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Resume - Curriculum Vitae
 

Experience

2019 Method Studios Vancouver, B.C. Canada

Senior Surfacing Artist/Texture Painter
 

  • Painted muscle tissue, fat, tendons, and skin on creatures that will melt during their death scenes for Stephen King's film, Dr. Sleep, the sequel to The Shining.

  • Modelled furiture, roads, and other Props, and used Substance Painter to create textures for them on an unreleased Netflix series. Painted textures for a few houses that will be demolished by a tornado.

  • Painted texture maps for a super hero Lego toy robot that will be melted by a super-powered child on a secondary unreleased Netflix series.

     

2014–2018 Lucasfilm - Industrial Light and Magic San Francisco, USA / Singapore / Vancouver

Senior Surfacing Artist/Texture Painter
 

  • Created a shader system and handpainted detail on top of the lion faced opening to the Cave of Wonders for Aladdin. Created tileable textures utilizing Substance Designer for the interior of Agraba castle.

  • Creating UV Based, Tile-able and Projection Based shader networks, look developing and Painting Textures for Hero Shark plus armor and weapons for the Sharks on Aquaman. Created the armor and suit for the main villain, Orm. Also look developed and painted multiple props, clothing for the Digital Doubles, Creatures and their weapons an armor, etc. Painted and Look Developed environment pieces and sets.

  • Worked with a team to paint the main asset, including a wide variety of damage maps, masks, displacement and spec maps for Ironman's HULKBUSTER Suit on Avengers 2: Age of Ultron. Look Developed, shaded and painted Props, Vehicles and Environment Sets.

  • Painted all maps, shaded and Look Developed The Iron Giant for Steven Spielberg's new movie, Ready Player One. Painted maps, Look Developed, and shaded multiple famous Videogame Characters such as World of Warcraft's Lich King, Street Fighter's Sagat, special effects father and genius Ray Harryhausen's Cyclops from Jason and the Argonauts, and a variety of races from Starcraft. All characters are to be used in Ready Player One.

  • Painted Digital Characters such as the Black, Purple, and Blue soldiers for The Great Wall. Also helped with the mouth, tongue and teeth of the Main Creature, as well as other Props, and Environments assets. Look developing and creating shader networks for all assets as well.

  • Painted Characters Characters, Props, and Environments assets on Ironman the Ride in Shanghai.

 

 

2010–2014 Weta Digital Ltd. Wellington, New Zealand
 

Surfacing Artist/Texture Painter

 

  • Painting Props, Vehicles and Environments assets on Dawn of the Planet of the Apes. Look developing and creating shader networks for all assets as well.

  • Creating UV Based, Tile-able and Projection Based shader networks, look developing and Painting Textures for Characters and Props on The Hobbit: An Unexpected Journey, The Hobbit 2: The Desolation of Smaug, and The Hobbit 3: There and Back Again. Also look developed and painted multiple props, clothing for the Dwarves, Orcs and Goblins, their weapons an armor, etc. Painted and Look Developed environment pieces and sets.

  • Worked with a team to paint a wide variety of damage maps, masks, displacement and specular maps on dozens of Ironman Suits for Ironman 3. Look Developed, shaded and painted Props, Vehicles and Environment Sets.

  • Painted all maps, shaded and Look Developed Kryptonian and Earth Battle Armor for Tor-An and Nam-Ek on Man of Steel. Painted maps, Look Developed, and shaded General Zod's Kryptonian Battle Armor along with Benjamin Nightingale. Painted and Look developed Props and Environments.

  • Worked with a team to paint clean and damaged versions of the Hellicarrier on The Avengers. Maps of the ship exterior were up-res'ed for extreme close ups, and new maps were created for the interior damaged areas. Concentrated mainly on the four turbine wings and interior damaged wall and turbine blades. Painted damage maps like smoke, oil, dirt, grime, panels displacement, etc. Also added new panel division detail on exterior and interior of ship through masks, color maps and displacement maps.

  • Used Projection Shaders and UV based shaders to Paint and Look Develop Props, Cargo Ship sections, Battleship sections, and Submarine Sections on X-Men: First Class.

  • Painted Textures Maps and Look Developed shaders for multiple Characters/Apes on Rise of the Planet of the Apes. Painted Textures, Look developed and created shading networks on Props and Environment Pieces as well.

  • Painted, Shaded and Look Developed multiple Characters on Tintin. Used Projection and UV Based shaders to Paint and Look Develop multiple environment assets with a team for the Unicorn Boat, The Palace of Baghaar, the City of Baghaar, and the Ship Docks in London. Also painted and look developed multiple props and clothing pieces.

  • Developed tile-able shader networks for the team to use on The Palace of Baghaar for Tintin. The shaders included Painted Textures that were patterns of ancient Middle Eastern designs, as well as brick and building material patterns.




2009–2010 Animal Logic Studios Sydney, Australia

 

Surfacing Artist/Texture Painter

 

  • Created Shader Networks and Painted Textures for Environments and Props on Legend of the Guardians – Guradians of Ga’Hoole. Props and sets were painted through UV maps, procedural, and tile-able texturing techniques.

 

2006–2008 Rhythm and Hues Studios Los Angeles, CA
 

Texture Painter

 

  • Collaborated to create Einstein Bobble Heads on Night the the Museum 2.

  • Painted Oil Tanker truck and hitch for Fast and Furious.

  • Worked on multi-layer Creatures and digital doubles for The Mummy 3.

  • Assisted in R&D work on ‘Abomination’ for The Incredible Hulk.

  • Painted Simon, the rockstar suits and props on Alvin & the Chipmunks.

  • Created multiple dogs, cats and all wolves on The Golden Compass.

  • Collaborated on a hawk and seagull for The Golden Compass.

  • Painted Rexy’s interactive objects, horses and nearly all props on Night at the Museum.

  • Painted tiny Diorama characters and their props at Digital Double quality for Night at the Museum.

  • Created hundreds of neon street signs and glowing storefronts on The Fast and the Furious 3: Tokyo Drift.

  • Collaborated with a team to generate a digital Shibuya Shopping Square on The Fast and the Furious 3: Tokyo Drift.

  • Painted the digital version of a Mazda RX-7 on The Fast and Furious 3: Tokyo Drift.

 

2005–2006 Black Point Studios San Francisco, CA


 

Texture Painter and Modeller

 

  • Modelled and painted pre-made character houses for the Nickelodeon T.V. show Lazytown.

  • Created original filler background houses on Lazytown.

  • Modelled and Painted props for multiple levels from source images on the Midway/Tiger Hill video game Stranglehold.

  • Incorporated the Stranglehold assets into the Unreal game engine.

 

 

Education

 

1999–2005 Academy of Art University San Francisco, CA
 

  • Bachelors of Fine Arts in Visual Effects and Animation.

 

 

 

 

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