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Education

North Carolina State University  (1998 - 2001) Raleigh, NC
BS in Computer Science May 2001

Work Experience

Shot Engine (9/15 - current)
Lead Developer / Manager

  • coding a Maya "render anything" app. Renders farm-atypical items on the render farm: Playblasts, NParticles, Maya Fluids, Alembic geocache, others.
  • integrating the app into Shotgun Toolkit.

Prologue Films (3/12 - 11/14, 2/15 - 9/15)
Lead Pipeline TD

  • debugging Maya/Nuke/Mari/Zbrush scenes for artists
  • optimizing Maya/Nuke render scenes to speed up render times
  • configuring Maya/Nuke facility startups (plugins, scripts, etc) to run from a single network location
  • specification/design/implementation of pipeline tools for artists
  • designing/implementing workflow and dataflow for new Shotgun Toolkit (SGTK) pipeline
  • training artists in use of SGTK
  • extensive coding/debugging in SGTK and Shotgun API
  • managing tech workers: Pipeline TDs, misc. tech staff, interns
  • interviewing/evaluating new tech hires: Systems, Pipeline, VR, render wrangler, etc
  • consulting with owners and producers on various Pipeline issues/decisions
  • occasional shot work: Mainly modeling

Industrial Color (11/14 - 2/15)
Shotgun Toolkit Integrator

  • performing remote dev work (to NY) via Teamviewer and VPN
  • debugging/repairing faulty pre-existing SGTK install
  • moving/rerooting SGTK -- twice. The company switched file servers, then DNS
  • installing new SGTK projects
  • adding Deadline render queuing features to SGTK
  • adding secondary Draft rendering to those renders queued with SGTK
  • writing a script that successfully performed a multi-threaded find/replace within every Nuke and Maya file in the pipeline -- a path reroot for all textures/filerefs in Maya, and all readnodes/writenodes in Nuke

Yu+co (3/11 - 7/11)
3D Generalist / Python scripting

  • creating short fur for character
  • scripting ( Maya Python ): a graphic of an animatable 3d node network
  • assisting artists with Maya/Nuke/Mari issues

Simulacrum Productions LLC (6/10 - 2/11)
Owner

  • designing/modeling characters for a short film
  • scripting(PyMel): a render pass toolkit for Maya/Mental Ray

Picture Mill (4/10 - 5/10)
Freelance Maya Generalist

  • particle dynamics: setup, shading, animating, rendering

Ntropic (4/10)
Freelance Maya Generalist

  • modeling, rigging, texturing, lighting and animating, a growing tree sapling
  • rigging, texturing, lighting, animating, a growing adult tree

Mark Wurts Design (2/10 - 3/10)
Freelance Maya Generalist

  • particle dynamics: setup, shading, animating, rendering

Simulacrum Productions LLC (8/09 - 1/10)
Owner

  • sketching preliminary character designs for short film
  • working on sound design

Simulacrum Productions LLC (8/09)
Owner / Operator

  • designing, programming and testing a workflow plugin for Maya using Maya's C++ API

Motion Theory (6/09 - 7/09)
Freelance Maya Generalist

  • animating, assisting with rigging

Brand New School (4/09 - 5/09)
Freelance Maya Generalist - CG Lead

  • all tasks in 3d pipeline

Simulacrum Productions LLC (2/09 - 3/09)
Owner / Operator

  • development of designs for a short film

Brand New School (12/08 - 1/09)
Freelance Maya Generalist

  • all tasks in 3d pipeline

Furious FX (6/08 - 12/08)
Maya Generalist

  • lookdev / digital set creation
  • modeling, UV mapping, texturing, shading, lighting
  • setting up multi-pass Mental Ray renders
  • advising on render pipeline issues

Digit International / Moneyshots Post (4/08 - 5/08)
Freelance Maya Generalist

  • rigging proxy character geometry for matchmove
  • painting fur and fur attribute maps in Maya
  • lighting, render setup
  • setting up particles for dusty vehicle/environment interaction

