I’m a Supervisor and CG Generalist with a large array of experience in production and post production. Working for over a decade, and well over 30 different TV VFX productions, I’ve tackled projects with a wide scope and a range of needs. This includes projects in episodic TV, commercials, music videos, games, and even VR.
Whether I’m working in a large VFX production pipeline, a small boutique shop, or freelancing on my own, I’m accustomed to solving visual and technical challenges to meet the needs of my clients.
During my career, I’ve worked on projects that have won Emmy and Addy Awards, and have also been nominated for an HPA award for my contributions.
My passion is interactive storytelling, primarily through the convergence of video games and film. This drives my focus on technology, such as Unreal Engine 5 and new content creation techniques.
The primary software I use is Maya, Substance Painter, Zbrush, Unreal Engine, Houdini, and Photoshop. For editing and motion graphics, I use Premiere Pro and After Effects. For Compositing, I primarily use After Effects, but I also have experience in Fusion and Nuke.
Long term, I’m striving to be a Creative Director, which is evident in a lot of my personal work. I am also working on an indie game in UE5 during my spare time.
Primary Software:
- Maya
- Substance Painter
- Photoshop
- Zbrush
- Houdini
- Unreal Engine
- Renderman
- After Effects
- Premiere Pro
I worked on various environments and props, lighting a few shots and rendering in Houdini Mantra.
Creating hard surface assets through Modeling and Surfacing, and managing a team of artists working on hard surface assets.
This includes working in conjunction with pipeline teams, as well as aiding in the feedback and testing of new pipeline procedures to better our internal processes.
In addition, my role is often designing solutions and/or working with other artists to meet the needs of our clients. This involves solving a variety of technical and artistic problems that come up during production.
Our team builds a variety of props and environments to our clients' needs, and ensures they are prepped for lighting and rendering. This includes preparing models to work with our FX, Rigging, and Character teams.
Working within Maya, Houdini, 3D Studio Max, Substance Painter, and Zbrush. Rendering in Arnold, Vray and Redshift and Renderman.
Projects include but are not limited to:
- Doom Patrol
- Titans
- The Flash
- Supergirl
- Black Lightning
- Seal Team
- Feature Films
- and others...
CG Generalist - Duties include 3D Asset Production, Lighting and Rendering.
Worked On:
- Flash
- Supergirl
- Doom Patrol
- Titans
- Other Unreleased Content
I lead a department dedicated to building props, vehicles, environments, etc.... Pretty much whatever production needs. We take our assets from idea to final render, sometimes with or without concepts, and sometimes optimizing purchased models for efficiency.
I also light and render shots with digi-characters and environments in coordination with other departments.
CG Generalist - Duties include 3D Asset Production, Lighting and Rendering.
Worked On:
- Flash
- Supergirl
- Legends of Tomorrow
- Titans
- Other Unreleased Content
I build props, vehicles, environments, etc.... Pretty much whatever production needs. I also light and render shots with digi-characters and environments.
Freelance CG Generalist and Fusion Compositor for Television.
Worked on:
- Teen Wolf
- Madam Secretary
- From Dusk Til Dawn
- NCIS
- Elementary
- Various pilots and unreleased projects
In addition to some lighter 3D work, most of what I produced for Muse was compositing. I was responsible for many "invisible" visual effects, like car comps, screen replacements, wire removals, and others.
3D Environment and Layout Artist - Building and lighting environments and camera layout to match storyboards.
Worked On:
- Archer - Season 7
- GSPD Web Series
- Unreleased Pilot
My duties primarily include the construction of backgrounds for the background art department to paint over, camera placement, rough lighting and texturing, and character layout. Our department provides the backbone for the other departments to quickly get proper proportions and perspective, and to ensure proper screen direction.
My job was to wear many hats. Helping develop and finish projects across a wide range of skill sets, including directing, 3D modeling and texturing, 3D animation, motion graphics, video editing, visual effects, and even principal photography.
I was responsible for helping concept, create, and execute video based projects for a variety of clients. The projects came in a variety of forms, using live-action footage, motion graphics animation, 3D animation, etc.