Resume
Summary of Qualifications
I am an innovative and passionate artist with creative production management experience that includes unique, effective, 3D design, as well as advanced team planning.I am a proven industry expert in the following fields: 3D modeling of environments, props, vehicles, and charters, along with exceptional light, animating, rendering, compositing, motion tracking, and rotoscope proficiency. Exceptional flexibility and resourcefulness coupled with the capability to multi-task in a fast-paced environment without compromising product quality.
Core Competencies
Work Experience
Lead Environment Artist at Digital Domain ▪ Vancouver, BC
Jan 2020 - Present
Job Duties: Point of contact for Environment team and supervisors, production and other departments. Modeling (Terrain, Buildings, Vehicles, Props), Texturing, Compositing, Lighting, Rendering
Projects:
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Carnival Row: Season 2
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Ms. Marvel
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Blue Beetle
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Echo: Season 1
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Agatha: Coven of Chaos: Season 1
Summary:
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Modeling photoreal environments in multiple levels of detail to be rendered in 4k resolution.
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Texturing photoreal environment pieces in Mari and Photoshop
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Setting up camera projections in Maya and Nuke
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Slap comp setup
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Lighting and rendering of full CG assets
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Layout of CG environments and set extensions
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Manage Environment Team
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Review Dailies and give feedback to Environment team
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Participate in strategy meeting with supervisors to set task, goals, deadlines
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Provide bidding breakdown
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Work closely with Production to set task and expectations
Senior Environment Artist at Digital Domain ▪ Vancouver, BC
Jan 2019 - Present
Job Duties: Modeling (Terrain, Buildings, Vehicles, Props), Texturing, Compositing, Lighting, Rendering
Projects:
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Captain Marvel
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The Rescue
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Lost in Space: Season 2
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Morbius
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Loki: Season 1
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WondaVision: Season 1
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Shang-Chi and the Legend of the Ten Rings
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Dr. Strange in the Multiverse of Madness
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Stranger Things: Season 4
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Avengers: End Game
Summary:
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Modeling photoreal environments in multiple levels of detail to be rendered in 4k resolution.
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Texturing photoreal environment pieces in Mari and Photoshop
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Setting up camera projections in Maya and Nuke
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Slap comp setup
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Lighting and rendering of full CG assets
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Layout of CG environments and set extensions
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Matte painting and Paintovers
Senior Generalist at Industrial Light and Magic ▪ Vancouver, BC
Dec 2017 - Jan 2019
Job Duties: Modeling (Terrain, Buildings, Vehicles), Texturing, Compositing, Rendering
Projects:
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Aquaman
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Captain Marvel
Summary:
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Modeling photoreal environments
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Texture/lookdev of environment pieces in Clarisse and Photoshop
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Slap comp setup
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Lighting and rendering of full CG assets in 3DS Max/Vray and Clarisse
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Layout of CG environments and set extensions
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Animation of background asset
Senior Environment Artist at Digital Domain ▪ Vancouver, BC
Nov 2016 - Dec 2017
Job Duties: Modeling (Terrain, Buildings, Vehicles), Texturing, Compositing, Rendering
Projects:
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Fate of the Furious: F8
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Ready Player One
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Thor: Ragnarok
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Shadow (2018)
Summary:
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Modeling photoreal environments in multiple levels of detail to be rendered in 4k resolution.
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Texturing photoreal environment pieces in Mari and Photoshop
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Setting up camera projections in Maya and Nuke
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Slap comp setup
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Lighting and rendering of full CG assets
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Layout of CG environments and set extensions
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Matte painting and Paintovers
Senior Environment Artist at MPC ▪ Vancouver, BC
Dec 2014 – Nov 2016
Job Duties: Modeling (Terrain, Buildings, Vehicles), Texturing, Compositing, Rendering
Projects:
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Batman Vs. Superman
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Spectre 007
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Independence Day Resurgence
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Ghostbusters (2016)
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Ghost in the Shell
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The Mummy (2017)
Summary:
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Modeling photoreal environments in multiple levels of detail to be rendered in 4k resolution.
