Select a timestamp to jump the reel to that shot. The list follows the video as it plays.
Lightyear
- Backpack Thrusters look development and shot work for all sequences, including the pyro exhaust rig
- Buzz Blaster look development and shot work. The rig was also used by other artists for ship blasters, cannon blasters and Zurg's laser. Worked with multiple departments on lighting to achieve the proper look.
- Sparks shot work
Elemental
- Background fire character rig propagation
- Bernie cough rig development, creating a look for his coughing
- Ember Angry look development. Took the master fire rig and altered it to get the Angry look.
Ruby Gillman : Teenage Kraken
- Rainbow Currents sequence: developed and altered a rig for wide shots of the currents, using a procedural and RBD / volumetric setup to match the art keys
- Ocean Water and Mermaid Water hair: altered an existing rig for my shot work, matching art and technical direction
- Underwater volumetric hair and dust setup for other sequences
Trolls 3 : Band Together
- Iron glitter one-off rig for a cut sequence, using a volumetric and instancing system. Needed to match art keys.
- Nitro burn look development and rig for a packet of shots. Needed a flexible rig to cut between four very different shot angles, and worked with the art director to achieve a look for the effect.
- Glitter take off look development. Needed a take off effect that fit into the Trolls world, using a combination of volumetric, procedural line work and instancing system to achieve the look.
Cars : On the Road
- Mater's Thruster look development and shot work for the whole series
- Pulled the Cars 3 dust rig and altered it to work across the entire show
- Blowtorch look development
- Environment destruction for the tow hook: reinstalled the used asset fractured and animated
- Campfire lookdev pulled from Luca and altered throughout the show
Luca
- 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
- Water Particulate interaction rig used throughout the show
- Skin and Flesh tearing using FEM
- Pyro Blood / Thermal smoke and particulate rig
- Engine and Bubble explosion rigs using a pyro advection setup
Angry Birds 2
- Ocean surface interaction setup and shot work on an ocean spectrum surface
- Carrot cutting / Projection interaction / Water Spit one-off shot work
Diablo Game Cinematic
- Torch Fire and Smoke shot work
Spider-Man : Into the Spider-Verse
- 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
- 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
- Altered a smaller scale tree and pyro simulation for the wipe shot
Interstellar
- Mist and Spray shot work on the big wave
- Snow filler rig development and shot work
Alice Through the Looking Glass
- Lighting and sparks shot work on the 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
- Cloth Cape sim
The Seventh Son
- Net Interaction rig and shot work
Exodus
- Pyro plume sim and layout shot work
- Road and path pyro dust rig and shot work
Power Rangers
- Thruster rig development and shot work
- Character dust rig development and shot work
Spider-Man : Homecoming
- Prop wash rig development and shot work
- Small drone pyro / volume rasterize rig and shot work
Work Experience
DreamWorks : FX Artist
Pixar Animation Studios : FX TD
Pebble and character rain interaction, fire character clean-up, fire character cough, leaf and food spit, ground breakup and jets, blowtorch, campfire, laser fire and jetpack rigs.
Blizzard Entertainment : FX Artist
In-Game Cinematics department: explosions, magic lookdev and volume rasterize effects, in pipelines ranging from traditional cinematic to in-engine.
Sony Pictures Imageworks : FX TD
Closeup water interaction on a large ocean, snow interaction with moving tree limbs, and complex procedural setups such as the collider dot sequence.
Double Negative : Lead FX TD
Underwater thermocline interaction, bubble explosions, blood sims, atmospheric particulate, bullet destruction, and skin and flesh tearing.
Digital Domain : FX Artist
Vehicle thrusters, holograms, character volumetric dust, mound and prop wash sims, wrapped into HDAs and deployed to the team. Rendered in Mantra.
Sony Pictures Imageworks : FX / CFX TD
Procedural vine environment and crumpling, plasma and pyro interaction, cloth and hair simulation, environment grooming, complex one-off shots.
Double Negative : FX TD
Snow, mist, smoke, water and jet thrusters, lit in Mantra and pre-comped in Nuke.
Rhythm and Hues Studios : Technical Animation TD, Lead, Supervisor
Fur and cloth for character finalization, using rigging and FX simulation in the studio's proprietary software.
Mr. X Inc : Lighting TD
Maya textures, assets, shaders and scripts to assist lighting artists.
Rhythm and Hues Studios : Technical Animation TD
Method Studios : FX TD / Generalist
Lighting and effects for commercials.
Charlex : Compositing Artist
Compositing 3D into live action footage for agency test commercials.
Skills
- Houdini, Maya, Redshift, V-Ray, Arnold, Katana, Nuke, Adobe Creative Suite, Lightworks, MEL, Python
- Linux, Windows and macOS
- Traditional painting, drawing and human anatomy
Education
- New York University: M.S., Advanced Digital Imaging and Design (May 2008)
- Long Island University: B.F.A., Computer Art and Design (May 2006)
Awards and Recognitions
- Autodesk 2009 Best of Show Reel: "Chairs," The Ladders commercial (Method Studios)
- Autodesk 2008 SIGGRAPH Show Reel: "Blindsided," NYU graduate thesis
