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Work Experience

HouseSpecial

January 2015 - December 2017

Senior Technical Director / Software Developer / Effects Artist

  • Effects Creation (Houdini)
  • Techincal Show Lead
  • Development of new VR pipeline (From the ground up)
  • Development and Support of parallel FX pipeline along side existing pipeline
  • Applications / Systems / Tools
    • Shotgun Wrapper module
      • Wrapper Module which communicate with Shotgun from within Houdini, Maya, Nuke
    • Qube Wrapper module
      • Wrapper Module which tied into the Qube API and allowed for farm submissions from within Houdini.
    • Path Library
      • Dynamically generate data paths used within the studio
    • Software Path Resolving module
      • Module used for determining software location.
    • Application Environment Module
      • Module which configured application environments
    • Application tracking and management system.
      • This system tracked applications assigned to shows and allowed for fluid and quick updating of application versions
    • Task Browser
      • A task browsing UI which allowed artist to create, track, launch, reconfigure working tasks
    • FX Publisher
      • A system for publishing effects into the pipeline for use by Maya
    • Houdini Caching System
      • A system for controlling the generation of and management of caches in Houdini
    • Houdini SetDress tool system
      • A procedural setdressing toolset for populating mass amounts of data
    • Houdini Grass System
      • A procedural grass setdressing tooset for populating fur basedgrass for shots.
    • Modling, Rigging, Animation publishing system for VR pipeline

ReelFX

September 2007 - January 2015

Senior Houdini Developer,FX Supervisor

  • Effects Supervision
  • Effects Creation (Houdini)
  • Technical support for Procedural SetDressing/Grass systems
  • General support for Houdini Based Issue
  • Applications / Systems / Tools
    • Accesory System
      • Developed and supported system for populating accessory assemblies. These were sub assembly setdressings which followed assets around in the pipline.
    • Automatic Culling System
      • A dynamic asset culling system which insured only assets in camera frustum were loaded
    • AssetLOD
      • Node based tool for visualizing Asset LODS in a working scene
    • AssetGrouper
      • Node based tools for quicking grouping assets and making render bundles
    • AssetReduce
      • Tool for dynamically reducing setdress assets in a scene.
    • FX Accessory Wrapper
      • Toolset for packaging and delivering FX shotwork to the Lighting department
    • Cache Management System
      • Command line tool for managing FX caches
    • PyQt Rat to Dtex Tool
      • A tool which facilitated converting Rat Files to Dtex files
    • Render Image Verification System
      • A tool for validating render images to help reduce delivery of bad render images.
    • Qube Job Analyzer
      • Toolbar based tool which helped facilitate management of render jobs from within Houdini
    • Crowd System
      • Developement of a clip based crowd system for Houdini.
    • Procedural SetDres and Grass System
      • Developement and maintenance for handling the creation of procedural setdressing and grass in Houdini.

Post Asylum

August 2006 - September 2007

VFX Supervisor

  • Building and Managing 3d Department
  • Creationg of internal database driven Website (PHP, MySQL)
  • Art Direction
  • Budgeting of hours for Project Completion.
  • Worked closely with Clients to bring their vision to reality.
  • Hands on shot work to complete projects.

Tippett

June 2006 - August 2006

Creature Modeler

  • Creature Modeling
  • Displacement Painting
  • UV Layout
  • BlendShape Creation
  • Occasional script writing to help with modeling tasks

DNA

June 2004 - June 2006

Lead Technical Director

  • Procedural Modeling
    • Building , Supporting Procedural Modeling Tools in Houdini
      • Grass, Ground, Shrubbery, etc...
  • Massive Integration
    • Development of of OTLS and scripts to insure Massive integrated into Houdini
  • Pipeline Tools
    • Construction of tools to automate workflow, save diskspace, gather geometry, and reduce geometry size
  • Prop Rigging
    • Creation of prop rigs for animation and layout artist
    • Training of artist on tools
    • Trained other members of my team on tools
  • Modeling
    • Organic model creation
    • Hard surface model creation
    • Occasional UV and Zbrush work
    • Wrote scripts to help speed up modelers workflows

Bowling Green State University

January 2002 - May 2004

Instructor

  • Full Teaching Responsibilites
  • Creation of Syllabus and Course Objectives
  • Spring 2004
    • ArtC 413 - Advanced Computer Animation (two sections)
    • ArtC 312 - Intermediate Computer Animation
    • ArtC 311 - Advanced Flash Programming
  • Fall 2003
    • ArtC 413 - Advanced Computer Animation
    • ArtC 321 - Intermediate Digital Imaging
    • ArtC 311 - Intermediate 3d Modeling
  • Summer 2003
    • ArtC 400 - Creative Mel Scripting in Maya
  • Summer 2003
    • ArtC 413 - Advanced Computer Animation
    • ArtC 312 - Intermediate Computer Animation (two sections)
  • Fall 2002
    • ArtC 201 - Introduction to Computer Art
    • ArtC 311 - Intermediate 3d Modeling
    • ArtC 331 - Intermediate Interactive Art

Launguage Experience

Bash
C++
CSS
GIT
HTML
HTML5
JQuery
JSON
Java
JavaScript
MongoDB
MySQL
Objective-C
Php
Python
SVN
VB
ZODB

Software Experience

AfterEffects
Avid
Blender
Houdini
Maya
Modo
MudBox
Nuke
Photoshop
UV Layout
XSI
ZBrush