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Texturing photoreal environment pieces in Mari and Photoshop
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Setting up camera projections in Maya and Nuke
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Slap comp setup
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Lighting and rendering of full CG assets
Lead Graphic Artist at New York Air Brake
Oct 2011 - Dec 2014
Job Duties: Modeling (Objects / Worlds / Environments), Lead Artist, Team Leadership, Texture Mapping
Summary:
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Streamlined content creation to maximize productivity and quality for new product lines in a rapidly expanding company.
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Implemented and trained team to utilize Agile/Scrum methodology for faster, more accurate, deliveries to customers resulting in higher confidence and satisfaction.
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Updated and improved 3D modeling and texturing of new and existing projects to exceed current quality expectations and standards creating higher customer satisfaction.
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Key Lead in creating content for train simulators, as well as setting and innovating standards for all internal artists.
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Supervised 12 artists in creation, simulation integration, and quality assurance, of digital assets.
Lead 3D Content modeler at L-3 Com
Apr 2009 - Oct 2011
Job Duties: Modeling (Objects / Worlds / Environments) , Texturing / 2D / Painting , Texture Mapping , Lead Artist
Summary:
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3D modeling of aircraft, automobiles, watercraft, airfields, environment buildings, and level of detail; creating texture maps, developing IR texture map, and setting up vehicle and airfield lighting.
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Successfully promoted to a higher level position to supervise several projects; allocated projects to the team provided continuous quality control and ensured that established deadline was met.
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Instrumental in creating content for the flight simulators, as well as in setting and innovating standards for internal artists.
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Noted Projects: F-16 Flight Simulator, F-18 Flight Simulator, F-22 Flight Simulator
Digital Artist at Tryba Architecture
Feb 2007 - Nov 2008
Job Duties: Web / Internet, Print / Package Design , Camera Placement / Tracking , Image Processing , Texturing / 2D / Painting , Modeling (Objects / Worlds / Environments) , Renderman , Compositing , Lighting
Summary:
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Directed 3D rendering, modeling from CAD drawing, texturing, lighting, camera setup, animation, and final image through Maya, Photoshop, Shake, and Mental Ray. Collaborated with the architects during the design development stage.
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Major Contributions:
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Significantly implemented multiple and successful high-end, photoreal 3D renderings for the company that was used in advertisements, brochures, and billboards.
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Played a vital role in supporting the design team to visualize the buildings; contributed in generating an improved, faster, and higher quality end product.
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Noted Projects: 1900 Sixteenth Street, Cabo San Lucas, Denver Botanical Gardens, Colorado Center
3D Rendering Artist at Watkins Associates
Feb 2006 - Feb 2007
Summary:
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Responsibilities included modeling, texturing, lighting, camera setup, rendering, final image composition, logo design, branding, marketing, and brochure design.
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Utilized various programs, such as Maya, Photoshop, Shake, Mental Ray, and Indesign.
Noted Projects: One Cherry Creek, Whispering Creek, Polar Ice
Freelance ▪ Boulder, CO
3D Generalist
2006
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Effectively performed compositing, match moving, and green screen removal for the Star Wars Fan Film Trailer.
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Developed digital composites for short film Enigma.
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Developed Magazine Advertisement of Proven Cycles.
Education
Associate of Science in Computer Animation: 2005
Full Sail University ▪ Winter Park, FL
Entertainment Business Degree Program in Full Sail University
Software
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Autodesk Maya
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Apple Shake
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Mental Ray
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Vray
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Adobe Photoshop
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Final Cut pro
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HDR Shop
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Windows
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Clarisse
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Premiere Pro
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Nuke
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Creator
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Global Mapper
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Boujou
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Mari
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Agisoft Photoscan
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Agisoft Photoscan
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ZBrush
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Maya Live
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World Machine
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Mac OSX
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Linux
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JIRA
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Agile
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Houdini
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Hard Surface Modeling
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World Building
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Organic Modeling
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Texturing
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Lighting
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Compositing
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Agile Methodologies
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Rendering
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Animation
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Video Editing
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Troubleshooting
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Projection Modeling
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Matchmoving
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Team Management
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Photogrammetry