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Resume

Here is my INFO.  Take a look or come find me on LinkedIn.


 

 

Work Experience: 

Lucasfilm Animation, San Francisco, CA - October 2016 - Present - Lighting & FX Lead

Credits:

  • “Star Wars: Rebels”

Zynga, San Francisco, CA - October 2015 - October 2016 - Senior Lighting Artist

Responsibilities:

  • Lighting direction - multiple titles
  • Material/shader look-dev - multiple titles
  • Acting as the sole lighting artist within the company.
  • Act as lead lighting artist within the studio art leadership group.
  • Create and maintain all elements for lighting real time mobile environments.
  • Work closely with Art Directors to implement lighting solutions, post-processing techniques, etc across all game teams.
  • Review and critique lighting across all game projects.
  • Drive lighting quality initiatives across the company.
  • Mentor, train, & inspire young artists and aspiring lighters.

Software:

  • Unity, Maya, VRay, Photoshop, Zbrush, Substance Designer/Painter



 

Atomic Fiction, Oakland, CA - January 2015 - July 2015 - Senior Compositor

Credits:

  • “Game of Thrones (Season 5), The Walk, San Andreas, Scouts VS Zombies”
  • Composite all aspects of live action and all-cg shots in both mono and stereo formats.
  • Manage all assets across a variety of departments (Digimatte, Lighting, FX, Layout, & Roto)
  • Report to Compositing Supervisor and DFX/VFX Supervisors to address both internal and client notes & comments.

Software:

  • Nuke, Maya, VRay, RV, Shotgun



 

EA - Visceral Games, Redwood City, CA – October 2013 – January 2015 – Senior Lighting Artist

Credits:

  • “Battlefield: Hardline”

Tasks & Responsibilities:

  • Lighting design, look-development, and execution for single-player levels.
  • Place lights, fixtures, and other props using Frostbite Engine.
  • Work with world builders and level designers to create holistic, beautiful, and “next-gen” looking levels.
  • Create FX for lens flares, light volumes, screen effects, and more.
  • Script triggered lighting events and other lighting conditions such as color grades, film exposure, etc.
  • Constant testing/feedback and Jira bugging for new/existing features and tools.
  • Act on direction from the Creative Director.

Software:

  • Frostbite Engine, proprietary development tools, Photoshop, Jira

 

Sledgehammer Games, Foster City, CA – March 2013 – September 2013 – Senior Lighting Artist (contract)

Credits:

  • “Call of Duty Advanced Warfare”

Tasks & Responsibilities:

  • Lighting design, look-development, and execution for single-player levels.
  • Modify Radiant mesh and create lighting-related assets, brushes, & models.
  • Create FX for lens flares, light volumes, screen effects, and more.
  • Script triggered lighting events and other lighting conditions such as color grades, film exposure, etc.
  • Constant testing/feedback and Jira bugging for new/existing features and tools.
  • Report to Lead Lighter and game Art Director.

Software:

  • Radiant, proprietary development tools, Script Develop, Photoshop, Nuke, Jira

 

Industrial Light & Magic (Lucasfilm Ltd.), San Francisco, CA – September 2012 – February 2013 – Senior Compositor (contract)

Credits:

  • “Star Trek Into Darkness”

Tasks & Responsibilities:

  • Composite all aspects of live action and all-cg shots in both mono and stereo formats.
  • Manage all assets across a variety of departments (Digimatte, Lighting, FX, Layout, & Roto)
  • Report to Compositing Supervisor and DFX/VFX Supervisors to address both internal and client notes & comments.

Software:

  • Nuke as well as internal systems/tools


 

Digital Domain Media Group, Port St. Lucie, FL - October 2011 – September 2012 - Compositing Lead - VFX Group

Credits:

  • “Rock of Ages”
  • “Heads Up Display” - New York Mets     (client)
  • “Ball Unleashed” - New York Mets (client) (**NOMINATED FOR A VES AWARD)
  • “Amazin’ 2” - New York Mets (client)

Tasks & Responsibilities:

  • Compositing & Look-Dev of highly complex key shots.
  • Support and supervision of all Compositing artists.
  • Direct reporting to VFX Supe.
  • Dailies reviews with all Compositing artists in VFX Supe’s absence.
  • Daily Comp-Lead rounds with artists.
  • Shot bidding, casting of shots to artists, & forecasting render usage.
  • Responsible for shot continuity across sequence/show.
  • Interviewing of all compositing candidates and reporting of feedback to Recruiting.

Software:

  • Nuke  

 

PDI/Dreamworks, Redwood City, CA - October 2007 – October 2011 / Dreamworks Animation, Glendale, CA - July 2005 – October 2007

Lead Lighter/Compositor

Credits:

  • “Puss ‘N Boots”
  • “Dragons: Gift of the Night Fury” - TV     Special
  • “Night of the Living Carrots” - TV     Special
  • “Megamind: Button of Doom” - DVD Extras
  • “How to Train Your Dragon”
  • “Merry Madagascar” - TV Special
  • “Monsters Vs Aliens”
  • “Madagascar 2”

Tasks & Responsibilities:

  • Key Lighting and Sequence Setup.
  • Lighting/Compositing of key shots and assigned production shots.
  • Support to Lighting/Comp artists including training and leadership.
  • Test/evaluate internal proprietary software development (Torch & Comp).
  • Recognized for my contributions in training and development of Dreamworks Artists.

