2D and 3D artist with 8+ years of industry experience in the film and game industries. Graduate of the Art Institute of San Diego, Ca. with a Bachelors of Science in Game Art and Design. Past experiences have included Compositiing 2D and Stereo, Technical Direction, UI Design, 3D Generalist, 2D Illustration. A big or small team player who can adjust into lead roles easily and answers criticisms with positive return. Good communication skills and a friendly, positive nature.

I am constantly exploring and expanding my skills, knowledge, and creativity. I am always looking forward to working with or leading an assortment of clients, mentors or artists. I seek opportunities that challenge my skill set developing AAA art for AAA games or films while gaining additional experience from working with other professionals that share a passion for mastering their mediums and tools.

Demo Reel


  • Compositing
  • Sculpting
  • Digital Sculpting
  • Digital Painting
  • Painting
  • Creature Design
  • Character Design
  • Concept Art
  • High-poly Modeling
  • Retopology
  • Texturing
  • UV Mapping
  • Software Proficiency

    After Effects
    After Effects
    Unreal Engine
    Unreal Engine
    Mocha Pro
    Mocha Pro




    June 2016 - Present | Burbank, United States of America

    Freelance Compositor

    April 2016 - May 2016 | Santa Monica, United States of America

    Quick turnaround Nuke composite work for a couple of commercials.

    >CG Element Integration

    >2D Matchmove & Stabilization

    >Roto & Paint

    >Color Correction

    >Rig Removal

    Freelance Compositor

    Dimension X
    November 2015 - April 2016 | Los Angeles, United States of America

    An OSX, Nuke based pipeline where I utilized Nuke and Ocula for native shot plate correction. Correcting any native artifact, alignment or color change between the left and right cameras.

    Title(s): X-Men: Apocalypse

    >2D Tracking in Mocha and Nuke.


    >Color Correction

    >Extensive use of Ocula for Stereo Plate Disparity Generation, Vertical Alignment, and Color.

    Freelance Nuke TD / Compositor

    The BOX Creative
    July 2015 - September 2015 | Marina del Rey, United States of America

    The BOX Creative brought me in, contract, to help out with python and TCL scripts for Nuke as well as compositing. I created small tools to assist in Nuke script efficiency such as auto-write, custom reformat nodes, Nuke environment variables, custom and all catered to project specifics. When not creating tools for the Nuke pipeline I was compositing shots utilizing elements from the CG team, 2d and 3d tracks, matte paintings, roto, and color correction.

    >Created matte paintings for the Escape format which is an additional two 2880 x 1620 screens of content to match the center plate.

    >Developed a custom project specific write node as well as other general tools.

    >2D tracked shots in Mocha Pro and Nuke.

    >Color corrected, matte painted, and adjusted CG renders of plates to better match Escape center plate.

    UI Artist

    TC Digital Games // 4Kids Entertainment
    February 2007 - December 2009 | Del Mar, United States of America

    A small studio where I had to take on many roles educating myself in an assortment of areas of Game Development, Graphics Design, Web Development and Marketing. I Designed and created layouts, models, animations, or any art related materials for the Unity Engine game environment and the Chaotic website utilizing Maya, After Effects, and Photoshop.

    > Modeled and textured low poly table top card environments for Online play using Maya and Photoshop.

    > Designed and developed art using Photoshop and After Effects for the UI in coordination with the front-end developers for web and game environments.

    > Created Marketing and Promotional Art in conjunction with the marketing department, i.e. banners, icons, ads, promotional web flyers, etc. using Illustrator and Photoshop.

    > Created graphic art, package design and print materials in coordination with the design team.

    > Created rough models and concept art for all teams to pitch at meetings.

    Compositing TD

    Legend 3D
    February 2010 - December 2014 | Burbank, United States of America

    A leading Stereoscopic Conversion company where I started as a Depth Artist and progressed to a Compositing TD. My end role was to optimize complex senior level Nuke scripts, create tool prototypes, problem solve, research & develop, and document, all focused in 2D to 3D Conversion and / or 2D Compositing. Progressed through 3 positions: Depth Artist, VFX Asset Technician, and Compositing TD.

    > Created mock-ups and simple tools using Nuke and Python.

    > Placed Stereo Rigs or 2D cameras in Maya for placing client 3D assets. Assets from client were typically scans or high poly models that were reduced and optimized for use in Maya and the Nuke pipeline.

    > Figured out work-flows and best practices with all VFX heavy Nuke scripts from 3rd party studios which included consolidation, optimization, and shot planning.

    > Developed strategies and work-flows with new technologies such as VR using in-house tools, Maya and Nuke.

    > Problem solved trouble Nuke shots to help meet deadlines.

    > Reported to and worked directly with VFX Supervisors, Compositing Supervisors and the Development team.