lighting pipeline using Houdini and VMantra mixed with proprietary software.

    • Created a rigorous training program utilizing prior experience as an educator. Skills: Technical Leadership

  • Stereoscopic Artist

    Digital Domain

    November 2006 - February 2007
    Greater Los Angeles Area

    Stereoscopic Compositor on Meet the Robinsons

  • Lead Lighting Technical Director

    Rhythm & Hues Studios

    January 2006 - October 2006
    Greater Los Angeles Area

    Advanced to leadership role responsible for leading multiple lighting teams of 5-15 members consisting of lighters using off-the-shelf and/or proprietary studio software.

    • Created hero shots for lighters to match in sequence for multiple multi-million-dollar films.

    • Combining creative and technical skills to assist in the R&D and implementation of a new lighting pipeline using Houdini and VMantra mixed with proprietary software.

    • Created a rigorous training program utilizing prior experience as an educator. Skills: Technical Leadership

  • Lead Lighting Technical Director

    Rhythm & Hues Studios

    March 2005 - January 2006

    Scene Lighter for Cox Communication Commericals
    Lighting Lead for Superman: Returns Skills: Technical Leadership

  • CG Artist

    Brain Zoo Studios

    January 2005 - February 2005
    Greater Los Angeles Area

    CG Generalist for a promotional trailer for Blitz: The League

  • CG Artist

    CIS Hollywood

    August 2004 - December 2004
    Greater Los Angeles Area

    Environment Modeler and Lighter for Ultraviolet
    Modeler for Constantine

  • Lighting Technical Director

    Rhythm & Hues Studios

    September 2003 - May 2004
    Greater Los Angeles Area

    Sequence and Scene Lighting Technical Director for Scooby Doo 2: Monsters Unleashed and Garfield: The Movie

Education
  • MFA, 3d Visual Communication Design

    The Ohio State University

    January 2001 - August 2003
  • BFA, Computer Animation

    Ringling College of Art and Design

    January 1997 - May 2001