E X P E R I E N C E


 
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IMAGE ENGINE DESIGN, INC.

{ Lookdev and Lighting Artist }

March, 2018 to present

  • Game of Thrones: Season 8 (Key Artist)

  • Fantastic Beasts: The Crimes of Grindelwald

  • Square Enix Project

  • Pokémon: Detective Pikachu

  • John Wick: Parabellum

  • Overlord

  • Create well-maintained, versatile, and efficient shading graphs, light rigs and render passes

  • Collaborate closely with supervisors to ensure all assets, characters, and environments work within the scope of the lighting and color pipeline

  • Coordinate with supervisors, matte paint, and lighting leads to establish BRP (Bundle Render Profile) needs for shot lighting and compositing, occasionally implementing my own additions or creating my own BRPs

  • Communicate with R&D in order to assure all necessary parameters and functionality are included in production software (Gaffer/OSL nodes)

  • Ensure texture maps and models provided meet project requirements

  • Write and modify existing OSL nodes for improved workflow and flexibility while shading

  • Process and deliver requests to and from other departments and clients

  • Procedural and hand painted techniques using a variety of toolsets. Primary applications include Gaffer, Maya, Mari, Substance Designer, Nuke, Photoshop, PTGui

 
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PIXAR ANIMATION STUDIOS

{ Shading Technical Director }

June, 2016 to February, 2018

  • Incredibles 2

  • Bao (Key Artist)

  • Coco

  • Look Development of props, sets and environments for show, sequence, and shot level instances

  • Self driven interdepartmental communication and collaboration (from art to rendering), ensuring smooth and efficient progression and direction of assets, sets and environments throughout the production pipeline

  • Procedural and hand painted texturing and shading using a variety of toolsets. Primary applications included Katana, Flow (Pixar proprietary real-time shading tool), Paint3d (Disney proprietary painting tool), Photoshop, Maya, Mari

 
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Onirique

{ Short Film } Director, VFX Supervisor

September, 2015 to June 2016

 
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MACH III

{ Short Film } CG Supervisor

April 2015 to May, 2016

 
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THE MILL

{ CG Artist }

September to November, 2015

  • Texturing, Look Development, Lighting, and Compositing for Sony’s PlayStation holiday campaign

 
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METHOD

{ VFX Artist }

June to August, 2015

  • Texturing, Look Development, Lighting, and Compositing on Microsoft's Halo 5 advertisement campaign (VES nominated)

 
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The Ascension Group

{ Head of Production }

July to September, 2014

  • Full spectrum, full CG deliveries for channels with millions of subscribers

  • Brand strategy, title design, animated short films, and episodics

 
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Photographer

Editor

Art Director

Designer

Educator

Producer

2009 to Present

  • Short films, portraiture, technology integration projects, videography, title reels, tutorials, and brand design

 
 

 T E C H N I C A L T O O L S E T


 

  • Maya | Katana | Houdini | Gaffer | Mari | Substance | Nuke | Photoshop | DaVinci Resolve | Adobe Camera Raw | PTGui | After Effects | Premiere

  • RenderMan | Arnold | V-Ray

  • OSL | RIB | C++

  • Ultra high-res HDR photography

 
 

E D U C A T I O N


 

  • Savannah College of Art and Design

Visual Effects BFA, Technical Direction Minor

  • Pittsburg State University

Traditional Studio Art

 
 

 

A C C O M P L I S H M E N T S


  • Autodesk University Conference Invitee, Autodesk Student Expert (‘15)

  • Autodesk CG Student Awards (The Rookies), Student Spotlight  (’15)

  • Autodesk CG Student Awards (The Rookies), USA Internship Winner (’15)

  • American Advertising Federation, Gold ADDY Award in both Cinematography and Visual Effects (’13)

  • Kansas State University - Kansas State Technology Leaders, Technology Integration Winner (’08) and Runner-Up (’09)

  • Savannah College of Art and Design, Dean’s List, Artistic and Academic Honors Scholarships

  • National Honor Society | Kansas State Scholar | Life Scout { Boy Scouts of America }