Software:

  • Nuke, PDI/Dreamworks proprietary toolset

Compositing Lead/Supe (show level)

Credits:

  • “Megamind”

Tasks & Responsibilities:

  • Compositing of highly complex integration shots.
  • Compositing bidding.
  • Made suggestions to Lighting Leads on     strategies for sequence based compositing needs.
  • Lead the development of  the compositing workflow for the show.
  • Train and support Lighting/Comp artists.

Software:

  • Nuke

Shot Lighter/Compositor

Credits:

  • “Shrek the Third”
  • “Bee Movie”
  • “Over the Hedge”

Software:

  • PDI/Dreamworks proprietary toolset

Lead Compositor & Shot Lighter

Credits:

  • “Various Commercials - Walmart”

Tasks & Responsibilities:

  • Integration of animation characters with live action plates.  
  • Various tracking and integration of characters’ reflections/shadows on to vehicles and other real world suburban environments.

Software:

  • Shake, PDI/Dreamworks proprietary toolset

 

Warner Bros Animation, Sherman Oaks, CA May 2005 – July 2005 - Compositor - Live Action

Credits:

  • “Four Brothers”

Tasks & Responsibilities:

  • Compositing that required the winterizing of several brightly lit summer shots.  
  • This entailed much sky replacement as well as integration of CG snow on the ground and in the air.  
  • Plates were also rebuilt/cleaned in Shake to remove unwanted contrails and other distinguishing details.

Software:

  • Shake

 

Digital Domain, Venice, CA May 2004 – July 2005 - Compositor - Live Action

Credits:

  • “Stealth”

Tasks & Responsibilities:

  • Compositing (approx. 25 shots out of the 600+ vfx shots)
  • Extensive CG compositing
  • Greenscreen extraction
  • Complicated 3d hookups
  • Various look development.

Software:

  • Nuke

 

WOT Inc, Van Nuys, CA July 2003 – May 2004 - Compositor & Lighter - Live Action

Credits:

  • “Sky Captain & the World of Tomorrow”

Software:

  • After Effects,Maya


 

Electronic Arts, Los Angeles, CA November 2002 - July 2003 - Lead lighter/Artist

Credits:

  • “Medal of Honor - Pacific Assault”
  • “Medal of Honor - Rising Sun”

Tasks & Responsibilities:

  • Lead Lighting
  • Lighting tools/pipeline prototyping & testing
  • Modeling/Texturing of game assets
  • Skybox Design/Creation
  • UI/HUD Design

Software:

  • 3DS Max, Q3 Radiant

 

Termite Games, Malmö, Sweden September 2001 - September 2002 - Lead Designer/Art Director

Credits:

  • “New World Order"

Tasks & Responsibilities:

This was a startup consisting of between 6-9 people.  I wore a variety of hats doing everything from Level Design to Sound Design to Art Direction.

  • Multiplayer Game/Level Design
  • Production Design of all levels, text, graphics, etc.
  • UI/HUD Design
  • Sound Design
  • Editing & Motion Graphics for tech demos, trailers, etc.
  • Lighting of character models for publicity and in-game graphics.

Software:

  • 3DS Max, Photoshop, Adobe Premiere, Adobe After Effects

 

PDI/Dreamworks, Palo Alto, CA May 2000 - July 2001 - Compositor - Live Action

Credits:

  • “A.I. Artificial Intelligence”
  • “People I Know”
  • “Hong Kong Phooey (Test)”
  • “The Mexican”
  • “The Deep End”
  • “Witches Broom - test”

Software:

  • Shake

 

PDI/Dreamworks, Palo Alto, CA March 2000 - May 2000 - Resource Coordinator

Credits:

  • “The Legend of Bagger Vance”
  • “Mission Impossible 2" (uncredited)

Electronic Arts, Redwood City, CA September 1999 - March 2000 - Customer Service/CQC Tester

Job Responsibilities:

  • Assisted phone customers with debugging/troubleshooting PC games.
  • Extensive training on computer hardware, software, and boot procedures for both Windows and DOS games.
  • Beta tested pre-ship PC & console titles for CQC group including bug write-ups.

 

Education:

Academy of Art University, San Francisco, CA 1995-1997 - Illustration/Computer Arts major

  • Traditional Illustration

  • Figure Drawing

  • Design & Color Theory

  • Photography/Cinematography

  • Editing

  • Additional focus on Computer Graphics and Character Animation.


Robert Louis Stevenson High School, Pebble Beach, CA 1990-1994 - General Education

 


 

Software/Computer Expertise:

  • Maya
  • VRay
  • Nuke
  • Zbrush
  • Substance
  • Q3 Radiant
  • Script
  • Unity
  • 3dS Max
  • Mental Ray
  • Renderman
  • TCShell
  • Javascript
  • Final Cut Pro
  • Adobe Creative Cloud & Photoshop