Skill Set
- Creative and Technical Direction
- Lighting for Environment and Characters
- Prop, Environment and Character Look Development
- Rigging for Characters and Props
- Animation for Characters and Props
- Modeling and Sculpting
- Fluid Simulation for Water, Fire and Smoke
- Render Pipeline Management
Tools
- Unreal Engine 5
- Maya / BiFrost / XGen / MASH
- 3dsMax / TyFlow
- Substance Painter/Designer
- VRay / Arnold / Redshift
- Nuke / After Effects
- PhoenixFD / FumeFX
- Pixologic Zbrush
- Deadline / AWS
- Adobe Creative Suite
Extras
- Creative Direction
- VFX Supervision
- Concept and Project Pitch
- Project Management
- Artist Training and Support
- Client Communication
- Project Budget Strategy
- Workflow and Pipeline Development
- Cross-Department Collaboration
Meta Quest 2: Ghostbusters VR Official Trailer
Art Direction and Animation
Roles
- Art Direction, Creative Direction
- Environment Layout, Lighting and Look
- Character Animation, Look and Choreography
- Lighting and Rendering in Unreal Engine 5
- Camera Animation, Rigging
Notes
- Loose client directives lead to several creative opportunities that appear in the final cut
- Developed Winky the ghost to be truly menacing and make a quick appearance before the final reveal
- Developed camera style to read as VR headset
- Staged character direction and overall pacing, prop animation and light design for final look
Catelli: Pastaland
Art Director
Roles
- Art Direction
- Environment Modeling, Lookdev, Layout
- Character Modeling, Lookdev, Rig Prep and Supervision
- Lighting and Rendering in Unreal Engine 5
- Previs Editing, Artist Supervision, Production Management
Notes
- Designed 3D world from 2D Concept boards, color palette, daylight and environmental animations
- Utilized Unreal Engine’s Nanite and Lumen for lighting and post process effects for in-camera look
- Live Link with Maya for animator pipeline, employed virtual camera techniques and nested sequences
- Worked closely with 2D and color team to integrate AOV render elements for traditional compositing needs
Victrix: BFG Pro
DP, Environment and Motion
Roles
- Art Direction
- Environment Modeling, Lookdev, Layout
- Prop Modeling, Lookdev, Rig
- Lighting and Rendering in Unreal Engine 5
- Camera and Prop animation
- Film and Audio Edit
Notes
- Environment designed in Substance Designer, assembled in Unreal Engine 5
- Large freedom was given to create a high-energy edit that highlighted the products many features
- Worked extensively with Unreal Engine’s Datasmith and Blueprints to create the pop rig
- UE5’s post processing and camera effects kept most of the effects live and ready for edit without the need to comp
Planters: Nuttiest Time of the Year
CG Supervisor
Roles
- CG Supervisor with a team of 7
- Camera tracking for dolly shots
- Match-move Snowman for CG mouth animation
- Snowman and Santa Hat Model and Look Dev in Maya using XGEN
- Xmas Lights Design / Modeling /Lighting using Maya MASH system
Notes
- Worked closely with the Art Dept., for example, matching the Puppet Snowman and Peanut as they transition from CG to Stop-Motion
- We 3D Printed Mr.Peanut based on the traditional animated model for Stop-Motion Rigging
- After several tests in the Stop-Motion department, we decided to animate the Snowman’s mouth in CG, this meant tracking his head position and creating mouth shape replacement sets that could be animated in Maya.
SAMHSA: Free From Meth
Director – Live Action
Roles
- Live Action Director
- Worked closely with DP and Grip to capture translucent red shading and paper shreds floating
Notes
- 1 Day shoot, just before the country was shut down due to the 2020 pandemic
- Worked closely with the talent, Jan, a real-life survivor of methamphetamine abuse to evoke the emotions associated with addiction, captivity and relief.
- After the shoot, artists painted each frame of animation with oil on glass for the final look
Facebook: The Birch
Lead R&D and Technical Director
Roles
- Modeling: Vines, Ferns, Foxgloves, Birch Monster Replacement
- Animation: Vines, Plants Growing
- Simulations: Growing Plants, Sprouting, Birch Crown, Cloth Tearing
- Match Move & Tracking: Skateboard, Man in Bed, Boy on Ground
- Light & Render: Vines, Plants, The Birch Digital Double
Notes
- Reviewed the 13-episode script and provided cost estimates for VFX shots.
- Worked VFX Director, Adam C. Sager and Comp. Sup., Dan Short, consequently developing ways of repurposing work.
- Developed lightweight rigs for the vines, therefore increasing each shot’s turnaround.
- Developed a growing ‘language’ for plants in backyard with flashlight scene.
Bogs Boots: Test Machine
CG Artist
Roles
- Modeling: Boots, Clampers, Steps and Stamper
- Rigging: Clampers, Stamper, Stairs
- Simulations: Cloth Sim on Boots
- Light & Render: Stretch and Stairs Scene
Tools
- Autodesk Maya, nCloth, Vray
Honda: Utility
CG Artist
Roles
- Modeling: Lake Scene, Trees, Mountains, Foliage, Lake, Props
- Simulations: Camp Fire, Rock Slide
- Light & Render: Lake Scene and Car Interior
Notes
- The first in a series of ads with Honda the spot which aimed to achieve a tilt shift, time-lapse effect.
- I worked with the director to develop the look during our bid process, additionally pitched the initial renderings.
- Made Using: Autodesk 3dsMax, Forest Pack , VRay, Fume FX, Nuke
TFO: Network ID’s
Art Director and CG Lead
Roles
- Art Direction
- Modeling, Rigging, Animation, Shading, Lighting
Notes
- 6 Themed Network ID’s for the TFO Brand in addition to 4 seamlessly looping break fillers.
- Worked closely with client creative to flesh out concepts and further develop the brand look.
- Made using: Autodesk 3dsMax, Phoenix FD, VRay, After Effects
Honda: Safe Adventure
Art Direction, Lighting & Animation
Roles
- Art Direction
- Modeling, Lighting, Look Dev
- Camera and Prop Animation
Notes
- A 2-week production and exercise in client collaboration, in short, a real rush.
Circa Casino & Resort: A New Era in Vegas
VFX Sup & CG Direction
Roles
- Initial Pitch and Bid Development
- Previs and Helicopter Flight Planning
- CAD Model wrangling
- Camera Animation
- Lighting, Rigging, Animation
Notes
- I was responsible for building the client approved previs that would guide the aerial team’s flight path and directed the aerial DP in capturing client’s requested buildings.
- Meanwhile, our team wrangled the BIM CAD model of the casino to prepare for rendering.
I’m an interdisciplinary artist with 16 years experience creating digital content ranging from photoreal and stylized in broadcast and interactive mediums.
I’ve proven to be a strong collaborator in production planning by maintaining budget and design requirements. Above all else, I form close connections with my fellow artists as we develop our approach to each project. We do this by leveraging our individual strengths, as well as developing new techniques, meanwhile keeping our work optimized.
My current focus is exploring cinematography in real-time environments and using interactive techniques to capture motion. As a result, I have been working with the Unreal Engine by testing it’s new real-time rendering and cinematic tools.
When not hard at work, I like to be outdoors: things like biking, backpacking, snowboarding and kayaking. But when indoors you can find me reading. Additionally, playing the piano and saxophone provides a creative outlet.