About
Who are you, exactly?
I am a compositor and visual effects artist based out of the Bay Area in California, with an open mind and an eye for creative ways to achieve the impossible. Combining your story with my knowledge of compositing and other digital effects, together we can bring your vision to the screen. My ability to collaborate with others in the post production process, including editors, other vfx artists, and colorists, as well as my ability to adapt to changing situations, means that I can deliver on a deadline.
In addition, I’m familiar with and have an interest in pipeline development, and think that creating tools and automating processes for studios and personal work is time well spent. In addition to comping, I like to design tools and systems to help minimize mistakes, and automate the boring stuff. That way everything goes smoother and faster, and the focus for artists stays on the art, and less on the technical nitty-gritty. That said, I do have experience working within a well established pipeline and understand the need for a collaborative environment.
What have you worked on?
Previous episodic television/streaming work includes The Bondsman, Righteous Gemstones, Manhunt, Shogun, For All Mankind, Cowboy Bebop for Netflix, and Star Trek: Discovery. Previous film work includes Yes Day, The Good House and Halloween Kills. Previous commercial ad work includes clients such as Nintendo, Starkist, Airstream, and Nickelodeon. I’ve developed new UI tools for both comp management and automation and 3dsMax/Maya “toolboxes” to speed artist workflows with in-house and external workflows, and help maintain existing pipeline automation and artist-facing tools for Nuke/3dsMax/Maya.
What’s your skillset?
Creative:
Nuke for compositing, Maya for animation, Substance painter for texturing. Blender for modeling, shaders, simulations, and personal work. Also familiar with the Adobe Suite, Affinity Designer and Photo, and Davinci Resolve.
Technical:
Knowledge of Python for scripting, Qt for UI design, Deadline for render management, Shotgrid for shot management (both artist-facing and developer-facing), Git for version control, and CMD and Bash for most other things. I’m comfortable with both Windows and Linux (mostly Fedora/RHEL based), have intermediate knowledge of network engineering, and for everything else, I’m always happy to learn and able to research on my own to problem-solve..
Interested in working with me? Contact me and let’s get started!