An experienced leader thriving at the center of visual effects in film and television, marketing, and advertisement. Able to connect organizational groups to gather, evaluate, and distill complex technical data, creative solutions, and key selling points into a cohesive product story. Guiding teams to produce a compelling message that is both informative and visually engaging.
Brings an elastic approach to operations; pivoting and adapting as the situation requires to ensure production teams are well equipped to achieve project goals in a development process where shifting time constraints, last minute changes, and high volume output are common.
Well versed in scope management with an eye toward internal and external cost targets while driving towards delivering the highest quality work.
Throughout my career, I have made it my priority to utilize current technologies and new techniques to drive elegant, creative solutions across a range of projects. Comfortable in both collaborative and independent roles, I offer refined analytical and critical thinking skills, and I can adapt and revise my strategies to meet evolving priorities, shifting needs, and emergent issues.
Furthermore, I would bring the following strengths to your team:
• Refine internal workflow and streamline processes according to client and project's needs.
• Champion, recruit, and mentor teams of artists, perfecting work pipelines to meet hard deadlines and client expectations.
• Conceptualize still and moving images, create 3D models and collaborated with animators and other artists, leading lighting artist in Live Plate/CG Integrations.
I look forward to discussing my background and your needs in detail, as I am confident that my unique experience will be of great use in meeting your immediate and future objectives. Please contact me at your earliest convenience to schedule an interview until then, thank you for your consideration.
Work History
Lighting / Comp Artist
Nickelodeon Animation Studio
April 2023 - November 2023
Burbank, California, United States
Show: Monster High - Working with department leads implementing documentation for workflow production to outside vendors per episode. Workflow and pipeline integration. Shot/Lighting reviews. Attending Tech meetings. Using software such as: Maya, Redshift, Nuke.
Eight VFX
May 2022 - May 2023
CG Supervisor
Logan
October 2022 - May 2023
Los Angeles Metropolitan Area
CG Supervisor – Commercial broadcast projects for Meta (Facebook)
Responsible for multiple shoots. Scene Look Dev, artist supervision and staffing. Client meetings. On-Set Supervision. Workflow and pipeline integration. Shot/Lighting reviews. Support existing pipelines, and scaling the infrastructure between various departments. Liaison between client/director and studio. Using software such as: Maya, Arnold, Unreal, Nuke.
CG Supervisor
Prime Video & Amazon Studios
May 2022 - October 2022
United States
Responsible for interfacing between VFX tools (such as 3D Equalizer, Maya, Houdini, Nuke, ffmpeg), and CVML and automation tools/workflows for the Virtual Product Placement (VPP) team.
* Cross-project pipeline for VFX tooling and automation.
* Create and implement Standard Operating Procedures for all VFX Artist and Vendor TDs.
* Train artists and TDs on workflow and custom developed VFX tools.
CG Supervisor / Producer
Living Spaces Furniture
January 2021 - May 2022
Los Angeles Metropolitan Area
Department lead of all CG digital content for marketing and e-commerce. Oversee the scheduling, workflow, and overall creative success of the 3D department, including troubleshooting problems on a regular basis. Represent the 3D team to our external clients and suppliers, managing the team’s workload, priorities, and client expectations.
• Prepare and document workflows and best practices, organizing them to be readily accessible to staff/artists.
• Weekly update of OKRs, and metric sheets for performance and productivity output.
• Establish and advise on priorities for the 3D dept. and its 3D asset inventory.
• Monitor workload and assignments for the 3D team, balancing the volume of work with creative
strengths to provide the company with the best possible results.
• Proactively anticipate issues with existing workflow, technology and staffing, and present solutions to
management with sufficient time for action to be taken.
• Collaborate with 3D pipeline developers on tools and procedures.
• Cultivate a team-oriented approach across the team, and resolve conflicts when they arise.
• Suggest efficient techniques to keep bids competitive and reduce unnecessary production needs
• Manage outsource services and vendors outlining workloads and expectations within the project scope.
• Software use: 3DS Max/Maya, Vray, Redshift, Shotgrid (Shotgun), Nuke, Substance Painter, Keylight
Senior Post Vis Artist - Avatar Sequels
Lightstorm Entertainment
February 2020 - November 2020
Manhattan Beach, California, United States
Elevate and master integration of high-resolution CG assets and lighting, with cleaned up live action plates. Develop visual storyboards, in collaboration with director and visual effects supervisors. Lead and direct a team of artists to craft high-quality shot integration previews. Identify and solve technical and creative problems to ensure shot continuity.
• Leveraged new pipeline with new proprietary tools to produce shots daily.
• Saved time and costs by creating high-quality stereoscopic deliveries, using real-time game engines with traditional post-prod packages.
Post Visualization Artist
Wētā FX
February 2020 - October 2020
Manhattan Beach, CA
• Worked in real-time engines, compositing, and camera solving, dedicated to Virtual Production.
• Leveraged new pipeline with new proprietary tools to produce shots daily.
• Created high-quality stereoscopic deliveries, using real-time game engines with traditional post-prod packages.
Senior 3D Artist
Encore VFX
March 2014 - February 2020
Burbank location
Conceptualized still and moving images, crafted 3D models and managed multiple projects and teams. Collaborated with animators and other artists, commanding lighting artist in Live Plate/ CG Integrations. Led meetings and oversaw general project fulfillment. Reviewed 3D arts and recommended improvements. Liaised with clients, designers, and directors to review and improve design workflows.
