Portfolio

A selection of projects across games, animation, and vfx.

Battlefield Mobile

Technical Art Director: Electronic Arts (present)

Architected and deployed distributed artistic platform to support Battlefield Mobile.

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Destiny 2® Forsaken

Senior VFX Artist: High Moon Studios / Activision (2018)

Authored environment FX as well as the death FX for various characters including the Scorn Barons.

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Call of Duty® Modern Warfare Remastered

Senior VFX Artist: Raven Software / Activision (2016)

Authored environment FX for various multi-player maps including Pipeline shown here.

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Call of Duty® Online

Senior VFX Artist: Raven Software / Activision (2016)

Authored a wide variety of FX for areas such as weapons, characters, and environments for Call of Duty® Online.

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How to Train Your Dragon 2

Product Owner – Torch: DreamWorks Animation (2015)

Partnering with Technology and Production to design DWA’s next-generation lighting application, TORCH.

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Puss in Boots

CG Supervisor: DreamWorks Animation (2011)

My team had the opportunity to work on a colorful sequence in particular, the cat cantina, which was featured in the book, The Art of Puss in Boots.

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Megamind

CG Supervisor: DreamWorks Animation (2010)

My team focused on the grand finale dance sequence featuring all the main characters, a city environment, and the largest set of crowds in the film.

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The Last Airbender

VFX Artist: Industrial Light & Magic – Lucasfilm (2010)

I had the opportunity to work on lighting and FX in the proprietary package, Zeno, as well as to aid in the introduction of Side Effects’ Houdini into the studio workflow.

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Terminator Salvation

VFX Supervisor: Rising Sun Pictures (2009)

The sequences awarded to RSP, that our team in Sydney carried out, included full CG stormy ocean shots with the Osprey helicopter which included several different layers of rain, atmospherics, as well as very complex water fx.

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Harry Potter and the Half-Blood Prince

VFX Supervisor: Rising Sun Pictures (2009)

This award had a breathtaking variety of work including shots with hundreds of CG props, fluid simulations, volumetrics, particle effects, character animation, cloth sims, CG environments, CG set extensions, loads of concept artwork, and some of the most challenging compositing work I’ve come across.

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Superman Returns

Lighting Supervisor: Rhythm & Hues Studios (2006)

Our team focused on the Ship Rescue sequence of the movie where crystal structures grow from the sea floor out in the open ocean. Several of the shots in this sequence were full CG encompassing ocean and water effects, crystals and a crystal island, digital doubles of the actors, a yacht, a helicopter, a seaplane, and dozens of props.

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X-Men 2

CG Sequence Supervisor: Rhythm & Hues Studios (2003)

In the Plastic Prison sequence of the film, the leader of the “mutant brotherhood” Magneto is being held captive and we focus on his escape. This demanded the creation of a large part of the CG prison itself and the surrounding CG environment.

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