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.
Quick turnaround Nuke composite work for a couple of commercials.
>CG Element Integration
>2D Matchmove & Stabilization
>Roto & Paint
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.
>Extensive use of Ocula for Stereo Plate Disparity Generation, Vertical Alignment, and Color.
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 menu.py and init.py 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.
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.
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.