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Breakdown
 
 
Lightyear (00:00)
 
• Backpack Thursters look development and shot work for all sequences, shot work included pyro exhaust rig
• Buzz Blaster look development and shot work, rig was also used by other artists for ship blasters, cannon blasters and Zurgs laser. Worked with multiple departments to lighting achieve proper look.
• Sparks shot work
 
Elemental (00:17)
 
• Background fire character rig propagation
• Bernie cough righ development, needed to come up with a look for his coughing
• Ember Angry look development, took master fire rig and altered it to get Angry look
 
Ruby Gillman : Teenage Kraken (00:38)
 
• Background fire character rig propagation
• Bernie cough righ development, needed to come up with a look for his coughing
• Ember Angry look development, took master fire rig and altered it to get Angry look
 
Trolls 3 : Band Together (00:51)
 
• Environmental Currents, developed and altered rig for wide shots of the currents. Currents consisted of a procedural, and rbd / volumetric setup which needed to match art keys for the sequence.
• Ocean Water and Mermaid Water hair, took the rig, altered it for my shot work, needed to match art and technical direction
• Underwater volumetric hair and dust setup for other sequences
 
Cars : On the Road (O0:58)
 
• Maters Thruster look development and shot work for all episode
• Pulled Cars 3 dust rig and altered it to work with the entire show, used by artist across the show
• Blowtorch look development
• Environment destruction for tow hook – needed to pull the used asset and reinstall it fractured and animated
• Campfire lookdev pulled from Luca and altered through out the show
 
Luca (01:15)
 
• Pebbles rig shot work
• Fountain art directed / specific interaction shot work
• Tree Leaf / Spit point instancing shot work
• Bubbles / Ocean Soot / Rock interaction shot work
• Character Rain rig shot work
 
The Meg (01:44)
 
• Water Particulate interaction rig used throughout the show
• Skin and Flesh tearing using FEM shot work
• Pyro Blood / Thermal smoke and particulate rig
• Engine and Bubble explosions rigs using a pyro advection setup
 
Angry Birds 2 (02:06)
 
• Ocean surface interaction setup and shot work on a ocean spectrum surface
• Carrot cutting / Projection interaction / Water Spit one off shot work
 
Diablo Game Cinematic (0:25)
 
• Torch Fire and Smoke shot work
 
Spiderman : Into the Spiderverse (02:30)
 
• Pyro plume sim and layout shot work
• Stylized spray paint / Yoga ball destruction setup and shot work
• Dot rig sims and placement for shot work
 
Smallfoot (02:47)
 
• Tree snow destruction and wire simulation rig development and shot work
• Snowmobile interaction shot work
• Feet interaction shot work, pulled from a few rigs to develop the same look and feel
• Used an altered, smaller scale tree and pyro simulation for the wipe shot
 
Interstellar (03:08)
 
• Mist and Spray shot work on big wave
• Snow filler rig development and shot work
 
Alice Through the Looking Glass (03:21)
 
• Lighting and sparks shot work on time machine
• Environment crumpling and leaf dying/falling rig and shot work
• Ring of fire/ ground smoke interaction rig and shot work
 
Hotel Transylvania 2 (03:31)
 
• Cloth Cape sim
 
The Seventh Son (03:33)
 
• Net Interaction rig and shot work
 
Exodus (03:37)
 
• Pyro plume sim and layout shot work
• Road and path pyro dust rig and shot work
 
Power Rangers (03:42)
 
• Thruster rig development and shot work
• Character dust rig development and shot work
 
Spiderman: Homecomeing (03:49)
 
• Prop wash rig development and shot work • Small drone pyro / volume rasterize rig and shot work
 
Resume
 
Angelo Stanco
Email : angelostanco@gmail.com
 
 
Work Experience:
 
Dreamworks : FX Artist (November 2022 – Present)
 
Pixar Animation Studios : FX TD (November 2020 – November 2022)
 
Created a different range of FX for each show. Worked on sequential work for pebble interaction, character rain interaction, fire character clean-up. Developed and produced fx for fire character cough, leaf and food spit, ground breakup and jets, blowtorch, campfire, laser fire, and jetpack rigs. Depending on the effect and time frame rigs were either handed off rigs or shots were brought to completion.
Elemental : FX TD
Lightyear : FX TD
Cars on the Road : FX TD
Luca : FX TD
 
Blizzard Entertainment: FX Artist (July 2019 – October 2020)
 
Working within the In-Game Cinematic department. Responsible for an array of effects, more recently explosions, magic lookdev, volume rasterize effects. Depending on the IP, the pipeline varies from a traditional cinematic work flow to more of an integration within the game engine.
Overwatch 2 : In-Game FX Artist
World of Warcraft-Shadowlands : In-Game FX Artist
Diablo 4 : Cinematics - FX TD
 
