15-year technical and creative manager in the film, animation, and game industries looking for technology management opportunities. |
Experience
October 2019 – PresentTechnical Artist, FacebookDesigned and created interactive AR/VR experiences with Facebook’s proprietary real-time tool, Spark. Collaborated with cross-functional engineering and art teams to create artist tools and shaders for a 2.5D pipeline using Maya, Photoshop, and Spark in Python, Javascript, and GLSL. April 2019 – October 2019Senior Technical Artist, DigitalfishDesigned and created AR/VR prototypes for Facebook with Unity, Spark, C#, and Javascript. Supported a team of engineers and designers integrating proprietary tools and 3D content into cross-platform interactive applications. Created, polished, and optimized scalable, performant assets and shaders. Conceptualized and developed UI/UX designs. Scripted tools and prototypes in Unity and Spark. September 2016 – March 2019Technical Director, Previs/Layout Artist, Lucasfilm/ILM· Story/Previs Artist for Lucasfilm Animation Ltd (Apr 2018 – Present) · External Technical Assistant III for ILM (Jan 2018 – Apr 2018) · Technical Director for the Lucasfilm Franchise Team (Jul 2017 – Dec 2017) · Modified Lucasfilm 3D digital products to meet creative needs of customers, provided technical support. · Programmed and released tools in Python to automate delivery of product packages, shortening asset delivery times from weeks to hours. · Redesigned and consolidated the 3D product delivery process from 4 departments into 1. · Worked with developers to create a new product delivery application that addressed the needs of several departments. · Layout/Matchmove Artist for ILM (Sep 2016 – Jul 2017) March 2016 – September 2016Creative Lead, Viscira· Managed a team of 10 technical artists to create 3D and AR/VR media products for the pharmaceutical industry. · Collaborated with cross-functional design, development, sales, production, and remote contractor teams as a 3D Generalist (modeling, rigging, previs, animation, lighting, effects, rendering, and editing). · Forecasted staffing needs and strategized product scope to manage multiple concurrent projects within budget and timeline constraints. · Client-facing manager for product vision and iteration pitching to big pharmaceutical clients including Novartis and Boehringer Ingelheim. March 2015 – February 2016Cinematic Artist, Telltale GamesAdapted script pages and verbal pitches into interactive cinematic scenes for the Game of Thrones, Minecraft: Story Mode, and The Walking Dead episodic games. April 2007– January 2015Layout Lead, Senior Layout Artist, PDI Dreamworks· Collaborated with directors and cross-functional department supervisors to manage technical problem-solving and creative production for brand specific animated cinematics. · Supervised 5-10 person in-house and remote creative teams to deliver and support 3D media products. · Developed workflows and programmed tools in MEL and Python to integrate emerging technology into existing animation and motion capture pipelines. · Managed motion capture sessions, acted as client-facing representative for system demos to corporate investors and media groups. · Animated cameras and blocked characters, composed set dressing, stereoscopy, edited playlists, scripted tools, collaborated with directors and art supervisors, and executed technical shot setup. · Projects included films, television shows, and commercials in the Classic Media, Madagascar, and How to Train Your Dragon franchises. January 2005 – April 2007Technical Animator, Layout Artist, Sony Imageworks· Collaborated with directors, producers, and departments leads to create previs for animated feature films. · Animated cameras and characters, cleaned and integrated motion capture data, composed set dressing, edited playlists, and executed technical shot setup. · Developed the studio camera capture pipeline and scripted associated tools in MEL and Python. · Projects included Beowulf, Spiderman, Surf’s Up, and Monster House. |
Education
B.S. Major in Business Administration, Minor in Management Information Systems, University of California, Berkeley, Walter A. Haas School of Business (1997) |
Skills
· Production knowledge of 3D creation software including Autodesk Maya and 3D Studio Max, Foundry Modo and Nuke, the Adobe Creative Suite, Katana, Avid, Final Cut, Unreal, and Unity.
· Programming and tool development experience in Python, Javascript, MEL, C#, UNIX, and HTML. · Management software experience with JIRA, Asana, Zendesk, and Shotgun. · Motion Capture hardware and software experience with the Vicon, MAC, and Intersense systems. · Extensive knowledge of Mac, Linux, and Windows operating systems. |