My primary focus has been Hair & Fur Grooming, Look Development, Surface Shading & Texture Painting on characters, props and environments. I've worked both on the CG side of film, TV, Video Games, FX, as well as practical set painting, scenic painting, murals, model and prop construction and permanent scenery installations for casinos, theme parks, aquariums and private homes. I am looking to challenge myself and by pushing beyond my professional experience. I am open to opportunities that utilize my education, trained skills and broaden my existing skill set.
Work History
Grooming
Pixar
January 2020 - Present
Look Development
Walt Disney Animation Studios
2019 - July 2019
Burbank, California
Look Development
CoSA VFX
November 2017 - November 2018
North Hollywood, California
TV & subscription based content: Gotham, Lucifer, Marvel’s Runaways, & undisclosed projects. Creature & hard surface Look Dev: Textures & Shading.
Character Shading/Grooming TD
Pixar
November 2015 - November 2017
Emeryville, California
Look Development
Duncan Studio
2016 - 2016
Pasadena, California
Minnion Mayhem HD 3D simulation ride for Universal Studio Japan. Components: Look Development of Queue Animation hero character & character prop assets to match film assets.
Surfacing Artist: Look Development & Groom Artist
DreamWorks Animation
2003 - 2015
Glendale, California
Surfacing Artist/Look Development, hair & fur groom, texture paint, & shade hero characters, crowd catalogue characters, props, hard surface & environmental assets for theatrical feature film release. Fur/hair grooming on hero characters which required extensive cross department workflow with new physically based lights & hair shader on HTTYD2. Tested R&D’s new tools, trained/mentored surfacing artists, wrote user department guides & workflow wiki. Created Surfacing Department wiki and maintained through Confluence upgrades. Self sufficient artist with strength working unsupervised on complicated asset and with projects lacking technical show support.
undisclosed project
B.O.O.: Bureau of Otherworldly Operations (TBD)
How to Train Your Dragon 2 (2014)
The Croods (2013)
Madagascar 3 (2012)
Puss in Boots: Consumer Products: Friskies, McDonald's, Old Spice parody
Puss in Boots: DVD extra
Puss in Boots - uncredited (2011)
Monsters vs. Aliens: "Night of the Living Carrots" (2011)
Monsters vs. Aliens: "Mutant Pumpkins from Outer Space" (2009)
Monsters vs. Aliens (2009)
Kung Fu Panda (2008)
Flushed Away (2006)
Over the Hedge (2006)
First Flight (2006)
Father of the Pride (2004)
Production Testing
DreamWorks Animation
2009 - 2010
Glendale, California
Production tested R&D's upgrade of shading component of internal software by assisting with user-based testing, which included reporting bugs with full documentation for replication, and documenting new workflow standards. Worked closely with the development team to be sure software solutions were cognizant of the feature animation pipeline departments' needs.
credited:
Shrek Forever After
Megamind
Environmental Texture Artist
Electronic Arts
2003 - 2003
Redwood City, California
In-Game Environmental Texture Artist for JamesBond 007: Everything or Nothing, released on Game Cube, Xbox, & Playstation 2. My contributions primarily focused on the Mine Shaft level, New Orleans Mansion and Basement levels & the Falling Cliff level, with additional support throughout the game.
Texture Artist
LucasArts
2002 - 2003
Level & Character Texture Artist for RTX: Red Rock. UV layout, 2d painted textures, adjusted/rebuilt models for better map layout.
RTX: Red Rock
Viewpainter - Digital Model Development and Construction Artist
Industrial Light & Magic
2000 - 2002
San Rafael, California
Viewpainter, Texture Artist: Digital Doubles, Characters, props, hard surface, practical set prop & element matching & entire digital set construction for Star Wars Episode II - Attack of the Clones & A.I. Artificial Intelligence.