I work in visual effects and CG animation, with an artistic emphasis on dynamics. I write tools and glue to aid in production. My resume and reel are both on Zerply.
Work History
CFX Artist
Crafty Apes
January 2022 - August 2023
CFX Artist
Blur Studio
October 2021 - January 2022
Los Angeles, CA
cfx artist
FuseFX
July 2016 - October 2018
cloth/hair td and pipeline td
FuseFX
September 2016 - June 2017
Character TD
Digital Domain
September 2015 - July 2016
Cloth Simulation TD
Psyop
August 2015 - September 2015
simulate cloth and hair using nDynamics and Maya for Clash of Clans
Simulation and Pipeline TD
Encore VFX
October 2014 - August 2015
Groom and siimulate hair, cloth elements for television productions and pipeline tools in python, MEL, PyQt
simulation and pipeline TD
Reliance MediaWorks
May 2014 - August 2014
Develop tools to aid artists in production work for VFX department in python, MEL.
Simulated cloth elements for "Black Sails," Season 2, television production.
pipeline TD in Artist Support, Themed Entertainment
RGH Themed Entertainment
September 2013 - April 2014
Creating tools in python and MEL to allow efficient data transfer and tracking between different departments and applications. Help artists troubleshoot technical issues, and create tools to automate repetitive tasks.
senior cloth and hair TD
Sony Pictures Imageworks
April 2013 - August 2013
Cloudy with a Chance of Meatballs 2, Revenge of the Leftovers:
Simulate shots using provided hair and cloth setups using Maya, nCloth and proprietary tools to simulate shots, Katana, Nuke and proprietary tools to render and present elements in slap comps for approval.
Smurfs 2:
simulate shots using provided hair and cloth setups; simulations in nCloth, MayaHair, Maya and and SPI proprietary solver and tools.
character effects artist
DreamWorks Animation
2008 - March 2013
TURBO SHOTS: simulation using provided setups; one-offs for soda top, ferns, taco; contacts for humans, snails.
TURBO: DUTIES/PIPELINE: built master simulation setup for villain’s race suit in Qualoth; t-shirt and pants for two generic women and a child; some MEL scripting for finaling
PUSS IN BOOTS: SHOTS: simulation using provided setups; one-offs for reigns, ropes; added wind to clothing, fur, feathers using Maya, Qualoth & proprietary tools. Skin contacts.
RISE OF THE GUARDIANS: DUTIES/PIPELINE: master simulation setup for boy’s oversized jersey an
effects lead, interactive group
Technicolor
July 2007 - January 2008
SHOTS: ground dust, light column effect and crowd element
generation assistance for Spyro commercial; killing bolt,
body power-up effect and eye-glow for wizard in in-game
demo of Dungeon Crawl using Unreal Engine; human-dragon
particle morph using Maya plug-in and Gamebryo; curtain
opening for Twin Peaks dvd title; cloth setups for
pre-rendered shots: scarf for Line Rider and collision
body preparation for Ballers
DUTIES/PIPELINE: estimate time needed and techniques to be
used for effects shots in various projects; submit written
bid estimates to producers and attend bidding meetings with
other leads, including conference calls with clients; attend
conference calls with India office and offer assistance to
artists there; consult with producers and coordinators on
assigning shot work to effects artists; python scripting
for Spyro pipeline and document plan for effects pipeline
under direction of pipeline lead; some documentation of
effects workflow and approaches for India artists
technical director
Walt Disney Animation Studios
2004 - 2007
Character TD: Cloth R&D Rapunzel, element production American Dog
DUTIES: create master setup files for characters; simulate
using test animation; suggest features and test new software
for cloth modeling, simulation; help guide and establish new
cloth pipeline for handling complex, dense and multi-layered
costumes using Maya with in-house plug-ins & tools; MEL and
Perl scripting for procedural cloth setups and tool
prototyping
technical director, cloth and effects
Sony Pictures Imageworks
2003 - 2004
Polar Express
SHOTS/DUTIES: effects team: generate snow, fog, fire and smoke
elements for shots using Houdini setups, in-house OTLs,
Renderman and proprietary particle renderer;
present elements in slap-comps using proprietary
compositor; some Perl scripting for pipeline
cloth team: create master setup files in Maya;
simulation look-development for girls' gowns and a boy's pajamas;
bug-testing new cloth software; some MEL scripting for
costume-building pipeline
Cursed
effects team: generate smoke and vein elements using Houdini and proprietary tools
technical director/ cloth lead
Cinesite
July 2002 - March 2003
SHOTS: In-Laws: simulated effect of opening parachute and
created noisy parachute setup to be used for a sequence;
lighting of parachute and characters in Maya and SLIM/Renderman;
Shinobi commercial: simulated cape, applied and adjusted textures,
shaders and lights in Maya; Envy: grass tests using MayaFur and
lighting on a tent; X-Men 2: fire tests using in-house particle plug-in
DUTIES/PIPELINE: advised 3D manager during bidding process for
shows requiring cloth and hair; wrote proposal for cloth pipeline
in Cinesite's environment and did character tests to implement
it with MayaCloth; tested, recommended and incorporated Syflex
to pipeline for In-Laws; scripting to help setup environment
for Houdini users and to automate multiple submissions of elements
from a single Houdini scene to the render farm; wrote wrappers
to help automate conversion of geometry and cameras from Maya
to Houdini and submit translations to the farm
technical director, cloth
Sony Pictures Imageworks
May 2001 - May 2002
Stuart Little 2
SHOTS: approximately 30 shots of feather grooming for a
finch (romantic lead) and a falcon (villain) using
proprietary hair, feather software and Maya; some simulation
for Stuart's pants, sweater, and pajamas using MayaCloth and
in-house geometry blending tools
PIPELINE: Perl, MEL scripting to automate aspects of
feather pipeline
Harry Potter
SHOTS: simulated hair for Harry's troll and broom rides;
simulated robes for Quidditch players; simulated
four-layered school uniform, including pants, sweater,
undershirt and robe; simulated tr
technical director
Square USA
1998 - 2001
Lead Simulation Artist, Development Simulation Artist
February 1998– April 2001
SHOTS: simulated shots with interaction between cloth and furniture, cloth in zero gravity or wind, characters opening garments, running, falling; outfits included: T-shirt and tank top with pants, dress suit, leather coat and a three-layer laboratory uniform (1 running shot)
PIPELINE: supported and streamlined existing cloth pipeline; created master setup files using Maya and proprietary simulation software to be used by cloth artists; wrote and maintained scripts in Perl and MEL to automate portions of pipeline; helped R&D department isolate bugs in tools and suggested improvements; troubleshoot render job failures due to MtoR, platform-related or systems-related issues
LEAD DUTIES: negotiated with various departments such as Systems and Rendering for resources; advised in scheduling; guided support persons in improvements to the pipeline and tools; conducted reliability tests; trained new cloth artists and helped artists with difficult shots
DEVELOPMENT ARTIST DUTIES: worked closely with lead to create master setup files; aided lead in comparison tests of proprietary plug-in and MayaCloth; helped identify bugs, suggested improvements during development of cloth tools; wrote pipeline docs; simulated shots using current tool set
dba, internal webmaster, technical writer
Sony Pictures Imageworks
November 1996 - October 1998
DBA: set up Oracle database instances (7.3.3 and 8.0) on
UNIX and installed clients on Windows NT; maintained
databases using SQL; created user accounts; edited backup
scripts; webmaster: maintained internal web site; configured
WebGlimpse search engine and Apache server on UNIX; created
graphics in Photoshop; technical writer: created tutorials,
docs for in- house software; designed relational FileMaker
Pro databases for production tracking