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| LUMA PICTURES |
2020 - 2022MY TIME AT LUMA
I was hired by Luma Pictures to work as a Lighting Artist. It was a position that involved much more than just setting up light rigs. Lighting Artists functioned as a sequence assembly team using Katana, and the Universal Scene Description pipeline to manage all CG assets for entire sequences. Responsibilities included taking individual assets from all departments, conducting quality checks, setting up lighting and render layer templates in Katana to produce the necessary elements for our compositing team, and delivering those elements to the compositors in the form of an assembled and annotated nuke script, all while meeting the artistic expectations of the client. Above is an assembly of the scenes I was in charge of during my time at Luma, and below is a breakdown of the projects I had the most involvement in, and what my responsibilities were for each.
Marvel's Loki
I was tasked with the lighting and rendering of nearly all of the shots of Miss Minutes. Since I had experience with cell shaders from working at Griffith Observatory, I was assigned to insure that the character’s shaders setting were tuned for each shot. In all of her scenes I was tasked with creating her interactive lighting as well, and making sure it read correctly on all of the practical objects varying materials. I also lit and rendered set extensions and the particle effects of the deletion batons.
Marvel's Eternals
On this project I worked with the asset and lighting teams simultaneously. I created curves that were used to generate and animate the magical golden patterns of their weaponry, technology and costumes. I textured and lookdeveloped the flower garden’s on the ships, as well as designed the lighting of the room in which they are displayed. Examples of the magical curves I worked on can be seen in Phastos’s technology, and in the patterns on Sersi’s chest in the video above.
Marvel's Doctor Strange In The Multiverse of Madness
I was assigned the majority of the Gargantos attack sequence. My responsibilities included setting up the character and environment lighting rigs for the creature, set extensions, prop/vehicle replacements, and crowds. Once the sequence light rigs were created, I customized it for each shot to get the best result for each asset. I also managed render updates for dozens of shots, and created render layer and AOV templates in Katana to meet the needs of the compositing team.
Marvel's I Am Groot
We approached ‘I Am Groot’ as a fully 3D animated short, which allowed for more creative freedom in it’s lighting work. In the episode “Groot’s Pursuit,” I designed the lighting for the hall environment, and worked on the custom light rig for Groot, enabling precise control of how the light shaped him. In “Grootzilla,” I focused on lighting macro shots of the “Lilliputian” characters, emphasizing their small stature, and worked with the asset team to produce the “Lilliputian” weaponry.
Amazon Prime's The Tomorrow War
I was responsible for rendering all of the interactive lighting on the field and soldiers during the portal sequence as well as all of its emissive elements on the field. I was tasked with lighting, QC-ing and managing the interactive lighting of the crowds in the stadium. This entailed doing thorough examinations of crowd caches to ensure there were no issues such as duplicates or broken animations. I worked with the FX department to identify problematic crowd agents, and make sure they were pruned.
King Richard
I was responsible for all of the crowd replacement shots for every match shown in the film. Like Tomorrow war, I lit, QC-ed and examined the crowd caches to ensure that there were no duplicates or broken animations. Many of the stadiums in the film had to be reworked to appear as they did decades ago, and I was also in charge of making sure that our crowd elements lined up with the clean plate and crowd agents without interpenetration or shading errors.
| GRIFFITH OBSERVATORY |
2018 - 2020MY TIME AT GRIFFITH
I was hired as a CG generalist on their newest planetarium show ‘Signs of Life.’ I worked closely on several interstellar shots with Don Dixon – a proliffic astronomical artist – to achieve the most scientifically accurate renders of extrasolar planets that have been identified as the most likely to harbor life.
Creatures | Characters
I was recommended by Eric Keller – my creature sculpting teacher from Gnomon – for my knowledge in both the artistic and technical aspects of producing high quality creature assets, and was hired primarily to bring many of the living creatures in the show to life. I developed the models, and materials of several character and creature assets, as well as creating and animating the rigs for our Martians.
Lighting | Rendering
On ‘Signs of Life,’ I was tasked with lighting and rendering several shots, which posed a unique challenge. Every shot had a 180° field of view, would be rendered in 8k, had a frame rate of 120 frames per second, and ran together as a single shot. All of these variables required thought when crafting the lighting, which needed to work for many angles, and careful optimization to maximize the quality under the restraints of our limited render resources.
Rigging | Grooming
I was tasked with grooming two of our main characters – the little girl, and her dog. For this, I learned how to use the Yeti hair plugin by Peregrine Labs, and employed it for both of these characters.
I also rigged and animated all of the creatures I built for this show. Each animal’s body structure was very different, and required research to ensure it could be animated in a believable way.
| ASSET WORK |
Projects PageRecent Projects | Breakdowns
About Me
I’m a Gnomon graduate, with over 5 years of studio experience working as a 3D generalist and Lighting Artist in film and game pipelines. I have a good understanding of asset optimization for real time engines, and enjoy working with a team from early concepts to the final render.
Work Experience
Volition Studios 2019 – Present
Volition Studios is my own freelance company. I have worked on film commercials, mobile games, VR experiences, and fine art exhibitions for display in New York, Paris, and Rome. This work has given me experience across many departments, and I now have a wide perspective of the VFX and gaming industry as a whole.
Luma Pictures Mar 2020 – July 2022
Lighting Artist and CG Generalist : I worked between the assets and lighting departments; modeling, texturing and look developing assets for projects like Marvels ” I Am Groot,” “Eternals,” and “Loki.” Most of my time, however, was spent setting up and iterating light rigs for hundreds of shots across multiple shows in Katana.
Griffith Media / Friends of the Observatory Aug 2018 – Feb 2020
Character and Creature Generalist: My primary tasks include modeling, texturing, look development, rigging and animation of character and creature assets for a new show being produced for the Griffith Observatory Planetarium.
Hammer Creative Jan 2018 – June 2018
Rigger, Model, Texture & Grooming Artist: My Responsibilities were to rig character and creature assets, as well as model, texture and groom. I would also manage renders, assemble scenes and troubleshoot render issues.
Education
Gnomon School of Visual Effects Games Generalist Track 2015 – 2017
My focus has been on creating efficient, high quality film and game character assets. My other areas of study include joint base character rigging, blendshape based facial rigging, hair and feather grooming and simulation, and character animation.
Artist Statement
Plain and simple, I like to make cool art with other cool artists.
Software Proficiency
Project tracking software I’ve worked with :
– Shotgun | Ftrack | Notion.io | Asana | Monday
References on Request