I work in visual effects within the feature film and episodic industry, currently as Technical Supervisor at DNEG. I have been working with digital media for the last 25 years, first in post-production, then in CGI, focusing on lighting and look development, and eventually moving into supervision. More recently, the last few years have given me opportunities to help develop USD-centric workflows and pipelines, notably in SideFX Houdini/Solaris.
CG Supervisor, Digital Domain
CG Supervisor, Digital Domain
CG Supervisor, Digital Domain
CG Supervisor, Digital Domain
CG Supervisor, Digital Domain
CG Supervisor, Digital Domain
Lighting Lead, Digital Domain
Lighting Lead, Digital Domain
Lighting, Digital Domain
Lighting, Digital Domain
Lighting Lead, Digital Domain
Lighting Lead, Digital Domain
Lighting Lead, MPC
Lighting Lead, MPC
Lighting Lead, MPC
Lighting Lead, MPC
Senior Lighter, Method Studios
Senior Lighter, Method Studios
Senior Lighter, Method Studios
Senior Lighter, Method Studios
Senior Lighter, MPC
Senior Lighter, MPC
Senior Lighter, MPC
Senior Lighter, MPC
Senior Lighter, MPC
Senior Lighter, MPC
Senior Lighter, MPC
Senior Lighter, MPC
Senior Lighter, MPC
Senior Lighter, MPC
FX Artist, Magnetic Dreams
FX Artist, Magnetic Dreams
WORK HISTORY


2023 - present: Technical Supervisor (Build/Lookdev), DNEG

Involved with refining and maintaining DNEG's proprietary pipeline, focusing primarily on USD, Houdini, and workflows for asset creation. Partly responsible for establishing cross-show standards and streamlined processes to benefit all productions. Common toolsets include Houdini, USD, Python, and Renderman.


2020-2023: CG Supervisor, Digital Domain

In my role as CG Supervisor at DD I helped shepherd productions through various CG departments, ensuring that our teams had the technical solutions they needed and that we met our clients' artistic goals and deadlines. I also spearheaded the development of a proprietary shot-lighting framework built around USD and SideFX's Solaris -- including scalable lighting setups, interfaces, workflows, and toolsets -- capable of handling anything from small productions to large tentpole features and long-format episodics.

Blue Beetle
(DC Entertainment / Warner Bros.)
    • CG Supervision
    • Development of proprietary USD-based Asset, Lighting, and Rendering pipeline

Black Adam
(DC Entertainment/New Line)
    • CG Supervision
    • Development of proprietary USD-based Asset, Lighting, and Rendering pipeline

Spiderman - No Way Home
(Marvel Studios/Disney Studios)
    • CG Supervision
    • Development of proprietary USD-based Asset, Lighting, and Rendering pipeline


2019-2020: Lighting Lead, Digital Domain

Loki
(Marvel Studios/Disney Studios)
    • Lighting development and initial lightrig design
    • Sequence setups and optimizations
    • Initial shot lighting
    • Team Management

Morbius
(Sony Pictures)
    • Shot lighting

Black Widow
(Marvel Studios / Disney Studios)
    • Lighting development and lightrig design
    • Sequence setups and optimizations
    • Shot lighting
    • Team Management


2018-2019: Lighting Lead, MPC

Maleficent - Mistress of Evil
(WALT DISNEY STUDIOS)
    • Set team and Lookdev lead for Fey Nest and Great Tree environments
    • Developed broad shading approach for environmental assets.
    • Worked with software department to develop a custom shading solution used throughout the environmental lookdev
    • Lookdev for Tundra biome, Great Tree and Amber Wall environments.
    • Lookdev base for all vegetation across several sequences
    • Sequence Lighting development and lightrig design, in conjunction with Key Lighting Artists
    • Sequence level optimizations for Fey Nest and Great Tree environments, in conjunction with Key Sets/Lighting Artists
    • Team management

Pokemon - Detective Pikachu
(Warner Bros. Pictures)
    • Lighting development and lightrig design, in conjunction with Key Lighting Artists
    • Shader authoring and partial lookdev for sections of Ryme City, in conjunction with Key Lighting Artists
    • Sequence level optimizations for Ryme City and Torterra sequences
    • Team management


2017-2018: Senior Lighter, Method Studios

Aquaman
(Warner bros. Pictures)
    • Shot Lighting
    • Lighting Development

Antman and the Wasp
(Marvel Studios/ / Disney Studios)
    • Creature Lookdev
    • "OG" Antman and Wasp suit lookdev
    • Quantum Pod Lookdev with Matthew Choy

    • Shot Lighting and lightrig development (with Christian Kraugh)

2018-2019: Senior/Key Lighter, MPC

Justice League
(Warner bros. Pictures)
    • FX Lookdev, with Adam Davis
    • Sequence-level Katana setups for Lighting and Rendering
    • Shot Lighting

The Dark Tower
(sony pictures)
    • Sequence Lighting
    • Shot Lighting

XXX - Return of Xander Cage
(Paramount pictures)
    • Shot Lighting
    • Ocean Lookdev

Independence Day Resurgence
(Twentieth century fox)
    • Shot Lighting

Suicide Squad (2016)
(warner bros. Pictures)
    • Shot Lighting

2009-2016: Lead CG Artist, Magnetic Dreams Animation Studio

Primarily responsible for look-development and shot lighting. Also responsible for asset modeling and surfacing, using traditional polygonal modeling techniques as well as procedural methods, in addition to sculpting workflows when necessary. Additionally involved in pipeline development, working as a Shotgun admin and building both integrated and standalone production tools.

- Yellowday (2015)
- Five For Fighting - "What If" (2014)
- Chick-Fil-A - Celebrating 50 Years (2014)
- After (2012)
- Taylor Swift - "Fifteen" (2009)
- Sesame Street - Game of Chairs (2015)
- Sesame Street - Smart Cookies (2015)
- Sesame Street - Crumby Pictures (2013)
- Sesame Street - Elmo The Musical (2012)
- Sesame Street - Elmo's Alphabet Challenge (2012)
- Marvel - Thor & Loki: Blood Brothers (2011)
- Marvel - Iron Man Extremis (2010)
- Product renderings for Dell, Oreck, Alienware, Blu, Solpad, Freescale, etc.
Back to Top