15-year technical and creative manager in the film, animation, and game industries looking for technology management opportunities.


October 2019 – Present

Technical Artist, Facebook

Designed 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 2019

Senior Technical Artist, Digitalfish

Designed 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 2019

Technical Director, Previs/Layout Artist, Lucasfilm/ILM

·         Story/Previs Artist for Lucasfilm Animation Ltd (Apr 2018 – Present)
Created, edited, and pitched storyboard and previs to Senior Lucasfilm Creative Executives for the final season of the Clone Wars animated series.

·         External Technical Assistant III for ILM (Jan 2018 – Apr 2018)
Managed and packaged Star Wars franchise 3D assets for delivery to internal departments and external vendors in addition to Lucasfilm Technical Director duties.

·         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)
Performed camera layout, matchmove, matchamation, and photogrammetry, processed LIDAR, modeled set extensions, 2D and 3D Stereoscopy, previs, scripted tools, and technical shot setup for Solo, Ready Player One, and Transformers: The Last Knight.

March 2016 – September 2016

Creative 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 2016

Cinematic Artist, Telltale Games

Adapted 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 2015

Layout 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 2007

Technical 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.


B.S. Major in Business Administration, Minor in Management Information Systems, University of California, Berkeley, Walter A. Haas School of Business (1997)


·         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.