• Advanced from Lead Lighter to Senior 3D artist in a 24-month span.
• Procured complex lighting rigs used in various sequences.
• Set and uphold superior standards of quality and production across all projects including maintaining consistency of design style through all phases and facets of each project.
• Shows: CW-The Flash, Supergirl, Black Lightning, Batwoman, Legends of Tomorrow.
Encore VFX
March 2014 - January 2020
Arch Viz Artist
Kilograph
May 2014 - June 2014
Los Angeles, California
Modeling, texturing, lighting, crowd animations for an archtectural video presentation.
3d Generalist
Muse VFX
March 2014 - March 2014
Hollywood, California
Creating visual effects for television. Model, Texture, Lighting, Animation.
Shows:
Crisis
NCIS
3D Artist
Saatchi & Saatchi
July 2013 - January 2014
Torrance, CA
Lighting/texturing/compositing/animation of Toyota vehicles/assets for various digital applications across all platforms for marketing campaigns. Work directly with Creative Directors, Producers, and Lead Artists to deliver the highest quality work.
3D Lighter
Logan Studio
July 2013 - July 2013
Marina Del Rey
Lighting Artist for Apple iPhone 5c commercial pitch.
3D Generalist
Big Block
April 2013 - June 2013
Santa Monica, CA
Lighting, Rendering, Shading, Composition of CG shots using 3DS Max, Vray and NUKE.
Projects:
Divorce Corp.: Documentary Film
GMC
Lead CG Artist
Pixomondo
September 2012 - April 2013
Santa Monica, CA
Articulated and executed innovative graphics and visual effects for commercials, feature titles, architecture & conceptual design. Counseled leadership; supported and planned department projects and coordinated CG team of artists. Reunited with executive producer to estimate project schedules and monitoring progress. Devised rigging, skinning, and animating props and character processes. Provide feedback regarding shot lighting, texture quality, and camera framing.
• Fulfilled +4 projects, meeting tight-deadlines and ensuring ambitious standards in shot deliveries.
• Refined internal workflow and streamlined processes according to each project needs.
• Introduced crowd simulation workflow to enhance the overall quality for final animation.
CG Artist
Ntropic
July 2012 - August 2012
Santa Monica, California
Project: Ford Escape FOE: Commercial animations for the European market. Recreating compositions using Maya, Vray & NUKE.
CG Supervisor
Sabertooth
November 2011 - August 2012
Venice, California
Facilitated day to day activities for diverse projects. Established technical direction and blueprint to meet artistic and budget parameters. Pioneered collaboration among departments, and prescribed protocols and workflows within the CG Department. Led and mentored internal talent, fostering talent development in the CG team.
• Helmed and recruited efficient team of artists, perfecting work pipelines to meet hard deadlines and client expectations.
• Act as a point of contact for clients and deliver quality customer service. Receive work and meet with customers to understand requirements and schedules, including defining time and cost estimates for scope of work.
• Collaborate with multi-disciplinary teams (edit, design, web) on special projects calling for visual content creation.
CG Supervisor / Lead CG Artist
XYZ Graphics
December 2008 - November 2011
Conceived, spearheaded, and recruited the CG Department to complement the studio's retouching services. Integrated CG and photography to the studio's portfolio. Created 3D models with rigs, textures, simulations, and animations. Coordinated teams and projects, suggesting smart solutions. Mentored associates in CG processes and pipeline production.
• Championed the 3D division for the studio, growing high-profile clientele in the automotive and product design sectors.
• Research modern technologies and mentor on new topics related to animation practices and make hardware and software purchase recommendations.
• Conceptualize, design, plan, and produce complex 3D illustrations/animations, video compositions (including live-action video), and interactive applications/simulations.
• Develop previsualizations (storyboards, animatics, 3D mockups) for complex animations and multimedia projects.
• Manage project production from start to finish including coordinating work with other team members estimating time and budget and setting production schedules.
• Optimize tools and workflow to improve efficiency of production.
Look Development / Shader Artist
Scoundrel Inc.
November 2010 - February 2011
Created and implemented the look and shading network for over 25 CG vehicles in the upcoming Feature Film: Premium Rush (Jan. 2012). Working in Maya and Vray for Maya creating the initial shaders and textures for the vehicles to create a photo realistic look.
Assistant Technical Director
Walt Disney Animation Studios
June 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
CG Artist
Two Headed Monster
May 2007 - June 2008
Model, Texture, Lighting, Animating on various high profile projects using 3DS Max, Vray, Adobe Suite and
various post production software. Clients such as Nissan, Infiniti, Lexus, Volkswagon, JetBlue Airlines
Project Manager
NACI
November 2005 - May 2007
Engineered & designed integrated conveying systems for the United States Postal Service. Project managed
numerous projects from concept to final, being a liaison between client and construction. Implementing protocols as well as the development of O&M Manuals as standards of practice.
Mechanical Project Engineer
Airline Baggage Handling / Hytrol of CA.
November 1995 - August 2005
Designed and managed the construction of baggage handling equipment for the airline and distribution industries. Implementing protocols as well as the development of O&M Manuals as standards of practice.
Took projects for high profile companies from conception to final completion under a fixed budget and time table.