Brand New School (3/08)
Freelance Maya Generalist

  • lighting, modeling, tracking

Logan VFX (11/07 - 2/08)
Freelance Maya Generalist

  • shading objects and setting up Mental Ray renders
    (subsurface scattering, displacement mapping, caustics, reflections, shadows, etc.)
  • UV mapping
  • creating particle systems (for missile trails and flocking birds)
  • optimizing very large Maya scenes for rendering
  • modeling, texturing and lighting buildings and props
  • tracking

1741 Films (7/07 – 11/07)
Freelance Maya Generalist

  • all aspects of 3d pipeline

Eight VFX (11/06 – 5/07)
Freelance Maya Generalist

  • all aspects of 3d pipeline

Yu+co (11/06)
Freelance Maya Artist

  • 3d animating

Moneyshots Post (9/06 - 10/06)
Freelance Maya Artist

  • tracking, modeling, texturing, lighting

Zoic Studios (8/06 – 9/06)
Freelance Maya Artist

  • setting up particle dynamics
  • lead particle dynamics

Moneyshots Post (5/06 – 7/06)
Freelance Maya Artist

  • modeling, texturing lighting
  • troubleshooting Mental Ray rendering

Zoic Studios ( 2/06 – 4/06) interleaved with work at Yu+co
Freelance Maya Artist

  • setting up/animating rigid body, particle and fluid dynamics
  • some assisting of dynamics lead TD in pipeline setup
  • 3d modeling, texturing, shading, lighting, animating

Yu+co (12/05 – 4/06) interleaved with work at Zoic Studios
Freelance Maya Artist

  • 3d modeling, texturing, animating

Hydraulx (8/05 – 10/05)
Freelance Maya Artist

  • 3d modeling, texturing, animating

Yu+co (6/05 – 7/05)
Freelance Maya Artist

  • 3d modeling, texturing, animating, mel scripting

Moving Pixels (5/05 – 6/05)
Freelance Maya Artist

  • animating, fluid effects

Yu+co (1/05 – 4/05)
Freelance Maya Artist

  • 3d modeling, texturing, animating, mel scripting

Base 2 Studios (11/03 – 12/03)
Freelance Maya Artist

  • 3D modeling, particle animating

Freelance Artist (8/03 – 11/03)
Freelance Maya Artist

  • supervising on-set VFX, green screen, tracking marks etc.
  • 3D tracking, modeling, texturing, animating

The Syndicate (7/03)
Freelance Flame Artist

  • rotoscoping for Music Video

Dreams Factory (7/02 – 4/03)
Maya Artist

  • all jobs in the 3D pipeline (modeling, texturing, painting, animating, scene setup, etc.)

 



Software Packages



  • Shotgun - Worked with producers and coordinators to establish dataflows in/out of Shotgun

  • PyCharm - Python IDE: coding, testing, debugging

  • Visual Studio (ver6 - 2013) - C++ IDE

  • Git - Code tracking. For remote repos, I use both Bitbucket and Github

  • VMWare - Virtual environs for dev work on multi-platforms (OSX, Linux, Windows)

  • Virtualbox - Virtual environs for multi-platform dev work

  • Windows Server 2012 - My office network's workhorse servers: DC, DNS, etc.

  • workstation OSes - Windows (all versions), Linux (CentOS, Red Hat, Ubuntu), OSX

  • Teamviewer and misc VPN - For remote clients.

  • Maya – modeling / texturing / lighting / tech anim / tech rigging / scripting

  • Photoshop – Texture painting

  • Zbrush – modeling / texturing

  • Queuing Software – Maya command line, Rush, Deadline

  • Nuke - debugging problems, slap comps, colorspace checks, scripting

  • Mari - debugging problems, scripting



Programming



  • Python - Proficient

    • Standard library.
    • 3rd party libs: PyMel, Maya Python API ( plugin dev ), Deadline, Nukescript, Mari

  • C++ - Intermediate

    • Building Python 2.7.10 from source for Maya 2015/2016 under Windows
    • Building 3rd party Python libs for Windows: zmq, sqlalchemy, cython, numpy, openssl, partio
    • Building Maya plugins - plugins I coded, Partio ( Maya plugin and python extension ), PoseSpaceDeformer, Maya-Reticle