Sony Pictures Imageworks: FX TD (November 2017 – July 2019)
 
Created a different range of FX for each show. Worked on sequential work for closeup water interaction on a large ocean. Setup snow interaction with moving tree limbs on a large environment. Worked on complex procedural setups such as the collider dot sequence.
Angry Birds 2 (December 2018 – June 2019)
Spiderman-Into the Spiderverse (July 2018 – November 2018)
Smallfoot (November 2017 – July 2018)
 
Double Negative: Lead FX TD (May 2017 – October 2017)
 
Created underwater FX. Underwater thermocline interaction, bubble explosions and blood sims. Other generic shot work consisted of atmospheric particulate interaction, engine bubbles, bullet destruction, and skin and flesh tearing.
The Meg (May 2017 – October 2017)
 
Digiatl Domain: FX Artist (July 2016 – April 2017)
 
Created a range of FX which were wrapped into HDA’s and deployed to the team. Which included, vehicle thrusters, holograms, character volumetric dust, mound and prop wash simulations. All FX rendered in Mantra, which went directly into compositing for all of the sequences.
Spiderman – Homecoming (July 2016 – Present)
Power Rangers (July 2016 – Present)
 
Sony Pictures Imageworks: FX / CFX TD (October 2014 – July 2016)
 
Procedural modeling of vine environment, setup for procedural crumpling. Worked on shots with lighting, plasma, and pyro interaction. Simulation of Cloth and Hair, rigid character integration, environment grooming and setup of complex one off shots.
Smurfs : The Lost Village (February 2016 – July 2016)
Alice through the Looking Glass (August 2015 – February 2016)
Hotel Transylvania 2 (October 2014 – August 2015)
 
Double Negative: FX TD (February 2014 – August 2014)
 
Responsible for a variety of FX elements, snow, mist, smoke, water, and jet thrusters. Lit elements in Mantra, pre-comped in Nuke and worked with compositors to achieve the desired look.
Interstellar (February 2014 – June 2014)
Exodus (June 2014 – August 2014)
 
Rhythm and Hues Studios: Technical Animation TD, Lead, Supervisor (September 2010 – May 2013)
 
Worked on Fur and Cloth for the finalization of characters, which entailed a complex understanding of Rigging and FX simulations in the studios proprietary software.
The Seventh Son (September 2012 – April 2013)
R.I.P.D. (May 2012 – September 2012)
Snow White and the Huntsman (November 2011 – April 2012)
Alvin and the Chipmunks 3 (June 2011 – November 2011)
Mr. Poppers Penguins (March 2011 – June 2011)
Hop (September 2010 – March 2011)
Yogi (September 2010 – December 2010)
 
Mr. X INC: Lighting TD (February 2010 – August 2010)
 
Worked in the Lighting, Texturing and Modeling Department. Created Maya centric textures, built assets, shaders and scripts to assist lighting artists. Problem solved many aspects in multiple areas of production.
Tron: Legacy (February 2010 – August 2010)
 
Rhythm and Hues Studios: Technical Animation TD (May 2009 – November 2009)
 
Worked on Fur and Cloth for the finalization of characters, which entailed a complex understanding of Rigging and FX simulations in the studios proprietary software.
Alvin and the Chipmucks 2 (May 2009 – November 2009)
 
Method Studios: FX TD / Generalist (December 2008 – April 2009)
 
Worked in all areas of CG. Worked primarily with the lighting of and development of effects for commercials.
 
Charlex: Compositing Artist (August 2008 – December 2008)
 
Worked with different advertising agencies to develop test commercials. Was responsible for compositing 3D into live action footage.

 
Skills:
• Houdini, Maya, Redshift, V-Ray, Arnold, Katana, Nuke, Adobe Creative Suite, Lightworks, MEL, Python
• Linux, Windows and Macintosh Platforms
• Academic knowledge of traditional painting, drawing and human anatomy
 
Education:
• New York University
 
New York, New York
Masters of Science in Advanced Digital Imaging and Design (May 2008)
 
• Long Island University
 
Brookville, New York
Bachelor of Fine Arts Degree in Computer Art and Design (May 2006)
 
Awards and Recognitions:
• Featured in AutoDesk 2009 Best of Show Reel – "Chairs" The Ladders Commercial (Method Studios)
• Featured in AutoDesk 2008 Siggraph Show Reel – "Blindsided" NYU Graduate Thesis
• Citizen of The United States, European Union and Canada
 
References:
Furnished upon Request