Computer graphics veteran in post-production, animation, and visual effects, and a background in architecture. Project planning and management. Actual experiences in teamwork and team building; fostering an open team collaboration environment. Mentoring, teaching, and coaching; defining clear direction, expectations, and standards. A keen eye for details. — A lifelong thirst for discovering and learning new skills.
Work History
Head of Rigging (Feature Animation)
Double Negative
April 2022 - Present
London
Character Technical Supervisor
Double Negative
January 2021 - Present
London, UK
Senior Technical Artist
IMVU
February 2020 - March 2021
San Francisco Bay Area
* Researching and implementing Auto-Rigging tools
* Develop workflow tools and other tools for Maya (Python/Python API)
* Rigging characters (body and face) for game engine (Godot)
* Researching and developing ML models/pipeline for character deformations
CG Supervisor
Pixelgun Studio
December 2019 - February 2020
San Francisco Bay Area
* Developed and implementing pipeline tools (Python)
* Oversaw Artists work
Technical Lead - Creature FX
Framestore
May 2017 - June 2018
London, United Kingdom
* Spearheaded muscle & skin system workflow and improvement initiative
* Collaborated with other departments on cross-department issues
* Developed and implemented character pipeline for the movie “Christopher Robin” (2018)
* Created UI in Maya (Python/PySide) utilizing Shotgun to load character(s) and their asset(s) in the shot
* Wrote an auto-rig tool in Python utilizing Maya and Qualoth to set up a character and apply the animation in the shot, saving in average three-plus hours of setup time per character/shot
Projects
* Thor: Ragnarok (2018), Christopher Robin (2018)
Technical Lead - Rigging
DreamWorks Animation
May 2015 - February 2017
Glendale, CA
Technical Lead - Rigging
DreamWorks Animation
September 2002 - May 2015
Redwood City, CA
* Set creative and technical direction in collaboration with the Department Head
* Performed weekly rounds with artists and evaluated artist work
* Supervised the Character TD’s on creative, technical and time management issues
* Conceptualized and implemented deformation pipelines, built robust, foundational prototypes (i.e., Branch for Trolls or Alex for Madagascar 2) used by the team to rig hero, secondary, and tertiary characters
* Developed and implemented toolsets to streamline setup workflow process and to minimize errors
* Coordinated and oversaw technical development and optimization efforts with other shows
* Managed motion system and body deformations work for the film to satisfy creative and technical requirements while meeting the production schedule
* Co-developed an Art-Directable Dynamic-Hair Shells for Alex in Madagascar: Escape 2 Africa
* Co-developed the muscle system for Hal/Titan on the movie Megamind
* Mentored and directed the implementation of the motion and deformation systems by other Character TD’s
* Identified and prioritized software bug fixes & feature requests with R&D
* Wrote Python helper scripts to optimize character setup workflow
* Converted deformation operators from PDI script into C++ as well as developed new once
* Converted the node-based motion system into a Python library, i.e. arm, digit (finger), shoulder motion system to be integrated into the new rigging software including a UI (PySide) to build a characters motion system
CG Supervisor/FX Artist/Animator
Pacific Data Images
September 1998 - September 2002
Palo Alto, CA
+ Integrated industry tools, such as MAYA, into the animation pipeline
+ Worked with R&D to port part of the PDI’s proprietary software to Autodesk MAYA
+ Served as a VFX and CG Supervisor for national commercials for high-profile clients such as Saturn, Coca- Cola, Kool-Aid, Sega, and Monster.com
+ Movies: Supernova (FX Artist), Mission: Impossible II (Character TD), A.I. Artificial Intelligence (FX Artist), Forces of Nature (Compositing), Minority Report (Character TD)
Head of CG Department
Das Werk
March 1996 - July 1998
Munich, Germany
* Established the CG Department to expand the visual effects segment of the business
* Managed and helped to grow the CG Department to up to 30 people.
* Secured high-profile clients with responsibility for bidding, negotiation, and project management
* Assured each project complied with time and budget requirements
* Managed multiple teams of artists on projects like Siemens – Fantasy for an Age, Run Lolo Run, and Winterschläfer
* On-set VFX Supervisor and CG Supervisor managing film breakdowns and motion captures, etc.
Projects:
* VFX Supervisor for the production Siemens – Fantasy for an Age
* Directed graphic creation for BMW’s VIV / Pave Purple, a high-quality visual presentation introducing the company’s new car design to the board of directors
* Developed special effects for movies such as Run Lola Run and Winterschläfer
* Others: Geisterstunde, Kollision, Comedian Harmonists, Harald, Zeamerman, Augsburger Puppenkiste - Monty Spinne Ratz